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Some guidance making non-MK characters with Finishers and get finished like MKP chars


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First off, there used to be MKP forums like other forum boards where I think the work was dedicated for characters made for MKP since as you know they have their own specifics like sharing FightFx.sff air and Common1.cns but without them I am asking where there is still activity for mugen works. 

I'd like to see more characters in MKP (by borg117, latest from 2018). I am not a char coder, I only convert chars that are 1.0 to be 1.1 which is easy. I add some Marvel non-MKP (regular Mugen) characters to my roster of fighters, as in a video that I show later. But they need something: they need to have a state where they are in 'Finish him'  effects to be finished whether their own effects or using the shared MKP files.

 

1)

One way to make chars into MKP that some already are doing but know to code a char is when they base the char on existing MKP char (for example I saw TMNT Donatello based on Jade MKP - and they replace sprites maybe add the same abilities of the original char dunno). Such characters will already share the common files  FightFx.sff air and Common1.cns , Finishers since based on a MKP char.

2)
The other way if someone knows it and could guide how to do it - a Char is not MKP and is just regular Mugen but needs to respond correctly to some states. This is what I would try if I know how: 

Let' say you have Captain America. I would add a separate Common1.cns or other state files for such characters if I know - how to make the character be dizzy on Finish him - so far a MKP vs non-MKP character , the non-MKP char will continue fighting (but freezing the character like from Sub-Zero) makes them stop and round is over after they are 0 health and on finish him  LOL - He needs to be dizzy on finish.

So How do  I add this to a non-MKP char? This is if they use their own coding not using the MKP files but state numbers need to be same as MKP to trigger in the same way from MKP chars.

Then I may want to add at least one fatality to e.g. Captain America - again its own effect but maybe the code can take the Common MKP files FightFX, air etc? And ofc some bloody effects to be finished will have to be added as sprites and Animations - which is no problem since one can see what a MKP Character Animation Number is for that bloody effect and do the same Anim Num. 

 

For example, I'd do it for Psycho Shredder , I am waiting a MKP version of him with finishers, Leaving him with the abilities he has. 

 NRS makes their super men, Conan, Homelander,  but one of the things about Mugen there are no strings fatalizing well known super heroes and villains. Also I was looking to have with "3D sprites" or newer not the cartoony ones (but eventually them too) marvel chars like Spiderman, Venom, Venon Scorp, Vulture, Carnage, Electro, Dr Doom, Fantastic 4, Iron Man

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Ok Post 1 is what I'm trying to do as a whole, I am trying 2) and here is what I have so far:

The first thing is making a Marvel character (non MKP) be finish-able. For this all it needed is add to the DEF  a customized Fatality.st - where I edit some command & block triggers that otherwise cause the character to crash if they are not removed or commented. As long as there is a code that tells the character to enter state 9010 (and uses dizzy Anim 5300). The issue with that is only specific hits make him enter the dizzy/finishable state.

A MKP character for example can fatalize him but if the Marvel char is lacking animations you may see for example his sprite still showing if the fatality does a 'body explode' for example - but Fatality.st does order to use FightFX sprites so you will see exploding bones. And if the fatality fails, he does not fall on the ground as failed finish but the battle continues. It needs to be made the battle to finish either with fatality or he needs to fall on the ground if just hit. 

So how do I fix it to always get into that dizzy state 9010? 

https://streamable.com/bt2jnl

 

Here is code

Spoiler


[Statedef 9000]
type = S
movetype= I
physics = S
juggle = 0
velset = 0,0
anim = 888
ctrl = 0


[State 9000, 6]
type = Destroyself
trigger1 = time >= 1
trigger2 = p2stateno = 9001 ;9010
trigger3 = roundstate = 3
trigger4 = roundstate = 4

;Fatality Time
[Statedef 9001]
type = S
movetype= I
physics = S
anim = 5300
velset = 0,0
ctrl = 0

;Back
[State -2, 1]
type = selfstate
trigger1 = time = 0 && p2stateno = 9010
value = 0
ctrl = 1

;Reset
[State -2, 1]
type = varset
trigger1 = time = 0
v = 11
value = 0

[State 987123, 1]
type = SelfState
trigger1 = time = 1
value = 9010

;Fatality Time
[Statedef 9010]
type = S
movetype= H
physics = S
velset = 0,0
sprpriority = 0
ctrl = 0

;Back
[State -2, 1]
type = selfstate
trigger1 = time = 0 && p2stateno = 9010
value = 0
ctrl = 1

[State -2, 1]
type = assertspecial
trigger1 = 1
flag = nomusic
flag2 = timerfreeze

[State 9873, 1]
type = LifeSet
trigger1 = Animelem = 1
value = 1

[State 9873, 1]
type = PosSet
trigger1 = 1
y = var(57)

[State 9873, 1324]
type = nothitby
trigger1 = time = 0
value = , AP
time = 14

[State 9873, 1324]
type = LifeSet
trigger1 = time = 1
value = 1

[State 987123, 1]
type = selfstate ;SelfState
triggerall = Time > 60
trigger1 = p2life = 0
trigger2 = win
trigger3 = enemy,alive = 0
trigger4 = p2stateno = 5150
value = 0
ctrl = 1

[State 987123, 1]
type = changestate ;SelfState
trigger1 = Time = 260 && fvar(5) != 112
trigger2 = time = 810
triggerall = p2stateno != [3000,3999]
value = 9111

[State 9010, 0.1]
type = Changeanim
trigger1 = time = 0
value = 5300

[State 9010, 034.1]
type = PosSet
trigger1 = 1
Y = var(57)


[Statedef 9111]
type = S
movetype= H
physics = S
velset = 0,0
ctrl = 0

[State 987123, 1]
type = changestate
trigger1 = p2stateno = [3000,4000]
trigger2 = enemy,var(4) > 0
value = 9010

[State 110123]
type = nothitby
trigger1 = 1
value = ,AT

[State 987123, 1]
type = null;LifeAdd
triggerall = Time = 30
trigger1 = p2stateno != [3000,4000]
value = -500

;After 600 Ticks And With No Fatality, P2 Falls Dow
[State 987123, 1]
type = changestate
triggerall = Time = 30
trigger1 = p2stateno != [3000,4000]
value = 21299
ctrl = 0

[Statedef 9011]
type = S
movetype= H
physics = S
juggle = -10
ctrl = 0
velset = 0,0

[State 987123, 1]
type = LifesET
trigger1 = 1
value = 4

;Dizzying Animation
[State 987124, 2]
type = ChangeAnim 
trigger1 = AnimExist(5300)
trigger1 = Anim != 5300
value = 5300

;Shows Mercy Bastardo!
[Statedef 3997]
type = S
movetype= I
physics = S
anim = 0
ctrl = 0

;Explod Invisible, Para Que No Se Pueda Hacer 2 Veces La Mercy
[State 181, cartel]
type = Explod
trigger1 = time = 0
ID = 3800
anim = 888
removetime = -1

;Cartel De Mercy
[State 181, cartel]
type = Explod
trigger1 = time = 60
ID = 200
anim = F200
pos = var(22)/2,0
postype = left
bindtime = -1
scale = 0.0025*var(22), 0.0025*var(22)
facing = 1
sprpriority = -2
ownpal = 1

[State 9000, sad]
type = removeExplod
trigger1 = numexplod(200) > 0
ID = 6999

;Sonido De Shows Mercy
[State 210, 1]
type = Playsnd
trigger1 = time = 60
value = f200,101
volumescale = 200

[State 210, 1]
type = removeexplod
trigger1 = time = 60
ID = 9007

;Manda A Custom Sin Control
[State 430, 31sdaa]
type = helper
trigger1 = time = 0
stateno = 3998
postype = p1

;Previene Fallo Si Tenemos Poca Energia
[State 9130, SetFatal]
type = lifeset
trigger1 = life < 2
value = 2

;Variables De Finish
[State 9130, SetFatal]
type = Varset
trigger1 = time = 0
V = 3
value = 0

[State 9130, SetFatal]
type = Varset
trigger1 = time = 0
V = 13
value = 0

[State 9130, SetFatal]
type = Varset
trigger1 = time = 0
V = 9
value = 0

[State 9130, SetFatal]
type = Varset
trigger1 = time = 0
V = 19
value = 0

;Fin De Cosas Lokas De Finish
[State 9130, SetFatal]
type = Varset
trigger1 = time = 0
V = 4
value = 0

;Cuando Termina La Anim De Mercy Vuelve A Tener Control
[State 430, 31sdaa]
type = changestate
trigger1 = time = 160
value = 0
ctrl = 1

;Helper Que Golpea A Pl2
[Statedef 3998]
type = S
movetype= A
physics = S
anim = 9000
ctrl = 0

[State 210, 1]
type = Playsnd
trigger1 = time = 100 
trigger1 = p2name != "shao kahn" && p4name != "shao kahn"
value = 6,2
volumescale = 200

[State 8000, sadsd]
type = BGPalFX
trigger1 = root,numexplod(200)=1
time = 9999
add = 0, 0, 0

;Manda A Custom (Si No Fallaba)
[State 1200, BoltFat]
type = HitDef
trigger1 = time = 0
attr = S, HP
hitflag = MAFD
damage = 0
sparkno = -1
p2stateno = 3999

[State 430, 31sdaa]
type = assertspecial
trigger1 = 1
flag = nomusic

[State 430, 31sdaa]
type = destroyself
trigger1 = time = 160

;Custom State
[Statedef 3999]
type = S
movetype= H
physics = S
anim = 0
ctrl = 0
facep2 = 1

[State 181, cartel]
type = Explod
trigger1 = time = 0
ID = 3800
anim = 888
removetime = -1

[State 210, 1]
type = removeexplod
trigger1 = time = 60
ID = 9007

[State 430, 31sdaa]
type = lifeadd
trigger1 = time = 0
value = 50

;Vuelve A Tener Control
[State 430, 31sdaa]
type = selfstate
trigger1 = time = 160
value = 0
ctrl = 1

;El Oponente Queda Sin Control, La Variable Se Pone En Valor "Hara Kiri" Y Espera A Que Muera El Otro Para Festejar.
[Statedef 3502]
movetype= H
ctrl = 0

[State 9130, SetFatal]
type = Varset
trigger1 = time = 0
V = 4
value = 6

[State 3105, end]
type = changeanim
trigger1 = time = 0
value = 0

[State 430, 31sdaa]
type = selfstate
trigger1 = p2life <=0
value = 0
ctrl = 1

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

[State 430, 31]
type = changeanim
trigger1 = Time < 60
value = anim
elem = animelemno(0)

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

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

[State 430, 31]
type = changeanim
trigger1 = movehit
value = 180
persistent = 0

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

[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 200, 7]
type = selfstate
trigger1 = time = 150
value = 180
ctrl = 1

;Babality Reaction
[Statedef 3601]
type = S
movetype= H
physics = S
juggle = 2
ctrl = 0
velset = 0,0


[State 430, 31]
type = playsnd
trigger1 = time = 30
value = f5, 47 + 100*(random%2)
volumescale = 120
channel = 3

[State 430, 31]
type = playsnd
trigger1 = time = 30
value = 3, 15
volumescale = 120
channel = 3

[State 430, 31]
type = playsnd
trigger1 = time = 0
value = f5, 35
volumescale = 200

[State 430, 31]
type = envcolor
trigger1 = time = 12
value = 255,255,255
time = 2

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

[State 0, Explod]
type = Explod
trigger1 = time = 12 && selfanimexist(3666) = 1
anim = 3666
bindtime = 1
scale = const(size.xscale),const(size.yscale)
sprpriority = 1
removetime = -1
ownpal = 0
ignorehitpause = 1
removetime = -1
shadow = -1,-1,-1

[State 0, Explod]
type = Explod
trigger1 = time = 12 && selfanimexist(3666) = 0
anim = f14
bindtime = 1
removetime = -1
scale = 0.5,0.5
sprpriority = 1
ownpal = 0
ignorehitpause = 1
removetime = -1
shadow = -1,-1,-1

[State 9130, SetFatal]
type = Varset
trigger1 = time = 12
V = 26
value = 1

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

[State 200, 7]
type = selfstate
trigger1 = time = 61
value = 5150

;Brutality Reaction
[Statedef 2202]
type = S
movetype= I
physics = S
anim = 5000
velset = 0,0
ctrl = 0

[State var]
type = stopsnd
trigger1 = time < 4
channel = 3

[State var]
type = playsnd
trigger1 = time = 1
value = 3,0 + 2*(random%2)
;channel = 3

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

[State var]
type = assertspecial
trigger1 = 1
flag = timerfreeze

[State var]
type = changeanim
trigger1 = time > 8
value = 5005

[State var]
type = velset
trigger1 = time > 8
x = -2

[State end]
type = selfstate
trigger1 = time > 24
trigger2 = p2stateno = 0
value = 21299

;Brutality P2 Gone
[Statedef 2203]
type = S
movetype= H
physics = S
anim = 888
ctrl = 0

[State var]
type = posadd
trigger1 = time = 0
x = -30

[State var]
type = screenbound
trigger1 = pos y < var(57)
value = 1
movecamera = 1,0

[State var]
type = playsnd
trigger1 = time = 1 && prevstateno = 2202
value = 3,0 + 2*(random%2)
channel = 3

[State var]
type = varset
trigger1 = time = 0
v = 26
value = 1

[State var]
type = posset
trigger1 = time = 3
y = var(57)

[State var]
type = lifeadd
trigger1 = time = 3
value = -9999

[State end]
type = selfstate
trigger1 = time > 3
value = 5150

;More Brutal Finish
[Statedef 3301]
type = S
movetype= A
physics = S
velset = 0,0
ctrl = 0

[State ]
type = Hitdef
trigger1 = !movecontact
pausetime = 0,2
attr = S,SA
hitflag = MAF
priority = 4, hit
sparkno = -1
hitsound = 5,21
ground.type = high
air.type = high
ground.slidetime = 10
guard.slidetime = 15
ground.hittime = 40
guard.hittime = 15
ground.velocity = -2, 0
guard.velocity = -2
p2facing = 1
p2stateno = 2203
numhits = 0

[State end]
type = selfstate
trigger1 = movehit
value = 3302

;Even More Brutal Finish
[Statedef 3302]
type = S
movetype= I
physics = S
velset = 0,0
ctrl = 0

[State ]
type = Helper
trigger1 = time = 2
helpertype = Normal
stateno = 6900
pos = 0, -100
postype = p2
;persistent = 0
ignorehitpause = 1
ownpal = 1

[State ]
type = Helper
trigger1 = time = 0
helpertype = Normal
stateno = 7442
pos = -10, -110
postype = p2
persistent = 0
ignorehitpause = 1
ownpal = 1

[State ]
type = envshake
trigger1 = time = 2
freq = 90
ampl = 10
time = 60
ignorehitpause = 1

[State 210, 1]
type = Playsnd
trigger1 = time < 3
value = F5,35

[State ]
type = envcolor
trigger1 = time = 0 || time = 8 || time = 16
value = 255,255,255
time = 4
ignorehitpause = 1

[State end]
type = selfstate
trigger1 = !animtime
value = 0
ctrl = 1

;Cosas De Fatales

;Combo Cancel Code
[Statedef 279]
type = S
movetype= A
physics = S
ctrl = 0
velset = 0,0

[State 240, 3]
type = targetvelset
trigger1 = time < 12
x = -4

[State 240, 3]
type = Changeanim
trigger1 = time < 4
value = anim
elem = animelemno(0)

[State var]
type = targetlifeadd
trigger1 = target,life < 2
trigger1 = var(9) = 0 || var(19) = 1
value = -1
kill = 1

[State 245, 4]
type = selfstate
trigger1 = time = 0 && target,backedgebodydist < 9
value = 299

[State 240, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;BREAKER
[Statedef 333]
type = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 240
sprpriority = 3

[State 202, Not]
type = palfx
trigger1 = time = 0
add = 0,0,0
time = 0

[State 202, NotFrly]
type = stopsnd
trigger1 = time = 0
channel = -1

[State 202, NotFrly]
type = assertspecial
trigger1 = time < 3
flag = nomusic

[State 202, NotFrly]
type = posset
trigger1 = time = 0
y = var(57)

[State 202, NotFrly]
type = posfreeze
trigger1 = !movecontact

[State 202, NotFrly]
type = pause
trigger1 = time = 0 && numexplod(1991) = 0
time = 31
movetime = 30

[State 202, NotFrly]
type = Changeanim
trigger1 = time = 0
value = 241

[State 202, NotFrly]
type = Changeanim
trigger1 = anim = 240 && animelem = 5
value = 9000

[State 620, 145]
type = varset
trigger1 = 1
v = 47
value = 0
ignorehitpause = 1

[State 8000, Power bloker]
type = Explod
trigger1 = time = 0
anim = 888
pos = 0,0
postype = p1
ID = 7080
sprpriority = 1
removetime = 100
ignorehitpause = 1
persistent = 0

[State 620, 2]
type = HitDef
trigger1 = !movecontact && anim != 240
attr = S, HT
animtype = Back
damage = 10*(p2life = lifemax)
hitflag = MAFD
priority = 7,Hit
pausetime = 0,2
sparkno = -1
guard.sparkno = -1
hitsound  = 5,0
p2stateno = 334
p2getp1state = 0
p2facing = 1
guardsound = -1
ground.velocity = -10, -8
air.velocity = -10, -8
yaccel = 0.5
fall.recover = 1
guard.dist = 0
envshake.time = 24
envshake.freq = 90
envshake.ampl = 6
kill = 0
guard.kill = 0

[State 202, NotFrly]
type = Changeanim
triggerall = movehit
trigger1 = anim = 9000
trigger2 = anim = 240 && movehit < 10
value = 240
elem = 6
ignorehitpause = 1

[State 202, NotFrly]
type = varadd
trigger1 = movehit
triggerall = numexplod(11012) = 0 && fvar(5) != 128
fv = 10
value = -1
ignorehitpause = 1
persistent = 0

[State 0, hold]
type = targetbind
trigger1 = movehit
pos = 50,0
time = 1
ignorehitpause = 1
persistent = 0

[State 0, breaker]
type = removeExplod
trigger1 = movehit
ID = 11005
ignorehitpause = 1
persistent = 0

[State 0, breaker hit]
type = Explod
trigger1 = movehit
anim = f910
pos = -10, -80
postype = p2
bindtime = 1
;scale = 0.5,0.5
sprpriority = 2
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 0, breaker text]
type = Explod
trigger1 = movehit = 2
anim = f911
ID = 911
;pos = screenpos x, screenpos y-120
pos = p2dist x, -120
;postype = left
facing = facing
bindtime = 1
vel = 0,-0.5
scale = 0.5,0.5
sprpriority = -4
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 202, NotFrly]
type = envcolor
trigger1 = movehit
value = 255,255,255
time = 2
ignorehitpause = 1
persistent = 0

[State 0, against boss]
type = targetvelset
trigger1 = movehit && target,stateno = 21239
x = -6

[State 202, NotFrly]
type = velset
trigger1 = movehit && frontedgedist < 160
x = -6

[State 202, NotFrly]
type = pause
trigger1 = movehit
time = 0
movetime = 1
ignorehitpause = 1
persistent = 0

[State 202, NotFrly]
type = nothitby
trigger1 = !movehit
value = SCA
time = 21

[State 0, breaker sfx]
type = playsnd
trigger1 = time = 0
value = f5,141

[State 0, breaker sfx]
type = playsnd
trigger1 = time = 3
value = f1,14
volumescale = 90

[State 0, breaker voice]
type = playsnd
trigger1 = time = 30 && movecontact
triggerall = name != "shao kahn" && p2name != "shao kahn" && p3name != "shao kahn" && p4name != "shao kahn"
value = f1,13
volumescale = 200

;Aggressor Des
[State -2]
type = removeexplod
trigger1 = 1
ID = 11008
ignorehitpause = 1

;Aggressor Des
[State -2]
type = removeexplod
trigger1 = 1
ID = 11009
ignorehitpause = 1

[State 431, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Break Reaction
[Statedef 334]
type = A
movetype= I
physics = N
anim = 5035
velset = 0,0
ctrl = 0

[State var]
type = selfstate
trigger1 = authorname = "boss"
value = 21239

[State var]
type = hitvelset
trigger1 = time = 1
x = 1
y = 1

[State var]
type = velmul
trigger1 = vel x > 0
x = -1

[State var]
type = veladd
trigger1 = time > 1
y = gethitvar(yaccel)

[State var]
type = playerpush
trigger1 = 1
value = 0

[State var]
type = nothitby
trigger1 = 1
value = SCA
time = 24

[State var]
type = changeanim
trigger1 = animtime = 0
value = 5050

[State end]
type = selfstate
trigger1 = pos y >= var(57) && vel y > 0
value = 5110

;Relaunch Breaker
[Statedef 335]
type = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 600
sprpriority = 3

