[Statedef 200]
type = S
movetype=A
physics = N
anim=200

[State ]
type = PlaySnd
trigger1 = time=0
value = S210, 0
volume = 700
channel = 201
lowpriority = 0
freqmul = 1
loop = 0
pan = 0
persistent=0

[State ]
type = varset
trigger1 = time=0
fvar(2)=0

[State ]
type = AngleDraw
trigger1 = 1
value = 0
scale = fvar(2), fvar(2)

[State ]
type = varadd
trigger1 = 1
fvar(2)=0.1

[State ]
type = SprPriority
trigger1 = 1
value = -9.5+fvar(2)

[State ]
type = AfterImage
trigger1 = time=0
time = -1
length = 200
palcolor = 256
palinvertall = 0
palbright = 30,30,30
palcontrast = 120,120,220
palpostbright = 0,0,0
paladd = 0,0,0
palmul = .65,.65,.75
timegap = 1
framegap = 4
trans = "non"

[State ]
type = Explod
trigger1 = time%3=0
anim = 200
ID = 200
pos = 0, 0
postype = p1
facing = 0
vfacing = 0
bindtime = 1
vel = 0, 0
accel = 0, 0
random = 20, 20
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = fvar(2)+0.1, fvar(2)+0.1
sprpriority = -9.5+fvar(2)
ontop = 0
shadow = 0, 0, 0
ownpal = 0

[State ]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 100, 240

[State ]
type = Posadd
trigger1 = 1
x = (-enemynear,Pos x/25+fvar(3))

[State ]
type = varset
trigger1 = 1
fvar(3)=enemynear,Pos X/25

[State ]
type = varset
trigger1 = 1
fvar(4) = enemynear,Pos Y/25

[State ]
type = velset
trigger1 = 1
x = fvar(3)-root,Pos x/25
y = fvar(4)+3.5

[State 230, 2]
type = HitDef
trigger1 = time>25
attr = S, NT
animtype  = Medium
damage    = 100
guardflag = MA
pausetime = 0,6
sparkno = -1
sparkxy = 0,-20
hitsound   = S210,1
guardsound = S210,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5
air.velocity = -2.5,-3.5
persistent=0

[State ]
type = changestate
trigger1 = movecontact
value=201

[State ]
type = Destroyself
trigger1 = time>50

[Statedef 201]
type = S
movetype=I
physics = N

[State ]
type = Explod
trigger1 = 1
anim = 250
ID = 250
pos = 0, 0
postype = p1
facing = 0
vfacing = 0
bindtime = 1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = 5
ontop = 1
shadow = 0, 0, 0
ownpal = 0

[State ]
type = varset
trigger1 = time=0
fvar(2)=0

[State ]
type = varrandom
trigger1 = 1
v = 3
range = 0,1

[State ]
type = changestate
trigger1 = var(3)=0
value=500

[State ]
type = changestate
trigger1 = var(3)=1
value=600

[Statedef 500]
type = A
movetype=I
physics = N
anim=500

[State ]
type = Turn
trigger1 = P2Dist x<0

[State ]
type = AngleDraw
trigger1 = 1
value = 0
scale = 0.75, 0.75

[State ]
type = AfterImage
trigger1 = time=0
time = -1
length = 2
palcolor = 256
palinvertall = 0
palbright = 30,30,30
palcontrast = 120,120,220
palpostbright = 0,0,0
paladd = 0,0,0
palmul = .65,.65,.75
timegap = 1
framegap = 4
trans = "add"

[State ]
type = varadd
trigger1 =1
var(4) = GetHitVar(damage)

[State ]
type = VelMul
trigger1 = 1
x = .7
y = .7
ignorehitpause=1

[State ]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
slot = 1
stateno = 500
time = 1
forceair = 0
ignorehitpause=1

[State ]
type = Explod
trigger1 = var(4)>50
anim = 250
ID = 250
pos = 0, 0
postype = p1
facing = 0
vfacing = 0
bindtime = 1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = 5
ontop = 1
shadow = 0, 0, 0
ownpal = 0

