;Arrabella Seek's
[Statedef 13200]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 7000
poweradd=-7000
anim = 2200
ctrl = 0
sprpriority = 99

[State 777320]
type = NotHitBy
Trigger1 = !IsHelper
value = SCA,AT
Ignorehitpause = 1

[State 777320]
type = NotHitBy
triggerall = palno = 1
trigger1 = Time >= 0
value = SCA, NA, SA, HA, NT, ST, HT

[State 777320]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg
flag3 = nofg

[State Pos]
type = posset
trigger1 = !time && pos y>0
y = 0

[State 777320]
type = Explod
;trigger1 = time = 3
trigger1= !animelemtime(3)
anim = 55000
sprpriority = -4
postype = p1
pos = 5,-70
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 777320]
type = playsnd
trigger1 = !animelemtime(1)
value = 10000,58
channel = 0
volume = 255

[State 777320]
type=superpause
trigger1 = !animelemtime(3)
time = 80
anim = -1
sound = s10000,61
p2defmul=1
darken=0

[State 777320]
type = Explod
trigger1 = Time = 15
anim = 55001
sprpriority = -4
postype = p1
pos = 5,-70
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 777320]
type = EnvColor
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 777320]
type = PlaySnd
trigger1 = Time = 1
value = 10000,32

[state 777320]
type = changestate
triggerall = animtime = 0
trigger1 = p2name != "UNKNOWN"
value = 13201

[state 777320]
type = changestate
triggerall = animtime = 0
trigger1 = p2name != "Death Star"
value = 13202

[Statedef 13201]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 3008
sprpriority = 99
ctrl = 0

[State 777321]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State Pos]
type = posset
trigger1 = !time && pos y>0
y = 0

[State 777321]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg
flag3 = nofg

[State 777321]
type = NotHitBy
trigger1 = Time >= 0
value = SCA, NA, SA, HA, NT, ST, HT

[State 777321]
type = PlaySnd
trigger1 = Time = 0
value = 2000,2
volume = 255
channel = 6

[State 777321]
type = PlaySnd
trigger1 = Time = 0
value = 10000, 84
volume = 255
channel = 7

[State 777321]
type = PlaySnd
trigger1 = Time = 2
value = 10000, 84
volume = 255
channel = 7

[State 777321]
type = Explod
trigger1 = Time = 0
anim = 64300
id = 2256
sprpriority = 0
postype = back
pos = 0,0
bindtime = -1
removetime = -1
supermove = 1
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99990000000
supermovetime = 99990000000

[State 777321]
type = AttackDist
trigger1 = 1
value = 0

[State 13200]
type = Helper
trigger1 = time >= 5
stateno = 13204
id = 13204
helpertype = player
name = "Kyuukyoku"
pos = 0,5000
postype = p1
supermovetime = 0
pausemovetime = 0
keyctrl = 0
ownpal = 1

[state 0]
type = Projectile
trigger1 = time >= 5
trigger1 = (GameTime%5) = 1
projanim = 1234567890
projid = 40010
projremove = 1
projremovetime = 1
projpriority = 214783647
projheightbound = -214783647,214783647
ProjEdgeBound = 214783647
ProjStageBound = 214783647
attr = S,NA
hitflag = HLMAFPD+
guardflag =
pausetime = 0,9
damage = 35+random%99,35+random%99
;affectteam = B 
sparkno = -1
hitsound = -1
GivePower = -enemy,power+1
ground.type = none
fall = 1
fall.recover = 0
fall.Damage = 214783647
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
ignorehitpause = 1
pausemovetime = 214783647
supermovetime = 214783647

[state 0]
type = Projectile
trigger1 = time >= 5
trigger1 = (GameTime%10) = 5
projanim = 1234567890
projid = 40010
projremove = 1
projremovetime = 1
projpriority = 214783647
projheightbound = -214783647,214783647
ProjEdgeBound = 214783647
ProjStageBound = 214783647
attr = C,NA
hitflag = HLMAFPD+
guardflag =
pausetime = 0,9
damage = 35+random%99,35+random%99
sparkno = -1
hitsound = -1
GivePower = -enemy,power+1
ground.type = none
fall = 1
fall.recover = 0
fall.Damage = 214783647
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
ignorehitpause = 1
pausemovetime = 214783647
supermovetime = 214783647

