;---------------------------------------------------------------------------
;
[Statedef 9999]

[state 0,0]
type = afterimagetime
trigger1 = 1
time = 0
ignorehitpause = 1
[state 0,0]
type = removeexplod
trigger1 = 1
ignorehitpause = 1
[state 0,0]
type = destroyself
trigger1 = 1
ignorehitpause = 1

;---------------------------------------------------------------------------
; HIT_LIEDOWN
[Statedef 5110]
type    = L
movetype= H
physics = N

[State 150, 2]
type = ChangeState
trigger1 = name != "Thouther"
value = 51505150
persistent = 256
ignorehitpause = 1

[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

[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 = ChangeState
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

[State 5110, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

[Statedef 51505150]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = -4,-6

[state 0,0]
type = changestate
trigger1 = ishelper = 1
value = 9999
persistent = 256
ignorehitpause = 1

[State 5050, 1]
type = ChangeAnim
trigger1 = time=0
value = 5070

[State 3000, Cut in]
type = Explod
trigger1 = 1
anim = 0
scale = 0,0
removetime = 2
id = 3056
ignorehitpause = 1

[State 5050, 1]
type = lifeset
trigger1 = time=0
value = 0
[State 5050, 1]
type = powerset
trigger1 = time=0
value = 0

[State 821, 1]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100







































































;---------------------------------------------------------------------------
; Stand
[Statedef 10001]
type = S
physics = S
sprpriority = 0

[State 52, 4]
type = ChangeState
trigger1 = roundstate = 4
value = 10170 + 13*(win)

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 10000 && Anim != 10005
trigger2 = Anim = 10005 && AnimTime = 0 ;Turn anim over
value = 10000

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

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

;---------------------------------------------------------------------------
; Jump Land
[Statedef 10052]
type    = S
physics = S
ctrl = 0
anim = 10047

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

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

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

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 10001
;---------------------------------------------------------------------------
; Jump Land
[Statedef 10053]
type    = S
physics = S
ctrl = 0
anim = 10047

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

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

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

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 10105

;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 10100]
type    = S
physics = S
anim = 10100
sprpriority = 1

[State 1000, Snd1]
type = turn
trigger1 = time = 0
trigger1 = p2dist x < 0

[State 1000, Snd1]
type = hitby
trigger1 = 1
time = -1
value = 

[State 100, 1]
type = VelSet
trigger1 = 1
x = 7.8

[State 100, 4]
type = ChangeState
trigger1 = rootdist x = [-50,50]
value = 18800

[State 100, 4]
type = destroyself
trigger1 = screenpos x != [-320,640]

;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 10105]
type    = A
physics = N
ctrl = 0
anim = 10105
sprpriority = 1

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = -7.8

[State 100, 4]
type = destroyself
trigger1 = screenpos x != [-100,420]

;---------------------------------------------------------------------------
; Ԑ؂ŕ
[Statedef 10170]
type = S
ctrl = 0
anim = 15300
velset = 0,0

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[State 210, 2]
type = PlaySnd
trigger1 = time = 4
value = 10009, random%2
channel = 0

;---------------------------------------------------------------------------
;
; Win pose c
[Statedef 10183]
type = S
ctrl = 0
movetype= I
physics = N
anim = 10020
velset = 2,0
sprpriority = 1

[State 1000, Snd1]
type = turn
trigger1 = time = 0
trigger1 = p2dist x < 0

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = 2

[state 0,0]
type = varset
trigger1 = time = 0
var(28) = ifelse(root,alive = 0,1,0)
[state 0,0]
type = turn
trigger1 = time = 0
trigger1 = var(28) = 1 && rootdist x < 0
trigger2 = time = 0
trigger2 = var(28) = 0 && p2dist x < 0

[State 190, 2]
type = AssertSpecial
trigger1 = 1
flag = roundnotover

[state 0,0]
type = varrandom
trigger1 = time = 0
v = 19
range = 0,2

[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 0
trigger1 = time = 0
value = 10004, 1
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 1
trigger1 = time = 0
value = 10004, 2
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 2
trigger1 = time = 0
value = 10004, 4
channel = 0

[State 2, i]
type = Changestate
trigger1 = time >= 200
trigger2 = var(28) = 1
trigger2 = rootdist x = [-10,10]
trigger3 = var(28) = 0
trigger3 = p2dist x = [-10,10]
trigger4 = frontedgedist <= 10
value = 10184

;---------------------------------------------------------------------------
;
; Win pose c
[Statedef 10184]
type = S
ctrl = 0
movetype= I
physics = S
anim = 11340
velset = 0,0
sprpriority = 1

[State 190, 2]
type = AssertSpecial
trigger1 = time <= 160
flag = roundnotover

;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;klo@
[Statedef 11997]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 9999;7044
sprpriority = 2
velset = 12,0

[state 0,0]
type = varrandom
trigger1 = time >= 0
v = 19
range = 0,240

[State 3000, Cut in]
type = Explod
trigger1 = numexplod(1997) <= 20
persistent = 5
anim = 17324
postype = back
pos = 0,var(19)
vel = 9,0
ownpal = 1
sprpriority = -5
supermovetime =100
scale = 0.5,0.5
removetime = 60
id = 1997

[state 0,0]
type = destroyself
trigger1 = time >= 58
trigger2 = parent,movetype = H

;---:::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;JbgC@hokut
[Statedef 11999]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 9999;7044
sprpriority = 2
velset = 12,0

[state 0,0]
type = posadd
trigger1 = time >= 0
y = (200 - screenpos y)

[state 0,0]
type = velmul
trigger1 = time >= 5
x = 0.9

[State 3000, Cut in]
type = Explod
trigger1 = time <= 20
anim = 17322 + 10000*(ishelper(21999)) + 20000*(ishelper(31999)) + 30000*(ishelper(41999)) + 50000*(ishelper(61999))
pos = 0,40
ownpal = 1
sprpriority = -5
supermovetime =100
removeongethit = 1
bindtime = -1
scale = 0.5,0.5
[State 3000, Cut in]
type = Explod
trigger1 = time > 20
anim = 17323 + 10000*(ishelper(21999)) + 20000*(ishelper(31999)) + 30000*(ishelper(41999)) + 50000*(ishelper(61999))
pos = 0,40
ownpal = 0
sprpriority = -5
supermovetime =100
removeongethit = 1
bindtime = -1
scale = 0.3+(time*0.01),0.3+(time*0.01)

[state 0,0]
type = palfx
trigger1 = time > 20
time = 1
mul = 255-(time*6),255-(time*6),255-(time*6)

[state 0,0]
type = destroyself
trigger1 = time = 40
trigger2 = parent,movetype = H

;---------------------------------------------------------------------------
; HITA_RECOV (recovering in air, not falling)
[Statedef 15040]
type    = A
movetype= H
physics = N

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[State 5040, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 15040

[State 5040, 4]
type = StateTypeSet
trigger1 = HitOver
movetype = I

[State 5040, 5]
type = VelAdd
trigger1 = 1
y = .44

[State 5040, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 10052
;---------------------------------------------------------------------------
; HITA_RECOV (recovering in air, not falling)
[Statedef 15041]
type    = A
movetype= H
physics = N

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[state 0,0]
type = stopsnd
trigger1 = time = 0
channel = 8

[State 5040, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 15040

[State 5040, 4]
type = StateTypeSet
trigger1 = HitOver
movetype = I

[State 5040, 5]
type = VelAdd
trigger1 = 1
y = .44

[State 5040, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 10053

;----------------------------------------------------------------------------
[Statedef 16303]
type = S
ctrl = 0
anim = 16303
velset = 0,0
movetype = I
physics = N
sprpriority = -2

[state a]
type = BindToparent
trigger1 = 1
time = 1

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

[state a]
type = varset
trigger1 = !time
var(1)=0

[state a]
type = varadd
trigger1 = time > 50
var(1)=1

[state a]
type = destroyself
trigger1 = var(1)*16 >=255
trigger2 = parent,movetype = H

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256 - var(1)*16,256

[state a]
type = angledraw
trigger1 = 1
scale = ifelse(time<10,time*0.1,1),9

;---:::::::::::::::::::::::::::::::::::::::::::::
;----e[be[----------------------------------------------------------
;ꌂ
[Statedef 18800]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 11325
sprpriority = 2
;velset = 0,0

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[State 0, 0]
type = Helper
trigger1 = time = 10
helpertype = normal
name = "hokuto"
ID = 11997
stateno = 11997
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[state 0,0]
type = BGpalfx
trigger1 = time >= 13
time = 5
add = 100,-130,-200
mul = 150,150,150
;invertall = 1
ignorehitpause = 1

[state a]
type = Helper
trigger1 = time = 1
pos = 0,0
postype = p1
stateno = 16303
helpertype = normal
pausemovetime = 99999
supermovetime = 99999
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = 1
size.yscale = 1


[State 3000, effect]
type = Explod
trigger1 = time = 13
anim = 11149
postype = p1
pos = 0,0
ownpal = 1
sprpriority = -5
supermovetime = 100
scale = const(size.xscale),const(size.yscale)

[state 0,0]
type = varset
trigger1 = time = 1
v = 50
value = 0

[State 0, 0]
type = PlaySnd
trigger1 = time = 1
value = 10006,39
channel = 0

[State 3500, 1]
type = SuperPause
trigger1 = time = 13
time = 68
movetime = 68
pos = -14,-9
ownpal = 1
anim = -1
sound = S10220,0
poweradd = 0;ifelse(var(50) = 4, -350, -1000)
darken = 0

[State 0, 0]
type = Helper
trigger1 = time = 13
helpertype = normal
name = "cutin"
ID = 11999
stateno = 11999
postype = back
pos = -180,50
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 200, HitDef1]
type = AssertSpecial
trigger1 = 1
flag = unguardable
[State 200, HitDef1]
type = HitDef
trigger1 = 1
attr = ,aa
hitflag = 
ignorehitpause = 1
[State 200, HitDef1]
type = HitDef
trigger1 = movecontact = 0
trigger1 = animelem = 4,>= 0 && animelem = 5,< 0
affectteam = b
attr = ,aa,ap,at
damage = 20, 1
kill = 0
getpower = 0
givepower = 0
animtype = heavy
hitflag = adfhmlp
guardflag = 
priority = 5, hit
pausetime = 4, 15
guard.pausetime = 4, 15
sparkno = -1
sparkxy = -18, -76
hitsound = S10101,3
;guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -1
air.velocity = -1,-3
air.fall = 1
fall.recover = 0
guard.kill = 0
guard.slidetime = 14
ground.cornerpush.veloff = 0
envshake.time = 15
envshake.ampl = 2
fall.recover = 0
[State 200, HitDef1]
type = movehitreset
trigger1 = animelem = 8
[State 200, HitDef1]
type = HitDef
trigger1 = movecontact = 0
trigger1 = animelem = 8,>= 0 && animelem = 9,< 0
affectteam = b
attr = ,aa,ap,at
damage = 20, 1
kill = 0
getpower = 0
givepower = 0
animtype = heavy
hitflag = adfhmlp
guardflag = 
priority = 5, hit
pausetime = 1, 18
guard.pausetime = 1, 15
sparkno = -1
sparkxy = -28, -36
hitsound = S10101,3
;guardsound = -1
ground.type = low
ground.slidetime = 6
ground.hittime  = 10
ground.velocity = -2,-1
air.velocity = -1,0
fall = 1
air.fall = 1
fall.recover = 0
guard.kill = 0
guard.slidetime = 14
ground.cornerpush.veloff = 0
envshake.time = 15
envshake.ampl = 2
fall.recover = 0

[state a];qbgGtFNg
type = Helper
trigger1 = UniqHitCount = 1 
name = "hit"
pos = Ceil(P2Dist X/2-25), -76-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16095
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .5
size.yscale = .5
supermovetime = 999999
pausemovetime = 999999
[state a];qbgGtFNg
type = Helper
trigger1 = UniqHitCount = 2
name = "hit"
pos = Ceil(P2Dist X/2-35), -36-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16095
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .5
size.yscale = .5
supermovetime = 999999
pausemovetime = 999999

[State 0, 0]
type = Helper
trigger1 = time = 1
helpertype = normal
name = "danger"
ID = 18801
stateno = 18801
postype = p1
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 2000
supermovetime = 2000


[State 0, 0]
type = Helper
trigger1 = time = 80
trigger2 = time = 85
helpertype = normal
name = "dfire"
ID = 18802
stateno = 18802
postype = p1
pos = 40,0
keyctrl = 0
ownpal = 1
size.yscale = 2
[State 0, 0]
type = Helper
trigger1 = time = 80
trigger2 = time = 85
helpertype = normal
name = "dfire"
ID = 18802
stateno = 18802
facing = -1
postype = p1
pos = 50,0
keyctrl = 0
ownpal = 1
size.yscale = 2

[state 0,0]
type = velset
trigger1 = time = 70
y = -9
[state 0,0]
type = veladd
trigger1 = time = [80,110]
y = 0.5
[state 0,0]
type = posset
trigger1 = animelem = 10
y = -130
[state 0,0]
type = velset
trigger1 = animelem = 10
x = 0
y = 0
[State 210, 3]
type = SprPriority
trigger1 = animelem = 10
value = -5
ignorehitpause = 1

[state 0,0]
type = screenbound
trigger1 = time < 70
value = 1
[state 0,0]
type = screenbound
trigger1 = time >= 70
value = 0

[State 210, 3]
type = ChangeState
trigger1 = Numhelper(18802) > 0
trigger1 = time >= 115
trigger1 = var(0) = 1
value = 18803
[State 210, 3]
type = ChangeState
trigger1 = Numhelper(18802) = 0
trigger1 = time >= 120
trigger1 = var(0) = 0
value = 15041

;---------------------------------------------------------------------------
;DANGER
[Statedef 18801]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 11327
sprpriority = -4
velset = 0,0

[State 3000, dorodoro]
type = Explod
persistent = 0
trigger1 = anim = 11328
anim = 11329
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 1
pausemovetime = 250
supermovetime =250
bindtime = -1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)
id = 1225
[State 3000, patin]
type = Explod
persistent = 0
trigger1 = anim = 11328
anim = 11330
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 5
pausemovetime = 250
supermovetime =250
bindtime = -1
removeongethit = 1
scale = const(size.xscale),const(size.yscale)
id = 1225

[State 210, 3]
type = Changeanim
trigger1 = parent,animelem = 4
value = 11328

[state 0,0]
type = posadd
trigger1 = 1
ignorehitpause = 1
x = floor(parentdist x)

[state 0,0]
type = assertspecial
trigger1 = time >= 0
flag = noshadow

[state 0,0]
type = changestate
trigger1 = parent,stateno != [18800,18807]
value = 18808

;---------------------------------------------------------------------------
;
[Statedef 18802]
type    = S
movetype = A
physics = N
ctrl = 0
anim = 11332
sprpriority = 4
velset = 4,0

[state 0,0]
type = posset
trigger1 = 1
ignorehitpause = 1
y = 0
[state 0,0]
type = velset
trigger1 = movehit
ignorehitpause = 1
x = 2.5

[state 0,0]
type = assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1

[State 0, 0]
type = Helper
trigger1 = time >= 2
id = stateno*10
stateno = stateno*10
pausemovetime = 9999
supermovetime = 9999
persistent = 0
[State 200, HitDef1]
type = AssertSpecial
trigger1 = 1
flag = unguardable
[State 200, HitDef1]
type = HitDef
trigger1 = 1
attr = ,aa
hitflag = 
ignorehitpause = 1
[State 200, HitDef1]
type = HitDef
trigger1 = time >= 2
trigger1 = movecontact = 0
affectteam = b
attr = ,aa,ap,at
hitflag = adfhmlp
guardflag = 
damage = ifelse(var(39)=1,116,110), 4
getpower = ifelse(var(50)=0,60,0),28
givepower = 28,15
animtype = diagup
priority = 5, hit
pausetime = 10, 200
guard.pausetime = 5, 7
sparkno = -1
hitsound = S10101, 3
guardsound = S120, 0
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2
air.velocity = -2,-8.6
air.fall = 1
fall.recover = 0
kill = 0
guard.kill = 0
envshake.time = 10
envshake.ampl = 2
[State 200, HitDef1]
type = targetstate
trigger1 = movecontact = 1
value = 18805
ignorehitpause = 1

[state 0,0]
type = parentvarset
trigger1 = movecontact > 0
trigger2 = var(0) = 1
var(0) = 1
ignorehitpause = 1
[state 0,0]
type = varset
trigger1 = numtarget > 0
trigger1 = target,id = root,id
trigger2 = numpartner = 1 && numtarget > 0
trigger2 = target,id = partner,id
var(8) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = parentvarset
trigger1 = numenemy > 0 && numtarget > 0
trigger1 = target,id = enemy,id
trigger2 = numenemy > 0 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy,const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy,const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy,const(size.air.back)
trigger2 = target,const(size.air.front) = enemy,const(size.air.front)
trigger2 = target,const(size.height) = enemy,const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy,const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy,const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy,const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy,const(size.mid.pos.y)
trigger3 = numenemy > 0
trigger3 = movecontact = 1 && numtarget = 0 && var(8) = 0
trigger3 = enemynear,id = enemy,id
trigger4 = var(1) = 1
var(1) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = parentvarset
trigger1 = numenemy = 2 && numtarget > 0
trigger1 = target,id = enemy(1),id
trigger2 = numenemy = 2 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy(1),const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy(1),const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy(1),const(size.air.back)
trigger2 = target,const(size.air.front) = enemy(1),const(size.air.front)
trigger2 = target,const(size.height) = enemy(1),const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy(1),const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy(1),const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy(1),const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy(1),const(size.mid.pos.y)
trigger3 = numenemy = 2
trigger3 = movecontact = 1 && numtarget = 0 && var(8) = 0
trigger3 = enemynear,id = enemy(1),id
trigger4 = var(2) = 1
var(2) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = targetdrop
trigger1 = 1
ignorehitpause = 1

[state a];qbgGtFNg
type = Helper
trigger1 = movehit = 1 
name = "hit"
pos = Ceil(P2Dist X/2-8), -4-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16095
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .5
size.yscale = .5
supermovetime = 999999
pausemovetime = 999999

[state 0,0]
type = destroyself
trigger1 = frontedgedist <= -50

;---------------------------------------------------------------------------
;
[Statedef 188020]

[State 200, HitDef1]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[state 0,0]
type = varset
trigger1 = time = 0
var(0) = parent,id

[state 0,0]
type = bindtoparent
trigger1 = playeridexist(var(0)) = 1
ignorehitpause = 1

[state 0,0]
type = changeanim
trigger1 = playeridexist(var(0)) = 1
elem = parent,animelemno(0)
value = parent,anim
ignorehitpause = 1

[state 0,0]
type = hitby
trigger1 = 1
value = 
ignorehitpause = 1

[State 200, HitDef1]
type = reversaldef
trigger1 = parent,time >= 2
reversal.attr = acs,aa,ap,at
damage = ifelse(var(39)=1,116,110), 4
getpower = ifelse(var(50)=0,60,0),28
givepower = 28,15
animtype = diagup
priority = 5, hit
pausetime = 0, 200
guard.pausetime = 0, 7
sparkno = -1
hitsound = -1
guardsound = -1
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2
air.velocity = -2,-8.6
air.fall = 1
fall.recover = 0
kill = 0
guard.kill = 0
envshake.time = 10
envshake.ampl = 2
[State 2000, 6]
type = PlaySnd
trigger1 = movehit = 1
value = 10101,3
persistent = 0
ignorehitpause = 1
[State 2000, 6]
type = PlaySnd
trigger1 = moveguarded = 1
value = 120,0
persistent = 0
ignorehitpause = 1
[State 200, HitDef1]
type = targetstate
trigger1 = movecontact = 1
value = 18805
ignorehitpause = 1

[state a];qbgGtFNg
type = Helper
trigger1 = movehit = 1 
name = "hit"
pos = Ceil(P2Dist X/2-8), -4-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16095
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .5
size.yscale = .5
supermovetime = 999999
pausemovetime = 999999

[state 0,0]
type = parentvarset
trigger1 = movecontact > 0
var(0) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = parentvarset
trigger1 = numenemy > 0 && numtarget > 0
trigger1 = target,id = enemy,id
trigger2 = numenemy > 0 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy,const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy,const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy,const(size.air.back)
trigger2 = target,const(size.air.front) = enemy,const(size.air.front)
trigger2 = target,const(size.height) = enemy,const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy,const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy,const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy,const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy,const(size.mid.pos.y)
var(1) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = parentvarset
trigger1 = numenemy = 2 && numtarget > 0
trigger1 = target,id = enemy(1),id
trigger2 = numenemy = 2 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy(1),const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy(1),const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy(1),const(size.air.back)
trigger2 = target,const(size.air.front) = enemy(1),const(size.air.front)
trigger2 = target,const(size.height) = enemy(1),const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy(1),const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy(1),const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy(1),const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy(1),const(size.mid.pos.y)
var(2) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = targetdrop
trigger1 = 1
ignorehitpause = 1

[state 0,0]
type = destroyself
trigger1 = playeridexist(var(0)) = 0
ignorehitpause = 1

;----e[be[----------------------------------------------------------
;΂܂WM
[Statedef 18803]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 11333
velset = 0,0
sprpriority = -5

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

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

[state 0,0]
type = playsnd
trigger1 = time = 0
value = 2500,99
loop = 1
channel = 8
volume = 50
[state 0,0]
type = varset
trigger1 = time = 0
trigger1 = var(41) = 2
v = 23
value = 1
[State 0, 0]
type = Helper
trigger1 = 1
helpertype = normal
name = "nomusic"
ID = 18807
stateno = 18807
postype = p1
pos = 0,-100
keyctrl = 0
ownpal = 1
persistent = 0
pausemovetime = 99999
supermovetime = 99999

[State 3000, effect]
type = Explod
trigger1 = time = 0
anim = 11334
postype = p2
pos = 0,0
persistent = 0
ownpal = 1
removetime = 150
sprpriority = 2
scale = 0.5,0.5;const(size.xscale),const(size.yscale)
id = 8803
[state ]
type = projectile
trigger1 = numexplod(8803) > 0
projanim = 9999
projedgebound = 2000000000
projheightbound = -2000000000,2000000000
projid = 18803
projremove = 0
projremovetime = 1
projscale = 0,0
projstagebound = 2000000000
[State 3000, fire]
type = Explod
persistent = 0
trigger1 = time = 1
anim = 11331
postype = p2
pos = -80,0
ownpal = 1
sprpriority = 5
pausemovetime = 250
supermovetime =250
bindtime = -1
removetime = 150
scale = 0.5,0.5;const(size.xscale),const(size.yscale)
[State 3000, fire]
type = Explod
persistent = 0
trigger1 = time = 1
anim = 11331
postype = p2
pos = -30,0
ownpal = 1
sprpriority = 5
pausemovetime = 250
supermovetime =250
bindtime = -1
removetime = 150
scale = 0.5,0.5;const(size.xscale),const(size.yscale)

[State 0, 0]
type = PlaySnd
trigger1 = time = 30
value = 10004,0
channel = 0

[State 3000, effect]
type = Explod
trigger1 = time = 150
anim = 11335
postype = left
pos = 60,130
bindtime = -1
ownpal = 1
sprpriority = 5
ontop = 1
[State 3000, effect]
type = Explod
trigger1 = time = 150
anim = 11335
postype = left
pos = 160,130
ownpal = 1
sprpriority = 5
ontop = 1
bindtime = -1
[State 3000, effect]
type = Explod
trigger1 = time = 150
bindtime = -1
anim = 11335
postype = left
pos = 260,130
ownpal = 1
sprpriority = 5
ontop = 1