[State ]
type = Destroyself
trigger1 = var(4)>50

[State ]
type = PlaySnd
trigger1 = time=0
trigger1 = var(4)<51
value = S500, 0
volume = 0
channel = 500
lowpriority = 0
freqmul = 1
loop = 0
pan = 0
persistent=0

[State ]
type = changestate
trigger1 = time>20
trigger1 = time%60=0
trigger1 = random<500
trigger1 = roundstate=2
value=501
ignorehitpause=1

[Statedef 501]
type = A
movetype=A
physics = N
anim=501

[State ]
type = AngleDraw
trigger1 = 1
value = 0
scale = 0.75, 0.75

[State ]
type = AfterImage
trigger1 = time=0
time = -1
length = 2
palcolor = 256
palinvertall = 0
palbright = 30,30,30
palcontrast = 120,120,220
palpostbright = 0,0,0
paladd = 0,0,0
palmul = .65,.65,.75
timegap = 1
framegap = 4
trans = "add"

[State ]
type = varadd
trigger1 =1
var(4) = GetHitVar(damage)

[State ]
type = VelMul
trigger1 = time>20
x = .9
y = .9
ignorehitpause=1

[State ]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
slot = 1
stateno = 500
time = 1
forceair = 0
ignorehitpause=1

[State ]
type = velset
trigger1 = time=0
x = (P2Dist x)/20
y = (P2Dist y)/20

[State ]
type = Destroyself
trigger1 = var(4)>50

[State ]
type = PlaySnd
trigger1 = time=0
trigger1 = var(4)<51
value = S500, 1
volume = 0
channel = 500
lowpriority = 0
freqmul = 1
loop = 0
pan = 0
persistent=0

[State 230, 2]
type = HitDef
trigger1 = animelem=3
attr = S, NA
animtype  = Medium
damage    = 20
guardflag = MA
pausetime = 0,6
sparkno = -1
sparkxy = 0,-20
hitsound   = S500,2
guardsound = S500,2
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5
air.velocity = -2.5,-3.5

[State ]
type = changestate
trigger1 = time>40
value=500
ignorehitpause=1

[Statedef 600]
type = A
movetype=I
physics = N
anim=600

[State ]
type = Turn
trigger1 = P2Dist x<0

[State ]
type = AngleDraw
trigger1 = 1
value = 0
scale = 0.75, 0.75

[State ]
type = AfterImage
trigger1 = time=0
time = -1
length = 2
palcolor = 256
palinvertall = 0
palbright = 30,30,30
palcontrast = 120,120,220
palpostbright = 0,0,0
paladd = 0,0,0
palmul = .65,.65,.75
timegap = 1
framegap = 4
trans = "add"

[State ]
type = varadd
trigger1 =1
var(4) = GetHitVar(damage)

[State ]
type = velset
trigger1 = 1
x = -10/P2Dist x
y = -10/P2Dist y

[State ]
type = VelMul
trigger1 = 1
x = .7
y = .7
ignorehitpause=1

[State ]
type = velset
trigger1 = Pos y >0
y = -1

[State ]
type = velset
trigger1 = Pos y <-150
y = 1

[State ]
type = velset
trigger1 = Pos x >150
trigger2 = Pos x <-150
x = 1

[State ]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
slot = 1
stateno = 600
time = 1
forceair = 0
ignorehitpause=1

[State ]
type = Explod
trigger1 = var(4)>50
anim = 250
ID = 250
pos = 0, 0
postype = p1
facing = 0
vfacing = 0
bindtime = 1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1, 1
sprpriority = 5
ontop = 1
shadow = 0, 0, 0
ownpal = 0

[State ]
type = Destroyself
trigger1 = var(4)>50

[State ]
type = PlaySnd
trigger1 = time=0
trigger1 = var(4)<51
value = S500, 0
volume = 0
channel = 500
lowpriority = 0
freqmul = 1
loop = 0
pan = 0
persistent=0

[State ]
type = changestate
trigger1 = time>20
trigger1 = time%60=0
trigger1 = random<500
trigger1 = roundstate=2
value=601
ignorehitpause=1

