[Statedef 8766]
type = S
physics = S
movetype = A
anim = 800
sprpriority = 2
velset = 0,0

; Notes: The '-' symbol in the hitflag field means that it only affects
;   players who are not in a hit state. This prevents KFM from combo-ing
;   into the throw. The priority should be set to a low number, such as
;   1 or 2, so that the throw does not take precedence over normal attacks.
;   The type of priority must always be set to "Miss" or "Dodge" for throws,
;   otherwise strange behavior can result.

[State 800]
type = VelSet
trigger1 = AnimElem = 4
x = 7

[State 800]
type = VelSet
trigger1 = AnimElem = 8
x = 0 

[State 800, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 800,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100,0

[State 6061,00 ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 6061]
type = TargetState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 12010

[State 6061,]
type = ChangeState 
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 12000

[State 6061]
type = HitDef
hitsound = s5,0
trigger1 = time >= 10
attr = S, ST
hitflag = MFD   
animtype  = Medium
priority = 7, miss  
sparkno = -1     
sprpriority = 2   
p2facing = 1   
fall = 1             ;Force p2 into falling down

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------------------
;Doggy Penetrate
[Statedef 12000]
type    = S
movetype= A
physics = N
anim = 7236
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 1

[State 6002]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 6002, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 6002,] 
type = PlaySnd
trigger1 = animelem = 2 || animelem = 4 || animelem = 6 || animelem = 8
value = 8150,3

; sigh
[State 6002,] 
type = PlaySnd
trigger1 = animelem = 10 
value = 5,0

; first insertion
[State 6002,] 
type = PlaySnd
trigger1 = animelem = 10 
value = 5010, 23

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 10
value = 1

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
;x = 0
y = 0

[State 810, Bind 2-4]
type =TargetBind
trigger1 = time = 0
id = -1
pos = 0, 0

[State 0, Explod]
type = Explod
triggerall = anim = 7236
triggerall = numexplod(7235) = 0
trigger1 = 1
anim = 7235
ID = 7235
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0

[State 810, Hurt 11]
type = LifeAdd
trigger1 = AnimElem = 10
value = 12

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 10
value = -5
kill = 0

;NEXT PHASE
[State 810, Throw 11]
type = TargetState
trigger1 = time = 200
value = 12011

[State 810, State End]
type = ChangeState
trigger1 = time = 200
value = 12001

;------------------------------------------------------------------------------------------
;Doggy slow	FVARS 16 AND 32 ARE AVAILABLE
[Statedef 12001]
type    = S
movetype= A
physics = N
anim = 3345
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 1


[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12021
trigger1 = time = 0
value = 0, 4

[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12041
trigger1 = time = 0
value = 0, 4

[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12061
trigger1 = time = 0
value = 0, 4

[State 6002]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 6002, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 5

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 2
value = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 7235

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
;x = 0
y = 0

[State 810, Bind 2-4]
type =TargetBind
trigger1 = time = 0
id = -1
pos = 3, -5


[State 0, Explod]
type = Explod
triggerall = anim = 3345
triggerall = numexplod(2225) = 0
trigger1 = 1
anim = 2225
ID = 2225
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0

[State 810, Hurt 11]
type = LifeAdd
trigger1 = AnimElem = 3
value = 12

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -1
kill = 0

[State 810]
type = PowerAdd
trigger1 = AnimElem = 3
value = -1

;NEXT PHASE
[State 810, Throw 11]
type = TargetState
trigger1 = Time >= 300
trigger1 = command = "a"
value = 12012

[State 810, State End]
type = ChangeState
trigger1 = Time >= 300
trigger1 = command = "a"
value = 12002

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "up"
trigger1 = Time >= 300
value = 12031

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "up"
trigger1 = Time >= 300
value = 12021

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "down"
trigger1 = Time >= 300
value = 12051

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "down"
trigger1 = Time >= 300
value = 12041

;------------------------------------------------------------------------------------------
;Doggy med
[Statedef 12002]
type    = S
movetype= A
physics = N
anim = 3346
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 1


[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12022
trigger1 = time = 0
value = 0, 4

[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12042
trigger1 = time = 0
value = 0, 4

[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12062
trigger1 = time = 0
value = 0, 4

[State 6002]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 6002, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 5

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 2
value = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 2225

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
;x = 0
y = 0

[State 810, Bind 2-4]
type =TargetBind
trigger1 = time = 0
id = -1
pos = 3, -5


[State 0, Explod]
type = Explod
triggerall = anim = 3346
triggerall = numexplod(2226) = 0
trigger1 = 1
anim = 2226
ID = 2226
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0

[State 810, Hurt 11]
type = LifeAdd
trigger1 = AnimElem = 3
value = 12

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -1
kill = 0

[State 810]
type = PowerAdd
trigger1 = AnimElem = 3
value = -1

;NEXT PHASE
[State 810, Throw 11]
type = TargetState
trigger1 = command = "b"
trigger1 = time >= 300
value = 12011

[State 810, State End]
type = ChangeState
trigger1 = command = "b"
trigger1 = time >= 300
value = 12001

;NEXT PHASE
[State 810, Throw 11]
type = TargetState
trigger1 = command = "a"
trigger1 = time >= 300
value = 12013

[State 810, State End]
type = ChangeState
trigger1 = command = "a"
trigger1 = time >= 300
value = 12003

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "up"
trigger1 = Time >= 300
value = 12032

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "up"
trigger1 = Time >= 300
value = 12022

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "down"
trigger1 = Time >= 300
value = 12052

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "down"
trigger1 = Time >= 300
value = 12042

;------------------------------------------------------------------------------------------
;Doggy fast
[Statedef 12003]
type    = S
movetype= A
physics = N
anim = 3347
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 1


[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12023
trigger1 = time = 0
value = 0, 4

[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12043
trigger1 = time = 0
value = 0, 4

[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12063
trigger1 = time = 0
value = 0, 4

[State 6002]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 6002, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 5

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 2
value = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 2226

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
;x = 0
y = 0

[State 810, Bind 2-4]
type =TargetBind
trigger1 = time = 0
id = -1
pos = 3, -5


[State 0, Explod]
type = Explod
triggerall = anim = 3347
triggerall = numexplod(2227) = 0
trigger1 = 1
anim = 2227
ID = 2227
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0

[State 810, Hurt 11]
type = LifeAdd
trigger1 = AnimElem = 3
value = 12

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -1
kill = 0

[State 810]
type = PowerAdd
trigger1 = AnimElem = 3
value = -1

;NEXT PHASE
[State 810, Throw 11]
type = TargetState
trigger1 = Time >= 300
trigger1 = command = "b"
value = 12012

[State 810, State End]
type = ChangeState
trigger1 = Time >= 300
trigger1 = command = "b"
value = 12002

;NEXT PHASE
[State 810, Throw 11]
type = TargetState
trigger1 = Time >= 300
trigger1 = command = "a"
value = 12014

[State 810, State End]
type = ChangeState
trigger1 = Time >= 300
trigger1 = command = "a"
value = 12004