[State 210, 2]
type = PlaySnd
trigger1 = time = 150
value = 10090, 7
[State 210, 2]
type = PlaySnd
trigger1 = time = 150
value = 10031, 0

[state 0,0]
type = varset
trigger1 = time = 149
v = 24
value = 0

[State 3000, Backfire]
type = Explod
trigger1 = time = 0
anim = 11225
postype = back
pos = -40,0
ownpal = 1
velocity = 0,-10
sprpriority = -5
pausemovetime = 250
supermovetime =250
removeongethit = 1
scale = 2,2
removetime = 80
[State 3000, Backfire]
type = Explod
persistent = 51;40;24
trigger1 = time = [25,148];56
anim = 11225
postype = back
pos = -40,256
ownpal = 1
velocity = 0,-10
sprpriority = -5
pausemovetime = 250
supermovetime =250
removeongethit = 1
scale = 2,2
removetime = 82;80;24
id = 1225
[state -2, destroy]
type = removeexplod
trigger1 = time >= 149
id = 1225

[State 0, 0]
type = Helper
triggerall = root,numprojid(142142143) > 0
trigger1 = time = [152,169]
id = stateno*10
stateno = stateno*10
pausemovetime = 9999
supermovetime = 9999
persistent = 0
[State 200, HitDef1]
type = AssertSpecial
triggerall = root,numprojid(142142143) > 0
trigger1 = 1
flag = unguardable
[State 200, HitDef1]
type = HitDef
triggerall = root,numprojid(142142143) > 0
trigger1 = 1
attr = ,aa
hitflag = 
ignorehitpause = 1
[state samsara]
type = hitdef
triggerall = root,numprojid(142142143) > 0
trigger1 = time = [152,169]
affectteam = b
attr = ,aa,ap,at
hitflag = adfhmlp
guardflag = 
damage = 2147483648
hitsound = s-1
priority = 7,hit
sparkno = s-1
guard.sparkno = s-1
palfx.add = 130,0,-100
palfx.color = 0
palfx.invertall = 1
palfx.sinadd = 110,110,110,10
palfx.time = 60
[State 200, HitDef1]
type = targetstate
triggerall = root,numprojid(142142143) > 0
trigger1 = movecontact = 1
value = 51505150
ignorehitpause = 1

[state 0,0]
type = varset
trigger1 = numtarget > 0
trigger1 = target,id = root,id
trigger2 = numpartner = 1 && numtarget > 0
trigger2 = target,id = partner,id
var(8) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = varset
trigger1 = numenemy > 0 && numtarget > 0
trigger1 = target,id = enemy,id
trigger2 = numenemy > 0 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy,const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy,const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy,const(size.air.back)
trigger2 = target,const(size.air.front) = enemy,const(size.air.front)
trigger2 = target,const(size.height) = enemy,const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy,const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy,const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy,const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy,const(size.mid.pos.y)
trigger3 = numenemy > 0
trigger3 = movecontact = 1 && numtarget = 0 && var(8) = 0
trigger3 = enemynear,id = enemy,id
var(1) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = varset
trigger1 = numenemy = 2 && numtarget > 0
trigger1 = target,id = enemy(1),id
trigger2 = numenemy = 2 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy(1),const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy(1),const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy(1),const(size.air.back)
trigger2 = target,const(size.air.front) = enemy(1),const(size.air.front)
trigger2 = target,const(size.height) = enemy(1),const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy(1),const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy(1),const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy(1),const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy(1),const(size.mid.pos.y)
trigger3 = numenemy = 2
trigger3 = movecontact = 1 && numtarget = 0 && var(8) = 0
trigger3 = enemynear,id = enemy(1),id
var(2) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = targetdrop
trigger1 = 1
ignorehitpause = 1

[State 0, 0]
type = Varset
trigger1 = time = 0
var(3) = 0
[State 0, 0]
type = Varset
triggerall = lose = 0 && drawgame = 0 && win = 0
trigger1 = time = [152,169]
var(3) = 1

[State 0, 0]
type = Helper
trigger1 = var(3) = 1
trigger1 = lose || drawgame || win
trigger1 = time = [152,169]
ID = 19570
stateno = 39570
persistent = 0
pausemovetime = 9999
supermovetime = 9999

[state 0,0]
type = changestate
trigger1 = animtime = 0
trigger1 = roundstate > 2
value = 15040
[state 0,0]
type = changestate
trigger1 = animtime = 0
value = 15041
;---------------------------------------------------------------------------
;
[Statedef 188030]

[State 200, HitDef1]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[state 0,0]
type = varset
trigger1 = time = 0
var(0) = parent,id

[state 0,0]
type = bindtoparent
trigger1 = playeridexist(var(0)) = 1
ignorehitpause = 1

[state 0,0]
type = changeanim
trigger1 = playeridexist(var(0)) = 1
elem = parent,animelemno(0)
value = parent,anim
ignorehitpause = 1

[state 0,0]
type = hitby
trigger1 = 1
value = 
ignorehitpause = 1

[state samsara]
type=reversaldef
trigger1 = 1
hitsound = s-1
palfx.add = 130,0,-100
palfx.color = 0
palfx.invertall = 1
palfx.sinadd = 110,110,110,10
palfx.time = 60
priority = 7,hit
reversal.attr = acs,aa,ap,at
sparkno = s-1
[State 200, HitDef1]
type = targetstate
trigger1 = movecontact = 1
value = 51505150
ignorehitpause = 1

[state 0,0]
type = parentvarset
trigger1 = movecontact > 0
var(0) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = parentvarset
trigger1 = numenemy > 0 && numtarget > 0
trigger1 = target,id = enemy,id
trigger2 = numenemy > 0 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy,const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy,const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy,const(size.air.back)
trigger2 = target,const(size.air.front) = enemy,const(size.air.front)
trigger2 = target,const(size.height) = enemy,const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy,const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy,const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy,const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy,const(size.mid.pos.y)
var(1) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = parentvarset
trigger1 = numenemy = 2 && numtarget > 0
trigger1 = target,id = enemy(1),id
trigger2 = numenemy = 2 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy(1),const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy(1),const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy(1),const(size.air.back)
trigger2 = target,const(size.air.front) = enemy(1),const(size.air.front)
trigger2 = target,const(size.height) = enemy(1),const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy(1),const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy(1),const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy(1),const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy(1),const(size.mid.pos.y)
var(2) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = targetdrop
trigger1 = 1
ignorehitpause = 1

[state 0,0]
type = destroyself
trigger1 = parent,time = 169 + 1
ignorehitpause = 1

;---------------------------------------------------------------------------
;
[Statedef 18805]
type    = A
movetype= H
physics = N
ctrl = 0
anim = 5000
sprpriority = 3
velset = 0,0

[state 0,0]
type = changestate
trigger1 = ishelper = 1
value = 9999
persistent = 256
ignorehitpause = 1

[state 0,0]
type = changeanim
trigger1 = 1
value = 5000

[state 0,0]
type = changestate
trigger1 = numprojid(18803) > 0
trigger2 = enemy(enemy,name!="Thouther"),numprojid(18803) > 0
value = 18806

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 5

;---------------------------------------------------------------------------
;
[Statedef 18806]
type    = A
movetype= H
physics = N
ctrl = 0
anim = 5000
sprpriority = 3
velset = 0,0

[state 0,0]
type = palfx
trigger1 = numprojid(18803) > 0
trigger2 = enemy(enemy,name!="Thouther"),numprojid(18803) > 0
time = 2
add = 200,0,0
mul = 100,100,100

[state 0,0]
type = lifeadd
trigger1 = numprojid(18803) > 0
trigger2 = enemy(enemy,name!="Thouther"),numprojid(18803) > 0
value = -10
kill = 0

[state 0,0]
type = lifeset
trigger1 = time = 149
value = 0

[state 0,0]
type = changeanim
trigger1 = 1
value = 5000

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 5

[state 0,0]
type = velset
trigger1 = time = 150
x = -7
y = -2

[State 210, 3]
type = selfState
trigger1 = time = 150
value = 5050
ctrl = 0

;---------------------
;music-box
;stopping
[Statedef 18807]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 9999
sprpriority = 0
velset = 0,0

[state 0,0]
type = assertspecial
trigger1 = 1
flag = nomusic

[state 0,0]
type = destroyself
trigger1 = ishelper(18811)
trigger1 = root,var(21) = 0
trigger2 = parent,stateno = 15041
trigger3 = parent,stateno = 20106
trigger4 = parent,stateno = 38807
trigger5 = parent,stateno = 40106
trigger6 = parent,stateno = 50106
trigger7 = parent,stateno = 60106

;---------------------------------------------------------------------------
;DANGER
[Statedef 18808]
type    = S
movetype= I
physics = S
ctrl = 0
sprpriority = -5
velset = 0,0
anim = 11336

[state 0,0]
type = palfx
trigger1 = 1
time = 1
mul = 255-(time*25),255-(time*25),255-(time*25)

[state 0,0]
type = destroyself
trigger1 = time = 10





































































;---------------------------------------------------------------------------
; Stand
[Statedef 20000]
type = S
physics = S
sprpriority = 0

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[State 52, 4]
type = Changeanim
trigger1 = prevstateno = 28805
trigger1 = time = 0
value = 21190

[State 52, 4]
type = ChangeState
trigger1 = roundstate = 4
value = 20182

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

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

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

[State 1000, Snd1]
type = turn
trigger1 = time = 0
trigger1 = p2dist x < 0

[State 1000, Snd1]
type = hitby
trigger1 = 1
time = -1
value = 

[State 100, 1]
type = VelSet
trigger1 = 1
x = 7.8

[State 100, 4]
type = ChangeState
trigger1 = p2dist x = [-50,50]
value = 28800

[State 100, 4]
type = destroyself
trigger1 = screenpos x != [-320,640]

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

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = -7.7

[State 100, 4]
type = destroyself
trigger1 = screenpos x != [-100,420]
;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 20106]
type    = A
physics = N
ctrl = 0
anim = 20105
sprpriority = 1

[state 0,0]
type = stopsnd
trigger1 = time = 0
channel = 9

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = -7.7

[State 100, 4]
type = destroyself
trigger1 = screenpos x != [-100,420]

;---------------------------------------------------------------------------
;ꌂ
; Win pose c
[Statedef 20182]
type = S
ctrl = 0
movetype= I
physics = S

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[State 190, 2]
type = AssertSpecial
trigger1 = time <= 180
flag = roundnotover

[State 210, 2]
type = PlaySnd
trigger1 = time = 4
value = 20004, 14
channel = 0

;---:::::::::::::::::::::::::::::::::::::::::::::
;----e[be[----------------------------------------------------------
;ꌂ
[Statedef 28800]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 21187
sprpriority = 2

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[State 0, 0]
type = Helper
trigger1 = time = 10
helpertype = normal
name = "hokuto"
ID = 21997
stateno = 11997
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[state 0,0]
type = BGpalfx
trigger1 = time >= 6
time = 5
add = 100,-130,-200
mul = 150,150,150
ignorehitpause = 1

[state a]
type = Helper
trigger1 = time = 1
pos = 0,0
postype = p1
stateno = 16303
helpertype = normal
pausemovetime = 99999
supermovetime = 99999
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = 1
size.yscale = 1

[State -1]
type = posfreeze
trigger1 = time <= 60

[state 0,0]
type = veladd
triggerall = pos y < 0
trigger1 = time = 60
y = -4
persistent = 0
[state 0,0]
type = veladd
triggerall = pos y < 0
trigger1 = time >= 60
y = 0.45
[state 0,0]
type = velset
triggerall = pos y >= 0
trigger1 = time >= 60
y = 0

[state 0,0]
type = varset
trigger1 = time = 1
v = 50
value = 0

[State 0, 0]
type = PlaySnd
trigger1 = time = 1
value = 20005,21
channel = 0
[State 0, 0]
type = PlaySnd
trigger1 = time = 65
value = 20005,44
channel = 0

[State 3500, 1]
type = SuperPause
trigger1 = time = 6
time = 68
movetime = 68
pos = -14,-9
ownpal = 1
anim = -1
sound = S10220,0
poweradd = 0;ifelse(var(50) = 4, -350, -1000)
darken = 0

[State 0, 0]
type = Helper
trigger1 = time = 6
helpertype = normal
name = "cutin"
ID = 21999
stateno = 11999
postype = back
pos = -180,50
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 0, 0]
type = Helper
trigger1 = animelem = 8,>= 0 && animelem = 9,< 0
stateno = stateno*10
pausemovetime = 9999
supermovetime = 9999
persistent = 0
[State 200, HitDef1]
type = AssertSpecial
trigger1 = 1
flag = unguardable
[State 200, HitDef1]
type = HitDef
trigger1 = 1
attr = ,aa
hitflag = 
ignorehitpause = 1
[State 200, HitDef1]
type = HitDef
trigger1 = animelem = 8,>= 0 && animelem = 9,< 0
trigger1 = movecontact = 0
affectteam = b
attr = ,aa,ap,at
hitflag = adfhmlp
guardflag = 
damage = 25, 1
kill = 0
getpower = 0
givepower = 0
animtype = heavy
priority = 5, hit
pausetime = ifelse(movecontact = 0,10,0), ifelse(movecontact = 0,15,0)
guard.pausetime = ifelse(movecontact = 0,15,0), ifelse(movecontact = 0,15,0)
sparkno = -1
sparkxy = -18, -106
hitsound = -1
ground.type = low
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -1
air.velocity = -1,-5
fall = 1
air.fall = 1
fall.recover = 0
guard.kill = 0
guard.slidetime = 14
ground.cornerpush.veloff = -5
envshake.time = 15
envshake.ampl = 8
fall.recover = 0
[State 2000, 6]
type = PlaySnd
trigger1 = movehit = 1
value = 10101,3
persistent = 0
ignorehitpause = 1
[State 2000, 6]
type = PlaySnd
trigger1 = moveguarded = 1
value = 121,0
persistent = 0
ignorehitpause = 1
[State 200, HitDef1]
type = targetstate
trigger1 = movecontact = 1
value = 28801
ignorehitpause = 1

[state 0,0]
type = varset
trigger1 = movecontact > 0
var(0) = 1
ignorehitpause = 1
[state 0,0]
type = varset
trigger1 = numtarget > 0
trigger1 = target,id = root,id
trigger2 = numpartner = 1 && numtarget > 0
trigger2 = target,id = partner,id
var(8) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = varset
trigger1 = numenemy > 0 && numtarget > 0
trigger1 = target,id = enemy,id
trigger2 = numenemy > 0 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy,const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy,const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy,const(size.air.back)
trigger2 = target,const(size.air.front) = enemy,const(size.air.front)
trigger2 = target,const(size.height) = enemy,const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy,const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy,const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy,const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy,const(size.mid.pos.y)
trigger3 = numenemy > 0
trigger3 = movecontact = 1 && numtarget = 0 && var(8) = 0
trigger3 = enemynear,id = enemy,id
var(1) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = varset
trigger1 = numenemy = 2 && numtarget > 0
trigger1 = target,id = enemy(1),id
trigger2 = numenemy = 2 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy(1),const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy(1),const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy(1),const(size.air.back)
trigger2 = target,const(size.air.front) = enemy(1),const(size.air.front)
trigger2 = target,const(size.height) = enemy(1),const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy(1),const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy(1),const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy(1),const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy(1),const(size.mid.pos.y)
trigger3 = numenemy = 2
trigger3 = movecontact = 1 && numtarget = 0 && var(8) = 0
trigger3 = enemynear,id = enemy(1),id
var(2) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = targetdrop
trigger1 = 1
ignorehitpause = 1

[state a];qbgGtFNg
type = Helper
trigger1 = movehit = 1
name = "hit"
pos = Ceil(P2Dist X/2-15), -106-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16095
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .5
size.yscale = .5
supermovetime = 999999
pausemovetime = 999999

[State 210, 3]
type = ChangeState
trigger1 = var(0) = 1
value = 28804
[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 28803

;---------------------------------------------------------------------------
[Statedef 288000]

[State 200, HitDef1]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[state 0,0]
type = varset
trigger1 = time = 0
var(0) = parent,id

[state 0,0]
type = bindtoparent
trigger1 = playeridexist(var(0)) = 1
ignorehitpause = 1

[state 0,0]
type = changeanim
trigger1 = playeridexist(var(0)) = 1
elem = parent,animelemno(0)
value = parent,anim
ignorehitpause = 1

[state 0,0]
type = hitby
trigger1 = 1
value = 
ignorehitpause = 1

[State 200, HitDef1]
type = reversaldef
trigger1 = parent,animelem = 8,>= 0 && parent,animelem = 9,< 0
reversal.attr = acs,aa,ap,at
damage = 25, 1
kill = 0
getpower = 0
givepower = 0
animtype = heavy
priority = 5, hit
pausetime = 0, ifelse(movecontact = 0,15,0)
guard.pausetime = 0, ifelse(movecontact = 0,15,0)
sparkno = -1
sparkxy = -18, -106
hitsound = -1
ground.type = low
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -1
air.velocity = -1,-5
fall = 1
air.fall = 1
fall.recover = 0
guard.kill = 0
guard.slidetime = 14
ground.cornerpush.veloff = -5
envshake.time = 15
envshake.ampl = 8
fall.recover = 0
[State 2000, 6]
type = PlaySnd
trigger1 = movehit = 1
value = 10101,3
persistent = 0
ignorehitpause = 1
[State 2000, 6]
type = PlaySnd
trigger1 = moveguarded = 1
value = 121,0
persistent = 0
ignorehitpause = 1
[State 200, HitDef1]
type = targetstate
trigger1 = movecontact = 1
value = 28801
ignorehitpause = 1

[state a];qbgGtFNg
type = Helper
trigger1 = movehit = 1
name = "hit"
pos = Ceil(P2Dist X/2-15), -106-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16095
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .5
size.yscale = .5
supermovetime = 999999
pausemovetime = 999999

[state 0,0]
type = parentvarset
trigger1 = movecontact > 0
var(0) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = parentvarset
trigger1 = numenemy > 0 && numtarget > 0
trigger1 = target,id = enemy,id
trigger2 = numenemy > 0 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy,const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy,const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy,const(size.air.back)
trigger2 = target,const(size.air.front) = enemy,const(size.air.front)
trigger2 = target,const(size.height) = enemy,const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy,const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy,const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy,const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy,const(size.mid.pos.y)
var(1) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = parentvarset
trigger1 = numenemy = 2 && numtarget > 0
trigger1 = target,id = enemy(1),id
trigger2 = numenemy = 2 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy(1),const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy(1),const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy(1),const(size.air.back)
trigger2 = target,const(size.air.front) = enemy(1),const(size.air.front)
trigger2 = target,const(size.height) = enemy(1),const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy(1),const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy(1),const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy(1),const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy(1),const(size.mid.pos.y)
var(2) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = targetdrop
trigger1 = 1
ignorehitpause = 1

[state 0,0]
type = destroyself
trigger1 = parent,animelem = 9,>=0
ignorehitpause = 1

;---------------------------------------------------------------------------
;
[Statedef 28801]
type    = A
movetype= H
physics = N
ctrl = 0
anim = 5000
sprpriority = 1
velset = 0,0

[state 0,0]
type = changestate
trigger1 = ishelper = 1
value = 9999
persistent = 256
ignorehitpause = 1

[State 210, 3]
type = ChangeState
trigger1 = numprojid(28808) > 0
trigger2 = enemy(enemy,name!="Thouther"),numprojid(28808) > 0
value = 28915

[State 210, 3]
type = Changeanim2
trigger1 = time = 0
value = 21229
[State 210, 3]
type = Changeanim
triggerall = authorname = "Drowin hokuto"
trigger1 = time = 70
value = 5320

[state 0,0]
type = lifeadd
trigger1 = time = [70,265]
value = -5
kill = 0
[state 0,0]
type = lifeset
trigger1 = time = 269
value = 0

[state 0,0]
type = velset
trigger1 = time = 270
x = -7
y = -2

[State 210, 3]
type = selfState
trigger1 = time = 271
value = 5050

;---------------------------------------------------------------------------
;s@
[Statedef 28803]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 21221
sprpriority = 1
velset = 0,0

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[state 0,0]
type = veladd
triggerall = pos y < 0
trigger1 = time >= 0
y = 0.45
[state 0,0]
type = velset
triggerall = pos y >= 0
trigger1 = time >= 0
y = 0

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 20105

;---------------------------------------------------------------------------
;e[be[I@E
[Statedef 28804]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 21188
sprpriority = 3
velset = 0,0

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[state 0,0]
type = changestate
trigger1 = time = 0
trigger1 = numtarget > 0
trigger1 = target,var(0) >= 1
trigger1 = target,authorname = "Drowin hokuto"
trigger1 = target,name = "RAOH" || target,name = "KENOH"
trigger1 = target,var(59) >= 1
value = 28808

[State 0, 0]
type = Helper
trigger1 = 1
helpertype = normal
name = "nomusic"
ID = 18807
stateno = 18807
postype = p1
pos = 0,-100
keyctrl = 0
ownpal = 1
persistent = 0
pausemovetime = 99999
supermovetime = 99999

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

[State 0, 0]
type = PlaySnd
trigger1 = time = 12
value = 20090, 4

[state 0,0]
type = veladd
triggerall = pos y < 0
trigger1 = time >= 10
y = 0.45
[state 0,0]
type = velset
triggerall = pos y >= 0
trigger1 = time >= 10
y = 0

[state 0,0]
type = playsnd
trigger1 = time = 0
value = 2500,99
loop = 1
channel = 9
volume = 50
persistent = 0
[state 0,0]
type = varset
trigger1 = time = 0
v = 23
value = 1

[State 210, 3]
type = Changeanim
trigger1 = time = 176
value = 21189
[State 210, 3]
type = Changeanim
trigger1 = time = 254
value = 21220

[state 0,0]
type = envshake
trigger1 = time = 56
time = 200
ampl = 5

[state 0,0]
type = varrandom
trigger1 = time >= 0
v = 19
range = -15,15
[state 0,0]
type = varrandom
trigger1 = time >= 0
v = 18
range = -15,15

[State 3000, face]
type = Explod
trigger1 = time >= 56
anim = 21222
postype = back
pos = -8,0
ownpal = 1
random = 4,4
sprpriority = -4
pausemovetime = 250
supermovetime =250
bindtime = -1
removeongethit = 1
scale = 0.5,0.5
removetime = 1
id = 1225

[state 0,0]
type = hitadd
trigger1 = time = 56
value = (enemy,gethitvar(hitcount))*-1
[state 0,0]
type = hitadd
trigger1 = time >= 57
value = 1
persistent = 2

[State 0, 0]
type = PlaySnd
trigger1 = time >= 57
value = 20090, 3
persistent = 20
channel = 1

[State 3000, handF]
type = Explod
persistent = 30
trigger1 = random >= 800
trigger1 = time >= 50
anim = 21223
postype = back
pos = -80,125
random = 60,80
ownpal = 1
velocity = 10.5+(var(19)*0.1),0+(var(19)*0.1)
sprpriority = -3
pausemovetime = 250
supermovetime =250
removeongethit = 1
scale = 0.5,0.5
removetime = 25
id = 1225
[State 3000, handB]
type = Explod
persistent = 30
trigger1 = random >= 800
trigger1 = time >= 52
anim = 21224
postype = back
pos = -80,112
random = 60,120
ownpal = 1
velocity = 10.5+(var(19)*0.1),0+(var(19)*0.1)
sprpriority = -5
pausemovetime = 250
supermovetime =250
removeongethit = 1
scale = 0.5,0.5
removetime = 25
id = 1225