[Statedef 601]
type = A
movetype=A
physics = N
anim=601

[State ]
type = AngleDraw
trigger1 = 1
value = 0
scale = 0.75, 0.75

[State ]
type = AfterImage
trigger1 = time=0
time = -1
length = 2
palcolor = 256
palinvertall = 0
palbright = 30,30,30
palcontrast = 120,120,220
palpostbright = 0,0,0
paladd = 0,0,0
palmul = .65,.65,.75
timegap = 1
framegap = 4
trans = "add"

[State ]
type = varadd
trigger1 =1
var(4) = GetHitVar(damage)

[State ]
type = Velset
trigger1 = 1
x = 0
y = 0
ignorehitpause=1

[State ]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
slot = 1
stateno = 600
time = 1
forceair = 0
ignorehitpause=1

[State ]
type = Destroyself
trigger1 = var(4)>50

[State ]
type = PlaySnd
trigger1 = time=0
trigger1 = var(4)<51
value = S500, 1
volume = 0
channel = 500
lowpriority = 0
freqmul = 1
loop = 0
pan = 0
persistent=0

[State ]
type = PlaySnd
trigger1 = time=36
trigger2 = time=72
trigger3 = time=108
value = S210, 1
volume = 0
channel = 600
lowpriority = 0
freqmul = 1
loop = 0
pan = 0
persistent=1

[State 250, 2]
type = projectile
trigger1 = time=36
trigger2 = time=72
trigger3 = time=108
attr = S, NT
animtype  = back
damage    = 10, 0
guardflag = MA
pausetime = 0,4
sparkno = S250
guard.sparkno = -1
sparkxy = 0, 0
hitsound   = S500,2
guardsound = S500,2
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5
air.velocity = -2.5,-3.5
getpower = 10,5
givepower = 15, 8
guard.kill = 1
plojID = 601
projanim = 201
projremovetime = 65
velocity =P2Dist x/10,P2Dist y/10
velmul =0.9,0.9
supermovetime = 0
pausemovetime = 0
ignorehitpause=1

[State ]
type = changestate
trigger1 = time>144
value=600
ignorehitpause=1

[Statedef 210];Ɏg
type = S
movetype=A
physics = N
anim=201

[State ]
type = PlaySnd
trigger1 = time=0
value = S210, 0
volume = 700
channel = 201
lowpriority = 0
freqmul = 1
loop = 0
pan = 0
persistent=0

[State ]
type = varset
trigger1 = time=0
fvar(2)=0

[State ]
type = AngleDraw
trigger1 = 1
value = 0
scale = fvar(2), fvar(2)*2

[State ]
type = varadd
trigger1 = 1
fvar(2)=0.01

[State ]
type = SprPriority
trigger1 = 1
value = -9.5+fvar(2)

[State ]
type = AfterImage
trigger1 = time=0
time = -1
length = 200
palcolor = 256
palinvertall = 0
palbright = 30,30,30
palcontrast = 120,120,220
palpostbright = 0,0,0
paladd = 0,0,0
palmul = .65,.65,.75
timegap = 1
framegap = 4
trans = "non"

[State ]
type = Explod
trigger1 = time%2=0
anim = 202
ID = 202
pos = 0, 0
postype = p1
facing = 0
vfacing = 0
bindtime = 1
vel = 0, -1
accel = 0, 0.02
random = 20, 20
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = fvar(2), fvar(2)
sprpriority = -9.5+fvar(2)*10
ontop = 0
shadow = 0, 0, 0
ownpal = 0

[State ]
type = Explod
trigger1 = time%2=0
anim = 203
ID = 202
pos = 0, 0
postype = p1
facing = 0
vfacing = 0
bindtime = 1
vel = 0, -1
accel = 0, -0.05
random = fvar(2)*320, fvar(2)*100
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = fvar(2), fvar(2)
sprpriority = -9.5+fvar(2)*10
ontop = 0
shadow = 0, 0, 0
ownpal = 0
[State ]
type = Explod
trigger1 = time%2=1
anim = 201
ID = 202
pos = 0, 0
postype = p1
facing = 0
vfacing = 0
bindtime = 1
vel = 0, -1
accel = 0, -0.05
random = fvar(2)*320, fvar(2)*100
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = fvar(2), fvar(2)
sprpriority = -9.5+fvar(2)*10
ontop = 0
shadow = 0, 0, 0
ownpal = 0