[State 202, Not]
type = palfx
trigger1 = time = 0
add = 0,0,0
time = 0

[State 202, NotFrly]
type = stopsnd
trigger1 = time = 0
channel = -1

[State 202, NotFrly]
type = assertspecial
trigger1 = time < 3
flag = nomusic

[State 202, NotFrly]
type = posset
trigger1 = time = 0
y = var(57)

[State 202, NotFrly]
type = posfreeze
trigger1 = !movecontact

[State 202, NotFrly]
type = pause
trigger1 = time = 0 && numexplod(1991) = 0
time = 31
movetime = 30

[State 202, NotFrly]
type = Changeanim
trigger1 = time = 0
value = 241

[State 202, NotFrly]
type = Changeanim
trigger1 = anim = 600 && animelem = 3
value = 9000

[State 620, 145]
type = varset
trigger1 = 1
v = 47
value = 0
ignorehitpause = 1

[State 8000, Power bloker]
type = Explod
trigger1 = time = 0
anim = 888
pos = 0,0
postype = p1
ID = 7080
sprpriority = 1
removetime = 100
ignorehitpause = 1
persistent = 0

[State 620, 2]
type = HitDef
trigger1 = !movecontact && anim != 600
attr = S, HT
animtype = Back
damage = 10*(p2life = lifemax)
hitflag = MAFD
priority = 7,Hit
pausetime = 0,2
sparkno = -1
guard.sparkno = -1
hitsound  = 5,0
p2stateno = 334
p2getp1state = 0
p2facing = 1
guardsound = -1
ground.velocity = -10, -8
air.velocity = -10, -8
yaccel = 0.5
fall.recover = 1
guard.dist = 0
envshake.time = 24
envshake.freq = 90
envshake.ampl = 6
kill = 0
guard.kill = 0

[State 202, NotFrly]
type = Changeanim
triggerall = movehit
trigger1 = anim = 9000
trigger2 = anim = 600
value = 600
elem = 3
ignorehitpause = 1

[State 0, hold]
type = targetbind
trigger1 = movehit
pos = 50,0
time = 1
ignorehitpause = 1
persistent = 0

[State 0, breaker hit]
type = Explod
trigger1 = movehit
anim = f910
pos = -10, -80
postype = p2
bindtime = 1
;scale = 0.5,0.5
sprpriority = 2
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 202, NotFrly]
type = envcolor
trigger1 = movehit
value = 255,255,255
time = 2
ignorehitpause = 1
persistent = 0

[State 0, against boss]
type = targetvelset
trigger1 = movehit && target,stateno = 21239
x = -6

[State 202, NotFrly]
type = velset
trigger1 = movehit && frontedgedist < 160
x = -6

[State 202, NotFrly]
type = pause
trigger1 = movehit
time = 0
movetime = 1
ignorehitpause = 1
persistent = 0

[State 202, NotFrly]
type = nothitby
trigger1 = !movehit
value = SCA
time = 21

[State 0, breaker sfx]
type = playsnd
trigger1 = time = 0
value = f5,141

[State 0, breaker sfx]
type = playsnd
trigger1 = time = 3
value = f1,14
volumescale = 90

;Aggressor Des
[State -2]
type = removeexplod
trigger1 = 1
ID = 11008
ignorehitpause = 1

;Aggressor Des
[State -2]
type = removeexplod
trigger1 = 1
ID = 11009
ignorehitpause = 1

[State 431, 4]
type = ChangeState
trigger1 = Time > 60
trigger2 = movehit > 21
value = 52
anim = 41

[Statedef 499]
type = S
movetype= I
physics = N
ctrl = 0
anim = 888

[State 431, 3.2]
type = destroyself
trigger1 = Time = 0
trigger1 = p2name = "shao kahn"||p4name = "shao kahn"

[State 431, 3.2]
type = VarRandom
trigger1 = Time = 0
v = 45
range = 1, 140

[State 431, 3.2]
type = Varset
trigger1 = Time = 0 && root,fvar(5) = 123
v = 45
value = 125

[State 1200, toasty]
type = Explod
triggerall = time = 1
triggerall = p2stateno != 9010
trigger1 = teamside = 1 && enemy,numexplod(11008) = 0 && enemy,numexplod(11009) = 0
trigger2 = teamside = 2 && numexplod(11008) = 0 && numexplod(11009) = 0
triggerall = var(45) = [120, 130]
triggerall = stagevar(info.name) != "1nf3st4ti0n"
anim = F130+random%6
pos = root,var(22),root,var(23)
scale = 0.0025*root,var(22),0.0025*root,var(22)
postype = left
ontop = 1
sprpriority >= 5
Bindtime = -1

[State 1200, toasty]
type = Explod
triggerall = time = 1
triggerall = p2stateno != 9010
trigger1 = teamside = 1 && enemy,numexplod(11008) = 0 && enemy,numexplod(11009) = 0
trigger2 = teamside = 2 && numexplod(11008) = 0 && numexplod(11009) = 0
triggerall = var(45) = [120, 130]
triggerall = stagevar(info.name) = "1nf3st4ti0n"
anim = F12
pos = root,var(22)/2,root,var(23)
scale = 0.0025*root,var(22),0.0025*root,var(22)
postype = left
ontop = 1
sprpriority >= 5
Bindtime = -1

[State 10211, toasty]
type = Playsnd
trigger1 = time = 15 && stagevar(info.name) != "1nf3st4ti0n"
trigger1 = p2stateno != 9010
trigger1 = var(45) = [120, 130]
value = F5,39
volume = 150

[State 202, NotFriendly]
type = VarSet
trigger1 = Time = 0
triggerall = var(30) != 10016
v = 5
value = 1

[State 431, 3.2]
type = VarRandom
trigger1 = Time = 10
v = 11
range = 1, 140

[State 431,324.2]
type = VarRandom
trigger1 = Time = 5
triggerall = var(30) = 10016
v = 15
range = 1, 60

[State 431, 3.51]
type = Playsnd
trigger1 = p2movetype = H
trigger1 = Var(15) = [1, 20]
trigger1 = time = 5
triggerall = var(30) = 10016
value = F5, 4
volume = 50

[State 431, 3.61]
type = Playsnd
trigger1 = p2movetype = H
trigger1 = Var(15) = [21, 40]
trigger1 = time = 5
triggerall = var(30) = 10016
value = F6, 0
volume = 50

[State 431, 3.71]
type = Playsnd
trigger1 = p2movetype = H
trigger1 = Var(15) = [41, 60]
trigger1 = time = 5
triggerall = var(30) = 10016
value = F5, 5
volume = 50

[State 431, 3.5]
type = Playsnd
trigger1 = p2movetype = H
trigger1 = Var(11) = [1, 20]
trigger1 = time = 15
trigger1 = var(45)  < 120  | var(45)  > 130
triggerall = var(30) != 10016
value = F5, 13
volume = 50

[State 431, 3.6]
type = Playsnd
trigger1 = p2movetype = H
trigger1 = Var(11) = [21, 40]
trigger1 = time = 15
trigger1 = var(45)  < 120  | var(45)  > 130
triggerall = var(30) != 10016
value = F5, 6
volume = 50

[State 431, 3.7]
type = Playsnd
trigger1 = p2movetype = H
trigger1 = Var(11) = [41, 60]
trigger1 = time = 15
trigger1 = var(45)  < 120  | var(45)  > 130
triggerall = var(30) != 10016
value = F5, 5
volume = 50

[State 431, 3.8]
type = Playsnd
trigger1 = p2movetype = H
trigger1 = Var(11) = [61, 80]
trigger1 = time = 15
trigger1 = var(45)  < 120  | var(45)  > 130
triggerall = var(30) != 10016
value = F0, 21
volume = 50

[State 430, 3.9]
type = Playsnd
trigger1 = p2movetype = H
trigger1 = Var(11) = [81, 100]
trigger1 = time = 15
trigger1 = var(45)  < 120  | var(45)  > 130
triggerall = var(30) != 10016
value = F5, 4
volume = 50

[State 430, 33.9]
type = Playsnd
trigger1 = p2movetype = H
trigger1 = Var(11) = [101, 120]
trigger1 = time = 15
trigger1 = var(45)  < 120  | var(45)  > 130
triggerall = var(30) != 10016
value = F5, 3
volume = 50

[State 430, 3]
type = Playsnd
trigger1 = p2movetype = H
trigger1 = Var(11) = [121, 139]
trigger1 = time = 15
trigger1 = var(45)  < 120  | var(45)  > 130
triggerall = var(30) != 10016
value = F6, 0
volume = 50


[State 431, 3.99999]
type = Varset
trigger1 = Time = 17
v = 11
value = 0

[State 431, 3.99999]
type = Varset
trigger1 = Time = 17
v = 45
value = 0

[State 431, 4]
type = destroyself
trigger1 = time = 17
trigger2 = var(45) != [120,130]
trigger2 = roundstate > 2 || root,numexplod(9007) > 0

;Para Fatal De Jade, Classic Sub-Zero
[Statedef 6001]
type = S
movetype= I
physics = N
anim = 888

[State 3105, queda clavado]
type = Explod
trigger1 = time = 0
anim = 6001
pos = 0,0
postype = p1
sprpriority = 1
id = 6001

[State 3105, chau explod]
type = removeExplod
trigger1 = time = 41
id = 6001

[State 2, sangre y mas sangre]
type = explod
trigger1 = time = 0
trigger2 = time = 10
trigger3 = time = 20
trigger4 = time = 30
trigger5 = time = 40
pos = -4, -51
postype = p1
anim = F80 ;Arreglar Anim De Sangre
ontop = 1

[State 200, grito]
type = playsnd
trigger1 = Time = 0
value = 4,1

[State 200, 7]
type = lifeadd
trigger1 = Time = 41
value = -9999

[State 200, 7]
type = selfstate
trigger1 = Time = 41
value = 5150

;Para Friendship (Queda Mareandose)

[Statedef 6002]
type = S
movetype= I
physics = N
velset = 0, 0
ctrl = 0

[State 3100, asigna anim]
type = varset
trigger1 = time = 1
v = 45
value = 5300

[State 9399, 3]
type = Lifeadd
trigger1 = Time > 150
trigger1 = animtime = 0
Value = -9999

[State 9399, 2]
type = selfstate
trigger1 = time > 150
trigger1 = animtime = 0
value = 5150

;Para Fatales De Decapitación Tipo La De Cage

;Fall Back
[Statedef 6003]
type = S
movetype= H
physics = N
ctrl = 0
velset = 0,0
anim = 704

[State 9399, 2]
type = selfstate
trigger1 = selfanimexist(705) = 0
value = 6004

[State 1200, 2at]
type = changeanim
trigger1 = time = 3
value = 705

[State 1200, 2at]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1,0

[State 1200, 2at]
type = hitvelset
trigger1 = time = 3
x = 1
y = 1

[State 1200, 2at]
type = velset
trigger1 = time = 3 && ishelper
x = -abs(root,gethitvar(xvel))
y = root,gethitvar(yvel)

[State 1200, 2at]
type = veladd
trigger1 = time > 3
y = 0.5

[State 5150, 8]
type = varset
trigger1 = vel y > 0 && ifelse(ishelper, pos y > root,var(57)-6, pos y > var(57) -6)
v = 26
value = 1

[State 1200, 2at]
type = Explod
trigger1 = var(26) > 0
anim = 706
pos = 0,0
postype = p1
sprpriority = 2
bindtime = 1
persistent = 0

[State 22, round hit]
type = EnvShake
trigger1 = var(26) > 0 && ishelper
freq = 60
time = 16
ampl = 4
persistent = 0

[State 1200, ound]
type = PlaySnd
trigger1 = var(26) > 0 && ishelper
value = F7, 0
persistent = 0

[State 9399, 3]
type = Lifeadd
trigger1 = var(26) > 0
Value = -9999

[State 5150, 8]
type = destroyself
trigger1 = var(26) > 0 && ishelper

[State 5150, 8]
type = selfstate
trigger1 = var(26) > 0
value = 5110

;Para Fatales De Decapitación Tipo Martillazo De Shao Kahn

;6612
[Statedef 6004]
type = S
movetype= H
physics = S
ctrl = 0
velset = 0,0
anim = 661

[State 1200, ound]
type = stopSnd
trigger1 = time < 3
channel = 3

[State 22, round hit]
type = EnvShake
trigger1 = time = 71
trigger2 = time = 104
freq = 48
time = 10
ampl = 4

[State 1200, ound]
type = PlaySnd
trigger1 = time = 71
trigger2 = time = 104
value = F7, 3

[State 9399, 2]
type = varset
trigger1 = time = 0
v = 45
value = 6611

[State 9010, 0.1]
type = Sprpriority
trigger1 = time = 50
value  >= 4

[State 9399, 2]
type = Selfstate
trigger1 = Animtime = 0
value = 5150

[State 9399, 3]
type = Lifeadd
trigger1 = Time = 30
Value = -9999

[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ctrl = 1

;Cabeza 6613
[Statedef 6005]
type = S
movetype= H
physics = S
ctrl = 0
velset = 0,0
anim = 661

[State 9399, 2]
type = varset
trigger1 = time = 0
v = 45
value = 6611


[State 22, round hit]
type = EnvShake
trigger1 = time = 45
trigger2 = time = 55
freq = 48
time = 10
ampl = 4

[State 1200, ound]
type = PlaySnd
trigger1 = time = 44
trigger2 = time = 55
value = F5, 17
channel = 4

[State 9010, 0.1]
type = Sprpriority
trigger1 = time = 50
value  >= 4

[State 9399, 2]
type = Selfstate
trigger1 = Animtime = 0
value = 5150

[State 9399, 3]
type = Lifeadd
trigger1 = Time = 30
Value = -9999

[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ctrl = 1

[State 1200, er2at]
type = Explod
trigger1 = time = 1
anim = 6612
ID = 6612
pos = 0,-115
postype = p1
sprpriority = 4
removetime = 5

[State 1200, er2at]
type = Explod
trigger1 = time = 3
anim = 6612
ID = 6612
pos = 0,-117
postype = p1
sprpriority = 5
scale = 1.5,1.5
removetime = 2

[State 1200, er2at]
type = Explod
trigger1 = time = 5
anim = 6612
ID = 6612
pos = 2,-119
postype = p1
sprpriority = 5
scale = 2,2
removetime = 2

[State 1200, er2at]
type = Explod
trigger1 = time = 7
anim = 6612
ID = 6612
pos = 4,-121
postype = p1
sprpriority = 5
scale = 2.5,2.5
removetime = 2

[State 1200, er2at]
type = Explod
trigger1 = time = 9
anim = 6612
ID = 6612
pos = 6,-123
postype = p1
sprpriority = 5
scale = 3,3
removetime = 3

[State 1200, er2at]
type = Explod
trigger1 = time = 12
anim = 6612
ID = 6612
pos = 8,-125
postype = p1
sprpriority = 5
scale = 3.5,3.5
removetime = 6

[State 1200, er2at]
type = Explod
trigger1 = time = 15
anim = 6612
ID = 6612
pos = 10,-128
postype = p1
sprpriority = 5
scale = 4,4
removetime = 3

[State 1200, er2at]
type = Explod
trigger1 = time = 18
anim = 6612
ID = 6612
pos = 12,-130
postype = p1
sprpriority = 5
scale = 4.8,4.8
removetime = 50

[State 1200, er2at]
type = Explod
trigger1 = time = 68
anim = 6612
ID = 6612
Vel = 0,7
pos = 12,-130
postype = p1
sprpriority = 5
scale = 4.8,4.8
removetime = 60

[State 1200, er2at]
type = Explod
trigger1 = time = 16
anim = F17
pos = 12,-150
postype = p1
sprpriority = 5
;removetime = -1

[State 1200, er2at]
type = Explod
trigger1 = time = 16
anim = F17
pos = 12,-110
postype = p1
sprpriority = 5
;removetime = -1

[State 1200, er2at]
type = Explod
trigger1 = time = 18
anim = F10
pos = 12,-150
postype = p1
ontop = 1
removetime = -1


[State 22, roundt]
type = EnvShake
trigger1 = time = 18
freq = 88
time = 10
ampl = 7

[State 22, rndt]
type = Playsnd
trigger1 = time = 18
value = F5,21
;volume = 100

[State 22, 245t]
type = Playsnd
trigger1 = time = 18
value = F5,31
volume = 100

;Para Quedar Decapitado En El Suelo 6614
[Statedef 6006]
type = S
movetype= H
physics = S
ctrl = 0

[State 9399, 2]
type = varset
trigger1 = time = 0
v = 45
value = 6611

[State 9399, 2]
type = Selfstate
trigger1 = time = 0
value = 5150

;Invisible Al Final
[Statedef 6007]
type = S
movetype= H
physics = S
ctrl = 0
velset = 0,0

[State 9399, 2]
type = varset
trigger1 = time = 0
v = 45
value = 888

[State 9399, 2]
type = Selfstate
trigger1 = time = 0
value = 5150

;Para Quedar Decapitado En El Suelo En Fatal De Goro
[Statedef 6008];6614
type = S
movetype= H
physics = S
ctrl = 0

[State 9399, 2]
type = varset
trigger1 = time = 0
v = 45
value = 6008

[State 9399, 2]
type = Selfstate
trigger1 = time = 0
value = 5150

;Hits/Damage Counter
[StateDef 17000]
velset = 0,0
ctrl = 0
anim = 888

[State 190, 2]
type = destroyself
trigger1 = root,stateno = 5500

;Battleplan
;[State 190, 2]
;type = ChangeState
;triggerall = Time = 0
;triggerall = root,stateno = 190 || roundstate < 2 || root,var(48) = 1
;triggerall = teammode = single && enemy,teammode = single
;triggerall = root,numexplod(11014) + enemy,numexplod(11014) = 0
;triggerall = numpartner = 0 && enemy,numpartner = 0
;;triggerall = roundno = 1
;;trigger1 = 1
;trigger1 = root,AILevel > 0 && ishometeam && enemy,AILevel = 0
;trigger2 = root,AILevel = 0 && !ishometeam && enemy,AILevel > 0
;value = 18000 + 2*ishometeam

;[State 190, 2] ; VS pose
;type = selfState
;triggerall = Time = 0
;triggerall = root,stateno = 190 || roundstate < 2 || root,var(48) = 1
;triggerall = teammode != simul && enemy,teammode != simul
;triggerall = root,numpartner = 0 && enemy,numpartner = 0
;triggerall = roundno = 1
;trigger1 = root,AILevel > 0 && enemy,AILevel > 0
;trigger2 = root,AILevel = 0 && enemy,AILevel = 0
;value = 19100

;Skipped
[State 190, 2]
type = selfState
trigger1 = root,var(13) = 123123
value = 19107
;Round
[State 190, 2]
type = selfState
trigger1 = Time = 0
trigger1 = root,stateno = 190 || roundstate < 2 || root,var(48) = 1
value = 19106

;Change These For Custom Hit Counter

;Appear Time
[State -3]
type = Varset
trigger1 = 1
v = 10
value = 20

;Disappear Time
[State -3]
type = Varset
trigger1 = 1
v = 11
value = 100

;Time till percents
[State -3]
type = Varset
trigger1 = 1
v = 12
value = 30

;Time till remove
[State -3]
type = Varset
trigger1 = 1
v = 13
value = 70

;Letter width
[State -3]
type = Varset
trigger1 = 1
v = 14
value = 11

;X Scale
[State -3]
type = Varset
trigger1 = 1
v = 15
value = 100

;Y Scale
[State -3]
type = Varset
trigger1 = 1
v = 16
value = 100

;Maximum Damage
[State -3]
type = Varset
trigger1 = 1
v = 17
value = 59 ;Maximum Damage Limit

;P1 X Position For Hits
[State -3]
type = Varset
trigger1 = 1
v = 20
value = 10

;P2 X Position For Hits
[State -3]
type = Varset
trigger1 = 1
v = 21
value = 342

;P1 X Position For Percent
[State -3]
type = Varset
trigger1 = 1
v = 22
value = 10

;P2 X Position For Percent
[State -3]
type = Varset
trigger1 = 1
v = 23
value = 300

;Y Position For Hits
[State -3]
type = Varset
trigger1 = 1
v = 24
value = 73

;Y Position For Percent
[State -3]
type = Varset
trigger1 = 1
v = 25
value = 90

;First Hit
[State -2]
type = Varset
trigger1 = root,statetype != A && root,anim = [5000,5015]
trigger2 = root,stateno = 5245
v = 6
value = 1

;Hit Check
[State -2]
type = null ;Bgpalfx
trigger1 = root,movetype = H
triggerall = root,stateno != var(3)
triggerall = ifelse((root,stateno != [21239,21240]),1, root,time = 1)
triggerall = root,stateno != [5000,5999]
triggerall = root,stateno != [120,160]
triggerall = root,stateno != [26,32]
triggerall = var(3) = 0 || root,hitover = 0
add = 255,0,0
time = 12

