;fatality (check situation)
[Statedef 6050]
type    = S
movetype= I
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2

[State 0, SubID]
type = Explod
trigger1 = !(time%1)
anim = 9999
ID = 2100
pos = 320,240
postype = left
bindtime = 1
removetime = 1
ownpal = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State -2, fuerasonido]
type = Stopsnd
trigger1 = time = 0
channel = -1

[State fatality 2]
type = changestate
trigger1 = P2Bodydist X <= 20
value = 6051

[State ]
type = changestate
triggerall = var(55) = 0
trigger1 = time = 10
value = 0
ctrl = 1
;------------------------------------------------------------------------------------
;fatality (kill1)
[Statedef 6051]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
anim = 800
sprpriority = 2

[State 0, SubID]
type = Explod
trigger1 = !(time%1)
anim = 9999
ID = 2100
pos = 320,240
postype = left
bindtime = 1
removetime = 1
ownpal = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State decapita]
type = HitDef
Triggerall = !movecontact && !time
trigger1 = enemynear,name = "Juano`s Sub guy"
trigger2 = enemynear,name = "Juano`s Kit girl"
trigger3 = enemynear,name = "Pneophen's real cool guy"
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 6052
p2stateno = ifelse(p2name != "Pneophen's real cool guy",6053,60532)
guard.dist = 0
fall = 1
fall.recover = 0

[State OtrosChars]
type = HitDef
Trigger1 = !movecontact && time = 1
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = ifelse(enemynear,selfanimexist(9123000),6052,6054)
p2stateno = ifelse(enemynear,selfanimexist(9123000),60720,6055)
guard.dist = 0
fall = 1
fall.recover = 0

[State ]
type = changestate
trigger1 = !animtime
value = 208
;------------------------------------------------------------------------------------
;fatality (kill1)
[Statedef 6052]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
anim = 6014
sprpriority = 1

[State 0, SubID]
type = Explod
trigger1 = !(time%1)
anim = 9999
ID = 2100
pos = 320,240
postype = left
bindtime = 1
removetime = 1
ownpal = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 0, VarRandom]
type = VarRandom
trigger1 = !time
v = 15
range = 0,1

[State ,mk1]
type = null;PlaySnd
trigger1 = time = 1 && var(15) = 0
value = 4, 3
volume = 250
channel = -1

[State ,mk3]
type = PlaySnd
trigger1 = time = 1 && var(15) = 1
value = 15,4
abspan = 0
channel = -1

[State ,mk3fin]
type = PlaySnd
trigger1 = time = 170 && var(15) = 1
value = 15,8
abspan = 0

[State end]
type = targetbind
trigger1 = animelem = 4
pos = ceil(75*2*target,const(size.xscale)),0

[State ]
type = width
trigger1 = 1
edge = 60,0

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Dark"
ID = 60774
stateno = 60774
pos = 999,999
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State ]
type = PlaySnd
trigger1 = (enemynear,name = "Juano`s Sub guy") && (time = 114 || time = 161)
trigger2 = (enemynear,name = "Pneophen's real cool guy") && (time = 68 || time = 92)
trigger3 = (enemynear,name = "Juano`s Kit girl") && (time = 114 || time = 163)
value = 2, 1

[State shake]
type = EnvShake
trigger1 = time = 56
trigger2 = (enemynear,name = "Juano`s Sub guy") && (time = 114 || time = 161)
trigger3 = (enemynear,name = "Pneophen's real cool guy") && (time = 68 || time = 92)
trigger4 = (enemynear,name = "Juano`s Kit girl") && (time = 114 || time = 163)
time = 15
ampl = -3
;=========== para compatibles PEKETO =================================
[State 0, sangre]
type = Explod
trigger4 = enemynear,selfanimexist(9123000) && p2name != "Juano`s Sub guy" && p2name != "Juano`s Kit girl"
trigger3 = p2name = "Leela"
trigger2 = p2name = "Homero J Simpson"
trigger1 = p2name = "Peter Griffin"
triggerall = time = 55
triggerall = !numhelper(7024)
ID = 7024
anim = 7023
pos = 7*2*const(size.xscale)*(1+fvar(2)),-90*2*const(size.yscale)*(1+fvar(2))
postype = p2  ;p2,front,back,left,right
ontop = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 0, PlaySnd]
type = PlaySnd
trigger4 = enemynear,selfanimexist(9123000) && p2name != "Juano`s Sub guy" && p2name != "Juano`s Kit girl"
trigger3 = p2name = "Leela"
trigger2 = p2name = "Homero J Simpson"
trigger1 = p2name = "Peter Griffin"
triggerall = time = 56
value = 11,1
volume = 0
channel = 5

[State ]
type = Helper
trigger5 = enemynear,selfanimexist(9123000) && p2name != "Juano`s Sub guy" && p2name != "Juano`s Kit girl"
trigger4 = p2name = "Leela"
trigger3 = p2name = "Pneophen's real cool guy"
trigger2 = p2name = "Homero J Simpson"
trigger1 = p2name = "Peter Griffin"
triggerall = time = 55
triggerall = !numhelper(7037)
helpertype = Normal
ID = 7037
name = "sangrebola"
postype = p2
ignorehitpause = 1
pos = 0,-90
stateno = 7037
ownpal = 1
ontop = 1
scale = const(size.xscale),const(size.yscale)

[State ]
type = Helper
trigger4 = enemynear,selfanimexist(9123000) && p2name != "Juano`s Sub guy" && p2name != "Juano`s Kit girl"
trigger3 = p2name = "Leela"
trigger2 = p2name = "Homero J Simpson"
trigger1 = p2name = "Peter Griffin"
triggerall = time = 55
triggerall = !numhelper(7018)
helpertype = Normal
ID = 7018
name = "what the bleed?"
postype = p2
ignorehitpause = 1
pos = 7,-90
stateno = 7018
ownpal = 1
ontop = 1
scale = const(size.xscale),const(size.yscale)

[State ]
type = Helper
trigger4 = enemynear,selfanimexist(9123000) && p2name != "Juano`s Sub guy"
trigger3 = p2name = "Leela"
trigger2 = p2name = "Homero J Simpson"
trigger1 = p2name = "Peter Griffin"
triggerall = time = 56
helpertype = Normal
ID = 7027
name = "Columna"
postype = p1
pos = 0,0
stateno = 7027
ownpal = 1
scale = const(size.xscale),const(size.yscale)

;---------
[State ]
type = changestate
trigger1 = time = 200
value = 0
ctrl = 1

;---------------------------------------------------------------
;being thrown
[Statedef 6053]
type    = A
movetype= H
physics = N
sprpriority = 2
velset = 0,0

[State 0, cabeza1]
type = Explod
trigger1 = time = 56
triggerall = p2stateno != 6066
anim = 6997
ID = 7027
postype = p2
sprpriority = 3
shadow = 0,0,0
ownpal = 0
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))
pos = -5*2*const(size.xscale)*(1+fvar(2)),-5*2*const(size.yscale)*(1+fvar(2))

[State amination]
type = ChangeAnim
Trigger1 = time = 30
value = 60152
[State amination]
type = ChangeAnim2
Trigger1 = time = 56
value = 9999
[State ò_ó]
type = Explod
trigger1 = time = 56
anim = 6016
id = 6016
Postype = p1
bindtime = -1
sprpriority = 2
shadow = -1
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))
ownpal = 0

[State ]
type = Helper
trigger1 = time = 56
triggerall = name = "Juano`s Sub guy"
helpertype = Normal
ID = 7027
name = "hur hur hur hur hur" 
postype = p2
pos = 0,0
stateno = 7027
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State ]
type = Helper
trigger1 = time = 56
helpertype = Normal
ID = 7018
name = "what the bleed?" 
postype = p1
ignorehitpause = 1
pos = const(size.head.pos.x),ceil(const(size.head.pos.y)*const(size.yscale))
stateno = 7018
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State ]
type = Helper
trigger1 = time = 56
helpertype = Normal
ID = 7037
name = "sangrebola"
postype = p1
ignorehitpause = 1
pos = const(size.head.pos.x),ceil(const(size.head.pos.y)*const(size.yscale))
stateno = 7037
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State ]
type = Helper
trigger1 = time = 56
helpertype = Normal
ID = 7018
name = "what the bleed?" 
postype = p1
ignorehitpause = 1
pos = const(size.head.pos.x),ceil(const(size.head.pos.y)*const(size.yscale))
stateno = 7018
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State amination]
type = lifeadd
Trigger1 = anim = 9999
value = -9999

[State grtito]
type = playsnd
trigger1 = animelemtime(1) = 0
Trigger1 = anim = 9999
;persistent = 0
value = 4+var(23),5
volume = 0
;lowpriority = -2

[State amination]
type = playsnd
Trigger1 = anim = 9999
persistent = 0
freqmul = 1.2
value = 1,5

[State ]
type = assertspecial
trigger1 = 1
flag = noKOsnd

[State don't hurt me]
type = nothitby
trigger1 = 1
time = 1
value = SCA

[State away with you] 
type = changestate
trigger1 = !alive
value = 5150
;---------------------------------------------------------------
;being thrown
[Statedef 60532]
type    = A
movetype= H
physics = N
sprpriority = 2
velset = 0,0

[State stupid camera]
type = null;ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State amination]
type = ChangeAnim
Trigger1 = time = 30
value = 6015
[State amination]
type = ChangeAnim2
Trigger1 = time = 56
value = 70202

[State ò_ó]
type = Explod
trigger1 = time = 56
anim = 6016
id = 6016
Postype = p1
pos = ceil(0*const(size.xscale)),ceil(0*const(size.yscale))
bindtime = -1
sprpriority = 2
shadow = -1
scale = const(size.xscale),const(size.yscale)
ownpal = 0

[State ]
type = Helper
trigger1 = time = 56
helpertype = Normal
ID = 7018
name = "what the bleed?"
postype = p1
ignorehitpause = 1
pos = const(size.head.pos.x),ceil(const(size.head.pos.y)*const(size.yscale))
stateno = 7018
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State ]
type = Helper
trigger1 = time = 56
helpertype = Normal
ID = 7018
name = "what the bleed?"
postype = p1
ignorehitpause = 1
pos = const(size.head.pos.x),ceil(const(size.head.pos.y)*const(size.yscale))
stateno = 7018
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State amination]
type = lifeadd
Trigger1 = anim = 70202
value = -9999

[State amination]
type = playsnd
Trigger1 = anim = 70202
persistent = 0
value = 4,5

[State amination]
type = playsnd
Trigger1 = anim = 70202
persistent = 0
;freqmul = 1.2
value = 1,5

[State ]
type = assertspecial
trigger1 = 1
flag = noKOsnd

[State don't hurt me]
type = nothitby
trigger1 = 1
time = 1
value = SCA

[State away with you]
type = changestate
trigger1 = !alive
value = 5150

;---------------------------------------------------------------
;------------------------------------------------------------------------------------
;fatality (kill2)
[Statedef 6054]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
anim = 6017
sprpriority = 1

[State 0, SubID]
type = Explod
trigger1 = !(time%1)
anim = 9999
ID = 2100
pos = 320,240
postype = left
bindtime = 1
removetime = 1
ownpal = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State sound]
type = PlaySnd
triggerall = prevstateno != 9000 ;no en simul
trigger1 = !time
value = 4, 3
abspan = 0

[State simulsound]
type = PlaySnd
triggerall = prevstateno = 9000 ;en simul
trigger1 = !time
value = 15,0
abspan = 0

[State end]
type = targetbind
trigger1 = animelem = 1
pos = ceil(55*2*target,const(size.xscale)),0

[State ]
type = Helper
trigger1 = animelem = 4
helpertype = Normal
ID = 7028
name = "chill the fuck out" 
postype = p1
pos = ceil(50*2*const(size.xscale)),ceil(-82*2*const(size.yscale))
stateno = 7028
ownpal = 1
scale = const(size.xscale),const(size.yscale)
;---------------------- Efectos para Ermac -------------
[State ]
type = Helper
triggerall = var(20) = 6
trigger1 = animelem = 8
helpertype = Normal
ID = 7045
name = "ErmacLuzmano"
postype = p1
pos = ceil(1*2*const(size.xscale)),ceil(1*2*const(size.yscale))
stateno = 7045
ownpal = 1
scale = const(size.xscale),const(size.yscale)
;-------------------------------------------------------

[State ]
type = playsnd
trigger1 = time = 33
value = 1,3

[State ]
type = Helper
trigger1 = time = 66
helpertype = Normal
name = "splat" 
postype = p2
pos = 0,ceil(enemynear,const(size.mid.pos.y)*enemynear,const(size.yscale))
stateno = 7029
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State ]
type = envcolor
trigger1 = time = 66 || time = 70
time = 2
value = 255,255,255

[State ]
type = width
trigger1 = 1
edge = 60,0

[State 0, Helper]
type = Helper
triggerall = prevstateno != 9000 ;no en simul
trigger1 = time = 0
helpertype = normal
name = "Dark"
ID = 60774
stateno = 60774
pos = 999,999
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State ]
type = changestate
trigger1 = !animtime
value = 0
ctrl = 1
;---------------------------------------------------------------
;---------------------------------------------------------------
;being thrown
[Statedef 6055]
type    = A
movetype= H
physics = N
sprpriority = 0
velset = 0,0

[State 0, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 1
length = 1
ignorehitpause = 1

[State stupid camera]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 0, PlayerPush]
type = PlayerPush
trigger1 = enemynear,numpartner = 1
value = 0
ignorehitpause = 1

[State amination]
type = ChangeAnim
Trigger1 = time = [33,65]
value = anim
elem = animelemno(0)

[State blackness]
type = palfx
triggerall = time >= 33
trigger1 = !(time%1)
time = 1
ignorehitpause = 1
add = 70,70, 250

[State amination]
type = ChangeAnim2
Trigger1 = time = 66
value = 9999

[State amination]
type = lifeadd
Trigger1 = anim = 9999
value = -9999

[State don't hurt me]
type = nothitby
trigger1 = 1
time = 1
value = SCA

[State away with you] 
type = changestate
trigger1 = !alive
value = 5150

;========================================================
;======FATALITY 2 SCORPION================================
;========================================================
;fatality 2(check situation)
[Statedef 6056]
type    = S
movetype= I
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 0

[State 0, scorID]
type = Explod
trigger1 = !(time%1)
anim = 9999
ID = 2101
pos = 320,240
postype = left
bindtime = 1
removetime = 1
ownpal = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
trigger1 = anim != 0 && anim != 2 && anim != 3
value = 2
;----------------------------------
[State brillo]
type = Explod
trigger1 = anim = 7035
trigger1 = time = 170
anim = 70189
id = 70189
Postype = p1
pos = ceil(0*const(size.xscale)),ceil(0*const(size.yscale))
bindtime = -1
removeongethit = 1
sprpriority = 5
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))
ownpal = 1
[State brillo]
type = Explod
trigger1 = anim = 7035
trigger1 = time = 170
anim = 70189
id = 70189
Postype = p1
pos = ceil(0*const(size.xscale)),ceil(0*const(size.yscale))
bindtime = -1
removeongethit = 1
sprpriority = 5
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))
ownpal = 1
;----------------------------------------
[State 0, setfatal2]
type = VarSet
trigger1 = time = 0
v = 16    ;fv = 10
value = 1

[State 3004, nosonido]
type = StopSnd
trigger1 = time = 0 ;= 0
channel = -1
persistent = 3

[State 210, sonido]
type = Playsnd
trigger1 = time = 0
value = 4,11
volume = 250
channel = 2

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = nokosnd
flag3= nokoslow
flag3 = timerfreeze

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Dark"
ID = 60774
stateno = 60774
pos = 320,0
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 0, sequitamascara]
type = ChangeAnim
trigger1 = time = 60;80
value = 7035

[State 0, craneo]
type = Explod
trigger1 = time = 60
anim = 70352
ID = 70352
sprpriority = 4
shadow = 0
ownpal = 1
removetime = -1
bindtime = -2
scale = (.01+const(size.xscale))*(1+fvar(2)),(.01+const(size.yscale))*(1+fvar(2))

[State 200, 7]
type = changestate
trigger2 = time = 320
trigger1 = !animtime
trigger1 = anim = 7035
value = 0
ctrl = 1

[State 9251,fuego]
type = Helper
trigger1 = anim = 7035
trigger1 = animelemtime(7) = 17
postype = p1
stateno = 6057
ownpal = 1
size.xscale = .5*const(size.xscale)
size.yscale = .5*const(size.yscale)
pos = 18*2*const(size.xscale),-104*2*const(size.yscale)

;---------------------------------------------fuego
[Statedef 6057]
type    = S
movetype= A
physics = S
anim = 7036
sprpriority = 10

[State 1601, Hit]
type = HitDef
trigger1 = !movecontact
p2stateno = 6058
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
;p2facing = 1
guard.dist = 0
fall = 1
fall.recover = 0

[State 9251,explosion]
type = explod
trigger1 = time = 25;77
anim = 7038
postype = p2
pos = -10*2*root,const(size.xscale)*(1+root,fvar(2)),10*2*root,const(size.yscale)*(1+root,fvar(2))
scale = root,const(size.xscale)*(1+root,fvar(2)),root,const(size.yscale)*(1+root,fvar(2))
sprpriority = 5
ownpal = 1
;------------------------------------
[State 0, VarRandom]
type = null;VarRandom
trigger1 = time = 20
trigger1 = enemynear,name != "Pneophen's real cool guy"
v = 15
range = 0,1

[State 0, mk1]
type = Varset
trigger1 = time = 20
trigger1 = root,var(21) = 1
var(15) = 1

[State 0, mk3]
type = Varset
trigger1 = time = 20
trigger1 = !root,var(21)
var(15) = 0

[State 0, subzeroPneophen]
type = Varset
trigger1 = time = 21
trigger1 = enemynear,name = "Pneophen's real cool guy"
var(15) = 2
;----------
[State ,esqueletomk3fuego]
type = explod
triggerall = var(15) = 0
trigger1 = time = 30
anim = 7037
postype = p2
pos = 0,0
facing = -(root,facing)
sprpriority = 4
scale = root,const(size.xscale)*(1+root,fvar(2)),root,const(size.yscale)*(1+root,fvar(2))
ownpal = 1
[State ,esqueletomk3]
type = explod
triggerall = var(15) = 0
trigger1 = time = 30
anim = 70372
postype = p2
pos = 0,0
facing = -(root,facing)
sprpriority = 5
scale = root,const(size.xscale)*(1+root,fvar(2)),root,const(size.yscale)*(1+root,fvar(2))
ownpal = 1

[State 0, caeesqueleto]
type = PlaySnd
triggerall = var(15) = 0
trigger1 = time = [304,306]
value = 4,2
;--------
[State ,esqueletomk1]
type = explod
triggerall = var(15) = 1 || var(15) = 2
trigger1 = time = 30
ID = 6998
anim = 6998
facing = -1
postype = p2
pos = 0,0
sprpriority = 4
ownpal = 1
scale = root,const(size.xscale)*(1+root,fvar(2)),root,const(size.yscale)*(1+root,fvar(2))

[State 0, humo]
type = Helper
triggerall = var(15) = 1 || var(15) = 2
trigger1 = time = 30
helpertype = normal
name = "humo"
stateno = 7035
postype = p2
scale = const(size.xscale),const(size.yscale)
;------------------------------------
[State 0, toastymensaje]
type = Explod
trigger1 = time = 187
anim = 6999
pos = 135,80
postype = left
facing = 1
removetime = 60
sprpriority = 2
ontop = 1
ownpal = 0
scale = const(size.xscale),const(size.yscale)
;----------------------------------- quemado
[Statedef 6058]     ;p2
type    = A
movetype= H
physics = N
sprpriority = 1

[State 0, AssertSpecial]
type = ChangeAnim
triggerall = p2name = "Juano`s Sub guy"
trigger1 = time > 45
value = 7049

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time > 45
flag = invisible

[State 0, VelSet]
type = null;VelSet
trigger1 = time = 45
x = -2

[State 0, VelSet]
type = null;VelSet
trigger1 = time = 85
x = 0

[State 45, fff]
type = LifeSet
trigger1 = time = 90
value = 0

[State 45, 34fff]
type = changestate
trigger1 = time = 250
value = 5150
anim = 0
;========================================================
;======FATALITY 3 REPTILE================================
;========================================================
;fatality 3(check situation)
[Statedef 6059]
type    = S
movetype= I
physics = S
poweradd= 0
ctrl = 0
;anim = 3
velset = 0,0
sprpriority = -1

[State 0, RepID]
type = Explod
trigger1 = !(time%1)
anim = 9999
ID = 2102
pos = 320,240
postype = left
bindtime = 1
removetime = 1
ownpal = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
trigger1 = anim != 0 && anim != 2 && anim != 3
value = 3

[State 0, setfatal3]
type = VarSet
trigger1 = time = 0
v = 16    ;fv = 10
value = 2

[State 3004, nosonido]
type = StopSnd
trigger1 = time = 0 ;= 0
channel = -1
persistent = 3

[State 210, tuntunycome]
type = null;Playsnd
trigger1 = time = 0
value = 15,2
volume = 250
channel = 2

;----------- sonidos fatality
[State 210, lanza]
type = Playsnd
trigger1 = animelemtime(12) = 15
trigger1 = anim = 7041
value = 0,10
volume = 250
freqmul = .5

[State 210, golpea]
type = Playsnd
trigger1 = animelemtime(12) = 25
trigger1 = anim = 7041
value = 0,1
volume = 250
freqmul = 1.6

[State 210, arranca]
type = Playsnd
trigger1 = time = 150
value = 19,0
volume = 250

[State 210, come]
type = Playsnd
trigger1 = time = 175
value = 19,1
volume = 250
;--------------------------------

[State 210, tuntun]
type = Playsnd
trigger1 = time = 0
value = 15,0
volume = 250
;channel = 2

[State 210, finfatality]
type = Playsnd
trigger1 = time = 190
value = 15,10
volume = 250

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = nokosnd
flag3= nokoslow
flag3 = timerfreeze

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Dark"
ID = 60774
stateno = 60774
pos = 999,999
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State 0, sequitamascara]
type = ChangeAnim
trigger1 = time = 30
value = 7041

[State 0, carareptile]
type = Explod
trigger1 = time = 30
anim = 70412
ID = 70412
sprpriority = 1
shadow = 0
ownpal = 1
removetime = -1
bindtime = -2
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))

[State 200, 7]
type = changestate
trigger1 = anim = 7041
trigger1 = animtime = 0
trigger2 = time = 320  ;por si no hace nada
value = 0;180
ctrl = 1
;anim = 70411

[State 9251,lengua]
type = Helper
trigger1 = anim = 7041
trigger1 = animelemtime(12) = 15
postype = p1
stateno = 6060
;pos = 2,-2
ownpal = 1
scale = const(size.xscale),const(size.yscale)
pos = (ceil(const(size.xscale)))*(-6),ceil(const(size.yscale))
ontop = 1

[State 0, sangre]
type = Explod
trigger1 = p2name = "Juano`s Sub guy"
trigger1 = time = 175
anim = 7023
scale = (const(size.xscale)*(1+fvar(2))),const(size.yscale)*(1+fvar(2))
pos = (const(size.xscale)*(1+fvar(2)))*2*(const(size.xscale))*(30),(const(size.yscale)*(1+fvar(2)))*ceil(const(size.head.pos.y)*2*const(size.yscale))
postype = p1  ;p2,front,back,left,right
ontop = 1
ownpal = 1

[State 0, Helper]
type = Helper
;trigger1 = enemynear,stateno != 6062
trigger1 = time = 79
helpertype = normal
name = "sangre al comer"
ID = 7039
stateno = 7039
pos = (const(size.xscale))*2*(30),0
postype = p1
facing = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State 0, PosAdd]
type = null;Posset
trigger1 = time = 125
trigger1 = p2dist X != [125,130]
x = (enemynear,pos X-171)*2*const(size.xscale)

;----lengua
[Statedef 6060]
type    = S
movetype= A
physics = S
anim = 7039
sprpriority = 5

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 10
pos = (ceil(const(size.xscale)))*2*(-6),ceil(const(size.yscale))

[State 0, TargetBind]
type = TargetBind
trigger1 = movehit
pos = (190)*2*const(size.xscale),0
persistent = 0

[State 1601, Hit]
type = sprpriority
trigger1 = 1
value = 2

[State 1601, mios]
type = HitDef
trigger1 = p2name = "Juano`s Sub guy"
trigger2 = p2name = "Juano`s Kit girl"
triggerall = !movecontact
triggerall = !animelemtime(10)
p2stateno = 6062
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
p2facing = 1
guard.dist = 0
fall = 1
fall.recover = 0

[State 1601, otros]
type = HitDef
trigger1 = !movecontact
trigger1 = animelemtime(10) = 1
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
p2facing = 1
guard.dist = 0
fall = 1
fall.recover = 0
p2stateno = ifelse(enemynear,selfanimexist(9123000),607212,6061)

[State ]
type = Helper
triggerall = p2stateno != 6061
trigger1 = time = 40
helpertype = Normal
ID = 7018
name = "what the bleed?"
postype = p2
ignorehitpause = 1
pos = enemynear,const(size.head.pos.x),ifelse(enemynear,stateno = 6062,ceil(enemynear,const(size.head.pos.y)*enemynear,const(size.yscale)),0)
stateno = 7018
ownpal = 1
scale = const(size.xscale),const(size.yscale)
;=========== para PETER,homero,leela =================================
[State 0, sangre]
type = Explod
trigger1 = enemynear,selfanimexist(9123000) && enemynear,stateno != 6062
triggerall = time = 40
triggerall = !numhelper(7024)
ID = 7024
anim = 7023
pos = 7*2*(const(size.xscale)*(1+fvar(2))),0
postype = p2
ontop = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = enemynear,selfanimexist(9123000) && enemynear,stateno != 6062
triggerall = time = 40
value = 11,1
volume = 0
channel = 5

[State ]
type = Helper
trigger1 = enemynear,selfanimexist(9123000) && enemynear,stateno != 6062
triggerall = time = 40
triggerall = !numhelper(7037)
helpertype = Normal
ID = 7037
name = "sangrebola"
postype = p2
ignorehitpause = 1
pos = 0,0;-90
stateno = 7037
ownpal = 1
ontop = 1
scale = const(size.xscale),const(size.yscale)
[State ]
type = Helper
trigger1 = enemynear,selfanimexist(9123000) && enemynear,stateno != 6062
triggerall = time = 40
triggerall = !numhelper(7018)
helpertype = Normal
ID = 7018
name = "what the bleed?"
postype = p2
ignorehitpause = 1
pos = 7,0;-90
stateno = 7018
ownpal = 1
ontop = 1
scale = const(size.xscale),const(size.yscale)

[State 10000, rakieta]
type = destroyself
trigger2 = time > 100
trigger1 = animtime = 0
triggerall = p2name != "Homero J Simpson"
triggerall = p2name != "Peter Griffin"
triggerall = p2name != "Leela"
;-------------------------------------------------
;p2 es comido no compatible
[Statedef 6061]     ;p2
type    = A
movetype= H
physics = S
sprpriority = -1

[State 0, detenerpantalla]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 0, cambioasercomido]
type = ChangeAnim2
trigger1 = time = 0
value = 70420
ignorehitpause = 1
;------------------------ ANGULOS
[State 51, AngleDraw]
type = AngleDraw
trigger1 = 1

[State 51, AngleAdd]
type = AngleAdd
trigger1 = time = [35,47]
value = -7

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 38
x = 2

[State 0, arreglapos]
type = Posset
trigger1 = 1;time = 46
y = (enemynear,const(size.yscale))*(-100)
;----------------------- FIN DE ANGULOS
[State 0, paraalllegar]
type = Velset
trigger1 = p2bodydist X = [-5,5]
x = 0

[State 0, desaparece]
type = AssertSpecial
trigger1 = p2bodydist X = [-5,5]
flag = invisible

[State 45, muere]
type = LifeSet
trigger1 = time = 110
value = 0

[State 45, vencido]
type = changestate ;Selfstate ;
trigger1 = time = 200
value = 5150
anim = 0

;------------------------------------------------
;p2 le comen la cabeza - juano`s sub guy
[Statedef 6062]     ;p2
type    = A
movetype= H
physics = S
anim = 6015
sprpriority = -10

[State 0, AssertSpecial]
type = ChangeAnim
trigger1 = 1
trigger1 = time > 40
value = 7049

[State 0, grito]
type = PlaySnd
trigger1 = time = 40
value = 4,5
volume = 200
channel = 2

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time > 39
flag = invisible

[State 0, decapitado]
type = Explod
trigger1 = time = 40
anim = 6016
ID = 6016
removetime = -1
scale = (const(size.xscale)*(1+fvar(2))),(const(size.yscale)*(1+fvar(2)))