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "up"
trigger1 = Time >= 300
value = 12033

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "up"
trigger1 = Time >= 300
value = 12023

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "down"
trigger1 = Time >= 300
value = 12053

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "down"
trigger1 = Time >= 300
value = 12043

;------------------------------------------------------------------------------------------
;Doggy cum
[Statedef 12004]
type    = S
movetype= A
physics = N
anim = 3348
poweradd = 0
ctrl = 0
sprpriority = 1

[State 6005]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 6005, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 900, ORG-UP!!]
type = VarAdd
trigger1 = Time = 0
v = 4
Value = 1

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 3652, 0

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 11, 0

[State 6005, EnvShake]
type = EnvShake
;triggerall = command = "hold_c" ||  var(35) = 1
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
time = 10
ampl = -1
freq = 30

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 1

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
;x = 0
y = 0

[State 810, Bind 2-4]
type =TargetBind
trigger1 = time = 0
id = -1
pos = 3, -5

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 2227

[State 0, Explod]
type = Explod
triggerall = anim = 3348
triggerall = numexplod(2228) = 0
trigger1 = 1
anim = 2228
ID = 2228
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0

[State 6005, Explod]
type = Explod
trigger1 = AnimElem = 34
anim = 18304
scale = const(size.xscale),const(size.yscale)
pos = 0, -20
postype = p1
removetime = -2
sprpriority = 1
bindtime = 1
ownpal = 1

[State 6005, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 12011
scale = .30, .30
pos = -80, -20
postype = p1
removetime = -2
sprpriority = 1
bindtime = -1
ownpal = 1

[State 910, Hurt 11]
type = LifeAdd
trigger1 = AnimElem = 3||AnimElem = 9||AnimElem = 15||AnimElem = 21
value = 12
[State 910, Hurt 11]
type = LifeAdd
trigger1 = AnimElem = 24||AnimElem = 26||AnimElem = 28||AnimElem = 30
value = 35

[State 910]
type = PowerAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = -20

[State 910, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 3||AnimElem = 9||AnimElem = 15||AnimElem = 21
value = -10
kill = 0
[State 910, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 24||AnimElem = 26||AnimElem = 28||AnimElem = 30
value = -5

[State 910, Hurt 11]
type = TargetPowerAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = -20

[State 0, VarSet]
type = VarSet
trigger1 = animtime = 0
fv = 16
value = 0

;NEXT PHASE
[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "holdfwd"
trigger1 = animtime = 0
value = 12011

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "holdfwd"
trigger1 = animtime = 0
value = 12001

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "holdup"
trigger1 = animtime = 0
value = 12031

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "holdup"
trigger1 = animtime = 0
value = 12021

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "holddown"
trigger1 = animtime = 0
value = 12051

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "holddown"
trigger1 = animtime = 0
value = 12041

[State 810, Throw 11]
type = TargetState
triggerall = matchover = 0
trigger1 = animtime = 0
value = 30091

[State 810, State End]
type = ChangeState
triggerall = matchover = 0
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Doggy Raped Penetrate
[Statedef 12010]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 5

[State 920]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 920, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 920, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2233

[State 920, 1]
type = PlaySnd
trigger1 = AnimElem = 15
value = 4218, 23

;Doggy Raped slow
[Statedef 12011]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 5

[State 920]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 920, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 820]
type = RemoveExplod
trigger1 = time = 0
ID = 12350

[State 820]
type = RemoveExplod
trigger1 = time = 0
ID = 12353

[State 820]
type = RemoveExplod
trigger1 = time = 0
ID = 12354

[State 820]
type = RemoveExplod
trigger1 = time = 0
ID = 12355

[State 820]
type = RemoveExplod
trigger1 = time = 0
ID = 12353

[State 820]
type = RemoveExplod
trigger1 = time = 0
ID = 12354

[State 820]
type = RemoveExplod
trigger1 = time = 0
ID = 12355

[State 920, 1]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180501) = 0
value = 2235

[State 6202, やられ側に専用air有り]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180501) = 1
value = 180501

[State 6204, やられ側に専用air有り]
type = ChangeAnim
TriggerAll = SelfAnimExist(1805001) = 1
Trigger1 = Time = 0
Trigger1 = enemyNear,var(4) >= 3
value = 1805001

[State 920, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random%9 = 0
value = 4218, 21 + random % 2

;Doggy Raped med
[Statedef 12012]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 5

[State 820]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 820, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 820]
type = RemoveExplod
trigger1 = time = 0
ID = 12351

[State 920, 1]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180502) = 0
value = 2236

[State 6202, やられ側に専用air有り]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180502) = 1
value = 180502

[State 6204, やられ側に専用air有り]
type = ChangeAnim
TriggerAll = SelfAnimExist(1805002) = 1
Trigger1 = Time = 0
Trigger1 = enemyNear,var(4) >= 3
value = 1805002

[State 820, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random%9 = 0
value = 4218, 21 + random % 2

;Doggy Raped fast
[Statedef 12013]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 5

[State 820]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 820, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 820]
type = RemoveExplod
trigger1 = time = 0
ID = 12352

[State 920, 1]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180503) = 0
value = 2237

[State 6202, やられ側に専用air有り]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180503) = 1
value = 180503

[State 6204, やられ側に専用air有り]
type = ChangeAnim
TriggerAll = SelfAnimExist(1805003) = 1
Trigger1 = Time = 0
Trigger1 = enemyNear,var(4) >= 3
value = 1805003

[State 820, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random%9 = 0
value = 4218, 21 + random % 2

;---------------------------------------------------------------------------
;Doggy Raped cum
[Statedef 12014]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 5

[State 820]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 820, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 920, 1]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(1805004) = 0
value = 2238

[State 6202, やられ側に専用air有り]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(1805004) = 1
value = 1805004

[State 6204, やられ側に専用air有り]
type = ChangeAnim
TriggerAll = SelfAnimExist(18050004) = 1
Trigger1 = Time = 0
Trigger1 = enemyNear,var(4) >= 3
value = 18050004

[State 820, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 4218, 21+random % 2

[State 820, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218, 23

;--------------------------------------------------------------------
;Missionary attempt
[Statedef 8767]
type = S
physics = S
movetype = A
anim = 800
sprpriority = 2
velset = 0,0

[State 800]
type = VelSet
trigger1 = AnimElem = 4
x = 7

[State 800]
type = VelSet
trigger1 = AnimElem = 8
x = 0 

[State 800, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 800,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100, 0

[State 6061,00 ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 6061]
type = TargetState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 12030

[State 6061,]
type = ChangeState 
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 12020

[State 6061]
type = HitDef
hitsound = s4219, 0
trigger1 = time >= 10
attr = S, ST
hitflag = MFD   
animtype  = Medium
priority = 7, miss  
sparkno = -1     
sprpriority = 2   
p2facing = 1   
fall = 1


[State 40000, 4]
type = changeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Missionary Penetrate
[Statedef 12020]
type    = S
movetype= A
physics = N
anim = 2349
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 10

