;Skill state
;Corrupted Sentinel
[Statedef 3000]
type     = S
movetype = A
physics  = N
juggle   = 15
velset   = 0,0
anim     = 3008
ctrl     = 0
sprpriority = 3

[state a]
type = poweradd
trigger1 = time = 0
value = -2000
ignorehitpause = 1

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

[State 2000]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = timerfreeze

[State 2000]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 255,255,255
under = 2

[State 2000]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 4400]
type = Explod
trigger1 = AnimElem = 1
anim = 22172
sprpriority = -5
postype = p1
pos = 3,-75
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 4400]
type = Explod
trigger1 = AnimElem = 1
anim = 22173
sprpriority = 999
postype = p1
pos = 3,-75
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 4400]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10000,32
volume = -50

[State 4400]
type = PlaySnd
trigger1 = AnimElemtime(8) = 10
value = 2000,0
volume = 255
freqmul = 0.9

[State 2000,]
type = PlaySnd
trigger1 = AnimElemtime(8) = 70
value = 2000,1
volume = 255
freqmul = 0.9

[State 2000,]
type = PlaySnd
trigger1 = AnimElemtime(8) = 140
value = 2000,2
volume = 255
freqmul = 0.9

[State 2000,]
type = PlaySnd
trigger1 = projhittime(400100) = 1
value = s10000,10
volume = -255

[State 1100, 6]
type = Explod
trigger1 = AnimElem = 6
anim = 34200
id = 34200
postype = back
pos = 160,0
scale = 1.1,1.1
sprpriority = 999
ignorehitpause = 1
bindtime = -1
removetime = -1
supermove = 1
under = 0
ownpal = 1

[State 1100, 6]
type = Explod
trigger1 = AnimElemtime(8) = 240
persistent = 0
anim = 10080
postype = front
pos = ifelse(facing=-1,0,-320),0
sprpriority = 0
bindtime = -1
removeongethit = 1

[State 1001,]
type = RemoveExplod
trigger1 = AnimElemtime(8) = 240
ID = 34200

[State 1950]
type = Projectile
trigger1 = AnimElemtime(8) = 0
trigger2 = AnimElemtime(8) = 10
trigger3 = AnimElemtime(8) = 20
trigger4 = AnimElemtime(8) = 30
trigger5 = AnimElemtime(8) = 40
trigger6 = AnimElemtime(8) = 50
trigger7 = AnimElemtime(8) = 60
trigger8 = AnimElemtime(8) = 70
trigger9 = AnimElemtime(8) = 80
trigger10 = AnimElemtime(8) = 90
trigger11 = AnimElemtime(8) = 100
trigger12 = AnimElemtime(8) = 110
trigger13 = AnimElemtime(8) = 120
trigger14 = AnimElemtime(8) = 130
trigger15 = AnimElemtime(8) = 140
trigger16 = AnimElemtime(8) = 150
trigger17 = AnimElemtime(8) = 160
trigger18 = AnimElemtime(8) = 170
trigger19 = AnimElemtime(8) = 180
trigger20 = AnimElemtime(8) = 190
trigger21 = AnimElemtime(8) = 200
trigger22 = AnimElemtime(8) = 210
trigger23 = AnimElemtime(8) = 220
trigger24 = AnimElemtime(8) = 230
trigger25 = AnimElemtime(8) = 240
attr = S,HA
projanim = 40010
projremove = 1
projremovetime = 10
projid = 400100
getpower = 0
damage    = Ceil(0.02 * enemy,Const(data.life)),Ceil(0.002 * enemy,Const(data.life))
animtype = Hard
hitflag = MAFD
guardflag = M
priority = 5
pausetime = 9,5
guard.pausetime = 9,5
guard.sparkno = -1
guardsound = s120,0
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = -1,-2
guard.velocity = -10
air.velocity = -1,-2
palfx.time = 60
palfx.add = 64,64,128
palfx.mul = 256,256,256
palfx.sinadd = 150,150,150,5
palfx.color = 0
palfx.invertall = 0
p2facing = 1
p2stateno = 3020
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1]
type = HitAdd
trigger1 = target,stateno = 3020 && enemyNear,time = 0
value = 1

[State 1]
type = Explod
trigger1 = target,stateno = 3020 && enemynear,time = 0 || projhit400100 = 1
anim = 22109 + (random%8)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1

[State 1]
type = Explod
trigger1 = target,stateno = 3020 && enemynear,time = 0 || projguarded400100=1
anim = 22184
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 8
projID = 2222
projanim = 2222
projremove = 0
projpriority = 10
projhitanim = -1
projremanim = -1
projsprpriority = 8
projshadow = 0,0,0
projremovetime = 190
attr = S,HP
animtype = Hard
damage = 0,0
hitflag = MAFD
guardflag = M

[State 2000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = -1
p2stateno = 4007
pausetime = 0,10
ignorehitpause = 1

[State 1000, 6]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

[Statedef 3020]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 3020]
type = Velset
triggerall = ishelper = 0
trigger1 = time = 0
x = 0
y = 0

[State 3020]
type = Velset
triggerall = ishelper = 0
trigger1 = time = 3
x = -1
y = -2