[State 3000, Backfire]
type = Explod
trigger1 = time = 56
anim = 11225
postype = back
pos = -40,0
ownpal = 1
velocity = 0,-10
sprpriority = -5
pausemovetime = 250
supermovetime =250
removeongethit = 1
scale = 2,2
removetime = 48
[State 3000, Backfire]
type = Explod
persistent = 51;40;24
trigger1 = time >= 81;56
anim = 11225
postype = back
pos = -40,256
ownpal = 1
velocity = 0,-10
sprpriority = -5
pausemovetime = 250
supermovetime =250
removeongethit = 1
scale = 2,2
removetime = 80;80;24
id = 1225
[state -2, destroy]
type = removeexplod
trigger1 = time >= 255
id = 1225

[state 0,0]
type = playsnd
persistent = 6
trigger1 = time >= 56
value = 10101,3
channel = 2

[State 0, 0]
type = Helper
triggerall = root,numprojid(142142143) > 0
trigger1 = anim = 21188
trigger1 = animelem = 11,>= 0
trigger2 = anim = 21189
trigger2 = animelem = 8,>= 0
stateno = stateno*10
pausemovetime = 9999
supermovetime = 9999
persistent = 0
[State 200, HitDef1]
type = AssertSpecial
triggerall = root,numprojid(142142143) > 0
trigger1 = 1
flag = unguardable
[State 200, HitDef1]
type = HitDef
triggerall = root,numprojid(142142143) > 0
trigger1 = 1
attr = ,aa
hitflag = 
ignorehitpause = 1
[state samsara]
type = hitdef
triggerall = root,numprojid(142142143) > 0
trigger1 = anim = 21188
trigger1 = animelem = 11,>= 0
trigger2 = anim = 21189
trigger2 = animelem = 8,>= 0
affectteam = b
attr = ,aa,ap,at
hitflag = adfhmlp
guardflag = 
damage = 2147483648
hitsound = s-1
priority = 7,hit
sparkno = s-1
guard.sparkno = s-1
[State 200, HitDef1]
type = targetstate
triggerall = root,numprojid(142142143) > 0
trigger1 = movecontact = 1
value = 51505150
ignorehitpause = 1

[state 0,0]
type = varset
trigger1 = numtarget > 0
trigger1 = target,id = root,id
trigger2 = numpartner = 1 && numtarget > 0
trigger2 = target,id = partner,id
var(8) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = varset
trigger1 = numenemy > 0 && numtarget > 0
trigger1 = target,id = enemy,id
trigger2 = numenemy > 0 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy,const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy,const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy,const(size.air.back)
trigger2 = target,const(size.air.front) = enemy,const(size.air.front)
trigger2 = target,const(size.height) = enemy,const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy,const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy,const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy,const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy,const(size.mid.pos.y)
trigger3 = numenemy > 0
trigger3 = movecontact = 1 && numtarget = 0 && var(8) = 0
trigger3 = enemynear,id = enemy,id
var(1) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = varset
trigger1 = numenemy = 2 && numtarget > 0
trigger1 = target,id = enemy(1),id
trigger2 = numenemy = 2 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy(1),const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy(1),const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy(1),const(size.air.back)
trigger2 = target,const(size.air.front) = enemy(1),const(size.air.front)
trigger2 = target,const(size.height) = enemy(1),const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy(1),const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy(1),const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy(1),const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy(1),const(size.mid.pos.y)
trigger3 = numenemy = 2
trigger3 = movecontact = 1 && numtarget = 0 && var(8) = 0
trigger3 = enemynear,id = enemy(1),id
var(2) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = targetdrop
trigger1 = 1
ignorehitpause = 1

[State 0, 0]
type = Varset
trigger1 = time = 0
var(3) = 0
[State 0, 0]
type = Varset
triggerall = lose = 0 && drawgame = 0 && win = 0
trigger1 = anim = 21188 && animelem = 11,>= 0 || anim = 21189 && animelem = 8,>= 0
var(3) = 1

[state a];qbgGtFNg
type = Helper
trigger1 = time = [56,176]
name = "hit"
pos = 15-random%30, -50-random%60
Postype = p2
stateno = 16095
helpertype = normal
persistent = 8
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .5
size.yscale = .5
supermovetime = 999999
pausemovetime = 999999
[state a];qbgGtFNg
type = Helper
trigger1 = time >= 182
name = "hit"
pos = Ceil(P2Dist X/2-random%30), -69-random%60-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16095
helpertype = normal
persistent = 8
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .5
size.yscale = .5
supermovetime = 999999
pausemovetime = 999999

[State 0, 0]
type = PlaySnd
trigger1 = time = 55
value = 20005,22
channel = 0
[State 0, 0]
type = PlaySnd
trigger1 = time = 250
value = 20005,23
channel = 0

[state 0,0]
type = BGpalfx
trigger1 = time >= 0
time = 5
add = 100,-20,-40
mul = 150,150,150
ignorehitpause = 1

[State 0, 0]
type = Helper
trigger1 = time = 18
helpertype = normal
name = "efe"
ID = 28806
stateno = 28806
postype = p1
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 300
supermovetime = 300

[State 210, 3]
type = ChangeState
trigger1 = time = 256
value = 28805
ctrl = 0

;---------------------------------------------------------------------------
[Statedef 288040]

[State 200, HitDef1]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[state 0,0]
type = varset
trigger1 = time = 0
var(0) = parent,id

[state 0,0]
type = bindtoparent
trigger1 = playeridexist(var(0)) = 1
ignorehitpause = 1

[state 0,0]
type = changeanim
trigger1 = playeridexist(var(0)) = 1
elem = parent,animelemno(0)
value = parent,anim
ignorehitpause = 1

[state 0,0]
type = hitby
trigger1 = 1
value = 
ignorehitpause = 1

[State 200, HitDef1]
type = reversaldef
trigger1 = 1
reversal.attr = acs,aa,ap,at
hitsound = s-1
priority = 7,hit
sparkno = s-1
[State 200, HitDef1]
type = targetstate
trigger1 = movecontact = 1
value = 51505150
ignorehitpause = 1

[state 0,0]
type = parentvarset
trigger1 = movecontact > 0
var(0) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = parentvarset
trigger1 = numenemy > 0 && numtarget > 0
trigger1 = target,id = enemy,id
trigger2 = numenemy > 0 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy,const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy,const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy,const(size.air.back)
trigger2 = target,const(size.air.front) = enemy,const(size.air.front)
trigger2 = target,const(size.height) = enemy,const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy,const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy,const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy,const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy,const(size.mid.pos.y)
var(1) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = parentvarset
trigger1 = numenemy = 2 && numtarget > 0
trigger1 = target,id = enemy(1),id
trigger2 = numenemy = 2 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy(1),const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy(1),const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy(1),const(size.air.back)
trigger2 = target,const(size.air.front) = enemy(1),const(size.air.front)
trigger2 = target,const(size.height) = enemy(1),const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy(1),const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy(1),const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy(1),const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy(1),const(size.mid.pos.y)
var(2) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = targetdrop
trigger1 = 1
ignorehitpause = 1

[state 0,0]
type = destroyself
trigger1 = parent,anim = 21220
ignorehitpause = 1

;---------------------------------------------------------------------------
;߃|[YZt
[Statedef 28805]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 1
velset = 0,0

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[state 0,0]
type = envcolor
trigger1 = 1
ignorehitpause = 1
value = 0,0,0
under = 1

[State 3000, effect]
type = Explod
trigger1 = time = 1
anim = 21230
postype = left
pos = 2,170
ownpal = 0
sprpriority = 5
ontop = 1
scale = 0.5,0.5
pausemovetime = 120
supermovetime = 120
[State 3000, effect]
type = Explod
trigger1 = time = 0
anim = 21231
removetime = 119
postype = p1
pos = 10,40
ownpal = 0
sprpriority = 5
scale = const(size.xscale)+0.2,const(size.xscale)+0.2
pausemovetime = 120
supermovetime = 120

[state 0,0]
type = pause
trigger1 = time = 1
time = 120
movetime = 120

[State 0, 0]
type = PlaySnd
trigger1 = time = 50
value = 20005,24
channel = 0

[state 0,0]
type = varset
trigger1 = time >= 76
fv = 2
value = 1

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

[state 0,0]
type = posadd
trigger1 = time >= 120
trigger1 = frontedgedist <= 90
x = -2

[state 0,0]
type = envshake
trigger1 = time = 0
time = 8
ampl = 9

[State 0, 0]
type = Helper
triggerall = root,numprojid(142142143) > 0
trigger1 = animelem = 1,>= 0 && animelem = 2,< 0
stateno = stateno*10
pausemovetime = 9999
supermovetime = 9999
persistent = 0
[State 200, HitDef1]
type = AssertSpecial
triggerall = root,numprojid(142142143) > 0
trigger1 = 1
flag = unguardable
[State 200, HitDef1]
type = HitDef
triggerall = root,numprojid(142142143) > 0
trigger1 = 1
attr = ,aa
hitflag = 
ignorehitpause = 1
[state samsara]
type = hitdef
triggerall = root,numprojid(142142143) > 0
trigger1 = animelem = 1,>= 0 && animelem = 2,< 0
affectteam = b
attr = ,aa,ap,at
hitflag = adfhmlp
guardflag = 
damage = 2147483648
hitsound = s-1
priority = 7,hit
sparkno = s-1
guard.sparkno = s-1
[State 200, HitDef1]
type = targetstate
triggerall = root,numprojid(142142143) > 0
trigger1 = movecontact = 1
value = 51505150
ignorehitpause = 1

[state 0,0]
type = varset
trigger1 = numtarget > 0
trigger1 = target,id = root,id
trigger2 = numpartner = 1 && numtarget > 0
trigger2 = target,id = partner,id
var(8) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = varset
trigger1 = numenemy > 0 && numtarget > 0
trigger1 = target,id = enemy,id
trigger2 = numenemy > 0 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy,const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy,const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy,const(size.air.back)
trigger2 = target,const(size.air.front) = enemy,const(size.air.front)
trigger2 = target,const(size.height) = enemy,const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy,const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy,const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy,const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy,const(size.mid.pos.y)
trigger3 = numenemy > 0
trigger3 = movecontact = 1 && numtarget = 0 && var(8) = 0
trigger3 = enemynear,id = enemy,id
var(1) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = varset
trigger1 = numenemy = 2 && numtarget > 0
trigger1 = target,id = enemy(1),id
trigger2 = numenemy = 2 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy(1),const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy(1),const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy(1),const(size.air.back)
trigger2 = target,const(size.air.front) = enemy(1),const(size.air.front)
trigger2 = target,const(size.height) = enemy(1),const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy(1),const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy(1),const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy(1),const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy(1),const(size.mid.pos.y)
trigger3 = numenemy = 2
trigger3 = movecontact = 1 && numtarget = 0 && var(8) = 0
trigger3 = enemynear,id = enemy(1),id
var(2) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = targetdrop
trigger1 = 1
ignorehitpause = 1

[State 0, 0]
type = Helper
trigger1 = var(3) = 1
trigger1 = lose || drawgame || win
trigger1 = animelem = 2
ID = 29570
stateno = 39570
persistent = 0
pausemovetime = 9999
supermovetime = 9999

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
trigger1 = roundstate > 2
value = 20000
[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 20106

;---------------------------------------------------------------------------
[Statedef 288050]

[State 200, HitDef1]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[state 0,0]
type = varset
trigger1 = time = 0
var(0) = parent,id

[state 0,0]
type = bindtoparent
trigger1 = playeridexist(var(0)) = 1
ignorehitpause = 1

[state 0,0]
type = changeanim
trigger1 = playeridexist(var(0)) = 1
elem = parent,animelemno(0)
value = parent,anim
ignorehitpause = 1

[state 0,0]
type = hitby
trigger1 = 1
value = 
ignorehitpause = 1

[State 200, HitDef1]
type = reversaldef
trigger1 = 1
reversal.attr = acs,aa,ap,at
hitsound = s-1
priority = 7,hit
sparkno = s-1
[State 200, HitDef1]
type = targetstate
trigger1 = movecontact = 1
value = 51505150
ignorehitpause = 1

[state 0,0]
type = parentvarset
trigger1 = movecontact > 0
var(0) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = parentvarset
trigger1 = numenemy > 0 && numtarget > 0
trigger1 = target,id = enemy,id
trigger2 = numenemy > 0 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy,const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy,const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy,const(size.air.back)
trigger2 = target,const(size.air.front) = enemy,const(size.air.front)
trigger2 = target,const(size.height) = enemy,const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy,const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy,const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy,const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy,const(size.mid.pos.y)
var(1) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = parentvarset
trigger1 = numenemy = 2 && numtarget > 0
trigger1 = target,id = enemy(1),id
trigger2 = numenemy = 2 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy(1),const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy(1),const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy(1),const(size.air.back)
trigger2 = target,const(size.air.front) = enemy(1),const(size.air.front)
trigger2 = target,const(size.height) = enemy(1),const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy(1),const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy(1),const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy(1),const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy(1),const(size.mid.pos.y)
var(2) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = targetdrop
trigger1 = 1
ignorehitpause = 1

[state 0,0]
type = destroyself
trigger1 = parent,animelem = 2,>= 0
ignorehitpause = 1

;---------------------------------------------------------------------------
;GtFNg
[Statedef 28806]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 9999
sprpriority = 3
velset = 0,0

[State 3000, effect]
type = Explod
trigger1 = time = [1,25]
anim = 21227
postype = p1
pos = -10,-85
ownpal = 0
sprpriority = -4
scale = 0.5,0.5
pausemovetime = 100
supermovetime = 100
[State 3000, effect]
type = Explod
trigger1 = time = [1,49]
anim = 21228
postype = p1
pos = 0,-90
ownpal = 0
sprpriority = -5
scale = 1+(time*0.01),1+(time*0.01)
pausemovetime = 100
supermovetime = 100

[state 0,0]
type = assertspecial
trigger1 = time >= 0
flag = noshadow
ignorehitpause = 1

[state 0,0]
type = palfx
trigger1 = time >= 0
time = 1
mul = 255 - (time*5),255 - (time*5),255 - (time*5)

[state 0,0]
type = destroyself
trigger1 = time = 49

;---------------------------------------------------------------------------
;@~X
[Statedef 28808]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 21221
sprpriority = 1
velset = 0,0

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[state ]
type=projectile
trigger1=time=0
projanim=9999
projedgebound=2000000000
projheightbound=-2000000000,2000000000
projid=28808
projremove=0
projremovetime=1
projscale=0,0
projstagebound=2000000000

[State 0, 0]
type = Helper
trigger1 = Numhelper(18807) = 0
trigger1 = Numhelper(18811) = 0
trigger1 = enemy,Numhelper(18807) = 0
trigger1 = enemy,Numhelper(18811) = 0
helpertype = normal
name = "music"
ID = 18811
stateno = 18807
postype = p1
pos = 0,-100
keyctrl = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999

[state 0,0]
type = veladd
triggerall = pos y < 0
trigger1 = time >= 0
y = 0.45
[state 0,0]
type = velset
triggerall = pos y >= 0
trigger1 = time >= 0
y = 0

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 20105
ctrl = 1

;---------------------------------------------------------------------------
;̓́cgAgLcI
[Statedef 28915]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 1260
sprpriority = -1
velset = 2,0

[State 3000, effect]
type = Explod
trigger1 = time = [1,55]
anim = 1263
persistent = 10
postype = p1
pos = -2,0
ownpal = 1
sprpriority = 2
pausemovetime = 1200
supermovetime = 1200
;ontop = 1
;bindtime = -1
removetime = 45
scale = const(size.xscale),const(size.yscale)

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

[State 100, 2]
type = Afterimage
;triggerall = var(41) = 2
trigger1 = Time = 0
time = 90
length = 25
Trans = Add
PalAdd = 4, 4, 4
FrameGap = 3
palcontrast = 120,120,120

[state 0,0]
type = changestate
trigger1 = time = 90
value = 28916

;---------------------------------------------------------------------------
;̓́cgAgLcI
[Statedef 28916]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 1261
sprpriority = -1
velset = 0.2,0

[state 0,0]
type = varset
trigger1 = time = 1
v = 24
value = 7

[state 0,0]
type = varadd
trigger1 = time = 1
v = 0
value = -2

[state 0,0]
type = turn
trigger1 = p2dist x < 0
trigger1 = time = 0

[State 3000, effect]
type = Explod
persistent = 0
trigger1 = time = 1
anim = 1262
postype = p1
pos = 0,0
ownpal = 1
removetime = 179
sprpriority = 2
pausemovetime = 1200
supermovetime = 1200
;ontop = 1
bindtime = -1
scale = const(size.xscale),const(size.yscale)

[State 100, 2]
type = Afterimage
;triggerall = var(41) = 2
trigger1 = Time = 0
time = 180
length = 25
Trans = Add
PalAdd = 4, 4, 4
FrameGap = 3
palcontrast = 120,120,120

[state 0,0]
type = selfstate
trigger1 = time = 182
value = 0
ctrl = 1









































































;---------------------------------------------------------------------------
; Stand
[Statedef 30000]
type = S
physics = S
sprpriority = 0

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[State 52, 4]
type = ChangeState
trigger1 = roundstate = 4
value = 30170 + 11*(win)

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 30000 && Anim != 30005
trigger2 = Anim = 30005 && AnimTime = 0 ;Turn anim over
value = 30000

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

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

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

[State 1000, Snd1]
type = turn
trigger1 = time = 0
trigger1 = p2dist x < 0

[State 1000, Snd1]
type = hitby
trigger1 = 1
time = -1
value = 

[State 0, 0]
type = Explod
trigger1 = time = 2
postype = p1
pos = 0,0
anim = 17767
ownpal = 1
keyctrl = 0
sprpriority = 4

[State 100, 1]
type = VelSet
trigger1 = time = 2
x = 7.7

[State 1000, Snd1]
type = PlaySnd
trigger1 = time = 1
value = 30000,4

[State 100, 4]
type = ChangeState
trigger1 = p2dist x = [-50,50]
trigger1 = time >= 15
value = 30101
ctrl = 1

[State 100, 4]
type = destroyself
trigger1 = screenpos x != [-320,640]

;---------------------------------------------------------------------------
; RUN_FWD dash2
[Statedef 30101]
type    = S
physics = S
anim = 30101
sprpriority = 1
velset = 0,0

[State 1000, Snd1]
type = PlaySnd
trigger1 = time = 0
value = 30000,3

[State 100, 4]
type = ChangeState
trigger1 = animtime = 0
value = 38800
ctrl = 1

;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 30105]
type    = A
physics = N
ctrl = 0
anim = 30105
sprpriority = 1

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = -7.7

[State 100, 4]
type = destroyself
trigger1 = screenpos x != [-100,420]

;---------------------------------------------------------------------------
; LOSE (Time over)
[Statedef 30170]
type = S
ctrl = 0
anim = 30170
velset = 0,0

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

;---------------------------------------------------------------------------
;|[Y
; Win pose c
[Statedef 30181]
type = S
ctrl = 0
movetype= I
physics = S
anim = 31153

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[state 0,0]
type = varrandom
trigger1 = time = 0
v = 19
range = 0,4
[state 0,0]
type = varset
trigger1 = time = 0
trigger1 = root,life <= 80
v = 19
value = 9
[state 0,0]
type = varset
triggerall = matchover = 0
triggerall = time = 0
trigger1 = enemy,name = "RAOH"
trigger2 = enemy,name = "KENOH"
trigger3 = enemy,name = "raou"
v = 19
value = 10
[state 0,0]
type = varset
triggerall = matchover = 1
triggerall = time = 0
trigger1 = enemy,name = "RAOH"
trigger2 = enemy,name = "KENOH"
trigger3 = enemy,name = "raou"
v = 19
value = 11

[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 0
trigger1 = time = 4
value = 30006, 19;͓̂Ă
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 1
trigger1 = time = 4
value = 30006, 20;lŐZ
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = time = 4
trigger1 = var(19) = 2
value = 30006, 22;
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 3
trigger1 = time = 4
value = 30006, 21;S邪@܂
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 4
trigger1 = time = 4
value = 30006, 23;
channel = 0

[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 9
trigger1 = time = 4
value = 30006, 24;݊p
channel = 0

[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 10
trigger1 = time = 4
value = 30005, 41;͂@M̑SĂڎw
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 11
trigger1 = time = 4
value = 30006, 28;̌߂̂
channel = 0

[State 190, 2]
type = AssertSpecial
trigger1 = time <= 250
flag = roundnotover

;---:::::::::::::::::::::::::::::::::::::::::::::
;----e[be[----------------------------------------------------------
;ꌂ
[Statedef 38800]
type    = C
movetype= A
physics = C
ctrl = 0
anim = 31136
sprpriority = 2

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[State 0, 0]
type = Helper
trigger1 = time = 17
helpertype = normal
name = "hokuto"
ID = 31997
stateno = 11997
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[state 0,0]
type = BGpalfx
trigger1 = time >= 20
time = 5
add = 100,-40,-80
mul = 150,150,150
ignorehitpause = 1

[state a]
type = Helper
trigger1 = time = 17
pos = 0,0
postype = p1
stateno = 16303
helpertype = normal
pausemovetime = 99999
supermovetime = 99999
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 3000, effect]
type = Explod
trigger1 = time = 65
anim = 31149
postype = p1
pos = 0,0
ownpal = 1
sprpriority = -5
supermovetime = 100
scale = const(size.xscale),const(size.yscale)

[State 3500, 1]
type = SuperPause
trigger1 = time = 20
time = 48
movetime = 48
pos = -14,-9
ownpal = 1
anim = -1
sound = S10220,0
darken = 0

[State 0, 0]
type = Helper
trigger1 = time = 20
helpertype = normal
name = "cutin"
ID = 31999
stateno = 11999
postype = back
pos = -180,50
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 0, 0]
type = Helper
trigger1 = animelem = 9
helpertype = normal
name = "beam"
ID = 38801
stateno = 38801
postype = p1
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
[State 0, 0]
type = Helper
trigger1 = animelem = 13
helpertype = normal
name = "beam"
ID = 38802
stateno = 38802
postype = p1
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 0, 0]
type = Helper
trigger1 = animelem = 9,>= 0 && animelem = 10,< 0
trigger2 = animelem = 13,>= 0 && animelem = 14,< 0
stateno = stateno*10
pausemovetime = 9999
supermovetime = 9999
persistent = 0
[State 200, HitDef1]
type = AssertSpecial
trigger1 = 1
flag = unguardable
[State 200, HitDef1]
type = HitDef
trigger1 = 1
attr = ,aa
hitflag = 
ignorehitpause = 1
[State 200, HitDef1]
type = movehitreset
trigger1 = animelem = 13
persistent = 0
[State 200, HitDef1]
type = HitDef
trigger1 = animelem = 9,>= 0 && animelem = 10,< 0
trigger1 = movecontact = 0
trigger2 = animelem = 13,>= 0 && animelem = 14,< 0
trigger2 = movecontact = 0
affectteam = b
attr = ,aa,ap,at
hitflag = adfhmlp
guardflag = 
damage = 1, 1
kill = 0
getpower = 0
givepower = 0
animtype = heavy
priority = 5, hit
pausetime = 1, 320
guard.pausetime = 1, 16
sparkno = -1
sparkxy = -8, -64
hitsound = -1
guardsound = -1
ground.type = low
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -1
air.velocity = -1,-5
air.fall = 1
fall.recover = 0
guard.kill = 0
guard.slidetime = 14