[State 6002]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 6002, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 0, Explod]
type = Explod
triggerall = anim = 2349
triggerall = numexplod(22249) = 0
trigger1 = 1
anim = 22249
ID = 22249
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 13
ontop = 0
shadow = 0,0,0
ownpal = 0

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5,0

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5010, 23

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
;x = 0
y = 0

[State 810, Bind 2-4]
type =TargetBind
trigger1 = time = 0
pos = 0, 0

[State 810, Hurt 11]
type = LifeAdd
trigger1 = AnimElem = 3
value = 12

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -5
kill = 0

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 3
value = 1

;NEXT PHASE
[State 810, Throw 11]
type = TargetState
trigger1 = time = 200
value = 12031

[State 810, State End]
type = ChangeState
trigger1 = time = 200
value = 12021

;------------------------------------------------------------------------------------------
;Missionary slow	FVARS 16 AND 32 ARE AVAILABLE
[Statedef 12021]
type    = S
movetype= A
physics = N
anim = 2250
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 10


[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12001
trigger1 = time = 0
value = 0, 4

[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12041
trigger1 = time = 0
value = 0, 4

[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12061
trigger1 = time = 0
value = 0, 4

[State 6002]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 6002, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 0, Explod]
type = Explod
triggerall = anim = 2250
triggerall = numexplod(22250) = 0
trigger1 = 1
anim = 22250
ID = 22250
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 13
ontop = 0
shadow = 0,0,0
ownpal = 0

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 5

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 2
value = 1

[State 6002]
type = Explod
trigger1 = AnimElem = 2 
anim = 12001
pos = -1, -10
postype = p1
scale = .83,.83
removetime = -2
sprpriority = 9
bindtime = -1

[State 6002]
type = Explod
trigger1 = AnimElem = 2
anim = 12001
pos = -1, -10
postype = p1
scale = 1.0,1.0
removetime = -2
sprpriority = 9
bindtime = -1

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
;x = 0
y = 0

[State 810, Bind 2-4]
type =TargetBind
trigger1 = time = 0
pos = -1, 0


[State 810, Hurt 11]
type = LifeAdd
trigger1 = AnimElem = 3
value = 12

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -1
kill = 0

[State 810]
type = PowerAdd
trigger1 = AnimElem = 3
value = -1

[State -2, ChangeState]
type = VarSet
triggerall = !AIlevel
trigger1 = command = "Transparency"
var(54) = ifelse(var(54)=0,1,0)

[State -2]
type = Trans
triggerall = !ishelper
triggerall = Ailevel = 0
trigger1 = var(54) = 1
trans = add
alpha = 0,128

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = var(54) = 0
trans = none

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = var(54) = 1
ID = 233320
trans = add
alpha = 0,128

;NEXT PHASE
[State 810, Throw 11]
type = TargetState
trigger1 = Time >= 300
trigger1 = command = "a"
value = 12032

[State 810, State End]
type = ChangeState
trigger1 = Time >= 300
trigger1 = command = "a"
value = 12022

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "fwd"
trigger1 = Time >= 300
value = 12011

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "fwd"
trigger1 = Time >= 300
value = 12001

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "down"
trigger1 = Time >= 300
value = 12051

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "down"
trigger1 = Time >= 300
value = 12041

;------------------------------------------------------------------------------------------
;Missionary med
[Statedef 12022]
type    = S
movetype= A
physics = N
anim = 2251
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 10


[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12002
trigger1 = time = 0
value = 0, 4

[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12042
trigger1 = time = 0
value = 0, 4

[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12062
trigger1 = time = 0
value = 0, 4

[State 6002]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 6002, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 0, Explod]
type = Explod
triggerall = anim = 2251
triggerall = numexplod(22251) = 0
trigger1 = 1
anim = 22251
ID = 22251
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 13
ontop = 0
shadow = 0,0,0
ownpal = 0

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 5

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 2
value = 1

[State 6002]
type = Explod
trigger1 = AnimElem = 2 
anim = 12001
pos = -1, -10
postype = p1
scale = .83,.83
removetime = -2
sprpriority = 9
bindtime = -1

[State 6002]
type = Explod
trigger1 = AnimElem = 2
anim = 12001
pos = -1, -10
postype = p1
scale = 1.0,1.0
removetime = -2
sprpriority = 9
bindtime = -1

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
;x = 0
y = 0

[State 810, Bind 2-4]
type =TargetBind
trigger1 = time = 0
pos = -1, 0

[State 810, Hurt 11]
type = LifeAdd
trigger1 = AnimElem = 3
value = 12

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -1
kill = 0

[State 810]
type = PowerAdd
trigger1 = AnimElem = 3
value = -1

[State -2, ChangeState]
type = VarSet
triggerall = !AIlevel
trigger1 = command = "Transparency"
var(54) = ifelse(var(54)=0,1,0)

[State -2]
type = Trans
triggerall = !ishelper
triggerall = Ailevel = 0
trigger1 = var(54) = 1
trans = add
alpha = 0,128

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = var(54) = 0
trans = none

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = var(54) = 1
ID = 233320
trans = add
alpha = 0,128

;NEXT PHASE
[State 810, Throw 11]
type = TargetState
trigger1 = command = "b"
trigger1 = time >= 300
value = 12031

[State 810, State End]
type = ChangeState
trigger1 = command = "b"
trigger1 = time >= 300
value = 12021

;NEXT PHASE
[State 810, Throw 11]
type = TargetState
trigger1 = command = "a"
trigger1 = time >= 300
value = 12033

[State 810, State End]
type = ChangeState
trigger1 = command = "a"
trigger1 = time >= 300
value = 12023

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "fwd"
trigger1 = Time >= 300
value = 12012

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "fwd"
trigger1 = Time >= 300
value = 12002

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "down"
trigger1 = Time >= 300
value = 12052

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "down"
trigger1 = Time >= 300
value = 12042
 
;------------------------------------------------------------------------------------------
;Missionary fast
[Statedef 12023]
type    = S
movetype= A
physics = N
anim = 2252
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 10


[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12003
trigger1 = time = 0
value = 1, 0

[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12043
trigger1 = time = 0
value = 1, 0

[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12063
trigger1 = time = 0
value = 1, 0

[State 6002]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 6002, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 0, Explod]
type = Explod
triggerall = anim = 2252
triggerall = numexplod(22252) = 0
trigger1 = 1
anim = 22252
ID = 22252
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 13
ontop = 0
shadow = 0,0,0
ownpal = 0

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 5

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 2
value = 1

[State 6002]
type = Explod
trigger1 = AnimElem = 2 
anim = 12001
pos = -1, -10
postype = p1
scale = .83,.83
removetime = -2
sprpriority = 9
bindtime = -1

[State 6002]
type = Explod
trigger1 = AnimElem = 2
anim = 12001
pos = -1, -10
postype = p1
scale = 1.0,1.0
removetime = -2
sprpriority = 9
bindtime = -1

