;---------------------------------------------------------------------------
; ͒ʏUZ̃Xe[g
;---------------------------------------------------------------------------
; p`
; CNS x: {
;
; Up̃Xe[g̏͂ꂪɂȂ܂B
; 鎖͂ς̂ŁAXe[gRg[gK[o
; ǂǂZȂǂĂ܂傤B
;
; Statedefmovetypep[^uAvȊOɂȂĂꍇA
; @HitDef̃Xe[gRg[ݒuĂU͖ɂȂ܂iUUjB
; @UȂ΁AKumovetype = AvɂĂB

[Statedef 200]
type     = S                 ;L̏Ԃw
                             ;S=@C=Ⴊ݁@A=󒆁@L=|Ă@U=ÕXe[g̏Ԃp
movetype = A                 ;L̍sew I=Ȃ@A=UĂ@H=UHĂ
physics  = S                 ;L̕Iȑ̐
                             ;S=@C=Ⴊ݁@A=󒆁@N=d͂▀C̉e󂯂Ȃ@U=ÕXe[g̑̐p
juggle   = 8                 ;U𓖂Ăɗ܂WO|Cg̐ݒ
velset   = 0,0               ;ړx̐ݒĩXe[gł0,0Ȃ̂ňړ~܂܂j
ctrl     = 0                 ;Rg[̉ہi0=L[sE1=L[\j
anim     = 200               ;airt@C[Begin Action 200]̃AjgĂ܂
poweradd = 20                ;p[Q[W̑ʂݒ
sprpriority = 2              ;摜\Dx@lƎOɁAȂƉɗD悳܂

[State 200, qbg`]
type = HitDef                ;Uqbg`iHit Definitionj̃Xe[gRg[
trigger1 = time = 0          ;U{bNX΃Aj[VRԖڂ̃R}œKp܂
attr = , NA                 ;U:  Standing, Normal AttackiʏUjAdvڂł
damage = 23, 0               ;ɗ^_[Wiqbg,K[hꂽj
animtype = Light             ;̑̃Aj̎: Light, Medium, Hard, Back, Up, DiagUp
guardflag = MA               ;肪EႪ݁E󒆂ǂ̃K[ho邩߂܂iMiddleAir SK[h܂j
hitflag = MAF                ;肪ǂ̏Ԃ̎ōU𓖂Ă邩߂܂iMiddleAirFallj
priority = 3, Hit            ;UDx: 0 (Œ) 7 (ō) 4ftHgEނHit/Miss/Dodge (ftHgFHit)
pausetime = 7, 8             ;U𓖂Ă̎Ƒ̍dԁi,j
sparkno = s4000                  ;qbgXp[N (ftHgF[Data]̍ڂŐݒ肵mKp) R
guard.sparkno = s4100           ;K[hXp[N (ftHgF[Data]̍ڂŐݒ肵mKp) R
sparkxy = -10, -60           ;qbgXp[N̈ʒuiw,xj
hitsound = s1,0              ;qbgTEhiStƎSNDt@Cj
guardsound = s2,0            ;K[hTEhiStȂMUGENftHgj
ground.type = High           ;̒n̑̃Aj̑@HighFA, LowF, TripF
ground.slidetime = 8         ;̒n̑肪̂鎞
ground.hittime  = 10         ;̒n̑̂Ԃ̎
ground.velocity = -4.5,0     ;̒n̑̏xiw,xj
airguard.velocity = -1.9,-.8 ;K[hꂽ̋󒆂̑̏x (ftHgF(air.xvel*1.5, air.yvel/2))
air.type = Low               ;̋󒆂̑̃Aj̑: High, Low, Trip (ftHgFground.typeƓɂȂ)
air.velocity = -1.4,-3       ;̋󒆂̑̏xiw,xj
air.hittime = 12             ;̋󒆂̑̂Ԃ̎

[State 200, 炷]
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = random < 500
value = 6,0
channel = 4

[State 200, 炷]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,0

[State 200, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0 ;Aj[VԂOA܂AjIɗLɂȂ܂B
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ߋp`
; CNS x: {

[Statedef 205]
type     = S
movetype = A
physics  = S
juggle   = 8
velset   = 0,0
ctrl     = 0
anim     = 205
poweradd = 20
sprpriority = 2