[state 0,0]
type = varset
trigger1 = movecontact > 0
var(0) = 1
ignorehitpause = 1
[state 0,0]
type = varset
trigger1 = numtarget > 0
trigger1 = target,id = root,id
trigger2 = numpartner = 1 && numtarget > 0
trigger2 = target,id = partner,id
var(8) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = varset
trigger1 = numenemy > 0 && numtarget > 0
trigger1 = target,id = enemy,id
trigger2 = numenemy > 0 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy,const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy,const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy,const(size.air.back)
trigger2 = target,const(size.air.front) = enemy,const(size.air.front)
trigger2 = target,const(size.height) = enemy,const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy,const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy,const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy,const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy,const(size.mid.pos.y)
trigger3 = numenemy > 0
trigger3 = movecontact = 1 && numtarget = 0 && var(8) = 0
trigger3 = enemynear,id = enemy,id
var(1) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = varset
trigger1 = numenemy = 2 && numtarget > 0
trigger1 = target,id = enemy(1),id
trigger2 = numenemy = 2 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy(1),const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy(1),const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy(1),const(size.air.back)
trigger2 = target,const(size.air.front) = enemy(1),const(size.air.front)
trigger2 = target,const(size.height) = enemy(1),const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy(1),const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy(1),const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy(1),const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy(1),const(size.mid.pos.y)
trigger3 = numenemy = 2
trigger3 = movecontact = 1 && numtarget = 0 && var(8) = 0
trigger3 = enemynear,id = enemy(1),id
var(2) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = targetdrop
trigger1 = 1
ignorehitpause = 1

[state a];qbgGtFNg
type = Helper
trigger1 = movehit = 1
name = "hit"
pos = Ceil(P2Dist X/2-15), -80-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16095
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .5
size.yscale = .5
supermovetime = 999999
pausemovetime = 999999

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 38803
ctrl = 0
[State 210, 3]
type = ChangeState
trigger1 = animelem = 14
trigger1 = var(0) = 1
value = 38804

;---------------------------------------------------------------------------
[Statedef 388000]

[State 200, HitDef1]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[state 0,0]
type = varset
trigger1 = time = 0
var(0) = parent,id

[state 0,0]
type = bindtoparent
trigger1 = playeridexist(var(0)) = 1
ignorehitpause = 1

[state 0,0]
type = changeanim
trigger1 = playeridexist(var(0)) = 1
elem = parent,animelemno(0)
value = parent,anim
ignorehitpause = 1

[state 0,0]
type = hitby
trigger1 = 1
value = 
ignorehitpause = 1

[State 200, HitDef1]
type = reversaldef
trigger1 = parent,animelem = 9,>= 0 && parent,animelem = 10,< 0
trigger2 = parent,animelem = 13,>= 0 && parent,animelem = 14,< 0
reversal.attr = acs,aa,ap,at
damage = 1, 1
kill = 0
getpower = 0
givepower = 0
animtype = heavy
priority = 5, hit
pausetime = 0, 320
guard.pausetime = 1, 16
sparkno = -1
sparkxy = -8, -64
hitsound = -1
guardsound = -1
ground.type = low
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -1
air.velocity = -1,-5
air.fall = 1
fall.recover = 0
guard.kill = 0
guard.slidetime = 14
[State 200, HitDef1]
type = targetstate
trigger1 = movecontact = 1
value = 5000
ignorehitpause = 1

[state a];qbgGtFNg
type = Helper
trigger1 = movehit = 1
name = "hit"
pos = Ceil(P2Dist X/2-15), -80-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16095
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .5
size.yscale = .5
supermovetime = 999999
pausemovetime = 999999

[state 0,0]
type = parentvarset
trigger1 = movecontact > 0
var(0) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = parentvarset
trigger1 = numenemy > 0 && numtarget > 0
trigger1 = target,id = enemy,id
trigger2 = numenemy > 0 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy,const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy,const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy,const(size.air.back)
trigger2 = target,const(size.air.front) = enemy,const(size.air.front)
trigger2 = target,const(size.height) = enemy,const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy,const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy,const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy,const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy,const(size.mid.pos.y)
var(1) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = parentvarset
trigger1 = numenemy = 2 && numtarget > 0
trigger1 = target,id = enemy(1),id
trigger2 = numenemy = 2 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy(1),const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy(1),const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy(1),const(size.air.back)
trigger2 = target,const(size.air.front) = enemy(1),const(size.air.front)
trigger2 = target,const(size.height) = enemy(1),const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy(1),const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy(1),const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy(1),const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy(1),const(size.mid.pos.y)
var(2) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = targetdrop
trigger1 = 1
ignorehitpause = 1

[state 0,0]
type = destroyself
trigger1 = parent,stateno != 38800
ignorehitpause = 1

;---------------------------------------------------------------------------
;r[
[Statedef 38801]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 9999
sprpriority = 1
velset = 0,0

[State 210, 2]
type = PlaySnd
trigger1 = time = 1
value = 30090, 4

[State 3000, effect]
type = Explod
trigger1 = time = 0
anim = 31139
postype = p1
pos = 30,floor(-140*const(size.yscale))
ownpal = 1
sprpriority = 5
scale = 1,1
supermovetime = 100
id = 8810
removetime = 30
[state 0,0]
type = ModifyExplod
trigger1 = 1
ID = 8810
scale = 1,1-(time*0.03)

[state 0,0]
type = palfx
trigger1 = 1
time = 1
mul = 255 - (time*5),255 - (time*5),255 - (time*5)

[State 3000, effect]
type = Explod
trigger1 = time = [0,50]
anim = 31140
postype = p1
pos = 0,-60
ownpal = 0
sprpriority = -5
supermovetime = 100
scale = 0.2+time*0.06,0.2+time*0.06

[State 210, 3]
type = destroyself
trigger1 = time = 50

;---------------------------------------------------------------------------
;r[
[Statedef 38802]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 9999
sprpriority = 1
velset = 0,0

[State 210, 2]
type = PlaySnd
trigger1 = time = 1
value = 30090, 4

[State 3000, effect]
type = Explod
trigger1 = time = 0
anim = 31139
postype = p1
pos = -34,floor(-140*const(size.yscale))
facing = -1
ownpal = 0
sprpriority = 5
scale = 1,1
supermovetime = 100
id = 8810
removetime = 30
[state 0,0]
type = ModifyExplod
trigger1 = 1
ID = 8810
scale = 1,1-(time*0.03)

[State 210, 3]
type = destroyself
trigger1 = time = 30

;---------------------------------------------------------------------------
;s@オ
[Statedef 38803]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 31138
sprpriority = 1
velset = 0,0

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 30105

;---------------------------------------------------------------------------
;߂Ēɂ݂m炸Ɏʂ悢
[Statedef 38804]
type    = C
movetype= A
physics = C
ctrl = 0
anim = 31137
sprpriority = 1
velset = 0,0

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

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

[State 0, 0]
type = Helper
trigger1 = 1
helpertype = normal
name = "nomusic"
ID = 18807
stateno = 18807
postype = p1
pos = 0,-100
keyctrl = 0
ownpal = 1
persistent = 0
pausemovetime = 99999
supermovetime = 99999

[State 3000, effect]
type = Explod
trigger1 = time = 10
anim = 31146
postype = left
pos = 37,50
ownpal = 1
sprpriority = 5
ontop = 1
pausemovetime = 150
supermovetime =150
bindtime = -1
removeongethit = 1
scale = 0.5,0.5
removetime = 150
[State 3000, effect]
type = Explod
trigger1 = time = [150,190]
anim = 31147
postype = p1
pos = 0,-50
ownpal = 1
sprpriority = 5
pausemovetime = 1
supermovetime =1
bindtime = -1
removeongethit = 1
scale = -7.5+time*0.05,-7.5+time*0.05
removetime = 1
[State 3000, effect]
type = Explod
trigger1 = time = 0
anim = 31142
postype = p1
pos = 0,0
ownpal = 1
removetime = 150
sprpriority = -5
supermovetime = 100
scale = const(size.xscale),const(size.yscale)
[State 3000, effect]
type = Explod
trigger1 = time = 151
anim = 31143
postype = p1
pos = 0,0
ownpal = 1
sprpriority = -5
supermovetime = 100
scale = const(size.xscale),const(size.yscale)

[state 0,0]
type = playsnd
trigger1 = time = 0
value = 2500,99
loop = 1
channel = 10
volume = 50

[State 0, 0]
type = PlaySnd
trigger1 = time = 30
value = 30005,36
channel = 0
[State 0, 0]
type = PlaySnd
trigger1 = time = 160
value = 30005,11
channel = 0

[state 0,0]
type = BGpalfx
trigger1 = time >= 0
time = 5
add = 100,-20,-40
mul = 150,150,150
;invertall = 1
ignorehitpause = 1

[State 0, 0]
type = Helper
trigger1 = animelem = 6
helpertype = normal
name = "beam"
ID = 38806
stateno = 38806
postype = p1
pos = 0,50
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200
size.xscale = 0.5
size.yscale = 1.5
[State 0, 0]
type = Helper
trigger1 = animelem = 6
helpertype = normal
name = "beam"
ID = 38806
stateno = 38806
postype = p1
pos = 0,50
keyctrl = 0
ownpal = 1
facing = -1
pausemovetime = 200
supermovetime = 200
size.xscale = 0.5
size.yscale = 1.5

[State 0, 0]
type = Varset
trigger1 = time = 0
var(3) = 0
[State 0, 0]
type = Varset
triggerall = lose = 0 && drawgame = 0 && win = 0
trigger1 = numhelper(38806) > 0
var(3) = 1

[State 0, 0]
type = Helper
trigger1 = var(3) = 1
trigger1 = lose || drawgame || win
trigger1 = numhelper(38806) > 0
ID = 39570
stateno = 39570
persistent = 0
pausemovetime = 9999
supermovetime = 9999

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
trigger1 = roundstate > 2
value = 38805
ctrl = 0
[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 38807
ctrl = 0

;---------------------------------------------------------------------------
;オ
[Statedef 38805]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 31138
sprpriority = 1
velset = 0,0

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 30000
ctrl = 1
;---------------------------------------------------------------------------
;オ
[Statedef 38807]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 31138
sprpriority = 1
velset = 0,0

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[state 0,0]
type = stopsnd
trigger1 = time = 0
channel = 10

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 30105
ctrl = 1

;---------------------------------------------------------------------------
;Ƃǂ߂̃r[
[Statedef 38806]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 31141
sprpriority = 1
velset = 12,0

[state 0,0]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0, 0]
type = Helper
trigger1 = 1
stateno = stateno*10
pausemovetime = 9999
supermovetime = 9999
persistent = 0
[State 200, HitDef1]
type = AssertSpecial
trigger1 = 1
flag = unguardable
[State 200, HitDef1]
type = HitDef
trigger1 = 1
affectteam = b
attr = ,aa,ap,at
hitflag = adfhmlp
guardflag = 
damage = 2147483648
animtype = heavy
priority = 5, hit
pausetime = ifelse(movecontact = 0,1,0), ifelse(movecontact = 0,20,0)
sparkno = -1
sparkxy = -8, -124
hitsound = -1
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -6,-6
air.velocity = -6,-6
fall = 1
air.fall = 1
fall.recover = 0
[State 2000, 6]
type = PlaySnd
trigger1 = movehit = 1
value = 30095,3
persistent = 0
ignorehitpause = 1
[State 2000, 6]
type = PlaySnd
trigger1 = moveguarded = 1
value = 121,0
persistent = 0
ignorehitpause = 1
[State 200, HitDef1]
type = targetstate
trigger1 = movecontact = 1
value = 51505150
ignorehitpause = 1

[state a];qbgGtFNg
type = Helper
trigger1 = movehit = 1
name = "hit"
pos = Ceil(P2Dist X/2-15), -124-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16095
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .5
size.yscale = .5
supermovetime = 999999
pausemovetime = 999999

[state 0,0]
type = parentvarset
trigger1 = movecontact > 0
trigger2 = var(0) = 1
var(0) = 1
ignorehitpause = 1
[state 0,0]
type = varset
trigger1 = numtarget > 0
trigger1 = target,id = root,id
trigger2 = numpartner = 1 && numtarget > 0
trigger2 = target,id = partner,id
var(8) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = parentvarset
trigger1 = numenemy > 0 && numtarget > 0
trigger1 = target,id = enemy,id
trigger2 = numenemy > 0 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy,const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy,const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy,const(size.air.back)
trigger2 = target,const(size.air.front) = enemy,const(size.air.front)
trigger2 = target,const(size.height) = enemy,const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy,const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy,const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy,const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy,const(size.mid.pos.y)
trigger3 = numenemy > 0
trigger3 = movecontact = 1 && numtarget = 0 && var(8) = 0
trigger3 = enemynear,id = enemy,id
trigger4 = var(1) = 1
var(1) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = parentvarset
trigger1 = numenemy = 2 && numtarget > 0
trigger1 = target,id = enemy(1),id
trigger2 = numenemy = 2 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy(1),const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy(1),const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy(1),const(size.air.back)
trigger2 = target,const(size.air.front) = enemy(1),const(size.air.front)
trigger2 = target,const(size.height) = enemy(1),const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy(1),const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy(1),const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy(1),const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy(1),const(size.mid.pos.y)
trigger3 = numenemy = 2
trigger3 = movecontact = 1 && numtarget = 0 && var(8) = 0
trigger3 = enemynear,id = enemy(1),id
trigger4 = var(2) = 1
var(2) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = targetdrop
trigger1 = 1
ignorehitpause = 1

[state ]
type = projectile
trigger1 = frontedgedist <= -40
projanim = 9999
projedgebound = 2000000000
projheightbound = -2000000000,2000000000
projid = 38806
projremove = 0
projremovetime = 1
projscale = 0,0
projstagebound = 2000000000
[State 210, 3]
type = destroyself
trigger1 = frontedgedist <= -40

;---------------------------------------------------------------------------
[Statedef 388060]

[State 200, HitDef1]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[state 0,0]
type = varset
trigger1 = time = 0
var(0) = parent,id

[state 0,0]
type = bindtoparent
trigger1 = playeridexist(var(0)) = 1
ignorehitpause = 1

[state 0,0]
type = changeanim
trigger1 = playeridexist(var(0)) = 1
elem = parent,animelemno(0)
value = parent,anim
ignorehitpause = 1

[state 0,0]
type = hitby
trigger1 = 1
value = 
ignorehitpause = 1

[State 200, HitDef1]
type = reversaldef
trigger1 = 1
reversal.attr = acs,aa,ap,at
priority = 5, hit
pausetime = 0, ifelse(movecontact = 0,20,0)
sparkno = -1
sparkxy = -8, -124
hitsound = -1
guardsound = -1
fall = 1
air.fall = 1
fall.recover = 0
ignorehitpause = 1
[State 2000, 6]
type = PlaySnd
trigger1 = movehit = 1
value = 30095,3
persistent = 0
ignorehitpause = 1
[State 2000, 6]
type = PlaySnd
trigger1 = moveguarded = 1
value = 121,0
persistent = 0
ignorehitpause = 1
[State 200, HitDef1]
type = targetstate
trigger1 = movecontact = 1
value = 51505150
ignorehitpause = 1

[state a];qbgGtFNg
type = Helper
trigger1 = movehit = 1
name = "hit"
pos = Ceil(P2Dist X/2-15), -124-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16095
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .5
size.yscale = .5
supermovetime = 999999
pausemovetime = 999999

[state 0,0]
type = parentvarset
trigger1 = movecontact > 0
var(0) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = parentvarset
trigger1 = numenemy > 0 && numtarget > 0
trigger1 = target,id = enemy,id
trigger2 = numenemy > 0 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy,const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy,const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy,const(size.air.back)
trigger2 = target,const(size.air.front) = enemy,const(size.air.front)
trigger2 = target,const(size.height) = enemy,const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy,const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy,const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy,const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy,const(size.mid.pos.y)
var(1) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = parentvarset
trigger1 = numenemy = 2 && numtarget > 0
trigger1 = target,id = enemy(1),id
trigger2 = numenemy = 2 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy(1),const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy(1),const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy(1),const(size.air.back)
trigger2 = target,const(size.air.front) = enemy(1),const(size.air.front)
trigger2 = target,const(size.height) = enemy(1),const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy(1),const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy(1),const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy(1),const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy(1),const(size.mid.pos.y)
var(2) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = targetdrop
trigger1 = 1
ignorehitpause = 1

[state 0,0]
type = destroyself
trigger1 = playeridexist(var(0)) = 0
ignorehitpause = 1


;
;KOowp[
;
[Statedef 39570]
type     = A
movetype = I
physics  = N
ctrl     = 0
anim     = 9999
velset   = 0, 0
sprpriority = 0

[State 9570, Ԓ~^[KOX[]
type     = Pause
trigger1 = Time < 200 && Time%2 = 0
time     = 1
movetime = 1

;var(1)
[State 9570, {CXt[]
type       = Null
trigger1   = ishelper(9570)
trigger1   = var(1) := 300
trigger2   = ishelper(19570)
trigger2   = var(1) := 160
trigger3   = ishelper(29570)
trigger3   = var(1) := 180
trigger4   = ishelper(39570)
trigger4   = var(1) := 250
trigger5   = ishelper(49570)
trigger5   = var(1) := 380
trigger6   = ishelper(59570)
trigger6   = var(1) := 160
trigger7   = ishelper(69570)
trigger7   = var(1) := parent,var(52)

[State 9570, tO^Eh]
type     = AssertSpecial
trigger1 = ishelper(9570)
trigger1 = root,stateno = 188
trigger1 = root,Time < var(1)+240+60
trigger2 = parent,stateno = 10184 || parent,stateno = 20182 || parent,stateno = 30181 || (parent,stateno = [40182,40183]) || parent,stateno = 50188 || parent,stateno = 60180
trigger2 = parent,Time < var(1)+240+60
flag     = RoundNotOver

;TEh
[State 9570, VXe{CX^FATAL KO]
type     = PlaySnd
trigger1 = Time = 45
value    = 39580, 0

[State 9570, TEh^ꌂKE`KO]
type     = PlaySnd
trigger1 = Time = 45
value    = 39580, 1
volume   = 255

[State 9570, TEh^WIN]
type     = PlaySnd
trigger1 = ishelper(9570)
trigger1 = root,stateno = 188
trigger1 = root,Time = var(1)
trigger2 = parent,stateno = 10184 || parent,stateno = 20182 || parent,stateno = 30181 || (parent,stateno = [40182,40183]) || parent,stateno = 50188 || parent,stateno = 60180
trigger2 = parent,Time = var(1)
value    = 39590, 0

[State 9570, TEh^TOKI]
type     = PlaySnd
trigger1 = ishelper(9570)
trigger1 = root,stateno = 188
trigger1 = root,Time = var(1)+60
trigger2 = parent,stateno = 10184 || parent,stateno = 20182 || parent,stateno = 30181 || (parent,stateno = [40182,40183]) || parent,stateno = 50188 || parent,stateno = 60180
trigger2 = parent,Time = var(1)+60
value    = 9590 + 10000*(ishelper(19570)) + 20000*(ishelper(29570)) + 30000*(ishelper(39570)) + 40000*(ishelper(49570)) + 50000*(ishelper(59570)) + 60000*(ishelper(69570)), 1

[State 9570, TEh^PERFECT]
type     = PlaySnd
trigger1 = ishelper(9570)
trigger1 = root,stateno = 188 && root,life = root,lifemax
trigger1 = root,Time = var(1)+120
trigger2 = parent,stateno = 10184 || parent,stateno = 20182 || parent,stateno = 30181 || (parent,stateno = [40182,40183]) || parent,stateno = 50188 || parent,stateno = 60180
trigger2 = parent,Time = var(1)+120
value    = 39595, 0

[State 10000, GameWidth]
type     = VarSet
trigger1 = 1
;
var(28)  = 320 ;ceil(gamewidth)
;@@@@EBhETCYǗׂ̕ϐB
;@@@@@R`͉ʂ̉iftHgF320j
;@@@@@VMUGENŎgpۂceil(gamewidth)ɐ؂ւB
;
IgnoreHitPause = 1
Persistent     = 0

[State 10000, GameHeight]
type     = VarSet
trigger1 = 1
;
var(29)  = 240 ;ceil(gameheight)
;@@@@EBhETCYǗׂ̕ϐB
;@@@@@R`͉ʂ̏ciftHgF240j
;@@@@@VMUGENŎgpۂceil(gameheight)ɐ؂ւB
;
IgnoreHitPause = 1
Persistent     = 0

;GtFNg
[State 9570, ǎ]
type           = Explod
trigger1       = Time = 4
anim           = 39570
pos            = ifelse(root,facing=1,0,var(28)), 0
postype        = left
facing         = root,facing
scale          = var(28)/320.0*0.5, var(29)/240.0*0.5
sprpriority    = -10
ownpal         = 1
bindtime       = -1
removetime     = 228
supermovetime  = 9999
pausemovetime  = 9999
removeongethit = 0
IgnoreHitPause = 1
Persistent     = 0
ID             = 9570

[State 9570, wiFύX]
type     = BGPalFX
trigger1 = Time = [4,4+228]
time     = 1
add      = 128-(Time-200)*4*(Time>=200),128-(Time-200)*4*(Time>=200),128-(Time-200)*4*(Time>=200)

;FATAL KO
[State 9570, FATAL]
type           = Explod
trigger1       = Time = [20,102]
anim           = 39580
pos            = var(28)/2, var(29)/2+(var(29)+130)-floor((Time/2-10)*(var(29)+130)/41.0)
postype        = left
facing         = 1
scale          = 2.5-(Time/2-10)*(2.0/41.0), 2.5-(Time/2-10)*(2.0/41.0)
sprpriority    = 11
ownpal         = 1
bindtime       = -1
removetime     = 2
supermovetime  = 9999
pausemovetime  = 9999
removeongethit = 0
IgnoreHitPause = 1
Persistent     = 2
trans          = AddAlpha
alpha          = 128, 128
ID             = 9580

[State 9570, FATAL^c]
type           = Explod
trigger1       = Time = [20,102]
anim           = 39580
pos            = var(28)/2, var(29)/2+(var(29)+450)-floor((Time/2-10)*(var(29)+450)/41.0)
postype        = left
facing         = 1
scale          = 4.5-(Time/2-10)*(4.0/41.0), 4.5-(Time/2-10)*(4.0/41.0)
sprpriority    = 10
ownpal         = 1
bindtime       = -1
removetime     = 2
supermovetime  = 9999
pausemovetime  = 9999
removeongethit = 0
IgnoreHitPause = 1
Persistent     = 2
trans          = AddAlpha
alpha          = 128, 128
ID             = 9580

[State 9570, KO]
type           = Explod
trigger1       = Time = [20,102]
anim           = 39581
pos            = var(28)/2, var(29)/2-(var(29)+100)+floor((Time/2-10)*(var(29)+100)/41.0)
postype        = left
facing         = 1
scale          = 2.5-(Time/2-10)*(2.0/41.0), 2.5-(Time/2-10)*(2.0/41.0)
sprpriority    = 12
ownpal         = 1
bindtime       = -1
removetime     = 2
supermovetime  = 9999
pausemovetime  = 9999
removeongethit = 0
IgnoreHitPause = 1
Persistent     = 2
ID             = 9581

[State 9570, KO^c]
type           = Explod
trigger1       = Time = [20,102]
anim           = 39581
pos            = var(28)/2, var(29)/2-(var(29)+420)+floor((Time/2-10)*(var(29)+420)/41.0)
postype        = left
facing         = 1
scale          = 4.5-(Time/2-10)*(4.0/41.0), 4.5-(Time/2-10)*(4.0/41.0)
sprpriority    = 13
ownpal         = 1
bindtime       = -1
removetime     = 2
supermovetime  = 9999
pausemovetime  = 9999
removeongethit = 0
IgnoreHitPause = 1
Persistent     = 2
trans          = AddAlpha
alpha          = 128, 128
ID             = 9581

