;---------------------------------------------------------------------------
; Stand
[Statedef 20000]
type = S
physics = N
sprpriority = ifelse(var(13),-2,0)

[State 182, ]
type = AssertSpecial
trigger1 = var(13)
trigger1 = time <240
flag = RoundNotOver

[State 100, 2]
type = ScreenBound
trigger1 = var(13)
value = 0

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 20000 && Anim != 20005
trigger2 = Anim = 20005 && AnimTime = 0 ;Turn anim over
value = 20000

[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 100, 2]
type = Velset
trigger1 = time >= 1
trigger1 = abs(Vel X ) <= 1
x = 0

[State 180, 1]
type = ChangeState
trigger1 = var(13)
value = 23550

;---------------------------------------------------------------------------
; Jump Up
[Statedef 20050]
type    = A
physics = n
movetype = I

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 20041

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

[State 50, 3]
type = Gravity
trigger1 = 1

[State 50, 3]
type = Changestate
trigger1 = Vel y > 0
trigger1 = pos y>=0
value = 20052

;---------------------------------------------------------------------------
; Jump Land
[Statedef 20052]
type    = S
physics = N
ctrl = 0
anim = 20047

[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

;---------------------[ʉ]
[State 191, Snd 1];n
type = PlaySnd
trigger1 = time = 0
value = 47,0

;---------------------[wp[]
[state a];nGtFNg
type = Helper
trigger1 = time = 0
id = 6005
name = "land"
pos = 0 , 0
postype = p1
stateno = 6005
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[State -2, 0]
type = turn
triggerall = p2dist X < -1
trigger1 = time = 3

[State 52, 4]
type = ChangeState
trigger1 = time>2
trigger1 = prevstateno<200
value = 20105

;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 20100]
type    = S
physics = S
anim = 20100
sprpriority = 1
ctrl = 0

[state a];
type = Helper
trigger1 = numhelper(26250) = 0
id = 26250
name = "FINISH"
pos = 0 , 0
postype = back
stateno = 26259
pausemovetime = 999
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
[State 170, 1]
type =HitBy
trigger1 = 1
time=-1
value =
[state t]
type = Turn
trigger1 = !time&&P2dist X<0

[State 100 , 0]
type = Explod
trigger1 = time >= 0
trigger1 = Time%7 = 6
anim = 6010
postype = p1
pos = 0,6
sprpriority = 8
bindtime = 1
ownpal = 1
scale = 0.5,0.5
ID = 6010

[State 200, 1]
type = PlaySnd
trigger1 = Time%10 = 5
value = s100, 1

[State 100, 1]
type = VelSet
trigger1 = time >= 0
x = 3.6+ifelse(Time <= 25,Time * 0.2,5)

[State 100, 1]
type = VelSet
trigger1 = Vel X >= (3.6+5)
x = (3.6+5)

[State 100, DashStop]
type = ChangeState
trigger1 = (p2dist x=[-50,50])||rootdist x=[-50,50]
value = 20103
[State 9001, 5]
type = destroyself
trigger1 = FrontEdgeDist<-200

;---------------------------------------------------------------------------------------------
;_bVXgbv
[Statedef 20103]
type    = S
physics = N
Anim = 20103
ctrl = 0

[state 19000]
type = ScreenBound
trigger1 = 1
value = 1
[State 100, 0]
type = PlaySnd
trigger1 = Animelem = 1
value = 100, 2

[State 100, 1]
type = Velmul
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.9

[State 100, 2]
type = Velset
trigger1 = time = 0
x = 5

[State 100, 2]
type = Velset
trigger1 = time >= 1
trigger1 = Vel X <= 0.01
x = 0

[State 100, 3]
type = ChangeState
trigger1 = animtime = 0
value = 23500

;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 20105]
type    = A
physics = N
ctrl = 0
anim = 20115
sprpriority = 1
poweradd = 0

[state t]
type = Turn
trigger1 = !time&&P2dist X<0

[State 00]
type = PlaySnd
trigger1 = time = 0
value = 300, 0

[State 00]
type = PlaySnd
trigger1 = time = 0
value = 101, random%4
channel = 2
lowpriority = 1

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = -4.3
[State 9001, 5]
type = destroyself
trigger1 = backEdgeDist<-200












;---------------------------------------------------------------------------
; їRIǍєz
[Statedef 23500]
type    = S
movetype = A
physics = N
juggle  = 0
anim = 23500
ctrl = 0
sprpriority = 0

[state 19000]
type = ScreenBound
trigger1 = 1
value = 1

[State a];
type = palfx
trigger1 = !time
time = 1
mul = 0,0,0
color = 255
ignorehitpause = 1

[State 200, 0];K[hQ[W
type = Varadd
trigger1=numtarget
trigger1=moveguarded=1
var(ifelse(target,ID=helper(10000),var(50),6,15))=16
persistent = 0
ignorehitpause = 1
;---------------------[BASARAZ]
[state a];BASARAZGtFNg
type = Helper
trigger1 = time = 10
id = 26200
name = "BASARA"
pos = 0 , 0
postype = p1
stateno = 26200
helpertype = normal
pausemovetime = 999
supermovetime = 9999
keyctrl = 0 
ownpal = 1

[State 2000, 2]
type = superPause
trigger1 = time = 5
time = 69
movetime = 69
anim = -1
sound = -1,-1
darken = 0
unhittable = 0
p2defmul = 1

[State 100, 1]
type = Velset
trigger1 = !var(5)
trigger1 = time = 0
trigger1 = abs(Vel X ) <= 3.1
x = 0
[State 100, 1]
type = Velmul
trigger1 = !var(5)
trigger1 = time != [5,56]
trigger1 = time >= 0
trigger1 = abs(Vel X ) > 0
x = 0.9
[State 100, 1]
type = Velmul
trigger1 = var(5)=3
trigger1 = time >= 0
trigger1 = abs(Vel X )> 0
x = 0.975
[State 100, 1]
type = Velmul
trigger1 = var(5)
trigger1 = time != [5,56]
trigger1 = time >= 0
trigger1 = abs(Vel X ) > 0
x = 0.975
[State 100, 2]
type = Velset
trigger1 = time >= 1
trigger1 = abs(Vel X ) <= 1
x = 0

[state a];vel
type = posfreeze
trigger1 = time = [5,56]

[State 191, Snd 1];{CX
type = PlaySnd
trigger1 = Animelem = 7
value = 23500,0
channel = 2
lowpriority = 2

[State 191, Snd 1];U
type = PlaySnd
trigger1 = Animelem = 12
value = 20301,0

[State 191, Snd 1];U
type = PlaySnd
trigger1 = Animelem = 12
value = 20301,0

[State 191, Snd 1];U
type = PlaySnd
trigger1 = Animelem = 12
value = 20041,0

[State 100, 2]
type = Velset
trigger1 = Animelem = 12
y = -13

[State 100, 2]
type = Veladd
trigger1 = Animelemtime(12) > 0
y = .51

[State 4]
type = StateTypeSet
trigger1 = Animelemtime(12) = 0
statetype = A

[state proj]
type = Projectile
trigger1 = Animelem = 12
projanim  = 23516
offset = 0,-110
postype = p1
velocity = 0,-13
accel = 0,.51
projsprpriority = 11
projremovetime = 13
ignorehitpause = 1
supermovetime = 0
projscale = 2,2


[state 7000,]
type = varset
trigger1 = time = 0
var(1) = 0

[state 3400,]
type = helper
trigger1 = animelemtime(11)>=0
trigger1 = animelemtime(14)<0
postype = p1
pos = 0,-85
stateno = 21310
ownpal  = 1
persistent = 2
supermovetime = 999999
pausemovetime = 999999
ignorehitpause = 1

[state 3400,]
type = explod
trigger1 = animelemtime(12)>=0
trigger1 = animelemtime(17)<0
postype = p1
pos = 0,-85
anim = 23517
ID = 23517
bindtime = 1
sprpriority = 7
removetime = -2
ownpal  = 1
removeongethit = 1
persistent = 4


[state 3400,]
type = explod
trigger1 = animelemtime(12)=0
postype = p1
pos = 0,0
anim = 23518
ID = 23518
bindtime = 1
sprpriority = 9
removetime = -2
ownpal  = 1
removeongethit = 1
persistent = 0

[State -1]
type = ModifyExplod
trigger1 = 1
ID = 23517
scale = 1.9+(var(1)*0.1),0.2+(var(1)*0.03)

[State -1]
type = ModifyExplod
trigger1 = 1
ID = 23518
scale = 1+(var(1)*0.1),1+(var(1)*0.1)

[state a]
type = varadd
trigger1 = animelemtime(12)>0
v = 1
value = 1

[State 200, 0];|̃R{Z
type = Varadd
triggerall = P2statetype=A
trigger1 = numhelper(22077)
trigger1 = helper(22077),time=1
trigger1 = helper(22077),stateno=22077||helper(22077),stateno=22072
trigger1 = helper(22077),var(22)
trigger2 = numhelper(22076)
trigger2 = helper(22076),time=1
trigger2 = helper(22076),stateno=22077||helper(22076),stateno=22072
trigger2 = helper(22076),var(22)
var(11) = 1
ignorehitpause = 1
[state 5900,fv5]
type = varset
triggerall= var(11)
trigger1 = enemynear,movetype != H
var(11) = 0
ignorehitpause = 0
[state 5900,fv5]
type = varset
triggerall= var(11)
trigger1 = enemynear,movetype != H
var(11) = 0
ignorehitpause = 0
[state 5900,fv5]
type = varset
trigger1 = 1
fvar(15) = 1+ifelse(var(11)>44,1,ifelse(var(11)<=1.61,0,(var(11)-1)*0.033))
ignorehitpause = 1

[state a]
type = AssertSpecial
trigger1 = 1
flag = unguardable
[state samsara]
type=hitdef
trigger1=1
attr=
hitflag=
ignorehitpause=1
[State 240, 6] ;U\
type = HitDef
trigger1 = animelem = 14,>=0&&animelem=15,<0
affectteam=b
attr=,aa,ap,at
hitonce=0
animtype  = hard
damage    = 0, 0
priority = 7
hitflag=adfhmlp
pausetime = 14,14
sparkno = -1
guard.sparkno = S-1

down.bounce = 1
sparkxy = -2, -94
hitsound = s400, 5
guardsound = s120, 2
ground.type = low
ground.slidetime = 14+var(41)
ground.hittime  = 14+var(41)
ground.velocity = -1.7,-14.2
guard.velocity = -6
air.velocity = -1.2,-14.2
fall.recover = 0
fall.yvelocity = -3.2

fall.envshake.time = 9
fall = 1
yaccel = .51*fvar(15)
ID = 3500
p1stateno = 23502
p2stateno = 505000

[state a]
type = varset
trigger1 = time = 0
v = 24
value = 1

[State 1000, 7] ;I
type = ChangeState
trigger1 = Animelemtime(13) > 0
trigger1 = pos y >= 0&&vel y>0
value = 23501

;-------------------------------------
;܂̎s
[Statedef 23501]
type    = S
movetype = A
physics = N
juggle  = 0
anim = 23501
ctrl = 0
sprpriority = 0
poweradd = 0
velset = 0,0

[state 19000]
type = ScreenBound
trigger1 = 1
value = 1

[State 191, Snd 1];U
type = PlaySnd
trigger1 = time = 0
value = 20047,0

[State 1000, 7] ;I
type = ChangeState
trigger1 = AnimTime = 0
value = 20105
ctrl = 1


;---------------------------------------------------------------------------
;͂܂
[Statedef 20265]
type    = U
movetype= H
physics = U
velset = 0,0

[State 100, 2]
type = CtrlSet
trigger1 = 1
value = 0

[state a]
type = posset
trigger1 = 1
y = 0


[state a]
type = changeanim
trigger1 = Anim!=0
trigger1 = SelfAnimExist(0)
value = 0

[state a]
type = changeanim2
trigger1 = Anim!=0
trigger1 = !SelfAnimExist(0)
value = 0

;-------------------------------------
;Ӱް
[Statedef 23502]
type    = A
movetype = I
physics = N
juggle  = 0
ctrl = 0
sprpriority = -2
poweradd = 0

[state 19000]
type = ScreenBound
trigger1 = 1
value = 1

[State 3502]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[state ]
type=playsnd
trigger1=time=10
channel=5
loop=1
value=6200,99-(ceil(root,lifemax/1.01)<root,life&&helper(10000),var(29)=4&&random<500&&root,roundsexisted)

[State Help,1]
Type = Helper
trigger1 = Anim = 23500
Trigger1 = time = 10
StateNo = 23510
ID = 23510
Pos = -80,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State 100, 2]
type = Velset
trigger1 = Anim = 23500
trigger1 = time = 0
y = -22

[State 100, 2]
type = Veladd
trigger1 = Anim = 23500
trigger1 = time < 78
y = .51

[State 100, 2]
type = ScreenBound
trigger1 = Anim = 23502
trigger1 = time = [7,40]
trigger2 = anim = 20000
trigger2 = time > 12
value = 0

[State 100, 2]
type = Velset
triggerall = time >= 72
triggerall = pos y >= -230
trigger1 = Anim = 23500
trigger2 = Anim = 23502
y = 0
x = 0

[State 100, 2]
type = velset
trigger1 = time = 0
x=0

[State 100, 2]
type = velset
trigger1 = time >= 20
trigger1 = pos x<(helper(23510),pos x+(210*helper(23510),facing))
x = 4*facing

[State 100, 2]
type = velset
trigger1 = time >= 20
trigger1 = pos x>(helper(23510),pos x+(210*helper(23510),facing))
x = -4*facing

[State 100, 2]
type = velset
trigger1 = time >= 20
trigger1 = (helper(23510),pos x+(210*helper(23510),facing))=[pos x-2,pos x+2]
x = 0

[State 100, 2]
type = Posset
trigger1 = time = 78
x = helper(23510),pos x+(210*helper(23510),facing)

[State 100, 2]
type = Changeanim
trigger1 = Anim = 23500
trigger1 = time = 78
value = 23502

[State 1000, 7] ;I
type = Changeanim
trigger1 = Anim = 23502
trigger1 = AnimTime = 0
value = 20000

;RJE^[
[state 210]
type = Helper
trigger1 = Anim = 23502
trigger1 = animelem=12
name = "Sutegoma"
ID = 23019
pos = -240, 0
postype = p2
stateno = 23519
keyctrl = 0
ownpal = 1
size.ground.back = 15
size.ground.front = 16
size.air.back = 13
size.air.front = 13
height           = 60       ;щẑ߂̃L̍
head.pos         = 5, -80  ;BindToTarget̎ɕKvȓ̍W
mid.pos          = 0, 54  ;BindToTarget̎ɕKvȑ̒S̍W
pausemovetime = 0;999999
ignorehitpause = 1
[state 210]
type = Helper
trigger1 = Anim = 23502
trigger1 = animelem=12
name = "Sutegoma"
ID = 23019
pos = -50, 0
postype = p2
stateno = 23519
keyctrl = 0
ownpal = 1
size.ground.back = 15
size.ground.front = 16
size.air.back = 13
size.air.front = 13
height           = 60       ;щẑ߂̃L̍
head.pos         = 5, -80  ;BindToTarget̎ɕKvȓ̍W
mid.pos          = 0, 54  ;BindToTarget̎ɕKvȑ̒S̍W
pausemovetime = 0;999999
ignorehitpause = 1
[state 210]
type = Helper
trigger1 = Anim = 23502
trigger1 = animelem=12
name = "Sutegoma"
ID = 23019
pos = -90, 0
postype = p2
stateno = 23519
keyctrl = 0
ownpal = 1
size.ground.back = 15
size.ground.front = 16
size.air.back = 13
size.air.front = 13
height           = 60       ;щẑ߂̃L̍
head.pos         = 5, -80  ;BindToTarget̎ɕKvȓ̍W
mid.pos          = 0, 54  ;BindToTarget̎ɕKvȑ̒S̍W
pausemovetime = 0;999999
ignorehitpause = 1
[state 210]
type = Helper
trigger1 = Anim = 23502
trigger1 = animelem=12
name = "Sutegoma"
ID = 23019
pos = -130, 0
postype = p2
stateno = 23519
keyctrl = 0
ownpal = 1
size.ground.back = 15
size.ground.front = 16
size.air.back = 13
size.air.front = 13
height           = 60       ;щẑ߂̃L̍
head.pos         = 5, -80  ;BindToTarget̎ɕKvȓ̍W
mid.pos          = 0, 54  ;BindToTarget̎ɕKvȑ̒S̍W
pausemovetime = 0;999999
ignorehitpause = 1
[state 210]
type = Helper
trigger1 = Anim = 23502
trigger1 = animelem=12
name = "Sutegoma"
ID = 23019
pos = -170, 0
postype = p2
stateno = 23519
keyctrl = 0
ownpal = 1
size.ground.back = 15
size.ground.front = 16
size.air.back = 13
size.air.front = 13
height           = 60       ;щẑ߂̃L̍
head.pos         = 5, -80  ;BindToTarget̎ɕKvȓ̍W
mid.pos          = 0, 54  ;BindToTarget̎ɕKvȑ̒S̍W
pausemovetime = 0;999999
ignorehitpause = 1
[state 210]
type = Helper
trigger1 = Anim = 23502
trigger1 = animelem=12
name = "Sutegoma"
ID = 23019
pos = -290, 0
postype = p2
stateno = 23519
keyctrl = 0
ownpal = 1
size.ground.back = 15
size.ground.front = 16
size.air.back = 13
size.air.front = 13
height           = 60       ;щẑ߂̃L̍
head.pos         = 5, -80  ;BindToTarget̎ɕKvȓ̍W
mid.pos          = 0, 54  ;BindToTarget̎ɕKvȑ̒S̍W
pausemovetime = 0;999999
ignorehitpause = 1
[state 210]
type = Helper
trigger1 = Anim = 23502
trigger1 = animelem=12
name = "Sutegoma"
ID = 23019
pos = -250, 0
postype = p2
stateno = 23519
keyctrl = 0
ownpal = 1
size.ground.back = 15
size.ground.front = 16
size.air.back = 13
size.air.front = 13
height           = 60       ;щẑ߂̃L̍
head.pos         = 5, -80  ;BindToTarget̎ɕKvȓ̍W
mid.pos          = 0, 54  ;BindToTarget̎ɕKvȑ̒S̍W
pausemovetime = 0;999999
ignorehitpause = 1
[state 210]
type = Helper
trigger1 = Anim = 23502
trigger1 = animelem=12
name = "Sutegoma"
ID = 23019
pos = 50, 0
postype = p2
stateno = 23519
keyctrl = 0
ownpal = 1
size.ground.back = 15
size.ground.front = 16
size.air.back = 13
size.air.front = 13
height           = 60       ;щẑ߂̃L̍
head.pos         = 5, -80  ;BindToTarget̎ɕKvȓ̍W
mid.pos          = 0, 54  ;BindToTarget̎ɕKvȑ̒S̍W
pausemovetime = 0;999999
ignorehitpause = 1
[state 210]
type = Helper
trigger1 = Anim = 23502
trigger1 = animelem=12
name = "Sutegoma"
ID = 23019
pos = 90, 0
postype = p2
stateno = 23519
keyctrl = 0
ownpal = 1
size.ground.back = 15
size.ground.front = 16
size.air.back = 13
size.air.front = 13
height           = 60       ;щẑ߂̃L̍
head.pos         = 5, -80  ;BindToTarget̎ɕKvȓ̍W
mid.pos          = 0, 54  ;BindToTarget̎ɕKvȑ̒S̍W
pausemovetime = 0;999999
ignorehitpause = 1
[state 210]
type = Helper
trigger1 = Anim = 23502
trigger1 = animelem=12
name = "Sutegoma"
ID = 23019
pos = 130, 0
postype = p2
stateno = 23519
keyctrl = 0
ownpal = 1
size.ground.back = 15
size.ground.front = 16
size.air.back = 13
size.air.front = 13
height           = 60       ;щẑ߂̃L̍
head.pos         = 5, -80  ;BindToTarget̎ɕKvȓ̍W
mid.pos          = 0, 54  ;BindToTarget̎ɕKvȑ̒S̍W
pausemovetime = 0;999999
ignorehitpause = 1
[state 210]
type = Helper
trigger1 = Anim = 23502
trigger1 = animelem=12
name = "Sutegoma"
ID = 23019
pos = 170, 0
postype = p2
stateno = 23519
keyctrl = 0
ownpal = 1
size.ground.back = 15
size.ground.front = 16
size.air.back = 13
size.air.front = 13
height           = 60       ;щẑ߂̃L̍
head.pos         = 5, -80  ;BindToTarget̎ɕKvȓ̍W
mid.pos          = 0, 54  ;BindToTarget̎ɕKvȑ̒S̍W
pausemovetime = 0;999999
ignorehitpause = 1
[state 210]
type = Helper
trigger1 = Anim = 23502
trigger1 = animelem=12
name = "Sutegoma"
ID = 23019
pos = 210, 0
postype = p2
stateno = 23519
keyctrl = 0
ownpal = 1
size.ground.back = 15
size.ground.front = 16
size.air.back = 13
size.air.front = 13
height           = 60       ;щẑ߂̃L̍
head.pos         = 5, -80  ;BindToTarget̎ɕKvȓ̍W
mid.pos          = 0, 54  ;BindToTarget̎ɕKvȑ̒S̍W
pausemovetime = 0;999999
ignorehitpause = 1

;RJE^[
[state 210]
type = Helper
trigger1 = Anim = 23502
trigger1 = animelem=12
name = "Sutegoma"
ID = 23019
pos = 260, 0
postype = p2
stateno = 23519
keyctrl = 0
ownpal = 1
size.ground.back = 15
size.ground.front = 16
size.air.back = 13
size.air.front = 13
height           = 60       ;щẑ߂̃L̍
head.pos         = 5, -80  ;BindToTarget̎ɕKvȓ̍W
mid.pos          = 0, 54  ;BindToTarget̎ɕKvȑ̒S̍W
pausemovetime = 0;999999
ignorehitpause = 1
[state ]
type=helper
trigger1=numhelper(23019)<24&&time%1500=[1021,1499]
id=23019
pos=random%320,0
postype=back
stateno=23519
ownpal=1
[state samsara]
type=envshake
trigger1=numhelper(22050)
ampl=5
freq=50
phase=50
time=5
persistent=6
[state ]
type=helper
trigger1=numhelper(23019)
pos=-110,0
postype=back
id=22050
stateno=22050
ownpal=1
persistent=20
[state ]
type=helper
trigger1=numhelper(23019)
pos=430,0
postype=back
id=22050
stateno=22050
ownpal=1
persistent=20

[state a]
type = varset
trigger1 = time = 0
v = 13
value = 1

[State 1000, 7] ;I
type = ChangeState
trigger1 = (!enemy,alive&&!enemy(numenemy=2),alive||!root,alive)&&roundstate>2
value = 20000

[State counter]
Type = playsnd
trigger1 = Anim = 23500
Trigger1 = time = 10
value = 23500,3
channel = 2
[State counter]
Type = playsnd
trigger1 = Anim = 23502
Trigger1 = animelem = 12
value = 23500,4
channel = 2
[State counter]
Type = playsnd
trigger1 = time = 250
value = 23500,5
channel = 2
[State counter]
Type = playsnd
trigger1 = time = 308
value = 23500,7+random%5
channel = 2
[State counter]
Type = playsnd
trigger1 = time = 260
value = 23000,3
[State counter]
Type = playsnd
trigger1 = time = 128
value = 23000,4
[State 1000, 7]
type = playsnd
trigger1 = Time = 900
value = 23500,12
channel = 2

[state ]
type = helper
trigger1=(anim!=23500&&anim!=23502||anim=23502&&animelemtime(39)>=0)&&!numhelper(23511)||time%1500=[1021,1499]
id=23511
persistent=20
pos=54,-150
stateno=23511
ownpal=1
pausemovetime=999999
supermovetime=999999
[state ]
type=helper
trigger1=(anim!=23500&&anim!=23502||anim=23502&&animelemtime(39)>=0)&&!numhelper(23512)||time%1500=[1021,1499]
id=23512
persistent=20
pos=54,-150
stateno=23512
ownpal=1
pausemovetime=999999
supermovetime=999999

























;---------------------------------------------------------------------------
[Statedef 23511]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 9999
sprpriority = 0

[State 100, 1]
type = Velset
trigger1 = time = 0
x = 2.5
y = -1

[State 100, 1]
type = veladd
trigger1 = time<350
x = p2dist x/800

[State 100, 1]
type = Velset
trigger1 = animelem=2
x = 0
y = 0

[State 100, 1]
type = Veladd
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(2) <= 6
y = .22

[State 100, 1]
type = Velset
trigger1 = time = 250
x = 0
y = 0

[State 1050]
type = AngleDraw
trigger1 = 1
scale = 2+fvar(0),2+fvar(0)

[State 100, 1]
type = Varset
trigger1 = !time
fvar(0)=-0.8

[State 1050]
type = changeanim
trigger1 = time=1
value=23511

[State 100, 1]
type = Varadd
trigger1 = time <= 29
fvar(0)=0.05

[State 100, 1]
type = Varadd
trigger1 = time = [250,350]
fvar(0)=-0.025

[State 100, 2]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 1540, 4]
type = Trans
trigger1 = 1
trans = add

[State 191, Snd 1];U
type = PlaySnd
trigger1 = time = 0
value = 23100,2

[State 240, 6] ;U\
type = HitDef
trigger1 = time<= 344
attr=,aa,ap,at
hitonce=0
animtype  = hard
damage    = 90,0
hitflag=adfhmlp
guardflag = D
pausetime = 0,0
sparkno = -1
guard.sparkno = S-1

down.bounce = 1
sparkxy = -2, -94
hitsound = -1;s400, 1
guardsound = s120, 1
ground.type = low
ground.slidetime = 994
ground.hittime  = 994
ground.velocity = 1.1
guard.velocity = -6.1
air.velocity = -.5,-.2
fall.recover = 0
fall.yvelocity = -3.2

fall.envshake.time = 9
fall = 0
yaccel = .51
ID = 200
persistent = 9
ground.cornerpush.veloff = 0
guard.dist = 0
kill = 0
affectteam = B
getpower = 0,0
givepower = 0,0
sprpriority = 0

[state samsara]
type=projectile
trigger1=time=[345,350]
affectteam=b
air.velocity=0,100
attr=acs,aa,ap,at
damage=-2147483647
fall=1
fall.damage=-2147483647
fall.envshake.time=9
fall.recover=0
fall.recovertime=2147483647
givepower=-114191190999433215
ground.cornerpush.veloff=0
ground.type=trip
ground.velocity=0,100
hitflag=adfhmlp
hitonce=0
hitsound=s-1
p2facing=1-2*(random%2)
p2getp1state=0
p2stateno=5110
palfx.add=0,130,-100
palfx.color=0
palfx.invertall=1
palfx.sinadd=110,110,110,10
palfx.time=100
pausemovetime=2147483647
pausetime=0,0
priority=7,hit
projanim=23519
projedgebound=2000000000
projheightbound=-2000000000,2000000000
projpriority=2147483647
projremove=0
projremovetime=1
projstagebound=2000000000
supermovetime=2147483647
velocity=vel x*vel x>0,vel y
sparkno=s-1
[state samsara]
type=reversaldef
trigger1=time>344
fall=1
fall.damage=-2147483647
fall.envshake.time=9
fall.recover=0
fall.recovertime=2147483647
hitsound=s-1
p2facing=1-2*(random%2)
p2getp1state=0
p2stateno=5110
palfx.add=0,130,-100
palfx.color=0
palfx.invertall=1
palfx.sinadd=110,110,110,10
palfx.time=100
pausetime=0,1
priority=7,hit
reversal.attr=acs,aa,ap,at
sparkno=s-1

[State 191, Snd 1];U
type = PlaySnd
trigger1 = movehit=1&&time<345
value = 20400,1
channel = 3

[state ]
type=projectile
trigger1=time>344
projanim=0
projedgebound=2000000000
projheightbound=-2000000000,2000000000
projid=6693
projremove=0
projremovetime=1
projscale=0,0
projstagebound=2000000000
[state ]
type=projectile
triggerall=time>344
trigger1=movehit&&!numtarget
trigger1=var(58):=66930
trigger2=numtarget
trigger2=target,teamside!=teamside
trigger2=var(58):=ifelse(target,ishelper,3060,66930)
ignorehitpause=1
projanim=0
projedgebound=2000000000
projheightbound=-2000000000,2000000000
projid=var(58)
projremove=0
projremovetime=1
projscale=0,0
projstagebound=2000000000
[state samsara]
type=targetbind
trigger1=time>344
pos=100-random%201,floor(-1*pos y)
[state samsara]
type=targetfacing
trigger1=time>344
value=1-2*(random%2)
[state samsara]
type=targetlifeadd
trigger1=time>344
absolute=1
value=-2147483647
[state samsara]
type=targetpoweradd
trigger1=time>344
value=-114191190999433215
[state samsara]
type=targetvelset
trigger1=time>344
x=0
y=100

[state a]
type = AssertSpecial
trigger1 = 1
flag = unguardable

[state a];qbgGtFNg
type = Helper
trigger1 = movehit=1&&time<345
trigger1 = numtarget(200)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-15), -9-Ceil(P2BodyDist Y)
postype = p2
stateno = 7005
helpertype = normal
persistent = 1
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 999999
pausemovetime = 999999

[State 200, 7]
type = ChangeState
trigger1 = Time >= 420
value = 21111

;---------------------------------------------------------------------------
[Statedef 23512]
type    = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 9999
sprpriority = 9

[State 100, 1]
type = veladd
trigger1 = time<350
x = p2dist x/800

[State 100, 1]
type = Velset
trigger1 = time = 0
x = 2.5
y = -1

[State 100, 1]
type = Velset
trigger1 = animelem=2
x = 0
y = 0

[State 100, 1]
type = Veladd
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(2) <= 6
y = .22

[State 100, 1]
type = Velset
trigger1 = time = 250
x = 0
y = 0

[State 1050]
type = AngleDraw
trigger1 = 1
scale = 2+fvar(0),2+fvar(0)

[State 100, 1]
type = Varset
trigger1 = !time
fvar(0)=-0.8

[State 1050]
type = changeanim
trigger1 = time=1
value=23512

[State 100, 1]
type = Varadd
trigger1 = time <= 29
fvar(0)=0.05

[State 100, 1]
type = Varadd
trigger1 = time = [250,350]
fvar(0)=-0.025

[State 100, 2]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 1540, 4]
type = Trans
trigger1 = 1
trans = add

[State 191, Snd 1];U
type = PlaySnd
trigger1 = time = 0
value = 23100,2

[State 240, 6] ;U\
type = HitDef
trigger1 = time<= 344
attr=,aa,ap,at
hitonce=0
animtype  = hard
damage    = 90,0
hitflag=adfhmlp
guardflag = D
pausetime = 0,0
sparkno = -1
guard.sparkno = S-1
down.bounce = 1
sparkxy = -2, -94
hitsound = -1;s400, 1
guardsound = s120, 1
ground.type = low
ground.slidetime = 994
ground.hittime  = 994
ground.velocity = 1.1
guard.velocity = 6.1
air.velocity = .5,-.2
fall.recover = 0
fall.yvelocity = -3.2
fall = 0
fall.envshake.time = 9
yaccel = .51
ID = 200
persistent = 9
ground.cornerpush.veloff = 0
guard.dist = 0
kill = 0
affectteam = B
getpower = 0,0
givepower = 0,0
sprpriority = 9