[State 200, qbg`]
type = HitDef
trigger1 = time = 0
attr = , NA
damage = 23, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 2, 7
sparkno = s4000
guard.sparkno = s4100
sparkxy = -20, -75
hitsound = s1,0
guardsound = s2,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = -4,0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 200, 炷]
type = PlaySnd
trigger1 = Time = 3
trigger1 = random < 500
value = s6, 0
channel = 4

[State 200, 炷]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0, 0

[State 200, Rg[]
type = CtrlSet
trigger1 = Time = 7
value = 1

[State 200, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; p`
; CNS x: {

[Statedef 210]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 65
ctrl     = 0
velset   = 0,0
anim     = 210
sprpriority = 2

[State 200, qbg`]
type = HitDef
trigger1 = time = 0
attr = , NA
damage = 62, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 12
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -90
hitsound = s1,1
guardsound = s2,0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -7.5
airguard.velocity = -3.2,-2.4
air.type = High
air.velocity = -3.5,-3
air.hittime = 12
ground.cornerpush.veloff = -10

[State 200, 炷]
type = PlaySnd
trigger1 = AnimElem = 7
trigger1 = random < 500
value = 6, 1
channel = 4

[State 200, 炷]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0, 1

[State 210, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ߋp`
; CNS x: {

[Statedef 215]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 65
ctrl     = 0
velset   = 0,0
anim     = 215
sprpriority = 2

[State 200, qbg`]
type = HitDef
trigger1 = AnimElem = 3
attr = , NA
damage = 30, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s4010
guard.sparkno = s4110
sparkxy = -15, -80
hitsound = s1,1
guardsound = s2,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -2.2
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12

[State 200, qbg`]
type = HitDef
trigger1 = AnimElem = 4
attr = , NA
damage = 30, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 12
sparkno = s4010
guard.sparkno = s4110
sparkxy = -25, -110
hitsound = s1,1
guardsound = s2,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -8.6
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
ground.cornerpush.veloff = -10

[State 200, 炷]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random < 500
value = 6, 1
channel = 4

[State 200, 炷]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 1

[State 210, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; LbN
; CNS x: {

[Statedef 230]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 22
ctrl     = 0
velset   = 0,0
anim     = 230
sprpriority = 2

[State 230, qbg`]
type = HitDef
trigger1 = time = 0
attr = , NA
animtype  = Medium
damage    = 26
guardflag = MA
pausetime = 6,8
sparkno = s4000
guard.sparkno = s4100
sparkxy = -20, -30
hitsound = s1,2
guardsound = s2,0
ground.type = Low
ground.slidetime = 8
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 200, 炷]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random < 500
value = 6, 0
channel = 4

[State 200, 炷]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 2

[State 400, Rg[]
type = CtrlSet
triggerall = command = "holddown"
trigger1 = Time = 9
value = 1

[State 230, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ߋLbN
; CNS x: {

[Statedef 235]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 22
ctrl     = 0
velset   = 0,0
anim     = 235
sprpriority = 2

[State 230, qbg`]
type = HitDef
trigger1 = AnimElem = 5
attr = , NA
animtype  = Medium
damage    = 13
guardflag = MA
pausetime = 3,10
sparkno = s4000
guard.sparkno = s4100
sparkxy = -15, -30
hitsound = s1,2
guardsound = s2,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -1.5
air.velocity = -2.5,-3.5

[State 230, qbg`]
type = HitDef
trigger1 = AnimElem = 10
attr = , NA
animtype  = Medium
damage    = 13
guardflag = MA
pausetime = 6,8
sparkno = s4000
guard.sparkno = s4100
sparkxy = -15, -30
hitsound = s1,2
guardsound = s2,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 11
ground.velocity = -3.5
air.velocity = -2.5,-3.5

[State 200, 炷]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random < 500
value = 6, 0
channel = 4

[State 200, 炷]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 2

[State 230, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; LbN
; CNS x: {

[Statedef 240]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 65
ctrl     = 0
velset   = 0,0
anim     = 240
sprpriority = 2