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
;x = 0
y = 0

[State 810, Bind 2-4]
type =TargetBind
trigger1 = time = 0
pos = -1, 0

[State 810, Hurt 11]
type = LifeAdd
trigger1 = AnimElem = 3
value = 12

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -1
kill = 0

[State 810]
type = PowerAdd
trigger1 = AnimElem = 3
value = -1

[State -2, ChangeState]
type = VarSet
triggerall = !AIlevel
trigger1 = command = "Transparency"
var(54) = ifelse(var(54)=0,1,0)

[State -2]
type = Trans
triggerall = !ishelper
triggerall = Ailevel = 0
trigger1 = var(54) = 1
trans = add
alpha = 0,128

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = var(54) = 0
trans = none

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = var(54) = 1
ID = 233320
trans = add
alpha = 0,128

;NEXT PHASE
[State 810, Throw 11]
type = TargetState
trigger1 = Time >= 300
trigger1 = command = "a"
value = 12034

[State 810, State End]
type = ChangeState
trigger1 = Time >= 300
trigger1 = command = "a"
value = 12024

[State 810, Throw 11]
type = TargetState
trigger1 = Time >= 300
trigger1 = command = "b"
value = 12032

[State 810, State End]
type = ChangeState
trigger1 = Time >= 300
trigger1 = command = "b"
value = 12022

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "fwd"
trigger1 = Time >= 300
value = 12013

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "fwd"
trigger1 = Time >= 300
value = 12003

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "down"
trigger1 = Time >= 300
value = 12053

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "down"
trigger1 = Time >= 300
value = 12043


;---------------------------------------------------------------
;Missionary cum
[Statedef 12024]
type    = S
movetype= A
physics = N
anim = 2253
poweradd = 0
ctrl = 0
sprpriority = 10

[State 6005]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 6005, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 900, ORG-UP!!]
type = VarAdd
trigger1 = Time = 0
v = 4
Value = 1

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 3652, 0

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 11, 0

[State 6005, EnvShake]
type = EnvShake
;triggerall = command = "hold_c" ||  var(35) = 1
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
time = 10
ampl = -1
freq = 30

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 1

[State 6002]
type = Explod
trigger1 = AnimElem = 5 || AnimElem = 10 || AnimElem = 18 || AnimElem = 26 || AnimElem = 34
anim = 12001
pos = -1, -10
postype = p1
scale = .83,.83
removetime = -2
sprpriority = 9
bindtime = -1

[State 6002]
type = Explod
trigger1 = AnimElem = 6
anim = 12001
pos = -1, -10
postype = p1
scale = 1.0,1.0
removetime = -2
sprpriority = 9
bindtime = -1

[State 6005]
type = Explod
trigger1 = AnimElem = 11
anim = 12002
pos = 0, -9
scale = 0.7,0.7
postype = p1
removetime = -2
sprpriority = 9
bindtime = 6
ownpal = 1

[State 6005]
type = Explod
trigger1 = AnimElem = 19
anim = 12003
scale = 0.8,0.8
pos = 0, -9
postype = p1
removetime = -2
sprpriority = 9
bindtime = 5
ownpal = 1

[State 6005]
type = Explod
trigger1 = AnimElem = 27 || AnimElem = 35
anim = 12004
scale = 0.8,0.8
pos = 0, -9
postype = p1
removetime = -2
sprpriority = 9
bindtime = -1
ownpal = 1

[State 6005]
type = Explod
trigger1 = AnimElem = 30
anim = 12006
id = 12004
scale = 0.8,0.8
pos = 0, -9
postype = p1
removetime = -1
sprpriority = 1
bindtime = 1
ownpal = 1

[State 6005, Explod]
type = Explod
trigger1 = AnimElem = 44
anim = 7215
scale = .75, .75
pos = 0, -9
postype = p1
removetime = -2
sprpriority = 9
bindtime = -1

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
;x = 0
y = 0

[State 810, Bind 2-4]
type =TargetBind
trigger1 = time = 0
pos = -1, 0

[State 910, Hurt 11]
type = LifeAdd
trigger1 = AnimElem = 3||AnimElem = 9||AnimElem = 15||AnimElem = 21
value = 12
[State 910, Hurt 11]
type = LifeAdd
trigger1 = AnimElem = 24||AnimElem = 26||AnimElem = 28||AnimElem = 30
value = 35

[State 910]
type = PowerAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = -20

[State 910, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 3||AnimElem = 9||AnimElem = 15||AnimElem = 21
value = -10
kill = 0
[State 910, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 24||AnimElem = 26||AnimElem = 28||AnimElem = 30
value = -5

[State 910, Hurt 11]
type = TargetPowerAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = -20

[State 0, VarSet]
type = VarSet
trigger1 = animtime = 0
fv = 16
value = 0

[State -2, ChangeState]
type = VarSet
triggerall = !AIlevel
trigger1 = command = "Transparency"
var(54) = ifelse(var(54)=0,1,0)

[State -2]
type = Trans
triggerall = !ishelper
triggerall = Ailevel = 0
trigger1 = var(54) = 1
trans = add
alpha = 0,128

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = var(54) = 0
trans = none

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = var(54) = 1
ID = 233320
trans = add
alpha = 0,128

;NEXT PHASE
[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "holdfwd"
trigger1 = animtime = 0
value = 12011

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "holdfwd"
trigger1 = animtime = 0
value = 12001

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "holdup"
trigger1 = animtime = 0
value = 12031

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "holdup"
trigger1 = animtime = 0
value = 12021

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "holddown"
trigger1 = animtime = 0
value = 12051

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "holddown"
trigger1 = animtime = 0
value = 12041

[State 810, Throw 11]
type = TargetState
triggerall = matchover = 0
trigger1 = animtime = 0
value = 30091

[State 810, State End]
type = ChangeState
triggerall = matchover = 0
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Missionary Raped Penetrate
[Statedef 12030]
type    = A
movetype= H
physics = N
velset = 0,0

[State 920]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 920, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 920, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 12030

[State 0, Explod]
type = Explod
trigger1 = Time = 0
anim = 12330
ID = 12330
facing = 1
bindtime = -1
removetime = 334
pos = 0,0
scale = const(size.xscale),const(size.yscale)
sprpriority = 11
ownpal = 0
IgnoreHitPause = 0
removeongethit = 1

[State 920, 1]
type = PlaySnd
trigger1 = AnimElem = 15
value = 4218, 23
channel = 0
volume = 5000

;---------------------------------------------------------------------------
;Missionary Raped slow
[Statedef 12031]
type    = A
movetype= H
physics = N
velset = 0,0

[State 920]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 920, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 920, 1]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180211) = 0
value = 12250

[State 6202, やられ側に専用air有り]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180211) = 1
value = 180211

[State 6204, やられ側に専用air有り]
type = ChangeAnim
TriggerAll = SelfAnimExist(1180208) = 1
Trigger1 = Time = 0
Trigger1 = enemyNear,var(4) >= 3
value = 1180208

[State 0, Explod]
type = Explod
trigger1 = SelfAnimExist(12350)
trigger1 = Time = 0
anim = 12350
ID = 12350
facing = 1
bindtime = -1
removetime = -1
pos = 0,0
scale = const(size.xscale),const(size.yscale)
sprpriority = 11
ownpal = 0
IgnoreHitPause = 0
removeongethit = 1