[State 3020]
type = VelAdd
triggerall = ishelper = 0
trigger1 = 1
y = .2

[State 3020]
type = ChangeAnim2
triggerall = ishelper = 0
Trigger1 = Time = 0
value = 30300

[State 3020]
type = SelfState
triggerall = ishelper = 0
trigger1 = Animtime = 0
value = 5050

[State 3020]
type = DestroySelf
trigger1 = ishelper

;Gaia Path
[Statedef 19150]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 2200
ctrl = 0

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "Balam"	
value = 2200

[State 2200]
type = Explod
trigger1 = time = 10
anim = 13048
sprpriority = 5
postype = p1
pos = 2,-93
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2200]
type = Explod
trigger1 = time = 0
anim = 13046
sprpriority = 5
postype = p1
pos = 2,-93
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2200]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = 5
postype = p1
pos = 2,-93
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State a]
type = helper
trigger1 = time = 12 || time = 16 || AnimElemTime(7) = 1 || AnimElemTime(9) = 2
id = 22101
persistent = 1
name = "wakka"
pos = 2,-93
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 19150]
type = SuperPause
trigger1 = time = 0
time = 28
movetime = 28
anim = -1

[state a]
type = poweradd
trigger1 = time = 0
value = -6000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -6000
ignorehitpause = 1

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,4

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,63
volume = 250

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,21
volume = 250

[state a]
type = changestate
trigger1 = animtime = 0
value = 19151

[Statedef 19151]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2205
ctrl = 0

[State 19151]
type = PlaySnd
trigger1 = time = 0
value = 10000,62

[State 2000, 6]
type = PlaySnd
trigger1 = time = 105
value = 2200,2
volume = 255
freqmul = 0.9

[State 2000, 6]
type = PlaySnd
trigger1 = time = 175
value = 2200,2
volume = 255
freqmul = 0.9

[State 2000, 6]
type = PlaySnd
trigger1 = time = 245
value = 2200,2
volume = 255
freqmul = 0.9

[State 2000, 6]
type = PlaySnd
trigger1 = time = 315
value = 2200,2
volume = 255
freqmul = 0.9

[State 19151]
type = AssertSpecial
trigger1 = 1
flag = nokoslow
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

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

[State 19151]
type = ReversalDef
triggerall = !ishelper
trigger1 = palno = [7,12]
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = -1
pausetime = 0,2
p2stateno = 1000044
ignorehitpause = 1

[State 19151]
type = Projectile
triggerall = !ishelper
triggerall = palno = [11,12]
trigger1 = (GameTime%6) = 1
trigger1 = p2movetype != A
trigger2 = (GameTime%6) = 1
trigger2 = p2movetype = A&&time >= 180
attr = A, NA
projanim = 22176
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = p2
offset = 0,0
animtype  = hard
damage    = 50,5
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 0;1
air.fall = 1
fall.recover = 1
p2stateno = 30201

[State 19151]
type = Projectile
triggerall = !ishelper
triggerall = palno = [11,12]
triggerall = numprojid(22180) = 0
trigger1= (GameTime%7) = 1
attr = A, NA
projanim = 22180
projid = 22180
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = p2
offset = 0,0
animtype  = hard
damage    = 50,5
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 0;1
air.fall = 1
fall.recover = 1
p2stateno = 30201

[State 19151]
type = Projectile
triggerall = !ishelper
triggerall = palno = [11,12]
trigger1 = (GameTime%7) = 1
trigger1 = time >= 200
trigger1 = p2movetype != A
trigger2 = (GameTime%7) = 1
trigger2 = p2movetype = A&&time >= 250
attr = A, NA
projanim = 22176
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = back
offset = 160,-90
velocity = 0
animtype  = hard
damage    = 50,5
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 0;1
air.fall = 1
fall.recover = 1
p2stateno = 30201

[State 19151]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
anim = -1
darken = 0
persistent = 0
ignorehitpause = 1

[State 19151]
type = pause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
persistent = 0
ignorehitpause = 1

[state 19151] 
type = targetlifeadd
triggerall = palno = [7,12]
triggerall = numtarget
trigger1 = p2stateno != 1000044
trigger1 = (GameTime%2) = 1
value = -2
absolute = 1

[State 19151]
type = helper
triggerall = !ishelper
trigger1 = numhelper(126100) = 0
id = 126100
persistent = 0
name = "???"
pos = 15,-70
postype = back
stateno = 126100
helpertype = player
keyctrl = 0
ownpal = 1
size.xscale = 1.2
size.yscale = 1.2
ignorehitpause = 1

[State 19151]
type = EnvShake
trigger1 = time >= 110
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[state 19151]
type = changestate
trigger1 = time >= 420
value = 19152

[Statedef 19152]
type    = S
movetype= I
physics = S
velset = 0,0
juggle = 15
anim = 2210
ctrl = 0

[state 19152]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 126100]
type    = S
movetype= I
physics = S
anim = 126100
velset = 0,0
ctrl = 0

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

[State 1110]
type = trans
trigger1 = 1
trans = sub
ignorehitpause = 1

[State 1]
type = AngleDraw
trigger1 = animelemtime(12)
trigger1 = time >= 120
scale = 1.0,1.0