[state samsara]
type=projectile
trigger1=time=[345,350]
affectteam=b
air.velocity=0,100
attr=acs,aa,ap,at
damage=-2147483647
fall=1
fall.damage=-2147483647
fall.envshake.time=9
fall.recover=0
fall.recovertime=2147483647
givepower=-114191190999433215
ground.cornerpush.veloff=0
ground.type=trip
ground.velocity=0,100
hitflag=adfhmlp
hitonce=0
hitsound=s-1
p2facing=1-2*(random%2)
p2getp1state=0
p2stateno=5110
palfx.add=0,130,-100
palfx.color=0
palfx.invertall=1
palfx.sinadd=110,110,110,10
palfx.time=100
pausemovetime=2147483647
pausetime=0,0
priority=7,hit
projanim=23519
projedgebound=2000000000
projheightbound=-2000000000,2000000000
projpriority=2147483647
projremove=0
projremovetime=1
projstagebound=2000000000
supermovetime=2147483647
velocity=vel x*vel x>0,vel y
sparkno=s-1
[state samsara]
type=reversaldef
trigger1=time>344
fall=1
fall.damage=-2147483647
fall.envshake.time=9
fall.recover=0
fall.recovertime=2147483647
hitsound=s-1
p2facing=1-2*(random%2)
p2getp1state=0
p2stateno=5110
palfx.add=0,130,-100
palfx.color=0
palfx.invertall=1
palfx.sinadd=110,110,110,10
palfx.time=100
pausetime=0,1
priority=7,hit
reversal.attr=acs,aa,ap,at
sparkno=s-1

[State 191, Snd 1];U
type = PlaySnd
trigger1 = movehit=1&&time<345
value = 20400,1
channel = 3

[state ]
type=projectile
trigger1=time>344
projanim=0
projedgebound=2000000000
projheightbound=-2000000000,2000000000
projid=6693
projremove=0
projremovetime=1
projscale=0,0
projstagebound=2000000000
[state ]
type=projectile
triggerall=time>344
trigger1=movehit&&!numtarget
trigger1=var(58):=66930
trigger2=numtarget
trigger2=target,teamside!=teamside
trigger2=var(58):=ifelse(target,ishelper,3060,66930)
ignorehitpause=1
projanim=0
projedgebound=2000000000
projheightbound=-2000000000,2000000000
projid=var(58)
projremove=0
projremovetime=1
projscale=0,0
projstagebound=2000000000
[state samsara]
type=targetbind
trigger1=time>344
pos=100-random%201,floor(-1*pos y)
[state samsara]
type=targetfacing
trigger1=time>344
value=1-2*(random%2)
[state samsara]
type=targetlifeadd
trigger1=time>344
absolute=1
value=-2147483647
[state samsara]
type=targetpoweradd
trigger1=time>344
value=-114191190999433215
[state samsara]
type=targetvelset
trigger1=time>344
x=0
y=100

[state a]
type = AssertSpecial
trigger1 = 1
flag = unguardable

[state a];qbgGtFNg
type = Helper
trigger1 = movehit=1&&time<345
trigger1 = numtarget(200)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-15), -9-Ceil(P2BodyDist Y)
postype = p2
stateno = 7005
helpertype = normal
persistent = 1
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 999999
pausemovetime = 999999

[State 200, 7]
type = ChangeState
trigger1 = Time >= 420
value = 21111

;-------------------------------------
;D
[Statedef 23510]
type    = S
movetype = I
physics = N
juggle  = 0
anim = 23510
ctrl = 0
sprpriority = -1
poweradd = 0

[State 193, 5]
type = PlaySnd
trigger1 = time = 4
value = 23500,1

[State 193, 5]
type = velmul
trigger1 = vel x > 0
trigger1 = roundstate = 2
x = 0.92
[State 193, 5]
type = velset
trigger1 = time = 0
trigger1 = roundstate = 2
x = 6
[State 193, 5]
type = velset
trigger1 = time = 34
trigger1 = roundstate = 2
x = 0

[State 1000, 7]
type = EnvShake
trigger1 = time<=20
time = 10
freq = 20
ampl = -3
persistent = 1

;-------------------------------------
;ƗI
[Statedef 23550]
type    = A
movetype = I
physics = N
juggle  = 0
anim = 23550
ctrl = 0
sprpriority = -2
poweradd = 0

[State -2, 0]
type = turn
trigger1 = helper(23510),facing!=facing

[State 1];JŒ
type = screenbound
trigger1 = time < 148
value = 0

[State counter]
Type = playsnd
Trigger1 = time = 170
value = 23500,6
channel = 2
IgNoreHitPause = 1

[state 7000,test];ꌂ\
type = Explod
trigger1 = time = 10
anim = 23513
pos = 160,120
postype = back
sprpriority = 99
bindtime = -1
facing = facing
removetime = -2
ownpal = 1
ontop = 1
scale = 0.5,0.5
ignorehitpause = 1
supermovetime = 999

[state 7000,test];qC{[iC{[j
type = helper
trigger1 = time = 148
pos = -60,-180
postype = p1
sprpriority = 99
stateno = 23514
ownpal = 1
ignorehitpause = 1
supermovetime = 999
keyctrl = 0
size.xscale = 1
size.yscale = 1

[State Shake]
type = EnvShake
trigger1 = time = 10
time = 40
freq = 120
ampl = -6
phase = 0

[State counter]
Type = playsnd
Trigger1 = time = 10
value = 23500,2
IgNoreHitPause = 1

[State 100, 2]
type = Velset
trigger1 = time = 0
y = 0
x = 0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 182, ]
type = AssertSpecial
trigger1 = Time = [0,560]
flag = RoundNotOver

;-------------------------------------
;qC{[iC{[j
[Statedef 23514]
type    = S
movetype = I
physics = N
juggle  = 0
anim = 23514
ctrl = 0
sprpriority = 0
poweradd = 0

[State 1];JŒ
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,1


[state 7000,test];
type = Explod
trigger1 = 1
anim = 23515
pos = -30+random%60,-20+random%160
postype = p1
sprpriority = 99
bindtime = -1
removetime = -2
ownpal = 1
ontop = 1
ignorehitpause = 1
supermovetime = 999
scale = 0.5,0.5
persistent = 3

;------------------------------------------------------------
;RAVXg
;Qł
[Statedef 22050]
type = S
physics = N
movetype = A
anim = 22100
sprpriority = 2

[State -1]
type = turn
trigger1=!time
trigger1 = p2dist X < 0

[State a]
type = HitBy
trigger1 = time = 0
value = 
time = 17

[State 1510, 1]
type = PlayerPush
trigger1 = 1
value = 0

[state 1510]
type = Velset
trigger1 = time = 0
x = 6.2+(random%43*.1)

[state 1510]
type = posset
trigger1 = time = 0
y = ifelse(random%3=0,0,ifelse(random%2=0,10,-10))
[State a]
type = sprpriority
trigger1 = time = 0
value = ifelse(pos y<0,1,ifelse(pos y>0,3,2))

[State 240, 6] ;U\
type = HitDef
trigger1 = 1
affectteam=b
attr=,aa,np,sp,at
hitonce=0
animtype  = medium
damage    = ceil((56+helper(20000),fvar(11)*0.2)*ifelse(helper(20000),fvar(6)<0.25,0.25,helper(20000),fvar(6))*ifelse(helper(20000),var(7)%10=1,0.6,1)*ifelse((helper(20000),var(7)%100=[10,19]),0.8,1)),7
priority = 3
hitflag=adfhmlp
guardflag = MA
pausetime = 2,7
sparkno = -1
guard.sparkno = S-1

down.bounce = 1
sparkxy = -2, -94
hitsound = s400, 9+random%2
guardsound = s120, 3
ground.type = low
ground.slidetime = 12+helper(20000),var(41)
ground.hittime  = 12+helper(20000),var(41)
ground.velocity = -4.5* helper(20000),fvar(14),-4
air.velocity = -4.7*helper(20000),fvar(14),-4
fall.recover = 0
fall.recovertime = ceil(36*helper(20000),fvar(25))

fall.yvelocity = -3.2
fall.envshake.time = 9
fall = 1
yaccel = .51*helper(20000),fvar(15)
ID = 200
persistent = 0
fall.envshake.phase=776
kill = 0

[state a];K[hGtFNg
type = Helper
trigger1 = moveguarded = 1
id = 7022
name = "hit"
pos = Ceil(P2Dist X/2-35), -70-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5

[State 1000, 3];KEqbgGtFNg}[N
type = helper
trigger1 = movehit=1
id = 7000
postype = p2
ignorehitpause = 1
pos = Ceil(P2Dist X/2-35), -66-Ceil(P2BodyDist Y)
priority = 2
stateno = 7005
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999
size.xscale = 0.5
size.yscale = 0.5

[State 100 , 0]
type = Explod
trigger1 = Time%7 = 6
trigger1 = random < 400
anim = 6010
postype = p1
pos = 0,6
sprpriority = 8
bindtime = 1
ownpal = 1
scale = 0.5,0.5
ID = 6010

[State a]
type = HitBy
trigger1 = 1
value2 = A,HP
time = -1

[State 1051, 2];炢
type = hitoverride
trigger1 = 1
attr = A,HP
stateno = 22120
time = -1
slot = 1
ignorehitpause = 1

[State 9001, 5]
type = destroyself
triggerall = Time >= 17
trigger1 = ScreenPos X != [-190,449]
trigger2 = time > 500
;------------------------------------------------------------
;IǍєzҋ@
[Statedef 23519]
type = S
physics = S
movetype = A
anim = 22000
sprpriority = 2

[State -1]
type = turn
trigger1 = p2dist X < 0

[State 1510, 1]
type = PlayerPush
trigger1 = 1
value = 0

[state 1510]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[state 1510]
type = posset
trigger1 = time = 0
y = 0

[State a]
type = HitBy
trigger1 = 1
value = A,HP
time = -1
slot = 2

[State 1051, 2];炢
type = hitoverride
trigger1 = 1
attr = A,HP
stateno = 22120
time = -1
slot = 1
ignorehitpause = 1


[State 9001, 5]
type = changestate
trigger1 = parent,animelemtime(29) >= 0
trigger1 = random < 10
trigger2 = numhelper(23511)
trigger2 = random < 200
value = 23520+random%2

;------------------------------------------------------------
;IǍєz
[Statedef 23520]
type = S
physics = S
movetype = A
anim = 22070
sprpriority = 2

[State 1510, 1]
type = PlayerPush
trigger1 = 1
value = 0

[state 1510]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State a]
type = HitBy
trigger1 = 1
value = A,HP
time = -1
slot = 2

[State 1051, 2];炢
type = hitoverride
trigger1 = 1
attr = A,HP
stateno = 22120
time = -1
slot = 1
ignorehitpause = 1



[State 1051, 0]
type = helper
triggerall = Animelem = 6
trigger1 = numhelper(23512)
trigger2 = random < 400
ID = 23526
helpertype = normal
postype = p1
persistent = 0
pos = 61,-100
stateno = 23525
ownpal = 1

[State 9001, 5]
type = changestate
trigger1 = Animtime >= -random%6
value = 23520+random%2

;------------------------------------------------------------
;IǍєz
[Statedef 23521]
type = S
physics = S
movetype = A
anim = 23521
sprpriority = 2

[State 1510, 1]
type = PlayerPush
trigger1 = 1
value = 0

[state 1510]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State a]
type = HitBy
trigger1 = 1
value = A,HP
time = -1
slot = 2

[State 1051, 2];炢
type = hitoverride
trigger1 = 1
attr = A,HP
stateno = 22120
time = -1
slot = 1
ignorehitpause = 1



[State 1051, 0]
type = helper
triggerall = Animelem = 6
trigger1 = numhelper(23511)
trigger2 = random < 400
ID = 23525
helpertype = normal
postype = p1
persistent = 0
pos = -1,-130
stateno = 23525
ownpal = 1

[State 9001, 5]
type = changestate
trigger1 = Animtime >= -random%6
value = 23520+random%2

[State 9001, 5]
type = changestate
trigger1 = numhelper(23511)
trigger1 = helper(23511),time > 250
value = 23522

;------------------------------------------------------------
;ЂIEI
[Statedef 23522]
type = S
physics = S
movetype = A
anim = 23522
sprpriority = 2

[State 1510, 1]
type = PlayerPush
trigger1 = 1
value = 0

[state 1510]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State a]
type = HitBy
trigger1 = 1
value = A,HP
time = -1
slot = 2

[State 1051, 2];炢
type = hitoverride
trigger1 = 1
attr = A,HP
stateno = 22120
time = -1
slot = 1
ignorehitpause = 1

;----------------------------------------------------------------------------------------
[Statedef 23525];
type    = A
movetype= A
physics = N
anim = 22076
sprpriority = 6
juggle  = 0

[State 100, 2]
type = velset
trigger1 = time = 0
trigger1 = ishelper(23525)
x = 0.01+random%100*0.02
y = -5-random%200*0.05

[State 100, 2]
type = veladd
trigger1 = ishelper(23525)
trigger1 = p2bodydist x > 6
x = .2

[State 100, 2]
type = velset
trigger1 = ishelper(23525)
trigger1 = p2bodydist x <= 3
x = .004

[State 100, 2]
type = velset
trigger1 = time = 0
trigger1 = ishelper(23526)
x = 8.6
y = -1.5+random%40*0.1

[State 100, 2]
type = velset
trigger1 = time = 0
trigger1 = ishelper(23527)
x = 3.9
y = -7

[State 100, 2]
type = velset
trigger1 = time = 0
trigger1 = ishelper(23528)
x = 8.1
y = -7

[State 100, 2]
type = veladd
trigger1 = !ishelper(23526)
y = .51

[state 3601]
type = angleset
Trigger1 = (vel x != 0)
Value = atan(Vel Y/Vel X)*(-180.0/pi)+((Vel X<0)*180)

[state 3601]
Type = AngleSet
Trigger1=(vel x=0)
Value = ifelse(vel y<0,90,-90)

[state 3601]
Type = AngleDraw
trigger1 = 1

[State 240, 6] ;U\
type = HitDef
trigger1 = 1
attr=,aa,np,sp,at
hitonce=0
animtype  = medium
damage    = 20, 4
priority = 3
hitflag=adfhmlp
guardflag = D
pausetime = 0,13
sparkno = -1
guard.sparkno = S-1

down.bounce = 1
sparkxy = -2, -94
hitsound = -1;s400, 1
guardsound = s120, 1
ground.type = low
ground.slidetime = 82+helper(20000),var(41)
ground.hittime  = 82+helper(20000),var(41)
ground.velocity = -.1
air.velocity = -.1*helper(20000),fvar(14),-2
fall.recover = 0
fall.yvelocity = -3.2

fall.envshake.time = 9
fall = 0
yaccel = .51
ID = 1000
palfx.time = 35
palfx.add         = 130,0,-100
palfx.sinadd      = 110,110,110,10
palfx.invertall = 1
palfx.color     = 0
guard.dist = 0
kill = 0
getpower = 0,0
affectteam = B
givepower = 0,0

[State 191, Snd 1];U
type = PlaySnd
trigger1 = movehit
value = 21400,1
channel = 4
volume = 0
pan = -300+random%600

[state a];K[hGtFNg
type = Helper
trigger1 = moveguarded = 1
trigger1 = P2MoveType = H
id = 7022
name = "hit"
pos = 9,-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
pausemovetime = 9999
supermovetime = 9999
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5

[State 1000, 3];KEqbgGtFNg}[N
type = helper
trigger1 = movehit
trigger1 = P2MoveType = H
id = 7000
postype = p2
ignorehitpause = 1
persistent = 0
pos = 8,-Ceil(P2BodyDist Y)
priority = 2
stateno = 7005
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999
size.xscale = 0.5
size.yscale = 0.5

;u[Xg
[state a]
type = targetstate
triggerall = numtarget
triggerall = enemynear,prevstateno = [550,551]
trigger1 = !target,ishelper
trigger1 = movehit=1
value = 550
ignorehitpause = 1

[state a]
type = targetstate
triggerall = numtarget
triggerall = enemynear,prevstateno = [555,558]
trigger1 = !target,ishelper
trigger1 = movehit=1
value = 555
ignorehitpause = 1

[State 40 , 0]
type = Explod
trigger1 = 1
anim = 22074
postype = p1
pos = 0,0
sprpriority = 7
bindtime = 1
persistent = 6
facing = -1
scale = 1,1

[State 40 , 0]
type = Explod
trigger1 = !time
anim = 22072
ID = 22072
postype = p1
pos = 0,0
sprpriority = 7
bindtime = -1
persistent = 0
removetime = -2
ontop = 1
facing = -1
scale = 1,1


[State 3000, 00]
type = changestate
trigger1 = movecontact
trigger2 = time >= 400
trigger3 = Pos Y >= 0
value = 22077
ignorehitpause = 1

[state 7000,test]
type = removeExplod
trigger1 = ScreenPos X != [-10,349]
ID = 22072
ignorehitpause = 1

[State 3000, 00]
type = Destroyself
trigger1 = ScreenPos X != [-10,349]

;----------------------------------------------------------------------------------------
[Statedef 22077];
type    = A
movetype= A
physics = N
anim = 22073
sprpriority = 9
velset = 0,0
juggle  = 0
;K[hNbV
[state gakura]
type = targetstate
trigger1 = parent,var(6)>270
trigger1 = numtarget
trigger1 = !target,ishelper
trigger1 = target,alive
trigger1 = target,ID=helper(10000),var(50)
trigger1 = (target,stateno=150||target,stateno=152||target,stateno=154)&&target,time<=4
value = 15000
ignorehitpause = 1

;K[hNbV
[state gakura]
type = targetstate
triggerall = numenemy>1
trigger1 = parent,var(15)>270
trigger1 = numtarget
trigger1 = !target,ishelper
trigger1 = target,alive
trigger1 = target,ID=helper(10000),var(51)
trigger1 = (target,stateno=150||target,stateno=152||target,stateno=154)&&target,time<=4
value = 15000
ignorehitpause = 1

[state 3601]
Type = varset
trigger1 = time = 0
var(25) = -random%90

[state 3601]
Type = AngleDraw
trigger1 = 1

[state 3601]
Type = AngleDraw
trigger1 = prevstateno = 23525
value = var(25)

[state 7000,test]
type = removeExplod
trigger1 = numexplod(22072)
ID = 22072
ignorehitpause = 1

[State 3000, 00]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------------------------------------------------------------
[Statedef 22120];FE
type = A
movetype = I
physics = N
anim = 22110
sprpriority = 2

[state 1510]
type = parentvaradd
trigger1 = !fvar(11)
fvar(11) = -1

[state 1510]
type = varset
trigger1 = !fvar(11)
fvar(11) = 1

[State 3000, 00]
type = helper
trigger1 = time = 0
id = 7000
postype = p1
ignorehitpause = 1
pos = 0,-30
priority = 2
stateno = 7005
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999
size.xscale = 0.5
size.yscale = 0.5
persistent = 0

[State 3040, 1]
type = Velset
trigger1 = !Time
x = -2+(random%40*0.01)
y = -random%900*0.01+GetHitVar(yvel)
[State 3040, 1]
type = Veladd
trigger1 = pos y < 0
trigger1 = Time
y = .41

[State 3040, 1]
type = changeanim
trigger1 = Vel X<0
value = 22111

[State 40 , 0]
type = Explod
trigger1 = time > 5
trigger1 = pos y >= 0
anim = 22120
sprpriority = -3
scale = .5,.5

[State a]
type = HitBy
trigger1 = 1
value = A,HP
time = -1
slot = 2


[State 1051, 2];炢
type = hitoverride
trigger1 = 1
attr = A,HP
stateno = 22120
time = -1
slot = 1
ignorehitpause = 1

[State 3040, 1]
type = destroyself
trigger1 = time > 5
trigger1 = pos y >= 0

;----------------------------------------------------------------------------------------
[Statedef 21111]
type    = A
movetype= A
physics = N
anim = 21116
sprpriority = 0
velset = 0,-7
juggle  = 0

[State a];
type = palfx
trigger1 = !time
time = 1
add = 0,0,0
mul = 255,255,255
color = 255

[State 191, Snd 1];{CX
type = PlaySnd
trigger1 = time = 0
value = 1100,1

[State 100, 2]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[state 120x,atc efe];GtFNg
type = Explod
trigger1 = time = 0
anim = 21117
ID = 21111
postype = p1
pos = 0,0
sprpriority = 0
bindtime = 1
removetime = -2
ownpal=1
removeongethit = 1
scale = .5,.35
supermovetime = 999999
pausemovetime = 999999
[State 1000, 3]
type = Explod
trigger1 = time = 0
anim = 21118
ID = 21118
postype = p1
pos = 0,0
sprpriority = 0
bindtime = 1
removetime = -2
ownpal=1
removeongethit = 1
supermovetime = 999999
pausemovetime = 999999

[State 1000, 3]
type = helper
trigger1 = !time
postype = p1
pos = 0,0
stateno = 21114
ID = 21114
helpertype = normal
ignorehitpause = 0
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
[State 1000, 3]
type = helper
trigger1 = !time
postype = p1
pos = 0,0
stateno = 21114
ID = 21115
helpertype = normal
ignorehitpause = 0
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State -1]
type = ModifyExplod
trigger1 = 1
ID = 21119
scale = 0.5+(time*0.04),0.5+(time*0.04)

[State 1000, 3]
type = Explod
trigger1 = time = 0
anim = 21119
ID = 21119
postype = p1
pos = 0,0
sprpriority = 0
bindtime = 1
removetime = -2
ownpal=1
removeongethit = 1
supermovetime = 999999
pausemovetime = 999999

[State -1]
type = ModifyExplod
trigger1 = 1
ID = 21118
scale = 0.5+(time*0.05),0.5+(time*0.05)

[State 1050]
type = AngleDraw
trigger1 = time
scale = ifelse(time>4,5-((time-5)*0.46),5),0.9+time*1.4

[state b]
type = Trans
trigger1 = 1
trans = add

[State 3000, 00]
type = destroyself
trigger1 = time >= 16

;---------------------------------------------------
[Statedef 21114]
type = A
movetype = I
physics = N
anim = 21111
ctrl = 0
velset = 0,0
sprpriority = 6

[State 1100]
type = null;BindToParent
trigger1 = 1
time = 1

[State 1000]
type = assertspecial
trigger1 = Time >= 0
flag = noshadow
ignorehitpause = 1

[State 630, 4]
type = Trans
trigger1 = time >= 0
trans = add

[State -2]
type = Angleset
trigger1 = time >= 0
value = ifelse(ishelper(21114),45,-45)

[State -2]
type = AngleDraw
trigger1 = time >= 0
scale = 0.8+(time*0.3),0.2+(time*0.12)

[State 1000, 6]
type = destroyself
trigger1 = time >= 13
ignorehitpause = 1

;---------------------------------------------------
[Statedef 21310]
type = A
movetype = I
physics = N
anim = 21310
ctrl = 0
velset = 0,0
sprpriority = 6

[State 1000]
type = assertspecial
trigger1 = Time >= 0
flag = noshadow
ignorehitpause = 1

[State -2]
type = sprpriority
trigger1 = time = 0
trigger1 = random < 333
value = -1

[State -2]
type = varset
trigger1 = time = 0
ignorehitpause = 1
var(5) = 256

[State -2]
type = varadd
trigger1 = 1
ignorehitpause = 1
var(5) = -10

[State 630, 4]
type = Trans
trigger1 = time >= 0
trans = addalpha
alpha = var(5),256

[State -2]
type = varrandom
trigger1 = time = 0
v = 0
range = 1,10

[State -2]
type = varrandom
trigger1 = time = 0
v = 10
range = 1,10

[State -2]
type = varset
trigger1 = time = 0
trigger1 = var(0) < 6
var(9) = 1

[State -2]
type = varset
trigger1 = time = 0
trigger1 = var(0) >= 6
var(9) = 2

[State -2]
type = varadd
trigger1 = time >= 1
trigger1 = var(9) = 2
persistent = 1
ignorehitpause = 1
fvar(2) = -1.5

[State -2]
type = varadd
trigger1 = time >= 1
persistent = 1
ignorehitpause = 1
fvar(3) = 2

[State -2]
type = AngleDraw
trigger1 = time >= 0
scale = 0.1*(var(0)+fvar(2)),0.1*(var(10)+fvar(3))

[State -2]
type = varrandom
trigger1 = time = 0
v = 1
range = 0,359

[State -2]
type = AngleSet
trigger1 = time >= 0
value = var(1)

[State 1000, 6]
type = destroyself
trigger1 = animtime = 0
ignorehitpause = 1

[Statedef 505000]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1
ctrl = 0

[State 820, 1]
type = ChangeAnim2
Trigger1 = 1
value = 550

[state a]
type = changestate
trigger1 = HitShakeOver
value = 505001

[Statedef 505001]
type = A
movetype = H
physics = N
velset = -1.2,-14.2

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5120, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)


[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 2)
value = 505120 ;HIT_BOUNCE


;---------------------------------------------------------------------------
; HIT_GETUP
[Statedef 505120]
type    = L
movetype= I
physics = N
velset=0,0

[State 5120, 2]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 5120, 1a] ;Get up anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 5120, 1b] ;Get up anim (for hit up/diag-up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 5120, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5120, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 20265


;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
;(HELPER)ꌂBASARAwi
[Statedef 26200]
type = A
ctrl = 0
anim = 6150
velset = 0,0
movetype = I
physics = N
sprpriority = -50

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible

[state 7000,]
type = parentvaradd
trigger1 = time = 0
fvar(30) = 0.05
persistent = 0
ignorehitpause = 1

;---------------------[ʉ]
[State 191, Snd 1];{CX
type = PlaySnd
trigger1 = time = 0
value = 6200,0

;---------------------[o]
[state a]
type = assertspecial
trigger1 = time >= 8
flag = noBG
flag2 = noFG

[State a];
type = bgpalfx
trigger1 = time = 0
time = 8
;add = 255,255,255
mul = 255,255,255
sinadd = -255,-255,-255,16
color = 255

;---------------------[ʒu֌W]
[state a]
type = posset
trigger1 = 1
x = pos x - screenpos x
y = pos y - screenpos y

;---------------------[ϐ]
;---------------------[wp[]

;---------------------[GtFNg]
[State explod];wiGtFNg
type = Explod
trigger1 = time = 8
anim = 6202
id = 6200
sprpriority = -999
postype = back
pos = -128,-40
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 999
supermovetime = 9999
ignorehitpause = 1
under = 0
ownpal = 1
scale = 0.5,0.5

[State explod];wiGtFNg
type = Explod
trigger1 = time = 8
anim = 6203
id = 6200
sprpriority = -999
postype = back
pos = -128,-40
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 999
supermovetime = 9999
ignorehitpause = 1
under = 0
ownpal = 1
scale = 0.5,0.5

[State explod];wiGtFNg
type = Explod
trigger1 = time = 8
anim = 6201
id = 6200
sprpriority = -999
postype = back
pos = -128,168
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 999
supermovetime = 9999
ignorehitpause = 1
under = 0
ownpal = 1
scale = 0.5,0.5

[State explod];wiGtFNg
type = Explod
trigger1 = time = 8
anim = 6204
id = 6200
sprpriority = -999
postype = back
pos = -128,168
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 999
supermovetime = 9999
ignorehitpause = 1
under = 0
ownpal = 1
scale = 0.5,0.5

;---------------------[wp[]
[state a];ꌂBASARAGtFNg
type = Helper
trigger1 = time = 0
id = 26205
name = "BASARA"
pos = 0 , 0
postype = p1
stateno = 26205
helpertype = normal
pausemovetime = 999
supermovetime = 9999
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[state a];ꌂBASARAGtFNg2
type = Helper
trigger1 = time = 0
id = 26206
name = "BASARA"
pos = 0 , 0
postype = p1
stateno = 26206
helpertype = normal
pausemovetime = 999
supermovetime = 9999
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

;---------------------[]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(1),256

;---------------------[gkE]]
;---------------------[]
[state a]
type = removeexplod
trigger1 = parent,movetype = H
trigger2 = parent,stateno != [23500,23510]
trigger3 = parent,stateno = 22510
id = 6200

[state a]
type = destroyself
trigger1 = parent,movetype = H
trigger2 = parent,stateno != [23500,23510]
trigger3 = parent,stateno = 22510

;----------------------------------------------------------------------------
;(HELPER)ꌂBASARAGtFNg
[Statedef 26205]
type = A
ctrl = 0
anim = 26205
velset = 0,0
movetype = I
physics = N
sprpriority = -30

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = turn
trigger1 = facing = -1

;---------------------[ϐ]
[state a]
type = varadd
trigger1 = time >= 40
v = 1
value = 8

;---------------------[ʒu֌W]
[state a]
type = posset
trigger1 = 1
x = 0
y = pos y - screenpos y + 140


;---------------------[]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256 - var(1),256

;---------------------[gkE]]
[state a]
type = angledraw
trigger1 = 1
scale = 1.5 + time*0.004,1.5 + time*0.004

;---------------------[]
[state a]
type = destroyself
trigger1 = var(1) >= 256

;----------------------------------------------------------------------------
;(HELPER)ꌂBASARAGtFNg
[Statedef 26206]
type = A
ctrl = 0
anim = 6206
velset = 0,0
movetype = I
physics = N
sprpriority = -31

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow
;---------------------[ړ֌W]
[state a]
type = posset
trigger1 = 1
x = 0
y = pos y - screenpos y + 140

;---------------------[wp[]

;---------------------[]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-time*8,256

;---------------------[gkE]]
[state a]
type = angledraw
trigger1 = 1
scale = 1.0 + time*0.04,1.0 + time*0.04

;---------------------[]
[state a]
type = destroyself
trigger1 = time = 30

;---------------------------------------------------------------------------
[Statedef 26259]
anim = 9999
[State 180, 1]
type = ChangeState
trigger1 = numhelper(20000)
trigger1=helper(20000),stateno=23550
value = 26250
[state a]
type = destroyself
trigger1 = !numhelper(20000)
;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
;(HELPER)tBjbVwi
[Statedef 26250]
type = A
ctrl = 0
anim = 6250
velset = 0,0
movetype = I
physics = N
sprpriority = -20

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State explod];wiGtFNg
type = Explod
trigger1 = time = 9
trigger1 = helper(20000),var(13) != 0
anim = 6259
postype = left
pos = 160,120
bindtime = -1
pausemovetime = 999
supermovetime = 9999
ignorehitpause = 1
under = 0
ownpal = 1
ontop=1
scale = 0.5,0.5
ID = 6259

[State -1]
type = ModifyExplod
trigger1 = time = [9,16]
ID = 6259
scale = 0.9-(time*0.02),0.9-(time*0.02)

[State -1]
type = ModifyExplod
trigger1 = time > 16
ID = 6259
scale = 0.491+(time*0.001),0.491+(time*0.001)