[State shake]
type = EnvShake
trigger1 = time = 40
trigger2 = (enemynear,name = "Juano`s Sub guy")
trigger2 = (time = 98 || time = 145)
time = 15
ampl = -3

[State ]
type = PlaySnd
trigger1 = time = 98 || time = 145
trigger1 = (enemynear,name = "Juano`s Sub guy")
value = 2, 1

[State 0, sangre]
type = Explod
trigger1 = time = 40
anim = 7023
pos = (const(size.xscale)*2*(1+fvar(2)))*const(size.head.pos.x),(const(size.xscale)*2*(1+fvar(2)))*ceil(const(size.head.pos.y)*const(size.yscale))
ID = 70231
postype = p1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State ]
type = Helper
trigger1 = time = 40
helpertype = Normal
ID = 7037
name = "sangrebola"
postype = p1
ignorehitpause = 1
pos = const(size.head.pos.x),(ceil(const(size.head.pos.y))*(1)*const(size.yscale))
stateno = 7037
ownpal = 1
;size.xscale = 1
;size.yscale = 1
scale = const(size.xscale),const(size.yscale)

[State ]
type = Helper
trigger1 = time = 40
helpertype = Normal
ID = 7018
name = "what the bleed?"
postype = p1
ignorehitpause = 1
pos = const(size.head.pos.x),ceil(const(size.head.pos.y)*2*const(size.yscale))
stateno = 7018
ownpal = 1
scale = const(size.xscale),const(size.yscale)
ontop = 1

[State ]
type = Helper
trigger1 = time = 40 && !numhelper(7018)
helpertype = Normal
ID = 7018
name = "bleed?"
postype = p1
ignorehitpause = 1
pos = enemynear,const(size.head.pos.x),ceil(enemynear,const(size.head.pos.y)*enemynear,const(size.yscale))
stateno = 7018
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 0, cabeza]
type = Explod
trigger1 = time = 40
anim = 6996
ID = 6016
postype = p1
removetime = 20
sprpriority = -5
facing = -1
scale = (const(size.xscale)*(1+fvar(2)))*const(size.xscale),(const(size.xscale)*(1+fvar(2)))*const(size.yscale)
pos = ceil(const(size.xscale)),(const(size.yscale)*(1+fvar(2)))

[State 45, muere]
type = LifeSet
trigger1 = time = 60;110
value = 0

[State 45, vencido]
type = changestate ;Selfstate ;
trigger1 = time = 200
value = 5150
anim = 0

;========================================================
;======FATALITY 4 REPTILE ================================
;========================================================
;fatality 4(check situation)
[Statedef 6063] ;6063
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
anim = 1
velset = 0,0

[State 0, RepID]
type = Explod
trigger1 = !(time%1)
anim = 9999
ID = 2102
pos = 320,240
postype = left
bindtime = 1
removetime = 1
ownpal = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 0, setfatal2]
type = VarSet
trigger1 = time = 0
v = 16
value = 3

[State 3004, nosonido]
type = StopSnd
trigger1 = time = 0 ;= 0
channel = -1
persistent = 3

[State 210, tuntun]
type = Playsnd
trigger1 = time = 0
value = 15,0
volume = 250
channel = 2

[State 210, finfatality]
type = Playsnd
trigger1 = time = 175
value = 15,10
volume = 250

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = nokosnd
flag3= nokoslow
flag3 = timerfreeze

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Dark"
ID = 60774
stateno = 60774
pos = 999,999
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State 0, HitDef]
type = HitDef
trigger1 = time = 100
attr = S,NA
guardflag = M
animtype = medium
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
p2stateno = ifelse(enemynear,name = "Juano`s Sub guy",6064,607213)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = enemynear,name != "Juano`s Sub guy"
trigger1 = enemynear,stateno = 607213 && !enemynear,time
value = S11,1

[State 0,BolaCompatibles]
type = Helper
trigger1 = enemynear,name != "Juano`s Sub guy"
trigger1 = enemynear,stateno = 607213 && !enemynear,time
helpertype = Normal
ID = 7037
name = "sangrebola"
postype = p2
ignorehitpause = 1
pos = enemynear,const(size.mid.pos.x),enemynear,const(size.mid.pos.y)*enemynear,const(size.yscale)
stateno = 7037
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State MasSangreCompatibles]
type = Helper
trigger1 = enemynear,name != "Juano`s Sub guy"
trigger1 = enemynear,stateno = 607213 && !enemynear,time
helpertype = Normal
ID = 7018
name = "what the bleed?"
postype = p2
ignorehitpause = 1
pos = enemynear,const(size.mid.pos.x),enemynear,const(size.mid.pos.y)*enemynear,const(size.yscale)
stateno = 7018
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 200, 7]
type = changestate
trigger1 = anim = 1
trigger1 = animtime = 0
trigger2 = time = 200
value = 0
ctrl = 1

;----------------------------------------------------
;p2 cortado a la mitad
[Statedef 6064]     ;p2
type    = S
movetype= H
physics = S
anim = 7067
sprpriority = -1

[State bebe1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = random > 300
value = 70671

[State ]
type = PlaySnd
triggerall = anim = 70671
trigger1 = time = 58 || time = 141
value = 2, 1
channel = -1
[State shake]
type = EnvShake
triggerall = anim = 70671
trigger1 = (time = 58 || time = 141)
time = 15
ampl = -3

[State 0, piernassekedan]
type = Explod
triggerall = anim = 7067
trigger1 = time = 1
anim = 7067
ID = 7067
postype = p1
removetime = -1
ownpal = 0
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))

[State 0, piernassekedan]
type = Explod
triggerall = anim = 70671
trigger1 = time = 1
anim = 70671
ID = 7067
postype = p1
removetime = -1
ontop = 1
ownpal = 0
scale = const(size.xscale),const(size.yscale)
pos = 2*ceil(const(size.xscale)),2*ceil(const(size.yscale))

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 0, torso]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Torsocortado"
stateno = 6065
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)
pos = 2*ceil(const(size.xscale)),ceil(const(size.yscale)*2*(-95))

[State 0, grito]
type = PlaySnd
trigger1 = time = 0
value = 4+var(23),5
volume = 200
channel = 4

[State 0, corte]
type = PlaySnd
trigger1 = time = 0
value = 11,1
volume = 200
channel = 3

[State ]
type = Helper
trigger1 = time = 0
helpertype = Normal
ID = 7037
name = "sangrebola"
postype = p1
ignorehitpause = 1
pos = const(size.mid.pos.x),ceil(const(size.mid.pos.y)*const(size.yscale))
stateno = 7037
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State ]
type = Helper
trigger1 = time = 0
helpertype = Normal
ID = 7018
name = "what the bleed?"
postype = p1
ignorehitpause = 1
pos = const(size.mid.pos.x),ceil(const(size.mid.pos.y)*const(size.yscale))
stateno = 7018
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State ]
type = Helper
trigger1 = time = 0
helpertype = Normal
ID = 7018
name = "bleed?"
postype = p1
ignorehitpause = 1
pos = const(size.mid.pos.x),ceil(const(size.mid.pos.y)*const(size.yscale))
stateno = 7018
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 45, muere]
type = LifeSet
trigger1 = time = 50
value = 0

[State 45, vencido]
type = changestate ;Selfstate ;
trigger1 = time = 200
value = 5150
anim = 0

;-----------------------------------------
[Statedef 6065]     ;torso
type    = A
movetype= I
physics = N
anim = 7068
velset = 0,0
ctrl = 0
sprpriority = 3

[State y]
type = VarRandom
trigger1 = 1
v = 0
range = -5,-6
[State x]
type = VarRandom
trigger1 = 1
v = 1
range = 1,2

[State ]
type = velset
trigger1 = time = 1
y = var(0)
x = 2

[State ]
type = veladd
trigger1 = time >= 1
y = .3

[State ]
type = assertspecial
trigger1 = 1
flag = noshadow

[State end]
type = changestate
triggerall = time >= 5
trigger1 = (Vel Y > 0)&&(Pos Y >= 0)
value = 7034

;========================================================
;======FATALITY 5 smoke ================================
;========================================================
;fatality 5(check situation)
[Statedef 6066] ;6063
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
anim = 10
velset = 0,0
;sprpriority = 1

[State 0, smokeID]
type = Explod
trigger1 = !(time%1)
anim = 9999
ID = 2104
pos = 320,240
postype = left
bindtime = 1
removetime = 1
ownpal = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 0, VarRandom]
type = VarRandom
trigger1 = time = 0
v = 15
range = 0,1

[State 0, seagacha]
type = ChangeAnim
trigger1 = anim = 10
trigger1 = animelem = 2
trigger1 = anim != 11
;trigger2 = time < 50
value = 11

[State 0, gancho]
type = ChangeAnim
trigger1 = anim = 11
trigger1 = time = 80
value = 7069
;---------------------- Efectos para Ermac -------------
[State ]
type = Helper
triggerall = var(20) = 6
trigger1 = time = 80
helpertype = Normal
ID = 7045
name = "ErmacLuzmano"
postype = p1
pos = ceil(1*2*const(size.xscale)),ceil(1*2*const(size.yscale))
stateno = 7045
ownpal = 1
scale = const(size.xscale),const(size.yscale)
;-------------------------------------------------------
[State 0, setfatal2]
type = VarSet
trigger1 = time = 0
v = 16
value = 3

[State 3004, nosonido]
type = StopSnd
trigger1 = time = 0 ;= 0
channel = -1
persistent = 3

[State 210, tuntun]
type = Playsnd
trigger1 = time = 0
value = 15,0
volume = 250
channel = 2

[State 210, finfatality]
type = Playsnd
trigger1 = time = 130
triggerall = var(22) != 5008
value = 15,10
volume = 250
channel = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = nokosnd
flag3= nokoslow
flag3 = timerfreeze

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Dark"
ID = 60774
stateno = 60774
pos = 999,999
ownpal = 1
scale = const(size.xscale),const(size.yscale)
;-------------------------------- cambios de estado
[State 0, mios]
type = HitDef
triggerall = !animelemtime(4) && anim = 7069
trigger1 = enemynear,name = "Juano`s Sub guy"
trigger2 = enemynear,name = "Juano`s Kit girl"
attr = S,NA
guardflag = M
animtype = light
sparkno = -1
p2stateno = 6067
p2facing = 1

[State 0, otros]
type = HitDef
trigger1 = animelemtime(4) = 1 && anim = 7069
attr = S,NA
guardflag = M
animtype = light
sparkno = -1
p2stateno = 60720
p2facing = 1

[State amination]
type = playsnd
Trigger1 = movehit
persistent = 0
value = 0,2
channel = 2

[State amination]
type = playsnd
Trigger1 = enemynear,stateno = 91230
persistent = 0
freqmul = 1.2
value = 1,5
channel = 3
;-------------------------
[State ]
type = Helper
trigger1 = movehit && !numhelper(7018)
helpertype = Normal
ID = 7018
name = "what the bleed?"
postype = p2
ignorehitpause = 1
pos = enemynear,const(size.head.pos.x),ceil(enemynear,const(size.head.pos.y)*enemynear,const(size.yscale))
stateno = 7018
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State ]
type = PlaySnd
trigger1 = (enemynear,name = "Juano`s Sub guy") && (time = 143 || time = 190)
trigger2 = (enemynear,name = "Juano`s Kit girl") && (time = 143 || time = 192)
value = 2, 1

[State shake]
type = EnvShake
trigger1 = time = 85
trigger2 = (enemynear,name = "Juano`s Sub guy") && (time = 143 || time = 190)
trigger3 = (enemynear,name = "Juano`s Kit girl") && (time = 143 || time = 192)
time = 15
ampl = -3

;=========== para PETER,homero,leela,peketo =================================
[State 0, sangre]
type = Explod
trigger2 = p2stateno = 91230 ;peketo
trigger1 = p2stateno = 60720 ;peketo
triggerall = movehit
triggerall = !numhelper(7024)
ID = 7024
anim = 7023
pos = 7,-90
postype = p2  ;p2,front,back,left,right
ontop = 1
ownpal = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 0, PlaySnd]
type = PlaySnd
trigger2 = p2stateno = 91230 ;peketo
trigger1 = p2stateno = 60720 ;peketo
triggerall = movehit
persistent = 0
value = 11,1
volume = 255
channel = 5

[State ]
type = Helper
trigger2 = p2stateno = 91230 ;peketo
trigger1 = p2stateno = 60720 ;peketo
triggerall = movehit
triggerall = !numhelper(7037)
helpertype = Normal
ID = 7037
name = "sangrebola"
postype = p2
ignorehitpause = 1
pos = 0,-90
stateno = 7037
ownpal = 1
ontop = 1
scale = const(size.xscale),const(size.yscale)

[State ]
type = Helper
trigger2 = p2stateno = 91230 ;peketo
trigger1 = p2stateno = 60720 ;peketo
triggerall = movehit
triggerall = !numhelper(7018)
helpertype = Normal
ID = 7018
name = "what the bleed?"
postype = p2
ignorehitpause = 1
pos = 7,-90
stateno = 7018
ownpal = 1
ontop = 1
scale = const(size.xscale),const(size.yscale)

;--------------------------------------------------------
[State 0, destruyesinoesmismo]
type = Helper
trigger1 = p2stateno = 6072
triggerall = !numhelper(7028)
helpertype = Normal
ID = 7028
name = "splat"
postype = p2
pos = 0,ceil(enemynear,const(size.mid.pos.y)*enemynear,const(size.yscale))
stateno = 7029
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 0, EnvShake]
type = EnvShake
trigger1 = anim = 7069
trigger1 = animelem = 4
time = 10
ampl = -8
ignorehitpause = 1

[State 200, 7]
type = changestate
trigger1 = anim = 7069
trigger1 = animtime = 0
trigger2 = time = 200
value = 0
ctrl = 1
;==============================================
;----------------------------------------
;peter es decapitado
[Statedef 60722]
type    = A
movetype= H
physics = N
sprpriority = 0
velset = 0,0

[State 0, AssertSpecial]
type = ChangeAnim2
trigger1 = time = 0
value = 91233

[State 0, explod]
type = Explod
triggerall = p2stateno != 6070
trigger1 = time = 85
anim = 912321
ID = 912321
pos = 200,2
postype = p1
;facing = 1
ontop = 1
scale = const(size.xscale),const(size.yscale)
[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 91233 && animelem = 1
value = 0,20;11,0;11,8
volume = 200
channel = 4

[State 0, cabeza]
type = Explod
triggerall = p2stateno != 6070
trigger1 = time = 0
anim = 912320
ID = 912320
pos = -5,-50
postype = p1
facing = 1
ontop = 1
vel = -1.3,-8
accel = -.03,.3
removetime = 60
scale = const(size.xscale),const(size.yscale)

[State 0, cabeza]
type = Explod
triggerall = p2stateno != 6070
trigger1 = time = 60
anim = 912321
ID = 912321
pos = -140,10
postype = p1
ontop = 1
facing = 1
scale = const(size.xscale),const(size.yscale)

[State 191, Snd 2]
type = PlaySnd
triggerall = p2stateno != 6070
trigger1 = time = 60
trigger2 = time = 85
value = F7,0
;freqmul = 1.3
volume = 200

[State 45, muere]
type = LifeSet
trigger1 = time = 20;110
value = 0

[State 45, vencido]
type = changestate ;Selfstate ;
trigger1 = time = 160
value = 5150
;anim = 0
;-----------------------------------------------
;peter es decapitado fat 1 columna
[Statedef 60723]
type    = A
movetype= H
physics = N
sprpriority = 1
velset = 0,0

[State 0, AssertSpecial]
type = ChangeAnim2
trigger1 = time = 20
value = 60152

[State 0, Explod]
type = Explod
trigger1 = time = 55
anim = 91231
ID = 91231
pos = 0,-49
postype = p1  ;p2,front,back,left,right
ownpal = 1
removetime = 12
scale = const(size.xscale),const(size.yscale)

[State 0, Explod]
type = Explod
trigger1 = time = 67
anim = 91232
ID = 91231
pos = -37,0
postype = p1  ;p2,front,back,left,right
ownpal = 1
removetime = -1
scale = const(size.xscale),const(size.yscale)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 56
value = 0,20;11,0;11,8
volume = 200
channel = 2

;[State ]
;type = posset
;triggerall = facing = 1
;trigger1 = time = 56
;x = 20

[State 0, SprPriority]
type = SprPriority
trigger1 = time = 56
value = 5

[State 0, AssertSpecial]
type = ChangeAnim2
trigger1 = time = 56
value = 91234

[State 45, muere]
type = LifeSet
trigger1 = time = 66;110
value = 0

[State 45, vencido]
type = changestate ;Selfstate ;
trigger1 = time = 300
value = 5150

;==============================================
;----------------------------------------
;homero es decapitado
[Statedef 60724]
type    = A
movetype= H
physics = N
sprpriority = 0
velset = 0,0

[State 0, AssertSpecial]
type = ChangeAnim2
trigger1 = time = 0
value = 91241

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 91241 && animelem = 1
value = 5000,110
volume = 200
channel = 4

[State 0, cabeza]
type = Explod
triggerall = p2stateno != 6070
trigger1 = time = 0
anim = 912320
ID = 912320
pos = -5,-50
postype = p1
;facing = 1
ontop = 1
vel = 4,-8
accel = -.03,.3
removetime = 60
scale = const(size.xscale),const(size.yscale)

[State 0, cabeza]
type = Explod
triggerall = p2stateno != 6070
trigger1 = time = 60
anim = 912321
ID = 912321
pos = 198,2
postype = p1
;facing = 1
ontop = 1
removetime = 25
vel = .1,-2
accel = 0,.2
scale = const(size.xscale),const(size.yscale)

[State 191, Snd 2]
type = PlaySnd
triggerall = p2stateno != 6070
trigger1 = time = 60
trigger2 = time = 85
value = F7,0
;freqmul = 1.3
volume = 200

[State 0, cabeza]
type = Explod
triggerall = p2stateno != 6070
trigger1 = time = 85
anim = 912321
ID = 912321
pos = 200,2
postype = p1
;facing = 1
ontop = 1
scale = const(size.xscale),const(size.yscale)

[State 45, muere]
type = LifeSet
trigger1 = time = 20;110
value = 0

[State 45, vencido]
type = changestate ;Selfstate ;
trigger1 = time = 160
value = 5150
;anim = 0

;-----------------------------------------------
;homero es decapitado fat 1 columna
[Statedef 60725]
type    = A
movetype= H
physics = N
sprpriority = 1
velset = 0,0

[State 0, AssertSpecial]
type = ChangeAnim2
trigger1 = time = 20
value = 60152

[State 0, Explod]
type = Explod
trigger1 = time = 55
anim = 91231
ID = 91231
pos = 0,0
postype = p1  ;p2,front,back,left,right
ownpal = 1
removetime = 9
scale = const(size.xscale),const(size.yscale)

[State 0, Explod]
type = Explod
trigger1 = time = 64
anim = 91232
ID = 91231
pos = 0,0
postype = p1  ;p2,front,back,left,right
ownpal = 1
removetime = -1
scale = const(size.xscale),const(size.yscale)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 56
value = 5000,110
volume = 200
channel = 2

;[State ]
;type = posset
;triggerall = facing = 1
;trigger1 = time = 56
;x = 20

[State 0, SprPriority]
type = SprPriority
trigger1 = time = 56
value = 5

[State 0, AssertSpecial]
type = ChangeAnim2
trigger1 = time = 56
value = 91242

[State 45, muere]
type = LifeSet
trigger1 = time = 66;110
value = 0

[State 45, vencido]
type = changestate ;Selfstate ;
trigger1 = time = 300
value = 5150

;-------------
;a homero le comen la cabeza
[Statedef 60726]     ;p2
type    = A
movetype= H
physics = S
;anim = 60152
sprpriority = -10

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time > 54 && anim = 91243
flag = invisible

[State 0, AssertSpecial]
type = ChangeAnim2
trigger1 = time = 0
value = 60152

[State 0, Explod]
type = Explod
trigger1 = time = 40
anim = 91231
ID = 91231
pos = 0,0
postype = p1  ;p2,front,back,left,right
ownpal = 1
removetime = 12
scale = const(size.xscale),const(size.yscale)

[State 0, Explod]
type = Explod
trigger1 = time = 52
anim = 91232
ID = 91231
pos = 0,0
postype = p1  ;p2,front,back,left,right
ownpal = 1
removetime = -1
scale = const(size.xscale),const(size.yscale)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 40
value = 5000,110
volume = 200
channel = 4

[State 0, AssertSpecial]
type = ChangeAnim2
trigger1 = time = 40
value = 91243

[State 45, muere]
type = LifeSet
trigger1 = time = 60;110
value = 0

[State 45, vencido]
type = changestate ;Selfstate ;
trigger1 = time = 200
value = 5150
anim = 0

;-------------
;a peter le comen la cabeza
[Statedef 60727]     ;p2
type    = A
movetype= H
physics = S
;anim = 60152
sprpriority = -10

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time > 54 && anim = 91244
flag = invisible

[State 0, AssertSpecial]
type = ChangeAnim2
trigger1 = time = 0
value = 60152

[State 0, Explod]
type = Explod
trigger1 = time = 40
anim = 91231
ID = 91231
pos = 0,-49
postype = p1  ;p2,front,back,left,right
ownpal = 1
removetime = 12
scale = const(size.xscale),const(size.yscale)

[State 0, Explod]
type = Explod
trigger1 = time = 52
anim = 91232
ID = 91231
pos = -37,0
postype = p1  ;p2,front,back,left,right
ownpal = 1
removetime = -1
scale = const(size.xscale),const(size.yscale)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 40
value = 0,20
volume = 200
channel = 4

[State 0, AssertSpecial]
type = ChangeAnim2
trigger1 = time = 40
value = 91244

[State 45, muere]
type = LifeSet
trigger1 = time = 60;110
value = 0

[State 45, vencido]
type = changestate ;Selfstate ;
trigger1 = time = 200
value = 5150
anim = 0
;----------------------------------------
;leela es decapitada
[Statedef 60728]
type    = A
movetype= H
physics = N
sprpriority = 0
velset = 0,0

[State 0, AssertSpecial]
type = ChangeAnim2
trigger1 = time = 0
value = 91233

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0;anim = 91233 && animelem = 1
value = 11,0
volume = 200
channel = 5

[State 0, cabeza]
type = Explod
triggerall = p2stateno != 6070
trigger1 = time = 0
anim = 912320
ID = 912320
pos = -5,-50
postype = p1
;facing = 1
ontop = 1
vel = 4,-8
accel = -.03,.3
removetime = 60
scale = const(size.xscale),const(size.yscale)

[State 0, cabeza]
type = Explod
triggerall = p2stateno != 6070
trigger1 = time = 60
anim = 912321
ID = 912321
pos = 198,2
postype = p1
;facing = 1
ontop = 1
removetime = 25
vel = .1,-2
accel = 0,.2
scale = const(size.xscale),const(size.yscale)

[State 191, Snd 2]
type = PlaySnd
triggerall = p2stateno != 6070
trigger1 = time = 60
trigger2 = time = 85
value = F7,0
;freqmul = 1.3
volume = 200

[State 0, cabeza]
type = Explod
triggerall = p2stateno != 6070
trigger1 = time = 85
anim = 912321
ID = 912321
pos = 200,2
postype = p1
;facing = 1
ontop = 1
scale = const(size.xscale),const(size.yscale)

[State 45, muere]
type = LifeSet
trigger1 = time = 20;110
value = 0

[State 45, vencido]
type = changestate ;Selfstate ;
trigger1 = time = 160
value = 5150
;anim = 0
;-----------------------------------------------
;leela es decapitado fat 1 columna
[Statedef 60729]
type    = A
movetype= H
physics = N
sprpriority = 1
velset = 0,0

[State 0, AssertSpecial]
type = ChangeAnim2
trigger1 = time = 20
value = 60152

[State 0, Explod]
type = Explod
trigger1 = time = 55
anim = 91231
ID = 91231
pos = 0,-49
postype = p1  ;p2,front,back,left,right
ownpal = 1
removetime = 12
scale = const(size.xscale),const(size.yscale)

[State 0, Explod]
type = Explod
trigger1 = time = 67
anim = 91232
ID = 91231
pos = -37,0
postype = p1  ;p2,front,back,left,right
ownpal = 1
removetime = -1
scale = const(size.xscale),const(size.yscale)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 56
value = 11,0
volume = 200
channel = 2

;[State ]
;type = posset
;triggerall = facing = 1
;trigger1 = time = 56
;x = 20

[State 0, SprPriority]
type = SprPriority
trigger1 = time = 56
value = 5

[State 0, AssertSpecial]
type = ChangeAnim2
trigger1 = time = 56
value = 91235

[State 45, muere]
type = LifeSet
trigger1 = time = 66;110
value = 0

[State 45, vencido]
type = changestate ;Selfstate ;
trigger1 = time = 300
value = 5150

;-------------
;a leela le comen la cabeza
[Statedef 607210]     ;p2
type    = A
movetype= H
physics = S
;anim = 60152
sprpriority = -10

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time > 54 && anim = 91243
flag = invisible

[State 0, AssertSpecial]
type = ChangeAnim2
trigger1 = time = 0
value = 60152

[State 0, Explod]
type = Explod
trigger1 = time = 40
anim = 91231
ID = 91231
pos = 0,-31
postype = p1  ;p2,front,back,left,right
ownpal = 1
removetime = 12
scale = const(size.xscale),const(size.yscale)

[State 0, Explod]
type = Explod
trigger1 = time = 52
anim = 91232
ID = 91231
pos = 0,0
postype = p1  ;p2,front,back,left,right
ownpal = 1
removetime = -1
scale = const(size.xscale),const(size.yscale)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 40
value = 5000,110
volume = 200
channel = 4

[State 0, AssertSpecial]
type = ChangeAnim2
trigger1 = time = 40
value = 91243

[State 45, muere]
type = LifeSet
trigger1 = time = 60;110
value = 0

[State 45, vencido]
type = changestate ;Selfstate ;
trigger1 = time = 200
value = 5150
anim = 0


;==============================================
;p2 es decapitado mios
[Statedef 6067]
type    = A
movetype= H
physics = N
sprpriority = 2
velset = 0,0

[State amination]
type = ChangeAnim2
Trigger1 = time = 0
value = 9999

[State ò_ó]
type = Explod
trigger1 = time = 0
anim = 6016
id = 6016
Postype = p1
bindtime = -1
sprpriority = 2
shadow = -1
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))
ownpal = 0

[State ]
type = Helper
trigger1 = time = 0
helpertype = Normal
ID = 7037
name = "sangrebola"
postype = p1
ignorehitpause = 1
pos = const(size.head.pos.x),ceil(const(size.head.pos.y)*const(size.yscale))
stateno = 7037
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State ]
type = Helper
trigger1 = time = 0
helpertype = Normal
ID = 7018
name = "what the bleed?"
postype = p1
ignorehitpause = 1
pos = const(size.head.pos.x),ceil(const(size.head.pos.y)*const(size.yscale))
stateno = 7018
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State cabeza]
type = Helper
trigger1 = time = 0
helpertype = Normal
ID = 7036
name = "cabeza"
postype = p1
pos = 0,(ceil(enemynear,const(size.head.pos.y)*enemynear,const(size.yscale)))+(0)
stateno = 7036
ownpal = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 0, grito]
type = PlaySnd
Trigger1 = time = 0
value = 4+var(23),5
volume = 200
channel = 5

[State amination]
type = lifeadd
Trigger1 = anim = 9999
value = -9999

[State amination]
type = playsnd
Trigger1 = anim = 9999
persistent = 0
freqmul = 1.2
value = 1,5
channel = 3

[State ]
type = assertspecial
trigger1 = 1
flag = noKOsnd

[State don't hurt me]
type = nothitby
trigger1 = 1
time = 1
value = SCA

[State away with you]
type = changestate
trigger1 = !alive
value = 5150
;========================================================
;======FATALITY 6 SCORPION ================================
;========================================================
;fatality 6(check situation)
[Statedef 6068] ;6063
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0

[State 0, scorID]
type = Explod
trigger1 = !(time%1)
anim = 9999
ID = 2101
pos = 320,240
postype = left
bindtime = 1
removetime = 1
ownpal = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
trigger1 = anim != 0 && anim != 2 && anim != 3
value = 2

[State 0, setfatal2]
type = VarSet
trigger1 = time = 0
v = 16
value = 4

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 30
value = 6020

[State 3004, nosonido]
type = StopSnd
trigger1 = time = 0 ;= 0
channel = -1
persistent = 3

[State 210, tuntun]
type = Playsnd
trigger1 = time = 0
value = 15,0 ;15,4
volume = 250
channel = 2

[State 210, finfatality]
type = Playsnd
trigger1 = time = 140
value = 15,10
volume = 250
channel = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = nokosnd
flag3= nokoslow
flag3 = timerfreeze