[State 1]
type = AngleAdd
trigger1 = animelemtime(12)
value = 15

[State 1]
type = BindToRoot
trigger1 = 1
pos = 0,-100
ignorehitpause = 1

[state -2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 126100]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,AT,AP
slot = 0
stateno = 126100
ignorehitpause = 1

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

[State 23000]
type = Explod
trigger1 = numexplod(0022135)=0&&time=30
anim = 22138
id = 0022135
sprpriority = 2147483647
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
removetime = 80
under = 1
ownpal = 1
ontop = 1

[State 23000]
type = Explod
trigger1 = numexplod(0022136)=0&&time=110
anim = 22138
id = 0022136
sprpriority = 2147483647
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
removetime = 300
under = 1
ownpal = 1
ontop = 1

[State 23000]
type = Explod
trigger1 = numexplod(0022137)=0&&time=120
anim = 22138
id = 0022137
sprpriority = 2147483647
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
removetime = 280
under = 1
ownpal = 1
ontop = 1

[State 23000]
type = Explod
trigger1 = numexplod(0022138)=0&&time=130
anim = 22138
id = 0022138
sprpriority = 2147483647
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
removetime = 270
under = 1
ownpal = 1
ontop = 1

[state 11311]
type = destroyself
trigger1 = animTime = 0
trigger2 = root,stateno != 19151

;Ogru Jahad
[Statedef 2300]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 22061
ctrl = 0

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "Alsiel Orozuchi"
value = 4000

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "Balam"	
value = 2200

[State 2300]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg

[State 2300]
type = NotHitBy 
trigger1 = 1
value = SCA

[state a]
type = poweradd
trigger1 = time = 0
value = -6000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -6000
ignorehitpause = 1

[State 2200]
type = Explod
trigger1 = time = 10
anim = 13048
sprpriority = 5
postype = p1
pos = 2,-76
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2200]
type = Explod
trigger1 = time = 0
anim = 13046
sprpriority = 5
postype = p1
pos = 2,-76
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2200]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = 5
postype = p1
pos = 2,-76
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2200]
type = Explod
trigger1 = Time = 0
anim = 28100
sprpriority = 5
postype = p1
pos = 2,-76
bindtime = 1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State a]
type = helper
trigger1 = time = 12 || time = 16 || AnimElemTime(7) = 1 || AnimElemTime(9) = 2
id = 22101
persistent = 1
name = "wakka"
pos = 2,-76
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 2,-76
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 2,-76
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1]
type = Explod
trigger1 = AnimElemTime(12) >= 2
anim = 22131
sprpriority = 6
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 30
anim = 26550
sprpriority = 0
postype = p1
pos = 0,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 30
anim = 185
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 2300]
type = PlaySnd
trigger1 = Time = 0
value = 2200,0
volume = 250
freqmul = 0.9

[State 2300]
type = PlaySnd
trigger1 = Time = 2
value = 10000,55

[State 2300]
type = PlaySnd
trigger1 = Time = 1
value = 10000,32

[State 2300]
type = PlaySnd
trigger1 = Time = 8
value = 10000,41

[State 2300]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 0,0,0
under = 2

[state 2300]
type = changestate
trigger1 = animtime = 0
value = 23000

[Statedef 23000]
type    = A
movetype= I
physics = N
velset = 0,0
juggle = 15
anim = 100000
ctrl = 0

[State 2205]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = timerfreeze
ignorehitpause = 1

[State -2]
type = PlaySnd
trigger1 = Time = 0
value = 2200,1
volume = 255
freqmul = 0.9
ignorehitpause = 1

[State -2]
type = PlaySnd
trigger1 = time = 0
value = 2200,2
volume = 250
freqmul = 0.8

[State -2]
type = PlaySnd
trigger1 = time = 70
value = 2200,2
volume = 250
freqmul = 0.8

[State -2]
type = PlaySnd
trigger1 = time = 140
value = 2200,2
volume = 250
freqmul = 0.8

[State -2]
type = PlaySnd
trigger1 = time = 210
value = 2200,2
volume = 250
freqmul = 0.8

[State 2205]
type = Explod
trigger1 = Time = 0
anim = 10120
id = 10120
sprpriority = -2147483647
postype = back
pos = 0,0
bindtime = -1
removetime = -1
supermove = 0
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 2000]
type = Explod
trigger1 = time = 0
anim = 34200
id = 34200
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 = 34215
id = 34200
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 = 34216
id = 34200
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 = 34217
id = 34200
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 23000]
type = Projectile
triggerall = !ishelper
trigger1 = (GameTime%4) = 1
trigger1 = time >= 90
trigger1 = p2movetype != A
trigger2 = (GameTime%4) = 1
trigger2 = p2movetype = A&&time >= 220
attr = A, NA
projanim = 40010
projid = 40010
projpriority = 2147483647
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = back
offset = 0,0
getpower = 0,0
animtype  = hard
damage    = 2147483647,2147483647
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 26350

[State 1]
type = Projectile
triggerall = !ishelper
trigger1 = (GameTime%3) = 1
attr = S, SP
projanim = 40020
projid =40020
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 2
postype = p1
animtype  = hard
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 23000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,10
p2facing = 1
p2stateno = 26360
ignorehitpause = 1