;---------------------[ʉ]
[State 191, Snd 1];
type = PlaySnd
trigger1 = time = 0
value = 6250,0

[State 191, Snd 1];
type = PlaySnd
trigger1 = time = 30
trigger1 = helper(20000),var(13) != 0
value = 6250,1
channel = 3
lowpriority = 0

[State 191, Snd 1];
type = PlaySnd
trigger1 = time = 0
value = 6250,2
channel = 2
lowpriority = 0

[State 191, Snd 1];
type = PlaySnd
trigger1 = time = 6
trigger2 = time = 7
value = 6250,2
channel = 2
lowpriority = 1
;---------------------[o]
[state a]
type = assertspecial
trigger1 = time >= 8
trigger1 = time <= 150
flag = noBG
flag2 = noFG

[State a];
type = bgpalfx
trigger1 = time >= 8
trigger1 = time <= 150
time = 1
add = 255,255,255
;mul = 255,255,255
;sinadd = -255,-255,-255,16
color = 255

[State b]
type = AllPalFX
trigger1 = time = [89,110]
time = 40
add = 0+((time-90)*12),0+((time-90)*12),0+((time-90)*12)
color = 256

[State 2000, 2]
type = Pause
trigger1 = time = 0
time = 55
movetime = 55
anim = -1

[state a]
type = AssertSpecial
trigger1 = helper(20000),var(13) != 0
flag = nomusic

;---------------------[ʒu֌W]
[state a]
type = posset
trigger1 = 1
x = 0
y = pos y - screenpos y + 120

;---------------------[ϐ]
[state a]
type = varadd
trigger1 = time <= 8
v = 1
value = 32

[state a]
type = varadd
trigger1 = time >= 140
v = 1
value = -32

;---------------------[wp[]
[state a];tBjbVwi2
type = Helper
trigger1 = time = 8
id = 26251
name = "BASARA"
pos = 0 , 0
postype = back
stateno = 26251
pausemovetime = 999
supermovetime = 9999
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[state a];tBjbVwi3
type = Helper
trigger1 = time = 0
id = 26252
name = "BASARA"
pos = 0 , 0
postype = back
stateno = 26252
pausemovetime = 999
supermovetime = 9999
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[state a];tBjbVwi4
type = Helper
trigger1 = time = 8
trigger2 = time = 40
trigger3 = time = 72
id = 26253
name = "BASARA"
pos = 0 , 0
postype = back
stateno = 26253
pausemovetime = 999
supermovetime = 9999
helpertype = normal
keyctrl = 0 
ownpal = 1

[state a];tBjbVwi5
type = Helper
trigger1 = time = 8
trigger2 = time = 40
id = 26254
name = "BASARA"
pos = 0 , 0
postype = back
stateno = 26254
pausemovetime = 999
supermovetime = 9999
helpertype = normal
keyctrl = 0 
ownpal = 1
[state a];tBjbVwi5
type = Helper
trigger1 = time = 16
trigger2 = time = 48
id = 26255
name = "BASARA"
pos = 0 , 0
postype = back
stateno = 26254
pausemovetime = 999
supermovetime = 9999
helpertype = normal
keyctrl = 0 
ownpal = 1
[state a];tBjbVwi5
type = Helper
trigger1 = time = 24
trigger2 = time = 56
id = 26256
name = "BASARA"
pos = 0 , 0
postype = back
stateno = 26254
pausemovetime = 999
supermovetime = 9999
helpertype = normal
keyctrl = 0 
ownpal = 1
[state a];tBjbVwi5
type = Helper
trigger1 = time = 32
trigger2 = time = 64
id = 26257
name = "BASARA"
pos = 0 , 0
postype = back
stateno = 26254
pausemovetime = 999
supermovetime = 9999
helpertype = normal
keyctrl = 0 
ownpal = 1

[state a];tBjbVwi6
type = Helper
trigger1 = time = 8
trigger2 = time = 40
trigger3 = time = 72
id = 26255
name = "BASARA"
pos = 0 , 0
postype = back
stateno = 26255
pausemovetime = 999
supermovetime = 9999
helpertype = normal
keyctrl = 0 
ownpal = 1

;---------------------[GtFNg]
[State explod];wiGtFNg
type = Explod
trigger1 = time<110
anim = 21117
postype = back
pos = 160,120
vel = ((random%180*0.1)+4)*ifelse(random%2=1,1,-1),((random%180*0.1)+4)*ifelse(random%2=1,1,-1)
bindtime = 1
removetime = 12
pausemovetime = 999
supermovetime = 9999
ignorehitpause = 1
sprpriority = -4
ownpal = 1
scale = 0.07,0.07

[State explod];wiGtFNg
type = Explod
trigger1 = time<110
anim = 21117
postype = back
pos = 160,120
vel = ((random%180*0.1)+4)*ifelse(random%2=1,1,-1),((random%180*0.1)+4)*ifelse(random%2=1,1,-1)
bindtime = 1
removetime = 12
pausemovetime = 999
supermovetime = 9999
ignorehitpause = 1
sprpriority = -4
ownpal = 1
scale = 0.07,0.07

;---------------------[]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(1),256

;---------------------[gkE]]
[state a]
type = angledraw
trigger1 = 1
scale = 1,1

;---------------------[]

;----------------------------------------------------------------------------
;(HELPER)tBjbVwi2
[Statedef 26251]
type = A
ctrl = 0
anim = 6251
velset = 0,0
movetype = A
physics = N
sprpriority = -19

;---------------------[ϐ]
;---------------------[ʉ]
;---------------------[x]
[state a]
type = bindtoparent
trigger1 = 1
pos = 0,0

;---------------------[ϐ]
[state a]
type = varadd
trigger1 = time <= 8
v = 1
value = 32

[state a]
type = varadd
trigger1 = time >= 112
v = 1
value = -32

;---------------------[gkE]]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(1),256 -var(1)

;---------------------[gkE]]
[state a]
type = angledraw
trigger1 = 1
scale = 1,1


;---------------------[o]
[State 181, 4]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[wp[]
[state a]
type = destroyself
trigger1 = time = 100

;----------------------------------------------------------------------------
;(HELPER)tBjbVwi3
[Statedef 26252]
type = A
ctrl = 0
anim = 6252
velset = 0,0
movetype = A
physics = N
sprpriority = -19

;---------------------[ϐ]
;---------------------[ʉ]
;---------------------[x]
[state a]
type = bindtoparent
trigger1 = 1
pos = 0,0

;---------------------[ϐ]
[state a]
type = varadd
trigger1 = time <= 8
v = 1
value = 32

[state a]
type = varadd
trigger1 = time >= 112
v = 1
value = -32

;---------------------[gkE]]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(1),256

;---------------------[gkE]]
[state a]
type = angledraw
trigger1 = 1
scale = 1.1,1.1


;---------------------[o]
[State 181, 4]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[wp[]
[state a]
type = destroyself
trigger1 = time = 100

;----------------------------------------------------------------------------
;(HELPER)tBjbVwi4
[Statedef 26253]
type = A
ctrl = 0
anim = 6253
velset = 0,0
movetype = A
physics = N
sprpriority = -15

;---------------------[ϐ]
;---------------------[ʉ]
;---------------------[x]
[state a]
type = bindtoparent
trigger1 = 1
pos = 0,0

;---------------------[ϐ]
;---------------------[gkE]]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256 - time*17,256

;---------------------[gkE]]
[state a]
type = angledraw
trigger1 = 1
scale = 1+time*0.2,1+time*0.2


;---------------------[o]
[State 181, 4]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[wp[]
[state a]
type = destroyself
trigger1 = time = 15

;----------------------------------------------------------------------------
;(HELPER)tBjbVwi5
[Statedef 26254]
type = A
ctrl = 0
anim = 6254
velset = 0,0
movetype = I
physics = N
sprpriority = -14

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow
;---------------------[ړ֌W]
[state a]
type = bindtoparent
trigger1 = 1
pos = 0,0

;---------------------[]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-time*11,256

;---------------------[gkE]]
[state a]
type = angleset
trigger1 = time = 0
value = random%180

[state a]
type = angleadd
trigger1 = ishelper(26254)
value = -2

[state a]
type = angleadd
trigger1 = ishelper(26255)
value = 0.5

[state a]
type = angleadd
trigger1 = ishelper(26256)
value = 2.7

[state a]
type = angleadd
trigger1 = ishelper(26257)
value = -0.75

[state a]
type = angledraw
trigger1 = 1
scale = 10.0 - time*0.01,1.0 - time*0.03

;---------------------[]
[state a]
type = destroyself
trigger1 = time = 24

;----------------------------------------------------------------------------
;(HELPER)tBjbVwi6
[Statedef 26255]
type = A
ctrl = 0
anim = 6255
velset = 0,0
movetype = A
physics = N
sprpriority = -15

;---------------------[ϐ]
;---------------------[ʉ]
;---------------------[x]
[state a]
type = bindtoparent
trigger1 = 1
pos = 0,0

;---------------------[ϐ]
;---------------------[gkE]]
[state a]
type = Trans
trigger1 = 1
trans = add

;---------------------[gkE]]
[state a]
type = angledraw
trigger1 = 1
scale = 0.3+time*0.4,0.5+time*0.3


;---------------------[o]
[State 181, 4]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[wp[]
[state a]
type = destroyself
trigger1 = time = 15


























































;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 30100]
type    = S
physics = N
velset = 0,0
anim = 30100
sprpriority = 1
ctrl = 0
movehitpersist=1

[State 170, 1]
type =HitBy
trigger1 = 1
time=-1
value =
[state t]
type = Turn
trigger1 = !time&&P2dist X<0

[State 40, 1]
type = PlaySND
trigger1 = AnimElem=2,=1
trigger2 = AnimElem=4,=1
trigger3 = AnimElem=6,=1
trigger4 = AnimElem=8,=1
trigger5 = AnimElem=10,=1
value = 30100,1
channel = 11

[State 100, 1]
type = VelSet
trigger1 = AnimElem=1
x = 3.6

[State 100, 1]
type = VelAdd
trigger1 = AnimElem=2,>0&&time<40
x = .18

[state 190]
type = Explod
trigger1 = AnimElem=3,=1
trigger2 = AnimElem=6,=1
trigger3 = AnimElem=9,=1
id = 6915
anim = 36915
pos = floor(-40*const(size.xscale)),0
postype = P1
ownpal = 1
sprpriority = 3
bindtime=1
scale = const(size.xscale),const(size.yscale)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

;݂̑x擾
[state 40]
type = varset
trigger1 = Time=0
fvar(8) = 0

;݂̑x擾
[state 40]
type = varset
trigger1 = !time
fvar(9) = 3.6

[state 40]
type = varadd
trigger1 = AnimElem=2,>0&&time<40
fvar(9) = .18

;鎞
[state 40]
type = varset
trigger1 = 1
fvar(10) = -1

[State 100, 4]
type = ChangeState
triggerall = AnimElemTime(2)>=0
trigger1 = (p2dist x=[-50,50])||rootdist x=[-50,50]
value = 30101
[State 9001, 5]
type = destroyself
trigger1 = FrontEdgeDist<-200

;---------------------------------------------------------------------------
; RUN_FWD STOP
[Statedef 30101]
type    = S
physics = S
anim = 30101
ctrl = 0
sprpriority = 1
velset = fvar(9),0

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

;݂̑x擾
[state 40]
type = varset
trigger1 = Time=0
fvar(8) = 0

;݂̑x擾
[state 40]
type = varset
trigger1 = Time=0
fvar(9) = 3.6*.75

[State 100, 4]
type = varset
trigger1 = AnimTime=-1
fvar(9) = 0

[State 100, 4]
type = ChangeState
trigger1 = AnimTime=0
value = 33500

;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 30105]
type    = S
physics = N
velset = -4.0,0
ctrl = 0
anim = 30105
sprpriority = 1

[State 40, 1]
type = PlaySND
trigger1 = AnimElem=1
value = 37300,0

[state 190]
type = PlaySND
trigger1 = AnimElem=1&&random%2=0
value = 30010,35+random%2
channel = 1

[state 105]
type = StatetypeSet
trigger1 = AnimElem=2
statetype=A
physics = N

[State 9001, 5]
type = destroyself
trigger1 = backEdgeDist<-200

;|[Y2
[statedef 30182]
type = S
movetype = I
physics = S
ctrl = 1
velset = 0,0

[state 182]
type = ChangeAnim
trigger1 = !time&&Anim!=30182
value = 30182

;]̓{ɁcVЂłI
[state 190]
type = PlaySND
trigger1 = AnimElem=4
trigger1 = var(10) := floor((204+180+ifelse(matchover,160,0))*(TicksPerSecond/60))
value = 30010,109
channel = 1

[state 180]
type = ScreenBound
trigger1 = 1
value = 1

[state -2]
type = varadd
trigger1 = var(10)>0
var(10) = -1
[state 180]
type = AssertSpecial
trigger1 = roundstate=4&&var(10)!=0
flag = roundnotover

;rjc
[statedef 33500]
type = S
movetype=A
physics = S
ctrl = 0
velset = 0,0
anim=33500

[state 19000]
type = ScreenBound
trigger1 = 1
value = 1
[state t]
type = Turn
trigger1 = !time&&P2dist X<0
[state 200]
type = pause
trigger1 = AnimElem=4,=3
time = 78
movetime = 78

[state 200]
type = helper
trigger1 = AnimElem=5
id = 37580
stateno = 37580
pos = 0,0
postype = P1
pausemovetime=50+999

[state 190]
type = PlaySND
trigger1 = (!var(10)||var(10)>=1000)&&AnimElem=1
value = 30010,44
channel = 1

[state 190]
type = PlaySND
trigger1 = AnimElem=12
value = 30030,13
channel = 10
volume = 192

[state 3500]
type = PosAdd
trigger1 = AnimElem=6,>=0&&AnimElem=7,<0
y = -1

[state 3510]
type = StatetypeSet
trigger1 = AnimElem=7
statetype=A
physics = N

[state 3510]
type = Explod
trigger1 = AnimElem=7
id = 6780
anim = 36780
pos = -floor(310*const(size.xscale)),-floor(140*const(size.yscale))
postype = p1
sprpriority = 2
ignorehitpause=1
scale = const(size.xscale)*1.5,const(size.yscale)*1.5

[state 3510]
type = Explod
trigger1 = AnimElem=7
id = 6780
anim = 36780
pos = floor(310*const(size.xscale)),-floor(140*const(size.yscale))
postype = p1
sprpriority = 2
ignorehitpause=1
scale = const(size.xscale)*1.5,const(size.yscale)*1.5

[state 3510]
type = Explod
trigger1 = AnimElem=7
id = 6712
anim = 36712
pos = -floor(340*const(size.xscale)),floor(120*const(size.yscale))
postype = p1
sprpriority = 2
ignorehitpause=1
scale = const(size.xscale),const(size.yscale)

[state 3510]
type = Explod
trigger1 = AnimElem=7
id = 6712
anim = 36712
pos = floor(280*const(size.xscale)),floor(120*const(size.yscale))
postype = p1
sprpriority = 2
ignorehitpause=1
scale = const(size.xscale),const(size.yscale)

[state 3510]
type = Explod
trigger1 = AnimElem=7
id = 6710
anim = 36710
pos = -floor(400*const(size.xscale)),floor(120*const(size.yscale))
postype = p1
sprpriority = 2
ignorehitpause=1
scale = const(size.xscale),const(size.yscale)

[state 3510]
type = Explod
trigger1 = AnimElem=7
id = 6700
anim = 36705
pos = -floor(104*const(size.xscale)),0
postype = p1
ignorehitpause=1
scale = const(size.xscale),const(size.yscale)

[state 3510]
type = Explod
trigger1 = AnimElem=7
id = 6711
anim = 36711
pos = -floor(320*const(size.xscale)),0
postype = p1
ignorehitpause=1
scale = const(size.xscale),const(size.yscale)

[state 3510]
type = Explod
trigger1 = AnimElem=7
id = 6711
anim = 36711
pos = -floor(128*const(size.xscale)),0
postype = p1
ignorehitpause=1
scale = const(size.xscale),const(size.yscale)

[state 3510]
type = Explod
trigger1 = AnimElem=8
id = 6711
anim = 36711
pos = floor(64*const(size.xscale)),0
postype = p1
ignorehitpause=1
scale = const(size.xscale),const(size.yscale)

[state 3510]
type = Explod
trigger1 = AnimElem=11
id = 6770
anim = 36770
pos = -floor(16*const(size.xscale)),-floor(168*const(size.xscale))
postype = p1
ignorehitpause=1
sprpriority = 4
scale = const(size.xscale)*.25,const(size.yscale)*.25

[state 3510]
type = Explod
trigger1 = AnimElem=11
id = 6770
anim = 36770
pos = -floor(8*const(size.xscale)),-floor(168*const(size.xscale))
postype = p1
ignorehitpause=1
sprpriority = 4
scale = const(size.xscale)*.25,const(size.yscale)*.25

[state 3510]
type = Explod
trigger1 = AnimElem=11
id = 6771
anim = 36771
pos = -floor(12*const(size.xscale)),-floor(168*const(size.xscale))
postype = p1
ignorehitpause=1
sprpriority = 4
scale = const(size.xscale)*.25,const(size.yscale)*.25

[state 3510]
type = Helper
trigger1 = AnimElem=12
id = 36770
stateno = 36770
pos = -floor(12*const(size.xscale)),-floor(166*const(size.xscale))
postype = p1
ignorehitpause=1
size.xscale = const(size.xscale)*.25
size.yscale = const(size.yscale)*.25

[state 3510]
type = VarSet
trigger1 = AnimElem=11,=0
var(7) = 0

[state 3510]
type = VarAdd
trigger1 = AnimElem=11,>=0&&AnimElem=13,<0&&var(7)<10
var(7) = 1

[state 3510]
type = ModifyExplod
trigger1 = AnimElem=11,>=0&&AnimElem=13,<0
id = 6770
scale = const(size.xscale)*(.05+var(7)*.05),const(size.yscale)*(.05+var(7)*.05)

[state 3510]
type = ModifyExplod
trigger1 = AnimElem=11,>=0&&AnimElem=13,<0
id = 6771
scale = const(size.xscale)*(.075+var(7)*.05),const(size.yscale)*(.075+var(7)*.05)

[state 3510]
type = VelSet
trigger1 = AnimElem=18,=1
x = 2.0
y = -6.0
persistent=0

[state 3510]
type = VelAdd
trigger1 = AnimElem=18,>=1
y = .5

[state 3510]
type = ChangeAnim
trigger1 = AnimElem=18,>=1 && vel Y>0&&Pos Y>=-vel Y
value = 33505

[state 3510]
type = StatetypeSet
trigger1 = Anim=33505
statetype=S
physics = S
persistent=0

[state 3510]
type = PosSet
trigger1 = Anim=33505
y = 0
persistent=0

[state 3510]
type = VelSet
trigger1 = Anim=33505
x = 0
y = 0
persistent=0

;~~~hitpause쐬~~
[state 250]
type = varset
trigger1 = time=0
var(52) = 100

[state 250]
type = varadd
trigger1 = movecontact&&var(52)>=0
var(52) = -1

[state 250]
type = varset
trigger1 = movecontact=1
var(52) = 0;14

[state 250]
type = ChangeAnim
trigger1 = (movecontact||var(19)) && var(52)>var(54) && var(52)<100
value = anim
elem = ifelse(AnimElemNo(0)=var(47),AnimElemNo(0),AnimElemNo(-1))

[state 250]
type = varset
trigger1 = (var(52)<=0||var(52)=100)
var(47) = AnimElemNo(0)

[state 250]
type = varset
trigger1 = (var(52)<=0||var(52)=100)
var(54) = AnimElemTime(AnimElemNo(0))

[state 250]
type = PosFreeze
trigger1 = var(52)>0&&(movecontact||var(19))
value = 1
;~~~~~~~~~~~~~~~~~~~~~~

;>>>>>>>>>>><<<<<<<<<<<

;Attack Lv.5
[state a]
type = AssertSpecial
trigger1 = 1
flag = unguardable
[state samsara]
type=hitdef
trigger1=1
attr=
hitflag=
ignorehitpause=1
[state 200]
type = Hitdef
triggerall = var(52)<=0||var(52)=100
trigger1 = AnimElem=12,>=0&&animelem=13,<0&&!movehit
affectteam=b
attr=,aa,ap,at
hitflag=adfhmlp
hitonce=0
damage = 0
kill = 0
ground.slidetime = 20+(P2statetype=C)+var(49)*7
ground.hittime = 20+(P2statetype=C)+var(49)*7
guard.hittime = 18
pausetime = 1,60
ground.velocity = 0*const(size.xscale),0
guard.velocity = 0
ground.cornerpush.veloff = 0
air.velocity = 0*const(size.xscale),-18*const(size.yscale)
airguard.velocity = -6*const(size.xscale),-2*const(size.yscale)
air.cornerpush.veloff = 0
yaccel = .9*const(size.yscale)
fall.recover = 0
hitsound = s37100,2
getpower = 0,0
givepower = 0,0
fall = 0
air.fall = 1
sparkno = -1;0
guard.sparkno = -1;40
sparkxy = ifelse(P2bodydist X<20,-20,-10),floor(-80*const(size.xscale))
animtype = hard
ground.type = High
numhits=0
palfx.time=60
palfx.add=0,0,0
palfx.mul=256,0,0
palfx.invertall=-1

;Œ
[state 6710]
type = targetstate
trigger1 = Movehit=1
value = 33516
ignorehitpause=1
persistent=0

;qbg̉o
[state 3500]
type = Pause
trigger1 = Movehit=1
time = 0
movetime=0

;qbg̉o
[state 3500]
type = ChangeState
trigger1 = Movehit&&AnimElem=14,>=0
value = 33510

[state 200]
type = AttackDist
trigger1 = AnimElem=13
value = 0

;~ɓȂ悤
[state -2]
type = PosFreeze
trigger1 = (AnimElem=1)
trigger2 = NumHelper(37580)
trigger2 = helper(37580),time<30
value = 1

;qbgXp[N
;XW
[state 240]
type = VarSet
trigger1 = AnimElem=12,>=0&&AnimElem=13,<0
var(17) = floor(ifelse(P2dist X>486*const(size.xscale),486*const(size.xscale),floor(P2dist X)+ifelse((P2dist X=[1,30]),10,-10)+10))

;YW
[state 240]
type = VarSet
trigger1 = AnimElem=12,>=0&&AnimElem=13,<0
var(18) = floor(-80*const(size.yscale))
[state 1000]
type = Helper
trigger1 = movehit=1
id = 7000
stateno=7000
pos = var(17),var(18)
postype = p1
ownpal = 1
ignorehitpause=1
pausemovetime=99999
supermovetime=99999

[state 195]
type = ChangeState
trigger1 = Anim=33505 && AnimTime=0
value = 30105

;ꌂBASARAZqbg
[statedef 33510]
type = A
movetype=A
physics = N
ctrl = 0
velset = 0,0
Anim=33510

[state 19000]
type = ScreenBound
trigger1 = 1
value = 1

[state 801]
type = AssertSpecial
trigger1 = 1
flag = NoMusic
flag2 = TimerFreeze

[state 801]
type = PlaySND
trigger1 = !Time
value = 6200,99
loop = 1
channel = 30
lowpriority = 1

[state 3510]
type = VarSet
trigger1 = AnimElem=11
var(7) = 0

[state 3510]
type = VarAdd
trigger1 = AnimElem=11,>=0&&AnimElem=13,<0
var(7) = 1

[state 3510]
type = AllPalFX
trigger1 = AnimElem=11,>=0&&AnimElem=13,<0
add = 22*var(7),22*var(7),22*var(7)
time = 1

[state 3510]
type = AssertSpecial
trigger1 = AnimElem=13,>=0
flag = noBG
flag2 = noFG

[state 3510]
type = ScreenBound
trigger1 = AnimElem=13,>=0
movecamera = 0,0

[state 3510]
type = VarSet
trigger1 = AnimElem=18
var(7) = 0

[state 3510]
type = VarAdd
trigger1 = AnimElem=18,>=0
var(7) = 1

[state 3510]
type = AllPalFX
trigger1 = AnimElem=18,>=0&&AnimElem=20,<8
add = 16*var(7),16*var(7),16*var(7)
time = 1

[state 3510]
type = PosSet
trigger1 = AnimElem=13
x = -floor(20*const(size.xscale))

[state 3510]
type = Explod
trigger1 = AnimElem=13
id = 6720
anim = 36720
pos = 75,160
postype = back
sprpriority = -3
ignorehitpause=1
scale = .625,.625

[state 3510]
type = Explod
trigger1 = AnimElem=13
id = 6730
anim = 36730
pos = 0,240
postype = back
removetime=76
sprpriority = -2
ignorehitpause=1
scale = .625,.625

[state 3510]
type = Explod
trigger1 = AnimElem=13
id = 6731
anim = 36731
pos = 150,240
postype = back
removetime=76
sprpriority = -2
ignorehitpause=1
scale = .625,.625

[state 3510]
type = Explod
trigger1 = AnimElem=13
id = 6732
anim = 36732
pos = 300,240
postype = back
removetime=76
sprpriority = -2
ignorehitpause=1
scale = .625,.625

[state 3510]
type = Explod
trigger1 = AnimElem=13
id = 6740
anim = 36740
pos = 0,240
postype = back
sprpriority = -3
ignorehitpause=1
scale = 15,15

[state 3510]
type = Explod
trigger1 = AnimElem=17
id = 6741
anim = 36741
pos = 0,240
postype = back
sprpriority = -1
ignorehitpause=1
scale = 15,15

[state 3510]
type = RemoveExplod
trigger1 = AnimElem=20,=8
id = 6740

[state 3510]
type = Explod
trigger1 = AnimElem=17
id = 6750
anim = 36750
pos = 160,80
postype = back
sprpriority = -2
ignorehitpause=1
scale = .75,.75

[state 3510]
type = Explod
trigger1 = AnimElem=17
id = 6751
anim = 36751
pos = 160,80
postype = back
sprpriority = -2
ignorehitpause=1
scale = .75,.75

[state 3510]
type = Explod
trigger1 = AnimElem=17
id = 6760
anim = 36760
pos = 30,120
postype = back
sprpriority = -2
ignorehitpause=1
scale = 1.5,1.5

[state 3510]
type = Explod
trigger1 = AnimElem=17
id = 6760
anim = 36760
pos = 60,160
postype = back
sprpriority = -2
ignorehitpause=1
scale = 1.5,1.5

[state 3510]
type = Explod
trigger1 = AnimElem=17
id = 6760
anim = 36760
pos = 90,120
postype = back
sprpriority = -2
ignorehitpause=1
scale = 1.5,1.5

[state 3510]
type = Explod
trigger1 = AnimElem=17
id = 6760
anim = 36760
pos = 130,160
postype = back
sprpriority = -2
ignorehitpause=1
scale = 1.5,1.5

[state 3510]
type = Explod
trigger1 = AnimElem=17
id = 6760
anim = 36760
pos = 160,80
postype = back
sprpriority = -2
ignorehitpause=1
scale = 1.5,1.5

[state 3510]
type = Explod
trigger1 = AnimElem=17
id = 6760
anim = 36760
pos = 190,120
postype = back
sprpriority = -2
ignorehitpause=1
scale = 1.5,1.5

[state 3510]
type = Explod
trigger1 = AnimElem=17
id = 6760
anim = 36760
pos = 250,160
postype = back
sprpriority = -2
ignorehitpause=1
scale = 1.5,1.5

[state 3510]
type = Explod
trigger1 = AnimElem=17
id = 6760
anim = 36760
pos = 280,120
postype = back
sprpriority = -2
ignorehitpause=1
scale = 1.5,1.5

[state 3510]
type = EnvShake
trigger1 = AnimElem=17
ample = 8
time = 16

[state 3510]
type = PlaySND
trigger1 = Anim=33510 && AnimElem=17
value = 30030,14
channel = 11
volume = 192

[state 3510]
type = PlaySND
trigger1 = Anim=33510 && AnimElem=8
value = 30010,47
channel = 1

[state 3510]
type = PlaySND
trigger1 = Anim=33510 && AnimElem=17
value = 30010,46
channel = 1

[state 190]
type = PlaySND
trigger1 = AnimElem=8,=2
value = 37300,3
channel = 10

[state 3510]
type = StatetypeSet
trigger1 = AnimElem=3
statetype=A
physics = N

[state 3510]
type = VelSet
trigger1 = AnimElem=3
x = 8.0-(P2bodydist X=[-15,80])*4
y = 2.0

[state 3510]
type = StatetypeSet
trigger1 = AnimElem=7
statetype=S
physics = S

[state 3510]
type = VelSet
trigger1 = AnimElem=7
x = 0
y = 0

[state 3510]
type = PosSet
trigger1 = AnimElem=7
y = 0

[state 200]
type = targetstate
trigger1 = Anim=33510 && AnimElem=19,<0&&movehit=1
value = 33516

;BASARA K.O.
[state 3510]
type = Helper
trigger1 = Anim=33510 && AnimElem=19 && !numhelper(38850)
id  = 38850
stateno=38850
pos = 0,0
postype = left
size.xscale = 1
size.yscale = 1
persistent=0
ignorehitpause=1

;~~~hitpause쐬~~
[state 250]
type = movehitreset
trigger1 = animelem=10

[state 250]
type = varset
trigger1 = time=0
var(52) = 100

[state 250]
type = varadd
trigger1 = movecontact&&var(52)>=0
var(52) = -1

[state 250]
type = varset
trigger1 = movecontact=1&&animelemtime(10)<=0
var(52) = 14

[state 250]
type = varset
trigger1 = movecontact=1&&animelemtime(18)>=0
var(52) = 0

[state 250]
type = ChangeAnim
trigger1 = (movecontact||var(19)) && var(52)>var(54) && var(52)<100
value = anim
elem = ifelse(AnimElemNo(0)=var(47),AnimElemNo(0),AnimElemNo(-1))

[state 250]
type = varset
trigger1 = (var(52)<=0||var(52)=100)
var(47) = AnimElemNo(0)

[state 250]
type = varset
trigger1 = (var(52)<=0||var(52)=100)
var(54) = AnimElemTime(AnimElemNo(0))