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Dark"
ID = 60774
stateno = 60774
pos = 999,999
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State 0, primercorte]
type = HitDef
trigger1 = anim = 6020 && animelem = 13
attr = S,NA
sparkno = -1
p2stateno = 6069
numhits = 0
p2facing = 1

[State 0, CortaMitad]
type = TargetState
Trigger1 = anim = 6020 && animelem = 17
value = ifelse(enemynear,name = "Juano`s Sub guy",6064,607213)

[State 0, sangrecuelloCompatibles]
type = Helper
trigger1 = enemynear,name != "Juano`s Sub guy"
trigger1 = enemynear,stateno = 6069 && !enemynear,time
helpertype = normal
name = "chorro"
ID = 7038
stateno = 7038
pos = (-10)*(const(size.xscale)),enemynear,ceil(const(size.head.pos.y)*enemynear,const(size.yscale))*2
postype = p2
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State 0,BolaCompatibles]
type = Helper
trigger1 = enemynear,name != "Juano`s Sub guy"
trigger1 = enemynear,stateno = 607213 && !enemynear,time
helpertype = Normal
ID = 7037
name = "sangrebola"
postype = p2
ignorehitpause = 1
pos = enemynear,const(size.mid.pos.x),enemynear,const(size.mid.pos.y)*enemynear,const(size.yscale)
stateno = 7037
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State MasSangreCompatibles]
type = Helper
trigger1 = enemynear,name != "Juano`s Sub guy"
trigger1 = enemynear,stateno = 607213 && !enemynear,time
helpertype = Normal
ID = 7018
name = "what the bleed?"
postype = p2
ignorehitpause = 1
pos = enemynear,const(size.mid.pos.x),enemynear,const(size.mid.pos.y)*enemynear,const(size.yscale)
stateno = 7018
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 200, 7]
type = changestate
trigger1 = anim = 6020 && !animtime
trigger2 = time = 260
value = 0
ctrl = 1
;---------------------p2 primer corte
[Statedef 6069]
type    = S
movetype= H
physics = N
ctrl = 0
anim = 5000

[State 0, golpeado]
type = ChangeAnim
trigger1 = name = "Juano`s Sub guy"
trigger1 = !time
value = 29900
ignorehitpause = 1

[State 0, golpeadoCompatibles]
type = ChangeAnim
trigger1 = !time && name != "Juano`s Sub guy"
value = ifelse(selfanimexist(9108109),9108109,5000)
ignorehitpause = 1

[State 0, sangrecuello]
type = Helper
trigger1 = name = "Juano`s Sub guy"
trigger1 = !time
helpertype = normal
name = "chorro"
ID = 7038
stateno = 7038
pos = (-20)*2*(const(size.xscale)),ceil(const(size.head.pos.y)*2*const(size.yscale))
postype = p1
ownpal = 1
scale = const(size.xscale),const(size.yscale)
;=============================================================
;===================== FAT 7 - SMOKE =========================
;-------------------------------------------------------------
;fatality 7(check situation)
[Statedef 6070]
type    = A
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 2

[State 0, smokeID]
type = Explod
trigger1 = !(time%1)
anim = 9999
ID = 2104
pos = 320,240
postype = left
bindtime = 1
removetime = 1
ownpal = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
trigger1 = anim != 0 && anim != 2 && anim != 3
value = 3

[State 0, setfatal2]
type = VarSet
trigger1 = time = 0
v = 16    ;fv = 10
value = 4

[State 0, seprepara]
type = ChangeAnim
trigger1 = time = 0
value = 7073

[State 0, tiembla]
type = EnvShake
trigger1 = time = 30
time = 70
freq = 60
ampl = -2

[State 0, ruidoentemblor]
type = PlaySnd
trigger1 = time = 30
trigger2 = time = 40
trigger3 = time = 50
trigger4 = time = 60
trigger5 = time = 70
trigger6 = time = 80
trigger7 = time = 90
trigger8 = time = 100
value = 6,1
volume = 200

[State 0, salehumo]
type = Explod
trigger1 = time = [30,120]
anim = 7040
name = "Humo"
pos = 0, -50*const(size.yscale)*(1+fvar(2))
postype = p1
;bindtime = -1
vel = 0, -2
random = 40*2*const(size.xscale)*(1+fvar(2)),100*2*const(size.yscale)*(1+fvar(2))
removetime = -2
ontop = 1
ownpal = 1
shadow = 0
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))

[State 3004, nosonido]
type = StopSnd
trigger1 = time = 0 ;= 0
channel = -1
persistent = 3

[State 210, tuntun]
type = Playsnd
trigger1 = time = 0
value = 15,0
volume = 250
channel = 2
;pan = 50

[State 210, finfatality]
type = Playsnd
trigger1 = time = 130
value = 15,10
volume = 250
channel = 2

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = nokosnd
flag3= nokoslow
flag3 = timerfreeze

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Dark"
ID = 60774
stateno = 60774
pos = 999,999
ownpal = 1
scale = const(size.xscale),const(size.yscale)
;------------------------------- vuela
[State 1040, ruido]
type = Playsnd
trigger1 = time = 100
value = 1,21

[State 1040, 0.6]
type = ScreenBound
trigger1 = time > 100
triggerall = anim = 7073
value = 0
movecamera = 0,0

[State 1040, 2]
type = Velset
trigger1 = time > 100
triggerall = anim = 7073
X = -12

[State 1050, 2]
type = Posset
trigger1 = Pos X > 140
trigger1 = Pos X != 150
triggerall = anim = 7073 && time >= 105
triggerall = facing = -1
X = -320
Y = -30

[State 1050, 2]
type = Posset
triggerall = facing = 1
trigger1 = Pos X < -140
triggerall = anim = 7073 && time >= 105
trigger1 = Pos X != -150
X = 320
Y = -30
;======================================= ermac
[State ò_ó]
type = Explod
trigger1 = time = 100 && var(20) = 6
anim = 7081
id = 7003
Postype = p1
pos = 0,const(size.mid.pos.y)
random = 0,0
ontop = 1
velocity = 6,6
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State ò_ó]
type = Explod
trigger1 = time = 100 && var(20) = 6
anim = 7081
id = 7003
Postype = p1
pos = 0,const(size.mid.pos.y)
random = 0,0
ontop = 1
velocity = 1,-4
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State ò_ó]
type = Explod
trigger1 = time = 100 && var(20) = 6
anim = 7081
id = 7003
Postype = p1
pos = 0,const(size.mid.pos.y)
random = 0,0
ontop = 1
velocity = -6,-5
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State ò_ó]
type = Explod
trigger1 = time = 100 && var(20) = 6
anim = 7081
id = 7003
Postype = p1
pos = 0,const(size.mid.pos.y)
random = 0,0
ontop = 1
velocity = 5,-4
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State ò_ó]
type = Explod
trigger1 = time = 100 && var(20) = 6
anim = 7081
id = 7003
Postype = p1
pos = 0,const(size.mid.pos.y)
random = 0,0
ontop = 1
velocity = 5,-3
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State ò_ó]
type = Explod
trigger1 = time = 100 && var(20) = 6
anim = 7081
id = 7003
Postype = p1
pos = 0,const(size.mid.pos.y)
random = 0,0
ontop = 1
velocity = 2,5
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State ò_ó]
type = Explod
trigger1 = time = 100 && var(20) = 6
anim = 7081
id = 7003
Postype = p1
pos = 0,const(size.mid.pos.y)
random = 0,0
ontop = 1
velocity = -2,-2
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State ò_ó]
type = Explod
trigger1 = time = 100 && var(20) = 6
anim = 7081
id = 7003
Postype = p1
pos = 0,const(size.mid.pos.y)
random = 0,0
ontop = 1
velocity = -5,-4
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State ò_ó]
type = Explod
trigger1 = time = 100 && var(20) = 6
anim = 7081
id = 7003
Postype = p1
pos = 0,const(size.mid.pos.y)
random = 0,0
ontop = 1
velocity = -7,0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State ò_ó]
type = Explod
trigger1 = time = 100 && var(20) = 6
anim = 7081
id = 7003
Postype = p1
pos = 0,const(size.mid.pos.y)
random = 0,0
ontop = 1
velocity = 1,-1
ownpal = 1
scale = const(size.xscale),const(size.yscale)
;-------------------------------------- GOLPEA
[State 1601, Hit]
type = HitDef
trigger1 = p2name = "Juano`s Sub guy"
trigger2 = p2name = "Juano`s Kit girl"
triggerall = !movecontact
p2stateno = 6071
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
hitsound = S0,2

[State 1601, Hit]
type = HitDef
triggerall = p2name = "Peter Griffin"
trigger1 = !movecontact
p2stateno = 60722
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
hitsound = S0,2

[State 1601, Hit]
type = HitDef
triggerall = p2name = "Leela"
trigger1 = !movecontact
p2stateno = 60728
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
hitsound = S0,2

[State 1601, Hit]
type = HitDef
triggerall = p2name = "Homero J Simpson"
trigger1 = !movecontact
p2stateno = 60724
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
hitsound = S0,2

[State 1601, Hit]
type = HitDef
triggerall = p2name = "Pneophen's real cool guy"
trigger1 = !movecontact
p2stateno = 6071
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
hitsound = S0,2

[State 1601, Hit]
type = HitDef
trigger1 = p2name != "Leela"
trigger1 = p2name != "Juano`s Sub guy"
trigger1 = p2name != "Peter Griffin"
trigger1 = p2name != "Homero J Simpson"
trigger1 = p2name != "Pneophen's real cool guy"
trigger1 = p2name != "Juano`s Kit girl"
trigger1 = !movecontact
p2stateno = 60720
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
hitsound = S0,2

[State 0, AllPalFX]
type = AllPalFX
trigger5 = p2name = "Juano`s Kit girl"
trigger4 = p2name = "Leela"
trigger3 = p2name = "Homero J Simpson"
trigger2 = p2name = "Peter Griffin"
trigger1 = p2name = "Juano`s Sub guy"
triggerall = movecontact
triggerall = anim = 7073
time = 5
add = 256,0,0
mul = 256,0,0
;sinadd = 0,0,0,10
invertall = 1
color = 256

[State 0, EnvShake]
type = EnvShake
trigger5 = p2name = "Juano`s Kit girl"
trigger4 = p2name = "Leela"
trigger3 = p2name = "Homero J Simpson"
trigger2 = p2name = "Peter Griffin"
trigger1 = p2name = "Juano`s Sub guy"
triggerall = movecontact
triggerall = anim = 7073
time = 15
ampl = -5

[State 0, PlaySnd]
type = PlaySnd
trigger5 = p2name = "Juano`s Kit girl"
trigger4 = p2name = "Leela"
trigger3 = p2name = "Homero J Simpson"
trigger2 = p2name = "Peter Griffin"
trigger1 = p2name = "Juano`s Sub guy"
triggerall = movecontact
triggerall = anim = 7073
value = S0,5
volume = 200

[State ]
type = Helper
triggerall = enemynear,stateno != 6071
trigger1 = movehit && !numhelper(7018)
helpertype = Normal
ID = 7018
name = "what the bleed?"
postype = p2
ignorehitpause = 1
pos = 0,ceil(enemynear,const(size.head.pos.y)*enemynear,const(size.yscale))
stateno = 7018
ownpal = 1
scale = const(size.xscale),const(size.yscale)

;=========== sangre para otros decapitados =================================
[State 0, sangre]
type = Explod
trigger4 = enemynear,selfanimexist(9123000) && enemynear,name != "Juano`s Sub guy" && enemynear,name != "Juano`s Kit girl"
trigger3 = enemynear,name = "Leela"
trigger2 = enemynear,name = "Homero J Simpson"
trigger1 = enemynear,name = "Peter Griffin"
triggerall = movecontact
triggerall = anim = 7073
triggerall = enemynear,name != "Juano`s Sub guy"
triggerall = !numhelper(7024)
ID = 7024
anim = 7023
pos = 7,-90
postype = p2  ;p2,front,back,left,right
ontop = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 0, PlaySnd]
type = PlaySnd
trigger4 = enemynear,selfanimexist(9123000) && enemynear,name != "Juano`s Sub guy" && enemynear,name != "Juano`s Kit girl"
trigger3 = enemynear,name = "Leela"
trigger2 = enemynear,name = "Homero J Simpson"
trigger1 = enemynear,name = "Peter Griffin"
triggerall = enemynear,name != "Juano`s Sub guy"
triggerall = movecontact
triggerall = anim = 7073
value = 11,1
volume = 0
channel = 5

[State ]
type = Helper
trigger4 = enemynear,selfanimexist(9123000) && enemynear,name != "Juano`s Sub guy" && enemynear,name != "Juano`s Kit girl"
trigger3 = enemynear,name = "Leela"
trigger2 = enemynear,name = "Homero J Simpson"
trigger1 = enemynear,name = "Peter Griffin"
triggerall = movecontact
triggerall = anim = 7073
triggerall = !numhelper(7037)
triggerall = enemynear,name != "Juano`s Sub guy"
helpertype = Normal
ID = 7037
name = "sangrebola"
postype = p2
ignorehitpause = 1
pos = 5,-85
stateno = 7037
ownpal = 1
ontop = 1
scale = const(size.xscale),const(size.yscale)

[State ]
type = Helper
trigger4 = enemynear,selfanimexist(9123000)
trigger3 = enemynear,name = "Leela"
trigger2 = enemynear,name = "Homero J Simpson"
trigger1 = enemynear,name = "Peter Griffin"
triggerall = movecontact
triggerall = anim = 7073
triggerall = !numhelper(7018)
triggerall = enemynear,name != "Juano`s Sub guy" && enemynear,name != "Juano`s Kit girl"
helpertype = Normal
ID = 7018
name = "what the bleed?"
postype = p2
ignorehitpause = 1
pos = 7,-90
stateno = 7018
ownpal = 1
ontop = 1
scale = const(size.xscale),const(size.yscale)

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

[State 0, sedetiene]
type = VelSet
trigger1 = movecontact
x = 0
y = 0
ignorehitpause = 1

[State 0, piso]
type = PosSet
trigger1 = movecontact
y = 0
ignorehitpause = 1

[State 0, gira]
type = Turn
trigger1 = movecontact
triggerall = anim = 7073
;ignorehitpause = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = movecontact
triggerall = anim != 70733
value = 70733
ignorehitpause = 1

[State ]
type = Helper
trigger1 = p2stateno = 6072
triggerall = !numhelper(7028)
helpertype = Normal
ID = 7028
name = "splat"
postype = p2
pos = 0,ceil(enemynear,const(size.mid.pos.y)*enemynear,const(size.yscale))
stateno = 7029
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 200, 7]
type = changestate
triggerall = movecontact
trigger1 = !animtime
trigger1 = anim = 70733
trigger2 = time > 250
value = 0
ctrl = 1
;-------------
;p2 le cortan la cabeza - juano`s sub guy
[Statedef 6071]     ;p2
type    = A
movetype= H
physics = S
velset = 0,0
sprpriority = -1

[State 0, AssertSpecial]
type = ChangeAnim
trigger1 = name = "Juano`s Sub guy"
trigger2 = name = "Juano`s Kit girl"
triggerall = time > 0
value = 7049

[State 0, AssertSpecial]
type = ChangeAnim
trigger1 = name != "Juano`s Sub guy"
trigger2 = name != "Juano`s Kit girl"
triggerall = time > 0
value = 9999

[State 0, grito]
type = PlaySnd
trigger1 = name = "Juano`s Sub guy"
trigger2 = name = "Juano`s Kit girl"
Triggerall = !time
value = 4+var(23),5
volume = 200

[State 0, grito]
type = PlaySnd
triggerall = name != "Juano`s Sub guy" && name != "Juano`s Kit girl"
Trigger1 = time = 0
value = 11,0
volume = 200

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time > 0
flag = invisible

[State 0, decapitado]
type = Explod
trigger1 = time = 1
anim = 6016
postype = p1
bindtime = -1
removetime = -1
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))

[State shake]
type = EnvShake
trigger1 = !time
trigger2 = (name = "Juano`s Sub guy")&& (time = 58 || time = 105)
trigger3 = (name = "Pneophen's real cool guy") && (time = 12 || time = 36)
trigger4 = (name = "Juano`s Kit girl") && (time = 58 || time = 107)
time = 15
ampl = -3

[State ]
type = PlaySnd
trigger1 = (name = "Juano`s Sub guy")&& (time = 58 || time = 105)
trigger2 = (name = "Pneophen's real cool guy") && (time = 12 || time = 36)
trigger3 = (name = "Juano`s Kit girl") && (time = 58 || time = 107)
value = 2, 1
channel = -1
lowpriority = -5

[State 0, sangre]
type = Explod
trigger1 = time = 1
anim = 7023
bindtime = -1
pos = 0,-115*const(size.yscale)*(1+fvar(2))
postype = p1
ownpal = 1
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))
persistent = 0

[State ]
type = Helper
trigger1 = name = "Juano`s Sub guy"
trigger2 = name = "Juano`s Kit girl"
triggerall = time = 1
helpertype = Normal
ID = 7037
name = "sangrebola"
pos = const(size.head.pos.x)*2*const(size.xscale),const(size.head.pos.y)*2*const(size.yscale)
stateno = 7037
ownpal = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)
[State ]
type = Helper
trigger1 = time = 1
helpertype = Normal
ID = 7018
name = "what the bleed?"
postype = p1
ignorehitpause = 1
pos = const(size.head.pos.x),ceil(const(size.head.pos.y)*const(size.yscale))
stateno = 7018
ownpal = 1
ontop = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State ]
type = Helper
trigger1 = time = 1 && !numhelper(7018)
helpertype = Normal
ID = 7018
name = "bleed?"
postype = p1
ignorehitpause = 1
pos = const(size.head.pos.x),ceil(const(size.head.pos.y)*const(size.yscale))
stateno = 7018
ownpal = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 45, muere]
type = LifeSet
trigger1 = time = 20;110
value = 0

[State 45, vencido]
type = changestate ;Selfstate ;
trigger1 = time = 160
value = 5150
anim = 0
;----------------------------------------
;p2 es destruido si no es el mismo
[Statedef 6072]
type    = A
movetype= H
physics = N
sprpriority = 0
velset = 0,0

[State 0, gritoderretido]
type = PlaySnd
trigger1 = p2stateno = 6083
trigger1 = name != "Juano`s Sub guy"
triggerall = time = 0
value = 11,0
volume = 200
channel = 0

[State 0, gritoderretidosub]
type = PlaySnd
trigger1 = p2stateno = 6083
trigger1 = time = 0 && name = "Juano`s Sub guy"
value = 4+var(23),5
volume = 200
channel = 1

[State 0, estatuarota]
type = Explod
triggerall = name = "Juano`s Sub guy"
triggerall = p2stateno = 6082
trigger1 = !time
anim = 70882
ID = 70882
sprpriority = 5
postype = p1
shadow = 0
ownpal = 1
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))

[State 0, CompatibleEstatuarota]
type = Explod
triggerall = selfanimexist(9108099)
triggerall = name != "Juano`s Sub guy"
triggerall = p2stateno = 6082
trigger1 = !time
anim = 9108099
ID = 70882
sprpriority = 5
postype = p1
shadow = 0
scale = const(size.xscale),const(size.yscale)
ownpal = 1

[State 0, grito]
type = PlaySnd
trigger1 = name = "Juano`s Sub guy"
trigger1 = name = "Peter Griffin"
trigger1 = name = "Homero J Simpson"
triggerall = time = 0
value = 11,0
volume = 200
channel = 0

[State 0, grito]
type = PlaySnd
trigger1 = prevstateno = 60790 || prevstateno = 60791
trigger1 = time = 0 && name = "Juano`s Sub guy"
value = 4+var(23),5
volume = 200
channel = 1

[State 0, gritopeter]
type = PlaySnd
;trigger1 = prevstateno = 60725 || prevstateno = 60726 || prevstateno = 60727
;trigger1 = prevstateno = 60790 || prevstateno = 60791 || prevstateno = 60724
trigger1 = time = 0 && name = "Peter Griffin"
value = 0,20
volume = 200
channel = 1

[State 0, gritohomero]
type = PlaySnd
;trigger1 = prevstateno = 60725 || prevstateno = 60726 || prevstateno = 60727
;trigger1 = prevstateno = 60790 || prevstateno = 60791 || prevstateno = 60724
trigger1 = time = 0 && name = "Homero J Simpson"
value = 1,8
volume = 200
channel = 1

[State 0, AllPalFX]
type = AllPalFX
trigger1 = p2stateno != 6082 && p2stateno != 6083
triggerall = time = 0
time = 10
add = 256,0,0
mul = 256,0,0
;sinadd = 0,0,0,10
invertall = 1
color = 256

[State 0, EnvShake]
type = EnvShake
trigger1 = p2stateno != 6083
triggerall = time = 0
time = 15
ampl = -5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = prevstateno != 60790 && p2stateno != 6083
triggerall = name = "Juano`s Sub guy"
triggerall = time = 0
value = 0,5
volume = 200
channel = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0 && name = "Juano`s Sub guy"
trigger1 = prevstateno != 6082 && p2stateno != 6083
trigger1 = p2stateno != 6082
value = 1,10
volume = 200
channel = 5

[State amination]
type = ChangeAnim
Trigger1 = time = [0,65]
value = anim
elem = animelemno(0)

[State amination]
type = ChangeAnim2
Trigger1 = !time && p2stateno != 6083
Trigger2 = time = 30 && p2stateno = 6083 ;viene derretido
value = 9999

[State amination]
type = lifeadd
Trigger1 = anim = 9999
value = -9999

[State don't hurt me]
type = nothitby
trigger1 = 1
time = 1
value = SCA

[State away with you]
type = changestate
trigger1 = !alive
value = 5150
;========================================================
;======FATALITY 8 SUBZERO ===============================
;========================================================
;fatality 8(check situation)
[Statedef 6073]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
;anim = 0
velset = 0,0
;sprpriority = 1

[State 0, SubID]
type = Explod
trigger1 = !(time%1)
anim = 9999
ID = 2100
pos = 320,240
postype = left
bindtime = 1
removetime = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
trigger1 = anim != 0 && anim != 2 && anim != 3
value = 0

[State 0, setfatal2]
type = VarSet
trigger1 = time = 0
v = 16
value = 5

[State 3004, nosonido]
type = StopSnd
trigger1 = time = 0 ;= 0
channel = -1
persistent = 3

[State 210, tuntun]
type = Playsnd
trigger1 = time = 0
value = 15,0 ;15,4
volume = 250
channel = 2

[State 210, finfatality]
type = Playsnd
trigger1 = time = 300
value = 15,10
volume = 250
channel = -1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = nokosnd
flag3= nokoslow
flag3 = timerfreeze

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Dark"
ID = 60774
stateno = 60774
pos = 999,999
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 200, 7]
type = changestate
trigger1 = anim = 7075
trigger1 = animtime = 0
trigger2 = time = 400
value = 0
ctrl = 1

;--------------------------------------
[State 0, hacebola]
type = ChangeAnim
trigger1 = time = 30
value = 7075

[State 0, bolahielomano]
type = Explod
trigger1 = anim = 7075 && time = 60+8
anim = 6031
;pos = 0,0
removetime = 115
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))
ontop = 1
ownpal = 1

[State 0, bolahielolanzado]
type = Explod
trigger1 = anim = 7075 && time = 171+8
anim = 60313
removetime = 16
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))
ontop = 1
ownpal = 1

[State 0, hieloenmano]
type = PlaySnd
triggerall = anim = 7075
trigger1 = time = 60+8
trigger2 = animelem = 5
value = 1,2
volume = 200
channel = 1

[State 0, Helper]
type = Helper
trigger1 = animelem = 7
trigger1 = anim = 7075
helpertype = normal
name = "Hielo"
ID = 60730
stateno = 60730
postype = p1
scale = const(size.xscale),const(size.yscale)
pos = (ceil(const(size.xscale)))*2*(75),2*ceil(const(size.yscale))
ownpal = 1

[State 0, Helper]
type = Helper
trigger1 = p2stateno = 6074 && enemynear,time = ifelse(numhelper(70441),90,0)
helpertype = normal
name = "explosion"
ID = 7039
stateno = ifelse((numhelper(70441) && anim != 9108098),70442,7039)
postype = p2
scale = const(size.xscale),const(size.yscale)

[State 8000, oscuro15]
type = allPalFX
trigger1 = p2stateno = 6074 && enemynear,time = 89 && numhelper(70441) && anim != 9108098
time = 10
ignorehitpause = 1
add = 256,250,250
mul = 256,250,250
invertall = 1
color = 256

[State 0, explosion]
type = PlaySnd
trigger1 = p2stateno = 6074 && enemynear,time = 89 && numhelper(70441) && anim != 9108098
value = 1,30
volume = 255
channel = -1

[State 0, EnvShake]
type = EnvShake
trigger1 = p2stateno = 6074 && enemynear,time = 89 && numhelper(70441) && anim != 9108098
time = 15
ampl = -5

;------------------------------------ HIELO FAT 8
[Statedef 60730]
type    = a
movetype= A
physics = N
ctrl = 0
anim = 60312
velset = 6,0
sprpriority = 5

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, VelSet]
type = VelSet
trigger1 = movecontact
x = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 60311
trigger1 = vel X = 0
value = 60311

[State 1601,GOLPE]
type = HitDef
trigger1 = !movecontact
p2stateno = 6074
attr = S, HT
hitflag = M-
sparkno = -1
hitsound = S1,3
p2facing = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = anim = 60311
trigger1 = !animtime

;------------------------------------
;p2 explota
[Statedef 6074]     ;p2
type    = A
movetype= H
physics = S
;anim = 6015
sprpriority = -1

[State 0, golpeado]
type = ChangeAnim2
triggerall = anim != 70883 && anim != 9108098
trigger1 = time = 0
value = 60152

[State 0, AssertSpecial]
type = ChangeAnim2
trigger1 = 1
trigger1 = time > 90
value = 7049

[State 0, gritotodos]
type = PlaySnd
trigger1 = time = 89
triggerall = name != "Juano`s Sub guy"
triggerall = name != "Homero J Simpson"
triggerall = name != "Peter Griffin"
value = 11,0
volume = 200
channel = 3

[State 0, grito]
type = PlaySnd
triggerall = name = "Juano`s Sub guy"
Trigger1 = time = 90
value = 4+var(23),5
volume = 200
channel = 4

[State 0, gritohomero]
type = PlaySnd
trigger1 = time = 90 && name = "Homero J Simpson"
value = 1,8
volume = 200
channel = 3

[State 0, gritopeter]
type = PlaySnd
trigger1 = time = 90 && name = "Peter Griffin"
value = 0,20
volume = 200
channel = 3

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time > 89
flag = invisible
;-------------------- piernas subzero
[State 0, piernascaen]
type = Explod
trigger1 = random > 300
triggerall = p2stateno != 6081
triggerall = name = "Juano`s Sub guy" && !enemynear,numhelper(70441)
trigger1 = time = 90
anim = 70671
ID =70671
removetime = -1
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))

[State ]
type = PlaySnd
triggerall = name = "Juano`s Sub guy"
triggerall = numexplod(70671)
trigger1 = time = 147 || time = 230
value = 2, 1
channel = -1
[State shake]
type = EnvShake
triggerall = name = "Juano`s Sub guy"
triggerall = numexplod(70671)
trigger1 = (time = 147 || time = 230)
time = 15
ampl = -3

[State 0, parado]
type = Explod
triggerall = !numexplod(70671)
triggerall = p2stateno != 6081
triggerall = name = "Juano`s Sub guy"
trigger1 = time = 91
anim = ifelse(enemynear,numhelper(70441),70882,7067)
ID = 7067
removetime = -1
scale = const(size.xscale),const(size.yscale)
;--------------------------------
[State 0, piernasCompatibles]
type = Explod
triggerall = name != "Juano`s Sub guy"
triggerall = p2stateno != 6081
triggerall = selfAnimExist(9108091) || selfanimexist(9108098)
trigger1 = time = 90
anim = ifelse(enemynear,numhelper(70441),9108099,9108091)
ID = 7067
removetime = -1
scale = const(size.xscale),const(size.yscale)

[State 45, muere]
type = LifeSet
trigger1 = time = 90
value = 0

[State 45, vencido]
type = changestate
trigger1 = time = 231
value = 5150
anim = 0
;========================================================
;=============== FRIENDSHIP - TODOS =====================
;========================================================
;friendship (check situation)
[Statedef 6075]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0

[State 0, ChangeAnimsubzero]
type = ChangeAnim
triggerall = var(20) = 1 || var(20) = 4 || var(20) = 7
trigger1 = time = 0
trigger1 = anim != 0 && anim != 2 && anim != 3
value = 0
[State 0, ChangeAnimscorpion]
type = ChangeAnim
triggerall = var(20) = 2 || var(20) = 6
trigger1 = time = 0
trigger1 = anim != 0 && anim != 2 && anim != 3
value = 2
[State 0, ChangeAnimreptile]
type = ChangeAnim
triggerall = var(20) = 3 || var(20) = 5
trigger1 = time = 0
trigger1 = anim != 0 && anim != 2 && anim != 3
value = 3

