;Rҋ@
[statedef 40000]
type = S
ctrl = 0
velset = 0,0
anim = 2000
sprpriority = -4

;Q[JEg
[State count]
type = Varadd
trigger1 = 1
var(31)=1
ignorehitpause = 0

[State count]
type = Varadd
trigger1 = (var(30)&1)
trigger1 = !(var(30)&2)
var(30)=2
ignorehitpause = 0

[State count]
type = Varadd
triggerall = var(31)>400
triggerall = random<5
triggerall = !(var(30)&1)
triggerall = !(var(30)&2)
triggerall = root,life >root,lifemax/6
;triggerall = root,life <root,lifemax
triggerall =enemy,life >enemy,lifemax/7
triggerall =enemy,life <enemy,lifemax/1.7
trigger1 = root,movetype=A
var(30)=1
ignorehitpause = 0

;{CX1
[State voice]
type = PlaySnd
triggerall = (var(30)&1)
triggerall = !(var(30)&2)
Trigger1 = 1
value = 2155,random%7
channel=1
lowpriority = 0

[state 190]
type = PalFX
trigger1 = 1
mul = 224,224,224
time=1

[state ]
type = hitby
trigger1 = 1
value = 

[State 1000, 7]
type = screenbound
trigger1 = 1
value = 1

;RA^bNE
[state 10000]
type = ChangeState
trigger1 = root,win
trigger1 = root,time>=1
trigger1 = root,stateno = [180,199]
value = 2190

[State 9001, 5]
type = changestate
trigger1 = root,lose
value = 2195

;---------------------------------------------------------------------------
; AirJump Start
[Statedef 40045]
type    = A
physics = N
ctrl = 0
;velset = 0,0

[State 45 , 0]
type = PlaySnd 
trigger1 = time = 0
value = s41,0

[State 45, 1]
type = ChangeAnim
trigger1 = SelfAnimExist(40044)
value = 40044

[State 45, 6];_bV
type = VelSet
trigger1 = Time = 2
x = 0;const(velocity.airjump.neu.x)
y = -10;const(velocity.airjump.y)

[State 1000, 7]
type = screenbound
trigger1 = 1
value = 1

[State 45, 7]
type = ChangeState
trigger1 = Time = 2
value = 40050
ctrl = 1

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

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 40041

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

[State 1000, 7]
type = screenbound
trigger1 = 1
value = 1

[State 40, 6]
type = ChangeState
trigger1 = pos y > helper(43513),pos y - 93 && vel y > 0
value = 40052

;---------------------------------------------------------------------------
; Jump Land
[Statedef 40052]
type    = S
physics = N
ctrl = 0
anim = 40047

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

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

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

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = helper(43513),pos y - 93

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

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

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

[State 1000, 7]
type = screenbound
trigger1 = 1
value = 1

[State 52, 4]
type = ChangeState
trigger1 = time>4
value = 40000
ctrl = 1

;------------------------------------------------------------
;ꌂ
[Statedef 42500]
type = S
physics = N
movetype = I
anim = 2100
sprpriority = 1

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

[state 1510]
type = Velset
trigger1 = time = 0
x = 8.8

[state 1510]
type = Veladd
trigger1 = 1
x = 1

[state 15710]
type = Changestate
trigger1 = Facing = 1
trigger1 = ceil(root,Pos X-40) <= ceil(Pos X)
trigger2 = Facing = -1
trigger2 = ceil(root,Pos X+40) >= ceil(Pos X)
;trigger3 = p2bodydist X <= 100
value = 45010

;-------------------------------------
;GO!
[Statedef 45020]
type    = A
movetype = A
physics = N
juggle  = 0
anim = 2502
ctrl = 0
sprpriority = -2
poweradd = 0

[state 15910]
type = turn
trigger1 = root,facing!=facing
trigger1 = time = 0

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


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

[State 1051, 0];n
type = helper
trigger1 = Animelem = 7
ID = 43513
helpertype = normal
postype = p1
persistent = 0
pos = -360,-5
stateno = 45130
ownpal = 1

[State 100, 2]
type = velset
trigger1 = animelem = 8
x = -3
y = -11

[State 193, 5]
type = PlaySnd
trigger1 = animelem = 8
value = 41,0

[State 100, 2]
type = veladd
trigger1 = animelemtime(8) > 0
trigger1 = animelemtime(19) < 0
y = .49

[State 100, 2]
type = velset
trigger1 = animelem = 19
x = 0
y = 0

[State 1000, 7]
type = screenbound
trigger1 = 1
value = 1
[State camera]
type = ScreenBound
trigger1 = BackEdgeDist < 3
trigger2 = FrontEdgeDist < 2
value = 0

