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[Statedef 200]

type = S
movetype= A
physics = S
ctrl = 0
anim = 210
poweradd = 30
velset = 0,0
sprpriority = 10
facep2 = 1

[state ]
type = playsnd
trigger1 = time = 0
value = S200,0
[state ]
type = playsnd
trigger1 = time = 0
value = S200,0
[state ]
type = playsnd
trigger1 = time = 0
value = S200,0

[State 0, Helper]
type = null;Helper
trigger1 = gametime%5 = 0
trigger2 = time = 0
helpertype = normal
name = "Byakurai"
ID = 215
stateno = 215
pos = 60,-60+random%30
postype = p1
facing = 1
ownpal = 1
size.xscale = 1*3
size.yscale = .6*1.5
supermovetime = 999
ignorehitpause = 1

[State 0, Viento]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "Viento"
ID = 1450
stateno = 1450
pos = 250,-40
postype = p1
ownpal = 1
size.xscale = 1.3
size.yscale = 1.3
[State 0, Viento]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "Viento"
ID = 1450
stateno = 1450
pos = 400,-40
postype = p1
ownpal = 1
size.xscale = 1.3
size.yscale = 1.3
[State 0, Viento]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "Viento"
ID = 1450
stateno = 1450
pos = 550,-40
postype = p1
ownpal = 1
size.xscale = 1.3
size.yscale = 1.3

[State 0, Viento]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "Viento"
ID = 60000
stateno = 60000
pos = 30,-45
postype = p1
ownpal = 1
size.xscale = 0.075*1.3*0.3
size.yscale = 0.3*1.3*0.3

[State 200, End]


type = ChangeState
Triggerall = helper(1450),movecontact
triggerall = time >= 60
trigger1 = ailevel = 0 && command = "a"
trigger2 = roundstate = 2 && ailevel > 0 && random < (ailevel * 100)
value = 210

[state ]
type = changestate
trigger1 = animtime = 0
triggerall = time >= 150
value = 211

[Statedef 210]
type = S
movetype= A
physics = S
ctrl = 0
poweradd = 30
velset = 0,0
sprpriority = 10
facep2 = 1

[State 0, Viento]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Viento"
ID = 60001
stateno = 60001
pos = 35,-45
postype = p1
ownpal = 1
size.xscale = 0.075*1.3*0.45
size.yscale = 0.3*1.3*0.45

[state ]
type = playsnd
trigger1 = time = 0
value = S210,5
[state ]
type = playsnd
trigger1 = time = 0
value = S210,5
[state ]
type = playsnd
trigger1 = time = 0
value = S210,5

[State 0, PalFXWiz]
type = null;PalFX
trigger1 = time <= 12
time = 1
add = -180+time*15,-180+time*15,-180+time*15
mul = 256,256,256
sinadd = 0,0,0,1
color = 256

[State 0, FX]
type = null;Helper
trigger1 = animelem = 4
helpertype = normal
name = "FX"
ID = 215
stateno = 215
pos = 0,30
postype = p2
ownpal = 1
size.xscale = 1.2
size.yscale = 0.6

[State 0, Helper]
type = null;Helper
triggerall = time >= 15
trigger1 = gametime%5 = 0
trigger2 = time = 15
helpertype = normal
name = "Byakurai"
ID = 215
stateno = 215
pos = 60,-45+(ifelse(random <= 500,-1,1)*random%120)
postype = p1
facing = 1
ownpal = 1
size.xscale = 3
size.yscale = 3
supermovetime = 999
ignorehitpause = 1

[State 0, Helper]
type = Helper
triggerall = time >= 15
trigger1 = gametime%5 = 0
trigger2 = time = 15
helpertype = normal
name = "Byakurai"
ID = 216
stateno = 216
pos = 50+random%750,0
postype = p1
facing = 1
ownpal = 1
size.xscale = 3
size.yscale = 3
supermovetime = 999
ignorehitpause = 1
[State 0, Helper]
type = Helper
triggerall = time >= 15
trigger1 = gametime%5 = 0
trigger2 = time = 15
helpertype = normal
name = "Byakurai"
ID = 216
stateno = 216
pos = 50+random%750,0
postype = p1
facing = 1
ownpal = 1
size.xscale = 3
size.yscale = 3
supermovetime = 999
ignorehitpause = 1
[State 0, Helper]
type = Helper
triggerall = time >= 15
trigger1 = gametime%5 = 0
trigger2 = time = 15
helpertype = normal
name = "Byakurai"
ID = 216
stateno = 216
pos = 50+random%750,0
postype = p1
facing = 1
ownpal = 1
size.xscale = 3
size.yscale = 3
supermovetime = 999
ignorehitpause = 1

[state ]
type = varset
trigger1 = time = 0
v = 40
value = 0

[state ]
type = playsnd
trigger1 = time = 15
value = S6,56
[state ]
type = playsnd
trigger1 = time = 15
value = S6,58
[state ]
type = playsnd
trigger1 = time = 15
value = S6,56
[state ]
type = playsnd
trigger1 = time = 15
value = S6,58
[state ]
type = playsnd
trigger1 = time = 15
value = S6,56
[state ]
type = playsnd
trigger1 = time = 15
value = S6,58