[State 9570, FATAL KO]
type           = Explod
trigger1       = Time = 102
anim           = 39582
pos            = var(28)/2, var(29)/2
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 14
ownpal         = 1
bindtime       = -1
removetime     = 72
supermovetime  = 9999
pausemovetime  = 9999
removeongethit = 0
IgnoreHitPause = 1
Persistent     = 0
ID             = 9582

; WIN
[State 9570, WIN]
type           = Explod
trigger1       = ishelper(9570)
trigger1       = root,stateno = 188
trigger1       = root,Time = var(1)
trigger2       = parent,stateno = 10184 || parent,stateno = 20182 || parent,stateno = 30181 || (parent,stateno = [40182,40183]) || parent,stateno = 50188 || parent,stateno = 60180
trigger2       = parent,Time = var(1)
anim           = 9590 + 10000*(ishelper(19570)) + 20000*(ishelper(29570)) + 30000*(ishelper(39570)) + 40000*(ishelper(49570)) + 50000*(ishelper(59570)) + 60000*(ishelper(69570))
pos            = var(28)/2, var(29)/2
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 11
ownpal         = 1
bindtime       = -1
removetime     = 108
supermovetime  = 9999
pausemovetime  = 9999
removeongethit = 0
IgnoreHitPause = 1
Persistent     = 0
trans          = AddAlpha
alpha          = 256, 256
ID             = 9590

[State 9570, WIN^n]
type           = Explod
trigger1       = ishelper(9570)
trigger1       = root,stateno = 188
trigger1       = root,Time = var(1)
trigger2       = parent,stateno = 10184 || parent,stateno = 20182 || parent,stateno = 30181 || (parent,stateno = [40182,40183]) || parent,stateno = 50188 || parent,stateno = 60180
trigger2       = parent,Time = var(1)
anim           = 9591 + 10000*(ishelper(19570)) + 20000*(ishelper(29570)) + 30000*(ishelper(39570)) + 40000*(ishelper(49570)) + 50000*(ishelper(59570)) + 60000*(ishelper(69570))
pos            = var(28)/2, var(29)/2
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 10
ownpal         = 1
bindtime       = -1
removetime     = 108
supermovetime  = 9999
pausemovetime  = 9999
removeongethit = 0
IgnoreHitPause = 1
Persistent     = 0
trans          = Sub
ID             = 9591

; PERFECT
[State 9570, PERFECT]
type           = Explod
trigger1       = ishelper(9570)
trigger1       = root,stateno = 188 && root,life = root,lifemax
trigger1       = root,Time = var(1)+120
trigger2       = parent,stateno = 10184 || parent,stateno = 20182 || parent,stateno = 30181 || (parent,stateno = [40182,40183]) || parent,stateno = 50188 || parent,stateno = 60180
trigger2       = parent,Time = var(1)+120
anim           = 39595
pos            = var(28)/2, var(29)/2
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 11
ownpal         = 1
bindtime       = -1
removetime     = 96
supermovetime  = 9999
pausemovetime  = 9999
removeongethit = 0
IgnoreHitPause = 1
Persistent     = 0
trans          = AddAlpha
alpha          = 256, 256
ID             = 9595

[State 9570, PERFECT^n]
type           = Explod
trigger1       = ishelper(9570)
trigger1       = root,stateno = 188 && root,life = root,lifemax
trigger1       = root,Time = var(1)+120
trigger2       = parent,stateno = 10184 || parent,stateno = 20182 || parent,stateno = 30181 || (parent,stateno = [40182,40183]) || parent,stateno = 50188 || parent,stateno = 60180
trigger2       = parent,Time = var(1)+120
anim           = 39596
pos            = var(28)/2, var(29)/2
postype        = left
facing         = 1
scale          = 0.5, 0.5
sprpriority    = 10
ownpal         = 1
bindtime       = -1
removetime     = 96
supermovetime  = 9999
pausemovetime  = 9999
removeongethit = 0
IgnoreHitPause = 1
Persistent     = 0
trans          = Sub
ID             = 9596

;||||||||||||||||||||||||||||||
;
;

[State 9570, Ԓ~^[KOX[]
type     = DestroySelf
triggerall = Time = 232
trigger1 = ishelper(9570)
trigger1 = Numhelper(9570) > 1
trigger2 = ishelper(19570)
trigger2 = Numhelper(19570) > 1
trigger3 = ishelper(29570)
trigger3 = Numhelper(29570) > 1
trigger4 = ishelper(39570)
trigger4 = Numhelper(39570) > 1
trigger5 = ishelper(49570)
trigger5 = Numhelper(49570) > 1
trigger6 = ishelper(59570)
trigger6 = Numhelper(59570) > 1
trigger7 = ishelper(69570)
trigger7 = Numhelper(69570) > 1


































































;---------------------------------------------------------------------------
; Stand
[Statedef 40000]
type = S
physics = S
sprpriority = 0

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[State 52, 4]
type = ChangeState
trigger1 = roundstate = 4
value = 40170 + 10*(win)

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 40000 && Anim != 40005
trigger2 = Anim = 40005 && AnimTime = 0 ;Turn anim over
value = 40000

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

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

;---------------------------------------------------------------------------
; Jump Up
[Statedef 40050]
type    = A
physics = N

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[State 50, 1]
type = veladd
trigger1 = 1
y = .45

[State 50, 0]
type = VarSet
trigger1 = PrevStateno = 40060
trigger1 = Time = 0
var(3) = 1

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

[State 50, 2]
type = ChangeAnim
trigger1 = Vel y <= -2
trigger1 = Time = 0
trigger1 = Anim != [40041,40043]
value = ifelse((vel x)=0, 40041, ifelse((vel x)>0, 40042, 40043))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = Anim = [40041,40043]
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

[State 50, 4]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = 40052

;---------------------------------------------------------------------------
; Jump Land
[Statedef 40052]
type    = S
physics = S
ctrl = 0

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[State 52, -1]
type = ChangeAnim
trigger1 = Anim != 40047
value = 40047

[State 52, 0]
type = PlaySnd
trigger1 = PrevStateno != 40005
trigger1 = time = 0
value = S40000,7
channel = 1

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

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

[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 9000, 11]
type = ChangeState
trigger1 = AnimTime = 0 && roundstate > 2
value = 40000
ctrl = 1
[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = ifelse(power > 999,49000 + 100*(random%3=0),ifelse((rootdist x = [-50,50]),48800,ifelse(rootdist x > 0,40100,40105)))
ctrl = 1

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

[State 1000, Snd1]
type = turn
trigger1 = time = 0
trigger1 = p2dist x < 0

[State 1000, Snd1]
type = hitby
trigger1 = root,numprojid(40001) = 0
time = -1
value = 
[State 1000, Snd1]
type = hitoverride
trigger1 = root,numprojid(40001) > 0
attr = sca,aa,at,ap
stateno = 40380
time = -1
[State 1000, Snd1]
type = hitby
trigger1 = root,numprojid(40001) > 0
time = -1
value = acs,aa,ap

[State 0, 0]
type = Explod
trigger1 = time = 2
postype = p1
pos = 0,0
anim = 17767
ownpal = 1
keyctrl = 0
sprpriority = 4

[State 100, 1]
type = VelSet
trigger1 = time = 2
x = 7.8

[State 1000, Snd1]
type = PlaySnd
trigger1 = time = 1
value = 10000,4

[State 100, 4]
type = ChangeState
trigger1 = rootdist x = [-50,50]
trigger1 = time >= 15
value = 40101
ctrl = 1
[State 100, 4]
type = ChangeState
trigger1 = power > 999 && root,numprojid(49500) > 0 && screenpos x = [20,300]
trigger1 = time >= 15
value = 40102
ctrl = 1

[State 100, 4]
type = destroyself
trigger1 = screenpos x != [-320,640]

;---------------------------------------------------------------------------
; RUN_FWD dash2
[Statedef 40101]
type    = S
physics = S
anim = 40101
sprpriority = 1
velset = 0,0

[State 1000, Snd1]
type = PlaySnd
trigger1 = time = 0
value = 10000,3

[State 100, 4]
type = ChangeState
trigger1 = 1;animtime = 0
value = 48800
ctrl = 1

;---------------------------------------------------------------------------
; RUN_FWD dash2
[Statedef 40102]
type    = S
physics = S
anim = 40101
sprpriority = 1
velset = 0,0

[State 1000, Snd1]
type = PlaySnd
trigger1 = time = 0
value = 10000,3

[State 100, 4]
type = ChangeState
trigger1 = 1;animtime = 0
value = 49000 + 100*(random%3=0)
ctrl = 1

;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 40105]
type    = A
physics = N
ctrl = 0
anim = 40105
sprpriority = 1

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = -7.7

[State 100, 4]
type = destroyself
trigger1 = screenpos x != [-100,420]
;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 40106]
type    = A
physics = N
ctrl = 0
anim = 40105
sprpriority = 1

[state 0,0]
type = stopsnd
trigger1 = time = 0
channel = 11

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = -7.7

[State 100, 4]
type = destroyself
trigger1 = screenpos x != [-100,420]

;---------------------------------------------------------------------------
; Ԑ؂ŕ
[Statedef 40170]
type = S
ctrl = 0
anim = 45300
velset = 0,0

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[State 210, 2]
type = PlaySnd
trigger1 = time = 4
value = 40012, 21
channel = 0

;---------------------------------------------------------------------------
; 䎌߂
[Statedef 40180]
type = S
anim = 0

[state 0,0]
type = varrandom
trigger1 = time >= 0
v = 19
range = 0,1

[State 180, 2]
type = ChangeState
trigger1 = root,life <= 120
trigger1 = time = 0
value = 40183
[State 180, 2]
type = ChangeState
trigger1 = root,life > 120
trigger1 = time = 0
value = 40181

;---------------------------------------------------------------------------
;|[Y
; Win pose c
[Statedef 40181]
type = S
ctrl = 0
movetype= I
physics = S
sprpriority = -3
anim = 0

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[state 0,0]
type = varrandom
trigger1 = time = 1
v = 19
range = 0,7

[state 0,0]
type = varset
triggerall = matchover = 1
triggerall = time = 2
trigger1 = fvar(2) = 0
trigger1 = enemy,name = "TOKI"
v = 19
value = 11
[state 0,0]
type = varset
triggerall = matchover = 1
triggerall = time = 2
trigger1 = fvar(2) != 0
trigger1 = enemy,name = "TOKI"
v = 19
value = 12
[state 0,0]
type = varset
triggerall = matchover = 1
triggerall = time = 2
trigger1 = fvar(2) != 0
trigger1 = enemy,name = "KENSHIRO"
v = 19
value = 13

[State 210, 2]
type = PlaySnd
trigger1 = var(19) = [0,1]
trigger1 = time = 4
value = 40004, 27
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = [2,3]
trigger1 = time = 4
value = 40004, 28
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 4
trigger1 = time = 4
value = 40004, 28
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 5
trigger1 = time = 4
value = 40004, 23
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 6
trigger1 = time = 4
value = 40004, 31
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 7
trigger1 = time = 4
value = 40004, 30
channel = 0

[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 11
trigger1 = time = 4
value = 40004, 21;ʁc
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 12
trigger1 = time = 4
value = 40004, 20
channel = 0
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 12
trigger1 = time = 4
value = 40004, 22;I̓
channel = 0


[State 1000, effect]
type = Helper
trigger1 = time = 0
persistent = 0
helpertype = normal
name = "kokuougou"
postype = p1
pos = -1*(backedgedist) -100,0
stateno = 40185
ownpal = 1
keyctrl = 0
id = 40185

[State 190, 2]
type = AssertSpecial
trigger1 = time <= 350
flag = roundnotover

[state 0,0]
type = changestate
triggerall = numhelper(40185) = 1
trigger1 = helper(40185),stateno = 40186
value = 40182

;---------------------------------------------------------------------------
;2
; Win pose c
[Statedef 40182]
type = S
ctrl = 0
movetype= I
anim = 41308
physics = S
sprpriority = 1

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[State 190, 2]
type = AssertSpecial
trigger1 = time <= 380
flag = roundnotover

;---------------------------------------------------------------------------
;
; Win pose c
[Statedef 40183]
type = S
ctrl = 0
movetype= I
anim = 45310
physics = S
sprpriority = 1

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[state 0,0]
type = varrandom
trigger1 = time = 1
v = 19
range = 0,1

[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 0
trigger1 = time = 4
value = 40004, 24
channel = 0

[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 1
trigger1 = time = 4
value = 40004, 25
channel = 0

;---------------------------------------------------------------------------
;
[Statedef 40185]
type = S
ctrl = 0
movetype= I
physics = N
anim = 41306
velset = 4,0
sprpriority = -2

[state 0,0]
type = envshake
trigger1 = time >= 0
persistent = 10
time = 8
ampl = 4

[State 190, 2]
type = AssertSpecial
trigger1 = 1
flag = roundnotover

[State 2, 0]
type = Changestate
trigger1 = time >= 2
trigger1 = parentdist x <= 0
value = 40186

;---------------------------------------------------------------------------
;
[Statedef 40186]
type = S
ctrl = 0
movetype= I
physics = S
anim = 41307
velset = 0,0
sprpriority = -2

[state 0,0]
type = bindtoparent
trigger1 = 1
ignorehitpause = 1
pos = 0,0

;---------------------------------------------------------------------------
;
[Statedef 40344]
type = A
movetype = H
physics = N
ctrl = 0

[State 344, -1]
type = hitby
trigger1 = 1
value = 
ignorehitpause = 1

[State 344, -1]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 344, 0]
type = ChangeAnim
trigger1 = SelfAnimExist(5030)
value = 5030
ignorehitpause = 1

[State 344, 1]
type = VelSet
trigger1 = Alive
x = 0
y = 0
ignorehitpause = 1

[State 345, 2]
type = PosAdd
triggerall = Alive
triggerall = time = 0
trigger1 = P2Stateno = 220 || P2Stateno = 225 || P2Stateno = 230 || P2Stateno = 235
trigger2 = P2Stateno = 240 || P2Stateno = 250 || P2Stateno = 300 || P2Stateno = 320
trigger3 = (P2Stateno = [341,342]) || P2Stateno = 420 || P2Stateno = 430 || P2Stateno = 600
trigger4 = P2Stateno = 610 || P2Stateno = 620 || P2Stateno = 630 || (P2Stateno = [1200,1201])
trigger5 = (P2Stateno = [1400,1401]) || (P2Stateno = [222,223]) || (P2Stateno = [227,228]) || (P2Stateno = [422,423])
trigger6 = (P2Stateno = [432,433]) || (P2Stateno = [622,623]) || (P2Stateno = [1050,1051]) || P2Stateno = 3500
trigger7 = P2Stateno = 2000 || P2Stateno = 9500 || P2Stateno = 9600
y = -20
ignorehitpause = 1

[State 345, 2]
type = PosAdd
trigger1 = Alive
trigger1 = time = 0
y = 10
ignorehitpause = 1

[State 344, 3]
type = PosSet
trigger1 = Pos Y > 10
y = 10
ignorehitpause = 1

[State 345, 4]
type = ChangeState
trigger1 = HitShakeOver
value = 40345
ignorehitpause = 0

;---------------------------------------------------------------------------
;ǐ
[Statedef 40345]
type = A
movetype = H
physics = N
ctrl = 0

[State 344, -1]
type = hitby
trigger1 = 1
value = 
ignorehitpause = 1

[State 345, -1]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 345, 0]
type = ChangeAnim
trigger1 = !SelfAnimExist(560)
trigger1 = SelfAnimExist(5030)
trigger1 = Alive
value = 5030
ignorehitpause = 1

[State 345, 0]
type = ChangeAnim
trigger1 = SelfAnimExist(560)
trigger1 = Alive
value = 560
ignorehitpause = 1

[State 345, 0]
type = ChangeAnim2
trigger1 = !SelfAnimExist(560)
trigger1 = !SelfAnimExist(5030)
trigger1 = Alive
value = 345
ignorehitpause = 1

[State 345, 1]
type = VelSet
trigger1 = HitShakeOver
trigger1 = Alive
x = -12.4
ignorehitpause = 1

[State 345, 1]
type = VelSet
trigger1 = Alive
y = 0
ignorehitpause = 1

[State 345, 2]
type = ChangeState
triggerall = Alive
trigger1 = FrontEdgeBodyDist <= 0
trigger2 = BackEdgeBodyDist <= 0
trigger3 = time >= 300
value = 40346
ignorehitpause = 1

[State 345, 3]
type = VelSet
trigger1 = !Alive
x = 2*GetHitVar(xvel)*Facing
y = 2*GetHitVar(yvel)
ignorehitpause = 1

[State 345, 4]
type = SelfState
trigger1 = HitShakeOver
trigger1 = !Alive
value = 5020
ignorehitpause = 0

[State 345, 4]
type = SelfState
trigger1 = Pos Y >= 10
value = 5100

;---------------------------------------------------------------------------
;ǐї
[Statedef 40346]
type = A
movetype = H
physics = N
ctrl = 0

[State 344, -1]
type = hitby
trigger1 = 1
value = 
ignorehitpause = 1

[State 346, -1]
type = LifeAdd
trigger1 = time = 0
value = -3
absolute = 1
kill = 0

[State 346, 0]
type = ChangeAnim
trigger1 = !SelfAnimExist(562)
trigger1 = !SelfAnimExist(563)
trigger1 = SelfAnimExist(5070)
trigger1 = time = 0
value = 5070

[State 346, 0]
type = ChangeAnim
trigger1 = SelfAnimExist(562)
trigger1 = time = 0
value = 562
ignorehitpause = 1

[State 346, 0]
type = ChangeAnim
triggerall = SelfAnimExist(563)
triggerall = time > 0
triggerall = Anim = 562
trigger1 = Vel X = 0
trigger2 = Animtime = 0
value = 563
ignorehitpause = 1

[State 346, 0]
type = ChangeAnim2
trigger1 = !SelfAnimExist(562)
trigger1 = !SelfAnimExist(563)
trigger1 = !SelfAnimExist(5070)
trigger1 = time = 0
value = 40346

[State 346, 1]
type = PosAdd
trigger1 = time = 0
y = -5
ignorehitpause = 1

[State 346, 2]
type = VelSet
trigger1 = time = 0
x = 0

[State 346, 2]
type = VelSet
trigger1 = time = 5
x = 3.6

[State 346, 2]
type = VelAdd
trigger1 = Vel X > 0
trigger1 = time > 5
x = -0.17

[State 346, 2]
type = VelSet
trigger1 = Vel X < 0
x = 0

[State 346, 2]
type = VelSet
trigger1 = Vel X != 0
y = 0
ignorehitpause = 1

[State 346, 3]
type = VelAdd
trigger1 = Vel X = 0
trigger1 = time > 5
y = GetHitVar(yaccel)

[State 346, 4]
type = ChangeState
trigger1 = Pos Y >= 20
trigger1 = Vel Y > 0
value = 40347

;---------------------------------------------------------------------------
;ǐї
[Statedef 40347]
type = L
movetype = H
physics = N
ctrl = 0

[State 344, -1]
type = hitby
trigger1 = 1
value = 
ignorehitpause = 1

[State 347, -1]
type = LifeAdd
trigger1 = time = 0
value = -5
absolute = 1
kill = 0

[State 347, 0]
type = ChangeAnim
trigger1 = SelfAnimExist(5111)
trigger1 = time = 0
value = 5111

[State 347, 1]
type = SelfState
trigger1 = time = 1
value = 5110

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

[Statedef 40380]
type    = A
movetype= I
physics = N
sprpriority = 4
velset = -4,-6
anim = 45070

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[State 1000, Snd1]
type = hitby
trigger1 = 1
time = -1
value = 

[State 1000, Snd1]
type = screenbound
trigger1 = 1
value = 1

[State 821, 1]
type = VelAdd
Trigger1 = 1
y = .39

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 45100

;---------------------------------------------------------------------------
;klg(󒆁EGtFNg)
[Statedef 41152]
type = A
movetype = A
physics = N
ctrl = 0
anim = 41111
sprpriority = 5

[State 1152, -1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1152, 0]
type = AngleDraw
trigger1 = 1
scale = Fvar(11),Fvar(11)
ignorehitpause = 1

[State 1152, 1]
type = AngleSet
trigger1 = 1
value = 315
ignorehitpause = 1

[State 1152, 2]
type = Trans
trigger1 = 1
trans = Add
ignorehitpause = 1

[State 1152, 3]
type = VarSet
trigger1 = time = 0
fvar(11) = 1

[State 1152, 4]
type = VarAdd
trigger1 = time > 0
fvar(11) = 0.08

[State 1152, 5]
type = DestroySelf
trigger1 = Fvar(11) >= 1.8

;---------------------------------------------------------------------------
;klœVc(ԃGtFNg)
[Statedef 44150]
type = A
physics = N
ctrl = 0
sprpriority = 3

[State 4150, -1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 4150, 0]
type = ChangeAnim
trigger1 = time = 0
value = 44150

[State 4150, 1]
type = VelSet
trigger1 = 1
y = -0.24

[State 4150, 2]
type = AngleDraw
trigger1 = 1
scale = 1+(time*0.02),1+(time*0.02)

[State 4150, 3]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256-(time*12),256

[State 4150, 4]
type = DestroySelf
trigger1 = time >= 20

;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 45100]
type    = L
movetype= H
physics = N

[State 1000, Snd1]
type = screenbound
trigger1 = 1
value = 1

[State 3, Landing Sound]
type = PlaySnd
trigger1 = Time = 0
value = 40090,7

[State 5100, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 5100, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

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

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [45051,45059]) && (anim != [45061,45069])
trigger2 = !SelfAnimExist(45100 + (anim % 10))
value = 45100

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [45051,45059]) || (anim = [45061,45069])
trigger1 = SelfAnimExist(45100 + (anim % 10))
value = 45100 + (anim % 10)

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

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

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

[State 5100, 7]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 45110 ;HIT_LIEDOWN

[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 10

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
;value = F7, 0 ;Hit ground
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

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

[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 45101

;---------------------------------------------------------------------------
; HIT_BOUNCE (bounce into air)
[Statedef 45101]
type    = L
movetype= H
physics = N

[State 1000, Snd1]
type = screenbound
trigger1 = 1
value = 1

[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = anim != 45075
triggerall = time = 0
trigger1 = anim != [45101,45109]
trigger2 = !SelfAnimExist(45160 + (anim % 10))
value = 45160

[State 5101, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = anim != 45075
triggerall = time = 0
trigger1 = anim = [45101,45109]
trigger1 = SelfAnimExist(45160 + (anim % 10))
value = 45160 + (anim % 10)

[State 5101, 3]
type = HitFallVel
trigger1 = Time = 0

[State 5101, 4]
type = PosSet
trigger1 = Time = 0
y = 20

[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .4

[State 5101, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 45110

;---------------------------------------------------------------------------
; HIT_LIEDOWN
[Statedef 45110]
type    = L
movetype= H
physics = N

[State 1000, Snd1]
type = screenbound
trigger1 = 1
value = 1

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

[State 5110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
triggerall = anim != 45075
triggerall = prevstateno != 45071
trigger1 = SelfAnimExist(45110 + (anim % 10))
trigger1 = anim = [45081,45089]
value = 45110 + (anim % 10)

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = anim != 45075
triggerall = prevstateno != 45071
triggerall = time = 0
triggerall = anim != [45110,45119] ;Not already changed anim
trigger1 = anim != [45161,45169]
trigger2 = !SelfAnimExist(45170 + (anim % 10))
value = 45170