[State 0, setfatal2]
type = VarSet
trigger1 = time = 0
v = 16
value = 6

[State 3004, nosonido]
type = StopSnd
trigger1 = time = 0 ;= 0
channel = -1
persistent = 3

[State 210, tuntun]
type = Playsnd
trigger1 = time = 0
value = 15,0 ;15,4
volume = 250
channel = 2

[State 210, finfatality]
type = Playsnd
trigger1 = time = 300
value = 15,10
volume = 250
channel = -1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = nokosnd
flag3= nokoslow
flag3 = timerfreeze

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Dark"
ID = 60774
stateno = 60774
pos = 999,999
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 0, doll]
type = ChangeAnim
trigger1 = time = 60
value = 7076

[State 0, friendcancion]
type = PlaySnd
trigger1 = time = 100
value = S15,7
volume = 200
channel = 2

;---------------------------------buy dolls
[State 0, buysubzerodoll]
type = Explod
triggerall = var(21) != 1
triggerall = var(20) = 1
trigger1 = time = 100
anim = 70761
pos = 90,60
postype = left
facing = 1
removetime = -1
scale = 1,1
shadow = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 0, buyscorpiondoll]
type = Explod
triggerall = var(21) != 1
triggerall = var(20) = 2
trigger1 = time = 100
anim = 70762
pos = 90,60
postype = left
facing = 1
removetime = -1
scale = const(size.xscale),const(size.yscale)
shadow = 0
ownpal = 1

[State 0, buyreptiledoll]
type = Explod
triggerall = var(21) != 1
triggerall = var(20) = 3
trigger1 = time = 100
anim = 70763
pos = 90,60
postype = left
facing = 1
removetime = -1
scale = const(size.xscale),const(size.yscale)
shadow = 0
ownpal = 1

[State 0, buynoobdoll]
type = Explod
triggerall = var(21) != 1
triggerall = var(20) = 4
trigger1 = time = 100
anim = 70764
pos = 90,60
postype = left
facing = 1
removetime = -1
scale = const(size.xscale),const(size.yscale)
shadow = 0
ownpal = 1

[State 0, buysmokedoll]
type = Explod
triggerall = var(21) != 1
triggerall = var(20) = 5
trigger1 = time = 100
anim = 70765
pos = 90,60
postype = left
facing = 1
removetime = -1
scale = const(size.xscale),const(size.yscale)
shadow = 0
ownpal = 1

[State 0, buyermacdoll]
type = Explod
triggerall = var(21) != 1
triggerall = var(20) = 6
trigger1 = time = 100
anim = 70766
pos = 90,60
postype = left
facing = 1
removetime = -1
scale = const(size.xscale),const(size.yscale)
shadow = 0
ownpal = 1

[State 0, buyRaindoll]
type = Explod
triggerall = var(21) != 1
triggerall = var(20) = 7
trigger1 = time = 100
anim = 70767
pos = 160,60
postype = left
facing = 1
removetime = -1
scale = const(size.xscale),const(size.yscale)
shadow = 0
ownpal = 1

[State 0, buyCHAMELEONdoll]
type = Explod
triggerall = var(21) = 1
trigger1 = time = 100
anim = 70767
pos = 90,60
postype = left
facing = 1
removetime = -1
scale = const(size.xscale),const(size.yscale)
shadow = 0
ownpal = 1
;-----------------------------------no more dolls
[State 1601, Hit]
type = HitDef
trigger1 = !movecontact
triggerall = time = 200
p2stateno = 6076
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
guard.dist = 0
fall = 1
fall.recover = 0

[State 200, 7]
type = changestate
trigger1 = anim = 7076
trigger1 = animtime = 0
trigger2 = time = 400
value = 0
ctrl = 1
;------------------------------------------
;p2 queda parado
[Statedef 6076]
type    = A
movetype= H
physics = N
sprpriority = 2
velset = 0,0

[State amination]
type = lifeadd
Trigger1 = time = 10;anim = 9999
value = -9999

[State ]
type = assertspecial
trigger1 = 1
flag = noKOsnd

[State away with you]
type = changestate
trigger1 = !alive
value = 5150
;========================================================
;============== STAGE FATALITY - TODOS ==================
;========================================================
;stage fatality (check situation)
[Statedef 6077]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
anim = 11
velset = 0,0

[State 0, airegancho]
type = PlaySnd
trigger1 = anim = 7069 && animelem = 3
trigger2 = anim = 70881 && animelem = 4
value = S0,9
volume = 200

[State 0, gancho]
type = ChangeAnim
triggerall = anim = 11 && var(22) != 5005 && var(22) != 5014 && var(22) != 5015 && var(22) != 5017 && var(22) != 5018
trigger1 = time > 100 && var(22) != 5008
trigger2 = time > 5 && var(22) = 5008
trigger3 = time > 80 && var(22) = 5011
value = 7069

[State 0, Gancho]
type = Explod
trigger1 = anim = 7069 && var(22) = 5011
id = 18099
anim = 7069
postype = p1
removetime = -2
scale = const(size.xscale),const(size.yscale)
persistent = 0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 158
id = 18099

[State 0, ganchopit]
type = ChangeAnim
triggerall = anim = 11
triggerall = time = 2
trigger1 = var(22) = 5005
trigger2 = var(22) = 5010
trigger3 = var(22) = 5014
trigger4 = var(22) = 5015
trigger5 = var(22) = 5017
trigger6 = var(22) = 5018
trigger7 = var(22) = 5019
value = 70881
;---------------------- Efectos para Ermac -------------
[State ]
type = Helper
triggerall = var(20) = 6 && !numhelper(7045)
trigger1 = anim = 7069 && animelem = 1
trigger2 = anim = 70881 && animelem = 1
helpertype = Normal
ID = 7045
name = "ErmacLuzmano"
postype = p1
pos = ceil(1*2*const(size.xscale)),ceil(1*2*const(size.yscale))
stateno = 7045
ownpal = 1
scale = const(size.xscale),const(size.yscale)
;-------------------------------------------------------

[State 0, AllPalFX]
type = AllPalFX
trigger1 = animelem = 5 && anim = 7069
triggerall = var(22) != 5008 && var(22) != 5005 && var(22) != 5010
time = 5
add = 256,250,250
mul = 256,0,0
;invertall = 1
ignorehitpause = 1

[State 0, setfatal2]
type = VarSet
trigger1 = time = 0
v = 16
value = 7

[State 3004, nosonido]
type = StopSnd
trigger1 = time = 0
triggerall = var(22) != 5008
channel = -1
persistent = 3

[State 210, tuntun]
type = Playsnd
triggerall = var(22) != 5008
trigger1 = time = 0
value = 15,0
volume = 250
channel = 2

[State 210, finfatality]
type = Playsnd
trigger1 = time = 100
triggerall = var(22) != 5008 ;en dead pool
value = 15,10
volume = 250
channel = -1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = nokosnd
flag3= nokoslow
flag3 = timerfreeze

[State 0, picos]
type = Helper
triggerall = var(22) != 5011
triggerall = var(22) != 5010
triggerall = var(22) != 5005
triggerall = var(22) != 5008
triggerall = var(22) != 5014
triggerall = var(22) != 5015
triggerall = var(22) != 5017
triggerall = var(22) != 5018
triggerall = var(22) != 5019
trigger1 = time = 50
triggerall = !numhelper(60771)
helpertype = normal ;player
name = "picos"
ID = 60771
stateno = 60771
;pos = 0,((ScreenPos Y)*(-1))-50
pos = 0,(-screenpos Y)
postype = back
;postype = left
ownpal = 1
scale = const(size.xscale),const(size.yscale)
;------------------------------------------------
[State 1601, Hit]
type = HitDef
triggerall = var(22) != 5008 && var(22) != 5005 ; no en dead pool ni pit 1
trigger1 = !movecontact
triggerall = animelem = 5
p2stateno = 60770
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
hitsound = S0,2

[State 1601,si es deadpool]
type = HitDef
triggerall = var(22) = 5008 ;en dead pool
trigger1 = !movecontact
triggerall = animelem = 5
p2stateno = 60779
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
hitsound = S0,2
p2facing = 1

[State 1601,PIT2]
type = HitDef
triggerall = var(22) = 5010
trigger1 = !movecontact
triggerall = animelem = 5
p2stateno = 607712
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
hitsound = S0,2
p2facing = 1
envshake.time = 15
envshake.ampl = -4

[State 1601, pit1]
type = HitDef
triggerall = var(22) = 5005 ;en pit 1
trigger1 = !movecontact
triggerall = animelem = 4
p2stateno = 607710
attr = S, HT
hitflag = M-
pausetime = 1,1
animtype = heavy
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 999, 999
hitsound = S0,2
guardsound = S0,7
ground.type = high
air.type = high
ground.slidetime = 10
guard.slidetime = 15
ground.hittime = 10
guard.hittime = 15
ground.velocity = -2, -15
air.velocity = -2, -15
guard.velocity = -14
air.cornerpush.veloff = -30
ground.cornerpush.veloff = -30
yaccel = .5
envshake.time = 15
envshake.ampl = -4
fall.xvelocity = 0
fall.yvelocity = 0
;p2facing = 1

[State 1601,kombatTomb]
type = HitDef
triggerall = var(22) = 5011
trigger1 = !movecontact
triggerall = animelem = 5
p2stateno = 607714
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
hitsound = S0,2
p2facing = 1
envshake.time = 15
envshake.ampl = -4

[State 1601, pit3]
type = HitDef
triggerall = var(22) = 5014
trigger1 = !movecontact
triggerall = animelem = 4
p2stateno = 607715
attr = S, HT
hitflag = M-
pausetime = 1,1
animtype = heavy
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 999, 999
hitsound = S0,2
guardsound = S0,7
ground.type = high
air.type = high
ground.slidetime = 10
guard.slidetime = 15
ground.hittime = 10
guard.hittime = 15
ground.velocity = -2, -15
air.velocity = -2, -15
guard.velocity = -14
air.cornerpush.veloff = -30
ground.cornerpush.veloff = -30
yaccel = .5
envshake.time = 15
envshake.ampl = -4

[State 1601, scorpionliar]
type = HitDef
triggerall = var(22) = 5015
trigger1 = !movecontact
triggerall = animelem = 4
p2stateno = 607717
attr = S, HT
hitflag = M-
pausetime = 1,1
animtype = heavy
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 999, 999
hitsound = S0,2
guardsound = S0,7
ground.type = high
air.type = high
ground.slidetime = 10
guard.slidetime = 15
ground.hittime = 10
guard.hittime = 15
ground.velocity = -2, -15
air.velocity = -2, -15
guard.velocity = -14
air.cornerpush.veloff = -30
ground.cornerpush.veloff = -30
yaccel = .5
envshake.time = 15
envshake.ampl = -4

[State 1601, subway]
type = HitDef
triggerall = var(22) = 5017
trigger1 = !movecontact
triggerall = animelem = 4
p2stateno = 607718
attr = S, HT
hitflag = M-
pausetime = 1,1
animtype = heavy
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 999, 999
hitsound = S0,2
guardsound = S0,7
ground.type = high
air.type = high
ground.slidetime = 10
guard.slidetime = 15
ground.hittime = 10
guard.hittime = 15
ground.velocity = -2, -15
air.velocity = -2, -15
guard.velocity = -14
air.cornerpush.veloff = -30
ground.cornerpush.veloff = -30
yaccel = .5
envshake.time = 15
envshake.ampl = -4

[State 1601, Belltower]
type = HitDef
triggerall = var(22) = 5018
trigger1 = !movecontact
triggerall = animelem = 4
p2stateno = 607720
attr = S, HT
hitflag = M-
pausetime = 1,1
animtype = heavy
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 999, 999
hitsound = S0,2
guardsound = S0,7
ground.type = high
air.type = high
ground.slidetime = 10
guard.slidetime = 15
ground.hittime = 10
guard.hittime = 15
ground.velocity = -2, -15
air.velocity = -2, -15
guard.velocity = -14
air.cornerpush.veloff = -30
ground.cornerpush.veloff = -30
yaccel = .5
envshake.time = 15
envshake.ampl = -4

[State 1601, subwayMKA]
type = HitDef
triggerall = var(22) = 5019
trigger1 = !movecontact
triggerall = animelem = 4
p2stateno = 607722
attr = S, HT
hitflag = M-
pausetime = 1,1
animtype = heavy
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 999, 999
hitsound = S0,2
guardsound = S0,7
ground.type = high
air.type = high
ground.slidetime = 10
guard.slidetime = 15
ground.hittime = 10
guard.hittime = 15
ground.velocity = -2, -15
air.velocity = -2, -15
guard.velocity = -14
air.cornerpush.veloff = -30
ground.cornerpush.veloff = -30
yaccel = .5
envshake.time = 15
envshake.ampl = -4

;------------------------------ DEAD POOL
[State 0, p1caealacido]
type = PlaySnd
triggerall = var(22) = 5008
trigger1 = time = 85
value = S17,9
volume = 0

[State blood]
type = Helper
triggerall = movehit && !numhelper(7018)
trigger1 = var(22) = 5008
helpertype = Normal
ID = 7018
name = "what the bleed?"
postype = p2
ignorehitpause = 1
pos = enemynear,const(size.head.pos.x),ceil(enemynear,const(size.head.pos.y)*enemynear,const(size.yscale))
stateno = 7018
ownpal = 1
scale = const(size.xscale),const(size.yscale)
persistent = 0

[State 0, acido]
type = Explod
triggerall = var(22) = 5008
trigger1 = time = 85
anim = 60342
pos = 0,floor(-20)
postype = p2
sprpriority = 1
shadow = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
;---------------------------- especiales del pit 1 y pit 2 y pit 3 y bell tower
[state -2, invisible]
type = AssertSpecial
trigger1 = var(22) = 5005 || var(22) = 5010 || var(22) = 5014 || var(22) = 5015 || var(22) = 5017 || var(22) = 5018 || var(22) = 5019
trigger2 = anim = 7069 && var(22) = 5011
triggerall = time > 49
flag = invisible

[State 0, porsipal7]
type = AfterImageTime
trigger1 = var(22) = 5005 || Var(22) = 5010 || var(22) = 5014 || var(22) = 5015 || var(22) = 5017 || var(22) = 5018 || var(22) = 5019
trigger1 = time = 49
time = 1

[State siguepit]
type = posset
trigger1 = var(22) = 5005 || var(22) = 5010 || var(22) = 5014
trigger1 = p2stateno = 607710 || p2stateno = 607712 || p2stateno = 607715 || p2stateno = 607720
trigger1 = enemynear,pos y > 0
trigger2 = var(22) = 5011 && time = 159
trigger3 = var(22) = 5018 && time > 100
y = floor(enemynear,pos y)

[State 0, subzerowins]
type = Explod
triggerall = var(20) = 1 || var(20) = 4
trigger1 = var(22) = 5005 || var(22) = 5010 || var(22) = 5014 || var(22) = 5015 || var(22) = 5017 || var(22) = 5018 || var(22) = 5019
trigger1 = time = 50
trigger2 = var(22) = 5011 && time = 158
id = 180
anim = 180
postype = p1
removetime = -2
scale = const(size.xscale),const(size.yscale)
persistent = 0

[State 0, scorpionwins]
type = Explod
triggerall = var(20) = 2 || var(20) = 6
trigger1 = var(22) = 5005 || var(22) = 5010 || var(22) = 5014 || var(22) = 5015 || var(22) = 5017 || var(22) = 5018 || var(22) = 5019
trigger1 = time = 50
trigger2 = var(22) = 5011 && time = 158
id = 180
anim = 181
postype = p1
removetime = -2
scale = const(size.xscale),const(size.yscale)
persistent = 0

[State 0, reptilewins]
type = Explod
triggerall = var(20) = 3 || var(20) = 5
trigger1 = var(22) = 5005 || var(22) = 5010 || var(22) = 5014 || var(22) = 5015 || var(22) = 5017 || var(22) = 5018 || var(22) = 5019
trigger1 = time = 50
trigger2 = var(22) = 5011 && time = 158
id = 180
anim = 182
postype = p1
removetime = -2
scale = const(size.xscale),const(size.yscale)
persistent = 0

[State 0, Rainwins]
type = Explod
triggerall = var(20) = 7
trigger1 = var(22) = 5005 || var(22) = 5010 || var(22) = 5014 || var(22) = 5015 || var(22) = 5017 || var(22) = 5018 || var(22) = 5019
trigger1 = time = 50
trigger2 = var(22) = 5011 && time = 158
id = 180
anim = 184
postype = p1
removetime = -2
scale = const(size.xscale),const(size.yscale)
persistent = 0

[State blood]
type = Helper
triggerall = anim = 70881 && (animelem = 4 || animelem = 5)
triggerall = !movehit && !numhelper(7018)
trigger1 = var(22) = 5005
trigger2 = var(22) = 5010
trigger3 = var(22) = 5014
trigger4 = var(22) = 5015
trigger5 = var(22) = 5017
trigger6 = var(22) = 5018
trigger7 = var(22) = 5019
helpertype = Normal
ID = 7018
name = "what the bleed?"
postype = p2
ignorehitpause = 1
pos = enemynear,const(size.head.pos.x),ceil(enemynear,const(size.head.pos.y)*enemynear,const(size.yscale))
stateno = 7018
ownpal = 1
scale = const(size.xscale),const(size.yscale)
;-------------------------------------- PIT 2
[State 0, pisofondoPIT2]
type = Helper
triggerall = var(22) = 5010
trigger1 = p2stateno = 607713
triggerall = !numhelper(70450)
helpertype = normal
name = "piso pit 2"
ID = 70450
stateno = 70450
pos = 160,enemynear,pos Y
postype = left
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 0, cambiopantalla]
type = PlaySnd
triggerall = var(22) = 5010
trigger1 = enemynear,pos Y > 950
value = 17,11
persistent = 0
;------------------------------------ PIT 1
[State 0, sangre]
type = Helper
trigger1 = var(22) = 5005 && p2stateno = 607711
triggerall = !numhelper(7018)
ID = 7018
helpertype = Normal
name = "Sangre pit1"
postype = p2
pos = 0,0
stateno = 7018
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 5100, golpesueloPIT1]
type = PlaySnd
triggerall = var(22) = 5005
trigger1 = enemynear,stateno = 607711
value = 2, 1
persistent = 0
volume = 255

[State 5100, golpesueloPIT1]
type = PlaySnd
triggerall = var(22) = 5005
trigger1 = enemynear,stateno = 607711
value = 0,5
persistent = 0
volume = 255

[State 0, sangre4]
type = Explod
trigger1 = var(22) = 5005
trigger1 = p2stateno = 607711
triggerall = !numexplod(70233)
ID = 70233
anim = 7023
pos = 60,0
postype = p2  ;p2,front,back,left,right
ontop = 1
ownpal = 1
removetime = 24
bindtime = -2
scale = const(size.xscale),const(size.yscale)
;--------------------------------- PIT 3
[State 0, sangre]
type = Helper
trigger1 = var(22) = 5014
trigger1 = p2stateno = 607716
triggerall = !numhelper(70452)
ID = 70452
helpertype = Normal
name = "Sangre cuchillas"
postype = p2
pos = 0,0
stateno = 70452
ownpal = 1
scale = const(size.xscale),const(size.yscale)

;------------------------------------ Scorpion Lair y subway
[State ]
type = Helper
trigger1 = var(22) = 5015 ;scorpion lair
trigger2 = var(22) = 5017 ;subway
trigger3 = var(22) = 5019 ;subwayMKA
triggerall = time = [25,40]
triggerall = numhelper(70453) < 20
helpertype = Normal
ID = 70453
name = "rocas"
postype = p1
pos = 30,-300
stateno = 70453
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State -3, vapordesubpal1y7pie]
type = Explod
trigger1 = var(22) = 5015 ;scorpion lair
trigger2 = var(22) = 5017 ;subway
trigger3 = var(22) = 5019 ;subwayMKA
triggerall = time = [25,40]
triggerall = numexplod(70453) < 10
id = 70453
anim = 6991
name = "rocas2relleno"
pos = 50,-300
postype = p1
accel = 0,.3
random = 150,-150
ontop = 1
removetime = 120
ownpal = 1
shadow = 0
scale = .75,.75

;------------------------------------------ scorpion lair
[State 0, lava]
type = Explod
triggerall = var(22) = 5015
trigger1 = enemynear,alive = 0
anim = 60344
pos = enemynear,pos X, -10
postype = p2
sprpriority = -10
shadow = 0
ownpal = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 0, splash]
type = PlaySnd
triggerall = var(22) = 5015
trigger1 = enemynear,alive = 0
value = S1,16
volume = 0
persistent = 0

;------------------------------------------ Sbubway
[State 0, golpesuelosonido]
type = PlaySnd
trigger1 = var(22) = 5017
trigger1 = enemynear,stateno = 607719
trigger2 = var(22) = 5019
trigger2 = enemynear,stateno = 607723
value = S2,2
volume = 200
channel = -1
persistent = 0

[State ]
type = Helper
trigger1 = var(22) = 5017
trigger2 = var(22) = 5019
triggerall = time = 300
helpertype = Normal
ID = 70453
name = "Tren"
postype = left
pos = ifelse(var(22) = 5017,-320,640),-210
facing = 1
stateno = 70456
ownpal = 1
scale = const(size.xscale),const(size.yscale)
;--------------------------------- Bell tower
[State 0, sangre]
type = Helper
trigger1 = var(22) = 5018 && p2stateno = 607721
triggerall = !numhelper(70458)
ID = 70458
helpertype = Normal
name = "Sangre BellTower"
postype = p2
pos = 0,ifelse(enemynear,selfanimexist(9108107) = 1,0,30)
stateno = 70458
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 0, Piso]
type = Helper
trigger1 = var(22) = 5018
trigger1 = !time
triggerall = !numhelper(704511)
ID = 704511
helpertype = Normal
name = "Piso BellTower"
postype = left
pos = 160,-197
stateno = 704511
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 0, golpesuelo]
type = PlaySnd
triggerall = var(22) = 5018
trigger1 = (enemynear,pos y = [-5,5]) && enemynear,anim = 5050
value = S1,6
volume = 255
channel = -1
freqmul = 0.8
persistent = 0

[State 0, golpesuelo]
type = PlaySnd
triggerall = var(22) = 5018
trigger1 = enemynear,pos y = [480,485]
value = S1,6
volume = 255
channel = -1
freqmul = 0.8
persistent = 0

[State 0, golpesuelo]
type = PlaySnd
triggerall = var(22) = 5018
trigger1 = enemynear,pos y = [480*2,485*2]
value = S1,6
volume = 255
channel = -1
freqmul = 0.8
persistent = 0

[State 0, golpesuelo]
type = PlaySnd
triggerall = var(22) = 5018
trigger1 = enemynear,pos y = [480*3,485*3]
value = S1,6
volume = 255
channel = -1
freqmul = 0.8
persistent = 0

[State 0, golpesuelo]
type = PlaySnd
triggerall = var(22) = 5018
trigger1 = enemynear,pos y = [480*4,485*4]
value = S1,6
volume = 255
channel = -1
freqmul = 0.8
persistent = 0

[State 0, golpesuelo]
type = PlaySnd
triggerall = var(22) = 5018
trigger1 = enemynear,pos y = [480*5,485*5]
value = S1,6
volume = 255
channel = -1
freqmul = 0.8
persistent = 0

[State 0, golpesuelo]
type = PlaySnd
triggerall = var(22) = 5018
trigger1 = enemynear,pos y = [480*6,485*6]
value = S1,6
volume = 255
channel = -1
freqmul = 0.8
persistent = 0

[State 0, golpesuelo]
type = PlaySnd
triggerall = var(22) = 5018
trigger1 = enemynear,pos y = [480*7,485*7]
value = S1,6
volume = 255
channel = -1
freqmul = 0.8
persistent = 0

[State 0, golpesuelo]
type = PlaySnd
triggerall = var(22) = 5018
trigger1 = enemynear,pos y = [480*8,485*8]
value = S1,6
volume = 255
channel = -1
freqmul = 0.8
persistent = 0


;------------------------------------------- NO Especial
[State 0, sangre1]
type = Explod
trigger2 = var(22) = 5005
trigger2 = p2stateno = 607711
trigger3 = p2bodydist Y < -260 && var(22) = 5011
trigger1 = p2bodydist Y < -170 && var(22) != 5011
trigger1 = var(22) != 5010 && var(22) != 5005 && var(22) != 5008 && var(22) != 5014 && var(22) != 5015 && var(22) != 5017 && var(22) != 5018 && var(22) != 5019
triggerall = !numexplod(70231)
ID = 70231
anim = 7023
pos = 20,0
postype = p2  ;p2,front,back,left,right
ontop = 1
ownpal = 1
removetime = 24
bindtime = -2
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 0, sangre2]
type = Explod
trigger2 = var(22) = 5005
trigger2 = p2stateno = 607711
trigger3 = p2bodydist Y < -260 && var(22) = 5011
trigger1 = p2bodydist Y < -170 && var(22) != 5011
trigger1 = var(22) != 5010 && var(22) != 5005 && var(22) != 5008 && var(22) != 5014 && var(22) != 5015 && var(22) != 5017 && var(22) != 5018 && var(22) != 5019
triggerall = !numexplod(70232)
ID = 70232
anim = 7023
pos = -20,0
postype = p2  ;p2,front,back,left,right
ontop = 1
ownpal = 1
removetime = 24
bindtime = -2
persistent = 0
scale = const(size.xscale),const(size.yscale)
[State 0, sangre3]
type = Explod
trigger2 = p2bodydist Y < -260 && var(22) = 5011
trigger1 = p2bodydist Y < -170 && var(22) != 5011
triggerall = var(22) != 5010 && var(22) != 5005 && var(22) != 5008 && var(22) != 5014 && var(22) != 5015 && var(22) != 5017 && var(22) != 5018 && var(22) != 5019
triggerall = !numexplod(70233)
ID = 70233
anim = 7023
pos = -60,0
postype = p2  ;p2,front,back,left,right
ontop = 1
ownpal = 1
removetime = 24
bindtime = -2
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 0, sangregotea]
type = Helper
trigger1 = var(22) != 5010 && var(22) != 5005 && var(22) != 5008 && var(22) != 5014 && var(22) != 5015 && var(22) != 5017 && var(22) != 5018 && var(22) != 5019
triggerall = time = 50
;trigger2 = enemynear,prevstateno = 60770
helpertype = Normal
ID = 60772
name = "sangregotea"
postype = p2
stateno = 60773
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 0, TargetVelSet]
type = TargetVelSet
trigger1 = enemynear,pos Y <= -floor(screenpos Y)+25
trigger1 = enemynear,stateno = 60770
y = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noautoturn
;------------ pose wins -----------
[State 0, subwin]
type = ChangeAnim
trigger1 = var(22) = 5008 || var(22) = 5005
trigger1 = time = 140
value = 180

[State sub]
type = changeanim
triggerall = var(20) = 1 || var(20) = 4
trigger1 = var(22) = 5008 || var(22) = 5005
trigger1 = time = 140
value = 180

[State 0, ganascorpionYERMAC]
type = changeanim
trigger1 = var(20) = 2 || var(20) = 6
trigger1 = var(22) = 5008 || var(22) = 5005
trigger1 = time = 140
value = 181

[State 0, ganareptileysmoke]
type = changeanim
trigger1 = var(20) = 3 || var(20) = 5
trigger1 = var(22) = 5008 || var(22) = 5005
trigger1 = time = 140
trigger2 = var(16) = 3
value = 182

[State 0, ganaermac]
type = changeanim
triggerall = var(20) = 7
trigger1 = var(22) = 5008 || var(22) = 5005
trigger1 = time = 140
value = 184
;------------------

[State 200, 7]
type = changestate
triggerall = p2stateno != 607712 && p2stateno != 607713 && p2stateno != 607720
trigger1 = anim = 7069 || anim = 70881
trigger1 = animtime = 0
trigger1 = var(22) != 5008 && var(22) != 5005 && var(22) != 5010
trigger3 = p2stateno = 607711 && time = 400
trigger2 = time > 400
trigger4 = enemynear,prevstateno = 607714 && time > 160
trigger5 = enemynear,prevstateno = 60770 && time = 200
trigger6 = var(22) = 5008 && time > 200
value = 0
ctrl = 1

;----------------------------------------
;p2 lanzado a los picos
[Statedef 60770]
type    = A
movetype= H
physics = N
sprpriority = 0
velset = 0,-18
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 0, animencajado]
type = ChangeAnim2
trigger1 = !vel y
value = 70772

[State 0, gritopeter]
type = PlaySnd
triggerall = name = "Peter Griffin"
trigger1 = !vel Y
value = 0,20
volume = 200
channel = 3
persistent = 0