;Life Check
[State -2]
type = Varset
trigger1 = time = 0
trigger2 = root,ctrl = 1 || root,movetype != H 
trigger2 = root,time > 1
trigger3 = root,stateno = 5120 && root,time > 12
v = 4
value = root,life

;Maximum
[State -2]
type = Varset
trigger1 = root,var(20) > var(17);
trigger2 = 100*(var(4) -root,life) > var(17)*root,lifemax
triggerall = root,fvar(5) != 118
v = 7
value = 1

[State 810, var]
type = varset
trigger1 = root,statetype != A && root,movetype = H
trigger1 = (p2stateno = [200,201])||(p2stateno = [220,221])
triggerall = enemy,movehit > 0
v = 8
value = 1

;No Counters
[State -2]
type = destroyself
trigger1 = root,stateno = 333
trigger2 = root,stateno = 335
trigger3 = root,stateno = 3999
trigger3 = enemy,var(19) != 0

;Quick Show Counters
[State -2]
type = selfstate
trigger1 = var(7) = 1 && root,var(21) > 1
value = 17001

;Show Counters
[State -2]
type = selfstate
trigger1 = root,movetype != H || root,stateno = [120,159]
trigger2 = (root,stateno = 9010 || root,stateno = 5150) && root,time = 1
trigger3 = var(7) = 1
triggerall = root,var(21) > 0 || root,var(20) > 0
value = 17001

[StateDef 17001]
type = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 9000

;For Dmg
[State -2]
type = posadd
trigger1 = 1
x = p2dist x

;Life Check2
[State -2]
type = Varset
trigger1 = time = 0
v = 5
value = floor((100*(var(4)-root,life))/root,lifemax)

;Hits
[State 2090, 0]
type = VarSet
trigger1 = time = 0
v = 1
value = root,var(21)
[State 2090, 0] ;Percent
type = null ;VarSet
trigger1 = time = 0
v = 2
value = floor((100*(var(4)-var(5)))/root,lifemax)

;Percent
[State 2090, 0]
type = VarSet
trigger1 = time = 0 ;root,var(20) > var(2)
v = 2
value = ifelse(root,var(20) > var(5), root,var(20), var(5));root,var(20)

;Hit Limits
[State 2090, 0]
type = VarSet
trigger1 = var(1) > 99
v = 1
value = 99

;Percent Limits
[State 2090, 0]
type = VarSet
trigger1 = var(2) > 100
v = 2
value = 100

[State 820, 4351]
type = varset
Trigger1 = var(2) > var(17)
trigger2 = 100*(var(4) -root,life) > var(17)*root,lifemax
triggerall = root,fvar(5) != 118
v = 7
value = 1

;No Hit
[State -2]
type = changeanim
trigger1 = var(7) < 1
trigger2 = root,fvar(5) = 118
value = 888

;Hits Res
[State 2090, 0]
type = parentVarSet
trigger1 = time = 0
v = 21
value = 0

;Percent Res
[State 2090, 0]
type = parentVarSet
trigger1 = time = 0
v = 20
value = 0

[State 620, 2]
type = HitDef
trigger1 = !movecontact
attr = A, HT
animtype = Back
hitflag = MAFD
priority = 7,Hit
pausetime = 0,2
sparkno = -1
guard.sparkno = -1
hitsound  = 1,12
p2stateno = 334
p2getp1state = 0
guardsound = -1
ground.velocity = -3, -7.9
air.velocity = -3.5, -6
yaccel = 0.5
fall.recover = 0
guard.dist = 0
envshake.time = 70
envshake.freq = 90
envshake.ampl = 6

[State 2090, 1]
type = targetvelset
trigger1 = movehit
x = -3

;Maximum
[State 2090, 1]
type = Explod
trigger1 = movehit
anim = F112
postype = left
pos = root,var(22)/2,72
sprpriority = 5
bindtime = -1
removetime = 60
scale = 0.0025*root,var(22),0.0025*root,var(22)
ignorehitpause = 1
persistent = 0

;Desu
[State 2090, 1]
type = destroyself
trigger1 = time = 1+var(13)+var(10)
trigger2 = var(1) < 2
trigger3 = var(2) < 2
trigger4 = time = 0 && p2stateno = 299 && enemy,prevstateno = [200,221]
trigger5 = root,numpartner > 0 && partner,alive
trigger5 = root,var(21) < partner,var(21) && time = 0
trigger6 = var(8) = 1 && time = 0
triggerall = var(7) = 0 || movehit || time > 30

;Give Money
[State 2090, 0]
type = parentVaradd
trigger1 = time = 1
v = 25
value = ceil(0.1*var(1)*var(2))

;P1 Hits Till 10
[State 2090, 1]
type = Explod
trigger1 = time = 0 && var(1) > 1
trigger1 = teamside = 2
anim = F100+var(1)%10
ID = 10
postype = left
pos = -200+var(20)+var(14)*(var(1) > 9),var(24)
scale = 0.01*var(15),0.01*var(16)
vel = 200/var(10),0
sprpriority = -1
;ontop = 1

;P1 Hits Till 100
[State 2090, 1]
type = Explod
trigger1 = time = 0
trigger1 = teamside = 2
trigger1 = var(1) > 9
anim = F100+floor(var(1)/10)
ID = 11
postype = left
pos = -200+var(20),var(24)
scale = 0.01*var(15),0.01*var(16)
vel = 200/var(10),0
sprpriority = -1
;ontop = 1

;P1 Hits Name
[State 2090, 1]
type = Explod
trigger1 = time = 0 && var(1) > 1
trigger1 = teamside = 2
anim = F110
ID = 10
postype = left
pos = -200+var(20)+var(14)*(var(1) > 9),var(24)
scale = 0.01*var(15),0.01*var(16)
vel = 200/var(10),0
sprpriority = -1
;ontop = 1

;P1 Percent Till 10
[State 2090, 1]
type = Explod
trigger1 = time = var(12)
trigger1 = teamside = 2
anim = F100+var(2)%10
ID = 20
postype = left
pos = -200+var(22)+var(14)*(var(2) > 9)+var(14)*(var(2) > 99),var(25)
scale = 0.01*var(15),0.01*var(16)
vel = 200/var(10),0
sprpriority = -1
;ontop = 1

;P1 Percent Till 100
[State 2090, 1]
type = Explod
trigger1 = time = var(12)
trigger1 = teamside = 2
trigger1 = var(2) > 9
anim = F100+floor(var(2)%100/10)
ID = 21
postype = left
pos = -200+var(22)+var(14)*(var(2) > 99),var(25)
scale = 0.01*var(15),0.01*var(16)
vel = 200/var(10),0
sprpriority = -1
;ontop = 1

;P1 Percent Till 1000
[State 2090, 1]
type = Explod
trigger1 = time = var(12)
trigger1 = teamside = 2
trigger1 = var(2) > 99
anim = F101 ;0+floor(var(2)/1000)
ID = 22
postype = left
pos = -200+var(22),var(25)
scale = 0.01*var(15),0.01*var(16)
vel = 200/var(10),0
sprpriority = -1
;ontop = 1

;P1 Percent Name
[State 2090, 1]
type = Explod
trigger1 = time = var(12)
trigger1 = teamside = 2
anim = F111
ID = 20
postype = left
pos = -200+var(22)+var(14)*(var(2) > 9)+var(14)*(var(2) > 99),var(25)
scale = 0.01*var(15),0.01*var(16)
vel = 200/var(10),0
sprpriority = -1
;ontop = 1

;P1 Hits Hold Till 10
[State 2090, 1]
type = modifyExplod
trigger1 = time = var(10)
ID = 10
postype = left
pos = var(20)+var(14)*(var(1) > 9),var(24)
vel = 0,0

;P1 Hits Hold Till 100
[State 2090, 1]
type = modifyExplod
trigger1 = time = var(10)
ID = 11
postype = left
pos = var(20),var(24)
vel = 0,0

;P1 Percent Hold Till 10
[State 2090, 1]
type = modifyExplod
trigger1 = time = var(12)+var(10)
ID = 20
postype = left
pos = var(22)+var(14)*(var(2) > 9)+var(14)*(var(2) > 99),var(25)
vel = 0,0

;P1 Percent Hold Till 100
[State 2090, 1]
type = modifyExplod
trigger1 = time = var(12)+var(10)
ID = 21
postype = left
pos = var(22)+var(14)*(var(2) > 99),var(25)
vel = 0,0

;P1 Percent Hold Till 1000
[State 2090, 1]
type = modifyExplod
trigger1 = time = var(12)+var(10)
ID = 22
postype = left
pos = var(22),var(25)
vel = 0,0

;P1 Hits Move Till 10
[State 2090, 1]
type = modifyExplod
trigger1 = time = var(10)+var(13)
ID = 10
postype = left
pos = var(20)+var(14)*(var(1) > 9),var(24)
vel = -250/var(11),0
removetime = var(13)+var(11)

;P1 Hits Move Till 100
[State 2090, 1]
type = modifyExplod
trigger1 = time = var(10)+var(13)
ID = 11
postype = left
pos = var(20),var(24)
vel = -250/var(11),0
removetime = var(13)+var(11)

;P1 Percent Move Till 10
[State 2090, 1]
type = modifyExplod
trigger1 = time = var(10)+var(13)
ID = 20
postype = left
pos = var(22)+var(14)*(var(2) > 9)+var(14)*(var(2) > 99),var(25)
vel = -250/var(11),0
removetime = var(13)+var(11)

;P1 Percent Move Till 100
[State 2090, 1]
type = modifyExplod
trigger1 = time = var(10)+var(13)
ID = 21
postype = left
pos = var(22)+var(14)*(var(2) > 99),var(25)
vel = -250/var(11),0
removetime = var(13)+var(11)

;P1 Percent Move Till 1000
[State 2090, 1]
type = modifyExplod
trigger1 = time = var(10)+var(13)
ID = 22
postype = left
pos = var(22),var(25)
vel = -250/var(11),0
removetime = var(13)+var(11)

;P2 Hits Till 10
[State 2090, 1]
type = Explod
trigger1 = time = 0 && var(1) > 1
trigger1 = teamside = 1
anim = F100+var(1)%10
ID = 30
postype = left
pos = 200+var(21),var(24)
scale = 0.01*var(15),0.01*var(16)
vel = -200/var(10),0
sprpriority = -1
;ontop = 1

;P2 Hits Till 100
[State 2090, 1]
type = Explod
trigger1 = time = 0
trigger1 = teamside = 1
trigger1 = var(1) > 9
anim = F100+floor(var(1)/10)
ID = 31
postype = left
pos = 200+var(21)-var(14),var(24)
scale = 0.01*var(15),0.01*var(16)
vel = -200/var(10),0
sprpriority = -1
;ontop = 1

;P2 Hits Name
[State 2090, 1]
type = Explod
trigger1 = time = 0 && var(1) > 1
trigger1 = teamside = 1
anim = F110
ID = 30
postype = left
pos = 200+var(21),var(24)
scale = 0.01*var(15),0.01*var(16)
vel = -200/var(10),0
sprpriority = -1
;ontop = 1

;P2 Percent Till 10
[State 2090, 1]
type = Explod
trigger1 = time = var(12)
trigger1 = teamside = 1
anim = F100+var(2)%10
ID = 40
postype = left
pos = 200+var(23),var(25)
scale = 0.01*var(15),0.01*var(16)
vel = -200/var(10),0
sprpriority = -1
;ontop = 1

;P2 Percent Till 100
[State 2090, 1]
type = Explod
trigger1 = time = var(12)
trigger1 = teamside = 1
trigger1 = var(2) > 9
anim = F100+floor(var(2)%100/10)
ID = 41
postype = left
pos = 200+var(23)-var(14),var(25)
scale = 0.01*var(15),0.01*var(16)
vel = -200/var(10),0
sprpriority = -1
;ontop = 1

;P2 Percent Till 1000
[State 2090, 1]
type = Explod
trigger1 = time = var(12)
trigger1 = teamside = 1
trigger1 = var(2) > 99
anim = F101 ;0+floor(var(2)/1000)
ID = 42
postype = left
pos = 200+var(23)-2*var(14),var(25)
scale = 0.01*var(15),0.01*var(16)
vel = -200/var(10),0
sprpriority = -1
;ontop = 1

;P2 Percent Name
[State 2090, 1]
type = Explod
trigger1 = time = var(12)
trigger1 = teamside = 1
anim = F111
ID = 40
postype = left
pos = 200+var(23),var(25)
scale = 0.01*var(15),0.01*var(16)
vel = -200/var(10),0
sprpriority = -1
;ontop = 1

;P2 Hits Hold Till 10
[State 2090, 1]
type = modifyExplod
trigger1 = time = var(10)
ID = 30
postype = left
pos = var(21),var(24)
vel = 0,0

;P2 Hits Hold Till 100
[State 2090, 1]
type = modifyExplod
trigger1 = time = var(10)
ID = 31
postype = left
pos = var(21)-var(14),var(24)
vel = 0,0

;P2 Percent Hold Till 10
[State 2090, 1]
type = modifyExplod
trigger1 = time = var(10)+var(12)
ID = 40
postype = left
pos = var(23),var(25)
vel = 0,0

;P2 Percent Hold Till 100
[State 2090, 1]
type = modifyExplod
trigger1 = time = var(10)+var(12)
ID = 41
postype = left
pos = var(23)-var(14),var(25)
vel = 0,0

;P2 Percent Hold Till 1000
[State 2090, 1]
type = modifyExplod
trigger1 = time = var(10)+var(12)
ID = 42
postype = left
pos = var(23)-2*var(14),var(25)
vel = 0,0

;P2 Hits Move Till 10
[State 2090, 1]
type = modifyExplod
trigger1 = time = var(10)+var(13)
ID = 30
postype = left
pos = var(21),var(24)
vel = 250/var(11),0
removetime = var(13)+var(11)

;P2 Hits Move Till 100
[State 2090, 1]
type = modifyExplod
trigger1 = time = var(10)+var(13)
ID = 31
postype = left
pos = var(21)-var(14),var(24)
vel = 250/var(11),0
removetime = var(13)+var(11)

;P1 Percent Move Till 10
[State 2090, 1]
type = modifyExplod
trigger1 = time = var(10)+var(13)
ID = 40
postype = left
pos = var(23),var(25)
vel = 250/var(11),0
removetime = var(13)+var(11)

;P1 Percent Move Till 100
[State 2090, 1]
type = modifyExplod
trigger1 = time = var(10)+var(13)
ID = 41
postype = left
pos = var(23)-var(14),var(25)
vel = 250/var(11),0
removetime = var(13)+var(11)

;P1 Percent Move Till 1000
[State 2090, 1]
type = modifyExplod
trigger1 = time = var(10)+var(13)
ID = 42
postype = left
pos = var(23)-2*var(14),var(25)
vel = 250/var(11),0
removetime = var(13)+var(11)

;Destroy Counters
[State -2]
type = selfstate
trigger1 = root,movetype != H
trigger2 = root,stateno = 5001 && root,hitover
triggerall = time > 0;var(10)+var(12)
triggerall = root,var(21) > 2 && root,var(20) > 0
value = 17002

;Remove counters
[Statedef 17002]
type = S
movetype= I
physics = S
juggle = 0
velset = 0,0
anim = 888
ctrl = 0

[State 2090, 1]
type = removeExplod
trigger1 = time = 0
ID = 10

[State 2090, 1]
type = removeExplod
trigger1 = time = 0
ID = 11

[State 2090, 1]
type = removeExplod
trigger1 = time = 0
ID = 12

[State 2090, 1]
type = removeExplod
trigger1 = time = 0
ID = 20

[State 2090, 1]
type = removeExplod
trigger1 = time = 0
ID = 21

[State 2090, 1]
type = removeExplod
trigger1 = time = 0
ID = 22

[State 2090, 1]
type = removeExplod
trigger1 = time = 0
ID = 30

[State 2090, 1]
type = removeExplod
trigger1 = time = 0
ID = 31

[State 2090, 1]
type = removeExplod
trigger1 = time = 0
ID = 32

[State 2090, 1]
type = removeExplod
trigger1 = time = 0
ID = 40

[State 2090, 1]
type = removeExplod
trigger1 = time = 0
ID = 41

[State 2090, 1]
type = removeExplod
trigger1 = time = 0
ID = 42

[State 2090, 1]
type = destroyself
trigger1 = time = 0

;:Battle Plan
;[Statedef 18000]
;type = S
;movetype= I
;physics = S
;juggle = 0
;velset = 0,0
;anim = 888
;ctrl = 0

;[State 0, temp]
;type = varset
;trigger1 = ishelper
;v = 22
;value = root,var(22)

;[State 0, temp]
;type = varset
;trigger1 = ishelper
;v = 23
;value = root,var(23)

;[State 0, temp]
;type = assertspecial
;trigger1 = 1
;flag = nobardisplay

;[State 0, clear]
;type = assertspecial
;trigger1 = 1
;flag = nomusic
;flag2 = timerfreeze

;[State 0, clear]
;type = assertspecial
;trigger1 = 1
;flag = noBG
;flag2 = noFG

;[State 0, temp]
;type = parentvarset
;trigger1 = ishelper
;v = 47
;value = 0

;[State 0, 2nd]
;type = selfstate
;trigger1 = roundno = 1 && root,fvar(6) > 0
;trigger1 = matchno = 20 && root,fvar(9) > 0
;value = 18020

;[State 0, bosses]
;type = parentvarset
;triggerall = root,fvar(11) = 0 && root,fvar(6) = 0 && matchno > 1
;trigger1 = matchno < 14
;fvar(12) = random%3+10*(random%2)

;[State 0, bosses]
;type = parentvarset
;triggerall = root,fvar(11) = 0 && root,fvar(6) = 0 && matchno = [14,15]
;trigger1 = p2name = "quan chi"
;fvar(12) = random%3 +10

;[State 0, bosses]
;type = parentvarset
;triggerall = root,fvar(11) = 0 && root,fvar(6) = 0 && matchno = [16,18]
;trigger1 = p2name = "kintaro"
;fvar(12) = 1

;[State 0, bosses]
;type = parentvarset
;triggerall = root,fvar(11) = 0 && root,fvar(6) = 0 && matchno = [16,18]
;trigger1 = p2name = "goro"
;fvar(12) = 2

;[State 0, variant1]
;type = parentvaradd
;trigger1 = root,fvar(6) <= 0
;trigger1 = matchno > 19 && roundno = 1
;fvar(6) = -1

;[State 0, dark]
;type = selfstate
;triggerall = matchno != 1
;trigger1 = root,fvar(11) = 1
;trigger1 = matchno = 3||matchno = 5||matchno = 7||matchno = 9||matchno = 11||matchno = 13
;trigger2 = root,fvar(11) = 2
;trigger2 = matchno = 4||matchno = 6||matchno = 8||matchno = 10
;trigger3 = root,fvar(11) = 3
;trigger3 = matchno = 5||matchno = 11
;trigger4 = root,fvar(11) = 0 && root,fvar(6) > 0
;trigger4 = (matchno = 13&&time = 0&&(roundno = 1||root,fvar(6) > 1))||(matchno < 12&&(root,fvar(6) = 4||root,fvar(6) = 8))
;trigger5 = matchno = [14,15]
;trigger5 = (p2name = "shang tsung"&&root,fvar(12) > 9)||(p2name = "quan chi"&&root,fvar(12) <= 9)
;trigger6 = matchno = [16,18]
;trigger6 = (p2name = "motaro"&&root,fvar(12) != 0&&root,fvar(12) != 10)
;trigger7 = matchno = [16,18]
;trigger7 = (p2name = "kintaro"&&root,fvar(12) != 1&&root,fvar(12) != 11)
;trigger8 = matchno = [16,18]
;trigger8 = (p2name = "goro"&&root,fvar(12) != 2&&root,fvar(12) != 12)
;trigger9 = root,fvar(12) = -1||root,fvar(6) < -1
;trigger10 = root,fvar(12) = -2 && matchno != 21
;trigger11 = root,fvar(12) = -3 && matchno != 20
;trigger12 = root,fvar(12) = -4 && matchno != 22
;value = 19107

;[State 0, 2nd]
;type = selfstate
;trigger1 = roundno > 1
;trigger2 = matchno > 19 && root,fvar(6) = -1
;trigger3 = root,fvar(12) = -2 && matchno = 21
;trigger4 = root,fvar(12) = -3 && matchno = 20
;trigger5 = root,fvar(12) = -4 && matchno = 22
;value = 18023

;[State 0, variant1]
;type = varset
;trigger1 = root,fvar(6) = 0||root,fvar(9) = 0||(time = 0&&roundstate = 2)
;var(11) = 1; just lost
;[State 0, variant2]
;type = varset
;trigger1 = root,fvar(6) = 0
;trigger1 = matchno = 19
;var(11) = 2; lost to final