[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = anim != 45075
triggerall = prevstateno != 45071
triggerall = time = 0
triggerall = anim != [45110,45119] ;Not already changed anim
trigger1 = anim = [45161,45169]
trigger1 = SelfAnimExist(45170 + (anim % 10))
value = 45170 + (anim % 10)

[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) <= 10

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

[State 5110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim != 45075
triggerall = prevstateno != 45071
triggerall = anim = [45171,45179]
triggerall = SelfAnimExist(45110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 45110 + (anim % 10)

[State 5110, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = anim != 45075
triggerall = prevstateno != 45071
triggerall = Anim != [45111,45119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 45110

[State 5110, 11] ;If just died
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = 45075
value = 49500
[State 5110, 11] ;If just died
type = ChangeState
trigger1 = time = root,const(data.liedown.time)
value = 49500

[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

;---:::::::::::::::::::::::::::::::::::::::::::::
;----e[be[----------------------------------------------------------
;ꌂ
[Statedef 48800]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 41297
sprpriority = 2

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[State 1000, Snd1]
type = hitby
trigger1 = 1
time = -1
value = 

[State 0, 0]
type = Helper
trigger1 = time = 10
helpertype = normal
name = "hokuto"
ID = 11997
stateno = 11997
postype = back
pos = 0,0
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[state 0,0]
type = BGpalfx
trigger1 = time >= 6
time = 5
add = 100,-130,-200
mul = 150,150,150
ignorehitpause = 1

[state a]
type = Helper
trigger1 = time = 1
pos = 0,0
postype = p1
stateno = 16303
helpertype = normal
pausemovetime = 99999
supermovetime = 99999
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = 1
size.yscale = 1

[state 0,0]
type = posfreeze
trigger1 = time = [10,25]

[state 0,0]
type = statetypeset
trigger1 = time = 25
physics = S

[State 0, 0]
type = PlaySnd
trigger1 = time = 1
value = 40005,28
channel = 0

[State 3500, 1]
type = SuperPause
trigger1 = time = 12
time = 128
movetime = 128
pos = -14,-9
ownpal = 1
anim = -1
sound = S10220,0
darken = 0

[state 0,0]
type = envshake
trigger1 = time = 140
time = 18
ampl = 5
ignorehitpause = 1

[State 0, 0]
type = Helper
trigger1 = time = 12
helpertype = normal
name = "cutin"
ID = 41999
stateno = 11999
postype = back
pos = -180,50
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 0, 0]
type = Helper
trigger1 = animelem = 7,>= 0 && animelem = 8,< 0
stateno = stateno*10
pausemovetime = 9999
supermovetime = 9999
persistent = 0
[State 200, HitDef1]
type = AssertSpecial
trigger1 = 1
flag = unguardable
[State 200, HitDef1]
type = HitDef
trigger1 = 1
attr = ,aa
hitflag = 
ignorehitpause = 1
[State 200, HitDef1]
type = HitDef
trigger1 = animelem = 7,>= 0 && animelem = 8,< 0
trigger1 = movecontact = 0
affectteam = b
attr = ,aa,ap,at
hitflag = adfhmlp
guardflag = 
damage = 25, 1
kill = 0
getpower = 0
givepower = 0
animtype = heavy
priority = 5, hit
pausetime = 10, 15
guard.pausetime = 15, 15
sparkno = -1
sparkxy = -18, -106
hitsound = S10101,3
;guardsound = -1
ground.type = low
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -1
air.velocity = -1,-5
fall = 1
air.fall = 1
fall.recover = 0
guard.kill = 0
guard.slidetime = 14
ground.cornerpush.veloff = -5
envshake.time = 15
envshake.ampl = 8
fall.recover = 0
[State 200, HitDef1]
type = targetstate
trigger1 = movecontact = 1
value = 48801
ignorehitpause = 1

[state 0,0]
type = varset
trigger1 = movecontact > 0
var(0) = 1
ignorehitpause = 1
[state 0,0]
type = varset
trigger1 = numtarget > 0
trigger1 = target,id = root,id
trigger2 = numpartner = 1 && numtarget > 0
trigger2 = target,id = partner,id
var(8) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = varset
trigger1 = numenemy > 0 && numtarget > 0
trigger1 = target,id = enemy,id
trigger2 = numenemy > 0 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy,const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy,const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy,const(size.air.back)
trigger2 = target,const(size.air.front) = enemy,const(size.air.front)
trigger2 = target,const(size.height) = enemy,const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy,const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy,const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy,const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy,const(size.mid.pos.y)
trigger3 = numenemy > 0
trigger3 = movecontact = 1 && numtarget = 0 && var(8) = 0
trigger3 = enemynear,id = enemy,id
var(1) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = varset
trigger1 = numenemy = 2 && numtarget > 0
trigger1 = target,id = enemy(1),id
trigger2 = numenemy = 2 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy(1),const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy(1),const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy(1),const(size.air.back)
trigger2 = target,const(size.air.front) = enemy(1),const(size.air.front)
trigger2 = target,const(size.height) = enemy(1),const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy(1),const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy(1),const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy(1),const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy(1),const(size.mid.pos.y)
trigger3 = numenemy = 2
trigger3 = movecontact = 1 && numtarget = 0 && var(8) = 0
trigger3 = enemynear,id = enemy(1),id
var(2) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = targetdrop
trigger1 = 1
ignorehitpause = 1

[state a];qbgGtFNg
type = Helper
trigger1 = movehit = 1 
name = "hit"
pos = Ceil(P2Dist X/2-15), -106-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16095
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .5
size.yscale = .5
supermovetime = 999999
pausemovetime = 999999

[State 210, 3]
type = ChangeState
trigger1 = var(0) = 1
value = 48804
[State 210, 3]
type = ChangeState
trigger1 = animelem = 8
value = 48803
ctrl = 0

;---------------------------------------------------------------------------
[Statedef 488000]

[State 200, HitDef1]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[state 0,0]
type = varset
trigger1 = time = 0
var(0) = parent,id

[state 0,0]
type = bindtoparent
trigger1 = playeridexist(var(0)) = 1
ignorehitpause = 1

[state 0,0]
type = changeanim
trigger1 = playeridexist(var(0)) = 1
elem = parent,animelemno(0)
value = parent,anim
ignorehitpause = 1

[state 0,0]
type = hitby
trigger1 = 1
value = 
ignorehitpause = 1

[State 200, HitDef1]
type = reversaldef
trigger1 = parent,animelem = 7,>= 0 && parent,animelem = 8,< 0
reversal.attr = acs,aa,ap,at
damage = 25, 1
kill = 0
getpower = 0
givepower = 0
animtype = heavy
priority = 5, hit
pausetime = 0, ifelse(movecontact = 0,15,0)
guard.pausetime = 0, ifelse(movecontact = 0,15,0)
sparkno = -1
sparkxy = -18, -106
hitsound = -1
ground.type = low
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -1
air.velocity = -1,-5
fall = 1
air.fall = 1
fall.recover = 0
guard.kill = 0
guard.slidetime = 14
ground.cornerpush.veloff = -5
envshake.time = 15
envshake.ampl = 8
fall.recover = 0
[State 2000, 6]
type = PlaySnd
trigger1 = movehit = 1
value = 10101,3
persistent = 0
ignorehitpause = 1
[State 2000, 6]
type = PlaySnd
trigger1 = moveguarded = 1
value = 121,0
persistent = 0
ignorehitpause = 1
[State 200, HitDef1]
type = targetstate
trigger1 = movecontact = 1
value = 48801
ignorehitpause = 1

[state a];qbgGtFNg
type = Helper
trigger1 = movehit = 1
name = "hit"
pos = Ceil(P2Dist X/2-15), -106-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16095
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .5
size.yscale = .5
supermovetime = 999999
pausemovetime = 999999

[state 0,0]
type = parentvarset
trigger1 = movecontact > 0
var(0) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = parentvarset
trigger1 = numenemy > 0 && numtarget > 0
trigger1 = target,id = enemy,id
trigger2 = numenemy > 0 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy,const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy,const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy,const(size.air.back)
trigger2 = target,const(size.air.front) = enemy,const(size.air.front)
trigger2 = target,const(size.height) = enemy,const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy,const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy,const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy,const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy,const(size.mid.pos.y)
var(1) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = parentvarset
trigger1 = numenemy = 2 && numtarget > 0
trigger1 = target,id = enemy(1),id
trigger2 = numenemy = 2 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy(1),const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy(1),const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy(1),const(size.air.back)
trigger2 = target,const(size.air.front) = enemy(1),const(size.air.front)
trigger2 = target,const(size.height) = enemy(1),const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy(1),const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy(1),const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy(1),const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy(1),const(size.mid.pos.y)
var(2) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = targetdrop
trigger1 = 1
ignorehitpause = 1

[state 0,0]
type = destroyself
trigger1 = parent,animelem = 8,>=0
ignorehitpause = 1

;---------------------------------------------------------------------------
;
[Statedef 48801]
type    = A
movetype= H
physics = N
ctrl = 0
sprpriority = 1
velset = 0,0

[state 0,0]
type = changestate
trigger1 = ishelper = 1
value = 9999
persistent = 256
ignorehitpause = 1

[State 210, 3]
type = Changeanim2
trigger1 = time = 0
value = 41229

[state 0,0]
type = lifeset
trigger1 = time = 125
value = 0

[state 0,0]
type = velset
trigger1 = time = 125
x = -7
y = -2

[State 210, 3]
type = ChangeState
trigger1 = numprojid(48810) > 0
trigger2 = enemy(enemy,name!="Thouther"),numprojid(48810) > 0
value = 48915
ctrl = 0

[State 210, 3]
type = SelfState
trigger1 = time = 126
value = 5050
ctrl = 0

;---------------------------------------------------------------------------
;s@
[Statedef 48803]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 1
velset = 0,0

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[state 0,0]
type = veladd
triggerall = pos y < 0
trigger1 = time >= 0
y = 0.45
[state 0,0]
type = velset
triggerall = pos y >= 0
trigger1 = time >= 0
y = 0

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 40105
ctrl = 1

;---------------------------------------------------------------------------
;e[be[I@
[Statedef 48804]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 41298
sprpriority = 3
velset = 0,0

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[state 0,0]
type = changestate
trigger1 = time = 0
trigger1 = numtarget > 0
trigger1 = target,var(0) >= 1
trigger1 = target,authorname = "Drowin hokuto"
trigger1 = target,name = "KENSHIRO"
trigger1 = target,var(59) >= 1
value = 48810

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

[State 0, 0]
type = Helper
trigger1 = 1
helpertype = normal
name = "nomusic"
ID = 18807
stateno = 18807
postype = p1
pos = 0,-100
keyctrl = 0
ownpal = 1
persistent = 0
pausemovetime = 99999
supermovetime = 99999

[state 0,0]
type = playsnd
trigger1 = time = 115
value = 40090, 0

[state 0,0]
type = envshake
trigger1 = time = 116
time = 50
ampl = 9

[state 0,0]
type = playsnd
trigger1 = time = 0
value = 2500,99
loop = 1
channel = 11
volume = 50
persistent = 0

[state 0,0]
type = varrandom
trigger1 = time >= 0
v = 19
range = -15,15
[state 0,0]
type = varrandom
trigger1 = time >= 0
v = 18
range = -15,15

[State 3000, Backfire]
type = Explod
trigger1 = time = 0
anim = 11225
postype = back
pos = -40,0
ownpal = 1
velocity = 0,-10
sprpriority = -5
pausemovetime = 250
supermovetime =250
removeongethit = 1
scale = 2,2
removetime = 80
[State 3000, Backfire]
type = Explod
persistent = 51
trigger1 = time = [25,114]
anim = 11225
postype = back
pos = -40,256
ownpal = 1
velocity = 0,-10
sprpriority = -5
pausemovetime = 250
supermovetime =250
removeongethit = 1
scale = 2,2
removetime = 82;80;24
id = 1225
[state -2, destroy]
type = removeexplod
trigger1 = time >= 115
id = 1225

[State 3000, effect]
type = Explod
trigger1 = time = [120,150]
anim = 41299
postype = p1
pos = 80,0
ownpal = 1
sprpriority = 5
pausemovetime = 100
supermovetime =100
scale = -7.7+(time*0.07),-8.8+(time*0.08)
[State 3000, effect]
type = Explod
trigger1 = time = [120,150]
anim = 41300
postype = p1
pos = 80,0
ownpal = 1
sprpriority = 5
ontop = 1
pausemovetime = 100
supermovetime =100
scale = -8.8+(time*0.08),-8.8+(time*0.08)

[State 0, 0]
type = PlaySnd
trigger1 = time = 55
value = 40005,29
channel = 0

[state 0,0]
type = BGpalfx
trigger1 = time >= 0
time = 5
add = 100,-20,-40
mul = 150,150,150
ignorehitpause = 1

[State 3000, ground]
type = Explod
trigger1 = time = 120
anim = 41302
postype = left
pos = 0,240
ownpal = 1
sprpriority = 5
ontop = 1
accel = 0,0.01
removetime = 120
scale = 0.5,0.5
;bindtime = -1

[state a];qbgGtFNg
type = Helper
trigger1 = time = 116
name = "hit"
pos = Ceil(P2Dist X/2-15), -80-Ceil(P2BodyDist Y)
Postype = p2
stateno = 16095
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
size.xscale = .5
size.yscale = .5
supermovetime = 999999
pausemovetime = 999999

[State 3000, ground]
type = Explod
trigger1 = time = 1
anim = 41309
postype = p1
pos = 0,0
ownpal = 1
sprpriority = -5
scale = const(size.xscale),const(size.xscale)
bindtime = -1

[State 0, 0]
type = Helper
triggerall = root,numprojid(142142143) > 0
trigger1 = time = [115,150]
id = stateno*10
stateno = stateno*10
pausemovetime = 9999
supermovetime = 9999
persistent = 0
[State 200, HitDef1]
type = AssertSpecial
triggerall = root,numprojid(142142143) > 0
trigger1 = 1
flag = unguardable
[State 200, HitDef1]
type = HitDef
triggerall = root,numprojid(142142143) > 0
trigger1 = 1
attr = ,aa
hitflag = 
ignorehitpause = 1
[state samsara]
type = hitdef
triggerall = root,numprojid(142142143) > 0
trigger1 = time = [115,150]
affectteam = b
attr = ,aa,ap,at
hitflag = adfhmlp
guardflag = 
damage = 2147483648
hitsound = s-1
priority = 7,hit
sparkno = s-1
guard.sparkno = s-1
palfx.add = 130,0,-100
palfx.color = 0
palfx.invertall = 1
palfx.sinadd = 110,110,110,10
palfx.time = 60
[State 200, HitDef1]
type = targetstate
triggerall = root,numprojid(142142143) > 0
trigger1 = movecontact = 1
value = 51505150
ignorehitpause = 1

[state 0,0]
type = varset
trigger1 = numtarget > 0
trigger1 = target,id = root,id
trigger2 = numpartner = 1 && numtarget > 0
trigger2 = target,id = partner,id
var(8) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = varset
trigger1 = numenemy > 0 && numtarget > 0
trigger1 = target,id = enemy,id
trigger2 = numenemy > 0 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy,const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy,const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy,const(size.air.back)
trigger2 = target,const(size.air.front) = enemy,const(size.air.front)
trigger2 = target,const(size.height) = enemy,const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy,const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy,const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy,const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy,const(size.mid.pos.y)
trigger3 = numenemy > 0
trigger3 = movecontact = 1 && numtarget = 0 && var(8) = 0
trigger3 = enemynear,id = enemy,id
var(1) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = varset
trigger1 = numenemy = 2 && numtarget > 0
trigger1 = target,id = enemy(1),id
trigger2 = numenemy = 2 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy(1),const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy(1),const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy(1),const(size.air.back)
trigger2 = target,const(size.air.front) = enemy(1),const(size.air.front)
trigger2 = target,const(size.height) = enemy(1),const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy(1),const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy(1),const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy(1),const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy(1),const(size.mid.pos.y)
trigger3 = numenemy = 2
trigger3 = movecontact = 1 && numtarget = 0 && var(8) = 0
trigger3 = enemynear,id = enemy(1),id
var(2) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = targetdrop
trigger1 = 1
ignorehitpause = 1

[State 0, 0]
type = Varset
trigger1 = time = 0
var(3) = 0
[State 0, 0]
type = Varset
triggerall = lose = 0 && drawgame = 0 && win = 0
trigger1 = time = [115,150]
var(3) = 1

[State 0, 0]
type = Helper
trigger1 = var(3) = 1
trigger1 = lose || drawgame || win
trigger1 = animelem = 7,>= 0 && animelem = 10,< 0
ID = 49570
stateno = 39570
persistent = 0
pausemovetime = 9999
supermovetime = 9999

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
trigger1 = roundstate > 2
value = 40000
ctrl = 1
[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 40106
ctrl = 1

;---------------------------------------------------------------------------
;
[Statedef 488040]

[State 200, HitDef1]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[state 0,0]
type = varset
trigger1 = time = 0
var(0) = parent,id

[state 0,0]
type = bindtoparent
trigger1 = playeridexist(var(0)) = 1
ignorehitpause = 1

[state 0,0]
type = changeanim
trigger1 = playeridexist(var(0)) = 1
elem = parent,animelemno(0)
value = parent,anim
ignorehitpause = 1

[state 0,0]
type = hitby
trigger1 = 1
value = 
ignorehitpause = 1

[state samsara]
type=reversaldef
trigger1 = 1
hitsound = s-1
palfx.add = 130,0,-100
palfx.color = 0
palfx.invertall = 1
palfx.sinadd = 110,110,110,10
palfx.time = 60
priority = 7,hit
reversal.attr = acs,aa,ap,at
sparkno = s-1
palfx.add = 130,0,-100
palfx.color = 0
palfx.invertall = 1
palfx.sinadd = 110,110,110,10
palfx.time = 60
[State 200, HitDef1]
type = targetstate
trigger1 = movecontact = 1
value = 51505150
ignorehitpause = 1

[state 0,0]
type = parentvarset
trigger1 = movecontact > 0
var(0) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = parentvarset
trigger1 = numenemy > 0 && numtarget > 0
trigger1 = target,id = enemy,id
trigger2 = numenemy > 0 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy,const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy,const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy,const(size.air.back)
trigger2 = target,const(size.air.front) = enemy,const(size.air.front)
trigger2 = target,const(size.height) = enemy,const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy,const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy,const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy,const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy,const(size.mid.pos.y)
var(1) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = parentvarset
trigger1 = numenemy = 2 && numtarget > 0
trigger1 = target,id = enemy(1),id
trigger2 = numenemy = 2 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy(1),const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy(1),const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy(1),const(size.air.back)
trigger2 = target,const(size.air.front) = enemy(1),const(size.air.front)
trigger2 = target,const(size.height) = enemy(1),const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy(1),const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy(1),const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy(1),const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy(1),const(size.mid.pos.y)
var(2) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = targetdrop
trigger1 = 1
ignorehitpause = 1

[state 0,0]
type = destroyself
trigger1 = parent,time = 150 + 1
ignorehitpause = 1

;---------------------------------------------------------------------------
;e[be[I@[h
[Statedef 48810]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 41298
sprpriority = 3
velset = 0,0

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[state ]
type=projectile
trigger1=time=0
projanim=9999
projedgebound=2000000000
projheightbound=-2000000000,2000000000
projid=48810
projremove=0
projremovetime=1
projscale=0,0
projstagebound=2000000000

[state 0,0]
type = playsnd
trigger1 = time = 15
value = 40090,9
volume = 50
persistent = 0
channel = 0

[state 0,0]
type = playsnd
trigger1 = time = 0
value = 40090,10
persistent = 0

[State 0, 0]
type = Helper
trigger1 = 1
helpertype = normal
name = "music"
ID = 18811
stateno = 18807
postype = p1
pos = 0,-100
keyctrl = 0
ownpal = 1
persistent = 0
pausemovetime = 99999
supermovetime = 99999

[State 0, 0]
type = Helper
trigger1 = time = 115
stateno = 48804
pausemovetime = 9999
supermovetime = 9999

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

[state 0,0]
type = playsnd
trigger1 = time = 115
value = 40090, 0

[state 0,0]
type = envshake
trigger1 = time = 116
time = 50
ampl = 9

[state 0,0]
type = varrandom
trigger1 = time >= 0
v = 19
range = -15,15
[state 0,0]
type = varrandom
trigger1 = time >= 0
v = 18
range = -15,15

[State 3000, Backfire]
type = Explod
trigger1 = time = 0
anim = 11225
postype = back
pos = -40,0
ownpal = 1
velocity = 0,-10
sprpriority = -5
pausemovetime = 250
supermovetime =250
removeongethit = 1
scale = 2,2
removetime = 80
[State 3000, Backfire]
type = Explod
persistent = 51
trigger1 = time = [25,114]
anim = 11225
postype = back
pos = -40,256
ownpal = 1
velocity = 0,-10
sprpriority = -5
pausemovetime = 250
supermovetime =250
removeongethit = 1
scale = 2,2
removetime = 82;80;24
id = 1225
[state -2, destroy]
type = removeexplod
trigger1 = time >= 115
id = 1225

[State 3000, effect]
type = Explod
trigger1 = time = [116,150]
anim = 41299
postype = p1
pos = 80,0
ownpal = 1
sprpriority = 5
;ontop = 1
pausemovetime = 100
supermovetime =100
scale = -7.7+(time*0.07),-8.8+(time*0.08)
[State 3000, effect]
type = Explod
trigger1 = time = [116,150]
anim = 41300
postype = p1
pos = 80,0
ownpal = 1
sprpriority = 5
ontop = 1
pausemovetime = 100
supermovetime =100
scale = -8.8+(time*0.08),-8.8+(time*0.08)

[state 0,0]
type = BGpalfx
trigger1 = time >= 0
time = 5
add = 100,-20,-40
mul = 150,150,150
;invertall = 1
ignorehitpause = 1

[State 3000, ground]
type = Explod
trigger1 = time = 116
anim = 41302
postype = left
pos = 0,240
ownpal = 1
sprpriority = 5
ontop = 1
accel = 0,0.01
removetime = 120
scale = 0.5,0.5
;bindtime = -1

[State 3000, ground]
type = Explod
trigger1 = time = 1
anim = 41309
postype = p1
pos = 0,0
ownpal = 1
sprpriority = -5
scale = const(size.xscale),const(size.xscale);0.5,0.5
bindtime = -1

[State 200, HitDef1]
type = AssertSpecial
triggerall = root,numprojid(142142143) > 0
trigger1 = 1
flag = unguardable
[State 200, HitDef1]
type = HitDef
triggerall = root,numprojid(142142143) > 0
trigger1 = 1
attr = ,aa
hitflag = 
ignorehitpause = 1
[state samsara]
type = hitdef
triggerall = root,numprojid(142142143) > 0
trigger1 = time = [115,150]
affectteam = b
attr = ,aa,ap,at
hitflag = adfhmlp
guardflag = 
damage = 2147483648
hitsound = s-1
priority = 7,hit
sparkno = s-1
guard.sparkno = s-1
palfx.add = 130,0,-100
palfx.color = 0
palfx.invertall = 1
palfx.sinadd = 110,110,110,10
palfx.time = 60
[State 200, HitDef1]
type = targetstate
triggerall = root,numprojid(142142143) > 0
trigger1 = movecontact = 1
value = 51505150
ignorehitpause = 1