[State 200, End]


type = ChangeState
Triggerall = var(40) = 1
triggerall = time >= 150
trigger1 = ailevel = 0 && command = "a"
trigger2 = roundstate = 2 && ailevel > 0 && random < (ailevel * 100)
value = 220

[state ]
type = changestate
trigger1 = animtime = 0
triggerall = time >= 250
value = 211

[Statedef 220]
type = S
movetype= A
physics = S
ctrl = 0
poweradd = 30
velset = 0,0
sprpriority = 10
facep2 = 1

[State 0, Helper]
type = Helper
triggerall = time >= 0
trigger1 = gametime%5 = 0
trigger2 = time = 0
helpertype = normal
name = "Byakurai"
ID = 216
stateno = 216
pos = 50+random%500,0
postype = p1
facing = 1
ownpal = 1
size.xscale = 3
size.yscale = 3
supermovetime = 999
ignorehitpause = 1
[State 0, Helper]
type = Helper
triggerall = time >= 0
trigger1 = gametime%5 = 0
trigger2 = time = 0
helpertype = normal
name = "Byakurai"
ID = 216
stateno = 216
pos = 50+random%500,0
postype = p1
facing = 1
ownpal = 1
size.xscale = 3
size.yscale = 3
supermovetime = 999
ignorehitpause = 1
[State 0, Helper]
type = Helper
triggerall = time >= 0
trigger1 = gametime%5 = 0
trigger2 = time = 0
helpertype = normal
name = "Byakurai"
ID = 216
stateno = 216
pos = 50+random%500,0
postype = p1
facing = 1
ownpal = 1
size.xscale = 3
size.yscale = 3
supermovetime = 999
ignorehitpause = 1

[State 0, Viento]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Viento"
ID = 60002
stateno = 60002
pos = 40,-45
postype = p1
ownpal = 1
size.xscale = 0.075*1.3*0.6
size.yscale = 0.3*1.3*0.6
[state ]
type = varset
trigger1 = time = 0
v = 40
value = 0

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Byakurai"
ID = 217
stateno = 217
pos = 800,-150
postype = p1
facing = 1
ownpal = 1
size.xscale = 1.5
size.yscale = 3
supermovetime = 999
ignorehitpause = 1

[state ]
type = playsnd
trigger1 = time = 0
value = S230,0
[state ]
type = playsnd
trigger1 = time = 0
value = S230,0
[state ]
type = playsnd
trigger1 = time = 0
value = S230,0

[state ]
type = changestate
trigger1 = animtime = 0
triggerall = time >= 150
value = 211

[Statedef 211]
type = S
movetype= A
physics = S
ctrl = 0
anim = 211
poweradd = 30
velset = 0,0
sprpriority = 2
facep2 = 1

[state ]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 1410]
type = S
movetype = I
physics = N
juggle = 0
velset = 0,0
ctrl = 0
anim = 40002
sprpriority = -21

[state ]
type = destroyself
trigger1 = root,alive = 0
ignorehitpause = 1

[state ]
type = angledraw
trigger1 = time <= 300
scale = 0.0033*time,0.0033*time

[state ]
type = angledraw
trigger1 = time > 300
scale = 1,1

[state ]
type = velset
trigger1 = time > 300
y = 0.6

[State 200,End]
type = Changestate
trigger1 = pos y > 0
value = 1420

[Statedef 1420]
type = S
movetype = I
physics = N
juggle = 0
velset = 0,0
ctrl = 0
anim = 40001
sprpriority = -10

[state ]
type = destroyself
trigger1 = root,alive = 0
ignorehitpause = 1

[State 3000, Super Charge]


type = Explod
trigger1 = time = 60
anim = 1411
ID = 1411
pos = 0,0
sprpriority = 10
supermove = 1
removetime = -2
bindtime = -1
ownpal = 1
scale = 100,100
removeongethit = 1
ontop = 0
supermovetime = 999
ignorehitpause = 1

[State 0, Portrait]
type = Helper
trigger1 = time = 78
helpertype = player
name = "sheep"
ID = 1430
stateno = 1430
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
ontop = 1

[State 0, Portrait]
type = Helper
trigger1 = time = 78
helpertype = player
name = "sheep"
ID = 1431
stateno = 1430
pos = 150,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
ontop = 1

[State 0, Portrait]
type = Helper
trigger1 = time = 78
helpertype = player
name = "sheep"
ID = 1432
stateno = 1430
pos = -150,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
ontop = 1

[State 0, AngleDraw]
type = trans
trigger1 = time > 190
trans = addalpha
alpha = 255-((time-190)*12),0+((time-190)*12)

[state ]
type = destroyself
trigger1 = time > 210
ignorehitpause = 1

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