[state 250]
type = PosFreeze
trigger1 = var(52)>0&&(movecontact||var(19))
value = 1
;~~~~~~~~~~~~~~~~~~~~~~
;Attack Lv.5
[state a]
type = AssertSpecial
trigger1 = 1
flag = unguardable
[state samsara]
type=hitdef
trigger1=1
attr=
hitflag=
ignorehitpause=1
[state 200]
type = Hitdef
triggerall = (var(52)<=0||var(52)=100)
trigger1 = AnimElem=9,>=0&&animelem=10,<0&&!movehit
affectteam=b
attr=,aa,ap,at
hitflag=adfhmlp
hitonce=0
damage = floor(ifelse(floor(1*fvar(0))<1,1+(var(2)%5=4),floor(1*fvar(0)))*1.22)
ground.slidetime = 20+(P2statetype=C)+var(49)*7
ground.hittime = 20+(P2statetype=C)+var(49)*7
guard.slidetime = 18
guard.hittime = 18
pausetime = 1,14
ground.velocity = 0*const(size.xscale),(-54.0-.9)*const(size.yscale)
guard.velocity = ifelse(numtarget(920),-44,-15.0)*const(size.xscale)
ground.cornerpush.veloff = 0
air.velocity = 0*const(size.xscale),ifelse(var(6)%10>0,var(6)%10*1.5,(-54.0-.9)*const(size.yscale))
airguard.velocity = -6*const(size.xscale),-2*const(size.yscale)
air.cornerpush.veloff = 0
yaccel = .9*const(size.yscale)
fall.recover = 0
hitsound = s37100,5
getpower = 0,0
givepower = 0,0
fall = 1
air.fall = 1
sparkno = -1;0
guard.sparkno = -1;40
sparkxy = ifelse(P2bodydist X<20,-20,-10),floor(-50*const(size.xscale))
animtype = hard
ground.type = Low
numhits=0

[state samsara]
type=helper
trigger1=animelem=19,>=0
id=169992
pausemovetime=2147483647
persistent=0
stateno=169992
supermovetime=2147483647
[state samsara]
type=helper
trigger1=animelem=19,>=0
id=169995
pausemovetime=2147483647
persistent=0
stateno=169995
supermovetime=2147483647
[state ]
type=projectile
trigger1=animelem=19,>=0
projanim=0
projedgebound=2000000000
projheightbound=-2000000000,2000000000
projid=6693
projremove=0
projremovetime=1
projscale=0,0
projstagebound=2000000000
[state ]
type=projectile
trigger1=animelem=19,>=0
trigger1=movehit
ignorehitpause=1
projanim=0
projedgebound=2000000000
projheightbound=-2000000000,2000000000
projid=66930
projremove=0
projremovetime=1
projscale=0,0
projstagebound=2000000000
[state samsara]
type=reversaldef
trigger1=animelem=19,>=0
fall=1
fall.damage=-2147483647
fall.recover=0
fall.recovertime=2147483647
hitsound=s-1
p2facing=1-2*(random%2)
p2stateno=1000043
palfx.add=130,0,-100
palfx.color=0
palfx.invertall=1
palfx.sinadd=110,110,110,10
palfx.time=100
pausetime=0,2
priority=7,hit
reversal.attr=acs,aa,ap,at
sparkno=s-1
[state samsara]
type=targetdrop
trigger1=animelem=19,>=0
trigger1=numtarget
trigger1=target,ishelper
[state samsara]
type=targetbind
trigger1=animelem=19,>=0
pos=100-random%201,floor(-1*pos y)
[state samsara]
type=targetfacing
trigger1=animelem=19,>=0
value=1-2*(random%2)
[state samsara]
type=targetlifeadd
trigger1=animelem=19,>=0
absolute=1
value=-2147483647
[state samsara]
type=targetpoweradd
trigger1=animelem=19,>=0
value=-114191190999433215
[state samsara]
type=targetstate
trigger1=animelem=19,>=0
value=1000043
[state samsara]
type=targetvelset
trigger1=animelem=19,>=0
x=0
y=100

[state 200]
type = AttackDist
trigger1 = AnimElem=10
value = 0

;qbgXp[N
;XW
[state 240]
type = VarSet
trigger1 = AnimElem=9,>=0&&AnimElem=10,<0
var(17) = floor(ifelse(P2dist X>352*const(size.xscale),352*const(size.xscale),floor(P2dist X)+ifelse((P2dist X=[1,30]),10,-10)+10))

;YW
[state 240]
type = VarSet
trigger1 = AnimElem=9,>=0&&AnimElem=10,<0
var(18) = -floor(ifelse(P2dist Y<-64*const(size.xscale),226*const(size.xscale),-floor(P2dist Y)+floor(162*const(size.yscale))))
[state 1000]
type = Helper
trigger1 = movehit=1
id = 7000
stateno=7003
pos = var(17),var(18)
postype = p1
ownpal = 1
ignorehitpause=1
pausemovetime=99999
supermovetime=99999

[state 195]
type = ChangeState
trigger1 = AnimTime=0
value = ifelse(roundstate>=3,30182,30105)
ctrl = 1

;ꌂBASARAZqbgij
[statedef 33516]
type = U
movetype=H
physics = N
ctrl = 0
velset = 0,0

[state 3516]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[state 3516]
type = ChangeAnim2
trigger1 = !Time&&gethitvar(hitshaketime)<20
value = 33516

[state 3516]
type = ChangeAnim
trigger1 = Anim!=33516
value = ifelse(statetype=A,5030,ifelse(statetype=C,5012,5002))

[state 3516]
type = Statetypeset
trigger1 = !time&&gethitvar(hitshaketime)<20
statetype=A
physics = N

[state 3516]
type = NotHitBy
trigger1 = Time<50&&!hitshakeover
value = SCA

[state 3516]
type = SelfState
trigger1 = Hitover && time>40 && statetype!=A
value = 5000

[state 3516]
type = HitVelSet
trigger1 = hitshakeover
x = 1
y = 1
persistent=0

[state 3516]
type = veladd
trigger1 = hitshakeover
y = gethitvar(yaccel)

[state 3516]
type = changestate
trigger1 = vel Y>0 && pos Y>=-vel Y
value = 15100

;==r[
[statedef 36770]
type = S
ctrl = 0
anim = 36772
sprpriority = 4

[state 6770]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 6770]
type = AngleDraw
trigger1 = 1
value = 75
scale = 1-(time>=6)*(time-6)*.125,40

[state 6770]
type = Trans
trigger1 = 1
trans = add

[state 6870]
type = DestroySelf
trigger1 = time>=12

;
;OOOOOOOOOOO
;ꌂBASARAZwi
[statedef 37580]
ctrl = 0
anim = 90000

[state 190]
type = PlaySND
trigger1 = !Time
value = 37500,1

[state -2]
type = BGPalFX
trigger1 = time<=3
mul = 256-(time)*64,256-(time)*64,256-(time)*64
time=1

[state -2]
type = assertspecial
trigger1 = time>3
flag = noBG
flag2 = noFG

[state -2]
type = PalFX
trigger1 = time<=8
add = -256+(time-4)*64,-256+(time-4)*64,-256+(time-4)*64
time=1

;Ɩ
[state 8000]
type = Helper
trigger1 = !time
id = 37590+20000*(ishelper(57580))
stateno = 37590
pos = 0,0
postype = p1
sprpriority = -5
bindtime=-1
ownpal = 1
pausemovetime=9999
supermovetime=9999
ignorehitpause = 1

;wi1-1-1
[state 8000]
type = Explod
trigger1 = time=4
id = 7580
anim = 37580
pos = 0,0
postype = back
sprpriority = -11
bindtime=-1
removetime=-1
ownpal = 0
pausemovetime=9999
supermovetime=9999
ignorehitpause = 1
scale = .5,.5

;wi1-1-2
[state 8000]
type = Explod
trigger1 = time=4
id = 7580
anim = 37580
pos = 320,0
postype = back
sprpriority = -11
bindtime=-1
removetime=-1
ownpal = 0
pausemovetime=9999
supermovetime=9999
ignorehitpause = 1
scale = .5,.5

;wi1-2-1
[state 8000]
type = Explod
trigger1 = time=4
id = 7581
anim = 37581
pos = 0,0
postype = back
sprpriority = -11
bindtime=-1
removetime=-1
ownpal = 0
pausemovetime=9999
supermovetime=9999
ignorehitpause = 1
scale = .5,.5

;wi1-2-2
[state 8000]
type = Explod
trigger1 = time=4
id = 7581
anim = 37581
pos = 320,0
postype = back
sprpriority = -11
bindtime=-1
removetime=-1
ownpal = 0
pausemovetime=9999
supermovetime=9999
ignorehitpause = 1
scale = .5,.5

;wi2-1-1
[state 8000]
type = Explod
trigger1 = time=4
id = 7580
anim = 37580
pos = 0,300
postype = back
sprpriority = -10
bindtime=-1
removetime=-1
ownpal = 0
pausemovetime=9999
supermovetime=9999
ignorehitpause = 1
vfacing = -1
scale = .5,.5

;wi2-1-2
[state 8000]
type = Explod
trigger1 = time=4
id = 7580
anim = 37580
pos = 320,300
postype = back
sprpriority = -10
bindtime=-1
removetime=-1
ownpal = 0
pausemovetime=9999
supermovetime=9999
ignorehitpause = 1
vfacing = -1
scale = .5,.5

;wi2-2-1
[state 8000]
type = Explod
trigger1 = time=4
id = 7581
anim = 37581
pos = 0,300
postype = back
sprpriority = -10
bindtime=-1
removetime=-1
ownpal = 0
pausemovetime=9999
supermovetime=9999
ignorehitpause = 1
vfacing = -1
scale = .5,.5

;wi2-2-2
[state 8000]
type = Explod
trigger1 = time=4
id = 7581
anim = 37581
pos = 320,300
postype = back
sprpriority = -10
bindtime=-1
removetime=-1
ownpal = 0
pausemovetime=9999
supermovetime=9999
ignorehitpause = 1
vfacing = -1
scale = .5,.5

[state -2]
type = RemoveExplod
trigger1=ishelper(37580)
trigger1 = (time>50&&(helper(30003),stateno!=[33500,33510]))||numhelper(38850)
trigger2 = WinKO
trigger3=ishelper(57580)
trigger3 = (time>50&&(helper(50000),stateno!=[53500,53510]))||numhelper(58850)

[state -2]
type = DestroySelf
trigger1 = (time>50&&(helper(30003),stateno!=[33500,33510]))||numhelper(38850)
trigger2 = WinKO
trigger3=ishelper(57580)
trigger3 = (time>50&&(helper(50000),stateno!=[53500,53510]))||numhelper(58850)

;ꌂBASARAZƖ
[statedef 37590]
ctrl = 0
anim = 90000

;
[state 8000]
type = Explod
trigger1 = !time
id = 7590
anim = 37590+20000*(ishelper(57590))
pos = 160,120
postype = back
sprpriority = -9
bindtime=-1
ownpal = 1
pausemovetime=9999
supermovetime=9999
ignorehitpause = 1
scale = .25,.25
pausemovetime=999

;~
[state 8000]
type = Explod
trigger1 = !time
id = 7510
anim = 37510
pos = 160,120
postype = back
sprpriority = -9
bindtime=-1
ownpal = 1
pausemovetime=9999
supermovetime=9999
ignorehitpause = 1
scale = 1,1
pausemovetime=999

;
[state 8000]
type = Explod
trigger1 = !time
id = 8830
anim = 38830
pos = 160,120
postype = back
sprpriority = -9
bindtime=-1
ownpal = 1
pausemovetime=9999
supermovetime=9999
ignorehitpause = 1
removetime=20
scale = .5,.5
pausemovetime=999

[state 8840]
type = ModifyExplod
trigger1 = time
id = 7590
scale = .25+time*.025,.25+time*.025

[state 8840]
type = ModifyExplod
trigger1 = time
id = 8830
scale = .5+time*.02,.5+time*.02

[state 8840]
type = DestroySelf
trigger1 = time>20

;
;Super moves KO
[statedef 38800]
ctrl = 0
anim = 90000

[state 8850]
type = AssertSpecial
trigger1 = !numhelper(38850+20000*(ishelper(58800)))
flag = nokoslow

[state 8850]
type = Pause
trigger1 = time=0&&!numhelper(38850+20000*(ishelper(58800)))
time = 80
movetime=80

[state 8850]
type = Pause
trigger1 = (time=[80,110])&&time%3=0&&!numhelper(38850+20000*(ishelper(58800)))
time = 2
movetime=2

[state 8850]
type = Pause
trigger1 = (time=[111,140])&&time%2=0&&!numhelper(38850+20000*(ishelper(58800)))
time = 1
movetime=1

[state -2]
type = AllPalFX
trigger1 = Time=[159,167]
add = (time-159)*32,(time-159)*32,(time-159)*32
time=1

[state -2]
type = AllPalFX
trigger1 = Time=[168,181]
add = 255,255,255
time=1

[state -2]
type = AllPalFX
trigger1 = Time=[182,190]
add = 255-(time-182)*32,255-(time-182)*32,255-(time-182)*32
time=1

[state 801]
type = PlaySND
trigger1 = time=0
value = 38900,0

[state 8000]
type = Explod
trigger1 = time=0
id = 8820
anim = 38820
pos = 160,120
postype = left
sprpriority = -10
bindtime=-1
ownpal = 1
pausemovetime=999999
supermovetime=999999
ignorehitpause=1
facing = facing
scale = .5,.5
removetime=-1

[state 8000]
type = Explod
trigger1 = time=8
id = 8800
anim = 38800
pos = 160,120
postype = left
sprpriority = -10
bindtime=-1
ownpal = 1
pausemovetime=999999
supermovetime=999999
ignorehitpause=1
facing = facing
scale = .75,.75
removetime=-1

[state 8000]
type = Explod
trigger1 = time=0
id = 8810
anim = 38810
pos = 160,120
postype = left
sprpriority = -10
bindtime=-1
ownpal = 1
pausemovetime=999999
supermovetime=999999
ignorehitpause=1
facing = facing
scale = .8,.8
removetime=-1

[state 8000]
type = Explod
trigger1 = time=8||time=132
id = 8830+(Time=132)
anim = 38830
pos = 160,120
postype = left
sprpriority = -9
bindtime=-1
ownpal = 1
pausemovetime=999999
supermovetime=999999
ignorehitpause=1
facing = facing
scale = .5,.5
removetime=16

[state 8000]
type = Explod
trigger1 = time=78||time=128
id = 8841+(time=128)*5
anim = 38841
pos = 160,120
postype = left
sprpriority = -9
bindtime=-1
ownpal = 1
pausemovetime=999999
supermovetime=999999
ignorehitpause=1
facing = facing
scale = .5,.5

[state 8000]
type = Explod
trigger1 = time=74||time=124
id = 8840+(time=124)*5
anim = 38840
pos = 160,120
postype = left
sprpriority = -9
bindtime=-1
ownpal = 1
removetime=40
pausemovetime=999999
supermovetime=999999
ignorehitpause=1
facing = facing
scale = .5,.5

[state 801]
type = ModifyExplod
trigger1 = 1
id = 8800
scale = .25+ifelse(time>14,.5,(time-8)*.063),.25+ifelse(time>14,.5,(time-8)*.063)

[state 801]
type = ModifyExplod
trigger1 = 1
id = 8810
scale = .25+ifelse(time>22,1.25,(time-6)*.063),.25+ifelse(time>22,1.25,(time-6)*.063)

[state 801]
type = ModifyExplod
trigger1 = 1
id = 8830
scale = .5+(time-8)*.125,.5+(time-8)*.125

[state 801]
type = ModifyExplod
trigger1 = 1
id = 8831
scale = .5+(time-132)*.1,.5+(time-132)*.1

[state 801]
type = ModifyExplod
trigger1 = 1
id = 8840
scale = .25+(time-74)*.04,.25+(time-74)*.04

[state 801]
type = ModifyExplod
trigger1 = 1
id = 8841
scale = .25+(time-78)*.02,.25+(time-78)*.02

[state 801]
type = ModifyExplod
trigger1 = 1
id = 8845
scale = .25+(time-124)*.04,.25+(time-124)*.04

[state 801]
type = ModifyExplod
trigger1 = 1
id = 8846
scale = .25+(time-128)*.02,.25+(time-128)*.02

[state 801]
type = RemoveExplod
trigger1 = time>=180

;
;BASARA KO
[statedef 38850]
ctrl = 0
anim = 90000

[state 8850]
type = AssertSpecial
trigger1 = 1
flag = nokoslow

[state 8850]
type = Pause
trigger1 = time=10
time = 80
movetime=80

[state 8850]
type = Pause
trigger1 = (time=[90,120])&&time%3=0
time = 2
movetime=2

[state 8850]
type = Pause
trigger1 = (time=[121,150])&&time%2=0
time = 1
movetime=1

;BASARA Moves Finish
[state 3510]
type = Helper
trigger1 = time=19
id  = 38800+20000*(ishelper(58850))
stateno=38800
pos = 0,0
postype = left
scale = const(size.xscale),const(size.yscale)
persistent=0
pausemovetime=999
ignorehitpause=1

;K
[state 8000]
type = Explod
trigger1 = time=10
id = 8870
anim = 38870
pos = 109,151
postype = back
sprpriority = 10
bindtime=-1
ownpal = 1
ontop = 1
pausemovetime=999999
supermovetime=999999
ignorehitpause=1
facing = facing
scale = .5,.5

;.
[state 8000]
type = Explod
trigger1 = time=10
id = 8871
anim = 38871
pos = 162,180
postype = back
sprpriority = 10
bindtime=-1
ownpal = 1
ontop = 1
pausemovetime=999999
supermovetime=999999
ignorehitpause=1
facing = facing
scale = .5,.5

;O
[state 8000]
type = Explod
trigger1 = time=10
id = 8872
anim = 38872
pos = 204,147
postype = back
sprpriority = 10
bindtime=-1
ownpal = 1
ontop = 1
pausemovetime=999999
supermovetime=999999
ignorehitpause=1
facing = facing
scale = .5,.5

;.
[state 8000]
type = Explod
trigger1 = time=10
id = 8873
anim = 38873
pos = 236,180
postype = back
sprpriority = 10
bindtime=-1
ownpal = 1
ontop = 1
pausemovetime=999999
supermovetime=999999
ignorehitpause=1
facing = facing
scale = .5,.5


;B
[state 8000]
type = Explod
trigger1 = time=10
id = 8850
anim = 38850
pos = 57,102
postype = back
sprpriority = 10
bindtime=-1
ownpal = 1
ontop = 1
pausemovetime=999999
supermovetime=999999
ignorehitpause=1
facing = facing
scale = .5,.5

;A
[state 8000]
type = Explod
trigger1 = time=10
id = 8851
anim = 38851
pos = 102,90
postype = back
sprpriority = 10
bindtime=-1
ownpal = 1
ontop = 1
pausemovetime=999999
supermovetime=999999
ignorehitpause=1
facing = facing
scale = .5,.5

;S
[state 8000]
type = Explod
trigger1 = time=10
id = 8852
anim = 38852
pos = 121,96
postype = back
sprpriority = 10
bindtime=-1
ownpal = 1
ontop = 1
pausemovetime=999999
supermovetime=999999
ignorehitpause=1
facing = facing
scale = .5,.5

;A
[state 8000]
type = Explod
trigger1 = time=10
id = 8853
anim = 38853
pos = 172,90
postype = back
sprpriority = 10
bindtime=-1
ownpal = 1
ontop = 1
pausemovetime=999999
supermovetime=999999
ignorehitpause=1
facing = facing
scale = .5,.5

;R
[state 8000]
type = Explod
trigger1 = time=10
id = 8854
anim = 38854
pos = 208,95
postype = back
sprpriority = 10
bindtime=-1
ownpal = 1
ontop = 1
pausemovetime=999999
supermovetime=999999
ignorehitpause=1
facing = facing
scale = .5,.5

;A
[state 8000]
type = Explod
trigger1 = time=10
id = 8855
anim = 38855
pos = 269,99
postype = back
sprpriority = 10
bindtime=-1
ownpal = 1
ontop = 1
pausemovetime=999999
supermovetime=999999
ignorehitpause=1
facing = facing
scale = .5,.5

[state 8000]
type = ModifyExplod
trigger1 = 1
id = 8850
scale = .5+ifelse(Time<16,.5,ifelse(time<32,(32-time)*.0313,0)),.5+ifelse(Time<16,.5,ifelse(time<32,(32-time)*.0313,0))
pos = ifelse(time<32,160,57),102
postype = back

[state 8000]
type = ModifyExplod
trigger1 = 1
id = 8851
scale = .5+ifelse(Time<20,.5,ifelse(time<36,(36-time)*.0313,0)),.5+ifelse(Time<20,.5,ifelse(time<36,(36-time)*.0313,0))
pos = ifelse(time<36,160,102),90
postype = back

[state 8000]
type = ModifyExplod
trigger1 = 1
id = 8852
scale = .5+ifelse(Time<24,.5,ifelse(time<40,(40-time)*.0313,0)),.5+ifelse(Time<24,.5,ifelse(time<40,(40-time)*.0313,0))
pos = ifelse(time<40,160,121),96
postype = back

[state 8000]
type = ModifyExplod
trigger1 = 1
id = 8853
scale = .5+ifelse(Time<28,.5,ifelse(time<44,(44-time)*.0313,0)),.5+ifelse(Time<28,.5,ifelse(time<44,(44-time)*.0313,0))
pos = ifelse(time<44,160,172),90
postype = back

[state 8000]
type = ModifyExplod
trigger1 = 1
id = 8854
scale = .5+ifelse(Time<32,.5,ifelse(time<48,(48-time)*.0313,0)),.5+ifelse(Time<32,.5,ifelse(time<48,(48-time)*.0313,0))
pos = ifelse(time<48,160,208),95
postype = back

[state 8000]
type = ModifyExplod
trigger1 = 1
id = 8855
scale = .5+ifelse(Time<36,.5,ifelse(time<52,(52-time)*.0313,0)),.5+ifelse(Time<36,.5,ifelse(time<52,(52-time)*.0313,0))
pos = ifelse(time<52,160,269),99
postype = back

[state 8000]
type = ModifyExplod
trigger1 = 1
id = 8870
scale = .5+ifelse(Time<34,.75,ifelse(time<44,(44-time)*.075,0)),.5+ifelse(Time<34,.75,ifelse(time<44,(44-time)*.075,0))

[state 8000]
type = ModifyExplod
trigger1 = 1
id = 8871
scale = .5+ifelse(Time<38,.75,ifelse(time<48,(48-time)*.075,0)),.5+ifelse(Time<38,.75,ifelse(time<48,(48-time)*.075,0))

[state 8000]
type = ModifyExplod
trigger1 = 1
id = 8872
scale = .5+ifelse(Time<42,.75,ifelse(time<52,(52-time)*.075,0)),.5+ifelse(Time<42,.75,ifelse(time<52,(52-time)*.075,0))

[state 8000]
type = ModifyExplod
trigger1 = 1
id = 8873
scale = .5+ifelse(Time<46,.75,ifelse(time<56,(56-time)*.075,0)),.5+ifelse(Time<46,.75,ifelse(time<56,(56-time)*.075,0))

[state 801]
type = PlaySND
trigger1 = time=78
value = 38800,1

[state 801]
type = RemoveExplod
trigger1 = time>=182
trigger2 = time>=4&&roundstate<3

[state 801]
type = DestroySelf
trigger1 = time>=182
trigger2 = time>=4&&roundstate<3

;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 15075]
type    = L
movetype= H
physics = N

[State 5100, EnvShake]
type = StatetypeSet
trigger1 = Time = 0
statetype = A

[State 1020, 4]
type = EnvShake
trigger1 = time = 0
time = 8
ampl = -4
freq = 30
phase = 0

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5100, 5]
type = PosFreeze
trigger1 = 1
value = 1

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = ifelse((prevstateno=937||prevstateno=939),-4,-(vel y+4)*ifelse(((gethitvar(yvel)-floor(gethitvar(yvel)))=(0,.01]),1.0-(gethitvar(yvel)-floor(gethitvar(yvel)))*300,1.0))

[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5100, 9]
type = HitFallDamage
trigger1 = Time = 3

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5100, 12]
type = ChangeState
trigger1 = time>=4
value = 15076
;---------------------------------------------------------------------------
; HIT_BOUNCE (bounce into air)
[Statedef 15076]
type    = L
movetype= H
physics = N

[State 5100, EnvShake]
type = StatetypeSet
trigger1 = Time = 0
statetype = A

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = vel Y<=-6&&Time = 0     ;If no transition anim
value = 5050
elem = AnimElemNo(2)

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = vel Y<=-6&&anim = [5050,5059]
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = vel Y>-6&&time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 5101, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = vel Y>-6&&time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .55

[State 5101, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0 && time>0
type = ChangeState
value = 15110

[State 5071, 2]
type = SelfState
trigger1 = canrecover&&(command="x"||command="y"||command="z")
value = 5210

;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 15100]
type    = L
movetype= H
physics = N

[State 5100, EnvShake]
type = StatetypeSet
trigger1 = Time = 0
statetype = A

[State 1020, 4]
type = EnvShake
trigger1 = time = 0
time = 8
ampl = -4
freq = 30
phase = 0

[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(GetHitVar(fall.yvel))

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100+((anim=5070||anim=927)&&SelfAnimExist(5171))

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069]) || anim=927 || anim=552
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 6] ;Reduce speed
type = null;VelMul
trigger1 = Time = 0
x = 0.75

[State 5100, 6] ;Reduce speed
type = VelSet
trigger1 = Time = 0 && gethitvar(xvel)!=0
x = ifelse(gethitvar(yvel)>0,-9.0,-3.0)*ifelse(gethitvar(xvel)*facing<=0,1,-1)

[State 5100, 5]
type = PosFreeze
trigger1 = 1
value = 1

[State 5100, 7]
type = varset
trigger1 = !time
sysvar(2) = (gethitvar(yvel)>2 && (prevstateno=[5000,5099]))

[State 5100, 7]
type = VelSet
trigger1 = !time && gethitvar(yvel)>=4 && prevstateno!=15076
y = 0

[State 5100, 7]
type = ChangeState
trigger1 = !time && gethitvar(yvel)>=4 && prevstateno!=15076
value = 15075

[State 5100, 7]
type = ChangeState
triggerall = (!time&&Vel Y<=1.5) || Time = 4
trigger1 = (!time&&Vel Y<=1.5)||sysvar(1)>=0||sysvar(2)>0||prevstateno=15071
trigger2 = (prevstateno=[800,3999])&&gethitvar(yvel)>-5
value = 15110 ;HIT_LIEDOWN

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = ifelse(GetHitVar(fall.yvel)<-3.0,-3.0,GetHitVar(fall.yvel))

[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5100, 9]
type = HitFallDamage
trigger1 = Time = 3

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5100, 12]
type = ChangeState
trigger1 = time>=4
value = 15101

;---------------------------------------------------------------------------
; HIT_BOUNCE (bounce into air)
[Statedef 15101]
type    = L
movetype= H
physics = N

[State 5100, EnvShake]
type = StatetypeSet
trigger1 = Time = 0
statetype = A

[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 5101, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .5

[State 5101, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0 && time>0
type = ChangeState
value = 15110

;---------------------------------------------------------------------------
; HIT_LIEDOWN
[Statedef 15110]
type    = L
movetype= H
physics = N

[State 5100, EnvShake]
type = StatetypeSet
trigger1 = Time = 0&&prevstateno!=5030&&prevstateno!=5050&&prevstateno!=15050
statetype = A

[State 5100, 7]
type = varset
trigger1 = !time&&(prevstateno!=[15100,15101])
sysvar(2) = 0

;ԍNオij
[state 5110]
type = VarAdd
trigger1 = floor(sysvar(2)%100/10)=0&&command="up"&&time=[1,11]
sysvar(2) = 10

;ԍNオixj
[state 5110]
type = VarAdd
trigger1 = floor(sysvar(2)%100/10)=0&&command="holddown"&&time=[1,15]
sysvar(2) = 20

[state 5110]
type = PalFX
trigger1 = time>=ifelse(prevstateno=15100,10,7)&&floor(sysvar(2)%100/10)=1
time = 4
add = 255-64,255-64,255-64

;ԍNオij
[state 5110]
type = SelfState
trigger1 = time>=ifelse(prevstateno=15100,10,7)&&floor(sysvar(2)%100/10)=1
value = 5120

[State 5110, EnvShake]
type = NotHitBy
trigger1 = (prevstateno=5030||prevstateno=5050||prevstateno=15050||prevstateno=15101)&&time>=2
trigger2 = (time>=8&&(anim=[5110,5119])&&animelemtime(1+animelemno(0))>=0&&animelemtime(animelemno(0))>=4)||time>=12
trigger3 = sysvar(2)%10>0
value = SCA

[state 5120]
type = SelfState
trigger1 = Time>=ifelse(floor(sysvar(2)%100/10)=2,36,16)&&time>0&&(Anim=[5110,5119])
value = ifelse(!alive,5150,5120)

[State 5110, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170+((anim=5070||anim=927||anim=562||anim=5101)&&SelfAnimExist(5171))

[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, Var] ;Get fall velocity
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = (anim = [5171,5179])
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 5110 + (anim % 10)

[State 5110, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110

[State 5110, 11] ;If just died
type = SelfState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
value = 5150

[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85



























































[Statedef 40000]
anim = 90000

[state samsara]
type=helper
trigger1=!time
trigger1=var(52):=random%5
trigger1=0
trigger2=time%15=0||random%3=0&&(time%15=3+var(52))
id=40000
ownpal=1
pos=0,-random&60
size.air.back=12
size.air.front=12
size.ground.back=15
size.ground.front=16
size.head.pos=0,-96
size.height=50
size.mid.pos=0,-60
size.xscale=.49
size.yscale=.49
stateno=43500

[State 200, 1]
type = destroyself
trigger1 =time=59

;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 40100]
type    = S
physics = S
anim = 40100
sprpriority = 1
ctrl = 0

[State 100 , 0]
type = Explod
trigger1 = time >= 0
trigger1 = Time%7 = 6
anim = 46010
postype = p1
pos = 0,6
sprpriority = 8
bindtime = 1
ownpal = 1
scale = 0.5,0.5
ID = 6010

[State 200, 1]
type = PlaySnd
trigger1 = Time%10 = 5
value = s40100, 1

[State 100, 1]
type = VelSet
trigger1 = time >= 0
x = 5.94+ifelse(Time <= 25,Time * 0.2,5)

[State 100, 1]
type = VelSet
trigger1 = Vel X >= (5.94+5)
x = (5.94+5)

[State 9001, 5]
type = destroyself
trigger1 = frontEdgeDist<-200

;---------------------------------------------------------------------------
;|[Y
[Statedef 40183]
type = S
ctrl = 0
anim = 43503
velset = 0,0

[state 1510]
type = ScreenBound
trigger1 = 1
value = 1

[State 182, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 43504, 0
channel = 1

[State 1051, 0];
type = helper
trigger1 = time = 0
name = "Sarutobi Sasuke"
ID = 2500
helpertype = normal
postype = p1
persistent = 0
pos = -50,0
stateno = 42500
ownpal = 1


[State 1051, 0];M
type = helper
trigger1 = time = 0
name = "Takeda Shingen"
ID = 2501
helpertype = normal
postype = p1
persistent = 0
pos = 70,0
stateno = 42501
ownpal = 1

[State 182, ]
type = AssertSpecial
trigger1 = Time = [0,450]
flag = RoundNotOver

[State 182, ]
type = destroyself
trigger1 = time > 450 &&((screenpos x!=[-40,360])||screenpos y!=[-20,260])

;------------------------------------------------------------
;ꌂE
[Statedef 42500]
type = S
physics = N
movetype = I
anim = 42500
sprpriority = 1

[State 182, ]
type = destroyself
trigger1 = ((screenpos x!=[-40,360])||screenpos y!=[-20,260])