[state 0]
type = Projectile
trigger1 = time >= 5
projanim = 1234567890
projid = 40010
projremove = 1
projremovetime = 1
projpriority = 214783647
projheightbound = -214783647,214783647
ProjEdgeBound = 214783647
ProjStageBound = 214783647
attr = S,HA
hitflag = HLMAFPD
guardflag =
damage = 10+random%256
sparkno = -1
hitsound = -1
GivePower = -enemy,power+1
fall = 1
fall.recover = 0
fall.Damage = 214783647
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
p2stateno = 13205
ignorehitpause = 1
pausemovetime = 214783647
supermovetime = 214783647

[State 2612]
type = Projectile
trigger1 = time >= 5
projID = 11322
projanim = 1234567890
projscale = 1, 1
projremove = 0
projremovetime = 1
velocity = 0, 0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 5
projsprpriority = 2
projedgebound = 2000
projstagebound = 2000
projheightbound = -214783647, 214783647
offset = 0, 5000
postype = p1
projshadow = 0, 0, 0
affectteam = F
numhits = 0
attr = C, HT                  
damage = 0,0                   
animtype = Hard                 
guardflag =                   
hitflag = MAFD                    
priority = 7, Hit                
sparkno = -1                      
sparkxy = 999, 999              
hitsound = -1                  
guardsound = -1                
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2stateno = 13205
ignorehitpause = 1
pausemovetime = 214783647
supermovetime = 214783647

[state 0]
type = Projectile
trigger1 = time >= 5
projanim = 1234567890
projid = 40010
projremove = 1
projremovetime = 1
projpriority = 214783647
projheightbound = -214783647,214783647
ProjEdgeBound = 214783647
ProjStageBound = 214783647
attr = S,HA
hitflag = HLMAFPD
guardflag =
damage = 0,0
sparkno = -1
hitsound = -1
GivePower = -enemy,power+1
fall = 1
fall.recover = 0
fall.Damage = -999999999999999999999999999999999999999999999999999999999999999999
p2getp1state = 0
p2stateno = 5020
palfx.time = 60
palfx.add = 1,1,1
palfx.mul = 200,200,256
palfx.sinadd = 75,75,120,4
palfx.color = 30
palfx.invertall = 1
ignorehitpause = 1
pausemovetime = 214783647
supermovetime = 214783647

[State 13200]
type = targetvelset
trigger1 = numtarget
x = -5
y = -3

[State 13200]
type = targetstate
trigger1 = numtarget
value = 13209

[state 0]
type = targetlifeadd
triggerall = numtarget
trigger1 = roundstate = 2
value = -Ceil(0.001*enemynear,Const(data.life))
Absolute = 1
ignorehitpause = 1

[state 0]
type = targetlifeadd
triggerall = numtarget
triggerall = (PalNo = [7,12]) || (root,PalNo = [7,12])
trigger1 = roundstate > 2
trigger2 = movehit = 1
value = -999999999999999999999999999999999999999999999999999999999999999999
Absolute = 1
ignorehitpause = 1

[state 0]
type = targetlifeadd
triggerall = numtarget
triggerall = PalNo = 1 || root,PalNo = 1
trigger1 = roundstate > 2
trigger2 = movehit = 1
affectteam = B 
value = -999999999999999999999999999999999999999999999999999999999999999999
Absolute = 1
ignorehitpause = 1

[state 0]
type = targetpoweradd
trigger1 = numtarget
value = -999999999999999999999999999999999999999999999999999999999999999999
ignorehitpause = 1