[State 1000, 7] ;I
type = ChangeState
trigger1 = animelem = 22 ,>= 0 && !vel x
value = 45030

;-------------------------------------
[Statedef 45030]

[state 190]
type = PalFX
trigger1 = 1
mul = 224,224,224
time=1

[State 100, 2]
type = turn
trigger1 = p2dist x < 0

[State 1051, 0];n
type = helper
trigger1 = !numhelper(43513)
ID = 43513
pos = -360,-5
stateno = 45130
ownpal = 1

[State 1000, 7]
type = screenbound
trigger1 = 1
value = 1

[State 1000, 7] ;I
type = ChangeState
trigger1 = roundstate > 2
value = 40045
[State 1000, 7] ;I
type = ChangeState
trigger1 = (p2dist x=[-75,75])&&random%(50-40*(backedgedist<75))=0
value = 45202
[State 1000, 7] ;I
type = ChangeState
trigger1 = (p2dist y=[-75,75])&&random%20=0
value = 45201
[State 1000, 7] ;I
type = ChangeState
trigger1 = (p2dist y=[-75,75])
value = 45200

[State 100, 2]
type = posadd
trigger1 = p2bodydist x < 75
x=-3.75+3*((prevstateno=[45200,45201])&&!time)
[State 100, 2]
type = posadd
trigger1 = p2bodydist x > 180
x=3.75-3*((prevstateno=[45200,45201])&&!time)
[State 100, 2]
type = posadd
trigger1 = p2dist y < -8
y=-3.75+3*((prevstateno=[45200,45201])&&!time)
[State 100, 2]
type = posadd
trigger1 = p2dist y > 22
y=3.75-3*((prevstateno=[45200,45201])&&!time)
[State 100, 2]
type = posset
trigger1 = pos y > 0
y = 0

;-------------------------------------
;Ӱް
[Statedef 45010]
anim = 43500
ctrl = 0
sprpriority = 0
velset=0,0
poweradd=-powermax

[State ModifyDisplayName]
type=DisplayToClipboard
trigger1=1
text="hm000X(E_(Et`j!X,!PZR^3D$(33V_P^NNNNNNNNNRX3F!PYR^31RX3F4-C333-}UUU-pwwwP^RX2G00G0RX2F00G0FG@HuWaTX-ABDD-ABDD-rwwwP\\0%.s%%%%907dC6I"
params=Name="PhantomDiver Masamune -DOUBLE DRAGON-"
ignorehitpause=1

[state b]
type = AssertSpecial
trigger1 = 1
flag = NoBarDisplay

[state b]
type = envcolor
trigger1 = animelem = 7 ,>= 0 && animelem = 7 ,< 39
under = 1
persistent = 4

[State 40 , 0]
type = Explod
trigger1 = time = 43 || time = 53 || time = 63
anim = 73513
ID = 3510 + (time = 53) + (time = 63)
ownpal = 1
random = 40,10
sprpriority = 0
[State y5uh7u]
type = ModifyExplod
trigger1 = 1
ID = 3510
scale = .45+(time*0.15),.15+(time*0.03)
[State y5uh7u]
type = ModifyExplod
trigger1 = 1
ID = 3511
scale = .45+((time-53)*0.15),.15+((time-53)*0.03)
[State y5uh7u]
type = ModifyExplod
trigger1 = 1
ID = 3512
scale = .45+((time-63)*0.15),.15+((time-63)*0.03)

[state b]
type = Helper
trigger1 = animelem = 7
id = 35010
stateno = 3110
ownpal = 1
size.xscale = .8
size.yscale = 1.1
[state b]
type = Helper
trigger1 = animelem = 7 ,>= 0 && animelem = 7 ,< 39
pos = -60 + random%120,0
stateno = 35011
ownpal = 1
persistent = 6

[State 191, Snd 1];U
type = PlaySnd
trigger1 = AnimElem = 7 ,>= 0
freqmul = 1.2
persistent = 12
value = 3100,2
[State 191, Snd 1];U
type = PlaySnd
trigger1 = AnimElem = 7
freqmul = .7
value = 3500,1

[State 191, Snd 1];{CX
type = PlaySnd
trigger1 = time = 0
value = 43500,random%3
channel = 1
lowpriority = 0