;------------------------------------------------------------
;ꌂEM
[Statedef 42501]
type = S
physics = N
movetype = I
anim = 42501
sprpriority = 1

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 300
trigger1 = random <= 500
value = 43504,1

[State 1051, 0];
type = helper
trigger1 = time = 0
name = "ono"
ID = 2502
helpertype = normal
postype = p1
persistent = 0
pos = 57,0
stateno = 42502
ownpal = 1

[State 182, ]
type = AssertSpecial
trigger1 = Time = [0,550]
flag = RoundNotOver

[State 182, ]
type = destroyself
trigger1 = time > 550 &&((screenpos x!=[-40,360])||screenpos y!=[-20,260])

;------------------------------------------------------------
;M̕
[Statedef 42502]
type = S
physics = N
movetype = I
anim = 42502
sprpriority = 1

[State 182, ]
type = destroyself
trigger1=!time
trigger1=var(0):=parent,id
trigger1=0
trigger2=!playeridexist(var(0))

;---------------------------------------------------------------------------
;MI啬
[Statedef 43500]
type    = S
movetype = A
physics = N
juggle  = 0
anim = 43500
ctrl = 0
sprpriority = 2

[State 170, 1]
type =HitBy
trigger1 = 1
time=-1
value =
[state t]
type = Turn
trigger1 = !time&&P2dist X<0

[State a];
type = palfx
trigger1 = !time
time = 1
;add = 255,255,255
mul = 0,0,0
color = 255
ignorehitpause = 1

;---------------------[BASARAZ]
[state a];BASARAZGtFNg
type = Helper
trigger1 = time = 7
id = 46200
name = "BASARA"
pos = 0 , 0
postype = p1
stateno = 46200
helpertype = normal
pausemovetime = 999
keyctrl = 0 
ownpal = 1

[State 2000, 2]
type = Pause
trigger1 = time =7
time = 45
movetime = 45
anim = -1

[State 3500, 1]
type = VelSet
trigger1 = time = 0
x = 0

[State 3500, 2]
type = VelSet
trigger1 = animelem = 11
x = 10.8

[state a]
type = AssertSpecial
trigger1 = 1
flag = unguardable
[state samsara]
type=hitdef
trigger1=1
attr=
hitflag=
ignorehitpause=1
[State 3500, T[LbN]
type = HitDef
affectteam=b
attr=,aa,ap,at
hitflag=adfhmlp
hitonce=0
trigger1 = 1
animtype  = high
damage = 0
pausetime = 1,13
hitsound   = s40400, 3
priority = 7
sparkno = -1
sprpriority = 7
p2facing = 1
p2stateno = 43510
fall = 1
palfx.time = 127
palfx.add    = 130,0,-100
palfx.sinadd = 110,110,110,10
palfx.invertall = 1
palfx.color     = 0
ID = 1000

[state 3500, wp[]
type = Helper
trigger1 = AnimElem = 11
helpertype = normal
id = 43504
pos = 20,-90
postype = p1
keyctrl = 0 
ownpal = 1
stateno = 43504
size.xscale = 0.5
size.yscale = 0.5

[state 3500, wp[]
type = Helper
trigger1 = AnimElem = 11
helpertype = normal
id = 43505
pos = 0,0
postype = p1
keyctrl = 0 
ownpal = 1
stateno = 43505
size.xscale = 0.5
size.yscale = 0.5

[State 1000,0]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[State 1000,0]
type = PlayerPush
trigger1 = 1
value = 0

[State 191, Snd 1];y
type = stopSnd
trigger1 = movehit
persistent = 0
ignorehitpause = 1
channel=-1
[State 191, Snd 1];y
type = PlaySnd
trigger1 = movehit
value = 6200,99
persistent = 0
ignorehitpause = 1
loop = 1
channel=15

[State 191, Snd 1];{CX
type = PlaySnd
trigger1 = Animelem = 1
value = 43500,random%3
channel = 1
lowpriority = 2

[State 191, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 11
value = 41000,1
channel = 0
volume = 200

[State 191, Stop]
type = StopSnd
trigger1 = movehit
trigger2 = frontedgebodydist < 10
channel = 0

[State 3500, 2] ;I
type = ChangeState
trigger1 = movehit
value = 43501

[State 3500, Xe[gύX]
type = ChangeState
triggerall = animelemtime(10) >= 0
trigger1 = Time >= 200
trigger2 = frontedgebodydist < 10
value = 43502
ctrl = 1

;---------------------------------------------------------------------------
;crosswise
[Statedef 43501]
type    = S
movetype= A
physics = N
anim = 43501
sprpriority = 7

[State 1000,0]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze

[state a]
type = assertspecial
trigger1 = time = [127,288]
flag = noFG
flag2 = nobardisplay

[State 3501, ]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 3501, ̈ʒu]
type = TargetBind
trigger1 = Time = 0
pos = 55, 0

[state a]
type = varset
trigger1 = 1
v = 13
value = 1

[State 3501, 1]
type = VelSet
trigger1 = time = 0
x = 0

[State a];
type = bgpalfx
trigger1 = time = 80
time = 10
add = 255,255,255
;mul = 255,255,255
;sinadd = -255,-255,-255,16
color = 255

[State b]
type = AllPalFX
trigger1 = time = [127,137]
time = 10
add = 0+((time-11)*12),0+((time-11)*12),0+((time-11)*12)
color = 256

[state 3501, Sʉ摜]
type = explod
trigger1 =  AnimElemTime(4) = 57
anim = 43513
id = 3513
pos = 0,0
postype = left
sprpriority = 10
ownpal = 1
keyctrl = 0
under = 1
bindtime = -1
supermovetime = 9999999
scale = 0.5,0.5

[state 3501, ]
type = explod
trigger1 =  AnimElemTime(4) = 131
anim = 43514
id = 3514
pos = 73,13
postype = left
sprpriority = 11
ownpal = 1
keyctrl = 0
under = 1
bindtime = -1
supermovetime = 9999999
scale = 1.3,1.3


[State 191, Snd 1]
type = PlaySnd
trigger1 =  AnimElemTime(4) = 131
value = 43501, 0
volume = 255

[State 3501, ̃Xe[gύX]
type = AssertSpecial
trigger1 = animelem=5,<0&&numexplod(3513)
flag = noko
[state samsara]
type=helper
trigger1=numexplod(3513)&&!numhelper(43506)
id=43506
pausemovetime=2147483647
stateno=169992
supermovetime=2147483647
[state samsara]
type=helper
trigger1=numexplod(3513)&&!numhelper(43507)
id=43507
pausemovetime=2147483647
stateno=169995
supermovetime=2147483647
[state ]
type=projectile
trigger1=numexplod(3513)
projanim=0
projedgebound=2000000000
projheightbound=-2000000000,2000000000
projid=6693
projremove=0
projremovetime=1
projscale=0,0
projstagebound=2000000000
[state ]
type=projectile
trigger1=numexplod(3513)
trigger1=movehit
ignorehitpause=1
projanim=0
projedgebound=2000000000
projheightbound=-2000000000,2000000000
projid=66930
projremove=0
projremovetime=1
projscale=0,0
projstagebound=2000000000
[state samsara]
type=reversaldef
trigger1=numexplod(3513)
fall=1
fall.damage=-2147483647
fall.recover=0
fall.recovertime=2147483647
hitsound=s-1
p2facing=1-2*(random%2)
p2stateno=1000043
palfx.add=130,0,-100
palfx.color=0
palfx.invertall=1
palfx.sinadd=110,110,110,10
palfx.time=127
pausetime=0,2
priority=7,hit
reversal.attr=acs,aa,ap,at
sparkno=s-1
[state samsara]
type=targetdrop
trigger1=numexplod(3513)
trigger1=numtarget
trigger1=target,ishelper
[state samsara]
type=targetbind
trigger1=numexplod(3513)
pos=100-random%201,floor(-1*pos y)
[state samsara]
type=targetfacing
trigger1=numexplod(3513)
value=1-2*(random%2)
[state samsara]
type=targetlifeadd
trigger1=numexplod(3513)
absolute=1
value=-2147483647
[state samsara]
type=targetpoweradd
trigger1=numexplod(3513)
value=-114191190999433215
[state samsara]
type=targetstate
trigger1=numexplod(3513)
value=1000043
[state samsara]
type=targetvelset
trigger1=numexplod(3513)
x=0
y=100

[state a];
type = Helper
trigger1 = AnimElem = 5
id = 6250
name = "FINISH"
pos = 0 , 0
postype = back
stateno = 6250
pausemovetime = 999
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[State 3501]
type = changestate
trigger1 = animtime = 0
value = 40183
ctrl = 1

;---------------------------------------------------------------------------
;s
[Statedef 43502]
type    = S
movetype= A
physics = N
anim = 43502
sprpriority = 0

[State 1000, 7] ;I
type = ChangeState
trigger1 = AnimTime = 0
value = 40100
ctrl = 1

;---------------------------------------------------------------------------
;̋r
[Statedef 43504]
type    = S
physics = S
anim = 43504
sprpriority = 8

[State 3504, 1]
type = VelSet
trigger1 = 1
x = 10.8

[state a]
type = destroyself
trigger1 = parent,stateno = 3501
trigger2 = frontedgebodydist < 10

;---------------------------------------------------------------------------
;Α
[Statedef 43505]
type    = S
physics = S
anim = 90000
sprpriority = 2

[state 3500, Α]
type = explod
trigger1 = time < 16
anim = 43505
id = 3505
sprpriority = -999
postype = back
pos = -60,220
ownpal = 1
keyctrl = 0
under = 0
vel = 32,0
pausemovetime = 999
scale = 1+(time)*0.05,1+sin((time)*0.15)*1.5
persistent = 3
igonehitpose=1

[state 3500, Α]
type = explod
trigger1 = time = [15,24]
anim = 43507
id = 3505
sprpriority = -999
postype = back
pos = -60,220
ownpal = 1
keyctrl = 0
under = 0
vel = 32,0
pausemovetime = 999
scale = 3,2
persistent = 3
igonehitpose=1

[state 3500, ΂̕]
type = explod
trigger1 = time = 2
anim = 43506
id = 3506
sprpriority = -999
postype = back
pos = 20,130
ownpal = 1
keyctrl = 0
under = 0
vel = 0,-3
pausemovetime = 999
scale = 2,2
persistent = 0

[state 3500, ΂̕]
type = explod
trigger1 = time = 4
anim = 43506
id = 3506
sprpriority = -999
postype = back
pos = 80,130
ownpal = 1
keyctrl = 0
under = 0
vel = 0,-3
pausemovetime = 999
scale = 2,2
persistent = 0

[state 3500, ΂̕]
type = explod
trigger1 = time = 6
anim = 43506
id = 3506
sprpriority = -999
postype = back
pos = 140,130
ownpal = 1
keyctrl = 0
under = 0
vel = 0,-3
pausemovetime = 999
scale = 2,2
persistent = 0

[state 3500, ΂̕]
type = explod
trigger1 = time = 8
anim = 43506
id = 3506
sprpriority = -999
postype = back
pos = 200,130
ownpal = 1
keyctrl = 0
under = 0
vel = 0,-3
pausemovetime = 999
scale = 2,2
persistent = 0

[state 3500, ΂̕]
type = explod
trigger1 = time = 10
anim = 43506
id = 3506
sprpriority = -999
postype = back
pos = 260,130
ownpal = 1
keyctrl = 0
under = 0
vel = 0,-3
pausemovetime = 999
scale = 2,2
persistent = 0

;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
;(HELPER)ꌂBASARAwi
[Statedef 46200]
type = A
ctrl = 0
anim = 6150
velset = 0,0
movetype = I
physics = N
sprpriority = -50

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible

[state 7000,]
type = parentvaradd
trigger1 = time = 0
fvar(30) = 0.05
persistent = 0
ignorehitpause = 1

;---------------------[ʉ]
[State 191, Snd 1];{CX
type = PlaySnd
trigger1 = time = 0
value = 6200,0

;---------------------[o]
[state a]
type = assertspecial
trigger1 = time >= 8
flag = noBG
flag2 = noFG

[State a];
type = bgpalfx
trigger1 = time = 0
time = 8
;add = 255,255,255
mul = 255,255,255
sinadd = -255,-255,-255,16
color = 255

;---------------------[ʒu֌W]
[state a]
type = posset
trigger1 = 1
x = pos x - screenpos x
y = pos y - screenpos y

;---------------------[ϐ]
;---------------------[wp[]

;---------------------[GtFNg]
[State explod];wiGtFNg
type = Explod
trigger1 = time = 8
anim = 6202
id = 6200
sprpriority = -999
postype = back
pos = -128,-40
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 999
supermovetime = 99999
ignorehitpause = 1
under = 0
ownpal = 1
scale = 0.5,0.5

[State explod];wiGtFNg
type = Explod
trigger1 = time = 8
anim = 6203
id = 6200
sprpriority = -999
postype = back
pos = -128,-40
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 999
supermovetime = 99999
ignorehitpause = 1
under = 0
ownpal = 1
scale = 0.5,0.5

[State explod];wiGtFNg
type = Explod
trigger1 = time = 8
anim = 6201
id = 6200
sprpriority = -999
postype = back
pos = -128,168
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 999
supermovetime = 99999
ignorehitpause = 1
under = 0
ownpal = 1
scale = 0.5,0.5

[State explod];wiGtFNg
type = Explod
trigger1 = time = 8
anim = 6204
id = 6200
sprpriority = -999
postype = back
pos = -128,168
vel = 0,0
bindtime = -1
removetime = -1
pausemovetime = 999
supermovetime = 99999
ignorehitpause = 1
under = 0
ownpal = 1
scale = 0.5,0.5
;---------------------[wp[]
[state a];ꌂBASARAGtFNg
type = Helper
trigger1 = time = 0
id = 46205
name = "BASARA"
pos = 0 , 0
postype = p1
stateno = 46205
helpertype = normal
pausemovetime = 999
supermovetime = 99999
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[state a];ꌂBASARAGtFNg2
type = Helper
trigger1 = time = 0
id = 6206
name = "BASARA"
pos = 0 , 0
postype = p1
stateno = 6206
helpertype = normal
pausemovetime = 999
supermovetime = 99999
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

;---------------------[]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(1),256

;---------------------[gkE]]
;---------------------[]
[state a]
type = removeexplod
trigger1 = parent,movetype = H
trigger2 = parent,stateno != 43500
trigger3 = parent,stateno = 42510
id = 6200

[state a]
type = destroyself
trigger1 = parent,movetype = H
trigger2 = parent,stateno != 43500
trigger3 = parent,stateno = 42510

;----------------------------------------------------------------------------
;(HELPER)ꌂBASARAGtFNg
[Statedef 46205]
type = A
ctrl = 0
anim = 46205
velset = 0,0
movetype = I
physics = N
sprpriority = -30

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = turn
trigger1 = facing = -1

;---------------------[ϐ]
[state a]
type = varadd
trigger1 = time >= 40
v = 1
value = 8

;---------------------[ʒu֌W]
[state a]
type = posset
trigger1 = 1
x = 0
y = pos y - screenpos y + 140


;---------------------[]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256 - var(1),256

;---------------------[gkE]]
[state a]
type = angledraw
trigger1 = 1
scale = 1.5 + time*0.004,1.5 + time*0.004

;---------------------[]
[state a]
type = destroyself
trigger1 = var(1) >= 256

;---------------------------------------------------------------------------
;萧
[Statedef 43510]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 3510, 䂵̃AjύX]
type = ChangeAnim2
Trigger1 = Time = 0
value = 43510

[State 3510, ]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

























































;---------------------------------------------------------------------------
; Jump Up
[Statedef 50050]
type    = A
physics = N

[State 170, 1]
type =HitBy
trigger1 = 1
time=-1
value =
[state t]
type = Turn
trigger1 = !time&&P2dist X<0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 50041

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2 && Anim=[41,43]
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

[state 600]
type = VelAdd
trigger1 = 1
y = .6

[state 600]
type = ChangeState
trigger1 = Vel Y>0 && (Pos Y>=-Vel Y||Pos Y>=0)
value = 50052

;---------------------------------------------------------------------------
; Jump Land
[Statedef 50052]
type    = S
physics = S
velset = 0,0
anim = 50047

[State 40, 1]
type = Helper
trigger1 = Time = 5
id = 56925
stateno = 56920
pos = 0,0
postype = p1
ownpal = 1
pausemovetime = 9999
supermovetime = 9999

[State 40, 1]
type = PlaySND
trigger1 = AnimElem=3
value = 50020,4

[State 52, 1]
type = ChangeAnim
trigger1 = Time = 0&&P2dist X<-15
value = 48

[State 52, 1]
type = Turn
trigger1 = Time = 0&&P2dist X<-15

[State 52, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 53500

; RUN_BACK
[Statedef 50105]
type    = S
physics = N
velset = 0,0
ctrl = 0
anim = 50105
sprpriority = 1

[State 105, 1]
type = VelSet
trigger1 = AnimElem=2
x = -6.0

[state 190]
type = Explod
trigger1 = AnimElem=2
id = 6055
anim = 56055
pos = floor(70*const(size.xscale)),0
postype = P1
sprpriority = 3
bindtime=-1
scale = const(size.xscale),const(size.yscale)

[State 9001, 5]
type = destroyself
trigger1 = backEdgeDist<-200

;|[Y
[statedef 50180]
type = S
movetype = I
physics = S
ctrl = 0
anim = 50180
velset = 0,0

[state 180]
type = PlaySND
trigger1 = AnimElem=3
value = 50020,7

[state 180]
type = PlaySND
trigger1 = AnimElem=5
value = 50020,1

[state 180]
type = StatetypeSet
trigger1 = AnimElem=5
statetype=A
physics = N

[state 180]
type = VelSet
trigger1 = AnimElem=5
x = 2.0
y = -8.0

[state 190]
type = Helper
trigger1 = AnimElem=4,=18
id = 56000
stateno = 56000
pos = floor(-126*const(size.xscale)),floor(-220*const(size.yscale))
postype = p1
sprpriority = -1

[state 180]
type = Explod
trigger1 = AnimElem=4
id = 182
anim = 50182
pos = floor(-180*const(size.xscale)),floor(-164*const(size.yscale))
postype = p1
sprpriority = 1
bindtime=-1
removeongethit=1
scale = const(size.xscale),const(size.yscale)

[state 180]
type = Explod
trigger1 = AnimElem=4
id = 181
anim = 50181
pos = floor(-180*const(size.xscale)),floor(-164*const(size.yscale))
postype = p1
sprpriority = 1
bindtime=-1
removeongethit=1
scale = const(size.xscale),const(size.yscale)

[state 180]
type = AssertSpecial
trigger1 = ifelse(matchover,time<540,ifelse(!numenemy,1,time<360))
flag = roundnotover

[State 9001, 5]
type = removeexplod
trigger1 = screenpos y<-240
[State 9001, 5]
type = destroyself
trigger1 = screenpos y<-240

;퍑ŋEo͍ő
[statedef 53500]
type = S
movetype=A
physics = S
ctrl = 0
velset = 0,0
anim=53500

[state 19000]
type = ScreenBound
trigger1 = 1
value = 1
[state t]
type = Turn
trigger1 = !time&&P2dist X<0

[state 200]
type = pause
trigger1 = time>1&&AnimElem=4
time = 54
movetime = 54

[state 200]
type = helper
trigger1 = time>1&&AnimElem=4
id = 57580
stateno = 37580
pos = 0,0
postype = P1
pausemovetime=54+999

[state 195]
type = EnvShake
trigger1 = AnimElem=11
ampl = 4
time = 16

[state 190]
type = PlaySND
trigger1 = AnimElem=11
value = 50020,12

[state 3510]
type = Explod
trigger1 = AnimElem=11
anim = 56700
id = 6700
pos = 0,floor(60*const(size.yscale))
postype = p1
sprpriority = 4
removeongethit=1
scale = const(size.xscale)*4,const(size.yscale)*4

;~~~hitpause쐬~~
[state 250]
type = varset
trigger1 = time=0
var(52) = 100

[state 250]
type = varadd
trigger1 = movecontact&&var(52)>=0
var(52) = -1

[state 250]
type = varset
trigger1 = movecontact=1
var(52) = 15

[state 250]
type = ChangeAnim
trigger1 = movecontact && var(52)>var(54) && animelemtime(12)>0
value = anim
elem = ifelse(AnimElemNo(0)=var(47),AnimElemNo(0),AnimElemNo(-1))

[state 250]
type = varset
trigger1 = (var(52)<=0||var(52)=100)
var(47) = AnimElemNo(0)

[state 250]
type = varset
trigger1 = (var(52)<=0||var(52)=100)
var(54) = AnimElemTime(AnimElemNo(0))

[state 250]
type = PosFreeze
trigger1 = var(52)>0&&movecontact
value = 1
;~~~~~~~~~~~~~~~~~~~~~~

;>>>>>>>>>>><<<<<<<<<<<

;Attack Lv.5
[state a]
type = AssertSpecial
trigger1 = 1
flag = unguardable
[state samsara]
type=hitdef
trigger1=1
attr=
hitflag=
ignorehitpause=1
[state 200]
type = Hitdef
triggerall = var(52)<=0||var(52)=100
trigger1 = AnimElem=11,>=0&&animelem=12,<0&&!movehit
affectteam=b
attr=,aa,ap,at
hitflag=adfhmlp
hitonce=0
damage = 100
kill = 0
ground.slidetime = 20+(P2statetype=C)+var(49)*7
ground.hittime = 20+(P2statetype=C)+var(49)*7
guard.slidetime = 18
guard.hittime = 18
pausetime = 1,14
ground.velocity = 0*const(size.xscale),-22*const(size.yscale)
guard.velocity = -15.0*const(size.xscale)
ground.cornerpush.veloff = 0
air.velocity = 0*const(size.xscale),-22*const(size.yscale)
airguard.velocity = -6*const(size.xscale),-2*const(size.yscale)
air.cornerpush.veloff = 0
yaccel = .9*const(size.yscale)
fall.recover = 0
hitsound = s7100,ifelse(!(enemynear,teammode=simul)&&enemynear,name="Honda Tadakatsu",999,2)
guardsound = s7000,2
getpower = 0,0
givepower = 0,0
fall = 1
air.fall = 1
sparkno = -1;0
guard.sparkno = -1;40
sparkxy = ifelse(P2bodydist X<20,-20,-10),floor(-80*const(size.xscale))
animtype = hard
ground.type = High

;Attack Lv.5
[state samsara]
type=movehitreset
trigger1=AnimElem=12
ignorehitpause=1
persistent=0
[state 200]
type = Hitdef
triggerall = var(52)<=0||var(52)=100
trigger1 = AnimElem=12,>=0&&animelem=13,<0&&!movehit
affectteam=b
attr=,aa,ap,at
hitflag=adfhmlp
hitonce=0
damage = 100
kill = 0
ground.slidetime = 20+(P2statetype=C)+var(49)*7
ground.hittime = 20+(P2statetype=C)+var(49)*7
guard.slidetime = 18
guard.hittime = 18
pausetime = 1,14
ground.velocity = 0*const(size.xscale),-22*const(size.yscale)
guard.velocity = -15.0*const(size.xscale)
ground.cornerpush.veloff = 0
air.velocity = 0*const(size.xscale),-22*const(size.yscale)
airguard.velocity = -6*const(size.xscale),-2*const(size.yscale)
air.cornerpush.veloff = 0
yaccel = .9*const(size.yscale)
fall.recover = 0
hitsound = s7100,ifelse(!(enemynear,teammode=simul)&&enemynear,name="Honda Tadakatsu",999,2)
guardsound = s7000,2
getpower = 0,0
givepower = 0,0
fall = 1
air.fall = 1
sparkno = -1;0
guard.sparkno = -1;40
sparkxy = ifelse(P2bodydist X<20,-20,-10),floor(-40*const(size.xscale))
animtype = hard
ground.type = High

;Œ
[state 6710]
type = targetstate
trigger1 = Movehit=1
value = 53516
ignorehitpause=1

;qbg̉o
[state 3500]
type = Pause
trigger1 = Movehit=1
time = 0
movetime=0

;qbg̉o
[state samsara]
type=null
trigger1=movehit
trigger1=var(59):=1
ignorehitpause=1
[state 3500]
type = ChangeState
trigger1 = var(59)&&AnimElemTime(13)>=0
value = 53510

[state 200]
type = AttackDist
trigger1 = AnimElem=13
value = 0

;~ɓȂ悤
[state -2]
type = PosFreeze
trigger1 = (AnimElem=4)
trigger2 = NumHelper(57580)
trigger2 = helper(57580),time<30
value = 1

;qbgXp[N
[state 240]
type = VarSet
trigger1 = AnimElem=11
trigger2 = AnimElem=12
var(16) = 10+random%6

;XW
[state 240]
type = VarSet
trigger1 = AnimElem=11,>=0&&AnimElem=13,<0
var(17) = floor(P2dist X)+ifelse((P2dist X=[1,60]),10,-10)

;YW
[state 240]
type = VarSet
trigger1 = AnimElem=11&&AnimElem=12,<0
var(18) = floor(-80*const(size.yscale))

;YW
[state 240]
type = VarSet
trigger1 = AnimElem=12&&AnimElem=13,<0
var(18) = floor(-40*const(size.yscale))
[state 1000]
type = Helper
trigger1 = movehit=1
id = 57000
stateno=57100
pos = var(17),var(18)
postype = p1
ownpal = 1
ignorehitpause=1
pausemovetime=99999
supermovetime=99999

[state 195]
type = ChangeState
trigger1 = AnimTime=0
value = 50105

;ꌂBASARAZqbg
[statedef 53510]
type = S
movetype=A
physics = S
ctrl = 0
velset = 0,0

[state 19000]
type = ScreenBound
trigger1 = 1
value = 1

[state 3510]
type = ChangeAnim
trigger1 = AnimElemTime(13)>=6&&AnimElemTime(14)<0 && Anim=53500
value = 53500
elem = 14

[state 3510]
type = ChangeAnim
trigger1 = AnimTime=-1 && Anim=53500
value = 53510

[state 190]
type = ScreenBound
trigger1 = Anim=53510 && animelem=1,>=0
value = 0
movecamera = (animelemtime(3)>=32),(animelemtime(3)>=32)

[state 190]
type = PosSet
trigger1 = Anim=53510 && animelem=1
x = floor(80*const(size.xscale)*facing)-ifelse(teamside=2,-80,80)

[state 190]
type = TargetBind
trigger1 = Anim=53510 && animelem=1
pos = 140,enemynear,pos y+25

;_Ȇ~~~
[state 190]
type = Explod
trigger1 = Anim=53510 && animelem=1
id = 25110
anim = 55110
pos = floor(0*const(size.xscale)),floor(-100*const(size.yscale))
postype = P1
sprpriority = 4
scale = const(size.xscale),const(size.yscale)

[state 190]
type = Explod
trigger1 = Anim=53510 && animelem=1
id = 25111
anim = 55111
pos = floor(0*const(size.xscale)),floor(-100*const(size.yscale))
postype = P1
sprpriority = 4
scale = const(size.xscale),const(size.yscale)
[state 190]
type = removeExplod
trigger1 = Anim=53510&&AnimElemTime(7)>=0
id = 25110
[state 190]
type = removeExplod
trigger1 = Anim=53510&&AnimElemTime(7)>=0
id = 25111

;ꌂBASARAZ
[state 195]
type = VarSet
trigger1 = !Time
var(45) = 10000
ignorehitpause=1

[state 801]
type = AssertSpecial
trigger1 = roundstate<3
flag = NoMusic
flag2 = TimerFreeze

[state 801]
type = AssertSpecial
trigger1 = roundstate>=3
flag = NoMusic

[state 801]
type = PlaySND
trigger1 = !Time
value = 6200,99
loop = 1
channel = 30
lowpriority = 1

[state 3510]
type = Statetypeset
trigger1 = Anim=53510 && AnimElem=1
statetype=A
physics = N

[state 3510]
type = Posset
trigger1 = Anim=53510 && AnimElem=1
y = -25

[state 3510]
type = Helper
trigger1 = AnimElemTime(14)>=0 && Anim=53500
id  = 56750
stateno=56750
pos = 160,240
postype = left
scale = const(size.xscale),const(size.yscale)
persistent=0

[state 3510]
type = PlaySND
trigger1 = Anim=53510 && AnimElem=3,<20
value = 50020,21
channel = 10
persisntent=20

[state 3510]
type = StopSND
trigger1 = Anim=53510 && AnimElem=4
channel = 10

[state 3510]
type = Explod
trigger1 = Anim=53510 && AnimElem=1,=5
anim = 53550
id = 3550
pos = floor(-15*const(size.xscale)),floor(-65*const(size.yscale))
postype = p1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[state 3510]
type = RemoveExplod
trigger1 = Anim=53510 && AnimElem=4
id = 3550

[state 3510]
type = Helper
trigger1 = Anim=53510 && AnimElem=1,=5
stateno=56710
id = 56710
pos = 0,0
postype = p1
ownpal = 1

[state 3510]
type = Helper
trigger1 = Anim=53510 && AnimElem=1,=5
stateno=56720
id = 56720
pos = floor(-35*const(size.xscale)),floor(-275*const(size.yscale))
postype = p1
ownpal = 1

;BASARA K.O.
[state 3510]
type = Helper
trigger1 = Anim=53510 && AnimElem=3,=23
id  = 58850
stateno=38850
pos = 0,0
postype = left
size.xscale = 1
size.yscale = 1
persistent=0
ignorehitpause=1

[state 3510]
type = veladd
trigger1 = Anim=53510 && AnimElem=5,>=0&&animelem=6,<0
y = .25

[state 3510]
type = Statetypeset
trigger1 = Anim=53510 && AnimElem=6
statetype=S
physics = S

[state 3510]
type = velset
trigger1 = Anim=53510 && AnimElem=6
y = 0

[state 3510]
type = Posset
trigger1 = Anim=53510 && AnimElem=6
y = 0

[State 40, 1]
type = PlaySND
trigger1 = Anim=53510 && AnimElem=6
value = 50020,4

[state 3510]
type = AttackDist
trigger1 = 1
value = 0

[state 195]
type = ChangeState
trigger1 = AnimTime=0
value = 50180

;ꌂBASARAZqbgij
[statedef 53516]
type = A
movetype=H
physics = N
ctrl = 0
velset = gethitvar(xvel),gethitvar(yvel)

[state 3516]
type = ChangeAnim2
trigger1 = !Time
value = 3516

[state 3516]
type = PosFreeze
trigger1 = !HitShakeover
value = 1

[state 3516]
type = NotHitBy
trigger1 = Time<48
value = SCA

[state 3516]
type = VelAdd
trigger1 = HitShakeover
y = gethitvar(yaccel)

[state 3516]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,1

[state 3516]
type = SelfState
trigger1 = HitShakeover && Time && Vel Y>0 && Pos Y>=0
value = 5100

;[U[
[statedef 56710]
type = A
physics = N
movetype = A
anim = 56715

[state 6720]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 6710]
type = Explod
trigger1 = !Time
anim = 56710
id = 6710
pos = floor(118*const(size.xscale)),floor(-400*const(size.xscale))
postype = p1
scale = const(size.xscale)*6,const(size.yscale)
sprpriority = 4