;[State 23000]
;type = ReversalDef
;triggerall = name != "Naraku No Yuki"
;triggerall = p2name = "Chuck_Norris"
;triggerall = name = "ONI-MIKO-ZERO"
;trigger1 = 1
;reversal.attr = SCA,AA,AT,AP
;hitflag = M-
;priority = 7
;pausetime = 0,10
;p2facing = 1
;p2stateno = 15150
;ignorehitpause = 1

[state 23000]
type = targetdrop
trigger1 = numtarget > 0
trigger1 = target,ishelper
ignorehitpause = 1

[state 23000]
type = targetstate
triggerall = numtarget > 0
triggerall = !target,ishelper
trigger1 = enemy,alive
value = 26360
ignorehitpause = 1

[State 1]
type = HitAdd
trigger1 = target,stateno = 26360 && enemynear,time = 0
value = 1

[state 1]
type = targetstate
triggerall = enemynear,name != "New_Shiki_Nanaya"
triggerall = numtarget
trigger1 = win
value = 104010
ignorehitpause = 1

[State 1]
type = targetLifeAdd
triggerall = numtarget > 0
trigger1 = !target,ishelper
trigger1 = 1
value = -2147483647
absolute = 1
ignorehitpause = 1

[State 23000]
type = pause
triggerall = !win
trigger1 = time > 330
trigger1 = (gametime%2) = 0
time = 1
movetime = 1
persistent = 0
ignorehitpause = 1

[State 23000]
type = superpause
triggerall = !win
trigger1 = time > 330
trigger1 = (gametime%2) = 0
anim = -1
time = 1
movetime = 1
persistent = 0
ignorehitpause = 1

[State 23000]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
anim = -1
darken = 0
persistent = 0
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 340
id = 34200
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time >= 340
id = 10120
ignorehitpause = 1

[state 23000]
type = changestate
trigger1 = time >= 340
value = 23001

[Statedef 23001]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 22062
ctrl = 0

[State 23001]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 23001]
type = NotHitBy
trigger1 = ishelper
value = SCA
time = -1
ignorehitpause = 1

[State 2210]
type = Explod
trigger1 = time = 0
anim = 10080
postype = back
pos = -45,-120
bindtime = -1
scale = 1.3,1.5
ontop = 1
ownpal= 1
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = time = 1
anim = 26600
sprpriority = 0
postype = p1
pos = 0,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 1
anim = 188
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 23001]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg 

[state 23001]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 26350]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 26350]
type = SelfState
triggerall = name = "Naraku No Yuki"
trigger1 = time >= 0
trigger2 = var(55) != gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[state 26350]
type = destroyself
trigger1 = ishelper

[State 26350]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.007 * Const(data.life)))

[State 26350]
type = powerset
trigger1 = time = 0
ignorehitpause = 1
value = power - (Ceil(0.005 * Const(data.power)))

[State 26350]
type = VarRangeSet
triggerall = name != "Naraku No Yuki"
trigger1 = !ishelper
value = 0

[State 26350]
type = VarRangeSet
triggerall = name != "Naraku No Yuki"
trigger1 = !ishelper
fvalue = 0

[State 26350]
type = VarSet
triggerall = name != "Naraku No Yuki"
trigger1 = !ishelper
sysvar(1) = 0

[State 26350]
type = VarSet
triggerall = name != "Naraku No Yuki"
trigger1 = !ishelper
sysvar(2) = 0

[State 26350]
type = VarSet
triggerall = name != "Naraku No Yuki"
trigger1 = !ishelper
sysvar(3) = 0

[State 26350]
type = VarSet
triggerall = name != "Naraku No Yuki"
trigger1 = !ishelper
sysvar(4) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(0) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(1) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(2) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(3) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(4) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(5) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(6) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(7) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(8) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(9) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(10) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(11) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(12) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(13) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(14) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(15) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(16) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(17) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(18) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(19) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(20) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(21) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(22) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(23) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(24) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(25) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(26) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(27) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(28) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(29) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(30) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(31) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(32) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(33) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(34) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(35) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(36) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(37) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(38) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(39) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(40) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(41) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(42) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(43) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(44) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(45) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(46) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(47) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(48) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(49) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(50) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(51) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(52) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(53) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(54) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(55) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(56) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(57) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(58) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
var(59) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(0) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(1) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(2) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(3) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(4) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(5) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(6) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(7) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(8) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(9) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(10) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(11) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(12) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(13) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(14) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(15) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(16) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(17) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(18) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(19) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(20) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(21) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(22) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(23) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(24) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(25) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(26) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(27) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(28) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(29) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(30) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(31) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(32) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(33) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(34) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(35) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(36) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(37) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(38) = 0

[State 26350]
type = parentvarset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
fvar(39) = 0

[State 26350]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 26350]
type = ChangeAnim
Trigger1 = Time = 0
value = 5070

[State 26350]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[State 26350] 
type = changestate
trigger1 = time >= 8
value = 26370