[State 13200]
type = nothitby
trigger1 = 1
value = SCA
time = 2

[State 0 ,projhitspark]
type = Explod
trigger1 = projhit40010 = 1 || projguarded40010 = 1
trigger2 = projhit40010 = 1 || projguarded40010 = 1
anim = 32600
sprpriority = 2
postype = p2
pos = 0,-60
facing = -1
ownpal = 1
trans = add
ignorehitpause = 1
pausemovetime = 2147483648
supermovetime = 2147483648

[State 777321]
type = HitAdd
triggerall = !ishelper
trigger1 = projhit40010 = 1 || projguarded40010 = 1
trigger2 = projhit40010 = 1 || projguarded40010 = 1
value = 1

[State 777321]
type = null;PlaySnd
triggerall = !ishelper
trigger1 = projhit40010 = 1 || projguarded40010 = 1
trigger2 = projhit40010 = 1 || projguarded40010 = 1
value = 10000,3

[State 13200]
type = targetdrop
trigger1 = AnimTime = 0

[state 777321]
type = changestate
trigger1 = time >= 336
;trigger1 = numexplod(2256) = 0
value = 13203
ctrl = 1

[Statedef 13203]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0;15
anim = 2210
ctrl = 0
sprpriority = 99

[state a]
type = removeexplod
trigger1 = time = 0
id = 2256

[state a]
type = removeexplod
trigger1 = time = 0
id = 2257

[State 777322]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 777322]
type = NotHitBy
Trigger1 = IsHelper
value = SCA,AT
Ignorehitpause = 1

[State 777322]
type = AssertSpecial
trigger1 = AnimElemtime(5) <= 0
flag = nobardisplay
flag2 = nobg
flag3 = nofg

[State 777322]
type = AssertSpecial
trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(5) <= 29
trigger1 = (GameTime%3) = 1
flag = invisible

[State 777322]
type = PlaySnd
trigger1 = AnimElemtime(4) = 0
value = 2000,1
volume = 250

[state 777322]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;Chronos
[Statedef 1009991]
movetype = A
poweradd = 0
velset   = 0,0
anim     = 9980
ctrl     = 0
sprpriority = -999

[state i hate her so much]
type = changestate
triggerall = time = 0
trigger1 = p2name = "systemer"
value = 4300

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = S10000,73
volume = 600

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = S10000,71
volume = 600

[State ]
type = BGPalFX
trigger1 = 1
mul = 0,0,0;256,256,256
invertall = 1
color = 0
time = 1
ignorehitpause = 1
;persistent = 0

[State ]
type = null;Pause
trigger1 = time = 0
movetime = 0;3
time = 20;3
darken = 0
p2defmul = 0

[State 1031]
Type = projectile
trigger1 = var(4) = 1 && gametime%30=0
Attr = C,HP
persistent = 1
projanim = 9980
ProjID = 66662
projhitanim = -1
offset = 0,0
postype = p1
projscale = 1,1
projremove = 1
projremovetime = 2
HitFlag = MAFDLP
AnimType = Medium
Damage = 99999999999999999999999999999999
SparkNo = -1
Guard.SparkNo = -1
SparkXY = 0,0
HitSound = -1
GuardSound = -1
Ground.Type = High
GetPower = 40,20
fall.damage = -99999999999999999999999999999999999999999999999999999999999999999
p2stateno =600001
ignorehitpause = 1

[State 1000, 0]
type = TargetLifeAdd
trigger1 =enemy,name = "New_Shiki_Nanaya" && var(4)=1 && !Ishelper && gametime%4<=2 &&enemy,life <=1
value = 999999999999
kill = 1
absolute = 1

[State 1000, 0]
type = TargetLifeAdd
trigger1 =enemy,name = "New_Shiki_Nanaya" && var(4)=1 && !Ishelper && gametime%4>=2 &&enemy,life <=1
value = -9999999999999999999999999999999999999999
kill = 1
absolute = 1