[State 0, grito]
type = PlaySnd
triggerall = name = "Juano`s Sub guy"
trigger1 = !vel Y
value = 4+var(23),5
volume = 200
channel = 4
persistent = 0

[State 0, grito]
type = PlaySnd
triggerall = name != "Juano`s Sub guy"
triggerall = name != "Peter Griffin"
triggerall = name != "Juano`s Kit girl"
trigger1 = !vel Y
value = 11,0
volume = 200
channel = 4
persistent = 0

[State amination]
type = lifeadd
Trigger1 = !vel Y
value = -9999

[State ]
type = assertspecial
trigger1 = 1
flag = noKOsnd
flag2 = noshadow

[State away with you]
type = changestate
trigger1 = !alive
value = 5150

;----------------------------------------
;p2 lanzado al acido en dead pool
[Statedef 60779]
type    = A
movetype= H
physics = N
sprpriority = 0
velset = 0,-10

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 0, vel X]
type = VelSet
trigger1 = !time
x = ifelse((frontEdgebodyDist >= 160),1.2,-1.2)

[State 0, ChangeAnim2]
type = null;ChangeAnim2
trigger1 = time = 0
value = 7066

[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = !time
value = 5030
[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = time = 5
value = 5050

[State 0, VelAdd]
type = VelAdd
trigger1 = pos Y < -10
y = .3

[State 0, VelSet]
type = VelSet
triggerall = time > 5
trigger1 = pos Y > 0
y = 0
x = 0

[State 0, AssertSpecial]
type = AssertSpecial
triggerall = time > 5
trigger1 = pos Y = 0
flag = invisible

[State 0, PosSet]
type = PosSet
triggerall = time > 5
trigger1 = pos Y > 0
y = 0

;[State 0, camaranosemueve]
;type = ScreenBound
;trigger1 = 1
;value = 1
;movecamera = 0,0

[State 0, grito]
type = PlaySnd
triggerall = name = "Juano`s Sub guy"
trigger1 = time = 7
value = 4+var(23),5
volume = 200
channel = 4

[State 0, grito]
type = PlaySnd
triggerall = name = "Peter Griffin"
trigger1 = time = 7
value = 0,20
volume = 200
channel = 4

[State 0, grito]
type = PlaySnd
triggerall = name = "Homero J Simpson"
trigger1 = time = 7
value = 5000,110
volume = 200
channel = 4

[State amination]
type = lifeadd
Trigger1 = time = 100
value = -9999

[State ]
type = assertspecial
trigger1 = 1
flag = noKOsnd
flag2 = noshadow

[State away with you]
type = changestate
trigger1 = !alive
value = 5150

;========================================================
;============== FATALITY EN PIT 1 =======================
[Statedef 607710]
type    = A
movetype= H
physics = N
anim = 5030
sprpriority = 0
velset = 0, -12

[State 0, ouchSubzero]
type = PlaySnd
trigger1 = !time
trigger1 = name = "Juano`s Sub guy"
value = S2,var(3)
persistent = 0

[State 0, caeAAA]
type = PlaySnd
trigger1 = vel Y > 0
trigger1 = name = "Juano`s Sub guy"
value = S17,3
persistent = 0
channel = 1

[State 0, Turn]
type = Turn
trigger1 = (enemynear,facing = -1 && facing = -1) || (enemynear,facing = 1 && facing = 1)
trigger1 = !time

[State 0, VelSet]
type = Velset
trigger1 = time = 1
x = -1

[State 0, VelSet]
type = Velset
trigger1 = vel Y > 0
x = -.1

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .2

[State 0, Gravity]
type = null;Gravity
trigger1 = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = vel Y > 0
trigger1 = anim != 5050
value = 5050

[State 0, ChangeState]
type = ChangeState
triggerall = time > 5
trigger1 = pos Y > 730
value = 607711

[State ]
type = assertspecial
trigger1 = 1
flag = noKOsnd
flag2 = noshadow
;---------------------- golpe suelo pit 1
[Statedef 607711]
type    = A
movetype= H
physics = N
anim = 5110
sprpriority = 0
velset = 0,0

[State 0, gritosubzero]
type = PlaySnd
trigger1 = time = 0 && name = "Juano`s Sub guy"
value = 4+var(23),5
;volume = 100
channel = 1

[State 0, grito]
type = PlaySnd
trigger1 = !time && name != "Juano`s Sub guy"
value = 11,0
;volume = 100
channel = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = !time
time = 10
ampl = -4

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 2
value = -9999
kill = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = alive = 0
value = 5150
ctrl = 0

;========================================================
;============== FATALITY EN PIT 2 =======================
[Statedef 607712]
type    = A
movetype= H
physics = N
anim = 5030
sprpriority = 0
velset = 0, -12

[State 0, ouchSubzero]
type = PlaySnd
trigger1 = !time
trigger1 = name = "Juano`s Sub guy"
value = S2,var(3)
persistent = 0

[State 0, caeAAA]
type = PlaySnd
trigger1 = time = 120;vel Y > 0
trigger1 = name = "Juano`s Sub guy"
value = S17,3
persistent = 0
channel = 1

[State 0, Turn]
type = Turn
trigger1 = (enemynear,facing = -1 && facing = -1) || (enemynear,facing = 1 && facing = 1)
trigger1 = !time

[State 0, VelSet]
type = Velset
trigger1 = time = 1
x = -.7

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = vel Y > 0
trigger1 = anim != 5050
value = 5050

[State 0, AllPalFX]
type = AllPalFX
trigger1 = pos Y > 950
time = 10
add = 256,256,256
mul = 256,256,256
persistent = 0

[State 0, ChangeState]
type = ChangeState
triggerall = time > 5
trigger1 = pos Y > 1000;1600
value = 607713

[State ]
type = assertspecial
trigger1 = 1
flag = noKOsnd
flag2 = noshadow

;---------------------- golpe suelo  PIT 2
[Statedef 607713]
type    = A
movetype= H
physics = N
sprpriority = 0
velset = 0,0

[State 0, PosAdd]
type = Posset
trigger1 = !time
y = 915;1415
x = 0

[State 0, todos]
type = ChangeAnim2
triggerall = name != "Juano`s Sub guy"
triggerall = selfAnimExist(9108101) = 0
trigger1 = time = 1
value = 607712

[State 0, compatibles]
type = ChangeAnim
triggerall = name != "Juano`s Sub guy"
triggerall = selfAnimExist(9108101)
trigger1 = time = 1
value = 9108101

[State 0, subzero cayendo]
type = ChangeAnim
triggerall = name = "Juano`s Sub guy"
trigger1 = !time
value = 607716

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noBG
flag2 = noFG
flag3 = globalnoshadow
;flag4 = invisible

[State 0, AngleDraw]
type = AngleDraw
triggerall = anim != 9108101
triggerall = anim != 607716
trigger1 = time < 40
value =  1
Scale = (((40 - Time)/3)), (((40 - Time)/3))

[State 0, splat]
type = ChangeAnim2
triggerall = name != "Juano`s Sub guy"
triggerall = anim = 607712
triggerall = !selfAnimExist(9108102)
trigger1 = time = 120
value = 607713

[State 0, splatCompatible]
type = ChangeAnim
triggerall = name != "Juano`s Sub guy"
triggerall = anim = 9108101
triggerall = selfAnimExist(9108102)
trigger1 = time = 120
value = 9108102

[State 0, splatsubzero]
type = ChangeAnim2
triggerall = name = "Juano`s Sub guy"
triggerall = anim = 607716
trigger1 = time = 120
value = 607715

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 120
time = 15
ampl = -10

[State 0, gritosubzero]
type = PlaySnd
triggerall = name = "Juano`s Sub guy"
trigger1 = time = 120
value = 4,5
volume = 200
channel = 2

[State 0, PlaySnd]
type = PlaySnd
triggerall = name != "Juano`s Sub guy"
trigger1 = time = 120
value = 11,0
volume = 0
channel = -1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 121
value = -9999
kill = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = alive = 0
value = 5150
ctrl = 0

;------------------------------- kombat Tomb
[Statedef 607714]
type    = A
movetype= H
physics = N
sprpriority = 0
velset = 0,-15
;anim = 70772

[State 0, camaranosemueve]
type = null;ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 0, animencajado]
type = ChangeAnim2
trigger1 = time > 5 && vel Y = 0
value = 70772
ignorehitpause = 1

[State 0, sedetiene]
type = VelSet
trigger1 = pos Y < -260
y = 0

[State 0, gritopeter]
type = PlaySnd
triggerall = name = "Peter Griffin"
trigger1 = time = 7
value = 0,20
volume = 200
channel = 3

[State 0, gritosub]
type = PlaySnd
triggerall = name = "Juano`s Sub guy"
trigger1 = time = 7
value = 4+var(23),5
volume = 200
channel = 4

[State 0, grito]
type = PlaySnd
triggerall = name != "Juano`s Sub guy"
triggerall = name != "Peter Griffin"
trigger1 = time = 7
value = 11,0
volume = 200
channel = -1

[State amination]
type = lifeadd
Trigger1 = pos Y < -260
value = -9999

[State ]
type = assertspecial
trigger1 = 1
flag = noKOsnd
flag2 = noshadow

[State away with you]
type = changestate
trigger1 = !alive
value = 5150

;========================================================
;============== FATALITY EN PIT 3 =======================
[Statedef 607715]
type    = A
movetype= H
physics = N
anim = 5030
sprpriority = 0
velset = 0, -12

[State 0, ouchSubzero]
type = PlaySnd
trigger1 = !time
trigger1 = name = "Juano`s Sub guy"
value = S2,var(3)
persistent = 0

[State 0, caeAAA]
type = PlaySnd
trigger1 = vel Y > 0
trigger1 = name = "Juano`s Sub guy"
value = S17,3
persistent = 0
channel = 1

[State 0, Turn]
type = Turn
trigger1 = (enemynear,facing = -1 && facing = -1) || (enemynear,facing = 1 && facing = 1)
trigger1 = !time

[State 0, VelSet]
type = Velset
trigger1 = time = 1
x = -1

[State 0, VelSet]
type = Velset
trigger1 = time = 1
x = -.7

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = vel Y > 0
trigger1 = anim != 5050
value = 5050

[State 0, ChangeState]
type = ChangeState
triggerall = time > 5
trigger1 = pos Y > 1650
value = 607716

[State 0, AssertSpecial]
type = AssertSpecial
triggerall = time > 5
trigger1 = pos Y > 1650
flag = invisible

[State ]
type = assertspecial
trigger1 = 1
flag = noKOsnd
flag2 = noshadow

;---------------------- golpe suelo
[Statedef 607716]
type    = A
movetype= H
physics = N
anim = 5110
sprpriority = 0
velset = 0,0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 0, gritosubzero]
type = PlaySnd
trigger1 = time = 0 && name = "Juano`s Sub guy"
value = 4+var(23),5
;volume = 100
channel = 1

[State 0, grito]
type = PlaySnd
trigger1 = !time && name != "Juano`s Sub guy"
value = 11,0
;volume = 100
channel = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = !time
time = 10
ampl = -4

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 2
value = -9999
kill = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = alive = 0
value = 5150
ctrl = 0
;====================================================================
;======== SCORPION LIAR
[Statedef 607717]
type    = A
movetype= H
physics = N
sprpriority = -10
velset = 0,-13

[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = !time
value = 5030
[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = time = 20
value = 5050

[State 0, VelSet]
type = VelSet
trigger1 = time < 50
trigger1 = pos Y < -300
trigger2 = time > 50
trigger2 = pos Y > -25
y = 0
x = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 25
time = 15
ampl = -8
persistent = 0

[State 0, VelSet]
type = Veladd
triggerall = pos Y < -25
trigger1 = time > 100
y = .1

[State 0, AssertSpecial]
type = null;AssertSpecial
trigger1 = time > 100
flag = invisible

[State 0, PosSet]
type = PosSet
trigger1 = pos Y < -300
x = 0
y = -300

[State 0, camaranosemueve]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 0, grito]
type = PlaySnd
triggerall = var(23) != 2
triggerall = name = "Juano`s Sub guy"
trigger1 = time = 0
value = 4+var(23),5
volume = 200
channel = 4
[State 0, grito]
type = PlaySnd
triggerall = var(23) = 2
triggerall = name = "Juano`s Sub guy"
trigger1 = time = 0
value = 5,5
volume = 200
channel = 4

[State 0, grito]
type = PlaySnd
triggerall = name = "Peter Griffin"
trigger1 = time = 0
value = 0,20
volume = 200
channel = 4

[State 0, grito]
type = PlaySnd
triggerall = name = "Homero J Simpson"
trigger1 = time = 0
value = 5000,110
volume = 200
channel = 4

[State 0, cae]
type = null;Explod
trigger1 = vel Y > 0
anim = 5050
pos = 0, -25
ID = 5050
scale = .25,.25
shadow = 0
ownpal = 0
bindtime = -2
persistent = 0

[State 0, AngleDraw]
type = AngleDraw
trigger1 = anim = 5050
scale = .25,.25

[State ]
type = assertspecial
trigger1 = 1
flag = noKOsnd
flag2 = noshadow

[State 0, RemoveExplod]
type = null;RemoveExplod
trigger1 = !alive
id = 5050

[State 0, grito]
type = PlaySnd
trigger1 = !alive
value = 11,0
volume = 200
channel = 4
persistent = 0

[State amination]
type = lifeadd
trigger1 = time > 100
trigger1 = vel Y = 0
value = -9999

[State away with you]
type = changestate
trigger1 = !alive
value = 5150

;====================================================================
;======== SUBBWAY
[Statedef 607718]
type    = A
movetype= H
physics = N
sprpriority = 1
velset = 0,-13

[State 0, ScreenBound]
type = screenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = !time
value = 5030
[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = time = 10
value = 5050

[State 0, SprPriority]
type = SprPriority
trigger1 = anim = 5050
value = -10

[State 0, VelSet]
type = VelSet
trigger1 = time < 50
trigger1 = pos Y < -300
y = 0
x = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 25
time = 15
ampl = -8
persistent = 0

[State 0, VelSet]
type = Veladd
triggerall = pos Y < -25
trigger1 = time > 100
y = .1

[State 0, PosSet]
type = PosSet
trigger1 = pos Y < -300
x = 0
y = -300

[State 0, grito]
type = PlaySnd
triggerall = var(23) != 2
triggerall = name = "Juano`s Sub guy"
trigger1 = time = 0
value = 4+var(23),5
volume = 200
channel = 4

[State 0, grito]
type = PlaySnd
triggerall = var(23) = 2
triggerall = name = "Juano`s Sub guy"
trigger1 = time = 0
value = 5,5
volume = 200
channel = 4

[State 0, grito]
type = PlaySnd
triggerall = name = "Peter Griffin"
trigger1 = time = 0
value = 0,20
volume = 200
channel = 4

[State 0, grito]
type = PlaySnd
triggerall = name = "Homero J Simpson"
trigger1 = time = 0
value = 5000,110
volume = 200
channel = 4

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time > 20
scale = .5,.5

[State ]
type = assertspecial
trigger1 = 1
flag = noKOsnd
flag2 = noshadow


[State away with you]
type = changestate
triggerall = time > 50
trigger1 = pos y > -80
value = 607719
;-------------------------------------------- cae del Sub way
[Statedef 607719]
type    = A
movetype= H
physics = N
ctrl = 0
anim = 5110
velset = 0,0
sprpriority = -10

[State 0, Turn]
type = Turn
trigger1 = facing = 1

[State 0, ScreenBound]
type = screenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State -2, nodaño]
type = nothitby
trigger1 = 1
value = SCA

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = .5,.5

[State 0, tiembla]
type = EnvShake
trigger1 = !time
time = 10
ampl = -8
persistent = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 30
value = 5120

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 5120 && !animtime
value = 5300

[State grito]
type = playsnd
triggerall = name != "Juano`s Sub guy"
trigger1 = time = 155
value = 11,0
volume = 0
channel = 0
persistent = 0

[State 0, Asustado]
type = ChangeAnim
trigger1 = time = 100
triggerall = SelfAnimExist(9108106) = 1
value = 9108106

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time > 154
flag = invisible

[State 0, golpeado]
type = Explod
trigger1 = time = 155
anim = 5030
ID = 5030
postype = p1
vel = -13
removetime = 300
scale = .25,.25
sprpriority = -10
shadow = 0
ownpal = 0

[State 0, grito]
type = PlaySnd
trigger1 = !alive
value = 11,0
volume = 200
channel = 4
persistent = 0

[State 0, PosSet]
type = PosSet
trigger1 = time = 156
y = 0

[State amination]
type = lifeadd
trigger1 = time = 157
value = -9999

[State away with you]
type = changestate
trigger1 = !alive
value = 5150

;========================================================
;============== FATALITY EN Belltower =======================
[Statedef 607720]
type    = A
movetype= H
physics = N
anim = 5030
sprpriority = 0
velset = 0, -12

[State 0, ouchSubzero]
type = PlaySnd
trigger1 = !time
trigger1 = name = "Juano`s Sub guy"
value = S2,var(3)
persistent = 0

[State 0, caeAAA]
type = PlaySnd
trigger1 = vel Y > 0
trigger1 = name = "Juano`s Sub guy"
value = S17,3
persistent = 0
channel = 1

[State 0, Turn]
type = Turn
trigger1 = (enemynear,facing = -1 && facing = -1) || (enemynear,facing = 1 && facing = 1)
trigger1 = !time

[State 0, VelAdd]
type = Veladd
trigger1 = (pos y = [0,5]) && anim = 5050
trigger2 = pos y = [480,485]
trigger3 = pos y = [480*2,485*2]
trigger4 = pos y = [480*3,485*3]
trigger5 = pos y = [480*4,485*4]
trigger6 = pos y = [480*5,485*5]
trigger7 = pos y = [480*6,485*6]
trigger8 = pos y = [480*7,485*7]
trigger9 = pos y = [480*8,485*8]
y = -3

[State 0, caemasrapido]
type = null;VelAdd
trigger1 = pos Y > 480
y = .1
;--------------------------- ou de Subzer
[State ouch1]
type = Playsnd
triggerall = name = "Juano`s Sub guy"
trigger1 = (pos y = [0,5]) && anim = 5050
trigger2 = pos y = [480,485]
trigger3 = pos y = [480*2,485*2]
trigger4 = pos y = [480*3,485*3]
trigger5 = pos y = [480*4,485*4]
trigger6 = pos y = [480*5,485*5]
trigger7 = pos y = [480*6,485*6]
trigger8 = pos y = [480*7,485*7]
trigger9 = pos y = [480*8,485*8]
value = 2,var(3)
channel = 0

[State cualouch]
type = VarRandom
triggerall = name = "Juano`s Sub guy"
trigger1 = 1
v = 3
range = 3,5
;------------------------------- ou de homero
[State owHomero]
type = Playsnd
triggerall = name = "Homero J Simpson"
trigger1 = (pos y = [0,5]) && anim = 5050
trigger2 = pos y = [480,485]
trigger3 = pos y = [480*2,485*2]
trigger4 = pos y = [480*3,485*3]
trigger5 = pos y = [480*4,485*4]
trigger6 = pos y = [480*5,485*5]
trigger7 = pos y = [480*6,485*6]
trigger8 = pos y = [480*7,485*7]
trigger9 = pos y = [480*8,485*8]
value = 5000,0
channel = 0
;------------------

[State 0, PosSet]
type = PosSet
trigger1 = time = 50
x = 0
persistent = 0

[State 0, VelAdd]
type = VelAdd
trigger1 = 1;anim = 5030
y = .2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = vel Y > 0
trigger1 = anim != 5050
value = 5050

[State 0, ChangeState]
type = ChangeState
triggerall = selfanimexist(9108107)
triggerall = time > 5
trigger1 = pos Y > 4300
value = 607721

[State 0, ChangeState]
type = ChangeState
triggerall = !(selfanimexist(9108107))
triggerall = time > 5
trigger1 = pos Y > 4275
value = 607721

[State ]
type = assertspecial
trigger1 = 1
flag = noKOsnd
flag2 = noshadow
;------------------------------- golpe picos bell tower
[Statedef 607721]
type    = A
movetype= H
physics = N
sprpriority = 0
velset = 0,2

[State 0, enPicoscompatibles]
type = ChangeAnim
trigger1 = !time
trigger1 = selfanimexist(9108107)
value = 9108107

[State 0, enPicos]
type = ChangeAnim
trigger1 = time = 1
trigger1 = !selfanimexist(9108107)
value = 5110

[State 0, gritosubzero]
type = PlaySnd
trigger1 = time = 0 && name = "Juano`s Sub guy"
value = 4+var(23),5
;volume = 100
channel = 1

[State 0, grito]
type = PlaySnd
trigger1 = !time && name != "Juano`s Sub guy"
value = 11,0
;volume = 100
channel = 1

[State 0, gritoHomero]
type = PlaySnd
trigger1 = !time && name = "Homero J Simpson"
value = 1,8
;volume = 100
channel = 1

[State 0, gritopeter]
type = PlaySnd
trigger1 = time = 0 && name = "Peter Griffin"
value = 0,20
volume = 200
channel = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = !time
time = 10
ampl = -4

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 5
value = -9999
kill = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = alive = 0
value = 5150
ctrl = 0

;====================================================================
;======== SUBBWAY MKA
[Statedef 607722]
type    = A
movetype= H
physics = N
sprpriority = 1
velset = 0,-13

[State 0, ScreenBound]
type = screenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = !time
value = 5030
[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = time = 10
value = 5050

[State 0, SprPriority]
type = SprPriority
trigger1 = anim = 5050
value = -10

[State 0, VelSet]
type = VelSet
trigger1 = time < 50
trigger1 = pos Y < -300
y = 0
x = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 25
time = 15
ampl = -8
persistent = 0

[State 0, VelSet]
type = Veladd
triggerall = pos Y < -25
trigger1 = time > 100
y = .1

[State 0, PosSet]
type = PosSet
trigger1 = pos Y < -300
x = 0
y = -300

[State 0, grito]
type = PlaySnd
triggerall = var(23) != 2
triggerall = name = "Juano`s Sub guy"
trigger1 = time = 0
value = 4+var(23),5
volume = 200
channel = 4

[State 0, grito]
type = PlaySnd
triggerall = var(23) = 2
triggerall = name = "Juano`s Sub guy"
trigger1 = time = 0
value = 5,5
volume = 200
channel = 4

[State 0, grito]
type = PlaySnd
triggerall = name = "Peter Griffin"
trigger1 = time = 0
value = 0,20
volume = 200
channel = 4

[State 0, grito]
type = PlaySnd
triggerall = name = "Homero J Simpson"
trigger1 = time = 0
value = 5000,110
volume = 200
channel = 4

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time > 20
scale = .5,.5

[State ]
type = assertspecial
trigger1 = 1
flag = noKOsnd
flag2 = noshadow


[State away with you]
type = changestate
triggerall = time > 50
trigger1 = pos y > -20
value = 607723

;-------------------------------------------- cae del Sub way MKA
[Statedef 607723]
type    = A
movetype= H
physics = N
ctrl = 0
anim = 5110
velset = 0,0
sprpriority = -10

[State 0, Turn]
type = Turn
trigger1 = facing = -1

[State 0, ScreenBound]
type = screenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nokoslow
flag2 = noshadow

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State -2, nodaño]
type = nothitby
trigger1 = 1
value = SCA

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = .5,.5

[State 0, tiembla]
type = EnvShake
trigger1 = !time
time = 10
ampl = -8
persistent = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 30
value = 5120

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 5120 && !animtime
value = 5300

[State grito]
type = playsnd
triggerall = name != "Juano`s Sub guy"
trigger1 = time = 144
value = 11,0
volume = 0
channel = 0
persistent = 0

[State 0, Asustado]
type = ChangeAnim
trigger1 = time = 100
triggerall = SelfAnimExist(9108106) = 1
value = 9108106

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time > 143
flag = invisible

[State 0, golpeado]
type = Explod
trigger1 = time = 144
anim = 5030
ID = 5030
postype = p1
facing = 1
vel = -13
removetime = 300
scale = .25,.25
sprpriority = -10
shadow = 0
ownpal = 0

[State 0, grito]
type = PlaySnd
trigger1 = !alive
value = 11,0
volume = 200
channel = 4
persistent = 0

[State 0, PosSet]
type = PosSet
trigger1 = time = 150
y = 0

[State amination]
type = lifeadd
trigger1 = time = 150
value = -9999

[State away with you]
type = changestate
trigger1 = !alive
value = 5150

;========================================================
;============== FATALITY 9 - ERMAC ==================
;========================================================
;fatality 9 (check situation)
[Statedef 6078]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
;anim = 2
velset = 0,0

[State 0, ermacID]
type = Explod
trigger1 = !(time%1)
anim = 9999
ID = 2105
pos = 320,240
postype = left
bindtime = 1
removetime = 1
ownpal = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 0, TargetBind]
type = TargetBind
trigger1 = time >= 42
pos = (100)*2*const(size.xscale),0

[State 0, BindToTarget]
type = BindToTarget
trigger1 = time > 50
triggerall = floor(p2bodydist X) != (68*const(size.xscale))
time = 1
pos = (100)*2*const(size.xscale),0

[State 0, PosAdd]
type = null;Posadd
trigger1 = time > 50
triggerall = floor(p2bodydist X) != (68*const(size.xscale))
x = (-68)*2*const(size.xscale)
persistent = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
trigger1 = anim != 0 && anim != 2 && anim != 3
value = 2

[State 0, setfatal2]
type = VarSet
trigger1 = time = 0
v = 16
value = 4

[State 0, agarre]
type = ChangeAnim
trigger1 = time = 30
value = 7078

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Dark"
ID = 60774
stateno = 60774
pos = 999,999
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = nokosnd
flag3= nokoslow
flag3 = timerfreeze
flag4 = nobardisplay

[State 3004, nosonido]
type = StopSnd
trigger1 = time = 0 ;= 0
channel = -1
persistent = 3

[State 210, tuntun]
type = Playsnd
trigger1 = time = 0
value = 15,0
volume = 250
channel = 2

[State 210, finfatality]
type = Playsnd
trigger1 = time = 100
value = 15,10
volume = 250
channel = -1

[State 210, arranca]
type = Playsnd
trigger1 = animelem = 6
trigger1 = anim = 7078
value = 11,1
volume = 250
channel = 1

[State 0, tiembla]
type = EnvShake
trigger1 = animelem = 6
trigger1 = anim = 7078
time = 5
ampl = -10

[State 0, brillo]
type = allPalFX
trigger1 = animelem = 6
trigger1 = anim = 7078
time = 3
add = 2,0,0
mul = 256,0,0

[State agarra]
type = PlaySnd
trigger1 = anim = 7078
trigger1 = AnimElem = 3, =1
value = 2, 7+var(0)
channel = 0

[State 1601, Hit]
type = HitDef
triggerall = p2name = "Juano`s Sub guy"
trigger1 = anim = 7078
trigger1 = animelem = 4
p2stateno = 60780
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
p2facing = 1
guard.dist = 0
fall = 1
fall.recover = 0

[State 1601, Hit]
type = HitDef
triggerall = p2name != "Juano`s Sub guy"
trigger1 = anim = 7078
trigger1 = animelem = 4
p2stateno = 607215
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
p2facing = 1
guard.dist = 0
fall = 1
fall.recover = 0
;----------------------------------------------- COMPATIBLES
[State sangreKomp]
type = Helper
triggerall = p2stateno = 607215
trigger1 = (time%5) = 1 && time = [83,138]
helpertype = Normal
ID = 60774
name = "sangregotea"
postype = p2
pos = enemynear,const(size.yscale)*(26),enemynear,const(size.yscale)*(-58)
stateno = 60775
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State sangre1KOMP]
type = Explod
triggerall = p2stateno = 607215
trigger1 = time = 83
anim = 70783
facing = -1
postype = p2
pos = enemynear,const(size.yscale)*(26),enemynear,const(size.yscale)*(-58)
ontop = 1
scale = (const(size.xscale)*(1+fvar(2))),const(size.yscale)*(1+fvar(2))

[State sangre2KOMP]
type = Explod
triggerall = p2stateno = 607215
trigger1 = time = 83
anim = 70783
facing = -1
postype = p2
pos = enemynear,const(size.yscale)*(16),enemynear,const(size.yscale)*(-48)
sprpriority = -1
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))

[State pardoKOMP]
type = Helper
trigger1 = enemynear,anim = 9108095 && time = 189
helpertype = Normal
name = "sangre brazo"
postype = p2
pos = 0,(20+enemynear,const(size.head.pos.y))*(enemynear,const(size.yscale))
stateno = 60781
ownpal = 1
scale = enemynear,const(size.xscale),enemynear,const(size.yscale)
;------------------------------------------------
[State gritojala]
type = PlaySnd
trigger1 = anim = 7078 && AnimElem = 5, =1
value = 3, ifelse(var(20) = 6,10,9)
channel = 0