[Statedef 26360]
type    = A
movetype= H
physics = N
velset = 0,0

[State 26360]
type = SelfState
triggerall = name = "Naraku No Yuki"
trigger1 = time >= 0
trigger2 = var(55) != gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[State 26360]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 26360]
type = ChangeState
triggerall = name = "Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = 1
value = 50
ignorehitpause = 1

[state 26360]
type = varset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
v = 1
value = prevstateno
ignorehitpause = 1

[state 26360]
type = varset
triggerall = name != "Naraku No Yuki"
trigger1 = ishelper
v = 2
value = anim
ignorehitpause = 1

[State 26360]
type = lifeset
triggerall = name != "Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 26360]
type = lifeadd
triggerall = name != "Naraku No Yuki"
trigger1 = 1
value = -2147483647
absolute = 1
ignorehitpause = 1

[State 26360]
type = powerset
triggerall = name != "Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = 1
value = 0
ignorehitpause = 1

[State 26360]
type = AssertSpecial
trigger1 = name != "Naraku No Yuki"
trigger1 = ishelper
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow
ignorehitpause = 1

[State 26360]
type = assertspecial
trigger1 = name != "Naraku No Yuki"
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[State 26360]
type = BindToTarget
triggerall = name != "Naraku No Yuki"
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 26360]
type = BindToParent
triggerall = name != "Naraku No Yuki"
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 26360]
type = BindToRoot
triggerall = name != "Naraku No Yuki"
triggerall = ishelper
trigger1 = time = 0
ignorehitpause = 1

[State 26360]
type = VelSet
triggerall = name != "Naraku No Yuki"
triggerall = ishelper
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 26360]
type = PosSet
triggerall = name != "Naraku No Yuki"
triggerall = ishelper
trigger1 = 1
x = 0
y = 2500
ignorehitpause = 1

[State 26360]
type = Projectile
trigger1 = time<=1&&ishelper
attr = S, NA
projanim = var(2)
projhitanim = -1
projpriority = 2147483647
projsprpriority = 5
projremove = 1
projid = 26360
projremovetime = 30
postype = p2
offset = 0,250
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag = 
pausetime = 0,0
p1stateno = var(1)
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 26360]
type = Projectile
trigger1 = time>=30&&ishelper&&root,alive
trigger1 =!(root,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP)
attr = S, NA
projanim = var(2)
projhitanim = -1
projpriority = 2147483647
projsprpriority = 5
projremove = 1
projid = 26360
projremovetime = 30
postype = p2
offset = 0,250
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag = 
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
p1stateno = 40
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 26360]
type = Projectile
trigger1 = time>=146&&ishelper&&root,alive
trigger1 =!(root,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP)&&(root,stateno!=[40,52])
attr = S, NA
projanim = var(2)
projhitanim = -1
projpriority = 2147483647
projsprpriority = 5
projremove = 1
projid = 26360
projremovetime = 30
postype = p2
offset = 0,250
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag = 
pausetime = 0,0
p1stateno = (enemynear,time>=148)*40
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 26360]
type = ChangeState
triggerall = name != "Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = !alive
trigger2 = lose
value = 5150
ignorehitpause = 1

[State 26360]
type = destroyself
trigger1 = roundstate!=2||root,alive=0||enemynear,name="Naraku No Yuki"&&enemynear,stateno!=23000
trigger2 = time>=30

[Statedef 26370]
type    = A
movetype= H
physics = N
sprpriority = 4

[State 26370]
type = SelfState
triggerall = name = "Naraku No Yuki"
trigger1 = time >= 0
trigger2 = var(55) != gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[State 26370]
type = lifeset
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
value = 0

[State 26370]
type = powerset
triggerall = name != "Naraku No Yuki"
trigger1 = 1
ignorehitpause = 1
value = 0

[state 26370]
type = destroyself
trigger1 = ishelper

[State 26370]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.035 * Const(data.life)))

[State 26370]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 26370]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 26370]
type = VarRangeSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
value = 0

[State 26370]
type = VarRangeSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
fvalue = 0

[State 26370]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
sysvar(1) = 0

[State 26370]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
sysvar(2) = 0

[State 26370]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
sysvar(3) = 0

[State 26370]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
sysvar(4) = 0

[State 26370]
type = PlayerPush
trigger1 = 1
value = -1

[State 26370]
type = NotHitBy
trigger1 = 1
value = SCA

[State 26370]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 26370]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[state 26370]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 26370]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 26370]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;Inverse Provoke [AI only]
[Statedef 13400]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 30050
ctrl     = 0
sprpriority = 2

[State 2000]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -3000
movetime = 30
time = 30
darken = 0
sound = s10000,29

[State 20000]
type = AssertSpecial
trigger1 = time <= 20
flag = noFG
flag2 = globalnoshadow
ignorehitpause = 1

[State 2000]
type = BGPalFx
trigger1 = time = 0
add = 256,256,256
time = 20

[State 2000]
type = BGPalFx
trigger1 = time = 20
add = 256,256,256
sinadd = -256,-256,-256,40
time = 10

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10000,4
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10000,32
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10000,79
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10000,20
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = time = 20
value = s10000,0