[State 1031]
Type = projectile
trigger1 = gametime%7=0
trigger1 = var(4) = 0
persistent = 8
Attr = C,HP
projanim = 9980
ProjID = 15201
projhitanim = -1
offset = 0,0
postype = p1
projscale = 1,1
projremove = 1
projremovetime = 5
HitFlag = MAFDLP
AnimType = Medium
SparkNo = -1
Guard.SparkNo = -1
SparkXY = 0,0
HitSound = -1
GuardSound = -1
Ground.Type = High
GetPower = 40,20
fall = 1
fall.recover = 0
fall.damage = -9999999999999999
p2getp1state = 0
p2stateno =5110
ignorehitpause = 1
ground.velocity = 10000000000000,9999999
air.velocity = 10000000000000,99999

[State 1031]
Type = projectile
trigger1 = gametime%11=0
trigger1 = var(4) = 0
persistent = 6
Attr = SCA,NT
projanim = 9980
ProjID = 15201
projhitanim = -1
offset = 0,0
postype = p1
projscale = 1,1
projremove = 1
projremovetime = 5
HitFlag = MAFDL
AnimType = Medium
Damage = 20
SparkNo = -1
Guard.SparkNo = -1
SparkXY = 0,0
HitSound = -1
GuardSound = -1
Ground.Type = High
GetPower = 40,20
Hitonce = 1
NumHits = 0
SprPriority = 3

[State 1000, 0]
type = TargetLifeAdd
trigger1 = 1
value = -9999999999999999999999999999999
kill = 1
absolute = 1

[State 1000, 0]
type = TargetpowerAdd
trigger1 = 1
value = -9999999999999999999999999999999
kill = 1
absolute = 1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 32710
id = 1
postype = back
pos = 160,0
scale = 1.1,1.1
sprpriority = 999
ignorehitpause = 1
bindtime = -1
removetime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2000]
type = Explod
trigger1 = time = 0
anim = 32710
id = 1
postype = back
pos = 160,0
scale = 1.1,1.1
sprpriority = 999
ignorehitpause = 1
bindtime = -1
removetime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2000]
type = Explod
trigger1 = time = 0
anim = 32710
id = 1
postype = back
pos = 160,0
scale = 1.1,1.1
sprpriority = 999
ignorehitpause = 1
bindtime = -1
removetime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2000]
type = Explod
trigger1 = time = 0
anim = 32711
id = 1
postype = back
pos = 160,0
scale = 1.1,1.1
sprpriority = 999
ignorehitpause = 1
bindtime = -1
removetime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 30
value = s2300,0

[State 12092]
type = null;BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 1
mul = 0,0,0
under = 2

[State 1000, 0]
type = null;SuperPause
trigger1 = time = 0
time = 30
anim = 30
sound = -1
pos = 0,0
movetime = 30
darken = 0

[State 1000, 0]
type = PlaySnd
trigger1 = time = 0
value = S10000,88

[State 6920, Explod]
Type = Explod
Trigger1 = Time = 1
Anim = 19151000
ID = 3000
Pos = 0,-40
PosType = p2
SprPriority = -4
BindTime = -1
OwnPal = 1
RemoveTime = -1
SuperMove = 1
PauseMoveTime = 99999999
SuperMoveTime = 99999999

[State 6920, Explod]
Type = Explod
Trigger1 = Time = 1
Anim = 19151000
ID = 3000
Pos = 0,-40
PosType = p2
SprPriority = -4
BindTime = -1
OwnPal = 1
RemoveTime = -1
SuperMove = 1
PauseMoveTime = 99999999
SuperMoveTime = 99999999

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 401
id = 1

[State 1000, 0]
type =ReversalDef
trigger1 =1 
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
;reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
pausetime = 0,2
sparkno = -1
hitsound = -1
p2stateno = 1010042

[State 6920, VarSet]
Type = VarSet
Trigger1 = Time = 0
FV =4
Value = 3

[State 6920, VarAdd]
Type = VarAdd
Trigger1 = Time >= 1
FV = 4
Value = -0.01

[State 6920, ModifyExplod]
type = ModifyExplod
Trigger1 = time >=1
ID = 3000
Scale = FVar(4), FVar(4)