[State 200, 7]
type = changestate
trigger1 = (anim = 7078 && !animtime) || time = 300
value = 0
ctrl = 1

;--------------------------------------
;p2 le arranca btazo
[Statedef 60780]
type    = A
movetype= H
physics = N
sprpriority = 0
anim = 70781

[State sangre1]
type = Explod
trigger1 = time = 42
anim = 70783
facing = -1
postype = p1
pos = (21)*2*(const(size.xscale)*(1+fvar(2))),2*const(size.yscale)*(-68)*(const(size.yscale)*(1+fvar(2)))
ontop = 1
scale = (const(size.xscale)*(1+fvar(2))),const(size.yscale)*(1+fvar(2))
[State sangre2]
type = Explod
trigger1 = time = 42
anim = 70783
facing = -1
postype = p1
pos = (15)*(const(size.xscale)*2*(1+fvar(2))),const(size.yscale)*2*(-80)*(const(size.yscale)*(1+fvar(2)))
sprpriority = -1
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "gotabrazo1"
ID = 60775
stateno = 60776
pos = const(size.yscale)*(26),const(size.yscale)*(-58)
postype = p1
scale = ceil(const(size.xscale),ceil(const(size.yscale))
ontop = 1

[State 0, grito]
type = PlaySnd
trigger1 = animelem = 2
value = 4+var(23),5
volume = 200
channel = 1

[State ò_ó]
type = Explod
trigger1 = animelem = 2
triggerall = !numexplod(70782)
anim = 70782
id = 70782
facing = -1
Postype = p2
sprpriority = 2
removetime = -1 ;147
scale = (const(size.xscale)*(1+fvar(2))),(const(size.yscale)*(1+fvar(2)))
;---------------------- sangre brazos
[State ]
type = Helper
trigger1 = time = 130
helpertype = Normal
name = "sangre brazo"
postype = p1
pos = 0,(-104)*const(size.yscale)
stateno = 60781
ownpal = 1
scale = ceil(const(size.xscale),ceil(const(size.yscale))

[State ò_ó]
type = null;Explod
trigger1 = time = 110
triggerall = !numexplod(70132)
anim = 6034
id = 70132
facing = -1
Postype = p1
pos = ceil(-21*2*const(size.xscale)),ceil(-100*2*const(size.yscale))
sprpriority = 2
removetime = 147
[State ò_ó]
type = null;Explod
trigger1 = time = 110
triggerall = !numexplod(70131)
anim = 6034
id = 70131
facing = 1
Postype = p1
pos = ceil(16*2*const(size.xscale)),ceil(-100*2*const(size.yscale))
sprpriority = 2
removetime = 147
;--------------------------
[State amination]
type = lifeadd
Trigger1 = time = 110
value = -9999

[State ]
type = assertspecial
trigger1 = 1
flag = noKOsnd

[State away with you]
type = changestate
trigger1 = time = 150
value = 5150

;-------------------------------------------------------------
;sangre brazo fatality ermac
[Statedef 60781]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 9999
ctrl = 0
sprpriority = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = (time%100) = 1
value = 17,5

[State ò_ó]
type = Explod
trigger1 = (time%100) = 1
anim = 70784
id = 70132
Postype = p1
pos = root,ceil(-21*2*const(size.xscale))*(const(size.xscale)*2*(1+fvar(2)))
sprpriority = 3
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))

[State ò_ó]
type = Explod
trigger1 = (time%100) = 1
anim = 70784
id = 70132
Postype = p1
facing = -1
pos = root,ceil(21*2*const(size.xscale))*2*(const(size.xscale)*(1+fvar(2)))
sprpriority = 3
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))

[State ò_ó]
type = Explod
trigger1 = (time%100) = 1
anim = 6034
id = 70132
facing = -1
Postype = p1
pos = root,ceil(-21*2*const(size.xscale))*(const(size.xscale)*2*(1+fvar(2)))
sprpriority = 3
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))

[State ò_ó]
type = Explod
trigger1 = (time%100) = 1
anim = 6034
id = 7013
Postype = p1
pos = root,ceil(21*2*const(size.xscale))*(const(size.xscale)*2*(1+fvar(2)))
sprpriority = 3
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))

[State ]
type = Helper
trigger1 = (time%100) = 1
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = root,ceil(-21*2*const(size.xscale))
stateno = 7016
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State ]
type = Helper
trigger1 = (time%100) = 1
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = root,ceil(-21*2*const(size.xscale))
stateno = 7016
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State ]
type = Helper
trigger1 = (time%100) = 1
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = root,ceil(-21*2*const(size.xscale))
stateno = 7016
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State ]
type = Helper
trigger1 = (time%100) = 1
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = root,ceil(-21*2*const(size.xscale))
stateno = 7016
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State ]
type = Helper
trigger1 = (time%100) = 1
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = root,ceil(21*2*const(size.xscale)),0
stateno = 7016
ownpal = 1
facing = -1
scale = const(size.xscale),const(size.yscale)
[State ]
type = Helper
trigger1 = (time%100) = 1
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = root,ceil(21*2*const(size.xscale)),0
stateno = 7016
ownpal = 1
facing = -1
scale = const(size.xscale),const(size.yscale)
[State ]
type = Helper
trigger1 = (time%100) = 1
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = root,ceil(21*2*const(size.xscale)),0
stateno = 7016
ownpal = 1
facing = -1
scale = const(size.xscale),const(size.yscale)
[State ]
type = Helper
trigger1 = (time%100) = 1
helpertype = Normal
ID = 7016
name = "drop"
postype = p1
pos = root,ceil(21*2*const(size.xscale)),0
stateno = 7016
ownpal = 1
facing = -1
scale = const(size.xscale),const(size.yscale)

[State end]
type = destroyself
trigger1 = time = 200

;========================================================
;================ FATALITY 10 - ERMAC ===================
;========================================================
;fatality 10 (check situation)
[Statedef 6079]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
anim = 2
velset = 0,0

;------------------------------- LUZ LEVNTANDO
[State Sound]
type = PlaySnd
trigger1 = time = 102
value = 1, 28

[State -3, luzmanoArriba]
type = Explod
trigger1 = time > 102
trigger1 = anim = 7079
trigger1 = !(time%3)
anim = 70811
name = "mano"
vel = 0, 0
pos = 45*2*ceil(const(size.xscale))*(1+fvar(2)),-117*2*ceil(const(size.yscale))*(1+fvar(2))
postype = p1
random = ceil(const(size.xscale))*5*2*(const(size.xscale)*(1+fvar(2))),ceil(const(size.yscale))*5*2*(const(size.xscale)*(1+fvar(2)))
ontop = 1
ownpal = 1
shadow = 0
scale = (const(size.xscale)*(1+fvar(2))),(const(size.yscale)*(1+fvar(2)))

[State -3, luz1]
type = Explod
triggerall = P2STATENO = 60792
trigger1 = !(time%3)
anim = 70811
name = "LIGHT1"
pos = 0, -60
postype = p2
;bindtime = -2
random = ceil(const(size.xscale))*2*40*((1+fvar(2))),ceil(const(size.yscale))*2*60*((1+fvar(2)))
ontop = 1
ownpal = 1
shadow = 0
scale = (const(size.xscale)*(1+fvar(2))),(const(size.yscale)*(1+fvar(2)))

[State -3, luz2]
type = Explod
triggerall = P2STATENO = 60792
trigger1 = !(time%1)
anim = 7081
name = "LIGHT2"
vel = 0,4
pos = 0,-80*(const(size.xscale)*(1+fvar(2)))
postype = p2
random = ceil(const(size.xscale))*60*2*(const(size.xscale)*(1+fvar(2))),ceil(const(size.yscale))*50*2*(const(size.xscale)*(1+fvar(2)))
ontop = 1
ownpal = 1
shadow = 0
scale = (const(size.xscale)*(1+fvar(2))),(const(size.yscale)*(1+fvar(2)))
;--------------------------------------- BAJANDO MANO
[State -3, Bajandomano]
type = Explod
triggerall = !(time%5)
trigger1 = animelemtime(1) = [0,50]
trigger2 = animelemtime(2) = [0,10]
triggerall = anim = 70791
ID = 70811
anim = 70811
name = "Baja1"
pos = ceil(const(size.xscale))*var(10)*2*(const(size.xscale)*(1+fvar(2))),ceil(const(size.yscale))*2*var(11)*(const(size.xscale)*(1+fvar(2)))
postype = p1
scale = (const(size.xscale)*(1+fvar(2))),(const(size.yscale)*(1+fvar(2)))
ontop = 1
ownpal = 1
shadow = 0

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 70811
pos = ceil(const(size.xscale))*2*var(10),ceil(const(size.yscale))*2*var(11)
postype = p1

[State 0, X1]
type = VarSet
trigger1 = anim = 70791 && animelemtime(1) >= 0
v = 10
value = 45
persistent = 0
[State 0, Y1]
type = VarSet
trigger1 = anim = 70791 && animelemtime(1) >= 0
v = 11
value = -117
persistent = 0

[State 0, X2]
type = VarSet
trigger1 = anim = 70791 && animelemtime(2) >= 0
v = 10
value = 42
persistent = 0
[State 0, Y2]
type = VarSet
trigger1 = anim = 70791 && animelemtime(2) >= 0
v = 11
value = -100
persistent = 0

[State 0, X3]
type = VarSet
trigger1 = anim = 70791 && animelemtime(3) >= 0
v = 10
value = 50
persistent = 0
[State 0, Y3]
type = VarSet
trigger1 = anim = 70791 && animelemtime(3) >= 0
v = 11
value = -90
persistent = 0

[State 0, X4]
type = VarSet
trigger1 = anim = 70791 && animelemtime(4) >= 0
v = 10
value = 35
persistent = 0
[State 0, Y4]
type = VarSet
trigger1 = anim = 70791 && animelemtime(4) >= 0
v = 11
value = -58
persistent = 0
;-------------------------------------

[State 0, ermacID]
type = Explod
trigger1 = !(time%1)
anim = 9999
ID = 2105
pos = 320,240
postype = left
bindtime = 1
removetime = 1
ownpal = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 0, setfatal2]
type = VarSet
trigger1 = time = 0
v = 16
value = 4

[State 0, agarre]
type = ChangeAnim
trigger1 = time = 80
value = 7079

[State ò_ó]
type = Explod
trigger1 = time = 84
anim = 70824
id = 7008
Postype = p1
pos = ceil(0*const(size.xscale)),ceil(0*const(size.yscale))
bindtime = -1
removeongethit = 1
removetime = 22;150
sprpriority = 5
scale = (const(size.xscale)*(1+fvar(2))),(const(size.yscale)*(1+fvar(2)))
ownpal = 1

[State ò_ó]
type = Explod
trigger1 = time = 106;234
anim = 70811
id = 7008
Postype = p1
pos = ceil(48*2*const(size.xscale)),ceil(-138*2*const(size.yscale))
bindtime = -1
removeongethit = 1
;removetime = 150
sprpriority = 5
scale = (const(size.xscale)*(1+fvar(2))),(const(size.yscale)*(1+fvar(2)))
ownpal = 1

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Dark"
ID = 60774
stateno = 60774
pos = 999,999
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = nokosnd
flag3= nokoslow
flag3 = timerfreeze
flag4 = nobardisplay

[State 3004, nosonido]
type = StopSnd
trigger1 = time = 0 ;= 0
channel = -1
persistent = 3

[State 210, tuntun]
type = Playsnd
trigger1 = time = 0
value = 15,0
volume = 250
channel = 2

[State 210, finfatality]
type = Playsnd
trigger1 = time = 290
value = 15,10
volume = 250
channel = -1

[State 200, 7]
type = changestate
trigger1 = anim = 70791
trigger1 = !animtime
trigger2 = time > 400 && enemynear,alive = 0
value = 0
ctrl = 1

[State 1601, Hit]
type = HitDef
trigger1 = !movecontact
trigger1 = time = 110
p2stateno = 60792
attr = S, NA
hitflag = M-
sparkno = -1
p2facing = 1

[State 0, TargetState]
type = TargetState
trigger1 = time > 300 ;cuanto tarda en romperse
trigger1 = p2stateno = 60791
value = 6072

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = p2stateno = 6072
value = 70791

[State ]
type = Helper
trigger1 = p2stateno = 6072
trigger1 = !numhelper(7029)
ID = 7029
helpertype = Normal
name = "splatdown"
postype = p2
pos = 0,0
stateno = 70292
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = p2stateno = 60791 && enemynear,time = 1
value = S1,6
volume = 0
channel = 5
;--------------------------------------
;p2 cae vel 1
[Statedef 60790]
type    = A
movetype= H
physics = N
sprpriority = 0
velset = 0,0
;anim = 5000

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, camaraestatica]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 0, ChangeAnim]
type = ChangeAnim2
;triggerall = pos Y < -40
trigger1 = !time;anim != 50502 || anim = 5110
value = 50502

[State sube]
type = velset
trigger1 = !time
triggerall = prevstateno != 60792
y = -19

[State vaja]
type = veladd
trigger1 = time >= 7
y = 4

[State 0, grito]
type = PlaySnd
trigger1 = name = "Juano`s Sub guy"
trigger1 = (Vel Y > 5) && (Pos Y >= -50)
value = 2,var(3)
channel = 5

[State 0, gritopeter]
type = PlaySnd
triggerall = name = "Peter Griffin"
trigger1 = (Vel Y > 5) && (Pos Y >= -50)
value = 0,9
channel = 4

[State 0, gritopeter]
type = PlaySnd
triggerall = name = "Peter Griffin"
trigger1 = time = 7
value = 11,0
channel = 3

[State 0, gritohomer]
type = PlaySnd
triggerall = name = "Homero J Simpson"
trigger1 = (Vel Y > 5) && (Pos Y >= -50)
value = 5000,10
channel = 4

[State 0, gritohomer]
type = PlaySnd
triggerall = name = "Homero J Simpson"
trigger1 = time = 7
value = 0,16
channel = 3

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 0
v = 15
value = 1

[State 0, PosSet]
type = PosSet
trigger1 = pos Y > -10
y = -10

[State 0, ChangeState]
type = ChangeState
trigger1 = (Vel Y > 5) && (Pos Y = -10)
value = 60791

;------------ Golpe suelo
[Statedef 60791]
type    = A
movetype= H
physics = N
velset = 0,0

[State ]
type = posset
Trigger1 = 1
y = 0

[State shake]
type = EnvShake
trigger1 = !time
time = 15
ampl = -4
freq = 75
phase = 60

[State amination]
type = ChangeAnim
Trigger1 = !time
value = 5110

[State stupid camera]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State vuelve]
type = changeState
trigger1 = time = 2
value = 60790
;------------------------------- levantado inicial
[Statedef 60792]
type    = A
movetype= H
physics = N
velset = 0,-4
anim = 5030

[State owSubzero]
type = Playsnd
trigger1 = name = "Juano`s Sub guy"
trigger1 = !time
value = 2,var(3)
channel = 0

[State 0, PosAdd]
type = PosAdd
triggerall = time < 20
trigger1 = (time%2) = 1
y = 7

[State 0, PosAdd]
type = PosAdd
trigger1 = !(time%2)
x = 3
[State 0, PosAdd]
type = PosAdd
trigger1 = (time%2) = 1
x = -3

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 0, ChangeState]
type = ChangeState
trigger1 = pos Y < -150
value = 60790
ctrl = 0

;================================================================
;======================= BRUTALITY ==============================
[Statedef 6080] ; golpe 1
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 2,0
anim = 7084
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = enemynear,BackEdgeBodyDist < 20
x = 0
ignorehitpause = 1

[State golpeaBrutal]
type = PlaySnd
trigger1 = !time
value = 2, 7+var(0)
channel = 0

[State ]
type = Helper
trigger1 = movehit && !numhelper(7015)
helpertype = Normal
ID = 7015
name = "bleed?"
postype = p2
ignorehitpause = 1
pos = enemynear,const(size.head.pos.x),ceil(enemynear,const(size.head.pos.y)*enemynear,const(size.yscale))
stateno = 7015
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 0
v = 18
value = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = var(18) = 7
value = 60806
ctrl = 0

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 1, 0

[State ]
type = Hitdef
trigger1 = !movecontact
attr = S,NA
guardflag = M
animtype = medium
air.animtype = back
pausetime = 10,5
numhits = 0
sparkno = -1
sparkxy = 0, 0
hitsound = S0,11
ground.type = high
fall.recover = 0
envshake.time = 15
envshake.ampl = -2
kill = 0
p2stateno = 60800
p2facing = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 30
value = 0
ctrl = 1

;-------------- SIGUIENTES GOLPES
[State 0, patada1]
type = ChangeState
trigger1 = command = "hold_b" && prevstateno != 60801
trigger1 = movecontact
value = 60801
ctrl = 0
ignorehitpause = 1

[State 0, patada2]
type = ChangeState
trigger1 = command = "hold_y" && prevstateno != 60802
trigger1 = movecontact
value = 60802
ctrl = 0
ignorehitpause = 1

[State 0, golpe1]
type = ChangeState
trigger1 = command = "hold_a" && prevstateno != 60803
trigger1 = movecontact
value = 60803
ctrl = 0
ignorehitpause = 1

[State 0, especial1]
type = ChangeState
trigger1 = command = "hold_c" && prevstateno != 60804
trigger1 = movecontact
value = 60804
ctrl = 0
ignorehitpause = 1

[State 0, especial2]
type = ChangeState
trigger1 = command = "hold_z" && prevstateno != 60805
trigger1 = movecontact
value = 60805
ctrl = 0
ignorehitpause = 1
;==================================================================
[Statedef 60801] ; patada 1
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 4,0
anim = 70841
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = enemynear,BackEdgeBodyDist < 20
x = 0
ignorehitpause = 1

[State golpeaBrutal]
type = PlaySnd
trigger1 = !time
value = 2, 7+var(0)
channel = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = var(18) = 7
value = 60806
ctrl = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 0
v = 18
value = 1

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 1, 0

[State ]
type = Hitdef
trigger1 = !movecontact
attr = S,NA
guardflag = M
animtype = medium
air.animtype = back
numhits = 0
pausetime = 10,5
sparkno = -1
sparkxy = 0, 0
hitsound = S0,12
ground.type = high
fall.recover = 0
envshake.time = 15
envshake.ampl = -2
kill = 0
p2stateno = 60800
guard.kill = 0
p2facing = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 30
value = 0
ctrl = 1
;-------------- SIGUIENTES GOLPES
[State 0, patada2]
type = ChangeState
trigger1 = command = "hold_y" && prevstateno != 60802
trigger1 = movecontact
value = 60802
ctrl = 0
ignorehitpause = 1

[State 0, golpe1]
type = ChangeState
trigger1 = command = "hold_a" && prevstateno != 60803
trigger1 = movecontact
value = 60803
ctrl = 0
ignorehitpause = 1

[State 0, golpe2]
type = ChangeState
trigger1 = command = "hold_x" && prevstateno != 6080
trigger1 = movecontact
value = 6080
ctrl = 0
ignorehitpause = 1

[State 0, especial1]
type = ChangeState
trigger1 = command = "hold_c" && prevstateno != 60804
trigger1 = movecontact
value = 60804
ctrl = 0
ignorehitpause = 1

[State 0, especial2]
type = ChangeState
trigger1 = command = "hold_z" && prevstateno != 60805
trigger1 = movecontact
value = 60805
ctrl = 0
ignorehitpause = 1


;==================================================================
[Statedef 60802] ; patada 2
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 1,0
anim = 70842
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = enemynear,BackEdgeBodyDist < 20
x = 0
ignorehitpause = 1

[State golpeaBrutal]
type = PlaySnd
trigger1 = !time
value = 2, 7+var(0)
channel = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = var(18) > 7
value = 60806
ctrl = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 0
v = 18
value = 1

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 1, 0

[State ]
type = Hitdef
trigger1 = !movecontact
attr = S,NA
guardflag = M
animtype = medium
air.animtype = back
numhits = 0
pausetime = 10,5
sparkno = -1
sparkxy = 0, 0
hitsound = S0,12
ground.type = high
fall.recover = 0
envshake.time = 15
envshake.ampl = -2
kill = 0
p2stateno = 60800
p2facing = 1
guard.kill = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 30
value = 0
ctrl = 1
;-------------- SIGUIENTES GOLPES
[State 0, patada1]
type = ChangeState
trigger1 = command = "hold_b" && prevstateno != 60801
trigger1 = movecontact
value = 60801
ctrl = 0
ignorehitpause = 1

[State 0, golpe1]
type = ChangeState
trigger1 = command = "hold_a" && prevstateno != 60803
trigger1 = movecontact
value = 60803
ctrl = 0
ignorehitpause = 1

[State 0, golpe2]
type = ChangeState
trigger1 = command = "hold_x" && prevstateno != 6080
trigger1 = movecontact
value = 6080
ctrl = 0
ignorehitpause = 1

[State 0, especial1]
type = ChangeState
trigger1 = command = "hold_c" && prevstateno != 60804
trigger1 = movecontact
value = 60804
ctrl = 0
ignorehitpause = 1

[State 0, especial2]
type = ChangeState
trigger1 = command = "hold_z" && prevstateno != 60805
trigger1 = movecontact
value = 60805
ctrl = 0
ignorehitpause = 1

;==================================================================
[Statedef 60803] ; golpe 2
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 2,0
anim = 70843
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = enemynear,BackEdgeBodyDist < 20
x = 0
ignorehitpause = 1

[State golpeaBrutal]
type = PlaySnd
trigger1 = !time
value = 2, 7+var(0)
channel = 0

[State ]
type = Helper
trigger1 = movehit && !numhelper(7015)
helpertype = Normal
ID = 7015
name = "bleed?"
postype = p2
ignorehitpause = 1
pos = enemynear,const(size.head.pos.x),ceil(enemynear,const(size.head.pos.y)*enemynear,const(size.yscale))
stateno = 7015
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 0, ChangeState]
type = ChangeState
trigger1 = var(18) > 7
value = 60806
ctrl = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 0
v = 18
value = 1

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 1, 0

[State ]
type = Hitdef
trigger1 = !movecontact
attr = S,NA
guardflag = M
animtype = medium
air.animtype = back
numhits = 0
pausetime = 10,5
sparkno = -1
sparkxy = 0, 0
hitsound = S0,11
ground.type = high
fall.recover = 0
envshake.time = 15
envshake.ampl = -2
kill = 0
p2stateno = 60800
guard.kill = 0
p2facing = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 30
value = 0
ctrl = 1
;-------------- SIGUIENTES GOLPES
[State 0, patada1]
type = ChangeState
trigger1 = command = "hold_b" && prevstateno != 60801
trigger1 = movecontact
value = 60801
ctrl = 0
ignorehitpause = 1

[State 0, patada2]
type = ChangeState
trigger1 = command = "hold_y" && prevstateno != 60802
trigger1 = movecontact
value = 60802
ctrl = 0
ignorehitpause = 1

[State 0, golpe2]
type = ChangeState
trigger1 = command = "hold_x" && prevstateno != 6080
trigger1 = movecontact
value = 6080
ctrl = 0
ignorehitpause = 1

[State 0, especial1]
type = ChangeState
trigger1 = command = "hold_c" && prevstateno != 60804
trigger1 = movecontact
value = 60804
ctrl = 0
ignorehitpause = 1

[State 0, especial2]
type = ChangeState
trigger1 = command = "hold_z" && prevstateno != 60805
trigger1 = movecontact
value = 60805
ctrl = 0
ignorehitpause = 1

;==================================================================
[Statedef 60804] ; especial 1
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 1,0
anim = 70844
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = enemynear,BackEdgeBodyDist < 20
x = 0
ignorehitpause = 1

[State golpeaBrutal]
type = PlaySnd
trigger1 = !time
value = 2, 7+var(0)
channel = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = var(18) > 7
value = 60806
ctrl = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 0
v = 18
value = 1

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 1, 0

[State ]
type = Hitdef
trigger1 = !movecontact
attr = S,NA
guardflag = M
animtype = medium
air.animtype = back
numhits = 0
pausetime = 10,5
sparkno = -1
sparkxy = 0, 0
hitsound = S0,11
ground.type = high
fall.recover = 0
envshake.time = 15
envshake.ampl = -2
kill = 0
p2stateno = 60800
guard.kill = 0
p2facing = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 30
value = 0
ctrl = 1
;-------------- SIGUIENTES GOLPES
[State 0, patada1]
type = ChangeState
trigger1 = command = "hold_b" && prevstateno != 60801
trigger1 = movecontact
value = 60801
ctrl = 0
ignorehitpause = 1

[State 0, patada2]
type = ChangeState
trigger1 = command = "hold_y" && prevstateno != 60802
trigger1 = movecontact
value = 60802
ctrl = 0
ignorehitpause = 1

[State 0, golpe2]
type = ChangeState
trigger1 = command = "hold_a" && prevstateno != 60803
trigger1 = movecontact
value = 60803
ctrl = 0
ignorehitpause = 1

[State 0, golpe1]
type = ChangeState
trigger1 = command = "hold_x" && prevstateno != 6080
trigger1 = movecontact
value = 6080
ctrl = 0
ignorehitpause = 1

[State 0, especial2]
type = ChangeState
trigger1 = command = "hold_z" && prevstateno != 60805
trigger1 = movecontact
value = 60805
ctrl = 0
ignorehitpause = 1
;==================================================================
[Statedef 60805] ; especial 2
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 1,0
anim = 70845
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = enemynear,BackEdgeBodyDist < 20
x = 0
ignorehitpause = 1

[State golpeaBrutal]
type = PlaySnd
trigger1 = !time
value = 2, 7+var(0)
channel = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = var(18) > 7
value = 60806
ctrl = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 0
v = 18
value = 1

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 1, 0

[State ]
type = Hitdef
trigger1 = !movecontact
attr = S,NA
guardflag = M
animtype = medium
air.animtype = back
numhits = 0
pausetime = 10,5
sparkno = -1
sparkxy = 0, 0
hitsound = S0,12
ground.type = high
fall.recover = 0
envshake.time = 15
envshake.ampl = -2
kill = 0
p2stateno = 60800
guard.kill = 0
p2facing = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 30
value = 0
ctrl = 1
;-------------- SIGUIENTES GOLPES
[State 0, patada1]
type = ChangeState
trigger1 = command = "hold_b" && prevstateno != 60801
trigger1 = movecontact
value = 60801
ctrl = 0
ignorehitpause = 1

[State 0, patada2]
type = ChangeState
trigger1 = command = "hold_y" && prevstateno != 60802
trigger1 = movecontact
value = 60802
ctrl = 0
ignorehitpause = 1

[State 0, golpe1]
type = ChangeState
trigger1 = command = "hold_a" && prevstateno != 60803
trigger1 = movecontact
value = 60803
ctrl = 0
ignorehitpause = 1

[State 0, especial1]
type = ChangeState
trigger1 = command = "hold_c" && prevstateno != 60804
trigger1 = movecontact
value = 60804
ctrl = 0
ignorehitpause = 1

[State 0, golpe1]
type = ChangeState
trigger1 = command = "hold_x" && prevstateno != 6080
trigger1 = movecontact
value = 6080
ctrl = 0
ignorehitpause = 1
;==================================================================
;----------------------- P2 GOLPEADO EN BRRUTALITY
[Statedef 60800]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, PosSet]
type = null;PosSet
trigger1 = time = 1
x = enemynear,pos X-(40*facing)
ignorehitpause = 1

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
triggerall = anim != ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)
triggerall = anim != 5030 && anim != 5047 + GetHitVar(animtype)
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5000, 2] ;Anim for HIT_BACK
type = ChangeAnim
triggerall = anim != ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)
triggerall = anim != 5030 && anim != 5047 + GetHitVar(animtype)
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
triggerall = anim != ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)
triggerall = anim != 5030 && anim != 5047 + GetHitVar(animtype)
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5000, 4] ;Freeze anim
type = null;ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State ]
type = lifeset
trigger1 = time = 40
triggerall = p2stateno != 6080
triggerall = p2stateno != [60801,60806]
triggerall = p2stateno != 60877 &&  p2stateno != 60879
triggerall = p2stateno != 60878 && p2stateno != [60880,60887]
value = 0

[State 0, VelAdd]
type = Velset
trigger1 = time = 40
trigger1 = p2stateno != 6080
triggerall = p2stateno != [60801,60806]
triggerall = p2stateno != 60877 &&  p2stateno != 60879
triggerall = p2stateno != 60878 && p2stateno != [60880,60887]
x = -3
y = -2