[State ]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 100, 240

[State ]
type = Posadd
trigger1 = 1
x = (-enemynear,Pos x/25+fvar(3))

[State ]
type = varset
trigger1 = 1
fvar(3)=enemynear,Pos X/25

[State ]
type = varset
trigger1 = 1
fvar(4) = enemynear,Pos Y/25

[State ]
type = velset
trigger1 = Ishelper(202)
x = fvar(3)-root,Pos x/25
y = fvar(4)+3.5

[State ]
type = velset
trigger1 = Ishelper(203)
x = fvar(3)-root,Pos x/25-3
y = fvar(4)+4
[State ]
type = velset
trigger1 = Ishelper(204)
x = fvar(3)-root,Pos x/25+3
y = fvar(4)+4

[State 230, 2]
type = HitDef
trigger1 = time>25
attr = S, NT
animtype  = Medium
damage    = 100,10
guardflag = MA
pausetime = 0,6
sparkno = 202
sparkxy = 0,-20
hitsound   = S210,1
guardsound = S210,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -5
air.velocity = -2.5,-3.5
persistent=0

[State ]
type = Destroyself
trigger1 = time>50

[Statedef 700]
type = S
physics = S
sprpriority = -9

[State ]
type = veladd
trigger1 = 1
y=-0.05

[State ]
type = varrandom
trigger1 = time=0
v = 3
range = -30,30

[State ]
type = varrandom
trigger1 = time=0
v = 1
range = 0,2

[State ]
type = AngleDraw
trigger1 = 1
value = var(3)
scale = 0.2, 0.2

[State ]
type = changeanim
trigger1 = 1
value=1000+var(1)

[State ]
type = changestate
trigger1 = Pos y <-450
value=701

[Statedef 701]
type = S
movetype=A
physics = S
sprpriority = 13
vel=0,0

[State 230, 2]
type = HitDef
trigger1 = time>25
attr = S, NT
animtype  = back
damage    = 499
guardflag = MAFD
pausetime = 0,6
sparkno = -1
sparkxy = 0,-20
hitsound   = S1000,1
guardsound = S1000,1
ground.type = trip
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = 0
air.velocity = 0,5
persistent=0

[State 230, 2]
type = HitDef
trigger1 = root,var(3)!=0
trigger1 = time>25
trigger1 = random=0
attr = S, NT
animtype  = back
damage    = 2000
guardflag = MAFD
pausetime = 0,6
sparkno = -1
sparkxy = 0,-20
hitsound   = S1000,1
guardsound = S1000,1
ground.type = trip
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = 0
air.velocity = 0,5
persistent=0

[State ]
type = velset
trigger1 = time=0
y=0

[State ]
type = veladd
trigger1 = 1
y=0.05

[State ]
type = varrandom
trigger1 = time=0
v = 3
range = -20,20

[State ]
type = AngleDraw
trigger1 = 1
value = var(3)
scale = 1, 1

[State ]
type = changestate
trigger1 = Pos y >0
value=702

[Statedef 702]
type = S
physics = S
sprpriority = 13
vel=0,0

[State ]
type = PlaySnd
trigger1 = time=0
value = S1000, 0
volume = 0
channel = 702
lowpriority = 0
freqmul = 1
loop = 0
pan = 0
persistent=0

[State ]
type = EnvShake
trigger1 = time=0
time = 60
freq = 60
ampl = 6
phase = 0

[State ]
type = velset
trigger1 = 1
y=1

[State ]
type = AngleDraw
trigger1 = 1
value = var(3)
scale = 1, 1

[State ]
type = Destroyself
trigger1 = Pos y >200


[Statedef 800]
type = S
movetype=H
physics = S
sprpriority = 13
vel=0,0

[State ]
type = LifeSet
trigger1 = 1
value = 0

[State ]
type = selfstate
trigger1 = Alive=0
value=5150