[State 820]
type = RemoveExplod
trigger1 = time = 0
ID = 12330

[State 820]
type = RemoveExplod
trigger1 = time = 0
ID = 12351

[State 820]
type = RemoveExplod
trigger1 = time = 0
ID = 12353

[State 820]
type = RemoveExplod
trigger1 = time = 0
ID = 12354

[State 820]
type = RemoveExplod
trigger1 = time = 0
ID = 12355

[State 920, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random%9 = 0
value = 4218, 21 + random % 2

;Missionary Raped med
[Statedef 12032]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 820, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 920, 1]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180212) = 0
value = 12251

[State 6202, やられ側に専用air有り]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180212) = 1
value = 180212

[State 6204, やられ側に専用air有り]
type = ChangeAnim
TriggerAll = SelfAnimExist(1180209) = 1
Trigger1 = Time = 0
Trigger1 = enemyNear,var(4) >= 3
value = 1180209

[State 0, Explod]
type = Explod
trigger1 = SelfAnimExist(12351)
trigger1 = Time = 0
anim = 12351
ID = 12351
facing = 1
bindtime = -1
removetime = -1
pos = 0,0
scale = const(size.xscale),const(size.yscale)
sprpriority = 11
ownpal = 0
IgnoreHitPause = 0
removeongethit = 1

[State 820]
type = RemoveExplod
trigger1 = time = 0
ID = 12350

[State 820]
type = RemoveExplod
trigger1 = time = 0
ID = 12352

[State 820, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random%9 = 0
value = 4218, 21 + random % 2

;Missionary Raped fast
[Statedef 12033]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 820, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 920, 1]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180213) = 0
value = 12252

[State 6202, やられ側に専用air有り]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180213) = 1
value = 180213

[State 6204, やられ側に専用air有り]
type = ChangeAnim
TriggerAll = SelfAnimExist(1180210) = 1
Trigger1 = Time = 0
Trigger1 = enemyNear,var(4) >= 3
value = 1180210

[State 0, Explod]
type = Explod
trigger1 = SelfAnimExist(12352)
trigger1 = Time = 0
anim = 12352
ID = 12352
facing = 1
bindtime = -1
removetime = -1
pos = 0,0
scale = const(size.xscale),const(size.yscale)
sprpriority = 11
ownpal = 0
IgnoreHitPause = 0
removeongethit = 1

[State 820]
type = RemoveExplod
trigger1 = time = 0
ID = 12351

[State 820, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random%9 = 0
value = 4218, 21 + random % 2

;---------------------------------------------------------------------------
;Missionary Raped cum
[Statedef 12034]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 820, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 920, 1]
type = ChangeAnim2
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180214) = 0
value = 12253

[State 6202, やられ側に専用air有り]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(180214) = 1
value = 180214

[State 6204, やられ側に専用air有り]
type = ChangeAnim
TriggerAll = SelfAnimExist(1180211) = 1
Trigger1 = Time = 0
Trigger1 = enemyNear,var(4) >= 3
value = 1180211

[State 0, Explod]
type = Explod
trigger1 = SelfAnimExist(12353)
trigger1 = Time = 0
anim = 12353
ID = 12353
facing = 1
bindtime = -1
removetime = 372
pos = 0,0
scale = const(size.xscale),const(size.yscale)
sprpriority = 11
ownpal = 0
IgnoreHitPause = 0
removeongethit = 1

[State 820]
type = RemoveExplod
trigger1 = time = 0
ID = 12352

[State 820, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 4218, 21+random % 2

[State 820, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218, 23
;--------------------------------------------------------------------
;Cowboy attempt
[Statedef 8768]
type = S
physics = S
movetype = A
anim = 800
sprpriority = 2
velset = 0,0

; Notes: The '-' symbol in the hitflag field means that it only affects
;   players who are not in a hit state. This prevents KFM from combo-ing
;   into the throw. The priority should be set to a low number, such as
;   1 or 2, so that the throw does not take precedence over normal attacks.
;   The type of priority must always be set to "Miss" or "Dodge" for throws,
;   otherwise strange behavior can result.

[State 800]
type = VelSet
trigger1 = AnimElem = 4
x = 7

[State 800]
type = VelSet
trigger1 = AnimElem = 8
x = 0 

[State 800, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 800,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100, 0

[State 6061,00 ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 6061]
type = TargetState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 12050

[State 6061,]
type = ChangeState 
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 12040

[State 6061]
type = HitDef
hitsound = s4219, 0
trigger1 = time >= 10
attr = S, ST
hitflag = MFD   
animtype  = Medium
priority = 7, miss  
sparkno = -1     
sprpriority = 2   
p2facing = 1   
fall = 1               ;Force p2 into falling down

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------------------
;Cowboy penetrate	FVARS 16 AND 32 ARE AVAILABLE
[Statedef 12040]
type    = S
movetype= A
physics = N
anim = 7230
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 1

[State 6002]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 6002, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 7240
ID = 7240
pos = 0,0
postype = p1  
facing = 1
removetime = -1
scale = const(size.xscale),const(size.yscale)
sprpriority = 10
ownpal = 1

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5,0

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5010, 23

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
;x = 0
y = 0

[State 810, Bind 2-4]
type =TargetBind
trigger1 = time = 0
id = -1
pos = 1, 0

[State 810, Hurt 11]
type = LifeAdd
trigger1 = AnimElem = 3
value = 12

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -5
kill = 0

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 3
value = 1

;NEXT PHASE

[State 810, Throw 11]
type = TargetState
trigger1 = time = 250
value = 12051

[State 810, State End]
type = ChangeState
trigger1 = time = 250
value = 12041

;------------------------------------------------------------------------------------------
;------------------------------------------------------------------------------------------
;Cowboy slow	FVARS 16 AND 32 ARE AVAILABLE
[Statedef 12041]
type    = S
movetype= A
physics = N
anim = 8231
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 1


[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12001
trigger1 = time = 0
value = 0, 4

[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12021
trigger1 = time = 0
value = 0, 4

[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12061
trigger1 = time = 0
value = 0, 4

[State 6002]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 6002, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 28231
ID = 28231
pos = 0,0
postype = p1  
facing = 1
removetime = -1
scale = const(size.xscale),const(size.yscale)
sprpriority = 10
ownpal = 1

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 5

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 2
value = 1

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
;x = 0
y = 0

[State 810, Bind 2-4]
type =TargetBind
trigger1 = time = 0
id = -1
pos = 1, 0

[State 810, Hurt 11]
type = LifeAdd
trigger1 = AnimElem = 3
value = 12

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -1
kill = 0

[State 810]
type = PowerAdd
trigger1 = AnimElem = 3
value = -1

;NEXT PHASE
[State 810, Throw 11]
type = TargetState
trigger1 = Time >= 300
trigger1 = command = "a"
value = 12052

[State 810, State End]
type = ChangeState
trigger1 = Time >= 300
trigger1 = command = "a"
value = 12042