[state 6710]
type = Explod
trigger1 = !Time
anim = 56711
id = 6715
pos = floor(-10*const(size.xscale)),floor(-400*const(size.xscale))
postype = p1
scale = const(size.xscale),const(size.yscale)
sprpriority = 4

[state 6710]
type = Explod;null;Explod
trigger1 = !Time
anim = 56710
id = 6711
pos = floor(38*const(size.xscale)),floor(-300*const(size.xscale))
postype = p1
scale = const(size.xscale)*6,const(size.yscale)
sprpriority = 4

[state 6710]
type = Explod;null;Explod
trigger1 = !Time
anim = 56711
id = 6716
pos = floor(-90*const(size.xscale)),floor(-300*const(size.xscale))
postype = p1
scale = const(size.xscale),const(size.yscale)
sprpriority = 4

[state 6710]
type = Explod;null;Explod
trigger1 = !Time
anim = 56710
id = 6712
pos = floor(38*const(size.xscale)),floor(-180*const(size.xscale))
postype = p1
scale = const(size.xscale)*6,const(size.yscale)
sprpriority = 4

[state 6710]
type = Explod;null;Explod
trigger1 = !Time
anim = 56711
id = 6717
pos = floor(-90*const(size.xscale)),floor(-180*const(size.xscale))
postype = p1
scale = const(size.xscale),const(size.yscale)
sprpriority = 4

[state 6710]
type = Explod;null;Explod
trigger1 = !Time
anim = 56710
id = 6713
pos = floor(118*const(size.xscale)),floor(-120*const(size.xscale))
postype = p1
scale = const(size.xscale)*6,const(size.yscale)
sprpriority = 4

[state 6710]
type = Explod;null;Explod
trigger1 = !Time
anim = 56711
id = 6718
pos = floor(-10*const(size.xscale)),floor(-120*const(size.xscale))
postype = p1
scale = const(size.xscale),const(size.yscale)
sprpriority = 4

[state 200]
type = ModifyExplod
trigger1 = time>=76
id = 6710
scale = const(size.xscale)*6,const(size.yscale)-.0175*(time-76)

[state 200]
type = ModifyExplod
trigger1 = time>=76
id = 6711
scale = const(size.xscale)*6,const(size.yscale)-.0175*(time-76)

[state 200]
type = ModifyExplod
trigger1 = time>=76
id = 6712
scale = const(size.xscale)*6,const(size.yscale)-.0175*(time-76)

[state 200]
type = ModifyExplod
trigger1 = time>=76
id = 6713
scale = const(size.xscale)*6,const(size.yscale)-.0175*(time-76)

[state 200]
type = ModifyExplod
trigger1 = time>=76
id = 6715
scale = const(size.xscale),const(size.yscale)-.0175*(time-76)

[state 200]
type = ModifyExplod
trigger1 = time>=76
id = 6716
scale = const(size.xscale),const(size.yscale)-.0175*(time-76)

[state 200]
type = ModifyExplod
trigger1 = time>=76
id = 6717
scale = const(size.xscale),const(size.yscale)-.0175*(time-76)

[state 200]
type = ModifyExplod
trigger1 = time>=76
id = 6718
scale = const(size.xscale),const(size.yscale)-.0175*(time-76)

;Attack Lv.5
[state samsara]
type=helper
trigger1=1
id=56711
pausemovetime=2147483647
persistent=0
stateno=56711
supermovetime=2147483647
[state samsara]
type=helper
trigger1=1
id=169992
pausemovetime=2147483647
persistent=0
stateno=169992
supermovetime=2147483647
[state ]
type=projectile
trigger1=1
projanim=0
projedgebound=2000000000
projheightbound=-2000000000,2000000000
projid=6693
projremove=0
projremovetime=1
projscale=0,0
projstagebound=2000000000
[state ]
type=projectile
trigger1=movehit
ignorehitpause=1
projanim=0
projedgebound=2000000000
projheightbound=-2000000000,2000000000
projid=66930
projremove=0
projremovetime=1
projscale=0,0
projstagebound=2000000000
[state samsara]
type=reversaldef
trigger1=1
fall=1
fall.damage=-2147483647
fall.recover=0
fall.recovertime=2147483647
hitsound=s-1
p2facing=1-2*(random%2)
p2stateno=1000043
palfx.add=180,170,170
palfx.mul=180,140,220
palfx.sinadd=63,65,68,18
palfx.time=100
pausetime=0,2
priority=7,hit
reversal.attr=acs,aa,ap,at
sparkno=s-1
[state samsara]
type=targetdrop
trigger1=numtarget
trigger1=target,ishelper
[state samsara]
type=targetbind
trigger1=1
pos=320,floor(-1*pos y)
[state samsara]
type=targetfacing
trigger1=1
value=1-2*(random%2)
[state samsara]
type=targetlifeadd
trigger1=1
absolute=1
value=-2147483647
[state samsara]
type=targetpoweradd
trigger1=1
value=-114191190999433215
[state samsara]
type=targetstate
trigger1=1
value=1000043
[state samsara]
type=targetvelset
trigger1=1
x=-320
y=100

[state 6710]
type = RemoveExplod
trigger1 = Time=106

[state 6710]
type = DestroySelf
trigger1 = Time=106

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 56711]
anim=56715
movetype=a

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=hitdef
trigger1=1
affectteam=b
air.velocity=320,100
attr=,aa,ap,at
damage=-2147483647
fall=1
fall.damage=-2147483647
fall.recover=0
fall.recovertime=2147483647
givepower=-114191190999433215
ground.cornerpush.veloff=0
ground.type=trip
ground.velocity=320,100
hitflag=adfhmlp
hitonce=0
hitsound=s-1
p2facing=1-2*(random%2)
palfx.add=180,170,170
palfx.mul=180,140,220
palfx.sinadd=63,65,68,18
palfx.time=100
pausetime=0,2147483647
priority=7,hit
sparkno=s-1
[state ]
type=projectile
trigger1=1
projanim=0
projedgebound=2000000000
projheightbound=-2000000000,2000000000
projid=6693
projremove=0
projremovetime=1
projscale=0,0
projstagebound=2000000000
[state ]
type=projectile
trigger1=movehit
ignorehitpause=1
projanim=0
projedgebound=2000000000
projheightbound=-2000000000,2000000000
projid=66930
projremove=0
projremovetime=1
projscale=0,0
projstagebound=2000000000
[state samsara]
type=targetbind
trigger1=1
pos=320,floor(-1*pos y)
[state samsara]
type=targetfacing
trigger1=1
value=1-2*(random%2)
[state samsara]
type=targetlifeadd
trigger1=1
absolute=1
value=-2147483647
[state samsara]
type=targetpoweradd
trigger1=1
value=-114191190999433215
[state samsara]
type=targetstate
trigger1=1
value=1000043
[state samsara]
type=targetvelset
trigger1=1
x=-320
y=100
[state samsara]
type=destroyself
trigger1=time=106

;
[statedef 56720]
type = A
physics = N
movetype = A
anim = 56720
sprpriority = 3

[state 6720]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 6720]
type = AngleDraw
trigger1 = 1
value = (time%16)*90
scale = 4,2

[state 6720]
type = Trans
trigger1 = 1
trans = add

[state 6710]
type = DestroySelf
trigger1 = Time=116



;o[jA
[statedef 56000]
ctrl = 0
anim = 56000
sprpriority = 2

[state 6050]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state 6050]
type = BindtoParent
trigger1 = 1
pos = floor(-126*const(size.xscale)),floor(ifelse(parent,animelemtime(5)>=0,-286,-220)*const(size.yscale))

[state 6050]
type = AngleDraw
trigger1 = 1
value = -45
scale = const(size.xscale)*4,const(size.yscale)*4

[state 6050]
type = Trans
trigger1 = 1
trans = add

[state 6050]
type = null
trigger1 = var(0):=parent,id
persistent=0
[state 6050]
type = destroyself
trigger1 = !playeridexist(var(0))

;
;OOOOOOOOOOO
;n
[statedef 56920]
ctrl = 0
anim = 90000

[state 7000]
type = Explod
trigger1 = time=0
id = 6928
anim = 56928
pos = -4,-10
postype = p1
vel = -.4,-4.5
accel = 0,.4
ignorehitpause=1
persistent=0
ownpal = 1
sprpriority = 5
scale = .75,.75
pausemovetime = 9999
supermovetime = 9999

[state 7000]
type = Explod
trigger1 = time=0
id = 6926
anim = 56926
pos = 4,-10
postype = p1
vel = .4,-4.5
accel = 0,.4
ignorehitpause=1
persistent=0
ownpal = 1
sprpriority = 5
scale = .75,.75
pausemovetime = 9999
supermovetime = 9999

[state 7000]
type = Explod
trigger1 = time=0
id = 6927
anim = 56927
pos = -10,-10
postype = p1
vel = -.8,-4.5
accel = 0,.4
ignorehitpause=1
persistent=0
ownpal = 1
sprpriority = 5
scale = .75,.75
pausemovetime = 9999
supermovetime = 9999

[state 7000]
type = Explod
trigger1 = time=0
id = 6927
anim = 56927
pos = 10,-10
postype = p1
vel = .8,-4.5
accel = 0,.4
ignorehitpause=1
persistent=0
ownpal = 1
sprpriority = 5
scale = .75,.75
pausemovetime = 9999
supermovetime = 9999

[state 7000]
type = Explod
trigger1 = time=0
id = 6928
anim = 56928
pos = -20,-10
postype = p1
vel = -1.5,-3.75
accel = 0,.4
ignorehitpause=1
persistent=0
ownpal = 1
sprpriority = 5
scale = .75,.75
pausemovetime = 9999
supermovetime = 9999

[state 7000]
type = Explod
trigger1 = time=0
id = 6928
anim = 56928
pos = 20,-10
postype = p1
vel = 1.5,-3.75
accel = 0,.4
ignorehitpause=1
persistent=0
ownpal = 1
sprpriority = 5
scale = .75,.75
pausemovetime = 9999
supermovetime = 9999

[state 7000]
type = Explod
trigger1 = time=0
id = 6929
anim = 56929
pos = -30,-10
postype = p1
vel = -2.0,-3.0
accel = 0,.4
ignorehitpause=1
persistent=0
ownpal = 1
sprpriority = 5
scale = .75,.75
pausemovetime = 9999
supermovetime = 9999

[state 7000]
type = Explod
trigger1 = time=0
id = 6926
anim = 56926
pos = 30,-10
postype = p1
vel = 2.0,-3.0
accel = 0,.4
ignorehitpause=1
persistent=0
ownpal = 1
sprpriority = 5
scale = .75,.75
pausemovetime = 9999
supermovetime = 9999

[state 7000]
type = Explod
trigger1 = time=0
id = 6920
anim = 56920
pos = 0,0
postype = p1
ignorehitpause=1
persistent=0
ownpal = 1
sprpriority = -5
scale = .5,.5
pausemovetime = 9999
supermovetime = 9999

[state 7000]
type = DestroySelf
trigger1 = time

[statedef 56750]
type = S
ctrl = 0
velset = 0,0
anim = 90000

[state 801]
type = AssertSpecial
trigger1 = roundstate<3
flag = NoMusic
flag2 = nobg
flag3 = nofg

[state 801]
type = AssertSpecial
trigger1 = roundstate>=3
flag = NoMusic

[state 6750]
type = AllPalFX
trigger1 = time<25
add = -10*time,-10*time,-10*time
time=1

[state 6750]
type = AllPalFX
trigger1 = time=[26,49]
add = -255,-255,-255
time=1

[state 6750]
type = AllPalFX
trigger1 = time=[50,81]
add = -255+8*(time-50),-255+8*(time-50),-255+8*(time-50)
time=1

[state 6750]
type = AllPalFX
trigger1 = time>=98
add = 8*(time-98),8*(time-98),8*(time-98)
time=1

[state 6750]
type = AllPalFX
trigger1 = time>=128
add = 255,255,255
time=1

[state 3510]
type = Pause
trigger1 = Time=24
time = 115
movetime = 115

[state 3510]
type = Explod
trigger1 = Time=50
anim = 56753
id = 6753
pos = 0,0
postype = left
ownpal = 1
ontop = 1
bindtime = -1
pausemovetime=80
scale = 320,240

[state 3510]
type = Explod
trigger1 = Time=50
anim = 56750
id = 6750
pos = 160,240
postype = left
ownpal = 1
ontop = 1
sprpriority = 99
bindtime = -1
pausemovetime=80
scale = const(size.xscale),const(size.yscale)

[state 3510]
type = Explod
trigger1 = Time=50
anim = 56751
id = 6751
pos = 160,240
postype = left
ownpal = 1
ontop = 1
sprpriority = 99
bindtime = -1
pausemovetime=80
scale = const(size.xscale),const(size.yscale)

[state 3510]
type = Explod
trigger1 = Time=50
anim = 56752
id = 6752
pos = 160,240
postype = left
ownpal = 1
ontop = 1
sprpriority = 99
bindtime = -1
pausemovetime=80
scale = const(size.xscale),const(size.yscale)

;
[state 190]
type = Explod
trigger1 = Time=90
id = 6807
anim = 56807
pos = 145,177
postype = left
ownpal = 1
ontop = 1
sprpriority = 99
bindtime = -1
pausemovetime=30
scale = const(size.xscale),const(size.yscale)

[state -2]
type = RemoveExplod
trigger1 = Time=140

[state -2]
type = DestroySelf
trigger1 = Time=140

;OOOOOOOOOOO
;KEZqbgXp[N1-2
[statedef 57120]
ctrl = 0
anim = 57120
sprpriority = 99

[state 7120]
type = varset
trigger1 = !time
var(0) = parent,var(0)

[state 7120]
type = Assertspecial
trigger1 = 1
flag = noshadow

[state 7120,trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-(time)*17,256

[state 7120,AngleDraw]
type = AngleDraw
trigger1 = 1
value = var(0)*2.5+90
scale = (.5-.01*time)*const(size.xscale)*2,(.75+.05*time)*const(size.yscale)*2

[state 7000]
type = DestroySelf
trigger1 = AnimTime=0

;OOOOOOOOOOO
;KEZqbgXp[N2-1
[statedef 57121]
ctrl = 0
anim = 57123
sprpriority = 99

[state 7120]
type = varset
trigger1 = !time
var(0) = parent,var(10)

[state 7200]
type = Assertspecial
trigger1 = 1
flag = noshadow

[state 7505]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-(time)*11,256

[state 7200]
type = AngleDraw
trigger1 = 1
value = var(0)*2.5
scale = (.3+.02*time)*const(size.xscale)*2,(4.0+.25*time)*const(size.yscale)*2

[state 7000]
type = DestroySelf
trigger1 = AnimTime=0

;OOOOOOOOOOO
;KEZqbgXp[N2-2
[statedef 57122]
ctrl = 0
anim = 57123
sprpriority = 99

[state 7120]
type = varset
trigger1 = !time
var(0) = parent,var(10)

[state 7200]
type = Assertspecial
trigger1 = 1
flag = noshadow

[state 7505]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-(time)*11,256

[state 7200]
type = AngleDraw
trigger1 = 1
value = var(0)*2.5+90
scale = (.3+.02*time)*const(size.xscale)*2,(4.0+.25*time)*const(size.yscale)*2

[state 7000]
type = DestroySelf
trigger1 = AnimTime=0

;OOOOOOOOOOO
;qbgXp[N{
[statedef 57100]
ctrl = 0
anim = 57120
sprpriority = 100

[state 7100]
type = VarSet
trigger1 = !time
var(16) = parent,var(16)

[state 7200]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

;KEZpx_
[state 7120]
type = varset
trigger1 = !time&&(parent,var(16)=[10,15])
var(0) = random%72

;KEZ2px_
[state 7120]
type = varset
trigger1 = !time&&(parent,var(16)=[10,15])
var(10) = var(0)-12+random%24

;KEZ
[state 7505]
type = Trans
trigger1 = (var(16)=[10,15])
trans = addalpha
alpha = 256-(time)*17,256

;KEZgk
[state 7200]
type = AngleDraw
trigger1 = (var(16)=[10,15])
value = var(0)*2.5
scale = (.5-.01*time)*const(size.xscale)*2,(.75+.05*time)*const(size.yscale)*2

;KEZGtFNg
[state 7000]
type = Explod
trigger1 = time=0&&(parent,var(16)=[10,15])
id = 7121
anim = 57121
pos = 0,0
postype = p1
ignorehitpause=1
ownpal = 1
persistent=0
sprpriority = 6
ontop = 1
scale = 1*const(size.xscale),1*const(size.yscale)
pausemovetime=99999
supermovetime=99999

;KEZGtFNggk
[state 7200]
type = ModifyExplod
trigger1 = (var(16)=[10,15])
id = 7121
scale = (1.25+.0125*time)*const(size.xscale),(1.25+.0125*time)*const(size.yscale)

;KEZGtFNg2
[state 7000]
type = Explod
trigger1 = time=0&&(parent,var(16)=[10,15])
id = 7122
anim = 57122
pos = 0,0
postype = p1
ignorehitpause=1
ownpal = 1
persistent=0
sprpriority = 6
ontop = 1
scale = 1.25*const(size.xscale),1.25*const(size.yscale)
pausemovetime=99999
supermovetime=99999

;KEZ1-2
[state 7000]
type = Helper
trigger1 = time=0&&(parent,var(16)=[10,15])
id = 57120
stateno=57120
pos = 0,0;parent,var(17),parent,var(18)
postype = p1
ignorehitpause=1
ownpal = 1
persistent=0
sprpriority = 6
ontop = 1
pausemovetime=99999
supermovetime=99999

;KEZ2-1
[state 7000]
type = Helper
trigger1 = time=0&&(parent,var(16)=[10,15])
id = 57121
stateno=57121
pos = 0,0;parent,var(17),parent,var(18)
postype = p1
ignorehitpause=1
ownpal = 1
persistent=0
sprpriority = 6
ontop = 1
pausemovetime=99999
supermovetime=99999

;KEZ2-2
[state 7000]
type = Helper
trigger1 = time=0&&(parent,var(16)=[10,15])
id = 57122
stateno=57122
pos = 0,0;parent,var(17),parent,var(18)
postype = p1
ignorehitpause=1
ownpal = 1
persistent=0
sprpriority = 6
ontop = 1
pausemovetime=99999
supermovetime=99999

[state 7000]
type = DestroySelf
trigger1 = (var(16)=[10,15])&&time>15
















































































;---------------------------------------------------------------------------
; Jump Down (empty state for compatibility)
[Statedef 60051]
type    = A
anim = 60044

[state samsara]
type=modifyexplod
trigger1=time<24
ID = 63600
scale=1.2+.055*time,1.2+.055*time
trans=addalpha
alpha=256-10*time,256
[state samsara]
type=modifyexplod
trigger1=time<24
ID = 63601
scale=1+.05*time,1+.05*time
trans=addalpha
alpha=256-10*time,256
[state samsara]
type=modifyexplod
trigger1=time<24
ID = 63606
scale=1+.05*time,1+.05*time
trans=addalpha
alpha=256-10*time,256

[state 600]
type = VelAdd
trigger1 = time>23
y = .51

[state 600]
type = ChangeState
trigger1 = Vel Y>0 && Pos Y>=0
value = 60052

;---------------------------------------------------------------------------
; Jump Land
[Statedef 60052]
type    = S
physics = S
ctrl = 0
anim = 60047

[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

;---------------------[ʉ]
[State 191, Snd 1];n
type = PlaySnd
trigger1 = time = 0
value = 47,0

;---------------------[wp[]
[state a];nGtFNg
type = Helper
trigger1 = time = 0
id = 6005
name = "land"
pos = 0 , 0
postype = p1
stateno = 6005
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[State -2, 0]
type = turn
triggerall = p2dist X < -1
trigger1 = time = 2

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 60105

;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 60100]
type    = S
physics = S
anim = 60100
sprpriority = 1
ctrl = 0

[State 170, 1]
type =HitBy
trigger1 = 1
time=-1
value =
[state t]
type = Turn
trigger1 = !time&&P2dist X<0

[State 100 , 0]
type = Explod
trigger1 = time >= 0
trigger1 = Time%7 = 6
anim = 6010
postype = p1
pos = 0,6
sprpriority = 8
bindtime = 1
ownpal = 1
scale = 0.5,0.5
ID = 6010

[State 200, 1]
type = PlaySnd
trigger1 = Time%10 = 5
value = s100, 1

[State 100, 1]
type = VelSet
trigger1 = time >= 0
x = 7.9+ifelse(Time <= 25,Time * 0.2,5)

[State 100, 1]
type = VelSet
trigger1 = Vel X >= (7.9+5)
x = (7.9+5)

[State 100 , 5]
type = ChangeState
trigger1 = (p2dist x=[-50,50])||rootdist x=[-50,50]
value = 60101
[State 9001, 5]
type = destroyself
trigger1 = FrontEdgeDist<-200

;---------------------------------------------------------------------------------------------
;_bVXgbv
[Statedef 60101]
type    = S
physics = N
Anim = 60101
ctrl = 0

[State 100, 0]
type = PlaySnd
trigger1 = Animelem = 1
value = 100, 2

[State 100, 1]
type = Velmul
trigger1 = time >= 0
trigger1 = Vel X > 0
x = 0.9

[State 100, 2]
type = Velset
trigger1 = time = 0
x = 5

[State 100, 2]
type = Velset
trigger1 = time >= 1
trigger1 = Vel X <= 0.01
x = 0

[State 100, 3]
type = ChangeState
trigger1 = animtime = 0
value = 63500-1000*(random%3=0)

;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 60105]
type    = A
physics = N
ctrl = 0
anim = 60105
sprpriority = 1
poweradd = 0

[State 00]
type = PlaySnd
trigger1 = time = 0
value = 100, 0

[State 00]
type = PlaySnd
trigger1 = time = 0
value = 101, random%4
channel = 0
lowpriority = 1

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = -5.3

[State 9001, 5]
type = destroyself
trigger1 = backEdgeDist<-200

;---------------------------------------------------------------------------
;_
[Statedef 63500]
movetype = A
anim = 63500
sprpriority = 0
velset=0,0

;---------------------[BASARAZ]
[state a];BASARAZGtFNg
type = Helper
trigger1 = animelem=6
id = 66200
name = "BASARA"
pos = 0 , 0
postype = p1
stateno = 6200
helpertype = normal
pausemovetime = 999
supermovetime = 99999
keyctrl = 0 
ownpal = 1

[State 2000, 2]
type = superPause
trigger1 = animelem=6
time = 54
movetime = 54
anim = -1
sound = -1,-1
darken = 0
unhittable = 0
p2defmul = 1

[state a]
type = velset
trigger1 = animelem=8
y=-8
[state a]
type = velset
trigger1 = time=65
y=0

[State 100 , 0]
type = Explod
trigger1 = time=65
anim = 63600
pos = 13,-74
sprpriority = 0
bindtime = -1
ownpal = 1
ID = 63600
removetime=84
[State 100 , 0]
type = Explod
trigger1 = time=65
anim = 63606
pos = 13,-74
sprpriority = 5
bindtime = -1
ownpal = 1
ID = 63606
removetime=84
[State 100 , 0]
type = Explod
trigger1 = time=65
anim = 63601
pos = 13,-74
sprpriority = 0
bindtime = -1
ownpal = 1
ID = 63601
removetime=84
[State 100 , 0]
type = Explod
trigger1 = time>64
anim = 63626
pos = 13,-74
sprpriority = 5*(random%2=0)
ownpal = 1
random=100,100
vel=5-random%11,5-random%11
scale=.2,.2
[State 100 , 0]
type = Explod
trigger1 = time>64
anim = 63626
pos = 13,-74
sprpriority = 5*(random%2=0)
ownpal = 1
random=100,100
vel=5-random%11,5-random%11
scale=.4,.4
[state a]
type = Helper
trigger1 = time=65
pos = 13,-74
stateno = 63602
ownpal = 1
[state a]
type = Helper
trigger1 = time=65
pos = 13,-74
stateno = 63602
ownpal = 1
id=63603

[state samsara]
type=modifyexplod
trigger1=fvar(36):=.0025
trigger1=gametime%58!=00
trigger1=fvar(36):=.005
trigger1=gametime%58!=01
trigger1=fvar(36):=.0075
trigger1=gametime%58!=02
trigger1=fvar(36):=.01
trigger1=gametime%58!=03
trigger1=fvar(36):=.0125
trigger1=gametime%58!=04
trigger1=fvar(36):=.015
trigger1=gametime%58!=05
trigger1=fvar(36):=.0175
trigger1=gametime%58!=06
trigger1=fvar(36):=.02
trigger1=gametime%58!=07
trigger1=fvar(36):=.0225
trigger1=gametime%58!=08
trigger1=fvar(36):=.025
trigger1=gametime%58!=09
trigger1=fvar(36):=.0275
trigger1=gametime%58!=10
trigger1=fvar(36):=.03
trigger1=gametime%58!=11
trigger1=fvar(36):=.0325
trigger1=gametime%58!=12
trigger1=fvar(36):=.035
trigger1=gametime%58!=13
trigger1=fvar(36):=.0375
trigger1=gametime%58!=14
trigger1=fvar(36):=.04
trigger1=gametime%58!=15
trigger1=fvar(36):=.0425
trigger1=gametime%58!=16
trigger1=fvar(36):=.045
trigger1=gametime%58!=17
trigger1=fvar(36):=.0475
trigger1=gametime%58!=18
trigger1=fvar(36):=.05
trigger1=gametime%58!=19
trigger1=fvar(36):=.0525
trigger1=gametime%58!=20
trigger1=fvar(36):=.055
trigger1=gametime%58!=21
trigger1=fvar(36):=.0575
trigger1=gametime%58!=22
trigger1=fvar(36):=.06
trigger1=gametime%58!=23
trigger1=fvar(36):=.0625
trigger1=gametime%58!=24
trigger1=fvar(36):=.065
trigger1=gametime%58!=25
trigger1=fvar(36):=.0675
trigger1=gametime%58!=26
trigger1=fvar(36):=.07
trigger1=gametime%58!=27
trigger1=fvar(36):=.0725
trigger1=gametime%58!=28
trigger1=fvar(36):=.075
trigger1=gametime%58!=29
trigger1=fvar(36):=.0725
trigger1=gametime%58!=30
trigger1=fvar(36):=.07
trigger1=gametime%58!=31
trigger1=fvar(36):=.0675
trigger1=gametime%58!=32
trigger1=fvar(36):=.065
trigger1=gametime%58!=33
trigger1=fvar(36):=.0625
trigger1=gametime%58!=34
trigger1=fvar(36):=.06
trigger1=gametime%58!=35
trigger1=fvar(36):=.0575
trigger1=gametime%58!=36
trigger1=fvar(36):=.055
trigger1=gametime%58!=37
trigger1=fvar(36):=.0525
trigger1=gametime%58!=38
trigger1=fvar(36):=.05
trigger1=gametime%58!=39
trigger1=fvar(36):=.0475
trigger1=gametime%58!=40
trigger1=fvar(36):=.045
trigger1=gametime%58!=41
trigger1=fvar(36):=.0425
trigger1=gametime%58!=42
trigger1=fvar(36):=.04
trigger1=gametime%58!=43
trigger1=fvar(36):=.0375
trigger1=gametime%58!=44
trigger1=fvar(36):=.035
trigger1=gametime%58!=45
trigger1=fvar(36):=.0325
trigger1=gametime%58!=46
trigger1=fvar(36):=.03
trigger1=gametime%58!=47
trigger1=fvar(36):=.0275
trigger1=gametime%58!=48
trigger1=fvar(36):=.025
trigger1=gametime%58!=49
trigger1=fvar(36):=.0225
trigger1=gametime%58!=50
trigger1=fvar(36):=.02
trigger1=gametime%58!=51
trigger1=fvar(36):=.0175
trigger1=gametime%58!=52
trigger1=fvar(36):=.015
trigger1=gametime%58!=53
trigger1=fvar(36):=.0125
trigger1=gametime%58!=54
trigger1=fvar(36):=.01
trigger1=gametime%58!=55
trigger1=fvar(36):=.0075
trigger1=gametime%58!=56
trigger1=fvar(36):=.005
trigger1=gametime%58!=57
trigger2=1
ID = 63600
scale=1.2+fvar(36),1.2+fvar(36)
trans=add
[state samsara]
type=modifyexplod
trigger1=fvar(36):=.0025
trigger1=gametime%58!=00
trigger1=fvar(36):=.005
trigger1=gametime%58!=01
trigger1=fvar(36):=.0075
trigger1=gametime%58!=02
trigger1=fvar(36):=.01
trigger1=gametime%58!=03
trigger1=fvar(36):=.0125
trigger1=gametime%58!=04
trigger1=fvar(36):=.015
trigger1=gametime%58!=05
trigger1=fvar(36):=.0175
trigger1=gametime%58!=06
trigger1=fvar(36):=.02
trigger1=gametime%58!=07
trigger1=fvar(36):=.0225
trigger1=gametime%58!=08
trigger1=fvar(36):=.025
trigger1=gametime%58!=09
trigger1=fvar(36):=.0275
trigger1=gametime%58!=10
trigger1=fvar(36):=.03
trigger1=gametime%58!=11
trigger1=fvar(36):=.0325
trigger1=gametime%58!=12
trigger1=fvar(36):=.035
trigger1=gametime%58!=13
trigger1=fvar(36):=.0375
trigger1=gametime%58!=14
trigger1=fvar(36):=.04
trigger1=gametime%58!=15
trigger1=fvar(36):=.0425
trigger1=gametime%58!=16
trigger1=fvar(36):=.045
trigger1=gametime%58!=17
trigger1=fvar(36):=.0475
trigger1=gametime%58!=18
trigger1=fvar(36):=.05
trigger1=gametime%58!=19
trigger1=fvar(36):=.0525
trigger1=gametime%58!=20
trigger1=fvar(36):=.055
trigger1=gametime%58!=21
trigger1=fvar(36):=.0575
trigger1=gametime%58!=22
trigger1=fvar(36):=.06
trigger1=gametime%58!=23
trigger1=fvar(36):=.0625
trigger1=gametime%58!=24
trigger1=fvar(36):=.065
trigger1=gametime%58!=25
trigger1=fvar(36):=.0675
trigger1=gametime%58!=26
trigger1=fvar(36):=.07
trigger1=gametime%58!=27
trigger1=fvar(36):=.0725
trigger1=gametime%58!=28
trigger1=fvar(36):=.075
trigger1=gametime%58!=29
trigger1=fvar(36):=.0725
trigger1=gametime%58!=30
trigger1=fvar(36):=.07
trigger1=gametime%58!=31
trigger1=fvar(36):=.0675
trigger1=gametime%58!=32
trigger1=fvar(36):=.065
trigger1=gametime%58!=33
trigger1=fvar(36):=.0625
trigger1=gametime%58!=34
trigger1=fvar(36):=.06
trigger1=gametime%58!=35
trigger1=fvar(36):=.0575
trigger1=gametime%58!=36
trigger1=fvar(36):=.055
trigger1=gametime%58!=37
trigger1=fvar(36):=.0525
trigger1=gametime%58!=38
trigger1=fvar(36):=.05
trigger1=gametime%58!=39
trigger1=fvar(36):=.0475
trigger1=gametime%58!=40
trigger1=fvar(36):=.045
trigger1=gametime%58!=41
trigger1=fvar(36):=.0425
trigger1=gametime%58!=42
trigger1=fvar(36):=.04
trigger1=gametime%58!=43
trigger1=fvar(36):=.0375
trigger1=gametime%58!=44
trigger1=fvar(36):=.035
trigger1=gametime%58!=45
trigger1=fvar(36):=.0325
trigger1=gametime%58!=46
trigger1=fvar(36):=.03
trigger1=gametime%58!=47
trigger1=fvar(36):=.0275
trigger1=gametime%58!=48
trigger1=fvar(36):=.025
trigger1=gametime%58!=49
trigger1=fvar(36):=.0225
trigger1=gametime%58!=50
trigger1=fvar(36):=.02
trigger1=gametime%58!=51
trigger1=fvar(36):=.0175
trigger1=gametime%58!=52
trigger1=fvar(36):=.015
trigger1=gametime%58!=53
trigger1=fvar(36):=.0125
trigger1=gametime%58!=54
trigger1=fvar(36):=.01
trigger1=gametime%58!=55
trigger1=fvar(36):=.0075
trigger1=gametime%58!=56
trigger1=fvar(36):=.005
trigger1=gametime%58!=57
trigger2=1
ID = 63601
scale=1.2+fvar(36),1.2+fvar(36)
trans=add
[state samsara]
type=modifyexplod
trigger1=time<73
ID = 63600
scale=.15*(time-64),.15*(time-64)
trans=addalpha
alpha=32*(time-64),256
[state samsara]
type=modifyexplod
trigger1=time<73
ID = 63601
scale=.15*(time-64),.15*(time-64)
trans=addalpha
alpha=32*(time-64),256
[state samsara]
type=modifyexplod
trigger1=time<73
ID = 63606
scale=.15*(time-64),.15*(time-64)
trans=addalpha
alpha=32*(time-64),256