[State 191, Snd 1]
type = PlaySnd
trigger1 = AnimElemtime(4) = 4
value = 43000,3

[State 191, Snd 1]
type = PlaySnd
trigger1 = AnimElemtime(4) = 4
value = 41200,3

[State 191, Snd 1]
type = PlaySnd
trigger1 = AnimElemtime(4) = 4
value = 45100,2

[State 1312, 0]
type = helper
trigger1 = AnimElemtime(4) = 4
ID = 1312
helpertype = normal
postype = p1
persistent = 0
pos = -12,1
stateno = 41312
ownpal = 1
size.xscale = 0.7
size.yscale = 0.7
pausemovetime = 99999
[State 1312, 0]
type = helper
trigger1 = AnimElemtime(4) = 4
ID = 1312
helpertype = normal
postype = p1
persistent = 0
pos = -12,1
stateno = 41312
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
pausemovetime = 99999
[State 1312, 0]
type = helper
trigger1 = AnimElemtime(4) = 4
ID = 1312
helpertype = normal
postype = p1
persistent = 0
pos = -12,1
stateno = 41312
ownpal = 1
size.xscale = 0.6
size.yscale = 0.6
pausemovetime = 99999
[State 1312, 0]
type = helper
trigger1 = AnimElemtime(4) = 4
ID = 1312
helpertype = normal
postype = p1
persistent = 0
pos = -12,1
stateno = 41312
ownpal = 1
size.xscale = 0.7
size.yscale = 0.7
pausemovetime = 99999
[State 1312, 0]
type = helper
trigger1 = AnimElemtime(4) = 4
ID = 1312
helpertype = normal
postype = p1
persistent = 0
pos = -12,1
stateno = 41312
ownpal = 1
size.xscale = 0.4
size.yscale = 0.4
pausemovetime = 99999

[State 40 , 0]
type = Explod
trigger1 = AnimElemtime(4) = 4
anim = 41168
ID = 1168
postype = p1
pos = -12,0
sprpriority = 8
bindtime = 1
persistent = 0
scale = 1,1
pausemovetime = 99999

[State 40 , 0]
type = Explod
trigger1 = AnimElemtime(4) = 4
anim = 43511
postype = p1
pos = -12,0
sprpriority = 2
bindtime = 1
persistent = 0
scale = 1,1
pausemovetime = 99999

[State 40 , 0]
type = Explod
trigger1 = AnimElemtime(4) = 4
anim = 43510
ID = 3510
postype = p1
pos = -12,0
sprpriority = 2
bindtime = 1
persistent = 0
scale = 1,1
pausemovetime = 99999

[State y5uh7u]
type = ModifyExplod
trigger1 = numexplod(3510)
ID = 3510
scale = .3+((time-17)*0.1),.1+((time-17)*0.02)


[State y5uh7u]
type = ModifyExplod
trigger1 = numexplod(1168)
ID = 1168
scale = .4+((time-17)*0.07),.4+((time-17)*0.07)

[state b]
type = sprpriority
trigger1 = animelem = 7 ,>= 0
value = 10*(time%2 = 0)

[state b]
type = bgpalfx
trigger1 = 1
time = 1
mul = 64,64,64

[state b]
type = palfx
trigger1 = animelem = 7
time = 50
add         = -100,0,130
sinadd      = 110,110,110,10
invertall = 1
color     = 0

[State 1000, 7]
type = screenbound
trigger1 = 1
value = 1

[State 1000, 7] ;I
type = ChangeState
trigger1 = time = 93
value = 45020

;----------------------------------------------------------------------------------------
[Statedef 41312]
type    = A
movetype= I
physics = N
anim = 41311
sprpriority = 6
juggle  = 0

[state b]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-time*20,256

[State yuyu8]
type = VarRandom
trigger1 = time = 0
v = 0
range = 1,40

[state a]
type = angleset
trigger1 = time = 0
value = random%359

[state a]
type = angledraw
trigger1 = 1
scale = 1+(var(0)*0.004),1.2-(var(0)*0.01)

[State 3000, 00]
type = Destroyself
trigger1 = time > 13

;-------------------------------------
;n
[Statedef 45130]
anim = 35130
sprpriority = -5

[State 1000, 7] ;I
type = ChangeState
trigger1 = parent,stateno = [45030,45202]
value = 45140

[State 100, 2]
type = BindToparent
trigger1 = time >= 44
pos = 20,40

[State 40 , 0]
type = Explod
trigger1 = 1
anim = 1007+random%4
pos = 70-random%195,-73+(18-random%37)
sprpriority = 7
bindtime = 1
persistent = 6
facing = -1
scale = .6,.6