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "fwd"
trigger1 = Time >= 300
value = 12011

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "fwd"
trigger1 = Time >= 300
value = 12001

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "up"
trigger1 = Time >= 300
value = 12031

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "up"
trigger1 = Time >= 300
value = 12021

;------------------------------------------------------------------------------------------
;Cowboy med
[Statedef 12042]
type    = S
movetype= A
physics = N
anim = 8232
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 1


[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12002
trigger1 = time = 0
value = 0, 4

[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12022
trigger1 = time = 0
value = 0, 4

[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12062
trigger1 = time = 0
value = 0, 4

[State 6002]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 6002, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 28232
ID = 28232
pos = 0,0
postype = p1  
facing = 1
removetime = -1
scale = const(size.xscale),const(size.yscale)
sprpriority = 10
ownpal = 1

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 5

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 2
value = 1

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
;x = 0
y = 0

[State 810, Bind 2-4]
type =TargetBind
trigger1 = time = 0
id = -1
pos = 1, 0

[State 810, Hurt 11]
type = LifeAdd
trigger1 = AnimElem = 3
value = 12

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -1
kill = 0

[State 810]
type = PowerAdd
trigger1 = AnimElem = 3
value = -1

;NEXT PHASE
[State 810, Throw 11]
type = TargetState
trigger1 = command = "b"
trigger1 = time >= 300
value = 12051

[State 810, State End]
type = ChangeState
trigger1 = command = "b"
trigger1 = time >= 300
value = 12041

;NEXT PHASE
[State 810, Throw 11]
type = TargetState
trigger1 = command = "a"
trigger1 = time >= 300
value = 12053

[State 810, State End]
type = ChangeState
trigger1 = command = "a"
trigger1 = time >= 300
value = 12043

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "fwd"
trigger1 = Time >= 300
value = 12012

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "fwd"
trigger1 = Time >= 300
value = 12002

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "up"
trigger1 = Time >= 300
value = 12032

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "up"
trigger1 = Time >= 300
value = 12022

;------------------------------------------------------------------------------------------
;Cowboy fast
[Statedef 12043]
type    = S
movetype= A
physics = N
anim = 8233
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 1


[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12003
trigger1 = time = 0
value = 0, 4

[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12023
trigger1 = time = 0
value = 0, 4

[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12063
trigger1 = time = 0
value = 0, 4

[State 6002]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 6002, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 28233
ID = 28233
pos = 0,0
postype = p1  
facing = 1
removetime = -1
scale = const(size.xscale),const(size.yscale)
sprpriority = 10
ownpal = 1

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0
channel = 10

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 5

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 2
value = 1

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
;x = 0
y = 0

[State 810, Bind 2-4]
type =TargetBind
trigger1 = time = 0
id = -1
pos = 1, 0

[State 810, Hurt 11]
type = LifeAdd
trigger1 = AnimElem = 3
value = 12

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -1
kill = 0

[State 810]
type = PowerAdd
trigger1 = AnimElem = 3
value = -1

;NEXT PHASE
[State 810, Throw 11]
type = TargetState
trigger1 = command = "b"
trigger1 = time >= 300
value = 12052

[State 810, State End]
type = ChangeState
trigger1 = command = "b"
trigger1 = time >= 300
value = 12042

;NEXT PHASE
[State 810, Throw 11]
type = TargetState
trigger1 = command = "a"
trigger1 = time >= 300
value = 12054

[State 810, State End]
type = ChangeState
trigger1 = command = "a"
trigger1 = time >= 300
value = 12044

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "fwd"
trigger1 = Time >= 300
value = 12013

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "fwd"
trigger1 = Time >= 300
value = 12003

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "up"
trigger1 = Time >= 300
value = 12033

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "up"
trigger1 = Time >= 300
value = 12023


;---------------------------------------------------------------
;Cowboy cum
[Statedef 12044]
type    = S
movetype= A
physics = N
anim = 8234
poweradd = 0
ctrl = 0
sprpriority = 1

[State 0, Explod] 
type = Explod  ;type null to disable
trigger1 = anim = 8234 && animelem = 5  ;animation and frame to trigger
anim = 1255555
pos = -32,-7 ;Sprite positioning
postype = p1
removetime = -2
scale = .83,.83 ;Sprite Size scaling 
sprpriority = 10

[State 6005]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 6005, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 900, ORG-UP!!]
type = VarAdd
trigger1 = Time = 0
v = 4
Value = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 28234
ID = 28234
pos = 0,0
postype = p1  
facing = 1
removetime = -1
scale = const(size.xscale),const(size.yscale)
sprpriority = 10
ownpal = 1

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 3652, 0

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 11, 0

[State 6005, EnvShake]
type = EnvShake
;triggerall = command = "hold_c" ||  var(35) = 1
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
time = 10
ampl = -1
freq = 30

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 1

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
;x = 0
y = 0

[State 810, Bind 2-4]
type =TargetBind
trigger1 = time = 0
id = -1
pos = 1, 0

[State 910, Hurt 11]
type = LifeAdd
trigger1 = AnimElem = 3||AnimElem = 9||AnimElem = 15||AnimElem = 21
value = 12
[State 910, Hurt 11]
type = LifeAdd
trigger1 = AnimElem = 24||AnimElem = 26||AnimElem = 28||AnimElem = 30
value = 35

[State 910]
type = PowerAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = -20

[State 910, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 3||AnimElem = 9||AnimElem = 15||AnimElem = 21
value = -10
kill = 0
[State 910, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 24||AnimElem = 26||AnimElem = 28||AnimElem = 30
value = -5

[State 910, Hurt 11]
type = TargetPowerAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = -20

[State 0, VarSet]
type = VarSet
trigger1 = animtime = 0
fv = 16
value = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animtime = 0
id = 7244

;NEXT PHASE
[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "holdfwd"
trigger1 = animtime = 0
value = 12011

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "holdfwd"
trigger1 = animtime = 0
value = 12001

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "holdup"
trigger1 = animtime = 0
value = 12031

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "holdup"
trigger1 = animtime = 0
value = 12021

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "holddown"
trigger1 = animtime = 0
value = 12051

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "holddown"
trigger1 = animtime = 0
value = 12041

[State 810, Throw 11]
type = TargetState
triggerall = matchover = 0
trigger1 = animtime = 0
value = 30091

[State 810, State End]
type = ChangeState
triggerall = matchover = 0
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Cowboy Raped penetrate
[Statedef 12050]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 5

[State 920]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 920, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 920, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 47230


[State 920, 1]
type = PlaySnd
trigger1 = AnimElem = 15
value = 4218, 23

;---------------------------------------------------------------------------
;Cowboy Raped slow
[Statedef 12051]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 5

[State 920]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 920, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 820]
type = RemoveExplod
trigger1 = time = 0
ID = 12350

[State 820]
type = RemoveExplod
trigger1 = time = 0
ID = 12353

[State 820]
type = RemoveExplod
trigger1 = time = 0
ID = 12354

[State 820]
type = RemoveExplod
trigger1 = time = 0
ID = 12355

[State 920, ???????air?????]
type = ChangeAnim2
Trigger1 = Time = 0
value = 17231