[State 2000]
type = PlaySnd
trigger1 = time = 30
value = s10000,61
volume = -100

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 6
value = s2200,0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 8
value = s10000,1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 22174
pos = 1,-73
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
trans = sub
persistent = 0

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 22173
pos = -1,-73
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
trans = sub
persistent = 0

[State 2000]
type = Turn
trigger1 = P2dist X < 0

[State 2000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = s10000,22
p2stateno = 213400
pausetime = 0,2
ignorehitpause = 1

[State 2000]
type = targetlifeadd
trigger1 = time > 78
value = -99999999999
absolute = 1

[State 2000]
type = targetdrop
trigger1 = target,ishelper
trigger2 = time <= 78

[State 2000]
type = ChangeState
trigger1 = numtarget > 0
trigger1 = target,ishelper = 0
value = 13401

[State 2000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 13401]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 30060
ctrl     = 0
sprpriority = -100

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10000,5

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10000,23

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10000,24

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10000,22

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 6
value = s10000,23

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 7
value = s10000,24

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 8
value = s10000,22

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 9
value = s10000,23

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 10
value = s10000,24

[State 2000]
type = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
anim = 30090
pos = 55,-40
random = 10,10
ontop = 1
ownpal = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 8
trigger4 = AnimElem = 10
anim = 31090
pos = 55,-40
random = 10,10
ontop = 1
ownpal = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
anim = 32090
pos = 55,-40
random = 10,10
ontop = 1
ownpal = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
anim = 33090
pos = 55,-40
random = 10,10
ontop = 1
ownpal = 1

[State 2000]
type = PosAdd
trigger1 = time = 1
x = P2dist X+33

[State 810,]
type = EnvShake
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 9
trigger8 = AnimElem = 10
time = 4
freq = 180
ampl = 2

[State 2000]
type = Turn
trigger1 = time = 2

[State 2000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Pitch Black
[Statedef 14000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 2200
ctrl = 0

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "Alsiel Orozuchi"
value = 4000

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "Balam"	
value = 2200

[state a]
type = poweradd
trigger1 = time = 0
value = -6000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -6000
ignorehitpause = 1

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1

[State a]
type = helper
trigger1 = time = 12 || time = 16 || AnimElemTime(7) = 1 || AnimElemTime(9) = 2
id = 22101
persistent = 1
name = "wakka"
pos = 2,-76
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 2,-76
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 2,-76
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = 2,-76
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2200,0
freqmul = 0.9

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2200,2

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 10000,11

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 10000,41

[state a]
type = changestate
trigger1 = animtime = 0
value = 14050

[Statedef 14050]
type    = A
movetype= I
physics = N
velset = 0,0
juggle = 15
anim = 2205
ctrl = 0

[State 14050]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = timerfreeze
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 14050]
type = EnvShake
trigger1 = time < 200 
trigger1 = (gametime%2) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 0, EnvColor]
type = EnvColor
trigger1 = time = 5 || time = 15 || time = 25 || time = 29 || time = 38 || time = 43 || time = 50 || time = 57
trigger2 = time = 80 || time = 94 || time = 98 || time = 150 || time = 157 || time = 200 ||time = 210
value = 255,255,255
time = 1
ignorehitpause = 1

[State 14050]
type = PlaySnd
trigger1 = Time = 0
value = 10000,35

[State 14050]
type = PlaySnd
trigger1 = time = 0
value = 2563,0

[State 14050]
type = Projectile
triggerall = !ishelper
trigger1 = (GameTime%4) = 1
trigger1 = time >= 90
trigger1 = p2movetype != A
trigger2 = (GameTime%4) = 1
trigger2 = p2movetype = A&&time >= 220
attr = A, NA
projanim = 40010
projid = 4001000
projpriority = 2147483647
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = back
offset = 0,0
animtype  = hard
damage    = 21474836,21474836
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0

[State 1]
type = Projectile
triggerall = !ishelper
trigger1 = (GameTime%3) = 1
attr = S, SP
projanim = 40020
projid =40020
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 2
postype = p1
animtype  = hard
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 14050]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,10
p2facing = 1
p2stateno = 1000043
ignorehitpause = 1

[state 14050]
type = targetdrop
trigger1 = numtarget > 0
trigger1 = target,ishelper
ignorehitpause = 1

[state 14050]
type = targetstate
triggerall = numtarget > 0
triggerall = !target,ishelper
trigger1 = time < 330
trigger1 = enemy,alive
value = 1000043
ignorehitpause = 1

[State 14050]
type = targetLifeAdd
trigger1 = palno = [11,12]
trigger1 = numtarget > 0
value = -2147483647
absolute = 1
ignorehitpause = 1

[state 14050]
type = targetstate
triggerall = numtarget
trigger1 = win
value = 104010
ignorehitpause = 1

[State 14050]
type = pause
triggerall = !win
trigger1 = time > 350
trigger1 = (gametime%2) = 0
time = 1
movetime = 1
persistent = 0
ignorehitpause = 1

[State 14050]
type = superpause
triggerall = !win
trigger1 = time > 350
trigger1 = (gametime%2) = 0
anim = -1
time = 1
movetime = 1
persistent = 0
ignorehitpause = 1