[State 6920, RemoveExplod]
Type = RemoveExplod
Trigger1 = Fvar(4) <=0.1
trigger2 = time = 399
ID = 3000

[State 6920, Explod]
Type = Explod
Trigger1 = Time = 1
Anim = 19151000
ID = 4000
Pos = 0,-40
PosType = p2
SprPriority = -4
BindTime = -1
OwnPal = 1
RemoveTime = -1
SuperMove = 1
PauseMoveTime = 99999999
SuperMoveTime = 99999999

[State 6920, Explod]
Type = Explod
Trigger1 = Time = 1
Anim = 19151000
ID = 4000
Pos = 0,-40
PosType = p2
SprPriority = -4
BindTime = -1
OwnPal = 1
RemoveTime = -1
SuperMove = 1
PauseMoveTime = 99999999
SuperMoveTime = 99999999

[State 6920, VarSet]
Type = VarSet
Trigger1 = Time = 0
FV =5
Value = 0

[State 6920, VarAdd]
Type = VarAdd
Trigger1 = Time = [1,400]
FV = 5
Value = 0.01

[State 6920, ModifyExplod]
type = ModifyExplod
Trigger1 = time =[1,400]
ID = 4000
Scale = FVar(5), FVar(5)
trans = add

[State 6920, RemoveExplod]
Type = RemoveExplod
Trigger1 = Fvar(5) >=3
trigger2 = time = 399
ID = 4000

[State 1010]
type = posset
trigger1 = time = 0
x = enemy,pos X
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 200]
type = Velset
trigger1 = time =[10,400]
trigger1 =P2BodyDist X < 0
x= -2

[State 200]
type = Velset
trigger1 = time=[10,400]
trigger1 =P2BodyDist X > 0
x= 2

[State 200]
type = Velset
trigger1 = time >=400
x= 0

[State 6920, RemoveExplod]
Type = RemoveExplod
trigger1 = time = 400
ID = -1

[State 1000, 0]
type = PlaySnd
trigger1 = time = 400
value = S10000,89

[State 1000, 0]
type = PlaySnd
trigger1 = time = 500
value = S10000,90

[State 1000, 0]
type = PlaySnd
trigger1 = time = 501
value = S10000,91

[State 6920, Explod]
Type = Explod
Trigger1 = Time = 401
Anim = 68901
ID = 1
Pos = 0,0
PosType = left
SprPriority = 9999999
BindTime = -1
OwnPal = 1
trans = add
RemoveTime =100

[State 6920, Explod]
Type = Explod
Trigger1 = Time = 500
Anim = 689010
ID = 222222
Pos = 0,0
PosType = left
SprPriority = 9999999
BindTime = -1
OwnPal = 1
trans = add
;RemoveTime =80

[State 1000, 0]
type = ChangeAnim
trigger1 = time = 501
value = 800

[State -1, ChangeState]
Type = ChangeState
trigger1 = time = 550
trigger2 = anim = 800 && animelem = 4
Value = 0
ctrl = 1

[Statedef 888888888]
type    = S
physics = N
velset = 0,0
juggle = 0
sprpriority = 1
anim = 19500
ctrl = 0

[State -2]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 22174
pos = 2,-77
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
removetime = 20
trans = sub

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 22172
pos = 2,-77
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 22173
pos = 2,-77
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[state a]
type = poweradd
trigger1 = time = 0
value = -4000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -4000
ignorehitpause = 1

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 28
movetime = 28
anim = -1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,21

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,58

[State 19500]
type = helper
triggerall = !ishelper
trigger1 = numhelper(24610) = 0
trigger1 = time = 0
id = 24610
persistent = 0
name = "kagami"
pos = 0,0
postype = p1
stateno = 24610
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 0]
type = destroyself
trigger1 = ishelper
ignorehitpause = 1

[state 0]
type = lifeset
triggerall = name != "Naraku No Yuki"
trigger1 = !ishelper
value = 0
ignorehitpause = 1