[State 920, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random%9 = 0
value = 4218, 21 + random % 2

;Cowboy Raped med
[Statedef 12052]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 5

[State 820]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 820, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 820]
type = RemoveExplod
trigger1 = time = 0
ID = 12351

[State 920, ???????air?????]
type = ChangeAnim2
Trigger1 = Time = 0
value = 17232

[State 820, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random%9 = 0
value = 4218, 21 + random % 2

;Cowboy Raped fast
[Statedef 12053]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 5

[State 820]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 820, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 820]
type = RemoveExplod
trigger1 = time = 0
ID = 12352

[State 920, ???????air?????]
type = ChangeAnim2
Trigger1 = Time = 0
value = 17233

[State 820, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random%9 = 0
value = 4218, 21 + random % 2

;---------------------------------------------------------------------------
;Cowboy Raped cum
[Statedef 12054]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 5

[State 820]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 820, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 920, ???????air?????]
type = ChangeAnim2
Trigger1 = Time = 0
value = 17234

[State 820, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 4218, 21+random % 2

[State 820, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218, 23

;--------------------------------------------------------------------
;Standing Doggy attempt
[Statedef 8769]
type = S
physics = S
movetype = A
anim = 800
sprpriority = 2
velset = 0,0

; Notes: The '-' symbol in the hitflag field means that it only affects
;   players who are not in a hit state. This prevents KFM from combo-ing
;   into the throw. The priority should be set to a low number, such as
;   1 or 2, so that the throw does not take precedence over normal attacks.
;   The type of priority must always be set to "Miss" or "Dodge" for throws,
;   otherwise strange behavior can result.

[State 800]
type = VelSet
trigger1 = AnimElem = 4
x = 7

[State 800]
type = VelSet
trigger1 = AnimElem = 8
x = 0 

[State 800, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 800,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100, 0

[State 6061,00 ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 6061]
type = TargetState
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 12070

[State 6061,]
type = ChangeState 
trigger1 = MoveHit = 1
trigger1 = NumTarget
value = 12060

[State 6061]
type = HitDef
hitsound = s4219, 0
trigger1 = time >= 10
attr = S, NA
hitflag = MFD   
animtype  = Medium
priority = 7, miss  
sparkno = -1     
sprpriority = 2   
p2facing = 1   
fall = 1               ;Force p2 into falling down

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------------------
;Standing Doggy penetrate	FVARS 16 AND 32 ARE AVAILABLE
[Statedef 12060]
type    = S
movetype= A
physics = N
anim = 2360
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 10

[State 6002]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 6002, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5,0

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5010, 23

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
;x = 0
y = 0

[State 810, Bind 2-4]
type =TargetBind
trigger1 = time = 0
id = -1
pos = -5, 0

[State 0, Explod]
type = Explod
triggerall = anim = 2360
triggerall = numexplod(2370) = 0
trigger1 = 1
anim = 2370
ID = 2370
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0

[State 810, Hurt 11]
type = LifeAdd
trigger1 = AnimElem = 3
value = 12

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -5
kill = 0

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 3
value = 1

;NEXT PHASE

[State 810, Throw 11]
type = TargetState
trigger1 = time = 250
value = 12071

[State 810, State End]
type = ChangeState
trigger1 = time = 250
value = 12061

;------------------------------------------------------------------------------------------
;Standing Doggy slow	FVARS 16 AND 32 ARE AVAILABLE
[Statedef 12061]
type    = S
movetype= A
physics = N
anim = 2361
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 10


[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12001
trigger1 = time = 0
value = 0, 4

[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12021
trigger1 = time = 0
value = 0, 4

[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12041
trigger1 = time = 0
value = 0, 4

[State 6002]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 6002, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 5

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 2
value = 1

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
;x = 0
y = 0

[State 810, Bind 2-4]
type =TargetBind
trigger1 = time = 0
id = -1
pos = -5, 0

[State 0, Explod]
type = Explod
triggerall = anim = 2361
triggerall = numexplod(2371) = 0
trigger1 = 1
anim = 2371
ID = 2371
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0


[State 810, Hurt 11]
type = LifeAdd
trigger1 = AnimElem = 3
value = 12

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -1
kill = 0

[State 810]
type = PowerAdd
trigger1 = AnimElem = 3
value = -1

;NEXT PHASE
[State 810, Throw 11]
type = TargetState
trigger1 = command = "a"
trigger1 = Time >= 300
value = 12072

[State 810, State End]
type = ChangeState
trigger1 = command = "a"
trigger1 = Time >= 300
value = 12062

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "fwd"
trigger1 = Time >= 300
value = 12011

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "fwd"
trigger1 = Time >= 300
value = 12001

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "up"
trigger1 = Time >= 300
value = 12031

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "up"
trigger1 = Time >= 300
value = 12021

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "down"
trigger1 = Time >= 300
value = 12051

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "down"
trigger1 = Time >= 300
value = 12041

;------------------------------------------------------------------------------------------
;Standing Doggy med
[Statedef 12062]
type    = S
movetype= A
physics = N
anim = 2362
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 10


[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12002
trigger1 = time = 0
value = 0, 4

[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12022
trigger1 = time = 0
value = 0, 4

[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12042
trigger1 = time = 0
value = 0, 4

[State 6002]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 6002, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 5

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 2
value = 1

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
;x = 0
y = 0

[State 810, Bind 2-4]
type =TargetBind
trigger1 = time = 0
id = -1
pos = -5, 0

[State 0, Explod]
type = Explod
triggerall = anim = 2362
triggerall = numexplod(2372) = 0
trigger1 = 1
anim = 2372
ID = 2372
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0


[State 810, Hurt 11]
type = LifeAdd
trigger1 = AnimElem = 3
value = 12

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -1
kill = 0

[State 810]
type = PowerAdd
trigger1 = AnimElem = 3
value = -1

;NEXT PHASE
[State 810, Throw 11]
type = TargetState
trigger1 = command = "b"
trigger1 = time >= 300
value = 12071

[State 810, State End]
type = ChangeState
trigger1 = command = "b"
trigger1 = time >= 300
value = 12061

[State 810, Throw 11]
type = TargetState
trigger1 = command = "a"
trigger1 = time >= 300
value = 12073

[State 810, State End]
type = ChangeState
trigger1 = command = "a"
trigger1 = time >= 300
value = 12063

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "fwd"
trigger1 = Time >= 300
value = 12012

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "fwd"
trigger1 = Time >= 300
value = 12002

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "up"
trigger1 = Time >= 300
value = 12032

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "up"
trigger1 = Time >= 300
value = 12022

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "down"
trigger1 = Time >= 300
value = 12052

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "down"
trigger1 = Time >= 300
value = 12042
 
;------------------------------------------------------------------------------------------
;Standing Doggy fast
[Statedef 12063]
type    = S
movetype= A
physics = N
anim = 2363
poweradd = 0
velset = 0,0
ctrl = 0
sprpriority = 10