[state 0,0]
type = varset
trigger1 = numtarget > 0
trigger1 = target,id = root,id
trigger2 = numpartner = 1 && numtarget > 0
trigger2 = target,id = partner,id
var(8) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = varset
trigger1 = numenemy > 0 && numtarget > 0
trigger1 = target,id = enemy,id
trigger2 = numenemy > 0 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy,const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy,const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy,const(size.air.back)
trigger2 = target,const(size.air.front) = enemy,const(size.air.front)
trigger2 = target,const(size.height) = enemy,const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy,const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy,const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy,const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy,const(size.mid.pos.y)
trigger3 = numenemy > 0
trigger3 = movecontact = 1 && numtarget = 0 && var(8) = 0
trigger3 = enemynear,id = enemy,id
var(1) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = varset
trigger1 = numenemy = 2 && numtarget > 0
trigger1 = target,id = enemy(1),id
trigger2 = numenemy = 2 && numtarget > 0
trigger2 = target,const(size.ground.back) = enemy(1),const(size.ground.back)
trigger2 = target,const(size.ground.front) = enemy(1),const(size.ground.front)
trigger2 = target,const(size.air.back) = enemy(1),const(size.air.back)
trigger2 = target,const(size.air.front) = enemy(1),const(size.air.front)
trigger2 = target,const(size.height) = enemy(1),const(size.height)
trigger2 = target,const(size.head.pos.x) = enemy(1),const(size.head.pos.x)
trigger2 = target,const(size.head.pos.y) = enemy(1),const(size.head.pos.y)
trigger2 = target,const(size.mid.pos.x) = enemy(1),const(size.mid.pos.x)
trigger2 = target,const(size.mid.pos.y) = enemy(1),const(size.mid.pos.y)
trigger3 = numenemy = 2
trigger3 = movecontact = 1 && numtarget = 0 && var(8) = 0
trigger3 = enemynear,id = enemy(1),id
var(2) = 1
ignorehitpause = 1
[State 200, HitDef1]
type = targetdrop
trigger1 = 1
ignorehitpause = 1

[State 0, 0]
type = Helper
trigger1 = var(3) = 1
trigger1 = lose || drawgame || win
trigger1 = animelem = 7,>= 0 && animelem = 10,< 0
ID = 49570
stateno = 39570
persistent = 0
pausemovetime = 9999
supermovetime = 9999

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 40000
ctrl = 1

;------------------------------------------------
;@z] 荞
[Statedef 48915]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 1289;1173
sprpriority = -1
velset = 0,0

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

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

[state 0,0]
type = playsnd
trigger1 = time = 0
value = 90,10
persistent = 0

[state 0,0]
type = palfx
trigger1 = time >= 0
time = 5
add = 100,0,0
mul = 150,150,150
ignorehitpause = 1


[State 3000, effect]
type = Explod
persistent = 0
trigger1 = time = 0
anim = 1311
postype = back
pos = 0,0
ownpal = 1
sprpriority = 5
pausemovetime = 1200
supermovetime = 1200
ontop = 1
bindtime = -1
scale = 0.6,0.6


[State 3000, effect]
type = Explod
trigger1 = time = [7,25]
anim = 7625
postype = p1
pos = 0,0
ownpal = 0
sprpriority = 5
ontop = 1
removeongethit = 1
pausemovetime = 100
supermovetime = 100
removetime = 1
scale = const(size.xscale),const(size.yscale)

[state 0,0]
type = varset
trigger1 = time = 1
v = 24
value = 7

[state 0,0]
type = varadd
trigger1 = time = 2
v = 0
value = -2

[state 0,0]
type = varrandom
trigger1 = time = 0
v = 19
range = 0,2
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 0
trigger1 = time = 1
value = 5, 16
channel = 0
ignorehitpause = 1
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 1
trigger1 = time = 1
value = 8,13
channel = 0
ignorehitpause = 1
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 2
trigger1 = time = 1
value = 8,14
channel = 0
ignorehitpause = 1


[state 0,0]
type = posadd
trigger1 = time = [10,25]
x = 5

[State 0, 0]
type = ChangeState
trigger1 = p2dist x < 0
value = 48916

[State 0, 0]
type = ChangeState
trigger1 = time = 30
value = 0
ctrl = 1


;------------------------------------------------
; z] 荞2
[Statedef 48916]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 1289
sprpriority = -1
velset = 0,0


[state 0,0]
type = palfx
trigger1 = time >= 0
time = 5
add = 100,0,0
mul = 150,150,150
ignorehitpause = 1

[State 3900, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[state 0,0]
type = turn
trigger1 = time = 0

[State 3000, effect]
type = Explod
trigger1 = time = [2,18]
anim = 7625
postype = p1
pos = 0,0
ownpal = 0
sprpriority = 5
ontop = 1
removeongethit = 1
pausemovetime = 100
supermovetime = 100
removetime = 1
scale = const(size.xscale),const(size.yscale)

[state 0,0]
type = posadd
trigger1 = time = [1,10]
x = -5

[State 0, 0]
type = selfState
trigger1 = time = 20
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Eklg(n)
[Statedef 49000]
type = S
movetype = A
physics = S
ctrl = 0
sprpriority = 2

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[State 9000, -1]
type = Turn
trigger1 = time = 0
trigger1 = P2BodyDist X < -30

[State 9000, 0]
type = ChangeAnim
trigger1 = PrevStateno != 5
trigger1 = time = 0
value = 49000

[State 9000, 1]
type = PlaySnd
trigger1 = Anim = 49000
trigger1 = Animelem = 1
value = S40023,4
channel = 9

[State 9000, 2]
type = PowerAdd
trigger1 = PrevStateno != 5
trigger1 = time = 0
value = -1500

[State 9000, 3]
type = VarSet
trigger1 = PrevStateno != 5
trigger1 = time = 0
var(22) = 300

[State 9000, 4]
type = SuperPause
trigger1 = Anim = 49000
trigger1 = Animelem = 4
time = 50
anim = -1
sound = -1
pos = 0,0
movetime = 50
darken = 0

[State 0, 0]
type = Helper
trigger1 = Anim = 49000
trigger1 = Animelem = 4
helpertype = normal
name = "cutin"
ID = 41999
stateno = 11999
postype = back
pos = -180,50
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 9000, 6]
type = Explod
trigger1 = Anim = 49000
trigger1 = Animelem = 4
anim = 49050
ID = 9050
sprpriority = 4
postype = p1
pos = 0,0
ownpal = 1
facing = 1
bindtime = -1
scale = 0.5,0.5
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 9000, 7]
type = PlaySnd
trigger1 = Anim = 49000
trigger1 = Animelem = 7
value = S40004,6
channel = 3

[State 9000, 8]
type = Helper
trigger1 = Anim = 49000
trigger1 = Animelemtime(8) = -1
helpertype = normal
name = "Beam"
ID = 49060
stateno = 49060
pos = 60,-100
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 1.5
size.yscale = 1.5
ignorehitpause = 1

[State 9000, 9]
type = Helper
triggerall = NumHelper(49060)
trigger1 = Anim = 49000
trigger1 = Animelemtime(8) >= 0
trigger1 = timemod = 3,0
helpertype = normal
name = "Go-Sho-Ha"
ID = 49070
stateno = 49070
pos = 80,-100
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 1.5
size.yscale = 1.5
ignorehitpause = 1

[State 9000, 10]
type = BGPalFX
trigger1 = RoundState = 2
trigger1 = Animelemtime(4) >= 0
time = 2
add = -128,-128,128
mul = 256,256,256
sinadd = 0,0,0,0
ignorehitpause = 1

[State 9000, 11]
type = ChangeState
trigger1 = AnimTime = 0 && roundstate > 2
value = 40000
ctrl = 1
[State 9000, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = ifelse(power > 999,49000 + 100*(random%3=0),ifelse((rootdist x = [-50,50]),48800,ifelse(rootdist x > 0,40100,40105)))
ctrl = 1

;---------------------------------------------------------------------------
;Eklg(nと)
[Statedef 49100]
type = A
movetype = A
physics = N
ctrl = 0
sprpriority = 2

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[State 9100, -1]
type = VelSet
trigger1 = 1
x = 0

[State 9100, -1]
type = Turn
trigger1 = time = 0
trigger1 = P2BodyDist X < -30

[State 9100, 0]
type = ChangeAnim
trigger1 = PrevStateno != 5
trigger1 = time = 0
value = 49100

[State 9100, 1]
type = PlaySnd
trigger1 = Anim = 49100
trigger1 = Animelem = 1
value = S40023,4
channel = 9

[State 9100, 2]
type = PowerAdd
trigger1 = PrevStateno != 5
trigger1 = time = 0
value = -1500

[State 9100, 3]
type = VarSet
trigger1 = PrevStateno != 5
trigger1 = time = 0
var(22) = 300

[State 9100, 4]
type = SuperPause
trigger1 = Anim = 49100
trigger1 = Animelem = 1
time = 50
anim = -1
sound = -1
pos = 0,0
movetime = 50
darken = 0

[State 0, 0]
type = Helper
trigger1 = Anim = 49100
trigger1 = Animelem = 1
helpertype = normal
name = "cutin"
ID = 41999
stateno = 11999
postype = back
pos = -180,50
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 9100, 6]
type = VelSet
trigger1 = Animelem = 2
y = -10

[State 9100, 7]
type = VelSet
trigger1 = Animelem = 6
y = 0

[State 9100, 8]
type = Explod
trigger1 = Anim = 49100
trigger1 = Animelem = 6
anim = 49150
ID = 9150
sprpriority = 4
postype = p1
pos = 0,0
ownpal = 1
facing = 1
bindtime = -1
scale = 0.5,0.5
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 9100, 9]
type = PlaySnd
trigger1 = Anim = 49100
trigger1 = Animelem = 10
value = S40004,6
channel = 3

[State 9100, 10]
type = Helper
trigger1 = Anim = 49100
trigger1 = Animelemtime(10) = -1
helpertype = normal
name = "Beam"
ID = 49160
stateno = 49160
pos = 55,-80
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 1.5
size.yscale = 1.5
ignorehitpause = 1

[State 9100, 11]
type = Helper
triggerall = NumHelper(49160)
trigger1 = Anim = 49100
trigger1 = Animelemtime(10) >= -1
trigger1 = timemod = 4,0
helpertype = normal
name = "Go-Sho-Ha"
ID = 49170
stateno = 49170
pos = 55,-80
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 1.5
size.yscale = 1.5
ignorehitpause = 1

[State 9100, 12]
type = Helper
trigger1 = Anim = 49100
trigger1 = Animelemtime(10) = -1
helpertype = normal
name = "Hadou"
ID = 49171
stateno = 49171
pos = 25,-130
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 2
size.yscale = 2
ignorehitpause = 1

[State 9100, 13]
type = BGPalFX
trigger1 = RoundState = 2
trigger1 = Animelemtime(1) >= 0
time = 2
add = -128,-128,128
mul = 256,256,256
sinadd = 0,0,0,0
ignorehitpause = 1

[State 9100, 14]
type = ChangeState
trigger1 = Animelemtime(13) >= 0
value = ifelse(power > 999,49101,40050)
ctrl = 1

;---------------------------------------------------------------------------
;Eklg()
[Statedef 49101]
type = A
movetype = A
physics = N
ctrl = 0
sprpriority = 2

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[State 9101, -1]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 9101, -1]
type = Turn
trigger1 = time = 0
trigger1 = P2BodyDist X < -30

[State 9101, 0]
type = ChangeAnim
trigger1 = PrevStateno != 5
trigger1 = time = 0
value = 49101

[State 9101, 1]
type = PlaySnd
trigger1 = Anim = 49101
trigger1 = Animelem = 1
value = S40023,4
channel = 9

[State 9101, 2]
type = PowerAdd
trigger1 = PrevStateno != 5
trigger1 = time = 0
value = -1500

[State 9101, 3]
type = VarSet
trigger1 = PrevStateno != 5
trigger1 = time = 0
var(22) = 300

[State 9101, 4]
type = SuperPause
trigger1 = Anim = 49101
trigger1 = Animelem = 1
time = 50
anim = -1
sound = -1
pos = 0,0
movetime = 50
darken = 0

[State 0, 0]
type = Helper
trigger1 = Anim = 49101
trigger1 = Animelem = 1
helpertype = normal
name = "cutin"
ID = 41999
stateno = 11999
postype = back
pos = -180,50
keyctrl = 0
ownpal = 1
pausemovetime = 200
supermovetime = 200

[State 9101, 6]
type = Explod
trigger1 = Anim = 49101
trigger1 = Animelem = 1
anim = 49151
ID = 49151
sprpriority = 4
postype = p1
pos = 0,0
ownpal = 1
facing = 1
bindtime = -1
scale = 0.5,0.5
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 9101, 7]
type = PlaySnd
trigger1 = Anim = 49101
trigger1 = Animelem = 5
value = S40004,6
channel = 3

[State 9101, 8]
type = Helper
trigger1 = Anim = 49101
trigger1 = Animelemtime(5) = -1
helpertype = normal
name = "Beam"
ID = 49160
stateno = 49160
pos = 55,-80
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 1.5
size.yscale = 1.5
ignorehitpause = 1

[State 9101, 9]
type = Helper
triggerall = NumHelper(49160)
trigger1 = Anim = 49101
trigger1 = Animelemtime(5) >= -1
trigger1 = timemod = 4,0
helpertype = normal
name = "Go-Sho-Ha"
ID = 49170
stateno = 49170
pos = 55,-80
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 1.5
size.yscale = 1.5
ignorehitpause = 1

[State 9101, 10]
type = Helper
trigger1 = Anim = 49101
trigger1 = Animelemtime(5) = -1
helpertype = normal
name = "Hadou"
ID = 49171
stateno = 49171
pos = 25,-130
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 2
size.yscale = 2
ignorehitpause = 1

[State 9101, 11]
type = BGPalFX
trigger1 = RoundState = 2
trigger1 = Animelemtime(1) >= 0
time = 2
add = -128,-128,128
mul = 256,256,256
sinadd = 0,0,0,0
ignorehitpause = 1

[State 9101, 12]
type = ChangeState
trigger1 = Animelemtime(8) >= 0
value = ifelse(power > 1499,49101,40050)
ctrl = 1

;---------------------------------------------------------------------------
;klg(nEr[)
[Statedef 49060]
type = A
physics = N
ctrl = 0
anim = 9999

[State 9060, 0]
type = Explod
trigger1 = !NumExplod(1100)
anim = 41100
ID = 1100
sprpriority = 7
postype = p1
pos = -30,0
ownpal = 1
removetime = -1
scale = 2,2
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
[State 9060, 0]
type = Explod
trigger1 = timemod = 10,0
anim = 41110
ID = 1110
sprpriority = 6
postype = p1
pos = 20,0
ownpal = 1
removetime = 10
scale = 2,2
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
[State 9060, 0]
type = Explod
trigger1 = time < 30
trigger1 = timemod = 4,0
anim = 41140
ID = 1140
sprpriority = 7
postype = p1
pos = (time*15),-60
ownpal = 1
removetime = 70
scale = 1,1
ignorehitpause = 1
[State 9060, 0]
type = Explod
trigger1 = time < 30
trigger1 = timemod = 4,0
anim = 41140
ID = 1140
sprpriority = 7
postype = p1
pos = (time*15),60
ownpal = 1
removetime = 70
scale = 1,1
ignorehitpause = 1
[State 9060, 0]
type = Explod
trigger1 = !NumExplod(1150)
anim = 41150
ID = 1150
sprpriority = 2
postype = p1
pos = 0,0
ownpal = 1
removetime = -1
scale = Fvar(0),Fvar(10)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
[State 9060, 0]
type = Explod
trigger1 = !NumExplod(1151)
trigger1 = Fvar(0) = 0.5
anim = 41150
ID = 1151
sprpriority = 2
postype = p1
pos = 64,0
ownpal = 1
removetime = -1
scale = Fvar(1),Fvar(10)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
[State 9060, 0]
type = Explod
trigger1 = !NumExplod(1152)
trigger1 = Fvar(1) = 0.5
anim = 41150
ID = 1152
sprpriority = 2
postype = p1
pos = 128,0
ownpal = 1
removetime = -1
scale = Fvar(2),Fvar(10)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
[State 9060, 0]
type = Explod
trigger1 = !NumExplod(1153)
trigger1 = Fvar(2) = 0.5
anim = 41150
ID = 1153
sprpriority = 2
postype = p1
pos = 192,0
ownpal = 1
removetime = -1
scale = Fvar(3),Fvar(10)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
[State 9060, 0]
type = Explod
trigger1 = !NumExplod(1154)
trigger1 = Fvar(3) = 0.5
anim = 41150
ID = 1154
sprpriority = 2
postype = p1
pos = 256,0
ownpal = 1
removetime = -1
scale = Fvar(4),Fvar(10)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 9060, 1]
type = ModifyExplod
trigger1 = NumExplod(1100)
ID = 1100
scale = 2,(Fvar(10)*1.5)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
[State 9060, 1]
type = ModifyExplod
trigger1 = NumExplod(1110)
ID = 1110
scale = Fvar(11),Fvar(11)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
[State 9060, 1]
type = ModifyExplod
trigger1 = NumExplod(1150)
ID = 1150
scale = Fvar(0),Fvar(10)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
[State 9060, 1]
type = ModifyExplod
trigger1 = NumExplod(1151)
ID = 1151
scale = Fvar(1),Fvar(10)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
[State 9060, 1]
type = ModifyExplod
trigger1 = NumExplod(1152)
ID = 1152
scale = Fvar(2),Fvar(10)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
[State 9060, 1]
type = ModifyExplod
trigger1 = NumExplod(1153)
ID = 1153
scale = Fvar(3),Fvar(10)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
[State 9060, 1]
type = ModifyExplod
trigger1 = NumExplod(1154)
ID = 1154
scale = Fvar(4),Fvar(10)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 9060, 2]
type = RemoveExplod
triggerall = NumExplod(1100)
trigger1 = Fvar(10) <= 0.25
trigger2 = Parent,Movetype = H
ID = 1100
[State 9060, 2]
type = RemoveExplod
triggerall = NumExplod(1150)
trigger1 = Fvar(10) <= 0.25
trigger2 = Parent,Movetype = H
ID = 1150
[State 9060, 2]
type = RemoveExplod
triggerall = NumExplod(1151)
trigger1 = Fvar(10) <= 0.25
trigger2 = Parent,Movetype = H
ID = 1151
[State 9060, 2]
type = RemoveExplod
triggerall = NumExplod(1152)
trigger1 = Fvar(10) <= 0.25
trigger2 = Parent,Movetype = H
ID = 1152
[State 9060, 2]
type = RemoveExplod
triggerall = NumExplod(1153)
trigger1 = Fvar(10) <= 0.25
trigger2 = Parent,Movetype = H
ID = 1153
[State 9060, 2]
type = RemoveExplod
triggerall = NumExplod(1154)
trigger1 = Fvar(10) <= 0.25
trigger2 = Parent,Movetype = H
ID = 1154

[State 9060, 3]
type = VarAdd
trigger1 = Fvar(0) < 0.5
fvar(0) = 0.125
[State 9060, 3]
type = VarAdd
trigger1 = Fvar(0) >= 0.375
trigger1 = Fvar(1) < 0.5
fvar(1) = 0.125
[State 9060, 3]
type = VarAdd
trigger1 = Fvar(1) >= 0.375
trigger1 = Fvar(2) < 0.5
fvar(2) = 0.125
[State 9060, 3]
type = VarAdd
trigger1 = Fvar(2) >= 0.375
trigger1 = Fvar(3) < 0.5
fvar(3) = 0.125
[State 9060, 3]
type = VarAdd
trigger1 = Fvar(3) >= 0.375
trigger1 = Fvar(4) < 0.5
fvar(4) = 0.125
[State 9060, 4]
type = VarSet
trigger1 = time = 0
fvar(10) = 1
[State 9060, 5]
type = VarAdd
trigger1 = time > 65
fvar(10) = -0.1
persistent = 3
[State 9060, 5]
type = VarSet
trigger1 = timemod = 10,0
fvar(11) = 1
[State 9060, 5]
type = VarAdd
trigger1 = Fvar(11) > 0
fvar(11) = 0.2

[State 9060, 6]
type = DestroySelf
trigger1 = time > 0
trigger1 = Fvar(10) < 0.25
trigger1 = !NumExplod(1100)
trigger1 = !NumExplod(1150)
trigger1 = !NumExplod(1151)
trigger1 = !NumExplod(1152)
trigger1 = !NumExplod(1153)
trigger1 = !NumExplod(1154)
trigger2 = Parent,Movetype = H

;---------------------------------------------------------------------------
;klg(nEg)
[Statedef 49070]
type = A
movetype = A
physics = N
ctrl = 0
anim = 49070
sprpriority = 5

[State 9070, -1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 9070, 0]
type = Explod
trigger1 = timemod = 4,0
anim = 41110
ID = 1110
sprpriority = 6
postype = p1
pos = 20,0
ownpal = 1
removetime = 8
ignorehitpause = 1
[State 9070, 0]
type = Explod
trigger1 = timemod = 4,1
anim = 41110
ID = 1111
sprpriority = 6
postype = p1
pos = 30,0
ownpal = 1
removetime = 8
ignorehitpause = 1
[State 9070, 0]
type = Explod
trigger1 = timemod = 4,2
anim = 41110
ID = 1112
sprpriority = 6
postype = p1
pos = 40,0
ownpal = 1
removetime = 8
ignorehitpause = 1

[State 9070, 1]
type = ModifyExplod
trigger1 = NumExplod(1110)
ID = 1110
scale = Fvar(10),Fvar(10)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
[State 9070, 1]
type = ModifyExplod
trigger1 = NumExplod(1111)
ID = 1111
scale = Fvar(11),Fvar(11)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
[State 9070, 1]
type = ModifyExplod
trigger1 = NumExplod(1112)
ID = 1112
scale = Fvar(12),Fvar(12)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 9070, 2]
type = VarSet
trigger1 = timemod = 12,0
fvar(10) = 1
[State 9070, 2]
type = VarAdd
trigger1 = Fvar(10) > 0
fvar(10) = 0.1
[State 9070, 2]
type = VarSet
trigger1 = timemod = 12,1
fvar(11) = 1
[State 9070, 2]
type = VarAdd
trigger1 = Fvar(11) > 0
fvar(11) = 0.1
[State 9070, 2]
type = VarSet
trigger1 = timemod = 12,2
fvar(12) = 1
[State 9070, 2]
type = VarAdd
trigger1 = Fvar(12) > 0
fvar(12) = 0.1
[State 9070, 3]
type = VelSet
trigger1 = 1
x = 30

[State 200, HitDef1]
type = AssertSpecial
trigger1 = 1
flag = unguardable
[State 200, HitDef1]
type = HitDef
trigger1 = 1
attr = ,aa
hitflag = 
ignorehitpause = 1
[State 9070, 4]
type = Hitdef
trigger1 = movecontact = 0
affectteam = b
attr = ,aa,ap,at
hitflag = adfhmlp
guardflag = 
damage = ifelse(ceil(40*Parent,Fvar(0))<16,16,ceil(40*Parent,Fvar(0))),7
getpower = 0,0
animtype = Hard
priority = 4,Hit
pausetime = 0,10
guard.pausetime = 0,2
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 32
ground.hittime = 30
guard.slidetime = 26
guard.hittime = 24
ground.velocity = -7.6,-6.9
guard.velocity = -10.4
air.velocity = -7.2,-6.7
airguard.velocity = -10.9,0
fall = 1
air.fall = 1
fall.recover = 0
fall.recovertime = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.8+(Parent,Var(14)*0.12)*0.07
palfx.add = 130,0,-100
palfx.color = 0
palfx.invertall = 1
palfx.sinadd = 110,110,110,10
palfx.time = 60