;[State 0, starter only]
;type = varset
;trigger1 = ifelse(var(11) = 0, matchno < 3, matchno < 2)
;var(12) = 1

;[State 0, no halt]
;type = parentvarset
;trigger1 = var(11) > 0
;v = 11
;value = -101

;[State 0, battle count]
;type = parentvaradd
;trigger1 = time = 0&&roundstate != 2
;trigger1 = root,fvar(6) <= root,fvar(9)
;fv = 6
;value = 1+(root,fvar(6) = 0 && matchno = 12)

;[State 0, portal]
;type = Explod
;trigger1 = time = 0
;anim = f9019
;ID = 900
;pos = var(22)/2,0.25*var(22)
;postype = left
;bindtime = -1
;scale = 0.003*var(22),0.0021*var(22)
;sprpriority = 4
;;ontop = 1
;ownpal = 1
;removetime = -1

;[State 0, portal fx]
;type = Explod
;trigger1 = time%(60 + 10*(random%7)) = 12
;anim = f9017+random%2
;ID = 900
;pos = var(22)/2,0.25*var(22)
;postype = left
;bindtime = -1
;facing = 1-2*(gametime%2)
;vfacing = 1-2*(gametime%2)
;scale = 0.0025*var(22),0.0025*var(22)
;sprpriority = 5
;;ontop = 1
;ownpal = 1
;trans = addalpha
;alpha = 256,256

;[State 0, ground]
;type = Explod
;trigger1 = time = 0
;anim = f9015
;ID = 900
;pos = var(22)/2,var(23)
;postype = left
;bindtime = -1
;scale = 0.0025*var(22),0.0025*var(22)
;sprpriority = 8
;ownpal = 1

;[State 0, ground]
;type = Explod
;trigger1 = time = 0
;anim = f9016
;ID = 900
;pos = var(22)/2,var(23)
;postype = left
;bindtime = -1
;scale = 0.0025*var(22),0.0025*var(22)
;sprpriority = 8
;ownpal = 1

;[State 0, planne]
;type = Explod
;trigger1 = time = 0
;anim = f9011
;ID = 900
;pos = var(22)/2,var(23)
;postype = left
;bindtime = -1
;scale = 0.0025*var(22),0.0025*var(22)
;sprpriority = 9
;ownpal = 1
;random = 0.1*var(22),0

;[State 0, planne]
;type = Explod
;trigger1 = time = 0
;anim = f9011
;ID = 900
;pos = 0.6*var(22),246*0.0025*var(22)
;postype = left
;bindtime = -1
;facing = -1
;scale = 0.0025*var(22),0.0025*var(22)
;sprpriority = 10
;ownpal = 1
;random = 0.1*var(22),0

;[State 0, planne]
;type = Explod
;trigger1 = time = 0
;anim = f9012
;ID = 900
;pos = var(22)/2,var(23)
;postype = left
;bindtime = -1
;scale = 0.0025*var(22),0.0025*var(22)
;sprpriority = 11
;ownpal = 1
;random = 0.1*var(22),0

;[State 0, planne]
;type = Explod
;trigger1 = time = 0
;anim = f9010
;ID = 900
;pos = var(22)/2,var(23)
;postype = left
;bindtime = -1
;scale = 0.0025*var(22),0.0025*var(22)
;sprpriority = 12
;ownpal = 1
;random = 0.1*var(22),0

;[State 0, planne]
;type = Explod
;trigger1 = time = 0
;anim = f9013
;ID = 900
;pos = var(22)/2,var(23)
;postype = left
;bindtime = -1
;scale = 0.0025*var(22),0.0025*var(22)
;sprpriority = 13
;ownpal = 1
;random = 0.1*var(22),0

;[State 0, planne]
;type = Explod
;trigger1 = time = 0
;anim = f9014
;ID = 900
;pos = var(22)/2,var(23)
;postype = left
;bindtime = -1
;scale = 0.0025*var(22),0.0025*var(22)
;sprpriority = 14
;ownpal = 1
;random = 0.1*var(22),0

;[State 0, end]
;type = selfstate
;trigger1 = matchno = 1
;value = 18010

;;Make It Happen
;[State 0, lv 1]
;type = Explod
;trigger1 = time = 0 && var(11) != 2
;anim = f9000
;ID = 901
;pos = var(22)/2,96*0.0025*var(22)
;postype = left
;bindtime = -1
;scale = 0.0025*var(22), 0.0025*var(22)
;sprpriority = 15
;ownpal = 1

;[State 0, lv2]
;type = Explod
;trigger1 = time = 0
;anim = f9000
;ID = 901
;pos = var(22)/2,(96+96)*0.0025*var(22)
;postype = left
;bindtime = -1
;scale = 0.0025*var(22),0.0025*var(22)
;sprpriority = 15
;ownpal = 1

;[State 0, lv3]
;type = Explod
;trigger1 = time = 0 && var(12) != 1
;anim = f9000
;ID = 901
;pos = var(22)/2,(96+96+96)*0.0025*var(22)
;postype = left
;bindtime = -1
;scale = 0.0025*var(22), 0.0025*var(22)
;sprpriority = 15
;ownpal = 1

;[State 0, lv0]
;type = Explod
;trigger1 = time = 0 && var(12) = 1
;anim = f9001
;ID = 901
;pos = var(22)/2,(96+96+106)*0.0025*var(22)
;postype = left
;bindtime = -1
;scale = 0.0025*var(22),0.0025*var(22)
;sprpriority = 15
;ownpal = 1

;[State 0, lv0]
;type = Explod
;trigger1 = time = 0 && var(12) = 1
;anim = f9002
;ID = 901
;pos = var(22)/2,(96+96+106)*0.0025*var(22)
;postype = left
;bindtime = -1
;scale = 0.0025*var(22),0.0025*var(22)
;sprpriority = 16
;ownpal = 1

;[State 0, lv0]
;type = Explod
;trigger1 = time = 0 && var(12) = 1
;anim = f9003
;ID = 901
;pos = var(22)/2,(96+96+106)*0.0025*var(22)
;postype = left
;bindtime = -1
;scale = 0.0025*var(22),0.0025*var(22)
;sprpriority = 16
;ownpal = 1

;[State 0, rama]
;type = Explod
;trigger1 = time = 0
;anim = f9024
;ID = 902
;pos = var(22)/2-60*0.0025*var(22),(21+96)*0.0025*var(22)
;postype = left
;bindtime = -1
;scale = 0.0025*var(22),0.0025*var(22)
;ontop = 1
;ownpal = 1

;[State 0, p1 face]
;type = Explod
;trigger1 = time = 0 && selfanimexist(9100) = 1
;anim = 9100
;ID = 902
;pos = var(22)/2-60*0.0025*var(22),(21+96)*0.0025*var(22)
;postype = left
;bindtime = -1
;scale = 0.0025*var(22),0.0025*var(22)
;ontop = 1
;ownpal = 1

;[State 0, p1 no face]
;type = Explod
;trigger1 = time = 0 && selfanimexist(9100) = 0
;anim = f9100
;ID = 902
;pos = var(22)/2-60*0.0025*var(22),(21+96)*0.0025*var(22)
;postype = left
;bindtime = -1
;scale = 0.0025*var(22),0.0025*var(22)
;ontop = 1
;ownpal = 1

;;Middle Match Won
;[State 0, p1 face move]
;type = modifyExplod
;trigger1 = time = 0+30
;triggerall = var(11) = 0
;ID = 902
;pos = var(22)/2-60*0.0025*var(22),(21+96)*0.0025*var(22)
;postype = left
;bindtime = 1
;vel = 0,-1.5*0.0025*var(22)

;[State 0, p1 face stop]
;type = modifyExplod
;trigger1 = time = 0+30+64
;triggerall = var(11) = 0
;ID = 902
;pos = var(22)/2-60*0.0025*var(22),21*0.0025*var(22)
;postype = left
;bindtime = -1
;vel = 0,0

;[State 0, previous]
;type = Explod
;trigger1 = time = 0
;trigger1 = root,fvar(7) > 0
;triggerall = var(11) = 0
;anim = f9200+root,fvar(7)
;ID = 903
;pos = var(22)/2+12*0.0025*var(22),(21+96)*0.0025*var(22)
;postype = left
;bindtime = -1
;scale = 0.0025*var(22),0.0025*var(22)
;ontop = 1
;ownpal = 1

;[State 0, previous]
;type = Explod
;trigger1 = time = 0
;trigger1 = root,fvar(7) = 0
;triggerall = var(11) = 0
;anim = f9100+ (matchno > 13) + (matchno > 18)
;ID = 903
;pos = var(22)/2+12*0.0025*var(22),(21+96)*0.0025*var(22)
;postype = left
;bindtime = -1
;scale = 0.0025*var(22),0.0025*var(22)
;ontop = 1
;ownpal = 1

;[State 0, previous fade]
;type = modifyExplod
;trigger1 = time <= 40
;triggerall = var(11) = 0
;ID = 903
;trans = addalpha
;alpha = 256-4.25*(time),0

;[state 0, a]
;type = parentvarset
;trigger1 = time = 12
;fvar(8) = root,fvar(7)

;[State 0, pre-previous]
;type = Explod
;trigger1 = time = 0 && var(12) != 1
;trigger1 = root,fvar(8) > 0
;triggerall = var(11) = 0
;anim = f9200+root,fvar(8)
;ID = 904
;pos = var(22)/2+12*0.0025*var(22),(21+96+96)*0.0025*var(22)
;postype = left
;bindtime = -1
;scale = 0.0025*var(22),0.0025*var(22)
;ontop = 1
;ownpal = 1
;trans = addalpha
;alpha = 256-4.25*40,0

;[State 0, pre-previous empty]
;type = Explod
;triggerall = time = 0 && var(12) != 1
;trigger1 = var(11) != 0
;trigger2 = root,fvar(6) > 0 && root,fvar(8) = 0
;anim = f9200+root,fvar(7)*(time = 0 && roundstate = 2)
;ID = 905
;pos = var(22)/2+12*0.0025*var(22),(21+96+96)*0.0025*var(22)
;postype = left
;bindtime = -1
;scale = 0.0025*var(22),0.0025*var(22)
;ontop = 1
;ownpal = 1

;[State 0, music]
;type = playsnd
;trigger1 = time = 7;time%(2*tickspersecond) = 7
;value = f2,8
;channel = 1
;loop = 1
;volumescale = 120

;[State 0, end]
;type = selfstate
;trigger1 = time = 120-60*(var(11) != 0)
;value = 18004

;[Statedef 18001]; starter
;type = S
;movetype= I
;physics = S
;juggle = 0
;velset = 0,0
;anim = 888
;ctrl = 0

;[State 0, temp]
;type = assertspecial
;trigger1 = 1
;flag = nobardisplay

;[State 0, temp]
;type = assertspecial
;trigger1 = 1
;flag = nomusic
;flag2 = timerfreeze

;[State 0, temp]
;type = assertspecial
;trigger1 = 1
;flag = noBG
;flag2 = noFG

;[State 0, temp]
;type = parentvarset
;trigger1 = ishelper
;v = 47
;value = 0

;[State 0, portal fx]
;type = Explod
;trigger1 = time%(60 + 10*(random%7)) = 12
;anim = f9017+random%2
;ID = 900
;pos = var(22)/2,0.25*var(22)
;postype = left
;bindtime = -1
;facing = 1-2*(gametime%2)
;vfacing = 1-2*(gametime%2)
;scale = 0.0025*var(22),0.0025*var(22)
;sprpriority = 5
;;ontop = 1
;ownpal = 1

;[State 0, ladder1]
;type = Explod
;trigger1 = time = 0||time = 35
;trigger1 = root,fvar(11) = 1
;anim = f9005
;ID = 901
;pos = ifelse(time = 0, 0.2*var(22), 0.5*var(22)),var(23)+40*0.0025*var(22)
;vel = ifelse(time = 0, 0.00857*var(22), 0), ifelse(time = 0, 0, 0.0162*var(22))
;postype = left
;bindtime = 1
;removetime = 35
;scale = 0.35*0.0025*var(22), 0.35*0.0025*var(22)
;sprpriority = 15
;ownpal = 1

;[State 0, ladder2]
;type = Explod
;trigger1 = time = 0||time = 35
;trigger1 = root,fvar(11) = 2
;anim = f9006
;ID = 901
;pos = ifelse(time = 0, 0.4*var(22), 0.5*var(22)),var(23)+40*0.0025*var(22)
;vel = ifelse(time = 0, 0.002857*var(22), 0), ifelse(time = 0, 0, 0.0222*var(22))
;postype = left
;bindtime = 1
;removetime = 35
;scale = 0.35*0.0025*var(22), 0.35*0.0025*var(22)
;sprpriority = 15
;ownpal = 1

;[State 0, ladder3]
;type = Explod
;trigger1 = time = 0||time = 35
;trigger1 = root,fvar(11) = 3
;anim = f9007
;ID = 901
;pos = ifelse(time = 0, 0.6*var(22), 0.5*var(22)),var(23)+40*0.0025*var(22)
;vel = ifelse(time = 0, -0.002857*var(22), 0), ifelse(time = 0, 0, 0.029*var(22))
;postype = left
;bindtime = 1
;removetime = 35
;scale = 0.35*0.0025*var(22), 0.35*0.0025*var(22)
;sprpriority = 15
;ownpal = 1

;[State 0, ladder4]
;type = Explod
;trigger1 = time = 0||time = 35
;trigger1 = root,fvar(11) = 4
;anim = f9008
;ID = 901
;pos = ifelse(time = 0, 0.8*var(22), 0.5*var(22)),var(23)+40*0.0025*var(22)
;vel = ifelse(time = 0, -0.00857*var(22), 0), ifelse(time = 0, 0, 0.035*var(22))
;postype = left
;bindtime = 1
;removetime = 35
;scale = 0.35*0.0025*var(22), 0.35*0.0025*var(22)
;sprpriority = 15
;ownpal = 1

;[State 0, scale]
;type = modifyExplod
;trigger1 = time = [35,70)
;ID = 901
;scale = (0.35+0.017*(time - 35))*0.0025*var(22), (0.35+0.017*(time - 35))*0.0025*var(22)

;;Move Away

;[State 0, ladder1]
;type = Explod
;trigger1 = time = 0
;trigger1 = root,fvar(11) != 1
;anim = f9005
;pos = 0.2*var(22),var(23)+40*0.0025*var(22)
;vel = -0.01*var(22)
;postype = left
;bindtime = 1
;removetime = 70
;scale = 0.35*0.0025*var(22), 0.35*0.0025*var(22)
;sprpriority = 15
;ownpal = 1

;[State 0, ladder2]
;type = Explod
;trigger1 = time = 0
;trigger1 = root,fvar(11) != 2
;anim = f9006
;pos = 0.4*var(22),var(23)+40*0.0025*var(22)
;vel = 0.01*var(22)*ifelse(root,fvar(11) > 1, -1, 1)
;postype = left
;bindtime = 1
;removetime = 70
;scale = 0.35*0.0025*var(22), 0.35*0.0025*var(22)
;sprpriority = 15
;ownpal = 1

;[State 0, ladder3]
;type = Explod
;trigger1 = time = 0
;trigger1 = root,fvar(11) != 3
;anim = f9007
;pos = 0.6*var(22),var(23)+40*0.0025*var(22)
;vel = 0.01*var(22)*ifelse(root,fvar(11) > 2, -1, 1)
;postype = left
;bindtime = 1
;removetime = 70
;scale = 0.35*0.0025*var(22), 0.35*0.0025*var(22)
;sprpriority = 15
;ownpal = 1

;[State 0, ladder4]
;type = Explod
;trigger1 = time = 0
;trigger1 = root,fvar(11) != 4
;anim = f9008
;pos = 0.8*var(22),var(23)+40*0.0025*var(22)
;vel = 0.01*var(22)
;postype = left
;bindtime = 1
;removetime = 70
;scale = 0.35*0.0025*var(22), 0.35*0.0025*var(22)
;sprpriority = 15
;ownpal = 1

;[State 0, boss]
;type = parentvarset
;trigger1 = time = 0
;fv = 12
;value = random%3 + 10*(random%2)

;[State 0, levels]
;type = Explod
;trigger1 = time = 70
;anim = f9004
;ID = 910
;pos = var(22)/2,0.05*var(22)
;postype = left
;bindtime = 1
;scale = 0.00125*var(22),0.00125*var(22)
;sprpriority = 15
;ownpal = 1

;[State 0, more levels]
;type = Explod
;trigger1 = time = 70
;anim = f9004
;ID = 911
;pos = var(22)/2,(0.05 +48*5*0.0025)*var(22)
;postype = left
;bindtime = 1
;scale = 0.00125*var(22),0.00125*var(22)
;sprpriority = 15
;ownpal = 1

;[State 0, even more levels]
;type = Explod
;trigger1 = time = 70
;anim = f9004
;ID = 912
;pos = var(22)/2,(0.05 +48*10*0.0025)*var(22)
;postype = left
;bindtime = 1
;scale = 0.00125*var(22),0.00125*var(22)
;sprpriority = 15
;ownpal = 1

;[State 0, even more levels]
;type = Explod
;trigger1 = time = 70
;anim = f9004
;ID = 912
;pos = var(22)/2,(0.05 +48*10*0.0025)*var(22)
;postype = left
;bindtime = 1
;scale = 0.00125*var(22),0.00125*var(22)
;sprpriority = 15
;ownpal = 1

;[State 0, last level]
;type = Explod
;trigger1 = time = 70
;anim = f9004
;ID = 914
;pos = var(22)/2,(0.05 +48*15*0.0025)*var(22)
;postype = left
;bindtime = 1
;scale = 0.00125*var(22),0.00125*var(22)
;sprpriority = 15
;ownpal = 1

;[State 0, lv0]
;type = Explod
;trigger1 = time = 71
;anim = f9001
;ID = 913
;pos = var(22)/2,(0.05 +(48*8+106/2)*0.0025)*var(22)
;postype = left
;bindtime = 1
;scale = 0.00125*var(22),0.00125*var(22)
;sprpriority = 16
;ownpal = 1

;[State 0, lv0]
;type = Explod
;trigger1 = time = 71
;anim = f9002
;ID = 913
;pos = var(22)/2,(0.05 +(48*8+106/2)*0.0025)*var(22)
;postype = left
;bindtime = 1
;scale = 0.00125*var(22),0.00125*var(22)
;sprpriority = 17
;ownpal = 1

;[State 0, lv0]
;type = Explod
;trigger1 = time = 71
;anim = f9003
;ID = 913
;pos = var(22)/2,(0.05 +(48*8+106/2)*0.0025)*var(22)
;postype = left
;bindtime = 1
;scale = 0.00125*var(22),0.00125*var(22)
;sprpriority = 17
;ownpal = 1

;[State 0, lv14]
;type = modifyExplod
;trigger1 = time = (70,120]
;ID = 910
;scale = (0.5+0.01*(time-70))*var(22)/400,(0.5+0.01*(time-70))*var(22)/400
;bindtime = 1
;vel = 0,0

;[State 0, lv14]
;type = modifyExplod
;trigger1 = time = (70,120]
;ID = 911
;scale = (0.5+0.01*(time-70))*var(22)/400,(0.5+0.01*(time-70))*var(22)/400
;bindtime = 1
;vel = 0,0

;[State 0, lv14]
;type = modifyExplod
;trigger1 = time = (70,120]
;ID = 912
;scale = (0.5+0.01*(time-70))*var(22)/400,(0.5+0.01*(time-70))*var(22)/400
;bindtime = 1
;vel = 0,0

;[State 0, lv14]
;type = modifyExplod
;trigger1 = time = (70,120]
;ID = 914
;scale = (0.5+0.01*(time-70))*var(22)/400,(0.5+0.01*(time-70))*var(22)/400
;bindtime = 1
;vel = 0,0

;[State 0, lv14]
;type = modifyExplod
;trigger1 = time = (70,120]
;ID = 913
;scale = (0.5+0.01*(time-70))*var(22)/400,(0.5+0.01*(time-70))*var(22)/400
;bindtime = 1
;vel = 0,0

;[State 0, time]
;type = varset
;trigger1 = time = 0
;v = 1
;value = 0

;[State 0, speed]
;type = varset
;trigger1 = time > 180
;v = 13
;value = ifelse(root,command = "holddown",2,1)

;[State 0, numbatles]
;type = varset
;trigger1 = time = 0
;v = 2
;value = 12+32*(6 +2*root,fvar(11))

;[State 0, speed]
;type = varset
;trigger1 = time <= 180
;trigger2 = time > 180 && var(1) >= var(2)
;v = 13
;value = 0

;[State 0, time]
;type = varadd
;trigger1 = time > 180
;v = 1
;value = ifelse(var(13) = 0, 1, var(13))