[State 14050]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
anim = -1
darken = 0
persistent = 0
ignorehitpause = 1

[state 14050]
type = changestate
trigger1 = time >= 360
value = 14100

[Statedef 14100]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
ctrl = 0

[State 14100]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[state 14100]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;Persistent Light Ray
[StateDef 100500]
type     = S
movetype= I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 33500
ctrl     = 0
sprpriority = 3

[State 2000]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
flag2 = noFG
flag3 = nobardisplay

[State 100500]
type = envcolor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 255,255,255
under = 2

[State ]
type = BGPalFx
trigger1 = time <= 202
add = 256,256,256
sinadd = -256,-256,-256,480
time = 120
ignorehitpause = 1

[State 33000]
type = NotHitBy 
trigger1 = 1
value = SCA

[state a]
type = poweradd
trigger1 = time = 0
value = -5000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -5000
ignorehitpause = 1

[State 33000]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 33000]
type = EnvShake
trigger1 = time > 42
trigger1 = time <= 202
trigger1 = GameTime%4 = 1
time = 5
ampl = 3
freq = 180

[State 33000]
type = PalFx
trigger1 = GameTime%20 = 0
add = 64,64,64
sinadd = 64,64,64,40
time = 20

[State 33000]
type = PlaySnd
trigger1 = time = 0
value = s10000,50
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10000,11
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10000,40
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10000,35
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 42
value = s2200,2

[State 2000]
type = PlaySnd
trigger1 = time = 42
value = s801,1

[State 2000]
type = PlaySnd
trigger1 = time = 42
value = s10000,9

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,63

[State 2300]
type = PlaySnd
trigger1 = Time = 0
value = 10000,21

[State 2300]
type = PlaySnd
trigger1 = Time = 0
value = 10000,4

[State 2300]
type = PlaySnd
trigger1 = Time = 0
value = 10000,20

[State a]
type = helper
trigger1 = time = 12 || time = 16
id = 22101
persistent = 1
name = "wakka"
pos = 4,-72
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2300]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = 4,-72
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 4,-72
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 4,-72
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2200]
type = Explod
trigger1 = time = 0
anim = 32600
sprpriority = 8
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
pausemovetime = 2147483647
supermovetime = 2147483647

[State 2000]
type = Explod
trigger1 = time = 42
anim = 13047
removetime = 120
pos = 4,-72
ownpal = 1
ontop = 1
trans = sub

[State 2216]
type = Explod
trigger1 = time = 52
anim = 13046
id = 13046
sprpriority = -2147483647
postype = p1
pos = 4,-72
bindtime = -1
removetime = 100
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2216]
type = Explod
trigger1 = time = 52
anim = 13045
id = 13045
sprpriority = -2147483647
postype = p1
pos = 4,-72
bindtime = -1
removetime = 100
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2000]
type = Explod
trigger1 = time = 42
anim = 10910
id = 10911
pos = 4,-72
removetime = 140
bindtime = -1
removetime = 100
ownpal = 1
ontop = 1

[State 2000]
type = ModifyExplod
trigger1 = time > 42
trigger1 = time <= 142
id = 10911
scale = 0.01*(142-time),0.01*(142-time)

[State 2000]
type = Helper
trigger1 = time = 42
id = 313900
persistent = 1
name = "tama"
postype = P1
stateno = 313900
pos = 4,-72
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11051]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
ignorehitpause = 1
anim = -1
persistent = 0

[State 11051]
type = pause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
ignorehitpause = 1
persistent = 0

[State 2000]
type = ChangeState
trigger1 = time > 202
value = 33600

;Celestial Hole
[Statedef 19200]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -6000
anim = 2205
ctrl = 0

[State 2200]
type = Explod
trigger1 = time = 10
anim = 13048
sprpriority = 5
postype = p1
pos = 0,-77
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2200]
type = Explod
trigger1 = time = 0
anim = 13046
sprpriority = 5
postype = p1
pos = 0,-77
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2200]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = 5
postype = p1
pos = 0,-77
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State a]
type = helper
trigger1 = time = 12 || time = 16 || AnimElemTime(7) = 1 || AnimElemTime(9) = 2
id = 22101
persistent = 1
name = "Waves"
pos = 0,-77
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10000,20

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10000,21

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10000,4

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10000,63

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10000,6
volume = 255

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

[state a]
type = changestate
trigger1 = animtime = 0
value = 19201

[Statedef 19201]
type = A
movetype= I
physics = N
ctrl = 0
velset = 0, 0
anim = 2205
sprPriority = 1

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 2200,2
volume = 255
freqmul = 0.8

[State 2000, 6]
type = PlaySnd
trigger1 = time = 70
value = 2200,2
volume = 255
freqmul = 0.8

[State 2000, 6]
type = PlaySnd
trigger1 = time = 140
value = 2200,2
volume = 255
freqmul = 0.8

[State 2000, 6]
type = PlaySnd
trigger1 = time = 210
value = 2200,2
volume = 255
freqmul = 0.8

[State 2000, 6]
type = PlaySnd
trigger1 = time = 280
value = 2200,2
volume = 255
freqmul = 0.8