[State 440, qbg`]
type = HitDef
trigger1 = Time = 0
attr = , NA
damage    = 64
hitflag = MAF
guardflag = L
pausetime = 10,10
sparkno = s4010
guard.sparkno = s4110
sparkxy = -15,-20
hitsound   = s1,3
guardsound = s2,0
ground.type = Trip
ground.slidetime = 13
ground.hittime  = 15
ground.velocity = -3,-3
air.velocity = -3,-3
guard.velocity = -6
fall = 1

[State 200, 炷]
type = PlaySnd
trigger1 = AnimElem = 6
trigger1 = random < 500
value = 6, 1
channel = 4

[State 200, 炷]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0, 3

[State 240, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Ⴊ݋p`
; CNS x: {
;
; ͘AłQqbgUłB
; ŏoR}ɂꂼHitDefo^Kv܂B
; ꔭڂHitDefguardflaguMiMiddlejvȂ̂ő͋󒆃K[ho܂񂪁A
; 񔭖ڂHitDefguardflaguMAiMiddleAirjvȂ̂ő͑SẴK[h\łB

; p`
; CNS x: {

[Statedef 410]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 65
ctrl     = 0
velset   = 0,0
anim     = 410
sprpriority = 2

[State 200, qbg`]
type = HitDef
trigger1 = AnimElem = 6
attr = , NA
damage = 20, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 9
sparkno = s4010
guard.sparkno = s4110
sparkxy = -15, -80
hitsound = s1,1
guardsound = s2,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -2.2
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12

[State 200, qbg`]
type = HitDef
trigger1 = AnimElem = 7
attr = , NA
damage = 42, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9, 12
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -90
hitsound = s1,1
guardsound = s2,0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -7.5
airguard.velocity = -3.2,-2.4
air.type = High
air.velocity = -3.5,-3
air.hittime = 12
ground.cornerpush.veloff = -10

[State 200, 炷]
type = PlaySnd
trigger1 = AnimElem = 7
trigger1 = random < 500
value = 6, 1
channel = 4

[State 200, 炷]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0, 1

[State 210, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Ⴊ݋LbN
; CNS x: {
;
; HitDefground.typeTripݒ肳Ă܂B
; ͓ȃp[^ŁuUvɂȂAqbgΑ]΂鎖\ɂȂ܂B
;
; hitflagMAFDɕςĂ܂B́uDv́̕uDowni_Ejv̈ӖŁA
; ɓ|Ă鑊ɂ܂ōU𓖂Ă鎖o܂B
; ʏ^_[WȂȂ̂Œӂ܂傤B
;
; Ɂufall = 1v̍ڂǉĂ܂A͍Uqbg
; u_Eʂ̂鐁яԁvɂ鎖o܂B
; OqiPj̒ʂAWO|Cg܂܂B

[Statedef 440]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 65
ctrl     = 0
velset   = 0,0
anim     = 440
sprpriority = 2

[State 440, qbg`]
type = HitDef
trigger1 = Time = 0
attr = , NA
damage    = 64
hitflag = MAF
guardflag = L
pausetime = 10,10
sparkno = s4010
guard.sparkno = s4110
sparkxy = -15,-20
hitsound   = s1,3
guardsound = s2,0
ground.type = Trip
ground.slidetime = 13
ground.hittime  = 15
ground.velocity = -3,-3
air.velocity = -3,-3
guard.velocity = -6
fall = 1

[State 200, 炷]
type = PlaySnd
trigger1 = AnimElem = 6
trigger1 = random < 500
value = 6, 1
channel = 4

[State 200, 炷]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0, 3

[State 240, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Wvp`
; CNS x: {
;
; ̋󒆂̒ʏUChangeState܂B
; physicsAȂ̂ŁAnɒn΁iLPos YOȏ̎Ɂj
; [Statedef 52]ɃXe[gύX邩łB

[Statedef 600]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 11
ctrl     = 0
anim     = 600
sprpriority = 2

[State 600, 炷]
type = PlaySnd
trigger1 = AnimElem = 2
value = 6, 0

[State 200, 炷]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 0

[State 600, qbg`]
type = HitDef
trigger1 = Time = 0
attr = , NA   ;Air, Normal Attacksi󒆒ʏUj
damage    = 20
guardflag = HA ;HighAiri͂Ⴊ݃K[ho܂j
priority = 3
pausetime = 7,8
sparkno = s4000
guard.sparkno = s4100
sparkxy = -25,-75
hitsound   = s1,0
guardsound = s2,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3