;[State 0, temp]
;type = parentvarset
;trigger1 = ishelper
;v = 1
;value = var(1)

;[State 0, temp]
;type = parentvarset
;trigger1 = ishelper
;v = 2
;value = var(2)

;[State 0, temp]
;type = parentvarset
;trigger1 = ishelper
;v = 13
;value = var(13)

;[State 0, lv14]
;type = modifyExplod
;trigger1 = time >= 180 && var(13) > 0
;ID = 910
;pos = var(22)/2,(0.05-0.0075*var(1))*var(22)
;postype = left
;bindtime = 1
;;vel = 0,-0.0075*var(22)

;[State 0, lv14]
;type = modifyExplod
;trigger1 = time >= 180 && var(13) > 0
;ID = 911
;pos = var(22)/2,(0.05 +96*5*0.0025-0.0075*var(1))*var(22)
;postype = left
;bindtime = 1
;;vel = 0,-0.0075*var(22)

;[State 0, lv14]
;type = modifyExplod
;trigger1 = time >= 180 && var(13) > 0
;ID = 912
;pos = var(22)/2,(0.05 +96*10*0.0025-0.0075*var(1))*var(22)
;postype = left
;bindtime = 1
;;vel = 0,-0.0075*var(22)

;[State 0, lv14]
;type = modifyExplod
;trigger1 = time >= 180 && var(13) > 0
;ID = 914
;pos = var(22)/2,(0.05 +96*15*0.0025-0.0075*var(1))*var(22)
;postype = left
;bindtime = 1
;;vel = 0,-0.0075*var(22)

;[State 0, lv14]
;type = modifyExplod
;trigger1 = time >= 180 && var(13) > 0
;ID = 913
;pos = var(22)/2,((96*(8+2*root,fvar(11))+106)*0.0025-0.0075*var(1))*var(22)
;postype = left
;bindtime = 1
;;vel = 0,-0.0075*var(22)

;[State 0, lv14]
;type = removeExplod
;trigger1 = var(1) >= 32*5
;ID = 910
;[State 0, lv14]
;type = removeExplod
;trigger1 = var(1) >= 32*10
;ID = 911

;[State 0, rama]
;type = Explod
;trigger1 = time%8 = 4 && time = [110,180)
;trigger2 = time = 180
;anim = f9024
;ID = 902
;pos = var(22)/2-60*0.0025*var(22),21*0.0025*var(22)
;postype = left
;bindtime = -1
;scale = 0.0025*var(22),0.0025*var(22)
;ontop = 1
;ownpal = 1
;removetime = 4-5*(time = 180)

;[State 0, p1 face]
;type = Explod
;triggerall = selfanimexist(9100) = 1
;trigger1 = time%8 = 4 && time = [110,180)
;trigger2 = time = 180
;anim = 9100
;ID = 902
;pos = var(22)/2-60*0.0025*var(22),21*0.0025*var(22)
;postype = left
;bindtime = -1
;scale = 0.0025*var(22),0.0025*var(22)
;ontop = 1
;ownpal = 1
;removetime = 4-5*(time = 180)

;[State 0, p1 no face]
;type = Explod
;triggerall = selfanimexist(9100) = 0
;trigger1 = time%8 = 4 && time = [110,180)
;trigger2 = time = 180
;anim = f9100
;ID = 902
;pos = var(22)/2-60*0.0025*var(22),21*0.0025*var(22)
;postype = left
;bindtime = -1
;scale = 0.0025*var(22),0.0025*var(22)
;ontop = 1
;ownpal = 1
;removetime = 4-5*(time = 180)

;[State 0, p1 face halt]
;type = modifyExplod
;trigger1 = time > 180 && var(13) = 0
;ID = 902
;pos = var(22)/2-60*0.0025*var(22),21*0.0025*var(22)
;vel = 0,0.005*var(22)
;accel = 0,-0.000075*var(22)
;postype = left
;persistent = 0

;[State 0, lv14]
;type = modifyExplod
;trigger1 = time > 180 && var(13) = 0
;ID = 913
;pos = var(22)/2,((96*14+106)*0.0025-0.0075*396)*var(22)
;postype = left
;bindtime = 1

;[State 0, lv14]
;type = modifyExplod
;trigger1 = time > 180 && var(13) = 0
;ID = 912
;pos = var(22)/2,(0.05 +96*9*0.0025-0.0075*396)*var(22)
;postype = left
;bindtime = 1

;[State 0, p1 halt]
;type = parentvarset
;trigger1 = time = 0
;v = 11
;value = 0

;[State 0, p1 face halt]
;type = parentvarset
;trigger1 = var(1) = var(2)+44
;v = 11
;value = -101

;[State 0, p1 face halt]
;type = modifyExplod
;trigger1 = root,var(11) = -101
;ID = 902
;pos = var(22)/2-60*0.0025*var(22),(21+60)*0.0025*var(22)
;vel = 0,0
;postype = left
;bindtime = -1

;[State 0, move out]
;type = playsnd
;trigger1 = time = 20
;value = f2,3
;volumescale = 200

;[State 0, move]
;type = playsnd
;trigger1 = time = 120
;value = f2,13
;;volumescale = 200

;[State 0, end]
;type = selfstate
;trigger1 = root,var(11) = -101
;trigger2 = time > 200 && var(13) != 0
;trigger2 = root,command = "start"
;value = 18004

;;P2
;[Statedef 18002]
;type = S
;movetype= I
;physics = S
;juggle = 0
;velset = 0,0
;anim = 888
;ctrl = 0

;[State 0, temp]
;type = varset
;trigger1 = ishelper
;v = 22
;value = root,var(22)

;[State 0, temp]
;type = varset
;trigger1 = ishelper
;v = 23
;value = root,var(23)

;[State 0, dark]
;type = selfstate
;trigger1 = enemy,var(48) = -1
;value = 19107

;[State 0, 2nd]
;type = selfstate
;trigger1 = matchno = 20 && roundno = 1
;trigger1 = enemy,var(48) != -1
;value = 18012

;[State 0, 2nd]
;type = selfstate
;trigger1 = roundno > 1 
;trigger2 = matchno > 19 
;trigger2 = enemy,fvar(6) = -1||enemy,var(11) = -101
;triggerall = enemy,var(48) != -1
;value = 19106

;[State 0, 2nd]
;type = selfstate
;trigger1 = matchno = 1
;value = 18012

;[State 0, temp]
;type = assertspecial
;trigger1 = 1
;flag = nobardisplay

;[State 0, temp]
;type = assertspecial
;trigger1 = 1
;flag = nomusic
;flag2 = timerfreeze

;[State 0, temp]
;type = assertspecial
;trigger1 = 1
;flag = noBG
;flag2 = noFG

;[State 0, temp]
;type = parentvarset
;trigger1 = ishelper
;v = 47
;value = 0

;[State 0, p2 face]
;type = Explod
;trigger1 = time = 1 && selfanimexist(9100) = 1
;anim = 9100
;ID = 902
;pos = var(22)/2+12*0.0025*var(22),21*0.0025*var(22)
;postype = left
;bindtime = -1
;scale = 0.0025*var(22),0.0025*var(22)
;ontop = 1
;ownpal = 1

;[State 0, p2 no face]
;type = Explod
;trigger1 = time = 1 && selfanimexist(9100) = 0
;anim = f9100
;ID = 902
;pos = var(22)/2+12*0.0025*var(22),21*0.0025*var(22)
;postype = left
;bindtime = -1
;scale = 0.0025*var(22),0.0025*var(22)
;ontop = 1
;ownpal = 1

;[State 0, p2 face]
;type = Explod
;trigger1 = time = 1 && enemy,fvar(7) > 0
;trigger1 = root,name = "quan chi" && p2name != "shang tsung" && stagevar(info.name) = "thr0ner00m"
;anim = f9208
;ID = 902
;pos = var(22)/2+12*0.0025*var(22),21*0.0025*var(22)
;postype = left
;bindtime = -1
;scale = 0.0025*var(22),0.0025*var(22)
;ontop = 1
;ownpal = 1

;[State 0, p2 f]
;type = varset
;trigger1 = enemy,var(11) = -101
;trigger1 = time < 3
;v = 11
;value = 1

;[State 0, p2 face move]
;type = modifyExplod
;trigger1 = var(11) = 1
;ID = 902
;pos = var(22)/2+12*0.0025*var(22),(21+96)*0.0025*var(22)
;postype = left

;[State 0, kahn next]
;type = Explod
;trigger1 = matchno = [16,18]
;trigger1 = var(11) = 1
;anim = f9218
;ID = 903
;pos = var(22)/2+12*0.0025*var(22),21*0.0025*var(22)
;postype = left
;bindtime = -1
;scale = 0.0025*var(22),0.0025*var(22)
;ontop = 1
;ownpal = 1
;persistent = 0

;[State 0, boss next]
;type = Explod
;trigger1 = matchno = [14,15]
;trigger1 = var(11) = 1
;anim = f9230 -13*(enemy,fvar(12) = 1||enemy,fvar(12) = 11) -21*(enemy,fvar(12) = 2||enemy,fvar(12) = 12)
;ID = 903
;pos = var(22)/2+12*0.0025*var(22),21*0.0025*var(22)
;postype = left
;bindtime = -1
;scale = 0.0025*var(22),0.0025*var(22)
;ontop = 1
;ownpal = 1
;persistent = 0

;[State 0, shang or quan next]
;type = Explod
;trigger1 = matchno = 13
;trigger2 = matchno = 12 && enemy,fvar(11) = 0
;triggerall = var(11) = 1
;anim = f9208+37*(enemy,fvar(12) > 9)
;ID = 903
;pos = var(22)/2+12*0.0025*var(22),21*0.0025*var(22)
;postype = left
;bindtime = -1
;scale = 0.0025*var(22),0.0025*var(22)
;ontop = 1
;ownpal = 1
;persistent = 0

;[State 0, p2 somebody next]
;type = Explod
;trigger1 = matchno = 12 && enemy,fvar(11) > 1
;trigger1 = var(11) = 1
;anim = f9101
;ID = 903
;pos = var(22)/2+12*0.0025*var(22),21*0.0025*var(22)
;postype = left
;bindtime = -1
;scale = 0.0025*var(22),0.0025*var(22)
;ontop = 1
;ownpal = 1
;persistent = 0

;[State 0, p2 nobody next]
;type = Explod
;trigger1 = numexplod(903) = 0
;trigger1 = var(11) = 1
;trigger1 = matchno < 19
;anim = f9100
;ID = 903
;pos = var(22)/2+12*0.0025*var(22),21*0.0025*var(22)
;postype = left
;bindtime = -1
;scale = 0.0025*var(22),0.0025*var(22)
;ontop = 1
;ownpal = 1
;persistent = 0

;[State 0, end]
;type = selfstate
;trigger1 = ifelse(var(11) = 1, time >= 60, time >= 120)
;value = 18004

;P2 Starts Too
;[Statedef 18003]
;type = S
;movetype= I
;physics = S
;juggle = 0
;velset = 0,0
;anim = 888
;ctrl = 0

;[State 0, temp]
;type = assertspecial
;trigger1 = 1
;flag = nobardisplay
;;flag2 = intro

;[State 0, temp]
;type = assertspecial
;trigger1 = 1
;flag = nomusic
;flag2 = timerfreeze

;[State 0, temp]
;type = assertspecial
;trigger1 = 1
;flag = noBG
;flag2 = noFG

;[State 0, temp]
;type = parentvarset
;trigger1 = ishelper
;v = 47
;value = 0

;[State 0, p2 face]
;type = Explod
;trigger1 = time >= 181 && selfanimexist(9100) = 1
;anim = 9100
;ID = 902
;pos = var(22)/2+12*0.0025*var(22),((21+96*(7+2*enemy,fvar(11)))*0.0025-0.0075*enemy,var(1))*var(22)
;postype = left
;bindtime = 1
;removetime = 1
;scale = 0.0025*var(22),0.0025*var(22)
;ontop = 1
;ownpal = 1

;[State 0, p2 no face]
;type = Explod
;trigger1 = time >= 181 && selfanimexist(9100) = 0
;anim = f9100
;ID = 902
;pos = var(22)/2+12*0.0025*var(22),((21+96*(7+2*enemy,fvar(11)))*0.0025-0.0075*enemy,var(1))*var(22)
;postype = left
;bindtime = 1
;removetime = 1
;scale = 0.0025*var(22),0.0025*var(22)
;ontop = 1
;ownpal = 1

;[State 0, p1 rem]
;type = removeExplod
;trigger1 = enemy,var(11) = -101
;ID = 903
;persistent = 0

;[State 0, p2 next-15]
;type = Explod
;trigger1 = time >= 180 && enemy,fvar(11) > 3
;anim = f9100
;ID = 903-2*(enemy,fvar(11) = 4)
;pos = var(22)/2+12*0.0025*var(22),((21+96*14)*0.0025-0.0075*enemy,var(1))*var(22)
;postype = left
;bindtime = 1
;removetime = 1
;scale = 0.0025*var(22), 0.0025*var(22)
;ontop = 1
;ownpal = 1

;[State 0, p2 next-14]
;type = Explod
;trigger1 = time >= 180 && enemy,fvar(11) > 3
;anim = f9100
;ID = 903
;pos = var(22)/2+12*0.0025*var(22),((21+96*13)*0.0025-0.0075*enemy,var(1))*var(22)
;postype = left
;bindtime = 1
;removetime = 1
;scale = 0.0025*var(22), 0.0025*var(22)
;ontop = 1
;ownpal = 1

;[State 0, p2 next-13]
;type = Explod
;trigger1 = time >= 180 && enemy,fvar(11) > 2
;anim = f9100
;ID = 903-2*(enemy,fvar(11) = 3)
;pos = var(22)/2+12*0.0025*var(22),((21+96*12)*0.0025-0.0075*enemy,var(1))*var(22)
;postype = left
;bindtime = 1
;removetime = 1
;scale = 0.0025*var(22), 0.0025*var(22)
;ontop = 1
;ownpal = 1

;[State 0, p2 next-12]
;type = Explod
;trigger1 = time >= 180 && enemy,fvar(11) > 2
;anim = f9100
;ID = 903
;pos = var(22)/2+12*0.0025*var(22),((21+96*11)*0.0025-0.0075*enemy,var(1))*var(22)
;postype = left
;bindtime = 1
;removetime = 1
;scale = 0.0025*var(22), 0.0025*var(22)
;ontop = 1
;ownpal = 1

;[State 0, p2 next-11]
;type = Explod
;trigger1 = time >= 180 && enemy,fvar(11) > 1
;anim = f9100
;ID = 903-2*(enemy,fvar(11) = 2)
;pos = var(22)/2+12*0.0025*var(22),((21+96*10)*0.0025-0.0075*enemy,var(1))*var(22)
;postype = left
;bindtime = 1
;removetime = 1
;scale = 0.0025*var(22), 0.0025*var(22)
;ontop = 1
;ownpal = 1

;[State 0, p2 next-10]
;type = Explod
;trigger1 = time >= 180 && enemy,fvar(11) > 1
;anim = f9100
;ID = 903
;pos = var(22)/2+12*0.0025*var(22),((21+96*9)*0.0025-0.0075*enemy,var(1))*var(22)
;postype = left
;bindtime = 1
;removetime = 1
;scale = 0.0025*var(22), 0.0025*var(22)
;ontop = 1
;ownpal = 1

;[State 0, p2 next-9]
;type = Explod
;trigger1 = time >= 180
;anim = f9100
;ID = 903-2*(enemy,fvar(11) = 1)
;pos = var(22)/2+12*0.0025*var(22),((21+96*8)*0.0025-0.0075*enemy,var(1))*var(22)
;postype = left
;bindtime = 1
;removetime = 1
;scale = 0.0025*var(22), 0.0025*var(22)
;ontop = 1
;ownpal = 1

;[State 0, p2 next-8]
;type = Explod
;trigger1 = time >= 180
;anim = f9100
;ID = 903
;pos = var(22)/2+12*0.0025*var(22),((21+96*7)*0.0025-0.0075*enemy,var(1))*var(22)
;postype = left
;bindtime = 1
;removetime = 1
;scale = 0.0025*var(22), 0.0025*var(22)
;ontop = 1
;ownpal = 1

;[State 0, p2 next-7]
;type = Explod
;trigger1 = time >= 180
;anim = f9100
;ID = 903
;pos = var(22)/2+12*0.0025*var(22),((21+96*6)*0.0025-0.0075*enemy,var(1))*var(22)
;postype = left
;bindtime = 1
;removetime = 1
;scale = 0.0025*var(22), 0.0025*var(22)
;ontop = 1
;ownpal = 1

;[State 0, p2 next-6]
;type = Explod
;trigger1 = time >= 180
;anim = f9100
;ID = 903
;pos = var(22)/2+12*0.0025*var(22),((21+96*5)*0.0025-0.0075*enemy,var(1))*var(22)
;postype = left
;bindtime = 1
;removetime = 1
;scale = 0.0025*var(22), 0.0025*var(22)
;ontop = 1
;ownpal = 1

;[State 0, p2 next-5]
;type = Explod
;trigger1 = time >= 180
;anim = f9100
;ID = 903
;pos = var(22)/2+12*0.0025*var(22),((21+96*4)*0.0025-0.0075*enemy,var(1))*var(22)
;postype = left
;bindtime = 1
;removetime = 1
;scale = 0.0025*var(22), 0.0025*var(22)
;ontop = 1
;ownpal = 1

;[State 0, p2 next-4]
;type = Explod
;trigger1 = time >= 180
;anim = f9100
;ID = 903
;pos = var(22)/2+12*0.0025*var(22),((21+96*3)*0.0025-0.0075*enemy,var(1))*var(22)
;postype = left
;bindtime = 1
;removetime = 1
;scale = 0.0025*var(22), 0.0025*var(22)
;ontop = 1
;ownpal = 1

;[State 0, p2 next-3]
;type = Explod
;trigger1 = time = 70
;anim = f9100
;ID = 903
;pos = var(22)/2+6*0.0025*var(22),(21+2*96)*0.0025*var(22)
;vel = 0.0003*var(22),0.00005*var(22)*2*96
;postype = left
;removetime = 50
;bindtime = 1
;ontop = 1
;ownpal = 1

;[State 0, p2 next-3]
;type = Explod
;trigger1 = time >= 120 && time < 500
;anim = f9100
;ID = 903
;pos = var(22)/2+12*0.0025*var(22),((21+96*4)*0.0025-0.0075*enemy,var(1))*var(22)
;postype = left
;bindtime = 1
;removetime = 1
;scale = 0.0025*var(22), 0.0025*var(22)
;ontop = 1
;ownpal = 1

;[State 0, p2 next-2]
;type = Explod
;trigger1 = time = 70
;anim = f9100+(enemy,fvar(11) > 1)
;ID = 903
;pos = var(22)/2+6*0.0025*var(22),(21+1.5*96)*0.0025*var(22)
;vel = 0.0003*var(22),0.00005*var(22)*1.5*96
;postype = left
;removetime = 50
;bindtime = 1
;ontop = 1
;ownpal = 1

;[State 0, p2 next-2]
;type = Explod
;trigger1 = time >= 120
;anim = f9100+(enemy,fvar(11) > 1)
;ID = 903
;pos = var(22)/2+12*0.0025*var(22),((21+96*3)*0.0025-0.0075*enemy,var(1))*var(22)
;postype = left
;bindtime = 1
;removetime = 1
;scale = 0.0025*var(22), 0.0025*var(22)
;ontop = 1
;ownpal = 1

;[State 0, p2 next-shang quan]
;type = Explod
;trigger1 = time = 70
;anim = f9208+37*(enemy,fvar(12) > 9)
;ID = 903
;pos = var(22)/2+6*0.0025*var(22),(21+96)*0.0025*var(22)
;vel = 0.0003*var(22),0.00005*var(22)*96
;postype = left
;removetime = 50
;bindtime = 1
;ontop = 1
;ownpal = 1

;[State 0, p2 next-shang quan]
;type = Explod
;trigger1 = time >= 120
;anim = f9208+37*(enemy,fvar(12) > 9)
;ID = 903
;pos = var(22)/2+12*0.0025*var(22),((21+96*2)*0.0025-0.0075*enemy,var(1))*var(22)
;postype = left
;bindtime = 1
;removetime = 1
;scale = 0.0025*var(22), 0.0025*var(22)
;ontop = 1
;ownpal = 1

;[State 0, p2 next-boss]
;type = Explod
;trigger1 = time = 70
;anim = f9230 -13*(enemy,fvar(12) = 1||enemy,fvar(12) = 11) -21*(enemy,fvar(12) = 2||enemy,fvar(12) = 12)
;ID = 903
;pos = var(22)/2+6*0.0025*var(22),(21+96/2)*0.0025*var(22)
;vel = 0.0003*var(22),0.00005*var(22)*96/2
;postype = left
;removetime = 50
;bindtime = 1
;ontop = 1
;ownpal = 1