[State 100, 2]
type = hitby
trigger1 = 1
value = 

[State 191, Snd 1];U
type = PlaySnd
trigger1 = time = 0
value = 3500,1

[State 100, 2]
type = velset
trigger1 = time = 20
x = 10
[State 100, 2]
type = velset
trigger1 = time = 44
x = 0

;-------------------------------------
;n
[Statedef 45140]
sprpriority = -3

[State 100, 2]
type = BindToparent
trigger1 = parent,stateno != 40000 && (parent,stateno != [40045,40052]) && (parent,stateno != [2190,2195])
facing = 1
pos = 20,40

[State 1000, 7]
type = Changeanim
trigger1 = anim != 35130 && parent,stateno != 45202
value = 35130
[State 1000, 7]
type = Changeanim
trigger1 = anim != 35131 && parent,stateno = 45202
value = 35131

[State 40 , 0]
type = Explod
trigger1 = 1
anim = 1007+random%4
pos = 70-random%195,-73+(18-random%37)
sprpriority = 7
bindtime = 1
persistent = 6
facing = -1
scale = .6,.6

[State 100, 2]
type = hitby
trigger1 = 1
value = 

[State 1000, 7]
type = offset
trigger1 = parent,stateno = 45202
y = 4*(animelem = 2,>= 0 && animelem = 3,< 0) - 4*(animelem = 4,>= 0)

;-------------------------------------
[Statedef 45200]
movetype = a

[State 1000, 7]
type = ChangeState
trigger1 = time = 10;5
value = 45030

[State 1051, 0];GbNX
type = helper
trigger1 = !time
pos = 100,-30
stateno = 14150
ownpal = 1

[State 100, 2]
type = posadd
trigger1 = p2bodydist x < 75
x=-.75
[State 100, 2]
type = posadd
trigger1 = p2bodydist x > 180
x=.75
[State 100, 2]
type = posadd
trigger1 = p2dist y < -8
y=-.75
[State 100, 2]
type = posadd
trigger1 = p2dist y > 22
y=.75
[State 100, 2]
type = posset
trigger1 = pos y > 0
y = 0

[State 1000, 7]
type = screenbound
trigger1 = 1
value = 1

;-------------------------------------
[Statedef 45201]
movetype = a

[State 1000, 7]
type = ChangeState
trigger1 = time = 30
value = 45030

[State 1051, 0];
type = helper
trigger1 = !time
pos = 100,-30
stateno = 30100
ownpal = 1
size.xscale = 1.4
size.yscale = 1.4

[State 100, 2]
type = posadd
trigger1 = p2bodydist x < 75
x=-.75
[State 100, 2]
type = posadd
trigger1 = p2bodydist x > 180
x=.75
[State 100, 2]
type = posadd
trigger1 = p2dist y < -8
y=-.75
[State 100, 2]
type = posadd
trigger1 = p2dist y > 22
y=.75
[State 100, 2]
type = posset
trigger1 = pos y > 0
y = 0

[State 191, Snd 1];{CX
type = PlaySnd
trigger1 = time = 0
trigger1 = random%3 = 0
value = 43050,1
channel = 1
lowpriority = 0

[State 1000, 7]
type = screenbound
trigger1 = 1
value = 1

;-------------------------------------
[Statedef 45202]
movetype = a

[State 1000, 7]
type = ChangeState
trigger1 = !fvar(1) && time
value = 45030

[State 191, Snd 1];U
type = PlaySnd
trigger1 = !time || time = 10 || time = 20
freqmul = .7 + .1*(time = 10) + .2*(time = 20)
value = 3500,1
volume = 200

[State 1051, 0];
type = helper
trigger1 = fvar(1) = 8
pos = 100,-30
stateno = 735100
ownpal = 1
persistent = 3;2
[State 191, Snd 1];U
type = PlaySnd
trigger1 = fvar(1) = 8
freqmul = .8
persistent = 3;2
value = 230,0

[State 100, 2]
type = posadd
trigger1 = time < 20
trigger1 = fvar(1) := 6
trigger2 = time > 19
trigger2 = fvar(1) := fvar(1)*.9 || 1
trigger2 = fvar(1) := ifelse(fvar(1) < 1,0,fvar(1)) || 1
x = fvar(1)

[State 100, 2]
type = posset
trigger1 = pos y > 0
y = 0

[State 191, Snd 1];{CX
type = PlaySnd
trigger1 = time = 0
trigger1 = random%2 = 0
value = 40200,random%9
channel = 1
lowpriority = 0

[State 1000, 7]
type = screenbound
trigger1 = 1
value = 1