;---------------------------------------------------------------------------
; Wvp`
; CNS x: {

[Statedef 610]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 65
ctrl     = 0
anim     = 610
sprpriority = 2

[State 610, 炷]
type = PlaySnd
trigger1 = AnimElem = 2
value = 6, 1

[State 200, 炷]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 1

[State 610, qbg`]
type = HitDef
trigger1 = AnimElem = 2
attr = , NA
damage = 50
guardflag = HA
priority = 4
pausetime = 10,11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20,-55
hitsound   = s1,1
guardsound = s2,0
animtype = Hard
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -5
air.velocity = -3,-4

[State 610, qbg`]
type = HitDef
trigger1 = AnimElem = 3
attr = , NA
damage = 22
guardflag = HA
priority = 4
pausetime = 10,11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20,-55
hitsound   = s1,1
guardsound = s2,0
animtype = Hard
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -5
air.velocity = -3,-4

;---------------------------------------------------------------------------
; Wvp`
; CNS x: {

[Statedef 615]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 65
ctrl     = 0
anim     = 615
sprpriority = 2

[State 610, 炷]
type = PlaySnd
trigger1 = AnimElem = 3
value = 6, 1

[State 200, 炷]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 1

[State 610, qbg`]
type = HitDef
trigger1 = Time = 0
attr = , NA
damage = 72
guardflag = HA
priority = 4
pausetime = 10,11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -25,-60
hitsound   = s1,1
guardsound = s2,0
animtype = Hard
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -5
air.velocity = -3,-4

;---------------------------------------------------------------------------
; WvLbN
; CNS x: {

[Statedef 630]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 20
ctrl     = 0
anim     = 630
sprpriority = 2

[State 630, 炷]
type = PlaySnd
trigger1 = AnimElem = 2
value = 6, 0

[State 200, 炷]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 2

[State 630, qbg`]
type = HitDef
trigger1 = Time = 0
attr = , NA
damage = 26
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = s4000
guard.sparkno = s4100
sparkxy = -25,-75
hitsound   = s1,2
guardsound = s2,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -2,-3

;---------------------------------------------------------------------------
; WvLbN
; CNS x: {

[Statedef 640]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 65
ctrl     = 0
anim     = 640
sprpriority = 2

[State 640, 炷]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6, 1

[State 200, 炷]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3

[State 640, qbg`]
type = HitDef
trigger1 = Time = 0
attr = , NA
damage    = 70
guardflag = HA
priority = 4
pausetime = 11,13
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20,-50
hitsound   = s1,3
guardsound = s2,0
animtype = Hard
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -5
air.velocity = -3,-4

;---------------------------------------------------------------------------
;fBXoCY

[Statedef 310]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 65
ctrl     = 0
velset   = 0,0
anim     = 310
sprpriority = 2

[State 200, qbg`]
type = HitDef
trigger1 = time = 0
attr = , NA
damage = 62, 0
animtype = Hard
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 13
sparkno = s4010
guard.sparkno = s4110
sparkxy = -15, -60
hitsound = s1,1
guardsound = s2,0
ground.type = Low
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -9.5
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3.5
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = -10

[State 200, 炷]
type = PlaySnd
trigger1 = AnimElem = 6
value = 6, 4
channel = 4

[State 200, 炷]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0, 1

[State 210, Xe[gύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 800]
movetype=a
physics=s
velset=0,0
ctrl=0
anim=800

