[StateDef -2]

;GetReady
[State -2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = NoFG

[State -2]
type = PowerAdd
trigger1 = Power < 3000
value = 10

[State -2]
type = Helper
trigger1 = NumHelper(90000) = 0
name = "face"
stateno = 90000
keyctrl = 0
id = 90000

[State 0]
type = ChangeAnim
trigger1 = Anim != 0
trigger1 = StateNo != [190,194]
trigger1 = StateNo != [180,184]
ignorehitpause = 1
value = 0

[State 0]
type = ChangeState
triggerall = RoundState <= 2
trigger1 = StateNo = [0,5999]
trigger1 = StateNo != [190,194]
trigger1 = StateNo != [180,184]
trigger1 = StateNo != 5900
trigger1 = StateNo != 5150
value = IfElse(Life > 0, 10000, 5150)
ignorehitpause = 1
ctrl = 0

;RoundOver
[State 0]
type = ChangeState
trigger1 = RoundState = 3
value = IfElse(Win,0,5150)
ignorehitpause = 1
ctrl = 1

[State -2]
type = SprPriority
trigger1 = 1
ignorehitpause = 1
value = -110

[State -2]
type = HitBy
trigger1 = Time >= 0
ignorehitpause = 1
value = SCA, AA, AP

[State -2]
type = NotHitBy
trigger1 = Time >= 0
ignorehitpause = 1
value = , AT

[State -2]
type = PlayerPush
trigger1 = Time >= 0
ignorehitpause = 1
value = 0

[State -2]
type = CtrlSet
trigger1 = RoundState <= 2
ignorehitpause = 1
value = 0

[State -2]
type = HitOverride
trigger1 = Time >= 0
ignorehitpause = 1
attr = SCA, AA, AP
stateno = 15000

;PrevStateNo
[State -2]
type = VarSet
trigger1 = MoveType != H
var(0) = StateNo

;NotHitBy
[State -2]
type = DefenceMulSet
trigger1 = 1
ignorehitpause = 1
value = (1.0)/(1+Var(1))

[State -2]
type = VarAdd
trigger1 = Var(1) > 0
var(1) = -1

;Ground
[State -2]
type = Explod
trigger1 = NumExplod(20000) = 0
ignorehitpause = 1
removetime = -1
anim = 20000
pos = FrontEdgeDist-160,-40
sprpriority = -100
ownpal = 1
id = 20000

;WinCount
[State -2]
type = VarSet
trigger1 = Var(57) = 1
trigger1 = Var(59)
var(58) = 1

[State -2]
type = DisplayToClipBoard
trigger1 = 1
text = "%d"
params = Var(58)