;[State 0, p2 next-boss]
;type = Explod
;trigger1 = time >= 120 && time < 300
;anim = f9230 -13*(enemy,fvar(12) = 1||enemy,fvar(12) = 11) -21*(enemy,fvar(12) = 2||enemy,fvar(12) = 12)
;ID = 903
;pos = var(22)/2+12*0.0025*var(22),((21+96)*0.0025-0.0075*enemy,var(1))*var(22)
;postype = left
;bindtime = 1
;removetime = 1
;scale = 0.0025*var(22), 0.0025*var(22)
;ontop = 1
;ownpal = 1

;[State 0, p2 next-shao]
;type = Explod
;trigger1 = time = 70
;anim = f9218
;ID = 903
;pos = var(22)/2+6*0.0025*var(22),(21*0.0025-0.0075*enemy,var(1))*var(22)
;postype = left
;vel = 0.0003*var(22),0
;bindtime = 1
;removetime = 50
;ontop = 1
;ownpal = 1

;[State 0, p2 next-shao]
;type = Explod
;trigger1 = time >= 120 && time < 240
;anim = f9218
;ID = 903
;pos = var(22)/2+12*0.0025*var(22),(21*0.0025-0.0075*enemy,var(1))*var(22)
;postype = left
;;vel = 0,-3*(gameheight*(320/gamewidth))/240
;bindtime = 1
;removetime = 1
;scale = 0.0025*var(22),0.0025*var(22)
;ontop = 1
;ownpal = 1

;[State 0, p2 appears]
;type = modifyExplod
;trigger1 = time = [70,120)
;trigger2 = time = 120
;ID = 903
;trans = addalpha
;alpha = ifelse(time = 120, 256, 6+5*(time-70)), 0
;scale = (0.5+0.01*(time -70))*0.0025*var(22),(0.5+0.01*(time-70))*0.0025*var(22)

;[State 0, p1 face halt]
;type = modifyExplod
;trigger1 = time > 180 && enemy,var(13) = 0
;trigger1 = enemy,var(1) >= enemy,var(2) && enemy,var(1) > 0
;ID = 902
;pos = var(22)/2+12*0.0025*var(22),(96-15)*0.0025*var(22)
;vel = 0,0
;postype = left
;;removetime = -1

;[State 0, p1 next halt]
;type = modifyExplod
;trigger1 = time > 180 && enemy,var(13) = 0
;trigger1 = enemy,var(1) >= enemy,var(2) && enemy,var(1) > 0
;ID = 901
;vel = 0,0
;pos = var(22)/2+12*0.0025*var(22),-15*0.0025*var(22)
;postype = left
;;removetime = -1

;[State 0, p1 face halt]
;type = modifyExplod
;trigger1 = enemy,var(11) = -101
;ID = 902
;removetime = -1

;[State 0, p1 next halt]
;type = modifyExplod
;trigger1 = enemy,var(11) = -101
;ID = 901
;removetime = -1

;[State 0, p1 next halt]
;type = modifyExplod
;trigger1 = enemy,var(11) = -101
;ID = 903
;removetime = -1

;[State 0, end];taken from p1
;type = selfstate
;trigger1 = enemy,var(11) = -101
;value = 18004

;[Statedef 18004]
;type = S
;movetype= I
;physics = S
;juggle = 0
;velset = 0,0
;anim = 888
;ctrl = 0

;[State 0, temp]
;type = parentvarset
;trigger1 = time = 0 && ishelper
;v = 11
;value = -101

;[State 0, temp]
;type = parentvarset
;trigger1 = ishelper
;v = 47
;value = 0

;[State 0, temp]
;type = assertspecial
;trigger1 = 1
;flag = nobardisplay

;[State 0, temp]
;type = assertspecial
;trigger1 = 1
;flag = nomusic
;flag2 = timerfreeze

;[State 0, temp]
;type = assertspecial
;trigger1 = 1
;flag = noBG
;flag2 = noFG

;[State 0, end]
;type = removeexplod
;trigger1 = time = 120

;[State 0, portal fx]
;type = Explod
;trigger1 = time%(60 + 10*(random%7)) = 12
;anim = f9017+random%2
;ID = 900
;pos = var(22)/2,0.25*var(22)
;postype = left
;bindtime = -1
;facing = 1-2*(gametime%2)
;vfacing = 1-2*(gametime%2)
;scale = 0.0025*var(22),0.0025*var(22)
;sprpriority = 5
;;ontop = 1
;ownpal = 1

;[State 0, music end]
;type = playsnd
;trigger1 = time = 4
;triggerall = prevstateno = 18000 || prevstateno = 18001
;value = f2,9
;channel = 1
;volumescale = 120

;[State 0, end]
;type = allpalfx
;trigger1 = time = 110
;sinadd = -255,-255,-255,120
;time = 30

;[State 0, end]
;type = allpalfx
;trigger1 = time = 120
;add = -220,-220,-220
;sinadd = 255,255,255,60
;time = 10

;[State 0, end]
;type = selfstate
;trigger1 = time = 120
;value = 19105
;;ctrl = 1

;;Choose
;[Statedef 18010]
;type = S
;movetype= I
;physics = S
;juggle = 0
;velset = 0,0
;anim = 888
;ctrl = 0

;[State 0, temp]
;type = stopsnd
;trigger1 = time = 0
;channel = -1

;[State 0, temp]
;type = parentvarset
;trigger1 = time = 0
;fv = 11
;value = 0

;[State 0, temp]
;type = assertspecial
;trigger1 = 1
;flag = nobardisplay
;;flag2 = intro

;[State 0, temp]
;type = assertspecial
;trigger1 = 1
;flag = nomusic
;flag2 = timerfreeze

;[State 0, temp]
;type = assertspecial
;trigger1 = 1
;flag = noBG
;flag2 = noFG

;[State 0, temp]
;type = parentvarset
;trigger1 = ishelper
;v = 47
;value = 0

;[State 0, portal fx]
;type = Explod
;trigger1 = time%(60 + 10*(random%7)) = 12
;anim = f9017+random%2
;ID = 900
;pos = var(22)/2,0.25*var(22)
;postype = left
;bindtime = -1
;facing = 1-2*(gametime%2)
;vfacing = 1-2*(gametime%2)
;scale = 0.0025*var(22),0.0025*var(22)
;sprpriority = 5
;;ontop = 1
;ownpal = 1

;[State 0, choose!]
;type = playsnd
;trigger1 = time = 12
;value = f2,4
;volumescale = 200

;[State 0, music]
;type = playsnd
;trigger1 = time = 20
;value = f2,8
;channel = 1
;loop = 1
;volumescale = 120

;[State 0, title]
;type = Explod
;trigger1 = time = 0
;anim = f9030
;ID = 910
;pos = var(22)/2,20*0.0025*var(22)
;postype = left
;bindtime = -1
;scale = 0.0025*var(22), 0.0025*var(22)
;sprpriority = 16
;ontop = 1
;ownpal = 1

;[State 0, ladder1]
;type = Explod
;trigger1 = time = 0
;anim = f9005
;ID = 901
;pos = 0.2*var(22),var(23)+40*0.0025*var(22)
;postype = left
;bindtime = -1
;scale = 0.35*0.0025*var(22), 0.35*0.0025*var(22)
;sprpriority = 15
;ownpal = 1

;[State 0, ladder2]
;type = Explod
;trigger1 = time = 0
;anim = f9006
;ID = 901
;pos = 0.4*var(22),var(23)+40*0.0025*var(22)
;postype = left
;bindtime = -1
;scale = 0.35*0.0025*var(22), 0.35*0.0025*var(22)
;sprpriority = 15
;ownpal = 1

;[State 0, ladder3]
;type = Explod
;trigger1 = time = 0
;anim = f9007
;ID = 901
;pos = 0.6*var(22),var(23)+40*0.0025*var(22)
;postype = left
;bindtime = -1
;scale = 0.35*0.0025*var(22), 0.35*0.0025*var(22)
;sprpriority = 15
;ownpal = 1

;[State 0, ladder4]
;type = Explod
;trigger1 = time = 0
;anim = f9008
;ID = 901
;pos = 0.8*var(22),var(23)+40*0.0025*var(22)
;postype = left
;bindtime = -1
;scale = 0.35*0.0025*var(22), 0.35*0.0025*var(22)
;sprpriority = 15
;ownpal = 1

;[State 0, choose!]
;type = playsnd
;trigger1 = root,command = "holdfwd"
;trigger1 = ifelse(teamside = 1, var(1) < 3, var(1) > 0)
;trigger2 = root,command = "holdback"
;trigger2 = ifelse(teamside = 2, var(1) < 3, var(1) > 0)
;triggerall = numexplod(913) = 0
;value = f2,7
;;volumescale = 200
;;channel = 3

;[State 0, sign f]
;type = varadd
;trigger1 = teamside = 1 && root,command = "holdfwd"
;trigger2 = teamside = 2 && root,command = "holdback"
;triggerall = var(1) < 3
;triggerall = numexplod(913) = 0
;v = 1
;value = 1

;[State 0, sign b]
;type = varadd
;trigger1 = teamside = 1 && root,command = "holdback"
;trigger2 = teamside = 2 && root,command = "holdfwd"
;triggerall = var(1) > 0
;triggerall = numexplod(913) = 0
;v = 1
;value = -1

;[State 0, sign hold]
;type = explod
;trigger1 = root,command = "holdfwd"
;trigger2 = root,command = "holdback"
;triggerall = numexplod(913) = 0
;ID = 913
;anim = 888
;removetime = 12

;[State 0, sign itself]
;type = Explod
;trigger1 = time = 0
;anim = f9020
;ID = 911
;pos = (0.2+0.2*var(1))*var(22),var(23)-25*0.0025*var(22)
;postype = left
;bindtime = 1
;removetime = -1
;scale = 0.0025*var(22),0.0025*var(22)
;sprpriority = 16
;;ontop = 1
;ownpal = 1

;[State 0, sign move]
;type = modifyExplod
;trigger1 = 1
;ID = 911
;pos = (0.2+0.2*var(1))*var(22),var(23)-25*0.0025*var(22)
;postype = left

;[State 0, name]
;type = Explod
;trigger1 = time%2 = 0
;anim = f9031 + var(1)
;ID = 912
;pos = (0.2+0.2*var(1))*var(22),var(23)-20*0.0025*var(22)
;postype = left
;bindtime = 1
;removetime = 2
;scale = 0.0025*var(22),0.0025*var(22)
;sprpriority = 17
;ontop = 1
;ownpal = 1

;[State 0, enter]
;type = selfstate
;trigger1 = time > 70
;trigger1 = root,command = "a"||root,command = "b"||root,command = "x"||root,command = "y"
;value = 18011

;[Statedef 18011]; chosen
;type = S
;movetype= I
;physics = S
;juggle = 0
;velset = 0,0
;anim = 888
;ctrl = 0

;[State 0, temp]
;type = assertspecial
;trigger1 = 1
;flag = nobardisplay
;;flag2 = intro

;[State 0, temp]
;type = assertspecial
;trigger1 = 1
;flag = nomusic
;flag2 = timerfreeze

;[State 0, temp]
;type = assertspecial
;trigger1 = 1
;flag = noBG
;flag2 = noFG

;[State 0, temp]
;type = parentvarset
;trigger1 = ishelper
;v = 47
;value = 0

;[State 0, portal fx]
;type = Explod
;trigger1 = time%(60 + 10*(random%7)) = 12
;anim = f9017+random%2
;ID = 900
;pos = var(22)/2,0.25*var(22)
;postype = left
;bindtime = -1
;facing = 1-2*(gametime%2)
;vfacing = 1-2*(gametime%2)
;scale = 0.0025*var(22),0.0025*var(22)
;sprpriority = 5
;;ontop = 1
;ownpal = 1

;[State 0, sign r]
;type = removeExplod
;trigger1 = time = 0
;ID = 910
;[State 0, sign r]
;type = removeExplod
;trigger1 = time = 0
;ID = 911

;[State 0, selected]
;type = playsnd
;trigger1 = time = 0
;value = f2,6
;;volumescale = 200

;[State 0, laugh]
;type = playsnd
;trigger1 = time = 21 && var(1) = 0
;value = f1,21
;volumescale = 200

;[State 0, excellent]
;type = playsnd
;trigger1 = time = 21 && var(1) = 1
;value = f5,6
;;volumescale = 200

;[State 0, outstanding]
;type = playsnd
;trigger1 = time = 21 && var(1) = 2
;value = f5,13
;;volumescale = 200

;[State 0, laugh]
;type = playsnd
;trigger1 = time = 21 && var(1) = 3
;value = f1,20
;volumescale = 200

;[State 0, name]
;type = Explod
;trigger1 = time = 0
;anim = f9031+var(1)
;ID = 912
;pos = (0.2+0.2*var(1))*var(22),var(23)-20*0.0025*var(22)
;postype = left
;bindtime = 1
;removetime = -1
;scale = 0.0025*var(22),0.0025*var(22)
;sprpriority = 16
;ontop = 1
;ownpal = 1

;[State 0, sign itself]
;type = Explod
;trigger1 = time = 0
;anim = f9021
;ID = 911
;pos = (0.2+0.2*var(1))*var(22),var(23)-25*0.0025*var(22)
;postype = left
;bindtime = 1
;removetime = -1
;scale = 0.0025*var(22),0.0025*var(22)
;sprpriority = 17
;;ontop = 1
;ownpal = 1

;[State 0, lv light]
;type = Explod
;trigger1 = numexplod(914) = 0
;anim = f9022
;ID = 914
;pos = (0.2+0.2*var(1))*var(22),var(23)-(130 +var(1)*33)*0.0025*var(22)
;postype = left
;bindtime = -1
;removetime = 10+2*var(1)
;scale = 0.175*0.0025*var(22), 0.175*0.0025*var(22)
;sprpriority = 16
;ownpal = 1
;trans = addalpha
;alpha = 200,256

;[State 0, lv light]
;type = Explod
;trigger1 = time > 0 && numexplod(915) = 0
;anim = f9022
;ID = 915
;pos = (0.2+0.2*var(1))*var(22),var(23)-(130 +var(1)*33)*0.0025*var(22)
;postype = left
;bindtime = -1
;removetime = 10+2*var(1)
;scale = 0.175*0.0025*var(22), 0.175*0.0025*var(22)
;sprpriority = 16
;ownpal = 1
;trans = addalpha
;alpha = 120,256

;[State 0, rem]
;type = parentvarset
;trigger1 = time = 60
;fv = 11
;value = 1+var(1)

;[State 0, rem]
;type = removeExplod
;trigger1 = root,fvar(11) > 0
;ID = 901

;[State 0, rem]
;type = removeExplod
;trigger1 = root,fvar(11) > 0
;ID = 911

;[State 0, rem]
;type = removeExplod
;trigger1 = root,fvar(11) > 0
;ID = 912

;[State 0, rem]
;type = removeExplod
;trigger1 = root,fvar(11) > 0
;ID = 913

;[State 0, rem]
;type = removeExplod
;trigger1 = root,fvar(11) > 0
;ID = 914

;[State 0, rem]
;type = removeExplod
;trigger1 = root,fvar(11) > 0
;ID = 915

;[State 0, enter]
;type = selfstate
;trigger1 = root,fvar(11) > 0
;value = 18001

;;While P1 Chooses
;[Statedef 18012]
;type = S
;movetype= I
;physics = S
;juggle = 0
;velset = 0,0
;anim = 888
;ctrl = 0

;[State 0, temp]
;type = assertspecial
;trigger1 = 1
;flag = nobardisplay
;;flag2 = intro

;[State 0, temp]
;type = assertspecial
;trigger1 = 1
;flag = nomusic
;flag2 = timerfreeze

;[State 0, temp]
;type = assertspecial
;trigger1 = 1
;flag = noBG
;flag2 = noFG

;[State 0, temp]
;type = parentvarset
;trigger1 = ishelper
;v = 47
;value = 0

;[State 0, dark]
;type = selfstate
;trigger1 = enemy,var(48) = -1
;value = 19107

;[State 0, enter]
;type = selfstate
;trigger1 = matchno != 1 && enemy,var(11) = -101
;value = 19106

;[State 0, enter]
;type = selfstate
;trigger1 = time > 70 && enemy,fvar(11) > 0
;trigger1 = matchno = 1
;value = 18003

;;Kahn Treasures
;[Statedef 18020]
;type = S
;movetype= I
;physics = S
;juggle = 0
;velset = 0,0
;anim = 888
;ctrl = 0

;[State 0, temp]
;type = assertspecial
;trigger1 = 1
;flag = nobardisplay
;;flag2 = intro

;[State 0, clear]
;type = assertspecial
;trigger1 = 1
;flag = nomusic
;flag2 = timerfreeze

;[State 0, clear]
;type = assertspecial
;trigger1 = 1
;flag = noBG
;flag2 = noFG

;[State 0, assert2]
;type = varset
;trigger1 = ishelper
;v = 22
;value = root,var(22)

;[State 0, assert2]
;type = varset
;trigger1 = ishelper
;v = 23
;value = root,var(23)

;[State 0, clear]
;type = parentvarset
;trigger1 = 1
;v = 47
;value = 0

;[State 0, TMP]
;type = parentvaradd
;trigger1 = time = 0 && prevstateno != [18020,18029]
;fv = 13
;value = 100

;[State 1200, music 0]
;type = playsnd
;trigger1 = time = 12 && prevstateno != [18020,18029]
;value = f42,2
;volumescale = 75
;loop = 1
;channel = 3

;[State 0, background]
;type = Explod
;trigger1 = time = 0 && prevstateno != [18020,18029]
;anim = f9110
;ID = 920
;pos = var(22)/2, var(23)
;postype = left
;scale = 0.0025*var(22), 0.0025*var(22)
;sprpriority = 8
;ownpal = 1

;[State 0, dragon 1]
;type = Explod
;trigger1 = time = 0 && prevstateno != [18020,18029]
;anim = f9111
;ID = 920
;postype = left
;bindtime = -1
;removetime = -1
;scale = 0.0025*var(22),0.0025*var(22)
;sprpriority = 9
;ownpal = 1
;trans = addalpha
;alpha = 256,240

;[State 0, dragon 2]
;type = Explod
;trigger1 = time = 0 && prevstateno != [18020,18029]
;anim = f9111
;ID = 920
;pos = var(22),0
;facing = -1
;postype = left
;bindtime = -1
;removetime = -1
;scale = 0.0025*var(22),0.0025*var(22)
;sprpriority = 9
;ownpal = 1
;trans = addalpha
;alpha = 256,240

;[State 0, icon width]
;type = varset
;trigger1 = time = 0
;v = 11
;value = 25 

;[State 0, offset]
;type = varset
;trigger1 = time = 0
;v = 12
;value = 120

;[State 0, scale]
;type = varset
;trigger1 = time = 0
;v = 13
;value = 40

;[State 0, text offset]
;type = varset
;trigger1 = time = 0
;v = 14
;value = 3

;[State 0, menu cur]
;type = varset
;trigger1 = time = 0
;v = 15
;value = 0

;[State 0, face]
;type = Explod
;trigger1 = time = 0 && prevstateno != [18020,18029] 
;anim = 9100
;pos = var(22)/2 -24*0.0025*var(22), 20
;postype = left
;bindtime = -1
;removetime = -1
;scale = 0.0025*var(22),0.0025*var(22)
;sprpriority = 5
;ontop = 1
;ownpal = 1

;[State 0, rama 1]
;type = Explod
;trigger1 = time = 0 && prevstateno != [18020,18029] 
;anim = f9116
;pos = var(22)/2 -24*0.0025*var(22), 20
;postype = left
;bindtime = -1
;removetime = -1
;scale = 0.0025*var(22),0.0025*var(22)
;sprpriority = 6
;ontop = 1
;ownpal = 1

;[State 0, title screen]
;type = Explod
;trigger1 = time = 0 && prevstateno != [18020,18029] 
;anim = f9041
;ID = 900
;pos = var(22)/2, var(23)-var(14)
;postype = left
;bindtime = -1
;removetime = -1
;scale = 0.0025*var(22),0.0025*var(22)
;sprpriority = 12
;ontop = 1
;ownpal = 1

;[State 0, enter kode]
;type = Explod
;trigger1 = time = 0 && numexplod(900) = 0 
;anim = f9042+(var(10) > 9)
;ID = 900
;pos = var(22)/2, var(23)-var(14)
;postype = left
;bindtime = -1
;removetime = -1
;scale = 0.0025*var(22),0.0025*var(22)
;sprpriority = 12
;ontop = 1
;ownpal = 1