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=null
trigger1=time=0
trigger1=var(52):=0||1
trigger1=var(53):=0||1
trigger1=0
trigger2=numenemy>0
trigger2=fvar(36):=abs(pos x-enemy(0),pos x)*ifelse(frontedgedist<ifelse((facing=enemy(0),facing),(enemy(0),frontedgedist),(enemy(0),backedgedist)),-1,1)||1
trigger2=fvar(37):=enemy(0),pos y-pos y||1
trigger2=var(56):=ifelse(fvar(36)>0,ifelse(enemy(0),facing=-1,enemy(0),const(size.air.front),enemy(0),const(size.air.back)),ifelse(enemy(0),facing=-1,enemy(0),const(size.air.back),enemy(0),const(size.air.front)))||1
trigger2=var(57):=ifelse(fvar(36)>0,ifelse(enemy(0),facing=-1,enemy(0),const(size.ground.front),enemy(0),const(size.ground.back)),ifelse(enemy(0),facing=-1,enemy(0),const(size.ground.back),enemy(0),const(size.ground.front)))||1
trigger2=fvar(36)=[-1*abs(var(ifelse(enemy(0),statetype=a,56,57)))+0,abs(var(ifelse(enemy(0),statetype=a,56,57)))+32]
trigger2=fvar(37)=[-118,0-1*(enemy(0),const(size.head.pos.y)*ifelse(enemy(0),statetype=c,.5,ifelse(enemy(0),statetype=l,.2,1)))]
trigger2=time=0
trigger2=var(52):=1||1
trigger2=0
trigger3=numenemy>0
trigger3=enemy(0),hitdefattr=acs,aa,ap,at
trigger3=time=0
trigger3=var(52):=1||1
trigger3=0
trigger4=numenemy=2
trigger4=fvar(36):=abs(pos x-enemy(1),pos x)*ifelse(frontedgedist<ifelse((facing=enemy(1),facing),(enemy(1),frontedgedist),(enemy(1),backedgedist)),-1,1)||1
trigger4=fvar(37):=enemy(1),pos y-pos y||1
trigger4=var(56):=ifelse(fvar(36)>0,ifelse(enemy(1),facing=-1,enemy(1),const(size.air.front),enemy(1),const(size.air.back)),ifelse(enemy(1),facing=-1,enemy(1),const(size.air.back),enemy(1),const(size.air.front)))||1
trigger4=var(57):=ifelse(fvar(36)>0,ifelse(enemy(1),facing=-1,enemy(1),const(size.ground.front),enemy(1),const(size.ground.back)),ifelse(enemy(1),facing=-1,enemy(1),const(size.ground.back),enemy(1),const(size.ground.front)))||1
trigger4=fvar(36)=[-1*abs(var(ifelse(enemy(1),statetype=a,56,57)))+0,abs(var(ifelse(enemy(1),statetype=a,56,57)))+32]
trigger4=fvar(37)=[-118,0-1*(enemy(1),const(size.head.pos.y)*ifelse(enemy(1),statetype=c,.5,ifelse(enemy(1),statetype=l,.2,1)))]
trigger4=time=0
trigger4=var(53):=1||1
trigger4=0
trigger5=numenemy=2
trigger5=enemy(1),hitdefattr=acs,aa,ap,at
trigger5=time=0
trigger5=var(53):=1||1
trigger5=0
[state samsara]
type=explod
trigger1=var(52)=1
anim=4030
id=4030
sprpriority=5
pos=floor(abs(pos x-enemy(0),pos x)*ifelse(frontedgedist<ifelse((facing=enemy(0),facing),(enemy(0),frontedgedist),(enemy(0),backedgedist)),-1,1))-20,floor((enemy(0),pos y-pos y))-80
persistent=0
[state samsara]
type=explod
trigger1=var(53)=1
anim=4030
id=4030
sprpriority=5
pos=floor(abs(pos x-enemy(1),pos x)*ifelse(frontedgedist<ifelse((facing=enemy(1),facing),(enemy(1),frontedgedist),(enemy(1),backedgedist)),-1,1))-20,floor((enemy(1),pos y-pos y))-80
persistent=0
[state samsara]
type=changestate
trigger1=var(52)=1||var(53)=1
value=810
[state samsara]
type=hitby
trigger1=1
value=
[state samsara]
type=changestate
trigger1=!animtime
ctrl=1
value=0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 810]
movetype=a
physics=s
velset=0,0
ctrl=0
anim=810
[state samsara]
type=selfstate
trigger1=(authorname="SAMSARA")=0||(name="Magaki")=0
value=52