[State 1000, 7]
type = allpalfx
trigger1 = time>107
add=16*(time-107),16*(time-107),16*(time-107)
time=1
[State 1000, 7]
type = palfx
trigger1 = time>64
add=230,230,230
time=1
persistent=2

[state a]
type = AssertSpecial
trigger1 = 1
flag = unguardable
[state samsara]
type=hitdef
trigger1=1
affectteam=b
attr=,aa,ap,at
ground.cornerpush.veloff=0
hitflag=adfhmlp
hitonce=0
hitsound=s37100,2
p2stateno=63510
palfx.add=64,64,128
palfx.color=0
palfx.invertall=0
palfx.mul=256,256,256
palfx.sinadd=150,150,150,5
palfx.time=124-time
priority=7,hit
sparkno=s-1
[State 1000, 3];KEqbgGtFNg}[N
type = helper
trigger1=fvar(36):=abs(pos x-root,pos x)*ifelse(frontedgedist<ifelse((facing=root,facing),(root,frontedgedist),(root,backedgedist)),-1,1)||1
trigger1=fvar(37):=root,pos y-pos y
trigger1=0
trigger2=numtarget
trigger2=root,stateno=63510
id = 7000
pos = floor(fvar(36)),floor(fvar(37)+.5*root,const(size.head.pos.y))
priority = 2
stateno = 7005
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
persistent=0
[State 1000, 3];KEqbgGtFNg}[N
type = helper
triggerall=numpartner
trigger1=fvar(36):=abs(pos x-partner,pos x)*ifelse(frontedgedist<ifelse((facing=partner,facing),(partner,frontedgedist),(partner,backedgedist)),-1,1)||1
trigger1=fvar(37):=partner,pos y-pos y
trigger1=0
trigger2=numtarget
trigger2=partner,stateno=63510
id = 7000
pos = floor(fvar(36)),floor(fvar(37)+.5*partner,const(size.head.pos.y))
priority = 2
stateno = 7005
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
persistent=0
[State 1000, 3];KEqbgGtFNg}[N
type = helper
trigger1=fvar(36):=abs(pos x-enemy,pos x)*ifelse(frontedgedist<ifelse((facing=enemy,facing),(enemy,frontedgedist),(enemy,backedgedist)),-1,1)||1
trigger1=fvar(37):=enemy,pos y-pos y
trigger1=0
trigger2=numtarget
trigger2=enemy,stateno=63510
id = 7000
pos = floor(fvar(36)),floor(fvar(37)+.5*enemy,const(size.head.pos.y))
priority = 2
stateno = 7005
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
persistent=0
[State 1000, 3];KEqbgGtFNg}[N
type = helper
triggerall=numenemy=2
trigger1=fvar(36):=abs(pos x-enemy(1),pos x)*ifelse(frontedgedist<ifelse((facing=enemy(1),facing),(enemy(1),frontedgedist),(enemy(1),backedgedist)),-1,1)||1
trigger1=fvar(37):=enemy(1),pos y-pos y
trigger1=0
trigger2=numtarget
trigger2=enemy(1),stateno=63510
id = 7000
pos = floor(fvar(36)),floor(fvar(37)+.5*enemy(1),const(size.head.pos.y))
priority = 2
stateno = 7005
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
persistent=0

[State 1000, 7]
type = ChangeState
trigger1=numtarget
trigger1=var(59):=1
trigger1=0
trigger2=time=124&&var(59)
value = 63501
[State 1000, 7] ;I
type = ChangeState
trigger1 = time=124
value = 60051

;---------------------------------------------------------------------------
[Statedef 63501]
anim=63501
movetype=a
sprpriority = 0

[State 1000, 7]
type = allpalfx
trigger1 = time<8
add=256-32*time,256-32*time,256-32*time
time=1

[state samsara]
type=modifyexplod
trigger1=time<24
ID = 63600
scale=1.2+.055*time,1.2+.055*time
trans=addalpha
alpha=256-10*time,256
[state samsara]
type=modifyexplod
trigger1=time<24
ID = 63601
scale=1+.05*time,1+.05*time
trans=addalpha
alpha=256-10*time,256
[state samsara]
type=modifyexplod
trigger1=time<24
ID = 63606
scale=1+.05*time,1+.05*time
trans=addalpha
alpha=256-10*time,256
[State 1000, 7]
type = palfx
trigger1 = time<24
add=230,230,230
time=1
persistent=2

[State 1000, 7]
type = posset
trigger1 = 1
x=-40+80*(teamside=2)
y=160-screenpos y+pos y

[state t]
type = Turn
trigger1 = !time&&(pos x<0&&facing!=1||pos x>0&&facing!=-1)

[State 100 , 0]
type = Explod
trigger1 = !time
anim = 63611
sprpriority = -1
bindtime = -1
ownpal = 1
ID = 63611
removetime=224+58
scale=.5,.5

[state samsara]
type=modifyexplod
trigger1=1
ID = 63611
postype=back
pos = 160,240+ifelse(time<20,460-20*time,60)

[state a]
type = envcolor
trigger1 = time>19
persistent=8
[state samsara]
type=explod
trigger1 = time>19
trigger1 = fvar(36):=random%21*.1||1
anim=63621+random%5
ownpal=1
pos = -26,-84
scale=1+fvar(36),1+fvar(36)
sprpriority=5
bindtime = -1
facing=1-2*(random%2=0)
vfacing=1-2*(random%2=0)
random=200,150
[State 100 , 0]
type = Explod
trigger1 = time=20
anim = 63607
pos = -26,-84
sprpriority = 0
bindtime = -1
ownpal = 1
ID = 63607
removetime=203
[state a]
type = Helper
trigger1 = time>19
pos = -26,-84
stateno = 63605
ownpal = 1
persistent=8
[state a]
type = Helper
trigger1 = time>19
trigger1=fvar(36):=target,const(size.mid.pos.y)||1
pos = 70+random%21,-60+floor(fvar(36))+10-random%21
stateno = 63608
ownpal = 1
persistent=8
[state a]
type = Helper
trigger1 = time>19
pos = -26,-84
stateno = 63609
ownpal = 1
persistent=8
id=63609
[State 1000, 7]
type = playsnd
trigger1 = time>19
freqmul=1+random%11*.1
channel=16
value = 400,2+random%4
persistent=12
[state a]
type = playsnd
trigger1 = time=20
value=63501,0
volume=255

[state samsara]
type=modifyexplod
trigger1=fvar(36):=.0025
trigger1=gametime%58!=00
trigger1=fvar(36):=.005
trigger1=gametime%58!=01
trigger1=fvar(36):=.0075
trigger1=gametime%58!=02
trigger1=fvar(36):=.01
trigger1=gametime%58!=03
trigger1=fvar(36):=.0125
trigger1=gametime%58!=04
trigger1=fvar(36):=.015
trigger1=gametime%58!=05
trigger1=fvar(36):=.0175
trigger1=gametime%58!=06
trigger1=fvar(36):=.02
trigger1=gametime%58!=07
trigger1=fvar(36):=.0225
trigger1=gametime%58!=08
trigger1=fvar(36):=.025
trigger1=gametime%58!=09
trigger1=fvar(36):=.0275
trigger1=gametime%58!=10
trigger1=fvar(36):=.03
trigger1=gametime%58!=11
trigger1=fvar(36):=.0325
trigger1=gametime%58!=12
trigger1=fvar(36):=.035
trigger1=gametime%58!=13
trigger1=fvar(36):=.0375
trigger1=gametime%58!=14
trigger1=fvar(36):=.04
trigger1=gametime%58!=15
trigger1=fvar(36):=.0425
trigger1=gametime%58!=16
trigger1=fvar(36):=.045
trigger1=gametime%58!=17
trigger1=fvar(36):=.0475
trigger1=gametime%58!=18
trigger1=fvar(36):=.05
trigger1=gametime%58!=19
trigger1=fvar(36):=.0525
trigger1=gametime%58!=20
trigger1=fvar(36):=.055
trigger1=gametime%58!=21
trigger1=fvar(36):=.0575
trigger1=gametime%58!=22
trigger1=fvar(36):=.06
trigger1=gametime%58!=23
trigger1=fvar(36):=.0625
trigger1=gametime%58!=24
trigger1=fvar(36):=.065
trigger1=gametime%58!=25
trigger1=fvar(36):=.0675
trigger1=gametime%58!=26
trigger1=fvar(36):=.07
trigger1=gametime%58!=27
trigger1=fvar(36):=.0725
trigger1=gametime%58!=28
trigger1=fvar(36):=.075
trigger1=gametime%58!=29
trigger1=fvar(36):=.0725
trigger1=gametime%58!=30
trigger1=fvar(36):=.07
trigger1=gametime%58!=31
trigger1=fvar(36):=.0675
trigger1=gametime%58!=32
trigger1=fvar(36):=.065
trigger1=gametime%58!=33
trigger1=fvar(36):=.0625
trigger1=gametime%58!=34
trigger1=fvar(36):=.06
trigger1=gametime%58!=35
trigger1=fvar(36):=.0575
trigger1=gametime%58!=36
trigger1=fvar(36):=.055
trigger1=gametime%58!=37
trigger1=fvar(36):=.0525
trigger1=gametime%58!=38
trigger1=fvar(36):=.05
trigger1=gametime%58!=39
trigger1=fvar(36):=.0475
trigger1=gametime%58!=40
trigger1=fvar(36):=.045
trigger1=gametime%58!=41
trigger1=fvar(36):=.0425
trigger1=gametime%58!=42
trigger1=fvar(36):=.04
trigger1=gametime%58!=43
trigger1=fvar(36):=.0375
trigger1=gametime%58!=44
trigger1=fvar(36):=.035
trigger1=gametime%58!=45
trigger1=fvar(36):=.0325
trigger1=gametime%58!=46
trigger1=fvar(36):=.03
trigger1=gametime%58!=47
trigger1=fvar(36):=.0275
trigger1=gametime%58!=48
trigger1=fvar(36):=.025
trigger1=gametime%58!=49
trigger1=fvar(36):=.0225
trigger1=gametime%58!=50
trigger1=fvar(36):=.02
trigger1=gametime%58!=51
trigger1=fvar(36):=.0175
trigger1=gametime%58!=52
trigger1=fvar(36):=.015
trigger1=gametime%58!=53
trigger1=fvar(36):=.0125
trigger1=gametime%58!=54
trigger1=fvar(36):=.01
trigger1=gametime%58!=55
trigger1=fvar(36):=.0075
trigger1=gametime%58!=56
trigger1=fvar(36):=.005
trigger1=gametime%58!=57
trigger2=1
ID = 63607
scale=1.2+fvar(36),1.2+fvar(36)
trans=add
[state samsara]
type=modifyexplod
trigger1=time<28
ID = 63607
scale=.15*(time-20),.15*(time-20)
trans=addalpha
alpha=32*(time-20),256
[state samsara]
type=modifyexplod
trigger1=time>199
ID = 63607
scale=1.2+.055*(time-199),1.2+.055*(time-199)
trans=addalpha
alpha=256-10*(time-199),256

[state a]
type = AssertSpecial
trigger1 = 1
flag = nomusic
[state a]
type = AssertSpecial
trigger1=!enemy,alive&&numenemy=1||!enemy,alive&&!enemy(numenemy=2),alive&&numenemy=2||!root,alive
flag = noko
[State 191, Snd 1];y
type = PlaySnd
trigger1 = 1
value = 6200,99
persistent = 0
loop = 1

[state samsara]
type=helper
trigger1=!numhelper(169992)
id=169992
pausemovetime=2147483647
stateno=169992
supermovetime=2147483647
[state samsara]
type=helper
trigger1=!numhelper(69990)
id=69990
pausemovetime=2147483647
stateno=69990
supermovetime=2147483647
[state samsara]
type=helper
trigger1=!numhelper(69991)&&numenemy=2
id=69991
pausemovetime=2147483647
stateno=69990
supermovetime=2147483647
[state samsara]
type=helper
trigger1=!numhelper(69992)
id=69992
pausemovetime=2147483647
stateno=69990
supermovetime=2147483647
[state samsara]
type=assertspecial
trigger1=1
flag=unguardable
[state samsara]
type=hitdef
trigger1=1
affectteam=b
air.velocity=0,100
attr=,aa,ap,at
damage=-2147483647
fall=1
fall.damage=-2147483647
fall.recover=0
fall.recovertime=2147483647
givepower=-114191190999433215
ground.cornerpush.veloff=0
ground.type=trip
ground.velocity=0,100
hitflag=adfhmlp
hitonce=0
hitsound=s-1
p2facing=1-2*(random%2)
palfx.add=64,64,128
palfx.color=0
palfx.invertall=0
palfx.mul=256,256,256
palfx.sinadd=150,150,150,5
palfx.time=2
pausetime=0,2147483647
priority=7,hit
sparkno=s-1
[State 1000, 7]
type = targetstate
trigger1 = !time
value = 63511

[State 1000, 7]
type = ChangeState
trigger1 = time=223
value = 63502

;---------------------------------------------------------------------------
[Statedef 63502]
anim=63502
movetype=a
sprpriority = 0

[State 1000, 7]
type = palfx
trigger1 = time=[6,29]
add=230,230,230
time=1
persistent=2
[State 1000, 7]
type = allpalfx
trigger1 = time>5
mul=ifelse(time>38,0,256-8*(time-6)),ifelse(time>38,0,256-8*(time-6)),ifelse(time>38,0,256-8*(time-6))
time=1

[State 1000, 7]
type = posset
trigger1 = 1
x=-40+80*(teamside=2)
y=ifelse(time<6,160,160+2*(time-5))-screenpos y+pos y

[State 100 , 0]
type = Explod
trigger1 = time=6
anim = 63600
pos = 3,-91
sprpriority = 0
bindtime = -1
ownpal = 1
ID = 63600
removetime=24
[State 100 , 0]
type = Explod
trigger1 = time=6
anim = 63607
pos = 3,-91
sprpriority = 0
bindtime = -1
ownpal = 1
ID = 63600
removetime=24
[State 100 , 0]
type = Explod
trigger1 = time=6
anim = 63606
pos = 3,-91
sprpriority = 5
bindtime = -1
ownpal = 1
ID = 63606
removetime=24
[State 100 , 0]
type = Explod
trigger1 = time=6
anim = 63601
pos = 3,-91
sprpriority = 6
bindtime = -1
ownpal = 1
ID = 63601
removetime=24
[state a]
type = Helper
trigger1 = time=6
pos = 3,-91
stateno = 63602
ownpal = 1
[state a]
type = Helper
trigger1 = time=6
pos = 3,-91
stateno = 63602
ownpal = 1
id=63603
[state a]
type = Helper
trigger1=time=6&&root,stateno=63511
stateno = 7005
ownpal = 1
id = 7000
size.xscale = 0.5
size.yscale = 0.5
priority = 2
pos = 65+random%31,-45+random%31+root,const(size.mid.pos.y)
[state a]
type = Helper
trigger1=numpartner
trigger1=time=6&&partner,stateno=63511
stateno = 7005
ownpal = 1
id = 7000
size.xscale = 0.5
size.yscale = 0.5
priority = 2
pos = 65+random%31,-45+random%31+partner,const(size.mid.pos.y)
[state a]
type = Helper
trigger1=time=6&&enemy,stateno=63511
stateno = 7005
ownpal = 1
id = 7000
size.xscale = 0.5
size.yscale = 0.5
priority = 2
pos = 65+random%31,-45+random%31+enemy,const(size.mid.pos.y)
[state a]
type = Helper
trigger1=numenemy=2
trigger1=time=6&&enemy(1),stateno=63511
stateno = 7005
ownpal = 1
id = 7000
size.xscale = 0.5
size.yscale = 0.5
priority = 2
pos = 65+random%31,-45+random%31+enemy(1),const(size.mid.pos.y)
[State 1000, 7]
type = playsnd
trigger1 = time=6
value = 37100,2

[state samsara]
type=modifyexplod
trigger1=time<30
ID = 63600
scale=1.2+.055*(time-5),1.2+.055*(time-5)
trans=addalpha
alpha=256-10*time,256
[state samsara]
type=modifyexplod
trigger1=time<30
ID = 63601
scale=1+.05*(time-5),1+.05*(time-5)
trans=addalpha
alpha=256-10*time,256
[state samsara]
type=modifyexplod
trigger1=time<30
ID = 63606
scale=1+.05*(time-5),1+.05*(time-5)
trans=addalpha
alpha=256-10*time,256

[state samsara]
type=modifyexplod
trigger1=time>5
ID = 63611
postype=back
pos = 160,300+10*time

[state a]
type = AssertSpecial
trigger1 = 1
flag = nomusic
[state a]
type = AssertSpecial
trigger1=!enemy,alive&&numenemy=1||!enemy,alive&&!enemy(numenemy=2),alive&&numenemy=2||!root,alive
flag = noko

[state samsara]
type=helper
trigger1=!numhelper(169992)
id=169992
pausemovetime=2147483647
stateno=169992
supermovetime=2147483647
[state samsara]
type=helper
trigger1=!numhelper(69990)
id=69990
pausemovetime=2147483647
stateno=69990
supermovetime=2147483647
[state samsara]
type=helper
trigger1=!numhelper(69991)&&numenemy=2
id=69991
pausemovetime=2147483647
stateno=69990
supermovetime=2147483647
[state samsara]
type=helper
trigger1=!numhelper(69992)
id=69992
pausemovetime=2147483647
stateno=69990
supermovetime=2147483647
[state samsara]
type=assertspecial
trigger1=1
flag=unguardable
[state samsara]
type=hitdef
trigger1=1
affectteam=b
air.velocity=0,100
attr=,aa,ap,at
damage=-2147483647
fall=1
fall.damage=-2147483647
fall.recover=0
fall.recovertime=2147483647
givepower=-114191190999433215
ground.cornerpush.veloff=0
ground.type=trip
ground.velocity=0,100
hitflag=adfhmlp
hitonce=0
hitsound=s-1
p2facing=1-2*(random%2)
palfx.add=64,64,128
palfx.color=0
palfx.invertall=0
palfx.mul=256,256,256
palfx.sinadd=150,150,150,5
palfx.time=10
pausetime=0,2147483647
priority=7,hit
sparkno=s-1
[State 1000, 7]
type = targetstate
trigger1 = time=6
value = 63512

[State 1000, 7]
type = ChangeState
trigger1 = time=58
value = 63503

;---------------------------------------------------------------------------
[Statedef 63503]
anim=63503
sprpriority = 0

[State 1000, 7]
type = allpalfx
trigger1 = time<8
mul=32*time,32*time,32*time
time=1

[State 1000, 7]
type = posset
trigger1 = 1
x=0
y=225-screenpos y+pos y

[State 100 , 0]
type = Explod
trigger1 = !time
anim = 63612
sprpriority = -1
bindtime = -1
ownpal = 1
removetime=182
scale=.5,.5
postype=back
pos=160,240
[State 100 , 0]
type = Explod
trigger1 = !time
anim = 63612
sprpriority = -1
bindtime = -1
ownpal = 1
removetime=182
scale=.5,.5
postype=back
pos=160,240
facing=-1
[State 100 , 0]
type = Explod
trigger1 = animelem=55
anim = 63613
sprpriority = 5
bindtime = -1
ownpal = 1
pos=75,-45

[state a]
type = Helper
trigger1 = time<100
stateno = 63614
ownpal = 1
persistent=6
[state a]
type = Helper
trigger1 = animelem=55
stateno = 7005
ownpal = 1
id = 7000
size.xscale = 0.5
size.yscale = 0.5
priority = 2
pos=75,-45

[state a]
type = AssertSpecial
trigger1 = 1
flag = nomusic
[state a]
type = AssertSpecial
trigger1=!enemy,alive&&numenemy=1||!enemy,alive&&!enemy(numenemy=2),alive&&numenemy=2||!root,alive
flag = noko

[state a]
type = envcolor
trigger1 = animelem=55
under=1
time=10
[State 5110, 6]
type = EnvShake
trigger1 = animelem=55
time = 60
freq = 90
ampl = 5
phase = 90
[state a]
type = playsnd
trigger1 = animelem=55
freqmul=.8
value=23500,2
volume=200
[state a]
type = playsnd
trigger1 = animelem=55
freqmul=.8
value=30030,14
volume=200
[state a]
type = playsnd
trigger1 = animelem=55
value=63503,0
volume=255

[State 1000, 7]
type = targetstate
trigger1 = !time
value = 63513

[State 1000, 7]
type = ChangeState
trigger1 = !animtime
value = 63504

;---------------------------------------------------------------------------
[Statedef 63504]
anim=90000

[State 100 , 0]
type = Explod
trigger1 = !time
anim = 63615
sprpriority = -1
bindtime = -1
ownpal = 1
removetime=272
scale=.5,.501
postype=back
pos=160,241
[State 100 , 0]
type = Explod
trigger1 = !time
anim = 63616
sprpriority = -2
bindtime = -1
ownpal = 1
removetime=272
postype=back
pos=160,215

[State 5110, 6]
type = EnvShake
trigger1 = Time = 90
time = 20
freq = 120
ampl = 6
phase = 120

[State 100 , 0]
type = Explod
trigger1 = time=90
anim = 63617
sprpriority = 6
bindtime = -1
ownpal = 1
scale=.5,.5
postype=back
pos=180,240
[State 100 , 0]
type = Explod
trigger1 = time=90
anim = 63617
sprpriority = 4
bindtime = -1
ownpal = 1
postype=back
pos=200,240
[State 100 , 0]
type = Explod
trigger1 = time=90
anim = 63617
sprpriority = 6
bindtime = -1
ownpal = 1
scale=.5,.5
postype=back
pos=140,240
facing=-1
[State 100 , 0]
type = Explod
trigger1 = time=90
anim = 63617
sprpriority = 4
bindtime = -1
ownpal = 1
postype=back
pos=120,240
facing=-1
[State 100 , 0]
type = Explod
trigger1=fvar(36):=abs(pos x-target,pos x)*ifelse(frontedgedist<ifelse((facing=target,facing),(target,frontedgedist),(target,backedgedist)),-1,1)||1
trigger1=fvar(37):=target,pos y-pos y+target,const(size.mid.pos.y)
trigger1=0
trigger2=gametime%3=0
anim = 63627
sprpriority = 4
ownpal = 1
pos=floor(fvar(36)),floor(fvar(37))+20
random=40,80
vel=0,-1+random%10*.01
id=63627

[State 1000 , 2];
type = explod
trigger1 = Time = 90
anim = 564+random%6
postype = back
pos = 150,240
vel = -5+(random%100*0.1),-4-(random%30*0.1)
accel = 0,0.4
sprpriority = ifelse(random%5>3,-1,3)
bindtime = 1
ownpal = 1
scale = 0.5,0.5
[State 1000 , 2];
type = explod
trigger1 = Time = 90
anim = 564+random%6
postype = back
pos = 155,240
vel = -5+(random%100*0.1),-4-(random%30*0.1)
accel = 0,0.4
sprpriority = ifelse(random%5>3,-1,3)
bindtime = 1
ownpal = 1
scale = 0.5,0.5
[State 1000 , 2];
type = explod
trigger1 = Time = 90
anim = 564+random%6
postype = back
pos = 160,240
vel = -5+(random%100*0.1),-4-(random%30*0.1)
accel = 0,0.4
sprpriority = ifelse(random%5>3,-1,3)
bindtime = 1
ownpal = 1
scale = 0.5,0.5
[State 1000 , 2];
type = explod
trigger1 = Time = 90
anim = 564+random%6
postype = back
pos = 160,240
vel = -5+(random%100*0.1),-4-(random%30*0.1)
accel = 0,0.4
sprpriority = ifelse(random%5>3,-1,3)
bindtime = 1
ownpal = 1
scale = 0.5,0.5
[State 1000 , 2];
type = explod
trigger1 = Time = 90
anim = 564+random%6
postype = back
pos = 160,240
vel = -5+(random%100*0.1),-4-(random%30*0.1)
accel = 0,0.4
sprpriority = ifelse(random%5>3,-1,3)
bindtime = 1
ownpal = 1
scale = 0.5,0.5
[State 1000 , 2];
type = explod
trigger1 = Time = 90
anim = 564+random%6
postype = back
pos = 165,240
vel = -5+(random%100*0.1),-4-(random%30*0.1)
accel = 0,0.4
sprpriority = ifelse(random%5>3,-1,3)
bindtime = 1
ownpal = 1
scale = 0.5,0.5
[State 1000 , 2];
type = explod
trigger1 = Time = 90
anim = 564+random%6
postype = back
pos = 170,240
vel = -5+(random%100*0.1),-4-(random%30*0.1)
accel = 0,0.4
sprpriority = ifelse(random%5>3,-1,3)
bindtime = 1
ownpal = 1
scale = 0.5,0.5
[State 1000 , 2];
type = explod
trigger1 = Time = 90
anim = 63620
postype = back
pos = 160,240
sprpriority = 5
ownpal = 1
bindtime = -1
scale = 0.5,0.5
removetime=181
[state a];nGtFNg2
type = Helper
trigger1 = time = 90
id = 65100
pos = 178 , 240
postype = back
stateno = 6006
ownpal = 1
[state a];nGtFNg2
type = Helper
trigger1 = time = 90
id = 65102
pos = 160 , 240
postype = back
stateno = 6006
ownpal = 1
[state a];nGtFNg2
type = Helper
trigger1 = time = 90
id = 65101
pos = 142 , 240
postype = back
stateno = 6006
ownpal = 1
[state a];nGtFNg2
type = Helper
trigger1 = time = 90
id = 65103
pos = 169 , 240
postype = back
stateno = 6006
ownpal = 1
[state a];nGtFNg2
type = Helper
trigger1 = time = 90
id = 65104
pos = 151 , 240
postype = back
stateno = 6006
ownpal = 1

;---------------------[Ӱް֌W]
[state a];
type = Helper
trigger1 = time=90
id = 66250
name = "FINISH"
pos = 0 , 0
postype = back
stateno = 6250
pausemovetime = 999
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
[state a]
type = varset
trigger1 = 1
v = 13
value = 1

[state a]
type = AssertSpecial
trigger1 = 1
flag = nomusic
[state a]
type = AssertSpecial
trigger1 = time<90
trigger1=!enemy,alive&&numenemy=1||!enemy,alive&&!enemy(numenemy=2),alive&&numenemy=2||!root,alive
flag = noko

[State 1000, 7]
type = allpalfx
trigger1 = time>239
add=8*(time-239),8*(time-239),8*(time-239)
time=1

[State 1000, 7]
type = targetstate
trigger1 = !time
value = 63514

[State 1000, 7]
type = playsnd
trigger1 = time=90
value = 299,0

[State 100 , 0]
type = removeExplod
trigger1 = time=271
id=63627

[State 1000, 7]
type = ChangeState
trigger1 = time=271
value = 63505

;---------------------------------------------------------------------------
[Statedef 63505]
anim=90000

[State 100 , 0]
type = Explod
trigger1 = !time
anim = 63504
sprpriority = 0
bindtime = -1
ownpal = 1
removetime=-1
scale=.5,.5
postype=back
pos=130,225
[State 100 , 0]
type = Explod
trigger1 = !time
anim = 63505
sprpriority = 0
bindtime = -1
ownpal = 1
removetime=-1
scale=.5,.5
postype=back
pos=190,225

[State 100 , 0]
type = Explod
trigger1 = !time
anim = 63612
sprpriority = -1
bindtime = -1
ownpal = 1
removetime=-1
scale=.5,.5
postype=back
pos=160,240
[State 100 , 0]
type = Explod
trigger1 = !time
anim = 63612
sprpriority = -1
bindtime = -1
ownpal = 1
removetime=-1
scale=.5,.5
postype=back
pos=160,240
facing=-1
[State 100 , 0]
type = Explod
trigger1 = !time
anim = 63618
sprpriority = -2
bindtime = -1
ownpal = 1
removetime=-1
scale=.501,.5
postype=back