[State 5000, 7]
type = selfstate
trigger1 = p2stateno != 6080
triggerall = p2stateno != [60801,60806]
triggerall = p2stateno != 60877 &&  p2stateno != 60879
triggerall = p2stateno != 60878 && p2stateno != [60880,60887]
trigger1 = time = 40
value = 5050
;====================================================================
;inicia brutality automatica
[Statedef 60806]
type    = S
movetype= I
physics = N
juggle  = 1
;anim = 0
Velset = 0, 0
ctrl = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 9999
ID = 16007
pos = 999,999
removetime = -2
scale = const(size.xscale),const(size.yscale)

[State 210, tuntun]
type = Playsnd
trigger1 = time = 0
value = 15,0 ;15,4
volume = 250
channel = 2

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Dark"
ID = 60774
stateno = 60774
pos = 999,999
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 430, 31sdaa]
type = changestate
trigger1 = Time = 1
value = 60877

;----------- CONTROL DEL BRUTALITY
[Statedef 60877] ;20 = 7      21 = 8
type    = S
movetype= A
physics = S

[State golpeaBrutal]
type = PlaySnd
trigger1 = !time && prevstateno != 60806
value = 2, 7+var(0)
channel = 0

[State ]
type = Helper
triggerall = !time && !numhelper(7015) && prevstateno != 60806
trigger1 = anim = 7084
trigger2 = anim = 70846
trigger3 = anim = 70847
helpertype = Normal
ID = 7015
name = "bleed?"
postype = p2
ignorehitpause = 1
pos = enemynear,const(size.head.pos.x),ceil(enemynear,const(size.head.pos.y)*enemynear,const(size.yscale))
stateno = 7015
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 431, 3.2]
type = VarRandom
trigger1 = Time = 0
v = 8
range = 1, 9

[State 431, 3.2]
type = Varset
trigger1 = Time = 0
v = 7
value = (Var(7) +1)

[State 201111, 7]
type = ChangeState
trigger1 = time = 4
trigger1 = Var(7) < 7
value = (60878+Var(8))

[State 201111, 7]
type = ChangeState
trigger1 = time = 3
trigger1 = Var(7) >= 7 & Var(7) <= 12
value = (60878+Var(8))

[State 201111, 7]
type = ChangeState
trigger1 = time = 2
trigger1 = Var(7) > 12 & Var(7) < 18
value = (60878+Var(8))

[State 201111, 7]
type = ChangeState
trigger1 = time = 1
trigger1 = Var(7) >= 18 & Var(7) < 45
value = (60878+Var(8))

[State 201, 7]
type = ChangeState
trigger1 = Var(7) = 45
value = 60878
;---------------------------------------;
;		- KOMBOS -		;
;---------------------------------------;

;------------------------------------;
; - Primer HIT de Kombo de golpes  - ;
;------------------------------------;
[Statedef 60879]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 1,0
anim = 7084
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = enemynear,BackEdgeBodyDist < 20
x = 0
ignorehitpause = 1

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 1, 0

[State ]
type = Hitdef
trigger1 = !movecontact
attr = S,NA
guardflag = M
animtype = medium
air.animtype = back
;pausetime = 10,5
numhits = -1
sparkno = -1
sparkxy = 0, 0
hitsound = S0,11
ground.type = high
fall.recover = 0
envshake.time = 10
envshake.ampl = -3
kill = 0
p2stateno = 60800
p2facing = 1
numhits = -1
p1stateno = 60877

;[State 201, 7]
;type = ChangeState
;trigger1 = movecontact
;value = 60877

;------------------------------------;
; - segundo HIT de Kombo de golpes  - ;
;------------------------------------;
[Statedef 60880]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 2,0
anim = 70843
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = enemynear,BackEdgeBodyDist < 20
x = 0
ignorehitpause = 1

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 1, 0

[State ]
type = Hitdef
trigger1 = !movecontact
attr = S,NA
guardflag = M
animtype = medium
air.animtype = back
;pausetime = 10,5
numhits = -1
sparkno = -1
sparkxy = 0, 0
hitsound = S0,11
ground.type = high
fall.recover = 0
envshake.time = 10
envshake.ampl = -3
kill = 0
p2stateno = 60800
p2facing = 1
numhits = -1
p1stateno = 60877

;------------------------------------;
; - Primer HIT de Kombo de patadas  - ;
;------------------------------------;
[Statedef 60881]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
anim = 70842
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = enemynear,BackEdgeBodyDist < 20
x = 0
ignorehitpause = 1

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 1, 0

[State ]
type = Hitdef
trigger1 = !movecontact
attr = S,NA
guardflag = M
animtype = medium
air.animtype = back
;pausetime = 10,5
numhits = -1
sparkno = -1
sparkxy = 0, 0
hitsound = S0,12
ground.type = high
fall.recover = 0
envshake.time = 10
envshake.ampl = -3
kill = 0
p2stateno = 60800
p2facing = 1
numhits = -1
p1stateno = 60877

;------------------------------------;
; - segundo HIT de Kombo de patadas  - ;
;------------------------------------;
[Statedef 60882]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 3,0
anim = 70841
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = enemynear,BackEdgeBodyDist < 20
x = 0
ignorehitpause = 1

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 1, 0

[State ]
type = Hitdef
trigger1 = !movecontact
attr = S,NA
guardflag = M
animtype = medium
air.animtype = back
;pausetime = 10,5
numhits = -1
sparkno = -1
sparkxy = 0, 0
hitsound = S0,12
ground.type = high
fall.recover = 0
envshake.time = 10
envshake.ampl = -3
kill = 0
p2stateno = 60800
p2facing = 1
numhits = -1
p1stateno = 60877

;------------------------------------;
; - primer HIT de Kombo de especiales  - ;
;------------------------------------;
[Statedef 60883]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 1,0
anim = 70844
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = enemynear,BackEdgeBodyDist < 20
x = 0
ignorehitpause = 1

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 1, 0

[State ]
type = Hitdef
trigger1 = !movecontact
attr = S,NA
guardflag = M
animtype = medium
air.animtype = back
;pausetime = 10,5
numhits = -1
sparkno = -1
sparkxy = 0, 0
hitsound = S0,11
ground.type = high
fall.recover = 0
envshake.time = 10
envshake.ampl = -3
kill = 0
p2stateno = 60800
p2facing = 1
numhits = -1
p1stateno = 60877

;------------------------------------;
; - segundo HIT de Kombo de especiales - ;
;------------------------------------;
[Statedef 60884]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 1,0
anim = 70845
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = enemynear,BackEdgeBodyDist < 20
x = 0
ignorehitpause = 1

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 1, 0

[State ]
type = Hitdef
trigger1 = !movecontact
attr = S,NA
guardflag = M
animtype = medium
air.animtype = back
;pausetime = 10,5
numhits = -1
sparkno = -1
sparkxy = 0, 0
hitsound = S0,12
ground.type = high
fall.recover = 0
envshake.time = 10
envshake.ampl = -3
kill = 0
p2stateno = 60800
p2facing = 1
numhits = -1
p1stateno = 60877
;ground.velocity = 3,0

;[State 201, 7]
;type = ChangeState
;trigger1 = movecontact
;value = 60877

;------------------------------------;
; - tercer HIT de Kombo de especiales  - ;
;------------------------------------;
[Statedef 60885]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 3,0
anim = 70846
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = enemynear,BackEdgeBodyDist < 20
x = 0
ignorehitpause = 1

[State 0, evitadoblegancho]
type = ChangeAnim
trigger1 = anim != 70841 && var(7) > 25
value = 70841

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 1, 0

[State ]
type = Hitdef
trigger1 = !movecontact
attr = S,NA
guardflag = M
animtype = medium
air.animtype = back
;pausetime = 10,5
numhits = -1
sparkno = -1
sparkxy = 0, 0
hitsound = S0,11
ground.type = high
fall.recover = 0
envshake.time = 10
envshake.ampl = -3
kill = 0
p2stateno = 60800
p2facing = 1
numhits = -1
p1stateno = 60877

;------------------------------------;
; - cuarto HIT de Kombo de especiales  - ;
;------------------------------------;
[Statedef 60886]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 4,0
anim = 70841
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = enemynear,BackEdgeBodyDist < 20
x = 0
ignorehitpause = 1

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 1, 0

[State ]
type = Hitdef
trigger1 = !movecontact
attr = S,NA
guardflag = M
animtype = medium
air.animtype = back
;pausetime = 10,5
numhits = -1
sparkno = -1
sparkxy = 0, 0
hitsound = S0,12
ground.type = high
fall.recover = 0
envshake.time = 10
envshake.ampl = -3
kill = 0
p2stateno = 60800
p2facing = 1
numhits = -1
p1stateno = 60877

;[State 201, 7]
;type = ChangeState
;trigger1 = movecontact
;value = 60877

;------------------------------------;
; - quinto HIT de Kombo de especiales  - ;
;------------------------------------;
[Statedef 60887]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 3,0
anim = 70847
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = enemynear,BackEdgeBodyDist < 20
x = 0
ignorehitpause = 1

[State sound]
type = PlaySnd
trigger1 = time = 1
value = 1, 0

[State ]
type = Hitdef
trigger1 = !movecontact
attr = S,NA
guardflag = M
animtype = medium
air.animtype = back
;pausetime = 10,5
numhits = -1
sparkno = -1
sparkxy = 0, 0
hitsound = S0,12
ground.type = high
fall.recover = 0
envshake.time = 10
envshake.ampl = -3
kill = 0
p2stateno = 60800
p2facing = 1
numhits = -1
p1stateno = 60877

;[State 201, 7]
;type = ChangeState
;trigger1 = movecontact
;value = 60877
;-------------------------------;
;	- Fin de KOMBOS -	;
;-------------------------------;
;------------------------------------;
; -         GOLPE FINAL            - ;
;------------------------------------;

[Statedef 60878]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 8                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0
anim = 7069                      ;Change animation (Def: no change)
;---------------------- Efectos para Ermac -------------
[State ]
type = Helper
triggerall = var(20) = 6
trigger1 = animelem = 1
helpertype = Normal
ID = 7045
name = "ErmacLuzmano"
postype = p1
pos = ceil(1*2*const(size.xscale)),ceil(1*2*const(size.yscale))
stateno = 7045
ownpal = 1
scale = const(size.xscale),const(size.yscale)
;-------------------------------------------------------
[State 201, 1]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
hitflag = MAF ;HAF
sparkno = -1
sparkxy = -18,-100
hitsound   = 0,2
envshake.time = 15
envshake.freq = 70
envshake.ampl = 7
numhits = 0
p2stateno = 6072

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Brutal señal"
stateno = 7043
pos = 70,-146
postype = left
facing = 1
ownpal = 1
ontop = 1
scale = const(size.xscale),const(size.yscale)

[State 210, finfatality]
type = Playsnd
trigger1 = time = 0
value = 15,10
volume = 250
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0 && enemynear,name != "Juano`s Sub guy"
value = 1,10
volume = 200
channel = 5

[State 0, destruye]
type = Helper
trigger1 = animelem = 4
triggerall = !numhelper(7028)
helpertype = Normal
ID = 7028
name = "splat"
postype = p2
pos = 0,ceil(enemynear,const(size.mid.pos.y)*enemynear,const(size.yscale))
stateno = 7029
ownpal = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State ]
type = AllPalFX
trigger1 = animelem = 4
time = 10
add = 255,0,0
mul = 255,0,0
persistent = 0

[State ]
type = Helper
trigger1 = animelem = 4
triggerall = !numhelper(7018)
helpertype = Normal
ID = 7018
name = "what the bleed?"
postype = p2
ignorehitpause = 1
pos = enemynear,const(size.head.pos.x),ceil(enemynear,const(size.head.pos.y)*enemynear,const(size.yscale))
stateno = 7018
ownpal = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 201, 7]
type = ChangeState
trigger1 = time = 100
value = 0
ctrl = 1

;========================================================
;============== FATALITY 11 NOOB ========================
[Statedef 6081]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
;anim = 0
velset = 0,0
sprpriority = 15

[State 0, noobID]
type = null;Explod
trigger1 = !(time%1)
anim = 9999
ID = 2103
pos = 320,240
postype = left
bindtime = 1
removetime = 1
ownpal = 1
ignorehitpause = 1

[State 0, PosAdd]
type = Posset
trigger1 = animelem = 5
trigger1 = anim = 7080
x = (enemynear,pos X)+(ifelse(facing = 1 ,-70,70))

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
trigger1 = anim != 0 && anim != 2 && anim != 3
value = 0

[State 0, setfatal2]
type = VarSet
trigger1 = time = 0
v = 16
value = 5

[State 3004, nosonido]
type = StopSnd
trigger1 = time = 0 ;= 0
channel = -1
persistent = 3

[State 210, tuntun]
type = Playsnd
trigger1 = time = 0
value = 15,0
volume = 250
channel = 2

[State 210, finfatality]
type = Playsnd
trigger1 = time = 330
value = 15,10
volume = 250
channel = -1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = nokosnd
flag3= nokoslow
flag3 = timerfreeze

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Dark"
ID = 60774
stateno = 60774
pos = 999,999
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 50
value = 7080

[State 1601, Hit]
type = HitDef
triggerall = p2name != "Juano`s Sub guy"
triggerall = enemynear, selfAnimExist(9108094) = 0
trigger1 = !movecontact
trigger1 = time = 183
p2stateno = 6074
attr = S, HT
hitflag = M-
sparkno = -1
p2facing = 1

[State 1601, compatibles]
type = HitDef
triggerall = p2name != "Juano`s Sub guy"
triggerall = enemynear,selfAnimExist(9108094)
trigger1 = !movecontact
trigger1 = time = 183
p2stateno = 607214
attr = S, HT
hitflag = M-
sparkno = -1
p2facing = 1

[State 1601, Hit]
type = HitDef
triggerall = p2name = "Juano`s Sub guy"
trigger1 = !movecontact
trigger1 = time = 183
p2stateno = 60811
attr = S, HT
hitflag = M-
sparkno = -1
;p2facing = 1

[State 0, fuera]
type = Explod
trigger1 = (p2name = "Juano`s Sub guy") || enemynear,SelfAnimExist(9108094)
trigger1 = time = 383
trigger2 = p2stateno != 607214
trigger2 = p2name != "Juano`s Sub guy"
trigger2 = time = 276
anim = 70803
postype = p2
removetime = -2
scale = (const(size.xscale)*2*(1+fvar(2))),const(size.yscale)*2*(1+fvar(2))
sprpriority = 2
ownpal = 0
;-------------------------------- SANGRE para los demas
[State ]
type = Helper
trigger2 = p2stateno = 607214
trigger2 = time = 383
trigger1 = p2stateno != 607214
trigger1 = p2name != "Juano`s Sub guy"
trigger1 = time = 273
helpertype = Normal
name = "splat"
postype = p2
pos = 0,(const(size.xscale)*2*(1+fvar(2)))*ceil(enemynear,const(size.mid.pos.y)*2*enemynear,const(size.yscale))
stateno = 7029
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 0, AllPalFX]
type = AllPalFX
trigger2 = p2stateno = 607214
trigger2 = time = 383
trigger1 = p2stateno != 607214
trigger1 = p2name != "Juano`s Sub guy"
trigger1 = time = 273
time = 10
add = 256,0,0
mul = 256,0,0
;sinadd = 0,0,0,10
invertall = 1
color = 256

[State ò_ó]
type = Explod
trigger2 = p2stateno = 607214
trigger2 = time = 383
trigger1 = p2stateno != 607214
trigger1 = p2name != "Juano`s Sub guy"
trigger1 = time = 273
anim = 7023
Postype = p2
pos = 0,-70*2*(const(size.xscale)*(1+fvar(2)))
sprpriority = 3
ownpal = 1
random = 0,ceil(const(size.yscale))*(90)*(const(size.xscale)*(1+fvar(2)))
scale = const(size.xscale),const(size.yscale)
[State ò_ó]
type = Explod
trigger2 = p2stateno = 607214
trigger2 = time = 383
trigger1 = p2stateno != 607214
trigger1 = p2name != "Juano`s Sub guy"
trigger1 = time = 273
anim = 7023
Postype = p2
pos = 0,-70*2*(const(size.xscale)*(1+fvar(2)))
sprpriority = 3
ownpal = 1
random = ceil(const(size.yscale))*(-10)*(const(size.xscale)*(1+fvar(2))),ceil(const(size.yscale))*(90)*(const(size.xscale)*(1+fvar(2)))
scale = const(size.xscale),const(size.yscale)
[State ò_ó]
type = Explod
trigger2 = p2stateno = 607214
trigger2 = time = 383
trigger1 = p2stateno != 607214
trigger1 = p2name != "Juano`s Sub guy"
trigger1 = time = 273
anim = 7023
Postype = p2
pos = 0,-70*2*(const(size.xscale)*(1+fvar(2)))
ownpal = 1
sprpriority = 3
random = ceil(const(size.yscale))*10*(const(size.xscale)*(1+fvar(2))),ceil(const(size.yscale))*(90)*(const(size.xscale)*(1+fvar(2)))
scale = const(size.xscale),const(size.yscale)
[State ò_ó]
type = Explod
trigger2 = p2stateno = 607214
trigger2 = time = 383
trigger1 = p2stateno != 607214
trigger1 = p2name != "Juano`s Sub guy"
trigger1 = time = 273
anim = 7023
Postype = p2
ownpal = 1
pos = 0,(ceil(enemynear,const(size.mid.pos.y)*2*enemynear,const(size.yscale)))*(30)*2*(const(size.xscale)*(1+fvar(2)))
sprpriority = 3
scale = const(size.xscale),const(size.yscale)
[State ò_ó]
type = Explod
trigger2 = p2stateno = 607214
trigger2 = time = 383
trigger1 = p2stateno != 607214
trigger1 = p2name != "Juano`s Sub guy"
trigger1 = time = 273
anim = 7023
ownpal = 1
Postype = p2
pos = 0,ceil(enemynear,const(size.mid.pos.y)*enemynear,const(size.yscale))*(const(size.xscale)*2*(1+fvar(2)))
sprpriority = 3
scale = const(size.xscale),const(size.yscale)
[State ò_ó]
type = Explod
trigger2 = p2stateno = 607214
trigger2 = time = 383
trigger1 = p2stateno != 607214
trigger1 = p2name != "Juano`s Sub guy"
trigger1 = time = 273
anim = 7023
Postype = p2
pos = 0,(ceil(enemynear,const(size.mid.pos.y)*enemynear,const(size.yscale)))*(-30)*2*(const(size.xscale)*(1+fvar(2)))
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)
;--------------------------------
[State 200, 7]
type = changestate
trigger1 = anim = 7080
trigger1 = animtime = 0
trigger2 = time = 500
value = 0
ctrl = 1

;----------------------------------------------
[Statedef 60811]     ;subzero se infla
type    = A
movetype= H
physics = S
anim = 70801
sprpriority = -1

[State 0, muere]
type = PlaySnd
triggerall = name = "Juano`s Sub guy"
Trigger1 = time = 200
value = 4+var(23),5
volume = 200
channel = 4

[State 0, grito]
type = PlaySnd
triggerall = name = "Juano`s Sub guy"
Trigger1 = time = 30
value = 2,var(3)
volume = 200
channel = 4

[State 0, gemido]
type = PlaySnd
triggerall = name = "Juano`s Sub guy"
Trigger1 = time = 90
value = 2,12
volume = 200
channel = 4

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = name = "Juano`s Sub guy"
Trigger1 = time = 190
value = 70802

[State 0, sangre]
type = null;Explod
triggerall = name = "Juano`s Sub guy"
Trigger1 = time = 198
anim = 70802
pos = 0,0
postype = p1
bindtime = -1
removetime = 3;-2
sprpriority = 1
shadow = 0
ownpal = 1
scale = (const(size.xscale))-.05,(const(size.yscale))-.05

[State ]
type = Helper
triggerall = name = "Juano`s Sub guy"
trigger1 = time = 200
helpertype = Normal
name = "splat"
postype = p1
pos = 0,ceil(enemynear,const(size.mid.pos.y)*enemynear,const(size.yscale))
stateno = 7029
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 0, AllPalFX]
type = AllPalFX
trigger1 = time = 198
time = 10
add = 256,0,0
mul = 256,0,0
;sinadd = 0,0,0,10
invertall = 1
color = 256

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 198
time = 15
ampl = -5
;----------------------sangre
[State ò_ó]
type = Explod
triggerall = name = "Juano`s Sub guy"
trigger1 = time = 197
trigger2 = time = 203
anim = 7023
Postype = p1
pos = 0,-70*(const(size.yscale)*(1+fvar(2)))
sprpriority = 3
random = ceil(const(size.yscale))*0,ceil(const(size.yscale))*(90)
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))
[State ò_ó]
type = Explod
triggerall = name = "Juano`s Sub guy"
trigger1 = time = 200
trigger2 = time = 202
anim = 7023
Postype = p1
pos = 0,-70*(const(size.yscale)*(1+fvar(2)))
sprpriority = 3
random = ceil(const(size.yscale))*(-10),ceil(const(size.yscale))*(90)
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))
[State ò_ó]
type = Explod
triggerall = name = "Juano`s Sub guy"
trigger1 = time = 199
trigger2 = time = 201
anim = 7023
Postype = p1
pos = 0,-70*(const(size.yscale)*(1+fvar(2)))
sprpriority = 3
random = ceil(const(size.yscale))*10,ceil(const(size.yscale))*(90)
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))

[State ò_ó]
type = Explod
triggerall = name = "Juano`s Sub guy"
trigger1 = time = 200
anim = 7023
Postype = p1
pos = 0,(ceil(enemynear,const(size.mid.pos.y)*enemynear,const(size.yscale)))*(30)*(const(size.yscale)*(1+fvar(2)))
sprpriority = 3
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))
[State ò_ó]
type = Explod
triggerall = name = "Juano`s Sub guy"
trigger1 = time = 200
anim = 7023
Postype = p1
pos = 0,ceil(enemynear,const(size.mid.pos.y)*enemynear,const(size.yscale))*(const(size.yscale)*(1+fvar(2)))
sprpriority = 3
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))
[State ò_ó]
type = Explod
triggerall = name = "Juano`s Sub guy"
trigger1 = time = 200
anim = 7023
Postype = p1
pos = 0,(ceil(enemynear,const(size.mid.pos.y)*enemynear,const(size.yscale)))*(-30)*(const(size.yscale)*(1+fvar(2)))
sprpriority = 3
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))
;----------------------------------------- pedazos de carne

[State ò_ó]
type = Explod
triggerall = name = "Juano`s Sub guy"
trigger1 = time = 199
anim = 70262
id = 7003
Postype = p1
pos = 0,const(size.mid.pos.y)*(const(size.yscale)*(1+fvar(2)))
random = 0,0
ontop = 1
velocity = 6,6
ownpal = 1
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))
[State ò_ó]
type = Explod
triggerall = name = "Juano`s Sub guy"
trigger1 = time = 199
anim = 70262
id = 7003
Postype = p1
pos = 0,const(size.mid.pos.y)*(const(size.yscale)*(1+fvar(2)))
random = 0,0
ontop = 1
velocity = 1,-5
ownpal = 1
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))
[State ò_ó]
type = Explod
triggerall = name = "Juano`s Sub guy"
trigger1 = time = 199
anim = 70262
id = 7003
Postype = p1
pos = 0,const(size.mid.pos.y)*(const(size.yscale)*(1+fvar(2)))
random = 0,0
ontop = 1
velocity = -6,-5
ownpal = 1
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))
[State ò_ó]
type = Explod
triggerall = name = "Juano`s Sub guy"
trigger1 = time = 199
anim = 70262
id = 7003
Postype = p1
pos = 0,const(size.mid.pos.y)*(const(size.yscale)*(1+fvar(2)))
random = 0,0
ontop = 1
velocity = 5,-5
ownpal = 1
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))
[State ò_ó]
type = Explod
triggerall = name = "Juano`s Sub guy"
trigger1 = time = 199
anim = 70262
id = 7003
Postype = p1
pos = 0,const(size.mid.pos.y)*(const(size.yscale)*(1+fvar(2)))
random = 0,0
ontop = 1
velocity = 5,-3
ownpal = 1
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))
[State ò_ó]
type = Explod
triggerall = name = "Juano`s Sub guy"
trigger1 = time = 199
anim = 70262
id = 7003
Postype = p1
pos = 0,const(size.mid.pos.y)*(const(size.yscale)*(1+fvar(2)))
random = 0,0
ontop = 1
velocity = 2,5
ownpal = 1
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))
[State ò_ó]
type = Explod
triggerall = name = "Juano`s Sub guy"
trigger1 = time = 199
anim = 70262
id = 7003
Postype = p1
pos = 0,const(size.mid.pos.y)*(const(size.yscale)*(1+fvar(2)))
random = 0,0
ontop = 1
velocity = -5,-5
ownpal = 1
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))
[State ò_ó]
type = Explod
triggerall = name = "Juano`s Sub guy"
trigger1 = time = 199
anim = 70262
id = 7003
Postype = p1
pos = 0,const(size.mid.pos.y)*(const(size.yscale)*(1+fvar(2)))
random = 0,0
ontop = 1
velocity = -5,-4
ownpal = 1
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))
[State ò_ó]
type = Explod
triggerall = name = "Juano`s Sub guy"
trigger1 = time = 199
anim = 70262
id = 7003
Postype = p1
pos = 0,const(size.mid.pos.y)*(const(size.yscale)*(1+fvar(2)))
random = 0,0
ontop = 1
velocity = -7,0
ownpal = 1
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))
[State ò_ó]
type = Explod
triggerall = name = "Juano`s Sub guy"
trigger1 = time = 199
anim = 70262
id = 7003
Postype = p1
pos = 0,const(size.mid.pos.y)*(const(size.yscale)*(1+fvar(2)))
random = 0,0
ontop = 1
velocity = 1,-5
ownpal = 1
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))

;-------------------------------------------------------------
[State 0, PlaySnd]
type = PlaySnd
trigger1 = name = "Juano`s Sub guy"
trigger1 = time = 200
value = 0,5
volume = 200
channel = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 200
value = 1,10
volume = 200
channel = 5

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time > 200
flag = invisible

[State 45, muere]
type = LifeSet
trigger1 = time = 200
value = 0

[State 45, vencido]
type = changestate
trigger1 = time = 240
value = 5150
anim = 0

;========================================================
;============== FATALITY 12 subzero =====================
;========================================================
;fatality 12(check situation) part 1
[Statedef 60820]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
anim = 7088
velset = 0,0
sprpriority = 0

[State 0, SubID]
type = Explod
trigger1 = !(time%1)
anim = 9999
ID = 2100
pos = 320,240
postype = left
bindtime = 1
removetime = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State 0,brillo]
type = Explod
trigger1 = time < 90
trigger1 = numhelper(7044) != 0
trigger1 = !(time%7)
anim = 7018
id = 70182
Postype = p1
bindtime = -1
removeongethit = 1
sprpriority = 3
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))
ownpal = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = anim = 7088 && time > 90
id = 70182

[State ]
type = Helper
trigger1 = time = [20,92]
trigger1 = !(time%7)
helpertype = Normal
ID = 7044
name = "Hielo"
postype = p1
pos = ceil(100*2*const(size.xscale)),ceil(-82*2*const(size.yscale))
stateno = 7044
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State ]
type = Helper
triggerall = !numhelper(70441)
trigger1 = animelemtime(4) = 10
helpertype = Normal
ID = 70441
name = "eternal ice"
postype = p2
stateno = 70441
ownpal = 1
scale = const(size.xscale),const(size.yscale)

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

;------------ p2 empieza a congelarse
[Statedef 60821]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
sprpriority = 6

[State amination]
type = ChangeAnim
triggerall = selfanimexist(9108097) = 0
triggerall = name != "Juano`s Sub guy"
Trigger1 = 1
value = anim
elem = animelemno(0)

[State 0, AssertSpecial]
type = null;AssertSpecial
triggerall = selfanimexist(9108097) = 0
trigger1 = name != "Juano`s Sub guy"
trigger1 = time %3 = 1
flag = invisible

[State 0, subzerocongelado]
type = ChangeAnim
trigger1 = !time && anim != 70880
triggerall = name = "Juano`s Sub guy"
value = 70880

[State 0, compatiblecongelado]
type = ChangeAnim
trigger1 = !time && anim != 9108097
triggerall = selfanimexist(9108097)
triggerall = name != "Juano`s Sub guy"
value = 9108097

[State blackness]
type = palfx
triggerall = selfanimexist(9108097) = 0
triggerall = name != "Juano`s Sub guy"
trigger1 = !(time%1)
time = 1
ignorehitpause = 1
add = 150,150,200
mul = 50,190,256

[State kitaefectonoob]
type = palfx
trigger1 = name = "Juano`s Sub guy"
time = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 5
value = 7022
ctrl = 0

;========================================
;fatality 12(check situation) part 2
[Statedef 6082]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
;anim = 0
velset = 0,0
;sprpriority = 1

[State 0, SubID]
type = Explod
trigger1 = !(time%1)
anim = 9999
ID = 2100
pos = 320,240
postype = left
bindtime = 1
removetime = 1
ownpal = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
trigger1 = anim != 0 && anim != 2 && anim != 3
value = 0