[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12003
trigger1 = time = 0
value = 0, 4

[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12023
trigger1 = time = 0
value = 0, 4

[State 6002, 1]
type = PlaySnd
triggerall = prevstateno = 12043
trigger1 = time = 0
value = 0, 4

[State 6002]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 6002, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 0

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 1

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 2

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 3

[State 6002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8150, 5

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 2
value = 1

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
;x = 0
y = 0

[State 810, Bind 2-4]
type =TargetBind
trigger1 = time = 0
id = -1
pos = -5, 0

[State 0, Explod]
type = Explod
triggerall = anim = 2363
triggerall = numexplod(2373) = 0
trigger1 = 1
anim = 2373
ID = 2373
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0


[State 810, Hurt 11]
type = LifeAdd
trigger1 = AnimElem = 3
value = 12

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -1
kill = 0

[State 810]
type = PowerAdd
trigger1 = AnimElem = 3
value = -1

;NEXT PHASE
[State 810, Throw 11]
type = TargetState
trigger1 = command = "b"
trigger1 = time >= 300
value = 12072

[State 810, State End]
type = ChangeState
trigger1 = command = "b"
trigger1 = time >= 300
value = 12062

[State 810, Throw 11]
type = TargetState
trigger1 = command = "a"
trigger1 = time >= 300
value = 12074

[State 810, State End]
type = ChangeState
trigger1 = command = "a"
trigger1 = time >= 300
value = 12064

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "fwd"
trigger1 = Time >= 300
value = 12013

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "fwd"
trigger1 = Time >= 300
value = 12003

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "up"
trigger1 = Time >= 300
value = 12033

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "up"
trigger1 = Time >= 300
value = 12023

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "down"
trigger1 = Time >= 300
value = 12053

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "down"
trigger1 = Time >= 300
value = 12043


;---------------------------------------------------------------
;Standing Doggy cum
[Statedef 12064]
type    = S
movetype= A
physics = N
anim = 2364
poweradd = 0
ctrl = 0
sprpriority = 10

[State 6002]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 6002, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 900, ORG-UP!!]
type = VarAdd
trigger1 = Time = 0
v = 4
Value = 1

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 3652, 0

[State 6005, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 11, 0

[State 6005, EnvShake]
type = EnvShake
;triggerall = command = "hold_c" ||  var(35) = 1
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
time = 10
ampl = -1
freq = 30

[State 6005, PlaySnd]
type = HitAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 1

[State 6005, Explod]
type = Explod
trigger1 = AnimElem = 34
anim = 18304
scale = const(size.xscale),const(size.yscale)
pos = 0, -30
postype = p1
removetime = -2
sprpriority = 4
bindtime = 1
ownpal = 1

[State 6005, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 12011
scale = .30, .30
pos = -70, -10
postype = p1
removetime = -2
sprpriority = 1
bindtime = -1
ownpal = 1

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
;x = 0
y = 0

[State 810, Bind 2-4]
type =TargetBind
trigger1 = time = 0
id = -1
pos = -5, 0

[State 0, Explod]
type = Explod
triggerall = anim = 2364
triggerall = numexplod(2374) = 0
trigger1 = 1
anim = 2374
ID = 2374
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = const(size.xscale),const(size.yscale)
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 0


[State 910, Hurt 11]
type = LifeAdd
trigger1 = AnimElem = 3||AnimElem = 9||AnimElem = 15||AnimElem = 21
value = 12
[State 910, Hurt 11]
type = LifeAdd
trigger1 = AnimElem = 24||AnimElem = 26||AnimElem = 28||AnimElem = 30
value = 35

[State 910]
type = PowerAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = -20

[State 910, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 3||AnimElem = 9||AnimElem = 15||AnimElem = 21
value = -10
kill = 0
[State 910, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 24||AnimElem = 26||AnimElem = 28||AnimElem = 30
value = -5

[State 910, Hurt 11]
type = TargetPowerAdd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = -20

[State 0, VarSet]
type = VarSet
trigger1 = animtime = 0
fv = 16
value = 0

;NEXT PHASE
[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "holdfwd"
trigger1 = animtime = 0
value = 12011

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "holdfwd"
trigger1 = animtime = 0
value = 12001

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "holdup"
trigger1 = animtime = 0
value = 12031

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "holdup"
trigger1 = animtime = 0
value = 12021

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "holddown"
trigger1 = animtime = 0
value = 12051

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "holddown"
trigger1 = animtime = 0
value = 12041

[State 810, Throw 11]
type = TargetState
Triggerall = power >= 10
triggerall = command = "holdback"
trigger1 = animtime = 0
value = 12071

[State 810, State End]
type = ChangeState
Triggerall = power >= 10
triggerall = command = "holdback"
trigger1 = animtime = 0
value = 12061

[State 810, Throw 11]
type = TargetState
triggerall = matchover = 0
trigger1 = animtime = 0
value = 30091

[State 810, State End]
type = ChangeState
triggerall = matchover = 0
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;Standing Doggy Raped penetrate
[Statedef 12070]
type    = A
movetype= H
physics = N
velset = 0,0

[State 920]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 920, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 920, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 12360


[State 920, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4218, 23

;---------------------------------------------------------------------------
;Standing Doggy Raped slow
[Statedef 12071]
type    = A
movetype= H
physics = N
velset = 0,0

[State 920]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 920, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 820]
type = RemoveExplod
trigger1 = time = 0
ID = 12350

[State 920, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 12261

[State 920, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random%9 = 0
value = 4218, 21 + random % 2

;Standing Doggy Raped med
[Statedef 12072]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 820, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 820]
type = RemoveExplod
trigger1 = time = 0
ID = 12351

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 12262

[State 820, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random%9 = 0
value = 4218, 21 + random % 2

;Standing Doggy Raped fast
[Statedef 12073]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 820, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 820]
type = RemoveExplod
trigger1 = time = 0
ID = 12352

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 12263

[State 820, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random%9 = 0
value = 4218, 21 + random % 2

;---------------------------------------------------------------------------
;Standing Doggy Raped cum
[Statedef 12074]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820]
type = NotHitBy
trigger1 = Time >= 0
value = SC

[State 820, ]
type = NotHitBy
trigger1 = Time >= 0
value = SCA,NA,SA,HA,NT,ST,HT

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 12264

[State 820, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32
value = 4218, 21+random % 2

[State 820, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4218, 23

;Victim Cum Leak
[Statedef 30091]
type    = S
physics = S
movetype= H
velset = 0,0
ctrl = 0

[state 0]
type = posset
trigger1 = time = 0
y = 0

[State 30097]
type = ChangeAnim
trigger1 = SelfAnimExist(36699)
trigger1 = time = 0
value = 36699

[State 30097]
type = ChangeAnim
trigger1 = !SelfAnimExist(36699)
trigger1 = time = 0
value = 5110

[State 30097]
type = SelfState
trigger1 = alive = 1
trigger1 = Time > 275
value = 5120

[State 30097]
type = ChangeState
triggerall = alive = 0
trigger1 = Time > 25
value = 5150