[state 0]
type = lifeadd
triggerall = name != "Naraku No Yuki"
trigger1 = !ishelper
value = -lifemax
absolute = 1
ignorehitpause = 1

[state 0]
type = hitdef
triggerall = name != "Naraku No Yuki"
trigger1 = !ishelper
damage = 0,0
attr = C,NP
id = 19500
sparkno = -1
ignorehitpause = 1

[state 0]
type = changestate
trigger1 = loseko
value = 5150
ignorehitpause = 1

[state 0]
type = changestate
trigger1 = !ishelper
trigger1 = hitdefattr = C,NP
value = 1000044
ignorehitpause = 1

[state 195]
type = targetdrop
triggerall = numtarget > 0
trigger1 = time > 360
trigger2 = numtarget > 6
ignorehitpause = 1

[state 19500]
type = targetstate
triggerall = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = roundstate = 3
value = 5150
ignorehitpause = 1

[State 195]
type = Turn
trigger1 = P2dist X < 0

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;Skill-slicer
[statedef 1111111200]
anim=10160
ctrl = 0
velset = 0,0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1130
removetime = 230
sprpriority = 5
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s2000,3
volume = 255

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1134
removetime = 220
sprpriority = 99999
postype = p1
pos = 0,0
bindtime = -1
trans = add
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1135
removetime = 220
sprpriority = 99999
postype = p1
pos = 0,0
bindtime = -1
trans = add
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
removetime = 230
anim = 1131
sprpriority = 5
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1136
removetime = 220
sprpriority = 9999999
postype = p1
pos = 30,0
bindtime = -1
trans = add
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1137
removetime = 220
sprpriority = 9999999
postype = p1
pos = -20,0
bindtime = -1
trans = add
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1138
removetime = 220
sprpriority = 9999999
postype = p1
pos = -35,0
bindtime = -1
trans = add
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1139
removetime = 220
sprpriority = 9999999
postype = p1
pos = 43,0
bindtime = -1
trans = add
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
removetime = 230
anim = 1132
sprpriority = 5
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
removetime = 230
anim = 1133
sprpriority = 5
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
removetime = 230
anim = 1233
sprpriority = 5
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 2551
id = 2551
ownpal = 1
sprpriority = 21
postype = p1
pos = 0,15
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
removetime = 15
anim = 1133
id = 10090
sprpriority = 5
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22108
sprpriority = 999999999
postype = p1
pos = 0,-50
ownpal = 1
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 50
freq = 60
ampl = -9
phase = 120
ignorehitpause = 1

[State 191, 3]
type = PlaySnd
trigger1 = time = 0
value = 10000,0

[state a]
type = playsnd
trigger1 = time = 0
value = 10000,57

[state a]
type = playsnd
trigger1 = time = 0
value = 10000,7
loop = 1
channel = 1

[state a]
type = playsnd
trigger1 = time = 0
value = 10000,8
loop = 1
channel = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 400
freq = 80
ampl = -9
phase = 150
ignorehitpause = 1

[State 0]
type=turn
trigger1=p2dist x<0
ignorehitpause=1

[state 0]
type=powerset
trigger1=1
value=powermax
ignorehitpause=1

[state 0]
type=lifeset
trigger1=1
value=lifemax
ignorehitpause=1

[state 0]
type=projectile
trigger1=1
projanim=1234567890
projid=40010
projremove=1
projremovetime=1
attr=a,aa
hitflag=hlmafpd
pausetime=0,999999999999999999999999999999999999999999999999999999999999999999
damage=-999999999999999999999999999999999999999999999999999999999999999999
sparkno=-1
hitsound=-1
numhits=0
givepower=-999999999999999999999999999999999999999999999999999999999999999999
p2stateno=944
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000

[state 0]
type=reversaldef
trigger1=1
reversal.attr=sca,aa,at,ap
pausetime=0,0
priority=7,hit
sparkno=-1
hitsound=-1
numhits=0
p2stateno=944
ignorehitpause=1