[State 0, setfatal2]
type = VarSet
trigger1 = time = 0
v = 16
value = 5

[State 3004, nosonido]
type = StopSnd
trigger1 = time = 0 ;= 0
channel = -1
persistent = 3

[State 210, tuntun]
type = Playsnd
trigger1 = time = 0
value = 15,0 ;15,4
volume = 250
channel = 2

[State 210, finfatality]
type = Playsnd
trigger1 = time = 100
value = 15,10
volume = 250
channel = -1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = nokosnd
flag3= nokoslow
flag3 = timerfreeze

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Dark"
ID = 60774
stateno = 60774
pos = 999,999
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 200, 7]
type = changestate
trigger1 = anim = 70881 && !animtime && enemynear,prevstateno != 60779 && p2stateno != 60779
trigger2 = time = 80 && p2stateno != 60779 && enemynear,prevstateno != 60779
trigger3 = time = 200 && (enemynear,prevstateno = 60779 || p2stateno != 60779)
value = 0
ctrl = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 25
value = 70881
;---------------------- Efectos para Ermac -------------
[State ]
type = Helper
triggerall = var(20) = 6
trigger1 = time = 25
helpertype = Normal
ID = 7045
name = "ErmacLuzmano"
postype = p1
pos = ceil(1*2*const(size.xscale)),ceil(1*2*const(size.yscale))
stateno = 7045
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 0, p1cae]
type = PlaySnd
triggerall = enemynear,stateno = 60779
trigger1 = time = 90
value = S17,9
volume = 0

[State 0, splash]
type = Explod
triggerall = enemynear,stateno = 60779
trigger1 = time = 93
anim = 60342
pos = 0,0
postype = p2
sprpriority = 1
shadow = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
;-------------------------------------------------------
[State 8000, oscuro15]
type = allPalFX
trigger1 = time = 30 && anim = 70881
time = 10
ignorehitpause = 1
add = 256,250,250
mul = 256,250,250
invertall = 1
color = 256

[State 0, explosion]
type = PlaySnd
trigger1 = animelem = 4 && anim = 70881
value = 1,30
volume = 200
channel = -1

[State ]
type = Helper
triggerall = !numhelper(70442)
trigger1 = animelem = 4 && anim = 70881
helpertype = Normal
ID = 70442
name = "hielito"
postype = p2
stateno = 70442
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State grabby]
type = HitDef
Trigger1 = !movecontact
attr = S, HT
pausetime = 10
hitflag = M-
priority = 1, Miss
sparkno = -1
p1facing = 1
p2facing = 1
;p2stateno = 6072
p2stateno = ifelse((command = "hold_b" && command = "hold_a" && var(22) = 5008 && var(21) = 1),60779,6072)
guard.dist = 0
fall = 1
fall.recover = 0
;====================================================================
;---------- DECAPITACION PARA CHARS COMPATIBLES CON PEKETO ----------
;---------------------------------------------------------
;fatal move P2 para compatibles con peketo
[Statedef 60720]
type = S
movetype = H
ctrl = 0
physics = N
velset = 0, 0

[State 3050, subzerofatMK1]
type = changeState
trigger1 = time = 1 && p2stateno = 6052
trigger1 = selfanimexist(9123000)
value = 607211
ctrl = 0

[State 3050, headripComun]
type = changeState
trigger1 = time = 1
trigger1 = selfanimexist(9123000)
value = 91230
ctrl = 0

[State 3050, DESTRUIDO]
type = changeState
trigger1 = time = 2; && p2stateno != 6052 && p2stateno != 6066 && p2stateno != 6059
trigger1 = !selfanimexist(9123000)
value = 6072
ctrl = 0
;---------------------------------------------------------
;decapitacion - fatal move P2 - 1
[Statedef 91230]
type = S
movetype = H
ctrl = 0
;physics = A
velset = 0, 0
;anim = 91230

[State 0, brillo]
type = AllPalFX
trigger1 = time = 0
time = 10
add = 256,0,0
mul = 256,0,0
;sinadd = 0,0,0,10
invertall = 1
color = 256

[State 0, temblor]
type = EnvShake
trigger1 = time = 0
time = 15
ampl = -5

;---------------
[State 0, AssertSpecial]
type = ChangeAnim2
trigger1 = time = 0
value = 912332

[State 0, PosAdd]
type = null;PosAdd
trigger1 = time = 90
x = -37

[State 0, temblor]
type = EnvShake
trigger1 = time = 100
time = 5
ampl = -8

[State 0, cae]
type = PlaySnd
trigger1 = time = 100
value = F7,0
channel = 0
;----------------

[State 182, 1]
type = screenbound
trigger1 = 1
movecamera = 1,0
value = 1

[State 210, Width]
type = null;Width
trigger1 = alive = 1
value = 50,50

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 11,0
volume = 250
channel = 2
;--------------------- cabeza
[State 0, cabeza]
type = Explod
trigger1 = !time && p2stateno != 6070
anim = 912320
ID = 912320
pos = -5,-50
postype = p1
;facing = 1
ontop = 1
vel = -1.3,-8
accel = -.03,.3
removetime = 60
scale = const(size.xscale),const(size.yscale)
[State 0, cabeza]
type = Explod
trigger1 = time = 60 && p2stateno != 6070
anim = 912321
ID = 912321
pos = -140,10
postype = p1
ontop = 1
scale = const(size.xscale),const(size.yscale)

[State 0, cae]
type = PlaySnd
trigger1 = time = 60 && p2stateno != 6070
value = F7,0
volume = 0
channel = -1
;------------------
[State 0, LifeSet]
type = LifeSet
trigger1 = time = 10
value = 0

[State 220, 3]
type = changestate
trigger1 = time = 105
value = 5150
ctrl = 0
;===================================================
;peketo compatible - subzero decapita MK1
[Statedef 607211]
type    = A
movetype= H
physics = N
sprpriority = 2
velset = 0,0

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 0, temblor]
type = EnvShake
trigger1 = time = 70
time = 5
ampl = -8

[State 0, cae]
type = PlaySnd
trigger1 = time = 70
value = F7,0
channel = 0

[State 0, AssertSpecial]
type = ChangeAnim2
trigger1 = time = 20
value = 60152

[State 0, Explod]
type = Explod
trigger1 = time = 55
anim = 91231
ID = 91231
pos = (enemynear,const(size.yscale))*(75),-49
postype = p2
ownpal = 1
facing = -1
removetime = 12
scale = const(size.xscale),const(size.yscale)

[State 0, Explod]
type = Explod
trigger1 = time = 67
anim = 91232
ID = 91231
pos = (enemynear,const(size.yscale))*(106),0
postype = p2
ownpal = 1
facing = -1
removetime = -1
scale = const(size.xscale),const(size.yscale)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 56
value = 11,0
volume = 200
channel = 2

[State 0, SprPriority]
type = SprPriority
trigger1 = time = 56
value = 5

[State 0, AssertSpecial]
type = ChangeAnim2
trigger1 = time = 55
value = 9123699

[State ]
type = posset
trigger1 = time = 55
trigger1 = anim = 9123699
x = floor(enemynear,pos x)
y = floor(enemynear,pos y)
;---------------------------- moves no se usan
[State elem1al4]
type = posset
trigger1 = anim = 9123699 && animelem = 1
x = floor(enemynear,pos x)+(enemynear,const(size.yscale))*(52*-facing)
y = floor(enemynear,pos y)+(enemynear,const(size.yscale))*(-140)

[State elem1al5]
type = posset
trigger1 = anim = 9123699 && animelem = 5
x = floor(enemynear,pos x)+(enemynear,const(size.yscale))*(27*-facing)
y = floor(enemynear,pos y)+(enemynear,const(size.yscale))*(-85)

[State elem1al6]
type = posset
trigger1 = anim = 9123699 && animelem = 6
x = floor(enemynear,pos x)+(enemynear,const(size.yscale))*(-6*-facing)
y = floor(enemynear,pos y)+(enemynear,const(size.yscale))*(-110)

[State elem1al6]
type = posset
trigger1 = anim = 9123699 && animelem = 10
x = floor(enemynear,pos x)+(enemynear,const(size.yscale))*(-13*-facing)
y = floor(enemynear,pos y)+(enemynear,const(size.yscale))*(-135)

[State elem1al6]
type = posset
trigger1 = anim = 9123699 && animelem = 11
x = floor(enemynear,pos x)+(enemynear,const(size.yscale))*(-22*-facing)
y = floor(enemynear,pos y)+(enemynear,const(size.yscale))*(-145)
;----------------------------------------

[State 45, muere]
type = LifeSet
trigger1 = time = 66;110
value = 0

[State 45, vencido]
type = changestate ;Selfstate ;
trigger1 = time = 300
value = 5150
;--------------------------------------------------
;---------- peketo compatibles les comen la cabeza
[Statedef 607212]     ;p2
type    = A
movetype= H
physics = S
;anim = 60152
sprpriority = -10

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time > 54 && anim = 91243
flag = invisible

[State 0, AssertSpecial]
type = ChangeAnim2
trigger1 = time = 0
value = 601520

[State 0, PosSet]
type = PosSet
trigger1 = anim = 601520
y = (enemynear,const(size.yscale))*(-100)

[State 0, Explod]
type = Explod
trigger1 = time = 40
anim = 91231
ID = 91231
pos = 0,(enemynear,const(size.yscale))*(50)
postype = p1  ;p2,front,back,left,right
ownpal = 1
removetime = 12
scale = const(size.xscale),const(size.yscale)

[State 0, Explod]
type = Explod
trigger1 = time = 52
anim = 91232
ID = 91231
pos = (enemynear,const(size.yscale))*(190),0
postype = p2
ownpal = 1
facing = -1
removetime = -1
scale = const(size.xscale),const(size.yscale)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 40
value = 11,0
volume = 200
channel = 4

[State 0, PosSet]
type = PosSet
trigger1 = time = 40
y = (enemynear,const(size.yscale))*(-100)

[State 0, AssertSpecial]
type = ChangeAnim2
trigger1 = time = 40
value = 91243

[State 45, muere]
type = LifeSet
trigger1 = time = 60;110
value = 0

[State 0, PosSet]
type = null;PosSet
trigger1 = time = 60
y = 0

[State 45, vencido]
type = changestate ;Selfstate ;
trigger1 = time = 200
value = 5150
anim = 0

;----------------------------------------------------
;p2 cortado a la mitad compatibles
[Statedef 607213]
type    = S
movetype= H
physics = S
sprpriority = -1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 0, piernassekedan]
type = Explod
trigger1 = !time
anim = 9108091
ID = 7067
postype = p1
removetime = -1
ownpal = 0
scale = const(size.xscale),const(size.yscale)
;--------------------- torso vuela
[State 0, torsovuela]
type = Explod
trigger1 = !time
anim = 9108092
ID = 9108092
pos = -5,const(size.mid.pos.y)
postype = p1
ontop = 1
vel = 2,-6
accel = 0,.3
removetime = 54
scale = const(size.xscale),const(size.yscale)

[State 0, torsocae]
type = Explod
trigger1 = time = 54
anim = 9108093
ID = 9108093
pos = 100,10
postype = p1
sprpriority = 2
ontop = 1
scale = const(size.xscale),const(size.yscale)

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 54
time = 10
ampl = -2

[State 0, cae]
type = PlaySnd
trigger1 = time = 54
value = F7,0
volume = 0
channel = -1
;------------------

[State 0, grito]
type = PlaySnd
trigger1 = time = 0
value = 11,0
volume = 200
channel = 4

[State 45, muere]
type = LifeSet
trigger1 = time = 50
value = 0

[State 45, vencido]
type = changestate
trigger1 = time = 200
value = 5150
anim = 0

;------------------------------------
;p2 explota noob compatibles
[Statedef 607214]
type    = A
movetype= H
physics = S
sprpriority = -1
anim = 9108094

[State 0, AllPalFX]
type = AllPalFX
trigger1 = time = 198
time = 10
add = 256,0,0
mul = 256,0,0
invertall = 1
color = 256

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 198
time = 15
ampl = -5

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time > 200
flag = invisible

[State 45, muere]
type = LifeSet
trigger1 = time = 200
value = 0

[State 45, vencido]
type = changestate
trigger1 = time = 240
value = 5150
anim = 0

;--------------------------------------
;p2 le arranca btazo compatibles
[Statedef 607215]
type    = A
movetype= H
physics = N
sprpriority = 0
anim = 9108095

[State brazos]
type = Explod
trigger1 = animelem = 2
triggerall = !numexplod(70782)
anim = 9108096
id = 9108096
facing = -1
Postype = p2
sprpriority = 2
removetime = -1 ;147
scale = const(size.xscale),const(size.yscale)

[State amination]
type = lifeadd
Trigger1 = time = 111
value = -9999

[State ]
type = assertspecial
trigger1 = 1
flag = noKOsnd

[State away with you]
type = changestate
trigger1 = time = 150
value = 5150
;-------------------------------------------------
;---------------- golpe a las bolas de Compatible
[Statedef 607216]
type    = U
movetype= H
physics = N
sprpriority = 1
velset = 0,0
anim = 9108100
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = 11,0

[State 0, cae]
type = ChangeState
triggerall = !animtime
trigger1 = pos Y <= -10
trigger2 = alive = 0
value = 5050
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = !animtime
triggerall = alive = 1
triggerall = pos Y > -10
value = 0
ctrl = 1

;========================================================
;======FATALITY 13 REPTILE ================================
[Statedef 6083]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0

[State 0, RepID]
type = Explod
trigger1 = !(time%1)
anim = 9999
ID = 2102
pos = 320,240
postype = left
bindtime = 1
removetime = 1
ownpal = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 0, setfatal2]
type = VarSet
trigger1 = time = 0
v = 16
value = 3

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !time
trigger1 = anim != 0 && anim != 2 && anim != 3
value = 3

[State 0, maskout]
type = ChangeAnim
trigger1 = time = 40
value = 7090

[State 0, carareptile]
type = Explod
trigger1 = time = 40
anim = 70901
ID = 70901
sprpriority = 5
shadow = 0
ownpal = 1
removetime = -2
removeongethit = 1
bindtime = -2
scale = (const(size.xscale)*(1+fvar(2))),(const(size.yscale)*(1+fvar(2)))

[State 3004, nosonido]
type = StopSnd
trigger1 = time = 0
channel = -1
persistent = 3

[State 210, tuntun]
type = Playsnd
trigger1 = time = 0
value = 15,0
volume = 250
channel = 2

[State 210, finfatality]
type = Playsnd
trigger1 = time = 250
value = 15,10
volume = 250
channel = -1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = nokosnd
flag3= nokoslow
flag3 = timerfreeze

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Dark"
ID = 60774
stateno = 60774
pos = 999,999
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 0,acido]
type = Explod
trigger1 = time = 110
anim = 70900
id = 70900
Postype = p1
sprpriority = 10
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 115
value = 1,16
volume = 200

[State 0,humo]
type = Explod
trigger1 = time > 160
anim = 7040
name = "Humo"
pos = (const(size.xscale)*2*(1+fvar(2)))*80,-60*2*(const(size.yscale)*(1+fvar(2)))
vel = 0, -2
random = ceil(const(size.yscale))*80*2*(const(size.xscale)*(1+fvar(2))),ceil(const(size.yscale))*100*2*(const(size.xscale)*(1+fvar(2)))
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))
ontop = 1
ownpal = 1
shadow = 0

[State 0, HitDef]
type = HitDef
trigger1 = time = 140
attr = S,NA
guardflag = M
animtype = medium
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
p2stateno = 6072

[State 200, 7]
type = changestate
trigger1 = anim = 7089
trigger1 = animtime = 0
trigger2 = time = 300
value = 0
ctrl = 1

;========================================================
;=============== babality - TODOS =====================
;========================================================
;babality (check situation)
[Statedef 6084]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0

[State 0, ChangeAnimsubzero]
type = ChangeAnim
triggerall = var(20) = 1 || var(20) = 4 || var(20) = 7
trigger1 = time = 0
trigger1 = anim != 0 && anim != 2 && anim != 3
value = 0
[State 0, ChangeAnimscorpion]
type = ChangeAnim
triggerall = var(20) = 2 || var(20) = 6
trigger1 = time = 0
trigger1 = anim != 0 && anim != 2 && anim != 3
value = 2
[State 0, ChangeAnimreptile]
type = ChangeAnim
triggerall = var(20) = 3 || var(20) = 5
trigger1 = time = 0
trigger1 = anim != 0 && anim != 2 && anim != 3
value = 3

[State 0, setfatal2]
type = VarSet
trigger1 = time = 0
v = 16
value = 7

[State 3004, nosonido]
type = StopSnd
trigger1 = time = 0 ;= 0
channel = -1
persistent = 3

[State 210, tuntun]
type = Playsnd
trigger1 = time = 0
value = 15,0 ;15,4
volume = 250
channel = 2

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = nokosnd
flag3= nokoslow
flag3 = timerfreeze

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Dark"
ID = 60774
stateno = 60774
pos = 999,999
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 0, posesubzero]
type = ChangeAnim
triggerall = var(20) = 1 || var(20) = 4
trigger1 = time = 60
value = 7091
elem = 1
[State 0, posescorpion]
type = ChangeAnim
triggerall = var(20) = 2 || var(20) = 6
trigger1 = time = 60
value = 7091
elem = 4
[State 0, posereptile]
type = ChangeAnim
triggerall = var(20) = 3 || var(20) = 5
trigger1 = time = 60
value = 7091
elem = 7
[State 0, poserain]
type = ChangeAnim
triggerall = var(20) = 7
trigger1 = time = 60
value = 7091
elem = 11

[State 0, winposesubzero]
type = null;ChangeAnim
triggerall = var(20) = 1 || var(20) = 4
trigger1 = time = 110
value = 180
elem = 4
[State 0, winposescorpion]
type = null;ChangeAnim
triggerall = var(20) = 2 || var(20) = 6
trigger1 = time = 110
value = 181
elem = 3
[State 0, winposereptile]
type = null;ChangeAnim
triggerall = var(20) = 3 || var(20) = 5
trigger1 = time = 110
value = 182
elem = 4

[State 9251,explosion]
type = explod
trigger1 = time = 100
anim = 7038
postype = p2
pos = -10*2*const(size.xscale)*(1+fvar(2)),10*2*const(size.yscale)*(1+fvar(2))
sprpriority = 5
ownpal = 1
scale = const(size.xscale)*(1+fvar(2)),const(size.yscale)*(1+fvar(2))

[State 0, explosion]
type = PlaySnd
trigger1 = time = 100
value = 1,22
volume = 250
channel = -1

[State 0, bebellora]
type = PlaySnd
trigger1 = time = 150
value = 15,12
volume = 200
channel = -1

[State 0, babalitymusic]
type = PlaySnd
trigger1 = time = 250
value = 15,11
volume = 200
channel = -1

[State 210, finfatality]
type = Playsnd
trigger1 = time = 430
value = 15,10
volume = -250
channel = -1

[State 1601, Hit]
type = HitDef
trigger1 = !movecontact
triggerall = time = 100
p2stateno = 60840
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
;p1facing = 1
;p2facing = 1
guard.dist = 0
fall = 1
fall.recover = 0

[State bebegenerico]
type = explod
triggerall = enemynear,anim != 9108104 && enemynear,anim != 9108105
trigger1 = enemynear,stateno = 60840
trigger1 = enemynear,time = 7
anim = 70910
postype = p2
pos = 0
sprpriority = 1
ownpal = 1
removetime = -1
scale = const(size.xscale),const(size.yscale)

[State 200, 7]
type = changestate
trigger1 = anim = 7091
trigger1 = animtime = 0
trigger2 = time = 450
value = 0
ctrl = 1
;------------------------------------------
;p2 recive babality
[Statedef 60840]
type    = A
movetype= H
physics = N
sprpriority = 2
velset = 0,0

[State bebe1]
type = ChangeAnim
triggerall = selfAnimExist(9108104)
trigger1 = time = 5
trigger1 = ifelse(selfAnimExist(9108105),random < 170,1)
value = 9108104

[State bebe2]
type = ChangeAnim
triggerall = selfAnimExist(9108105)
Triggerall = time = 6
trigger1 = anim != 9108104
value = 9108105

[State 0, AssertSpecial]
type = AssertSpecial
triggerall = anim != 9108104 && anim != 9108105
trigger1 = time > 10
flag = invisible

[State amination]
type = lifeadd
Trigger1 = time = 270
value = -9999

[State ]
type = assertspecial
trigger1 = 1
flag = noKOsnd

[State away with you]
type = changestate
trigger1 = !alive
value = 5150

;===============================================================
;FATALITY 14 - SCORPION - SPEAR CUT
[Statedef 6085]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0

[State 0, scorID]
type = Explod
trigger1 = !(time%1)
anim = 9999
ID = 2101
pos = 320,240
postype = left
bindtime = 1
removetime = 1
ownpal = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 0, ChangeAnimsubzero]
type = ChangeAnim
triggerall = var(20) = 1 || var(20) = 4
trigger1 = time = 0
triggerall = anim != 0 && anim != 2 && anim != 3
value = 0
[State 0, ChangeAnimscorpion]
type = ChangeAnim
triggerall = var(20) = 2 || var(20) = 6
trigger1 = time = 0
triggerall = anim != 0 && anim != 2 && anim != 3
value = 2
[State 0, ChangeAnimreptile]
type = ChangeAnim
triggerall = var(20) = 3 || var(20) = 5
trigger1 = time = 0
triggerall = anim != 0 && anim != 2 && anim != 3
value = 3

[State 0, setfatal2]
type = VarSet
trigger1 = time = 0
v = 16
value = 7

[State 3004, nosonido]
type = StopSnd
trigger1 = time = 0 ;= 0
channel = -1
persistent = 3

[State 210, tuntun]
type = Playsnd
trigger1 = time = 0
value = 15,0 ;15,4
volume = 250
channel = 2

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = nokosnd
flag3= nokoslow
flag3 = timerfreeze

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Dark"
ID = 60774
stateno = 60774
pos = 999,999
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 0, posesubzero]
type = ChangeAnim
trigger1 = time = 60
value = 7093

[State 1010, 1]
type = Playsnd
trigger1 = anim = 7093 && animelemtime(3) = 0
value = 1,18
volume = 255

[State 0, Helper]
type = Helper
trigger1 = anim = 7093 && animelemtime(3) = 0
helpertype = normal
name = "Harpon inicio"
ID = 704513
stateno = 704513
pos = 0,-80
postype = p1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 210, finfatality]
type = Playsnd
trigger1 = time = 200
value = 15,10
volume = -250
channel = -1

[State 0, Helper]
type = Helper
trigger1 = time = 160
helpertype = normal
name = "Ground Harpon"
ID = 70459
stateno = 70459
pos = 0,0
postype = p2
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 0, ChangeAnimsubzero]
type = ChangeAnim
triggerall = var(20) = 1 || var(20) = 4
trigger1 = time = 200
triggerall = anim != 0 && anim != 2 && anim != 3
value = 180
[State 0, ChangeAnimscorpion]
type = ChangeAnim
triggerall = var(20) = 2 || var(20) = 6
trigger1 = time = 200
triggerall = anim != 0 && anim != 2 && anim != 3
value = 181
[State 0, ChangeAnimreptile]
type = ChangeAnim
triggerall = var(20) = 3 || var(20) = 5
trigger1 = time = 200
triggerall = anim != 0 && anim != 2 && anim != 3
value = 182

[State 200, 7]
type = changestate
trigger1 = anim = 7093
trigger1 = animtime = 0
trigger2 = time = 500
value = 0
ctrl = 1
;--------------------------- p2 cortado por harpon
[Statedef 60850]
type    = A
movetype= H
physics = N
sprpriority = 0
velset = 0,0

[State bebe1]
type = ChangeAnim
triggerall = selfAnimExist(9108108)
trigger1 = time = 0
value = 9108108

[State bebe1]
type = ChangeAnim
triggerall = selfAnimExist(9108108) = 0
trigger1 = time = [1,150]
value = 5010
elem = 1

[State 0, CAesubzero]
type = EnvShake
triggerall = name = "Juano`s Sub guy"
trigger1 = animelem = 9
trigger2 = animelem = 3
triggerall = anim = 9108108
time = 10
ampl = -4

[State 0, caesubzero]
type = PlaySnd
triggerall = name = "Juano`s Sub guy"
trigger1 = animelem = 9
trigger2 = animelem = 3
triggerall = anim = 9108108
value = S2,1
volume = 200
channel = 1

[State 0, grito]
type = PlaySnd
trigger1 = time = 0 && name = "Juano`s Sub guy"
value = 4+var(23),5
volume = -250
channel = 1

[State 0, gritopeter]
type = PlaySnd
trigger1 = time = 0 && name = "Peter Griffin"
value = 0,20
volume = 200
channel = 1

[State 0, gritohomero]
type = PlaySnd
trigger1 = time = 0 && name = "Homero J Simpson"
value = 1,8
volume = 200
channel = 1

[State 0, gritohomero]
type = PlaySnd
triggerall = name != "Homero J Simpson"
triggerall = name != "Juano`s Sub guy"
triggerall = name != "Peter Griffin"
trigger1 = time = 0
value = 11,0
volume = 200
channel = 1

[State amination]
type = lifeadd
Trigger1 = time = 0;270
trigger1 = anim = 9108108
trigger2 = anim = 5050
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 25
value = -9999

[State ]
type = assertspecial
trigger1 = 1
flag = noKOsnd

[State away with you]
type = changestate
trigger1 = anim = 5050
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 25
value = 5050

[State away with you]
type = changestate
trigger1 = anim = 9108108
trigger1 = time > 270;!alive
value = 5150

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
triggerall = anim  = 5010
trigger1 = time = 151
value = 5050

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = anim = 5050
trigger1 = time > 150
y = GetHitVar(yaccel)

;===============================================================
;FATALITY 15 - SCORPION - HEll Hand
[Statedef 6086]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
anim = 2
velset = 0,0

[State 0, scorID]
type = Explod
trigger1 = !(time%1)
anim = 9999
ID = 2101
pos = 320,240
postype = left
bindtime = 1
removetime = 1
ownpal = 1
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 0, setfatal2]
type = VarSet
trigger1 = time = 0
v = 16
value = 7

[State 3004, nosonido]
type = StopSnd
trigger1 = time = 0 ;= 0
channel = -1
persistent = 3

[State 210, tuntun]
type = Playsnd
trigger1 = time = 0
value = 15,0 ;15,4
volume = 250
channel = 2

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = nokosnd
flag3= nokoslow
flag3 = timerfreeze

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Dark"
ID = 60774
stateno = 60774
pos = 999,999
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 210, finfatality]
type = Playsnd
trigger1 = time = 260
value = 15,10
volume = -250
channel = -1

[State 0, levanta mano]
type = ChangeAnim
trigger1 = time = 80
value = 7092

[State 0, Helper]
type = Helper
trigger1 = time = 120
helpertype = normal
name = "Hell Hand"
ID = 704512
stateno = 704512
pos = p2dist X-30,-3
;facing = -facing
postype = p1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 0, baja mano]
type = ChangeAnim
trigger1 = time = 300
value = 70920

[State 200, 7]
type = changestate
triggerall = anim = 70920
trigger1 = animtime = 0
trigger2 = time = 320
value = 0
ctrl = 1
;---------------------------------------- Muere por hell hand
[Statedef 60860]
type    = A
movetype= H
physics = N
sprpriority = 0
velset = 0,0

[State 0, Turn]
type = Turn
trigger1 = facing = enemynear,facing

[State 0, grito]
type = PlaySnd
trigger1 = time = 60 && name = "Juano`s Sub guy"
value = 4+var(23),5
volume = 250
channel = 1

[State 0, gritopeter]
type = PlaySnd
trigger1 = time = 60 && name = "Peter Griffin"
value = 0,20
volume = 250
channel = 1

[State 0, gritohomero]
type = PlaySnd
trigger1 = time = 60 && name = "Homero J Simpson"
value = 1,8
volume = 250
channel = 1

[State 0, gritonocompatibles]
type = PlaySnd
triggerall = name != "Homero J Simpson"
triggerall = name != "Juano`s Sub guy"
triggerall = name != "Peter Griffin"
trigger1 = time = 60
value = 11,0
volume = 250
channel = 1

[State asustado]
type = ChangeAnim
triggerall = selfAnimExist(9108106)
trigger1 = time = 0
value = 9108106

[State sorpresa]
type = ChangeAnim
triggerall = selfAnimExist(9108106) = 0
trigger1 = time = [1,150]
value = 5000
elem = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time > 108
flag = invisible

[State amination]
type = lifeadd
Trigger1 = time = 110
value = -9999

[State ]
type = assertspecial
trigger1 = 1
flag = noKOsnd

[State away with you]
type = changestate
trigger1 = !alive
value = 5150