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=targetdrop
trigger1=1
[state samsara]
type=null
trigger1=var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+8):=1||1
trigger1=var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+12):=1||1
trigger1=var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+16):=var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+16)+1||1
trigger1=var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+40):=0||1
trigger1=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+4):=0||1
trigger1=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+24)+0):=1||1
trigger1=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+24)+4):=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+24)+4)+1||1
trigger1=0
trigger2=var(52)=1
trigger2=var(var(var(4938572)+46932)+4)=enemy(0),id
trigger2=var(var(var(4938572)+46932)+3600):=0||1
trigger2=var(var(var(4938572)+46932)+13408):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1
trigger2=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+0):=var(var(4938572)+46932)||1
trigger2=0
trigger3=var(52)=1
trigger3=var(var(var(4938572)+46936)+4)=enemy(0),id
trigger3=var(var(var(4938572)+46936)+3600):=0||1
trigger3=var(var(var(4938572)+46936)+13408):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1
trigger3=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+0):=var(var(4938572)+46936)||1
trigger3=0
trigger4=var(52)=1
trigger4=var(var(var(4938572)+46940)+4)=enemy(0),id
trigger4=var(var(var(4938572)+46940)+3600):=0||1
trigger4=var(var(var(4938572)+46940)+13408):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1
trigger4=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+0):=var(var(4938572)+46940)||1
trigger4=0
trigger5=var(52)=1
trigger5=var(var(var(4938572)+46944)+4)=enemy(0),id
trigger5=var(var(var(4938572)+46944)+3600):=0||1
trigger5=var(var(var(4938572)+46944)+13408):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1
trigger5=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+0):=var(var(4938572)+46944)||1
trigger5=0
[state samsara]
type=targetbind
trigger1=animelemtime(1)>=0&&animelemtime(2)<0
trigger1=var(58):=25
trigger1=var(59):=0||1
trigger2=animelemtime(2)>=0&&animelemtime(3)<0
trigger2=var(58):=35
trigger2=var(59):=0||1
trigger3=animelemtime(3)>=0&&animelemtime(4)<0
trigger3=var(58):=75
trigger3=var(59):=-130
trigger4=animelemtime(4)>=0&&animelemtime(5)<0
trigger4=var(58):=85
trigger4=var(59):=-150
trigger5=animelemtime(5)>=0&&animelemtime(6)<0
trigger5=var(58):=85
trigger5=var(59):=-155
trigger6=animelemtime(6)>=0&&animelemtime(7)<0
trigger6=target,stateno!=820
trigger6=var(58):=85
trigger6=var(59):=-155-target,const(size.head.pos.y)
pos=var(58),var(59)
[state samsara]
type=targetfacing
trigger1=time=0
value=-1
[state samsara]
type=targetstate
trigger1=time=0
value=820
[state samsara]
type=null
trigger1=var(53)=1
trigger1=var(var(var(4938572)+46932)+4)=enemy(1),id
trigger1=var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+3600):=0||1
trigger1=var(var(var(4938572)+46932)+13408):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1
trigger1=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+0):=var(var(4938572)+46932)||1
trigger1=0
trigger2=var(53)=1
trigger2=var(var(var(4938572)+46936)+4)=enemy(1),id
trigger2=var(var(var(4938572)+46936+4*(var((8-3648)/4)-1))+3600):=0||1
trigger2=var(var(var(4938572)+46936)+13408):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1
trigger2=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+0):=var(var(4938572)+46936)||1
trigger2=0
trigger3=var(53)=1
trigger3=var(var(var(4938572)+46940)+4)=enemy(1),id
trigger3=var(var(var(4938572)+46940+4*(var((8-3648)/4)-1))+3600):=0||1
trigger3=var(var(var(4938572)+46940)+13408):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1
trigger3=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+0):=var(var(4938572)+46940)||1
trigger3=0
trigger4=var(53)=1
trigger4=var(var(var(4938572)+46944)+4)=enemy(1),id
trigger4=var(var(var(4938572)+46944+4*(var((8-3648)/4)-1))+3600):=0||1
trigger4=var(var(var(4938572)+46944)+13408):=var(var(4938572)+46932+4*(var((8-3648)/4)-1))||1
trigger4=var(var(var(var(var(4938572)+46932+4*(var((8-3648)/4)-1))+544)+20)+0):=var(var(4938572)+46944)||1
trigger4=0
[state samsara]
type=targetbind
trigger1=animelemtime(1)>=0&&animelemtime(2)<0
trigger1=var(58):=25
trigger1=var(59):=0||1
trigger2=animelemtime(2)>=0&&animelemtime(3)<0
trigger2=var(58):=35
trigger2=var(59):=0||1
trigger3=animelemtime(3)>=0&&animelemtime(4)<0
trigger3=var(58):=75
trigger3=var(59):=-130
trigger4=animelemtime(4)>=0&&animelemtime(5)<0
trigger4=var(58):=85
trigger4=var(59):=-150
trigger5=animelemtime(5)>=0&&animelemtime(6)<0
trigger5=var(58):=85
trigger5=var(59):=-155
trigger6=animelemtime(6)>=0&&animelemtime(7)<0
trigger6=target,stateno!=820
trigger6=var(58):=85
trigger6=var(59):=-155-target,const(size.head.pos.y)
pos=var(58),var(59)
[state samsara]
type=targetfacing
trigger1=time=0
value=-1
[state samsara]
type=targetstate
trigger1=time=0
value=820
[state samsara]
type=width
trigger1=animelem=1
edge=60,0
[state samsara]
type=width
trigger1=animelem=3
edge=110,0
[state samsara]
type=playsnd
trigger1=!time
value=s1,5
[state samsara]
type=playsnd
trigger1=animelem=5
value=s8,7
[state samsara]
type=playsnd
trigger1=animelem=5
value=s6,3
[state samsara]
type=playsnd
trigger1=animelem=6
value=s8,12
volume=250
[state samsara]
type=explod
trigger1=!var(30)
trigger1=animelem=5
persistent=0
anim=811
postype=p1
pos=0,0
sprpriority=10
bindtime=30
[state samsara]
type=explod
trigger1=var(30)
trigger1=animelem=5
persistent=0
anim=811
postype=p1
pos=0,0
sprpriority=10
bindtime=30
trans=addalpha
alpha=70,256
[state samsara]
type=helper
trigger1=animelem=6
id=811
pos=90,-140
stateno=811
ownpal=1
size.xscale=.8
size.yscale=.8
[state samsara]
type=helper
trigger1=animelem=6,=06||animelem=6,=12
id=811
pos=90+(40-random%81),-140+(40-random%81)
stateno=811
ownpal=1
size.xscale=.8
size.yscale=.8
[state samsara]
type=changestate
trigger1=!animtime
value=0
ctrl=1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 811]
type=a
anim=812
velset=0,-.1-(random%5*.1)
movetype=a
sprpriority=5