[State 9070, 4]
type = ParentVarSet
trigger1 = MoveHit
trigger1 = Parent,Var(25)/10000000%10=0
trigger1 = Parent,Var(12) < 3
trigger1 = Parent,Var(7) < 7
var(7) = Parent,Var(7)+1
ignorehitpause = 1
[State 9070, 4]
type = ParentVarSet
trigger1 = MoveHit
trigger1 = Var(18) = 1
trigger1 = Parent,Var(25)/10000000%10=0
trigger1 = Parent,Var(12) < 3
trigger1 = Parent,Var(7) < 7
var(7) = Parent,Var(7)+1
ignorehitpause = 1
[State 9070, 4]
type = ParentVarSet
trigger1 = MoveHit
trigger1 = Parent,Var(25)/10000000%10=0
var(25) = Parent,Var(25)+10000000
ignorehitpause = 1
[State 9070, 4]
type = ParentVarSet
trigger1 = MoveHit
trigger1 = Var(18) = 1
trigger1 = Parent,Var(25)/10000000%10=0
var(25) = Parent,Var(25)+10000000
ignorehitpause = 1
[State 9070, 4]
type = ParentVarSet
trigger1 = MoveHit
trigger1 = Var(18) = 1
var(12) = Parent,Var(12)+1
ignorehitpause = 1
[State 9070, 4]
type = ParentVarSet
trigger1 = MoveHit
var(4) = Parent,Var(4)+1
ignorehitpause = 1
[State 9070, 4]
type = ParentVarSet
trigger1 = MoveHit
trigger1 = Var(18) = 1
trigger1 = Parent,Var(15) = 0
var(15) = 1
ignorehitpause = 1
[State 9070, 4]
type = ParentVarSet
trigger1 = MoveHit
var(19) = 0
ignorehitpause = 1

[State 9070, 5]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(5) = 0
ignorehitpause = 1
[State 9070, 5]
type = Varset
trigger1 = MoveHit
var(5) = 1
ignorehitpause = 1
[State 9070, 5]
type = Varset
trigger1 = MoveGuarded
var(5) = 2
ignorehitpause = 1
[State 9070, 5]
type = Varset
trigger1 = MoveReversed
var(5) = 3
ignorehitpause = 1

[State 9070, 6]
type = VarSet
trigger1 = MoveHit
var(26) = 1
ignorehitpause = 1
[State 9070, 6]
type = VarSet
trigger1 = MoveGuarded
var(26) = 2
ignorehitpause = 1
;
[State -2]
type = PlaySnd
trigger1 = Var(26) = 1
value = S40002,2
channel = 6
ignorehitpause = 1
[State -2]
type = PlaySnd
trigger1 = Var(26) = 2
value = S40003,2
channel = 7
ignorehitpause = 1
[State -2]
type = VarSet
trigger1 = Var(26) != 0
var(26) = 0
ignorehitpause = 1

[state a];qbgGtFNg
type = Helper
trigger1 = MoveHit=1
name = "hit"
pos = ceil(20+(P2BodyDist X))+(Random%11),0
postype = p1
stateno = 16095
helpertype = normal
ignorehitpause = 1
persistent = 0
keyctrl = 0 
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 999999
pausemovetime = 999999
[state a]
type = Explod
trigger1 = MoveGuarded=1
id = 9740
anim = 9740
pos = ceil(20+(P2BodyDist X))+(Random%11),0
postype = p1
bindtime = 1
sprpriority = 9
ignorehitpause = 1
persistent = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 999999
pausemovetime = 999999

[State 9070, 8]
type = TargetState
trigger1 = MoveContact
value = 40344
ignorehitpause = 1

[State 9070, 9]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 9070, 10]
type = DestroySelf
trigger1 = time > 30
trigger2 = !NumHelper(49060)
trigger3 = Parent,Movetype = H

[State -2]
type = VarSet
trigger1 = P2Movetype = A
var(18) = 1
[State -2]
type = VarSet
trigger1 = P2Movetype != A
var(18) = 0

;---------------------------------------------------------------------------
;klg(󒆁Er[)
[Statedef 49160]
type = A
physics = N
ctrl = 0
sprpriority = 4

[State 9160, -1]
type = ChangeAnim
trigger1 = time = 0
value = 49160

[State 9160, 0]
type = AngleDraw
trigger1 = 1
scale = (time*0.5),0.8-(Fvar(10))

[State 9160, 1]
type = AngleSet
trigger1 = 1
value = 315

[State 9160, 2]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 9160, 3]
type = VarAdd
trigger1 = time >= 40
fvar(10) = 0.1
persistent = 4

[State 9160, 4]
type = DestroySelf
trigger1 = Fvar(10) >= 0.8
trigger2 = Parent,Movetype = H

;---------------------------------------------------------------------------
;klg(󒆁Eg)
[Statedef 49170]
type = A
movetype = A
physics = N
ctrl = 0
sprpriority = 5

[State 9170, -1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 9170, 0]
type = ChangeAnim
trigger1 = time = 0
value = 49170

[State 9170, 1]
type = AngleDraw
trigger1 = 1

[State 9170, 2]
type = AngleSet
trigger1 = 1
value = 315

[State 9170, 3]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 9170, 4]
type = Helper
trigger1 = timemod = 3,0
helpertype = normal
name = "effect"
ID = 41152
stateno = 41152
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 1.5
size.yscale = 1.5
ignorehitpause = 1

[State 9170, 5]
type = VelSet
trigger1 = 1
x = 25
y = 25

[State 200, HitDef1]
type = AssertSpecial
trigger1 = 1
flag = unguardable
[State 200, HitDef1]
type = HitDef
trigger1 = 1
attr = ,aa
hitflag = 
ignorehitpause = 1
[State 9170, 6]
type = Hitdef
trigger1 = Parent,Stateno = 49100
trigger1 = movecontact = 0
affectteam = b
attr = ,aa,ap,at
hitflag = adfhmlp
guardflag = 
damage = ifelse(ceil(80*Parent,Fvar(0))<32,32,ceil(80*Parent,Fvar(0))),16
getpower = 0,0
animtype = Hard
priority = 4,Hit
pausetime = 0,10
guard.pausetime = 0,3
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 32
ground.hittime = 30
guard.slidetime = 26
guard.hittime = 24
ground.velocity = -7.6,-6.9
guard.velocity = -9.4
air.velocity = -7.2,-6.7
airguard.velocity = -8.9,0
fall = 1
air.fall = 1
fall.recover = 0
fall.recovertime = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.8+(Parent,Var(14)*0.12)*0.07
palfx.add = 130,0,-100
palfx.color = 0
palfx.invertall = 1
palfx.sinadd = 110,110,110,10
palfx.time = 60
[State 9170, 6]
type = Hitdef
trigger1 = Parent,Stateno = 49101
trigger1 = movecontact = 0
affectteam = b
attr = ,aa,ap,at
hitflag = adfhmlp
guardflag = 
damage = ifelse(ceil(50*Parent,Fvar(0))<20,20,ceil(50*Parent,Fvar(0))),11
getpower = 0,0
animtype = Hard
priority = 4,Hit
pausetime = 0,10
guard.pausetime = 0,3
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 32
ground.hittime = 30
guard.slidetime = 26
guard.hittime = 24
ground.velocity = -7.6,-6.9
guard.velocity = -9.4
air.velocity = -7.2,-6.7
airguard.velocity = -8.9,0
fall = 1
air.fall = 1
fall.recover = 0
fall.recovertime = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.8+(Parent,Var(14)*0.12)*0.07
palfx.add = 130,0,-100
palfx.color = 0
palfx.invertall = 1
palfx.sinadd = 110,110,110,10
palfx.time = 60

[State 9170, 7]
type = ParentVarSet
trigger1 = MoveHit
trigger1 = Parent,Var(25)/100000000%10=0
trigger1 = Parent,Var(12) < 3
trigger1 = Parent,Var(7) < 7
var(7) = Parent,Var(7)+1
ignorehitpause = 1
[State 9170, 7]
type = ParentVarSet
trigger1 = MoveHit
trigger1 = Parent,Var(13) = 1
trigger1 = Parent,Var(25)/100000000%10=0
trigger1 = Parent,Var(12) < 3
trigger1 = Parent,Var(7) < 7
var(7) = Parent,Var(7)+1
ignorehitpause = 1
[State 9170, 7]
type = ParentVarSet
trigger1 = MoveHit
trigger1 = Var(18) = 1
trigger1 = Parent,Var(25)/100000000%10=0
trigger1 = Parent,Var(12) < 3
trigger1 = Parent,Var(7) < 7
var(7) = Parent,Var(7)+1
ignorehitpause = 1
[State 9170, 7]
type = ParentVarSet
trigger1 = MoveHit
trigger1 = Parent,Var(25)/100000000%10=0
var(25) = Parent,Var(25)+100000000
ignorehitpause = 1
[State 9170, 7]
type = ParentVarSet
trigger1 = MoveHit
trigger1 = Parent,Var(13) = 1
trigger1 = Parent,Var(25)/100000000%10=0
var(25) = Parent,Var(25)+100000000
ignorehitpause = 1
[State 9170, 7]
type = ParentVarSet
trigger1 = MoveHit
trigger1 = Var(18) = 1
trigger1 = Parent,Var(25)/100000000%10=0
var(25) = Parent,Var(25)+100000000
ignorehitpause = 1
[State 9170, 7]
type = ParentVarSet
trigger1 = MoveHit
var(12) = Parent,Var(12)+1
ignorehitpause = 1
[State 9170, 7]
type = null;ParentVarSet
trigger1 = MoveHit
trigger1 = Parent,Var(13) = 1
var(12) = Parent,Var(12)+1
ignorehitpause = 1
[State 9170, 7]
type = ParentVarSet
trigger1 = MoveHit
trigger1 = Var(18) = 1
var(12) = Parent,Var(12)+1
ignorehitpause = 1
[State 9170, 8]
type = ParentVarSet
trigger1 = MoveHit
var(4) = Parent,Var(4)+1
ignorehitpause = 1
[State 9170, 8]
type = ParentVarSet
trigger1 = MoveHit
trigger1 = Var(18) = 1
trigger1 = Parent,Var(15) = 0
var(15) = 1
ignorehitpause = 1
[State 9170, 8]
type = ParentVarSet
trigger1 = MoveHit
var(19) = 0
ignorehitpause = 1

[State 9170, 9]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(5) = 0
ignorehitpause = 1
[State 9170, 9]
type = Varset
trigger1 = MoveHit
var(5) = 1
ignorehitpause = 1
[State 9170, 9]
type = Varset
trigger1 = MoveGuarded
var(5) = 2
ignorehitpause = 1
[State 9170, 9]
type = Varset
trigger1 = MoveReversed
var(5) = 3
ignorehitpause = 1

[State 9170, 10]
type = VarSet
trigger1 = MoveHit
var(26) = 1
ignorehitpause = 1
[State 9170, 10]
type = VarSet
trigger1 = MoveGuarded
var(26) = 2
ignorehitpause = 1
;
[State -2]
type = PlaySnd
trigger1 = Var(26) = 1
value = S40002,2
channel = 6
ignorehitpause = 1
[State -2]
type = PlaySnd
trigger1 = Var(26) = 2
value = S40003,2
channel = 7
ignorehitpause = 1
[State -2]
type = VarSet
trigger1 = Var(26) != 0
var(26) = 0
ignorehitpause = 1

[state a];qbgGtFNg
type = Helper
trigger1 = MoveHit=1
name = "hit"
pos = ceil(20+(P2BodyDist X))+(Random%11),0
postype = p1
stateno = 16095
helpertype = normal
ignorehitpause = 1
persistent = 0
keyctrl = 0 
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 999999
pausemovetime = 999999
[state a]
type = Explod
trigger1 = MoveGuarded=1
id = 9740
anim = 9740
pos = ceil(20+(P2BodyDist X))+(Random%11),0
postype = p1
bindtime = 1
sprpriority = 9
ignorehitpause = 1
persistent = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 999999
pausemovetime = 999999

[State 9170, 12]
type = TargetState
trigger1 = MoveContact
value = 40344
ignorehitpause = 1

[State 9170, 13]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 9170, 14]
type = DestroySelf
trigger1 = time > 30
trigger2 = !NumHelper(49160)
trigger3 = Parent,Movetype = H

[State -2]
type = VarSet
trigger1 = P2Movetype = A
var(18) = 1
[State -2]
type = VarSet
trigger1 = P2Movetype != A
var(18) = 0

;---------------------------------------------------------------------------
;klg(󒆁Eg)
[Statedef 49171]
type = A
movetype = A
physics = N
ctrl = 0
sprpriority = 6

[State 9171, -1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 9171, 0]
type = ChangeAnim
trigger1 = time = 0
value = 49170

[State 9171, 1]
type = AngleDraw
trigger1 = 1

[State 9171, 2]
type = AngleSet
trigger1 = 1
value = 315

[State 9171, 3]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 9171, 4]
type = Helper
trigger1 = timemod = 3,0
helpertype = normal
name = "effect"
ID = 41152
stateno = 41152
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 1.5
size.yscale = 1.5
ignorehitpause = 1

[State 9171, 5]
type = DestroySelf
trigger1 = !NumHelper(49160)
trigger2 = Parent,Movetype = H

;---------------------------------------------------------------------------
;UNV(Jn)
[Statedef 49500]
type = L
movetype = I
physics = N
ctrl = 0
sprpriority = 3
anim = 49500

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[State 1000, Snd1]
type = hitby
trigger1 = 1
time = -1
value = 

[state ]
type = projectile
trigger1 = time = 0
projanim = 9999
projedgebound = 2000000000
projheightbound = -2000000000,2000000000
projid = 49500
projremove = 0
projremovetime = -1
projscale = 0,0
projstagebound = 2000000000

[State 9500, -1]
type = PosSet
trigger1 = 1
y = 0

[State 9500, -1]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 9500, 1]
type = PlaySnd
trigger1 = Anim = 49500
trigger1 = Animelem = 3
value = S40051,0
channel = 9

[State 9500, 2]
type = Helper
trigger1 = Anim = 49500
trigger1 = Animelem = 3
helpertype = normal
name = "Aura"
ID = 9610
stateno = 49610
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 9500, 3]
type = Helper
trigger1 = !NumHelper(49700)
helpertype = normal
name = "Damage"
ID = 49700
stateno = 49700
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 9500, 4]
type = ChangeState
trigger1 = Animtime = 0
value = 49600

;---------------------------------------------------------------------------
;UNV(s)
[Statedef 49600]
type = L
movetype = I
physics = N
ctrl = 0
sprpriority = 3
anim = 49600

[State 52, 4]
type = screenbound
trigger1 = 1
value = 1

[State 9600, -1]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 9600, 1]
type = PlaySnd
trigger1 = Anim = 49600
trigger1 = Animelemtime(4) = 0
value = S40051,1
channel = 9

[State 9600, 1]
type = PlaySnd
trigger1 = Anim = 49600
trigger1 = Animelemtime(4) = 300
value = S40051,2
channel = 9

[State 9600, 1]
type = PlaySnd
trigger1 = Anim = 49600
trigger1 = Animelemtime(6) = 0
value = S40011,0
channel = 9

[State 9600, 2]
type = Helper
trigger1 = !NumHelper(49610)
helpertype = normal
name = "Aura"
ID = 49610
stateno = 49610
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 9600, 3]
type = Helper
trigger1 = !NumHelper(49620)
helpertype = normal
name = "Aura2"
ID = 49620
stateno = 49620
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 9600, 4]
type = PalFX
trigger1 = 1
time = 2
add = Var(21),0,-Var(21)*4
mul = 256,256,256
sinadd = 0,0,0,0
ignorehitpause = 1

[State 9600, 4]
type = VarAdd
trigger1 = Var(21) < 96
trigger1 = Animelemtime(4) >= 0
trigger1 = Animelemtime(7) <= 0
var(21) = 16

[State 9600, 4]
type = VarAdd
trigger1 = Var(21) > 0
trigger1 = Animelemtime(8) >= 0
var(21) = -16

[State 9600, 4]
type = VarSet
trigger1 = Var(21) > 96
var(21) = 96

[State 9600, 4]
type = VarSet
trigger1 = Var(21) < 0
var(21) = 0

[State 9600, 5]
type = PosAdd
trigger1 = Animelemtime(4) >= 0
trigger1 = Animelemtime(5) < 0
x = ifelse(Gametime%2=0,1,-1)

[State 9600, 6]
type = LifeAdd
trigger1 = Animelemtime(4) >= 0
trigger1 = Animelemtime(5) < 0
value = ceil(LifeMax/500)

[State 9600, 6]
type = PowerAdd
trigger1 = Animelemtime(4) >= 0
trigger1 = Animelemtime(5) < 0
value = ceil(PowerMax/600)

[State 9600, 6]
type = VarAdd
trigger1 = Animelemtime(4) >= 0
trigger1 = Animelemtime(5) < 0
trigger1 = Var(6) < 3000
var(6) = 5

[State 9600, 6]
type = PlaySnd
trigger1 = Animelemtime(4) >= 0
trigger1 = Animelemtime(5) < 0
trigger1 = timemod = 60,0
value = S40004,5
channel = 3

[State 9600, 6]
type = VarSet
trigger1 = Animelemtime(6) = 0
var(17) = 7

[State 9600, 6]
type = VarSet
trigger1 = Animelemtime(6) = 0
var(20) = 3

[State 9600, 7]
type = VarSet
trigger1 = 1
var(22) = 0

[State 9600, 7]
type = VarSet
trigger1 = 1
var(29) = 1

[State 9600, 8]
type = Helper
trigger1 = Anim = 49600
trigger1 = Animelem = 6
helpertype = normal
name = "Effect"
ID = 44150
stateno = 44150
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 9600, 8]
type = Helper
trigger1 = Anim = 49600
trigger1 = Animelem = 6
helpertype = normal
name = "Effect"
ID = 44150
stateno = 44150
pos = 0,0
postype = p1
facing = -1
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 9600, 9]
type = ChangeState
trigger1 = Animtime = 0
value = ifelse(power > 999,49000 + 100*(random%3=0),ifelse((rootdist x = [-50,50]),48800,ifelse(rootdist x > 0,40100,40105)))
ctrl = 1

;---------------------------------------------------------------------------
;UNV(I[)
[Statedef 49610]
type = A
physics = N
ctrl = 0
anim = 9999

[State 9610, -1]
type = BindtoParent
trigger1 = 1
time = -1

[State 9610, 0]
type = Explod
trigger1 = timemod = 10,0
anim = 49610
ID = 9610
sprpriority = 5
postype = p1
pos = -50+Random%100,-80+Random%80
ownpal = 1
facing = 1
scale = 0.5,0.5
vel = 0,-0.3
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 9610, 1]
type = DestroySelf
trigger1 = Parent,Stateno != [40190,40192]
trigger1 = Parent,Stateno != [49500,49600]
trigger2 = Parent,Stateno = [40190,40192]
trigger2 = Parent,Anim != 40190

;---------------------------------------------------------------------------
;UNV(I[2)
[Statedef 49620]
type = A
physics = N
ctrl = 0
anim = 9999

[State 9620, -1]
type = BindtoParent
trigger1 = 1
time = -1

[State 9620, 0]
type = Explod
trigger1 = timemod = 15,0
trigger1 = Parent,Animelemtime(4) >= 0
trigger1 = Parent,Animelemtime(5) < 0
anim = 49620
ID = 9620
sprpriority = 1
postype = p1
pos = -50+Random%100,50
ownpal = 1
facing = 1
scale = 1,1
vel = 0,-10
removetime = 50
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 9620, 1]
type = DestroySelf
trigger1 = Parent,Anim = 49600
trigger1 = Parent,Animelemtime(6) >= 0
trigger2 = Parent,Stateno != 49600

;---------------------------------------------------------------------------
;UNV(U)
[Statedef 49700]
type = A
movetype = A
physics = N
ctrl = 0
anim = 49700
sprpriority = -1

[State 9700, -1]
type = BindtoParent
trigger1 = 1
time = -1

[State 200, HitDef1]
type = AssertSpecial
trigger1 = 1
flag = unguardable
[State 200, HitDef1]
type = HitDef
trigger1 = 1
attr = ,aa
hitflag = 
ignorehitpause = 1
[State 9700, 1]
type = Hitdef
trigger1 = 1
affectteam = b
attr = ,aa,ap,at
hitflag = adfhmlp
guardflag = 
damage = ifelse(ceil(40*Parent,Fvar(0))<16,16,ceil(40*Parent,Fvar(0))),5
getpower = 0,0
animtype = Hard
priority = 3,Hit
pausetime = 0,10
guard.pausetime = 0,3
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 32
ground.hittime = 30
guard.slidetime = 26
guard.hittime = 24
ground.velocity = -7.6,-6.9
guard.velocity = -10.4
air.velocity = -7.2,-6.7
airguard.velocity = -10.9,0
fall = 1
air.fall = 1
fall.recover = 0
fall.recovertime = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.8+(Parent,Var(14)*0.12)*0.07
kill = 0
guard.kill = 0

[State 9700, 2]
type = ParentVarSet
trigger1 = MoveHit
var(4) = Parent,Var(4)+1
ignorehitpause = 1
[State 9700, 2]
type = ParentVarSet
trigger1 = MoveHit
var(15) = 1
ignorehitpause = 1
[State 9700, 2]
type = ParentVarSet
trigger1 = MoveHit
var(19) = 0
ignorehitpause = 1

[State 9700, 3]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(5) = 0
ignorehitpause = 1
[State 9700, 3]
type = Varset
trigger1 = MoveHit
var(5) = 1
ignorehitpause = 1
[State 9700, 3]
type = Varset
trigger1 = MoveGuarded
var(5) = 2
ignorehitpause = 1
[State 9700, 3]
type = Varset
trigger1 = MoveReversed
var(5) = 3
ignorehitpause = 1

[State 9700, 4]
type = VarSet
trigger1 = MoveHit
var(26) = 1
ignorehitpause = 1
[State 9700, 4]
type = VarSet
trigger1 = MoveGuarded
var(26) = 2
ignorehitpause = 1
;
[State -2]
type = PlaySnd
trigger1 = Var(26) = 1
value = S40002,2
channel = 6
ignorehitpause = 1
[State -2]
type = PlaySnd
trigger1 = Var(26) = 2
value = S40003,2
channel = 7
ignorehitpause = 1
[State -2]
type = VarSet
trigger1 = Var(26) != 0
var(26) = 0
ignorehitpause = 1

[state a];qbgGtFNg
type = Helper
trigger1 = MoveHit=1
name = "hit"
pos = ceil(20+(P2BodyDist X))+(Random%11),ceil(-20+(P2BodyDist Y))+(Random%11)
postype = p1
stateno = 16095
helpertype = normal
ignorehitpause = 0
;persistent = 0
keyctrl = 0 
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
supermovetime = 999999
pausemovetime = 999999
[state a]
type = Explod
trigger1 = MoveGuarded=1
id = 9740
anim = 9740
pos = ceil(20+(P2BodyDist X))+(Random%11),ceil(-20+(P2BodyDist Y))+(Random%11)
postype = p1
bindtime = 1
sprpriority = 9
ignorehitpause = 0
;persistent = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 999999
pausemovetime = 999999

[State 9700, 6]
type = TargetState
trigger1 = MoveContact
value = 40344
ignorehitpause = 1

[State 9700, 7]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 9700, 8]
type = DestroySelf
trigger1 = Parent,Stateno != [49500,49600]

[State -2]
type = VarSet
trigger1 = P2Movetype = A
var(18) = 1
[State -2]
type = VarSet
trigger1 = P2Movetype != A
var(18) = 0