;[State 0, ready]
;type = Explod
;trigger1 = numexplod(900) = 0
;trigger1 = root,fvar(12) < -1 
;anim = f9046
;ID = 900
;pos = var(22)/2, var(23)-var(14)
;postype = left
;bindtime = -1
;removetime = 120
;scale = 0.0025*var(22),0.0025*var(22)
;sprpriority = 12
;ontop = 1
;ownpal = 1
;persistent = 0

;[State 0, for what?]
;type = Explod
;trigger1 = numexplod(900) = 0
;trigger1 = root,fvar(12) < -1 
;anim = f9045+abs(root,fvar(12))
;ID = 900
;pos = var(22)/2, var(23)-var(14)
;postype = left
;bindtime = -1
;removetime = -1
;scale = 0.0025*var(22),0.0025*var(22)
;sprpriority = 12
;ontop = 1
;ownpal = 1
;persistent = 0

;[State 0, rama2]
;type = Explod
;trigger1 = time = 0 && prevstateno != [18020,18029] 
;anim = f9115
;ID = 920
;pos = 0.5*root,var(22) -4.5*var(11)-1.25, var(12)
;postype = left
;scale = 0.01*var(13),0.01*var(13)
;ontop = 1
;sprpriority = 17
;ownpal = 1

;[State 0, 1st number]
;type = Explod
;trigger1 = gametime%3 = 0
;anim = f9120+var(1)
;pos = 0.5*root,var(22) -4.5*var(11)-1.25, var(12)
;postype = left
;removetime = 3
;scale = 0.01*var(13),0.01*var(13)
;;ontop = 1
;sprpriority = 16
;ownpal = 1

;[State 0, 2nd number]
;type = Explod
;trigger1 = gametime%3 = 0 
;anim = f9120+var(2)
;pos = 0.5*root,var(22) -3.5*var(11)-1.25, var(12)
;postype = left
;removetime = 3
;scale = 0.01*var(13),0.01*var(13)
;;ontop = 1
;sprpriority = 16
;ownpal = 1

;[State 0, 3rd number]
;type = Explod
;trigger1 = gametime%3 = 0 
;anim = f9120+var(3)
;pos = 0.5*root,var(22) -2.5*var(11)-1.25, var(12)
;postype = left
;removetime = 3
;scale = 0.01*var(13),0.01*var(13)
;;ontop = 1
;sprpriority = 16
;ownpal = 1

;[State 0, 4th number]
;type = Explod
;trigger1 = gametime%3 = 0
;anim = f9120+var(4)
;pos = 0.5*root,var(22) -1.5*var(11), var(12)
;postype = left
;removetime = 3
;scale = 0.01*var(13),0.01*var(13)
;;ontop = 1
;sprpriority = 16
;ownpal = 1

;[State 0, 5th number]
;type = Explod
;trigger1 = gametime%3 = 0 
;anim = f9120+var(5)
;pos = 0.5*root,var(22) -0.5*var(11), var(12)
;postype = left
;removetime = 3
;scale = 0.01*var(13),0.01*var(13)
;;ontop = 1
;sprpriority = 16
;ownpal = 1

;[State 0, 6th number]
;type = Explod
;trigger1 = gametime%3 = 0 
;anim = f9120+var(6)
;pos = 0.5*root,var(22) +0.5*var(11), var(12)
;postype = left
;removetime = 3
;scale = 0.01*var(13),0.01*var(13)
;;ontop = 1
;sprpriority = 16
;ownpal = 1

;[State 0, 7th number]
;type = Explod
;trigger1 = gametime%3 = 0
;anim = f9120+var(7)
;pos = 0.5*root,var(22) +1.5*var(11)+1.25, var(12)
;postype = left
;removetime = 3
;scale = 0.01*var(13),0.01*var(13)
;;ontop = 1
;sprpriority = 16
;ownpal = 1

;[State 0, 8th number]
;type = Explod
;trigger1 = gametime%3 = 0 
;anim = f9120+var(8)
;pos = 0.5*root,var(22) +2.5*var(11)+1.25, var(12)
;postype = left
;removetime = 3
;scale = 0.01*var(13),0.01*var(13)
;;ontop = 1
;sprpriority = 16
;ownpal = 1

;[State 0, 9th number]
;type = Explod
;trigger1 = gametime%3 = 0 
;anim = f9120+var(9)
;pos = 0.5*root,var(22) +3.5*var(11)+1.25, var(12)
;postype = left
;removetime = 3
;scale = 0.01*var(13),0.01*var(13)
;;ontop = 1
;sprpriority = 16
;ownpal = 1

;[State 2090, 1]; cursor pos
;type = Explod
;trigger1 = var(10) > 0 
;trigger1 = numexplod(301) = 0
;ID = 301
;anim = F9020
;postype = left
;pos = 0.5*root,var(22) -5*var(11)+var(11)*var(10)-1.25*(var(10) < 3)+1.25*(var(10) > 5), var(12)+28
;scale = 0.0025*root,var(22),0.0025*root,var(22)
;ontop = 1
;removetime = -1

;[State 2090, 1]; money shot
;type = varset
;trigger1 = time = 0
;v = 25
;value = root,fvar(13)

;[State 2090, 1]; money waste
;type = Explod
;trigger1 = time = 0 && var(10) = 1
;anim = F9060
;postype = left
;pos = root,var(22) -25,root,var(23)-26
;vel = 0,-0.25
;scale = 0.0025*root,var(22),0.0025*root,var(22)
;sprpriority = -1
;ontop = 1
;;removetime = 4

;[State 2090, 1]; money 0
;type = Explod
;trigger1 = gametime%4 = 0
;triggerall = root,fvar(12) >= -1
;anim = F170
;postype = left
;pos = root,var(22) -25,root,var(23)-6
;scale = 0.0025*root,var(22),0.0025*root,var(22)
;sprpriority = -1
;ontop = 1
;removetime = 4

;[State 2090, 1]; money till 10
;type = Explod
;trigger1 = gametime%4 = 0
;triggerall = root,fvar(12) >= -1
;anim = F170+var(25)%10
;postype = left
;pos = root,var(22) -32,root,var(23)-6
;scale = 0.0025*root,var(22),0.0025*root,var(22)
;sprpriority = -1
;ontop = 1
;removetime = 4

;[State 2090, 1]; money till 100
;type = Explod
;trigger1 = gametime%4 = 0
;triggerall = root,fvar(12) >= -1
;anim = F170+floor(var(25)%100/10)
;postype = left
;pos = root,var(22) -39,root,var(23)-6
;scale = 0.0025*root,var(22),0.0025*root,var(22)
;sprpriority = -1
;ontop = 1
;removetime = 4

;[State 2090, 1]; money till 1000
;type = Explod
;trigger1 = gametime%4 = 0
;triggerall = root,fvar(12) >= -1
;anim = F170+floor(var(25)%1000/100)
;postype = left
;pos = root,var(22) -46,root,var(23)-6
;scale = 0.0025*root,var(22),0.0025*root,var(22)
;sprpriority = -1
;ontop = 1
;removetime = 4

;[State 2090, 1]; money till 10000
;type = Explod
;trigger1 = gametime%4 = 0
;triggerall = root,fvar(12) >= -1
;anim = F170+floor(var(25)%10000/1000)
;postype = left
;pos = root,var(22) -53,root,var(23)-6
;scale = 0.0025*root,var(22),0.0025*root,var(22)
;sprpriority = -1
;ontop = 1
;removetime = 4

;[State 2090, 1]; money till 100000
;type = Explod
;trigger1 = gametime%4 = 0
;triggerall = root,fvar(12) >= -1
;anim = F170+floor(var(25)%100000/10000)
;postype = left
;pos = root,var(22) -60,root,var(23)-6
;scale = 0.0025*root,var(22),0.0025*root,var(22)
;sprpriority = -1
;ontop = 1
;removetime = 4

;[State 2090, 1]; money emblem
;type = Explod
;trigger1 = gametime%4 = 0
;triggerall = root,fvar(12) >= -1
;anim = F9040
;postype = left
;pos = root,var(22)-10,root,var(23)-3
;scale = 0.0025*root,var(22),0.0025*root,var(22)
;ontop = 1
;removetime = 4

;[State 0, clk1]
;type = playsnd
;trigger1 = gametime%6 = 3 && var(10) = 1
;trigger2 = gametime%8 = 3 && var(10) = 2
;trigger3 = gametime%9 = 3 && var(10) = 3 && (numexplod(100)+numexplod(101) = 0)
;trigger4 = gametime%9 = 3 && var(10) = 4
;trigger5 = gametime%8 = 3 && var(10) = 5
;trigger6 = gametime%10 = 3 && var(10) = 6 && (numexplod(100)+numexplod(101) = 0)
;trigger7 = gametime%10 = 3 && var(10) = 7
;trigger8 = gametime%9 = 3 && var(10) = 8
;trigger9 = gametime%8 = 3 && var(10) = 9 && (numexplod(100)+numexplod(101) = 0)
;trigger10 = var(10) = [1,9]
;trigger10 = gametime%3 = 0
;trigger10 = command = "run" || root,command = "run" || (numexplod(101) > 0 && numexplod(100) = 0)
;value = f2,14
;channel = 2

;[State 0, vv3]
;type = varadd
;triggerall = var(10) = [1,9]
;triggerall = gametime%3 = 0
;trigger1 = command = "run" || root,command = "run"
;trigger2 = numexplod(101) > 0 && numexplod(100) = 0
;v = var(10)
;value = 1

;[State 0, vv1]
;type = varadd
;triggerall = gametime%6 = 3 && var(10) = 1
;trigger1 = numexplod(100)+numexplod(101) != 2
;v = 1
;value = 1

;[State 0, vv1]
;type = varadd
;triggerall = gametime%8 = 3 && var(10) = [1,2]
;trigger1 = numexplod(100)+numexplod(101) != 2
;trigger2 = var(10) = 1
;v = 2
;value = 1

;[State 0, vv1]
;type = varadd
;triggerall = gametime%9 = 3 && var(10) = [1,3]
;trigger1 = numexplod(100)+numexplod(101) != 2
;trigger2 = var(10) < 3
;v = 3
;value = 1

;[State 0, vv1]
;type = varadd
;triggerall = gametime%9 = 3 && var(10) = 4
;trigger1 = numexplod(100)+numexplod(101) != 2
;trigger2 = var(10) < 4
;v = 4
;value = 1

;[State 0, vv1]
;type = varadd
;triggerall = gametime%8 = 3 && var(10) = [4,5]
;trigger1 = numexplod(100)+numexplod(101) != 2
;trigger2 = var(10) < 5
;v = 5
;value = 1

;[State 0, vv1]
;type = varadd
;triggerall = gametime%10 = 3 && var(10) = [4,6]
;trigger1 = numexplod(100)+numexplod(101) != 2
;trigger2 = var(10) < 6
;v = 6
;value = 1

;[State 0, vv1]
;type = varadd
;triggerall = gametime%10 = 3 && var(10) = 7
;trigger1 = numexplod(100)+numexplod(101) != 2
;trigger2 = var(10) < 7
;v = 7
;value = 1

;[State 0, vv1]
;type = varadd
;triggerall = gametime%9 = 3 && var(10) = [7,8]
;trigger1 = numexplod(100)+numexplod(101) != 2
;trigger2 = var(10) < 8
;v = 8
;value = 1

;[State 0, vv1]
;type = varadd
;triggerall = gametime%8 = 3 && var(10) = [7,9]
;trigger1 = numexplod(100)+numexplod(101) != 2
;trigger2 = var(10) < 9
;v = 9
;value = 1

;[State 0, vv1]
;type = varset
;trigger1 = var(1) > 9
;v = 1
;value = 0
;[State 0, vv2]
;type = varset
;trigger1 = var(2) > 9
;v = 2
;value = 0

;[State 0, vv3]
;type = varset
;trigger1 = var(3) > 9
;v = 3
;value = 0

;[State 0, vv1]
;type = varset
;trigger1 = var(4) > 9
;v = 4
;value = 0

;[State 0, vv2]
;type = varset
;trigger1 = var(5) > 9
;v = 5
;value = 0

;[State 0, vv3]
;type = varset
;trigger1 = var(6) > 9
;v = 6
;value = 0

;[State 0, vv1]
;type = varset
;trigger1 = var(7) > 9
;v = 7
;value = 0

;[State 0, vv2]
;type = varset
;trigger1 = var(8) > 9
;v = 8
;value = 0

;[State 0, vv3]
;type = varset
;trigger1 = var(9) > 9
;v = 9
;value = 0

;[State 0, vv1]
;type = varset
;trigger1 = var(1) < 0
;v = 1
;value = 9

;[State 0, vv2]
;type = varset
;trigger1 = var(2) < 0
;v = 2
;value = 9

;[State 0, vv3]
;type = varset
;trigger1 = var(3) < 0
;v = 3
;value = 9

;[State 0, vv1]
;type = varset
;trigger1 = var(4) < 0
;v = 4
;value = 9

;[State 0, vv2]
;type = varset
;trigger1 = var(5) < 0
;v = 5
;value = 9

;[State 0, vv3]
;type = varset
;trigger1 = var(6) < 0
;v = 6
;value = 9

;[State 0, vv1]
;type = varset
;trigger1 = var(7) < 0
;v = 7
;value = 9

;[State 0, vv2]
;type = varset
;trigger1 = var(8) < 0
;v = 8
;value = 9

;[State 0, vv3]
;type = varset
;trigger1 = var(9) < 0
;v = 9
;value = 9

;[State 0, vv3]
;type = varset
;trigger1 = var(10) > 9
;v = 10
;value = 0

;[State 0, menu cur]
;type = varset
;trigger1 = var(10) = 0 && root,fvar(13) < 100
;v = 15
;value = -1

;[State 0, stop it]
;type = Explod
;trigger1 = command = "blok" || root,command = "blok"
;triggerall = numexplod(100) + numexplod(101) = 0
;ID = 100
;anim = 888
;removetime = 33-var(10)

;[State 0, stop it]
;type = Explod
;trigger1 = command = "blok" || root,command = "blok"
;triggerall = numexplod(101) = 0
;ID = 101
;anim = 888
;removetime = -1

;[State 0, stop it]
;type = removeExplod
;trigger1 = command != "blok" && root,command != "blok"
;triggerall = numexplod(101) > 0 && numexplod(100) = 0
;ID = 101

;[State 0, start]
;type = Explod
;trigger1 = time = 0 && var(10) = 0 && var(15) >= 0
;anim = f808 - (prevstateno != [18020,18029])
;ID = 810
;pos = 0.4*root,var(22), var(12)+ 35*0.0025*root,var(22)
;postype = left
;bindtime = -1
;scale = 0.0025*root,var(22),0.0025*root,var(22)
;sprpriority >= 6
;ontop = 1
;ownpal = 1

;[State 0, no start]
;type = Explod
;trigger1 = time = 0 && var(10) = 0 && var(15) >= 0
;anim = f809
;ID = 810
;pos = 0.4*root,var(22), var(12) + 65*0.0025*root,var(22)
;postype = left
;bindtime = -1
;scale = 0.0025*root,var(22),0.0025*root,var(22)
;sprpriority >= 6
;ontop = 1
;ownpal = 1

;[State 0, Explod]
;type = Explod
;trigger1 = time = 0 && var(10) = 0 && var(15) >= 0
;anim = f9020
;ID = 811
;pos = 0.4*root,var(22)-0.05*root,var(22),root,var(23)/2
;postype = left
;bindtime = -1
;scale = 0.00125*root,var(22),0.00125*root,var(22)
;sprpriority >= 6
;ontop = 1
;ownpal = 1
;removetime = -1
;pausemovetime = 99999

;[State 0, Explod]
;type = modifyExplod
;trigger1 = 1
;ID = 811
;pos = 0.4*root,var(22)-15*0.0025*root,var(22), var(12)+28*0.0025*root,var(22)+var(15)*30*0.0025*root,var(22)
;postype = left

;[State 0, Explod]
;type = removeExplod
;trigger1 = var(10) > 0
;ID = 810
;[State 0, Explod]
;type = removeExplod
;trigger1 = var(10) > 0
;ID = 811

;[State 0, cur sound]
;type = playsnd
;trigger1 = command = "holddown"||command = "holdup"
;trigger2 = root,command = "holddown"||root,command = "holdup"
;triggerall = var(10) = 0 && numexplod(811) > 0 && numexplod(812) = 0
;value = f2,7
;volumescale = 90

;[State 0, cur move]
;type = varset
;trigger1 = command = "holddown"||command = "holdup"
;trigger2 = root,command = "holddown"||root,command = "holdup"
;triggerall = var(10) = 0 && numexplod(811) > 0 && numexplod(812) = 0
;v = 15
;value = ifelse(var(15) = 0, 1,0)

;[State 0, cur blocker]
;type = explod
;trigger1 = command = "holddown"||command = "holdup"
;trigger2 = root,command = "holddown"||root,command = "holdup"
;triggerall = var(10) = 0 && numexplod(812) = 0
;ID = 812
;anim = 888
;removetime = 12

;[State 0, click]
;type = selfstate
;trigger1 = time > 70 && var(10) = 0 && var(25) >= 100 && var(15) = 0
;trigger2 = time > 36 && var(10) = [1,9]
;triggerall = root,command = "a"||root,command = "b"||root,command = "x"||root,command = "y"
;value = 18021+(var(10) = 9)

;[State 0, click]
;type = selfstate
;trigger1 = var(10) = -3 && time > 600
;;triggerall = root,command = "a"||root,command = "b"||root,command = "x"||root,command = "y"||time > 600
;value = 18023

;[State 0, click]
;type = parentvarset
;trigger1 = time > 70 && var(10) = 0 && var(15) != 0
;trigger1 = root,command = "a"||root,command = "b"||root,command = "x"||root,command = "y"
;fv = 12
;value = -1

;[State 0, click]
;type = selfstate
;trigger1 = time > 70 && var(10) = 0
;trigger1 = var(25) < 100 || var(15) != 0
;trigger2 = var(10) < -1 && time > 600
;trigger1 = root,command = "a"||root,command = "b"||root,command = "x"||root,command = "y"
;trigger3 = time > 300 && var(15) = -1
;value = 19107

;[State 0, click]
;type = allpalfx
;trigger1 = time = 542 && var(10) < -1
;trigger2 = time = 242 && var(15) = -1
;sinadd = -255,-255,-255,250
;time = 60

;[State 0, click]
;type = allpalfx
;trigger1 = time = 600 && var(10) < -1
;trigger2 = time = 300 && var(15) = -1
;add = -255,-255,-255
;sinadd = 255,255,255,120
;time = 24

;;Launch
;[Statedef 18021]
;ctrl = 0

;[State 0, temp]
;type = assertspecial
;trigger1 = 1
;flag = nobardisplay
;;flag2 = intro

;[State 0, click]
;type = removeexplod
;trigger1 = time = 0
;ID = 301

;;Cursor pos
;[State 2090, 1]
;type = Explod
;trigger1 = var(10) > 0 && time = 0
;ID = 301
;anim = F9021
;postype = left
;pos = 0.5*root,var(22) -5*var(11)+var(11)*var(10)-2*(var(10) < 3)+2*(var(10) > 5), var(12)+28
;scale = 0.0025*root,var(22),0.0025*root,var(22)
;ontop = 1
;removetime = 24

;[State 0, rem]
;type = removeExplod
;trigger1 = time = 0 && var(10) = 0 
;ID = 900

;[State 0, money]
;type = parentvaradd
;trigger1 = time = 0 && var(10) = 0
;fv = 13
;value = -100

;[State 0, click]
;type = playsnd
;trigger1 = time = 0 && var(10) = 0
;value = f2,6
;;volumescale = 200

;[State 0, click]
;type = playsnd
;trigger1 = time = 0 && var(10) > 0
;value = f200,113;2,0
;;volumescale = 200

;[State 0, click]
;type = varadd
;trigger1 = time = 0
;v = 10
;value = 1

;[State 0, click]
;type = selfstate
;trigger1 = time = 0
;value = 18020

;[Statedef 18022]; results
;ctrl = 0

;[State 0, click]
;type = parentvarset
;trigger1 = time = 0
;fv = 12
;value = -1

;[State 0, temp]
;type = assertspecial
;trigger1 = 1
;flag = nobardisplay
;;flag2 = intro

;[State 0, click]
;type = removeexplod
;trigger1 = time = 0
;ID = 301

;[State 2090, 1]; cursor pos
;type = Explod
;trigger1 = var(10) > 0 && time = 0
;ID = 301
;anim = F9021
;postype = left
;pos = 0.5*root,var(22) -5*var(11)+var(11)*var(10)-2*(var(10) < 3)+2*(var(10) > 5), var(12)+28
;scale = 0.0025*root,var(22),0.0025*root,var(22)
;ontop = 1
;removetime = 24