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=assertspecial
trigger1=1
flag=noshadow
[state samsara]
type=envcolor
trigger1=animelem=3
time=2
value=255,255,255
under=0
[state samsara]
type=envshake
trigger1=animelem=3
time=10
[state samsara]
type=explod
trigger1=animelem=3,>=0&&animelem=11,<0
trigger1=gametime%8=0
anim=10043
id=10043
sprpriority=5
random=60,60
scale=.4+.4*(gametime%16=0),.4+.4*(gametime%16=0)
vel=0,-.1-(random%4*.01)
ownpal=1
trans=add1
[state samsara]
type=explod
trigger1=animelem=3,>=0&&animelem=11,<0
trigger1=gametime%2=0
anim=10049+random%5
facing=ifelse(random%2=0,-1,1)
sprpriority=5
random=60,60
scale=.2+.2*(gametime%4=0),.2+.2*(gametime%4=0)
vel=.25-(random%51*.01),-1-(random%101*.01)
ownpal=1
trans=add1
[state samsara]
type=trans
trigger1=1
trans=add1
[state samsara]
type=hitdef
trigger1=!time
attr=,ht
damage=100,0
animtype=hard
hitflag=maf
priority=3,hit
pausetime=0,1
sparkno=-1
ground.type=high
ground.slidetime=20
ground.hittime=20
ground.velocity=-3,-4
air.velocity=-3,-4
air.type=high
air.hittime=12
fall=1
fall.recover=0
palfx.time=60
palfx.add=30,30,30
palfx.sinadd=150,150,150,5
palfx.color=0
palfx.invertall=1
[state samsara]
type=destroyself
trigger1=!animtime