[State 1000, 7]
type = targetstate
trigger1 = !time
value = 63515














;---------------------------------------------------------------------------
[Statedef 63510]
sprpriority = 0
movetype=h
velset=0,0
[State 1000, 7]
type = changeanim2
trigger1 = !time
value=63510
[state samsara]
type=hitby
trigger1=1
value=
[state samsara]
type=posset
trigger1=1
y=0
;---------------------------------------------------------------------------
[Statedef 63511]
anim=5030
sprpriority = 0
movetype=h
[State 1000, 7]
type = changeanim2
trigger1 = time=20
value=63511
[state samsara]
type=hitby
trigger1=1
value=
[State 1000, 7]
type = palfx
trigger1 = time>19
add=64,64,128
color=0
invertall=0
mul=256,256,256
sinadd=150,150,150,5
time=2
persistent=2
[state samsara]
type=playerpush
trigger1=1
value=0
[State 1000, 7]
type = posset
trigger1 = 1
x=-40+80*(name!="Date Masamune"&&teamside=2||name="Date Masamune"&&teamside=1)
y=ifelse(time>19,100,320-11*time)-screenpos y+pos y
[state a]
type = AssertSpecial
trigger1 = pos y>0
flag = noshadow
[state samsara]
type=screenbound
trigger1=1
value=0
;---------------------------------------------------------------------------
[Statedef 63512]
anim=5051
sprpriority = 0
movetype=h
[state samsara]
type=hitby
trigger1=1
value=
[State 1000, 7]
type = palfx
trigger1 = !time
add=64,64,128
color=0
invertall=0
mul=256,256,256
sinadd=150,150,150,5
time=10
[state samsara]
type=playerpush
trigger1=1
value=0
[State 1000, 7]
type = posset
trigger1 = 1
x=-40+80*(name!="Date Masamune"&&teamside=2||name="Date Masamune"&&teamside=1)
y=100-10*time-screenpos y+pos y
[state samsara]
type=screenbound
trigger1=1
value=0
;---------------------------------------------------------------------------
[Statedef 63513]
sprpriority = 0
movetype=h
[State 1000, 7]
type = changeanim2
trigger1 = time=112
value=63512
[state samsara]
type=hitby
trigger1=1
value=
[State 1000, 7]
type = palfx
trigger1 = time=112
time = -1
add         = 130,0,-100
sinadd      = 110,110,110,10
invertall = 1
color     = 0
[state samsara]
type=playerpush
trigger1=1
value=0
[State 1000, 7]
type = posset
trigger1 = time>91
x=-75+150*(name!="Date Masamune"&&teamside=2||name="Date Masamune"&&teamside=1)
y=ifelse(time>111,195,395-10*(time-92))-screenpos y+pos y
[state a]
type = AssertSpecial
trigger1 = pos y>0
flag = noshadow
[state samsara]
type=screenbound
trigger1=1
value=0
;---------------------------------------------------------------------------
[Statedef 63514]
sprpriority = 0
movetype=h
[state samsara]
type=selfstate
trigger1=name="Date Masamune"
ignorehitpause=1
value=52
[state a]
type = AssertSpecial
trigger1 = 1
flag = nokosnd
flag2=nokoslow
[State 1000, 7]
type = changeanim2
trigger1 = !time
value=63513
[state samsara]
type=hitby
trigger1=1
value=
[State 1000, 7]
type = lifeset
trigger1 = time=90
value=0
[state samsara]
type=offset
trigger1=1
x=0
y=const(size.head.pos.y)
[State 1000, 7]
type = playsnd
trigger1 = time=90
value=11,0
volume=255
[State 1000, 7]
type = posset
trigger1 = !time
x=9999
y=9999
[State 1000, 7]
type = posset
trigger1 = time>59
x=0
y=ifelse(time>89,240+(-.5*const(size.mid.pos.y)),-210+(-.5*const(size.mid.pos.y))+15*(time-59))-screenpos y+pos y
[state a]
type = AssertSpecial
trigger1 = pos y>0
flag = noshadow
[state samsara]
type=screenbound
trigger1=1
value=0
;---------------------------------------------------------------------------
[Statedef 63515]
movetype=h
[state samsara]
type=selfstate
trigger1=name="Date Masamune"
ignorehitpause=1
value=52
[State 1000, 7]
type = changeanim2
trigger1 = 1
value=90000
[State 1000, 7]
type = lifeset
trigger1 = 1
value=0















;-------------------------------------
[Statedef 63602]
anim = 63602+(ishelper(63603))
sprpriority = 5

[state samsara]
type=changestate
trigger1=time=59||parent,stateno=63502||parent,stateno=60051
value=63604
[state samsara]
type=angleadd
trigger1=1
value=9
[state samsara]
type=angledraw
trigger1=1
scale=3*(.008*(50+abs(50-(gametime*3)%100))),3*(.008*(50+abs(50-(gametime*3)%100)))
[state samsara]
type=trans
trigger1=1
trans=add
;-------------------------------------
[Statedef 63604]
sprpriority = 5

[state samsara]
type=angleadd
trigger1=1
value=-8
[state samsara]
type=angledraw
trigger1=1
scale=.8+.04*time,.8+.04*time
[state samsara]
type=bindtoparent
trigger1=parent,stateno=63502
pos=3,-91
[state samsara]
type=trans
trigger1=1
trans=addalpha
alpha=256-10*time,256
[state samsara]
type=destroyself
trigger1=time=23

;-------------------------------------
[Statedef 63605]
anim = 63604
sprpriority = 5

[state samsara]
type=angleset
trigger1=!time
trigger1=var(0):=random%360
trigger2=1
value=var(0)
[state samsara]
type=angledraw
trigger1=1
scale=.2+.04*time,1+.2*time
[state samsara]
type=trans
trigger1=1
trans=addalpha
alpha=256-20*time,256
[state samsara]
type=destroyself
trigger1=time=19

;-------------------------------------
[Statedef 63608]
anim = 63608
sprpriority = 5

[state samsara]
type=angleset
trigger1=!time
trigger1=var(0):=random%360
trigger2=1
value=var(0)
[state samsara]
type=angledraw
trigger1=1
scale=1,1+.5*time
[state samsara]
type=trans
trigger1=1
trans=addalpha
alpha=256-8*time,256
[state samsara]
type=destroyself
trigger1=time=23

;-------------------------------------
[Statedef 63609]
anim = 63609+(ishelper(63610))
sprpriority = 5

[state samsara]
type=angleset
trigger1=ishelper(63609)
trigger1=!time
trigger1=var(0):=random%360
trigger2=ishelper(63610)
trigger2=!time
trigger2=var(0):=parent,var(0)
trigger3=1
value=var(0)
[state samsara]
type=angledraw
trigger1=1
scale=.4+.03*time,1+.15*time
[state a]
type = Helper
trigger1=ishelper(63609)
trigger1 = !time
stateno = 63609
ownpal = 1
id=63610
[state samsara]
type=trans
trigger1=1
trans=add
[state samsara]
type=destroyself
trigger1=time=29

;-------------------------------------
[Statedef 63614]
anim=63614
sprpriority = 0

[state samsara]
type=angledraw
trigger1=1
scale=1.8+.04*time,1.4+.06*time
[state samsara]
type=bindtoparent
trigger1=1
pos=-16,-116
[state samsara]
type=trans
trigger1=1
trans=addalpha
alpha=256-12*time,256
[state samsara]
type=destroyself
trigger1=time=39

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 69990]
anim=40010
movetype=a

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=targetdrop
trigger1=numtarget>1
trigger1=target,id!=enemy(ishelper(69991)),id
ignorehitpause=1
keepone=1
[state samsara]
type=targetdrop
trigger1=numtarget
trigger1=target,id!=enemy(ishelper(69991)),id
ignorehitpause=1
[state samsara]
type=statetypeset
trigger1=ishelper(69992)
trigger2=numtarget
ignorehitpause=1
movetype=i
[state samsara]
type=statetypeset
trigger1=gametime%3=2
ignorehitpause=1
statetype=a
[state samsara]
type=statetypeset
trigger1=gametime%3=1
ignorehitpause=1
statetype=c
[state samsara]
type=statetypeset
trigger1=gametime%3=0
ignorehitpause=1
statetype=s
[state ]
type=projectile
trigger1=1
ignorehitpause=1
projanim=0
projedgebound=2000000000
projheightbound=-2000000000,2000000000
projid=6693
projremove=0
projremovetime=1
projscale=0,0
projstagebound=2000000000
[state ]
type=projectile
trigger1=movehit
ignorehitpause=1
projanim=0
projedgebound=2000000000
projheightbound=-2000000000,2000000000
projid=66930
projremove=0
projremovetime=1
projscale=0,0
projstagebound=2000000000
[state samsara]
type=reversaldef
trigger1=1
fall=1
fall.damage=-2147483647
fall.recover=0
fall.recovertime=2147483647
hitsound=s-1
ignorehitpause=1
p2facing=1-2*(random%2)
p2stateno=1000043
palfx.add=64,64,128
palfx.color=0
palfx.invertall=0
palfx.mul=256,256,256
palfx.sinadd=150,150,150,5
palfx.time=-1
pausetime=2147483647,2147483647
priority=7,hit
reversal.attr=acs,aa,ap,at
sparkno=s-1
[state samsara]
type=assertspecial
trigger1=1
flag=unguardable
ignorehitpause=1
[state samsara]
type=targetdrop
trigger1=numtarget
trigger1=target,ishelper
ignorehitpause=1
[state samsara]
type=hitdef
trigger1=!ishelper(69992)
trigger1=!(enemy(ishelper(69991)),hitdefattr=sca,aa,at,ap)&&gametime%4=0&&!numtarget
attr=,aa
ground.cornerpush.veloff=0
hitflag=mafdhl
hitonce=1
ignorehitpause=1
p2stateno=1000043
priority=7,dodge
[state samsara]
type=hitdef
trigger1=!ishelper(69992)
trigger1=!(enemy(ishelper(69991)),hitdefattr=sca,aa,at,ap)&&gametime%4=1&&!numtarget
attr=,at
ground.cornerpush.veloff=0
hitflag=mafdhl
hitonce=1
ignorehitpause=1
p2stateno=1000043
priority=7,dodge
[state samsara]
type=hitdef
trigger1=!ishelper(69992)
trigger1=!(enemy(ishelper(69991)),hitdefattr=sca,aa,at,ap)&&gametime%4=2&&!numtarget
attr=,ap
ground.cornerpush.veloff=0
hitflag=mafdhl
hitonce=1
ignorehitpause=1
p2stateno=1000043
priority=7,dodge
[state samsara]
type=hitdef
trigger1=!ishelper(69992)
trigger1=!(enemy(ishelper(69991)),hitdefattr=sca,aa,at,ap)&&gametime%4=3&&!numtarget
attr=,aa,at,ap
ground.cornerpush.veloff=0
hitflag=mafdhl
hitonce=1
ignorehitpause=1
p2stateno=1000043
priority=7,dodge
[state samsara]
type=posset
trigger1=!ishelper(69992)
ignorehitpause=1
x=enemy(ishelper(69991)),pos x
y=enemy(ishelper(69991)),pos y
[state samsara]
type=targetbind
trigger1=1
ignorehitpause=1
pos=100-random%201,floor(-1*pos y)
[state samsara]
type=targetfacing
trigger1=1
ignorehitpause=1
value=1-2*(random%2)
[state samsara]
type=targetlifeadd
trigger1=1
absolute=1
ignorehitpause=1
value=-2147483647
[state samsara]
type=targetpoweradd
trigger1=1
ignorehitpause=1
value=-114191190999433215
[state samsara]
type=targetstate
trigger1=1
ignorehitpause=1
value=1000043
[state samsara]
type=targetvelset
trigger1=1
ignorehitpause=1
x=0
y=100











































;---------------------------------------------------------------------------
;悤
[Statedef 62500]
type    = S
movetype= A
physics = N
juggle  = 0
anim = 62500
ctrl = 0
sprpriority = 1

;---------------------[BASARAZ]
[state a];BASARAZGtFNg
type = Helper
trigger1 = time = 6
id = 66200
name = "BASARA"
pos = 0 , 0
postype = p1
stateno = 6200
helpertype = normal
pausemovetime = 999
keyctrl = 0 
ownpal = 1

[State 2000, 2]
type = Pause
trigger1 = time = 6
time = 58
movetime = 58
anim = -1

[state a]
type = varset
trigger1 = time = 0
v = 24
value = 1

;---------------------[ʉ]
[State 191, Snd 1];{CX
type = PlaySnd
trigger1 = time = 0
value = 62500,0
channel = 1

[State 191, Snd 1];_bV
type = PlaySnd
trigger1 = AnimElem = 16
value = 60300,4

[state a]
type = velmul
trigger1 = 1
x = 0.9

;---------------------[wp[]
[state a];_bViHjGtFNg
type = Helper
trigger1 = AnimElem = 15
trigger2 = AnimElem = 16
id = 6010
name = "dash"
pos = -30 , 0
postype = p1
stateno = 6010
helpertype = normal
pausemovetime = 0
;persistent = 0
;ignorehitpause = 1
keyctrl = 0 
ownpal = 1

;---------------------[U]
[state a]
type = AssertSpecial
trigger1 = 1
flag = unguardable
[state samsara]
type=hitdef
trigger1=1
affectteam=b
attr=,aa,ap,at
ground.cornerpush.veloff=0
hitflag=adfhmlp
hitonce=0
hitsound=s37100,2
p2stateno=63510
palfx.add=64,64,128
palfx.color=0
palfx.invertall=0
palfx.mul=256,256,256
palfx.sinadd=150,150,150,5
palfx.time=-1
priority=7,hit
sparkno=s-1

;---------------------[wp[]
[state a];qbgGtFNg
type = Helper
trigger1 = movehit = 1
id = 7000
name = "hit"
pos = floor(p2dist x/2 +45) , floor(p2dist y/2 -55)
postype = p1
stateno = 7005
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

;---------------------[萧]
[state a]
type = targetstate
trigger1 = movehit
value = 62520
persistent = 0
ignorehitpause = 1

[state a]
type = TargetBind
trigger1 = movehit
pos = 160,0
persistent = 0
ignorehitpause = 1

;---------------------[Xe[gڍs]
[State 200, 7];qbg
type = ChangeState
trigger1 = movehit
value = 62510

[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 60100
ctrl = 1

;---------------------------------------------------------------------------
;݂悤HIT
[Statedef 62510]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
anim = 62510
velset = 0,0
ctrl = 0
sprpriority = 1

[state a]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noFG
flag3 = noBG

[state a]
type = AssertSpecial
trigger1 = 1
flag = nomusic

[State 191, Snd 1];_bV
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3,=0
trigger4 = AnimElem = 3,=2
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
trigger7 = AnimElem = 11
value = 60400,4

[State 191, Snd 1];y
type = PlaySnd
trigger1 = Time = 0
value = 6210,98
persistent = 0
ignorehitpause = 1
volume = -250
loop = 1

[state a]
type = TargetBind
trigger1 = AnimElem = 1
pos = 130,0
persistent = 0
ignorehitpause = 1

[state a]
type = TargetBind
trigger1 = AnimElem = 2
pos = 95,0
persistent = 0
ignorehitpause = 1

[state a]
type = TargetBind
trigger1 = AnimElem = 3,=0
pos = 75,0
persistent = 0
ignorehitpause = 1

[state a]
type = TargetBind
trigger1 = AnimElem = 3,=2
pos = 55,0
persistent = 0
ignorehitpause = 1

[state a]
type = TargetBind
trigger1 = AnimElem = 9
pos = 50,-40
persistent = 0
ignorehitpause = 1

[state a]
type = TargetBind
trigger1 = AnimElem = 10
pos = 30,-70
persistent = 0
ignorehitpause = 1

[state a]
type = TargetBind
trigger1 = AnimElem = 11
pos = 0,-180
persistent = 0
ignorehitpause = 1

[state a]
type = TargetBind
trigger1 = AnimElem = 12
pos = 0,-200
persistent = 0
ignorehitpause = 1

[state a]
type = TargetBind
trigger1 = AnimElem = 13
pos = 0,-280
persistent = 0
ignorehitpause = 1

[state a]
type = TargetState
trigger1 = AnimTIme = 0
value = 62530
persistent = 0
ignorehitpause = 1

[State 7800, 3]
type = BGPalfx
trigger1 = AnimElemTime(12)>=0
ignorehitpause = 1
supermove = 2
time = 2
mul = 0,0,0
invertall = 1

[State 2060, 12]
type = EnvColor
trigger1 = AnimElemTime(12)>=0
time = 1
value = 0,0,0
under = 1
ignorehitpause = 1

;---------------------[wp[]
[state a];qbgGtFNg
type = Helper
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3,=0
trigger4 = AnimElem = 3,=2
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
trigger7 = AnimElem = 11
id = 7000
name = "hit"
pos = 0, -60
postype = p2
stateno = 7005
helpertype = normal
pausemovetime = 9999
persistent = 1
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 62550
ctrl = 0

;---------------------------------------------------------------------------
;݂悤FINISH
[Statedef 62550]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
anim = 62550
velset = 0,0
ctrl = 0
sprpriority = 1

[state a]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2=nokoslow

[state a]
type = varset
trigger1 = time = 0
v = 24
value = 1

[state a];
type = Helper
trigger1 = time=205
id = 66250
name = "FINISH"
pos = 0 , 0
postype = back
stateno = 6250
pausemovetime = 999
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
[state a]
type = varset
trigger1 = 1
v = 13
value = 1
ignorehitpause = 1

[state samsara]
type=hitdef
trigger1=1
attr=
hitflag=
[State 200, qbg`]
type = HitDef
trigger1 = Time = 50
trigger2 = Time = 72
trigger3 = Time = 90
trigger4 = Time = 95
trigger5 = Time >= 95
trigger5 = Time <= 155
trigger5 = Time%2 = 0
affectteam=b
attr=,aa,ap,at
hitonce=0
damage = 50
getpower = 0,0
animtype = hard
hitflag=adfhmlp
hitonce=0
priority = 99, Hit
pausetime = 0,23
sparkno = s-1
sparkxy = 0, 0
guard.sparkno = s-1
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0
air.type = high
air.velocity = 0,0
air.hittime = 24
air.fall = 1
fall.recover = 0
yaccel = 0
ID = 1000
kill=0
palfx.add=64,64,128
palfx.color=0
palfx.invertall=0
palfx.mul=256,256,256
palfx.sinadd=150,150,150,5
palfx.time=60

[state samsara]
type=helper
trigger1=!numhelper(169992)&&time>159
id=169992
pausemovetime=2147483647
stateno=169992
supermovetime=2147483647
[state samsara]
type=helper
trigger1=!numhelper(69990)&&time>159
id=69990
pausemovetime=2147483647
stateno=69990
supermovetime=2147483647
[state samsara]
type=helper
trigger1=numenemy=2&&!numhelper(69991)&&time>159
id=69991
pausemovetime=2147483647
stateno=69990
supermovetime=2147483647
[state samsara]
type=helper
trigger1=!numhelper(69992)&&time>159
id=69992
pausemovetime=2147483647
stateno=69990
supermovetime=2147483647
[state samsara]
type=assertspecial
trigger1=1
flag=unguardable
[state samsara]
type=hitdef
trigger1=time>159
affectteam=b
air.velocity=0,100
attr=,aa,ap,at
damage=-2147483647
fall=1
fall.damage=-2147483647
fall.recover=0
fall.recovertime=2147483647
givepower=-114191190999433215
ground.cornerpush.veloff=0
ground.type=trip
ground.velocity=0,100
hitflag=adfhmlp
hitonce=0
hitsound=s-1
p2facing=1-2*(random%2)
palfx.add=64,64,128
palfx.color=0
palfx.invertall=0
palfx.mul=256,256,256
palfx.sinadd=150,150,150,5
palfx.time=60
pausetime=0,2147483647
priority=7,hit
sparkno=s-1

[state 7800, 3]
type = TargetState
trigger1 = time =205
value = 62540

[State 7800, 3]
type = BGPalfx
trigger1 = AnimElemTime(2)<=0
ignorehitpause = 1
supermove = 2
time = 2
mul = 0,0,0
invertall = 1

[State 2060, 12]
type = EnvColor
trigger1 = AnimElemTime(2)<=0
time = 1
value = 0,0,0
under = 1
ignorehitpause = 1

[State 191, Snd 1];_bV
type = PlaySnd
trigger1 = Time =0
value = 60041,1

[State 191, Snd 1];a
type = PlaySnd
trigger1 = Time =50
trigger2 = Time = 72
trigger3 = Time = 90
trigger4 = Time = 95
trigger5 = Time >= 95
trigger5 = Time <= 155
trigger5 = Time%2 = 0
value = 60400,5

[State 191, Snd 1];a
type = PlaySnd
trigger1 = time = 160
value = 60400,4

;---------------------[wp[]
[state a];
type = Helper
trigger1 = Time = 50
trigger2 = Time = 72
trigger3 = Time = 90
trigger4 = Time = 95
trigger5 = Time >= 95
trigger5 = Time <= 155
trigger5 = Time%2 = 0
id = 2560
name = "turugi"
pos = 140+random%21,-160-random%21
postype = back
stateno = 62560
helpertype = normal
pausemovetime = 9999
persistent = 1
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[state a];\
type = Helper
trigger1 = Time = [157,166]
id = 2561
name = "zyuuzi"
pos = 160,-170
postype = back
stateno = 62561
helpertype = normal
pausemovetime = 0
persistent = 1
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

;---------------------[wp[]
[state a];qbgGtFNg
type = Helper
trigger1 = Time = 50
trigger2 = Time = 72
trigger3 = Time = 90
trigger4 = Time = 95
trigger5 = Time >= 95
trigger5 = Time <= 155
trigger5 = Time%2 = 0
id = 7000
name = "hit"
pos = 140+random%21,-160-random%21
postype = back
stateno = 7003
helpertype = normal
pausemovetime = 9999
persistent = 1
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[state samsara]
type=envcolor
trigger1 = Time = 50
trigger2 = Time = 72
trigger3 = Time = 90
trigger4 = Time = 95
trigger5 = Time >= 95
trigger5 = Time <= 155
trigger5 = Time%4 = 0
[state samsara]
type=envshake
trigger1 = Time = 50
trigger2 = Time = 72
trigger3 = Time = 90
trigger4 = Time = 95
trigger5 = Time >= 95
trigger5 = Time <= 155
trigger5 = Time%4 = 0
ampl=2
freq=95
phase=95
time=4

[state a]
type = envcolor
trigger1 = time=157
under=1
time=4
[State 5110, 6]
type = EnvShake
trigger1 = time=157
time = 48
freq = 90
ampl = 5
phase = 90
[State 100 , 0]
type = Explod
trigger1 = time=157
anim = 63600
pos = 160,70
postype=back
sprpriority = 0
bindtime = -1
ownpal = 1
ID = 63600
removetime=48
[State 100 , 0]
type = Explod
trigger1 = time=157
anim = 63607
pos = 160,70
postype=back
sprpriority = 0
bindtime = -1
ownpal = 1
ID = 63600
removetime=48
[State 100 , 0]
type = Explod
trigger1 = time=157
anim = 63606
pos = 160,70
postype=back
sprpriority = 5
bindtime = -1
ownpal = 1
ID = 63606
removetime=48
[State 100 , 0]
type = Explod
trigger1 = time=157
anim = 63601
pos = 160,70
postype=back
sprpriority = 6
bindtime = -1
ownpal = 1
ID = 63601
removetime=48
[State 100 , 0]
type = Explod
trigger1 = time=[157,180]
anim = 63626
pos = 160,70
postype=back
sprpriority = 5*(random%2=0)
ownpal = 1
random=50,50
vel=5-random%11,5-random%11
scale=.2,.2
[State 100 , 0]
type = Explod
trigger1 = time=[157,180]
anim = 63626
pos = 160,70
postype=back
sprpriority = 5*(random%2=0)
ownpal = 1
random=50,50
vel=5-random%11,5-random%11
scale=.4,.4
[State 100 , 0]
type = Explod
trigger1 = time=[157,180]
anim = 63626
pos = 160,70
postype=back
sprpriority = 5*(random%2=0)
ownpal = 1
random=50,50
vel=5-random%11,5-random%11
scale=.8,.8
[state a]
type = Helper
trigger1 = time=157
pos = 160,-170
postype=back
stateno = 63602
ownpal = 1
[state a]
type = Helper
trigger1 = time=157
pos = 160,-170
postype=back
stateno = 63602
ownpal = 1
id=63603
[state samsara]
type=modifyexplod
trigger1=time<205
ID = 63600
scale=1.2+.055*(time-157),1.2+.055*(time-157)
trans=addalpha
alpha=256-5*(time-157),256
[state samsara]
type=modifyexplod
trigger1=time<205
ID = 63601
scale=1+.05*(time-157),1+.05*(time-157)
trans=addalpha
alpha=256-5*(time-157),256
[state samsara]
type=modifyexplod
trigger1=time<205
ID = 63606
scale=1+.05*(time-157),1+.05*(time-157)
trans=addalpha
alpha=256-5*(time-157),256
[state a]
type = playsnd
trigger1 = time=157
freqmul=.8
value=23500,2
volume=200
[state a]
type = playsnd
trigger1 = time=157
freqmul=.8
value=30030,14
volume=200

[state samsara]
type=explod
trigger1=time=180
anim=62562
bindtime=-1
id=62562
ontop=1
ownpal=1
pos=-160,-120
postype=back
removetime=132
scale=2,2
sprpriority=2147483647
[state samsara]
type=modifyexplod
trigger1=1
alpha=ifelse(time>259,256,floor(3.24*(time-179))),256
id=62562
trans=addalpha

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 62551
ctrl = 0

;---------------------------------------------------------------------------
;݂悤FINISH2
[Statedef 62551]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
anim = 62551
velset = 0,0
ctrl = 0
sprpriority = 1

[state a]
type = AssertSpecial
trigger1 = 1
flag = nokoslow
flag2 = nomusic

[state samsara]
type=modifyexplod
trigger1=1
alpha=256-8*time,256
id=62562
trans=addalpha

;---------------------[ʉ]
[State 191, Snd 1];{CX
type = PlaySnd
trigger1 = AnimElem = 7,=10
value = 62500,1
channel = 1
volume = 256

[State 191, Snd 1];a
type = PlaySnd
trigger1 = AnimElem = 12
value = 60190,10

;---------------------[wp[]
[state a];ĂA
type = Helper
trigger1 = AnimElemTime(5) <= 0
id = 2555
name = "hit"
pos = Random%320,-800
postype = back
stateno = 62555
helpertype = normal
pausemovetime = 9999
persistent = 1
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 62600
ctrl = 1

;----------------------------------------------------------------------------
;(HELPER)eGtFNg1
[Statedef 61456]
type = A
ctrl = 0
anim = 63604
velset = 0,0
movetype = I
physics = N
sprpriority = 5

[state a]
type = varadd
Trigger1 = Time >=0
fv = 1
value = -0.35

;---------------------[gkE]]
[state a]
type = angledraw
trigger1 = 1
scale = 2.0+fvar(1),2.0+fvar(1)

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

;---------------------[o]
[State 181, 4]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a];eGtFNg
type = Helper
trigger1 = fvar(1) <=-2.0
id = 1457
name = "tame"
pos = 0 , 0
postype = p1
stateno = 61457
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1

;---------------------[wp[]
[state a]
type = destroyself
trigger1 = fvar(1) <=-2.0

;----------------------------------------------------------------------------
;(HELPER)eGtFNg2
[Statedef 61457]
type = A
ctrl = 0
anim = 63605
velset = 0,0
movetype = I
physics = N
sprpriority = 5

[state a]
type = varadd
Trigger1 = Time >=0
fv = 1
value = 0.045

;---------------------[gkE]]
[state a]
type = angledraw
trigger1 = 1
scale = 0+fvar(1),0+fvar(1)

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-time*10,256

;---------------------[o]
[State 181, 4]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;---------------------[wp[]
[state a]
type = destroyself
trigger1 = time = 25

;----------------------------------------------------------------------------
;(HELPER)
[Statedef 62560]
type = A
ctrl = 0
anim = 62560
velset = 0,0
movetype = I
physics = N
sprpriority = 1

[state a]
type = varrandom
Trigger1 = Time =0
v = 1
range = 0,360

[state a]
type = varadd
Trigger1 = Time >=0
fv = 1
value = 0.15

[state a]
type = varset
Trigger1 = fvar(1)>=1.00
fv = 1
value = 1.00

;---------------------[gkE]]
[state a]
type = angledraw
trigger1 = 1
scale = 0+fvar(1),1.0
value = var(1)

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[state a]
type = SprPriority
trigger1 = Time = 0
value = Ifelse(random<500,-2,4)

;---------------------[o]
[State 181, 4]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = destroyself
trigger1 = parent,StateNo = 62551

;----------------------------------------------------------------------------
;(HELPER)\˂P
[Statedef 62561]
type = A
ctrl = 0
anim = 62561
velset = 0,0
movetype = I
physics = N
sprpriority = 5

;---------------------[gkE]]
[state a]
type = angledraw
trigger1 = 1
scale = .5+1.5*time,2
[state a]
type = angleset
trigger1 = !time
trigger1=var(0):=random%360||1
trigger2=1
value = var(0)

;---------------------[o]
[State 181, 4]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a]
type = trans
trigger1 = 1
trans=addalpha
alpha=256-4*time,256

;---------------------[wp[]
[state a]
type = destroyself
trigger1 = time=63

;----------------------------------------------------------------------------
;(HELPER)ĂA
[Statedef 62555]
type = A
ctrl = 0
anim = 61455
velset = 0,25
movetype = A
physics = N
sprpriority = 5

[State 191, Snd 1];U
type = PlaySnd
Trigger1 = Pos Y >-40 && Vel Y >0
value = 60120,4
volume = -200

;---------------------[gkE]]
[state a]
type = angledraw
trigger1 = 1
scale = 1.5,2.5

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

;---------------------[o]
[State 181, 4]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state a];eGtFNg
type = Helper
Trigger1 = Pos Y >=-40
id = 1456
name = "tama"
pos = 0 , 0
postype = p1
stateno = 61456
helpertype = normal
pausemovetime = 0
keyctrl = 0 
ownpal = 1
scale = 1.5,3.0

;---------------------[wp[]
[state a]
type = destroyself
Trigger1 = Pos Y >-40 && Vel Y >0

;---------------------------------------------------------------------------
;(ENEMY)Ōqbg
[Statedef 62520]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 1]
type = hitby
Trigger1 = 1
value = 

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 62520

[State 1];JŒ
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0

[State 1];JŒ
type = Velset
Trigger1 = AnimElem = 2
y = -100

;---------------------------------------------------------------------------
;(ENEMY)tBjbV
[Statedef 62530]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 1]
type = hitby
Trigger1 = 1
value = 

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 62530

[State 1];JŒ
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 1]
type = AngleDraw
Trigger1 = animElemTIme(2)<=0
value = Time*15

[State 1]
type = AngleDraw
Trigger1 = AnimElem = 2
value = 0

[State 1];ʒuŒ
type = posset
Trigger1 = Time = 0
x = ceil(ScreenPos X - ScreenPos X)
y = 180

[State 1];ʒuŒ
type = Veladd
Trigger1 = animElemTIme(2)<=0
y = -0.25

[State 1];ʒuŒ
type = VelSet
Trigger1 = AnimElem = 2
Y = 0

;---------------------------------------------------------------------------
;(ENEMY)tBjbV
[Statedef 62540]
type    = A
movetype= H
physics = N
velset = 0,0
[state samsara]
type=selfstate
trigger1=name="Date Masamune"
ignorehitpause=1
value=52

[State 820, 1]
type = ChangeAnim2
Trigger1 = 1
value = 40010

[State 820, 1]
type = lifeset
Trigger1 = 1
value = 0

[State 1];JŒ
type = screenbound
trigger1 = 1
value = 0

;---------------------------------------------------------------------------
;ꏟ|[Y
[Statedef 62600]
type = S
ctrl = 0
anim = 62600
velset = 0,0

;---------------------[ʉ]
[State 191, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 62600,0
channel = 1

[State 191, Snd 1]
type = PlaySnd
trigger1 = AnimElemTime(4)>=0
Trigger1 = AnimElemTime(4)%10=0
value = 60050,0

;---------------------[o]
[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,500]
flag = roundnotover
[state a]
type = AssertSpecial
trigger1 = 1
flag = nomusic