[state 0]
type = targetlifeadd
trigger1 = numtarget
value = -999999999999999999999999999999999999999999999999999999999999999999
absolute = 1
ignorehitpause = 1

[state 0]
Type = TargetPowerAdd
trigger1 = Numtarget
value = -999999999999999999999999999999999999999999999999999999999999999999
ignorehitpause = 1

[State 11225]
Type = PlaySnd
trigger1 = Time = 85
trigger2 = Time = 109
trigger3 = Time = 133
trigger4 = Time = 157
trigger5 = Time = 181
trigger6 = Time = 205
trigger7 = Time = 229
Value = 10000,26
Channel = 5
ignorehitpause = 1

[State 11225]
Type = PlaySnd
trigger1 = Time = 85
trigger2 = Time = 109
trigger3 = Time = 133
trigger4 = Time = 157
trigger5 = Time = 181
trigger6 = Time = 205
trigger7 = Time = 229
Value = 10000,25
Channel = 5
ignorehitpause = 1

[State 11225]
type = EnvShake
trigger1 = Time = 0
trigger2 = Time = 15
trigger3 = Time = 30
trigger4 = Time = 45
trigger5 = Time = 60
trigger6 = Time = 70
time = 7
ampl = -7
freq = 95
phase = 95

[State 11225]
type = EnvShake
trigger1 = Time = 85
trigger2 = Time = 109
trigger3 = Time = 133
trigger4 = Time = 157
trigger5 = Time = 181
trigger6 = Time = 205
trigger7 = Time = 229
time = 13
ampl = -13
freq = 95
phase = 95

[State 11225]
type = Explod
trigger1 = Time = 0
anim = 11330
id = 11330
sprpriority = -2147483647
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 0

[State 11225]
type = Explod
trigger1 = Time = 85
anim = 11333
id = 11334
sprpriority = 10
postype = back
pos = 0,0
BindTime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ownpal = 1
ignorehitpause = 1

[State 11225]
type = Explod
trigger1 = Time = 109
anim = 11334
id = 11335
sprpriority = 10
PosType = Right
Facing = -1
pos = 0,240
BindTime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ownpal = 1
ignorehitpause = 1

[State 11225]
type = Explod
trigger1 = Time = 133
anim = 11333
id = 11336
sprpriority = 10
PosType = left
Facing = 1
pos = -50,-30
BindTime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ownpal = 1
ignorehitpause = 1

[State 11225]
type = Explod
trigger1 = Time = 157
anim = 11333
id = 11337
sprpriority = 10
PosType = Right
Facing = -1
pos = 50,0
BindTime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ownpal = 1
ignorehitpause = 1

[State 11225]
type = Explod
trigger1 = Time = 181
anim = 11335
id = 11338
sprpriority = 10
PosType = left
Facing = 1
pos = -50,-70
BindTime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ownpal = 1
ignorehitpause = 1

[State 11225]
type = Explod
trigger1 = Time = 205
anim = 11333
id = 11339
sprpriority = 10
PosType = Right
Facing = -1
pos = 0,0
BindTime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ownpal = 1
ignorehitpause = 1

[State 11225]
type = Explod
trigger1 = Time = 229
anim = 11334
id = 11340
sprpriority = 10
PosType = Right
Facing = -1
pos = 0,240
BindTime = -1
supermovetime = 2147483647
pausemovetime = 2147483647
ownpal = 1
ignorehitpause = 1

[state 0]
type = targetstate
trigger1 = numtarget
value = 944
ignorehitpause=1

[State 0]
type = helper
trigger1 = time = 0&&numhelper(300) = 0
stateno = 300
id = 300
ignorehitpause = 1
supermovetime = 2000000000
pausemovetime = 2000000000

[State 0, StopSnd]
type = StopSnd
trigger1 = time>235
channel = 1
ignorehitpause = 1

[state 0]
type = changestate
trigger1 = time>235
value = 0
ctrl = 1
ignorehitpause = 1