;[State 0, rem]
;type = removeExplod
;trigger1 = time = 0
;ID = 900

;[State 0, hydro]
;type = parentvarset
;trigger1 = var(1) = var(9)&&var(2) = var(8)&&var(3) = var(7)&&var(4) = var(6)
;fv = 12
;value = -4

;[State 0, chameleons]
;type = parentvarset
;trigger1 = var(1) = var(2)&&var(1) = var(3)&&var(4) = var(5)&&var(5) = var(6)&&var(7) = var(8)&&var(8) = var(9)
;trigger2 = var(1) = var(4)&&var(1) = var(7)&&var(2) = var(5)&&var(2) = var(8)&&var(3) = var(6)&&var(3) = var(9)
;fv = 12
;value = -3

;[State 0, armageddon]
;type = parentvarset
;trigger1 = var(1) = var(2)&&var(2) = var(3)&&var(3) = var(4)&&var(4) = var(5)
;trigger1 = var(5) = var(6)&&var(6) = var(7)&&var(7) = var(8)&&var(8) = var(9)
;fv = 12
;value = -2

;[State 2090, 1]; money add
;type = Explod
;triggerall = time = 0 && root,fvar(12) >= -1
;trigger1 = var(1) = var(2)&&var(2) = var(3)
;trigger2 = var(4) = var(5)&&var(5) = var(6)
;trigger3 = var(7) = var(8)&&var(8) = var(9)
;ID = 999
;anim = F9061
;postype = left
;pos = root,var(22) -25,root,var(23)-20
;scale = 0.0025*root,var(22),0.0025*root,var(22)
;sprpriority = -1
;ontop = 1
;removetime = 100

;[State 0, cyclick]
;type = playsnd
;trigger1 = numexplod(999) > 0
;value = f5,24
;volumescale = 200
;persistent = 0

;[State 0, cyclick]
;type = parentvaradd
;trigger1 = numexplod(999) > 0
;fv = 13
;value = 100
;persistent = 0

;[State 0, unlocked]
;type = Explod
;trigger1 = numexplod(900) = 0
;trigger1 = time = 0 && root,fvar(12) < -1 
;anim = f9045
;ID = 900
;pos = var(22)/2, var(23)-var(14)
;postype = left
;bindtime = -1
;removetime = 180
;scale = 0.0025*var(22),0.0025*var(22)
;sprpriority = 12
;ontop = 1
;ownpal = 1

;[State 0, no credits]
;type = stopsnd
;trigger1 = numexplod(900) = 0
;trigger1 = time = 0 && root,fvar(13) < 100
;channel = 3

;[State 0, no credits]
;type = Explod
;trigger1 = numexplod(900) = 0
;trigger1 = time = 0 && root,fvar(13) < 100 
;anim = f9044
;ID = 900
;pos = var(22)/2, var(23)-var(14)
;postype = left
;bindtime = -1
;removetime = -1
;scale = 0.0025*var(22),0.0025*var(22)
;sprpriority = 12
;ontop = 1
;ownpal = 1

;[State 0, click]
;type = varadd
;trigger1 = time = 0 && root,fvar(12) = -1
;v = 10
;value = 1

;[State 0, click]
;type = varset
;trigger1 = time = 0 && root,fvar(12) < -1
;v = 10
;value = root,fvar(12)

;[State 0, click]
;type = playsnd
;trigger1 = time = 0
;value = f200,113

;[State 0, click]
;type = playsnd
;trigger1 = time = 0 && var(10) > 0
;value = f200,110-3*(root,fvar(13) >= 100)
;;volumescale = 200

;[State 0, click]
;type = playsnd
;trigger1 = time = 0 && var(10) < 0
;value = f200,111

;[State 0, click]
;type = selfstate
;trigger1 = time = 0
;value = 18020

;[Statedef 18023];got that reward
;type = S
;movetype= I
;physics = S
;juggle = 0
;velset = 0,0
;anim = 888
;ctrl = 0

;[State 0, temp]
;type = parentvarset
;trigger1 = ishelper
;v = 11
;value = -101

;[State 0, temp]
;type = parentvarset
;trigger1 = ishelper
;v = 47
;value = 0

;[State 0, temp]
;type = assertspecial
;trigger1 = 1
;flag = nobardisplay

;[State 0, temp]
;type = assertspecial
;trigger1 = 1
;flag = nomusic
;flag2 = timerfreeze

;[State 0, temp]
;type = assertspecial
;trigger1 = 1
;flag = noBG
;flag2 = noFG

;[State 0, end]
;type = removeexplod
;trigger1 = time = 0

;[State 0, end]
;type = stopsnd
;trigger1 = time = 0
;channel = -1

;[State 0, end]
;type = selfstate
;trigger1 = time > 0
;value = 19106

;PAUSE
[Statedef 19000]
type = S
movetype= I
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 888

[State 0, Explod]
type = assertspecial
trigger1 = root,numexplod(11012)+enemy(0),numexplod(11012)+enemy(1),numexplod(11012)+partner,numexplod(11012) > 0
flag = nobardisplay

[State 0, Explod]
type = removeExplod
trigger1 = time = 0
ID = 810
[State 0, Explod]
type = removeExplod
trigger1 = time = 0
ID = 811

[State 0, Explod]
type = varset
trigger1 = time = 0
trigger1 = prevstateno = 19000
v = 11
value = 1

;[State 0, Explod]
;type = varset
;trigger1 = time > 7 && var(11) = 1
;trigger1 = command != "run" && command != "blok"
;trigger1 = root,command != "run" && root,command != "blok"
;v = 11
;value = 0

[State 0, load]
type = varset
trigger1 = time = 0 && prevstateno != 19000
v = 12
value = root,var(30)

[State 0, save]
type = parentvarset
trigger1 = time > 0
v = 30
value = var(12)

;[State 0, Explod]
;type = Explod
;trigger1 = time = 0
;anim = f801
;ID = 810
;pos = root,var(22)/2,10*root,var(23)/240
;postype = left
;bindtime = -1
;scale = 0.5*root,var(23)/240,0.5*root,var(23)/240
;sprpriority = 20
;ontop = 1
;ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = F311610 + var(12)
ID = 810
pos = 0,0 ;root,var(22)/2,10*root,var(23)/240
postype = left
bindtime = -1
scale = 1, 1 ;0.5*root,var(23)/240,0.5*root,var(23)/240
sprpriority >= 6
ontop = 1
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 9900 + var(12)
ID = 811
pos = 0,0 ;root,var(22)/2,53*root,var(23)/240
postype = left
bindtime = -1
scale = 0.25, 0.25 ;0.5*root,var(23)/240,0.5*root,var(23)/240
sprpriority >= 6
ontop = 1
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0 && numexplod(811) = 0
anim = F311614
ID = 811
pos = 0,0 ;root,var(22)/2,10*root,var(23)/240
postype = left
bindtime = -1
scale = 1, 1 ;0.5*root,var(23)/240,0.5*root,var(23)/240
sprpriority >= 6
ontop = 1
ownpal = 1

[State 0, assert]
type = assertspecial
trigger1 = time > 0
trigger2 = prevstateno = 19000
flag = timerfreeze
;flag2 = nobardisplay

[State 0, assert2]
type = assertspecial
trigger1 = 1
flag = nomusic


[State 0, assert2]
type = playsnd
trigger1 = time = 0 && prevstateno != 19000
value = f2,0

[State 0, pause]
type = pause
trigger1 = 1
time = 4
movetime = 4

;[State 0, assert2]
;type = playsnd
;triggerall = time > 7 && var(11) = 0
;trigger1 = var(12) > 0
;trigger1 = root,command = "blok" || command = "blok"
;trigger2 = var(12) < 2+root,selfanimexist(9902)+root,selfanimexist(9903)
;trigger2 = root,command = "run" || command = "run"
;value = f2,1

;[State 0, change]
;type = varadd
;triggerall = time > 7
;triggerall = var(11) = 0 && var(12) < 2+root,selfanimexist(9902)+root,selfanimexist(9903)
;trigger1 = root,command = "run"
;trigger2 = command = "run"
;v = 12
;value = 1

;[State 0, change]
;type = varadd
;triggerall = time > 7
;triggerall = var(11) = 0 && var(12) > 0
;trigger1 = root,command = "blok"
;trigger2 = command = "blok"
;v = 12
;value = -1

[State 0, change]
type = changestate
triggerall = time > 7
triggerall = var(11) = 0
trigger1 = time > 7
;trigger1 = root,command = "run"
;trigger2 = command = "run"
;trigger3 = root,command = "blok"
;trigger4 = command = "blok"
value = 19000

[State 0, change]
type = changestate
triggerall = time > 12
trigger1 = root,command = "x"
trigger2 = root,command = "y"
trigger3 = root,command = "a"
trigger4 = root,command = "b"
trigger5 = root,command = "start"
trigger6 = command = "x"
trigger7 = command = "y"
trigger8 = command = "a"
trigger9 = command = "b"
trigger10 = command = "start"
value = 19001

;PAUSE Break
[Statedef 19001]
type = S
movetype= I
physics = S
velset = 0,0
ctrl = 0

[State 0, Explod]
type = assertspecial
trigger1 = root,numexplod(11012)+enemy(0),numexplod(11012)+enemy(1),numexplod(11012)+partner,numexplod(11012) > 0
flag = nobardisplay

[State 0, assert2]
type = playsnd
trigger1 = time = 0
value = f2,2
channel = 0

[State 0, Explod]
type = removeExplod
trigger1 = 1
ID = 810
[State 0, Explod]
type = removeExplod
trigger1 = 1
ID = 811

[State 0, Explod]
type = pause
trigger1 = time = 0
time = 1
movetime = 9

[State 0, Explod]
type = destroyself
trigger1 = time = 3

;Pause Menu
[Statedef 19002]
type = S
movetype= I
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 888

[State 0, Explod]
type = assertspecial
trigger1 = root,numexplod(11012)+enemy(0),numexplod(11012)+enemy(1),numexplod(11012)+partner,numexplod(11012) > 0
flag = nobardisplay

[State 0, change]
type = varset
trigger1 = time = 0 && prevstateno != 19002
v = 11
value = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0 && prevstateno != 19002
anim = f801
ID = 810
pos = root,var(22)/2,root,var(23)/2
postype = left
bindtime = -1
scale = 10,10
sprpriority = 20
ontop = 1
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0 && prevstateno != 19002
anim = f806
ID = 810
pos = root,var(22)/2,0.25*root,var(23)
postype = left
bindtime = -1
scale = 0.0025*root,var(22),0.0025*root,var(22)
sprpriority = 21
ontop = 1
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0 && prevstateno != 19002
anim = f803
ID = 810
pos = 0.4*root,var(22), root,var(23)/2 -25*0.0025*root,var(22)
postype = left
bindtime = -1
scale = 0.0025*root,var(22),0.0025*root,var(22)
sprpriority >= 6
ontop = 1
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0 && prevstateno != 19002
anim = f804
ID = 810
pos = 0.4*root,var(22), root,var(23)/2 + 5*0.0025*root,var(22)
postype = left
bindtime = -1
scale = 0.0025*root,var(22),0.0025*root,var(22)
sprpriority >= 6
ontop = 1
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0 && prevstateno != 19002 && matchno > 19
anim = f805
ID = 810
pos = 0.4*root,var(22), root,var(23)/2 +35*0.0025*root,var(22)
postype = left
bindtime = -1
scale = 0.0025*root,var(22),0.0025*root,var(22)
sprpriority >= 6
ontop = 1
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0 && prevstateno != 19002
anim = f9020
ID = 811
pos = 0.4*root,var(22)-0.05*root,var(22),root,var(23)/2
postype = left
bindtime = -1
scale = 0.00125*root,var(22),0.00125*root,var(22)
sprpriority >= 6
ontop = 1
ownpal = 1
removetime = -1
pausemovetime = 99999

[State 0, Explod]
type = modifyExplod
trigger1 = 1
ID = 811
pos = 0.4*root,var(22)-15*0.0025*root,var(22), root,var(23)/2-33*0.0025*root,var(22)+var(11)*30*0.0025*root,var(22)
postype = left

[State 0, assert]
type = assertspecial
trigger1 = time > 0
trigger2 = prevstateno = 19002
flag = timerfreeze
;flag2 = nobardisplay

[State 0, assert2]
type = assertspecial
trigger1 = 1
flag = nomusic


[State 0, assert2]
type = playsnd
trigger1 = time = 0 && prevstateno != 19002
value = f2,0

[State 0, assert2]
type = playsnd
trigger1 = time = 0 && prevstateno != 19002
triggerall = root,var(19) = 0
triggerall = root,fvar(5) != 120
value = f5,52
volumescale = 70
loop = 1
channel = 0

[State 0, pause]
type = pause
trigger1 = 1
time = 4
movetime = 4

[State 0, assert2]
type = playsnd
triggerall = time > 12
trigger1 = var(11) > 0&&(root,command = "holdup"||command = "holdup")
trigger2 = var(11) < 1 + (matchno > 19)&&(root,command = "holddown"||command = "holddown")
value = f2,7
volumescale = 80

[State 0, change]
type = varadd
triggerall = time > 12
triggerall = var(11) < 1 + (matchno > 19)
trigger1 = root,command = "holddown"
trigger2 = command = "holddown"
v = 11
value = 1

[State 0, change]
type = varadd
triggerall = time > 12
triggerall = var(11) > 0
trigger1 = root,command = "holdup"
trigger2 = command = "holdup"
v = 11
value = -1

[State 0, change]
type = changestate
triggerall = time > 12
trigger1 = root,command = "holddown"
trigger2 = command = "holddown"
trigger3 = root,command = "holdup"
trigger4 = command = "holdup"
value = 19002

[State 0, change]
type = changestate
triggerall = time > 14
triggerall = var(11) = 0
trigger1 = root,command = "x"
trigger2 = root,command = "y"
trigger3 = root,command = "a"
trigger4 = root,command = "b"
trigger5 = root,command = "start"
trigger6 = command = "x"
trigger7 = command = "y"
trigger8 = command = "a"
trigger9 = command = "b"
trigger10 = command = "start"
value = 19001

[State 0, change]
type = changestate
triggerall = time > 14
triggerall = var(11) > 0
trigger1 = root,command = "x"
trigger2 = root,command = "y"
trigger3 = root,command = "a"
trigger4 = root,command = "b"
trigger5 = root,command = "start"
trigger6 = command = "x"
trigger7 = command = "y"
trigger8 = command = "a"
trigger9 = command = "b"
trigger10 = command = "start"
value = 19000 + 107*(var(11) = 2)


;Prepare For Battle
[Statedef 19106]
type = S
movetype= I
physics = S
juggle = 0
velset = 0,0
anim = 888
ctrl = 0

[State 0, its working]
type = Explod
trigger1 = time = 0 && root,fvar(5) > 0 
anim = f9800+root,fvar(5)
pos = 0.5*root,var(22), root,var(23)-8*0.0025*root,var(22)
postype = left
scale = 0.0025*root,var(22),0.0025*root,var(22)
sprpriority = 12
ontop = 1
ownpal = 1
persistent = 0

[State 0, cancel]
type = varset
triggerall = time = 0 
trigger1 = roundno > 1 || matchno > 19
trigger2 = prevstateno = 17000
v = 48
value = 71

[State 0, cancel]
type = varadd
trigger1 = 1
v = 48
value = -1

[State 0, cancel]
type = parentvarset
trigger1 = time = 0
;trigger1 = ifelse(roundno > 1 || matchno > 19 || var(48) > 0, 0,1)
trigger2 = time > 70 || var(48) <= 0
v = 48
value = 0

[State 0, cancel]
type = parentvarset
trigger1 = time = 0 
trigger1 = roundno > 1 || matchno > 19 || var(48) > 0
v = 48
value = 1

[State 0, chg]
type = selfstate
triggerall = ifelse(root,var(57) = 0, time > 0, time > 20)
triggerall = root,stateno = 0 && p2stateno = 0
trigger1 = root,prevstateno = [191,9999]
trigger1 = enemy,prevstateno = [191,9999]
trigger2 = prevstateno = 17000
trigger3 = prevstateno = 18023
value = 19200+(teamside = 2|| (numpartner > 0 && root,ID > partner,ID))

;Prepare For Battle
[Statedef 19200]
type = S
movetype= I
physics = S
juggle = 0
velset = 0,0
anim = 888
ctrl = 0

[State 0, temp]
type = assertspecial
trigger1 = 1
flag = timerfreeze

[State 0, cancel]
type = parentvarset
trigger1 = time > 70 || var(48) <= 0
v = 48
value = 0

[State 0, cancel]
type = varadd
trigger1 = 1
v = 48
value = -1


[State 0, fight]
type = Explod
trigger1 = time > 0 && numexplod(80) = 0
anim = f23
ID = 80
pos = 0.5*root,var(22), 0.33*root,var(23)
postype = left
scale = 0.0025*root,var(22),0.0025*root,var(22)
sprpriority = -2
ownpal = 1
persistent = 0

[State 0, end]
type = destroyself
trigger1 = time > 0 && numexplod(80) = 0
trigger2 = time >= 149

;Recognition
[Statedef 19201]
type = S
movetype= I
physics = S
juggle = 0
velset = 0,0
anim = 888
ctrl = 0

[State 0, cancel]
type = parentvarset
trigger1 = time > 70||var(48) <= 0||enemy,numhelper(2090) = 0
v = 48
value = 0

[State 0, cancel]
type = varadd
trigger1 = 1
v = 48
value = -1

[State 0, icon width]
type = destroyself
trigger1 = enemy,numhelper(2090) = 0

;Emptiness
[Statedef 19107]
type = S
movetype= A
physics = N
juggle = 0
velset = 0,0
anim = ifelse(prevstateno = 17000||prevstateno = 18000||prevstateno = 18020||prevstateno = 19002, 9000, 888)
ctrl = 0

[State 0, temp]
type = assertspecial
trigger1 = 1
flag = nobardisplay

[State 0, temp]
type = assertspecial
trigger1 = 1
flag = nomusic
flag2 = timerfreeze
ignorehitpause

[State 0, temp]
type = assertspecial
trigger1 = 1
flag = noBG
flag2 = noFG

[State 0, no fondo]
type = parentvarset
trigger1 = anim = 9000
v = 13
value = 123123

[State 0, no fondo]
type = parentvarset
trigger1 = prevstateno = 19002 && anim = 9000
v = 4
value = -99

[State 0, no fondo]
type = parentvaradd
triggerall = time = 0
trigger1 = root,fvar(11) = 0 && roundno > 1
trigger1 = root,fvar(6) = 4 || root,fvar(6) = 8
fv = 6
value = 1

[State 0, no fondo]
type = parentvarset
triggerall = time = 0
trigger1 = prevstateno = 19002
fv = 6
value = -99

[State 0, no fondo]
type = removeExplod
trigger1 = time = 0

[State 0, no fondo]
type = allpalfx
trigger1 = prevstateno = 19002
time = 1
add = -255,-255,-255
color = 0

[State 0, fondo]
type = Explod
trigger1 = time = 0 && anim = 9000
anim = f9110
pos = 0.5*root,var(22), root,var(23)
postype = left
scale = 0.0025*root,var(22),0.0025*root,var(22)
removetime = -1
ontop = 1
ownpal = 1
persistent = 0
trans = addalpha
alpha = 6,0

[State 0, rotation]
type = Explod
trigger1 = time = 0 && anim = 9000
anim = f9020;+(roundno > 1)
ID = 80
pos = root,var(22)-30*0.0025*root,var(22), root,var(23)-20*0.0025*root,var(22)
postype = left
scale = 0.5*0.0025*root,var(22), 0.5*0.0025*root,var(22)
removetime = -1
ontop = 1
ownpal = 1
persistent = 0

[State 0, loading]
type = Explod
trigger1 = time = 0 && anim = 9000
anim = f9023
ID = 80
pos = 0.5*root,var(22)+60*0.0025*root,var(22), root,var(23)-15*0.0025*root,var(22)
postype = left
scale = 0.67*0.0025*root,var(22),0.67*0.0025*root,var(22)
removetime = -1
ontop = 1
ownpal = 1
persistent = 0
trans = addalpha
alpha = 210,0

[State 0, temp]
type = parentvarset
trigger1 = ishelper
v = 26
value = 1

[State 0, tt]
type = parentvarset
trigger1 = time = 0; && anim = 9000
v = 48
value = -1

[State 0, silence]
type = stopsnd
trigger1 = 1
channel = -1

[State 1200, BoltFat]
type = Hitdef
trigger1 = time > 70 
trigger2 = prevstateno = 18020||prevstateno = 19002
triggerall = !movecontact
pausetime = 0,0
attr = S, HA
hitflag = MAFD
sparkno = -1
;p1stateno = 3061
p2stateno = 5150
hitsound  = -1
damage = 9999,9999
givepower = -9999
kill = 1

[State 0, temp]
type = parentvarset
trigger1 = ishelper
v = 47
value = 0

 

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