[State 0, EnvColor]
type = EnvColor
trigger1 = time = 20 || time = 37 || time = 39 || time = 70 || time = 85 || time = 96 || time = 120
value = 255,255,255
time = 2
under = 0
ignorehitpause = 1

[state 0]
type = Projectile
trigger1 = GameTime%3 = 0
projanim = 40010
projid = 40010
projremove = 1
projremovetime = 1
projpriority = 2147483647
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = S,NA
hitflag = HLMAFPD
affectteam = E
damage = Ceil(0.099 * enemy,Const(data.life))
animtype = Hard
ground.type = Low
air.type = Low
ground.slidetime = 2147483647
ground.hittime = 2147483647
guard.hittime = 2147483647
givePower = -enemy,power+1
fall = 1
air.Fall = 1
fall.Recover = 0
fall.Damage = 2147483647
pausetime = 0,2147483647
p2stateno = 30100+(gametime%60<20)+(gametime%60<40)+(gametime%60<60)+(gametime%60<80)+(gametime%60<100)
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 0]
type = Explod
trigger1 = time = 30
anim = 10910
id = 109111
pos = 160,60
sprpriority = 7
postype = back
pos = 160,60
removetime = 390
bindtime = -1
ontop = 1
ownpal = 1
trans = sub
ignorehitpause = 1

[State 2000]
type = ModifyExplod
trigger1 = time > 30
trigger1 = time <= 420
id = 109111
scale = 0.01*(420-time),0.01*(420-time)

[State 0]
type = Explod
trigger1 = time >= 30
trigger1 = time <= 420
trigger1 = gametime%10 = 0
anim = 28100
id = 28100
sprpriority = 7
postype = back
pos = 160,60
bindtime = -1
ontop = 1
ownpal = 1
trans = sub
ignorehitpause = 1

[State 23000]
type = Explod
trigger1 = time = 0
anim = 26000
id = 26000
sprpriority = 2147483647
postype = back
sprpriority = 7
postype = back
pos = 160,60
removetime = 420
bindtime = -1
ontop = 1
ownpal = 1
trans = sub

[State 23000]
type = Explod
trigger1 = time = 0
anim = 28000
id = 28000
sprpriority = 2147483647
postype = back
sprpriority = 7
postype = back
pos = 160,60
removetime = 420
bindtime = -1
ontop = 1
ownpal = 1
trans = sub

[State 23000]
type = Explod
trigger1 = numexplod(444444)=0&&time=30
anim = 22138
id = 444444
sprpriority = 2147483647
postype = back
pos = 160,60
bindtime = -1
supermove = 0
removetime = 80
under = 1
ownpal = 1
ontop = 1

[State 23000]
type = Explod
trigger1 = numexplod(333333)=0&&time=110
anim = 22138
id = 333333
sprpriority = 2147483647
postype = back
pos = 160,60
bindtime = -1
supermove = 0
removetime = 300
under = 1
ownpal = 1
ontop = 1

[State 23000]
type = Explod
trigger1 = numexplod(111111)=0&&time=120
anim = 22138
id = 111111
sprpriority = 2147483647
postype = back
pos = 160,60
bindtime = -1
supermove = 0
removetime = 280
under = 1
ownpal = 1
ontop = 1

[State 23000]
type = Explod
trigger1 = numexplod(222222)=0&&time=130
anim = 22138
id = 222222
sprpriority = 2147483647
postype = back
pos = 160,60
bindtime = -1
supermove = 0
removetime = 270
under = 1
ownpal = 1
ontop = 1

[State 23000]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = timerfreeze
ignorehitpause = 1

[State 23000]
type = AssertSpecial
trigger1 = 1
flag = nokoslow
ignorehitpause = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

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

[State 1000, 0]
Type = PlayerPush
Trigger1 = 1
Value = 0
ignorehitpause = 1

[State -2]
type = NotHitBy
trigger1 = ishelper
value = SCA
time = -1
ignorehitpause = 1

[State 0]
type = statetypeset
trigger1 = ishelper
movetype = A
physics = N
ignorehitpause = 1

[state -1]
type = targetdrop
triggerall = numtarget > 0
trigger1 = time > 380
trigger2 = numtarget > 6
ignorehitpause = 1

[state 19201]
type = targetlifeadd 
trigger1 = numtarget > 0
value = -2147483647
Absolute = 1
ignorehitpause = 1

[state 19201]
type = targetpoweradd
trigger1 = numtarget > 0
value = -2147483647
ignorehitpause = 1

[state 19201]
type = targetstate
triggerall = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = roundstate = 3
value = 5150
ignorehitpause = 1

[State 19201]
type = destroyself
triggerall = ishelper
trigger1 = time > 170 || root,time > 250
trigger2 = roundstate != 2
ignorehitpause = 1

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

[State 321]
type = EnvShake
trigger1 = time >= 110
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 23000]
type = superpause
triggerall = !ishelper
trigger1 = time = [60,400]
trigger1 = (gametime%20) = 1
time = 2
anim = -1
pos = 0,0
sound = -1
darken = 0
p2defmul = 1
ignorehitpause = 1

[state 23000]
type = changeanim
trigger1 = anim != 2210
trigger1 = time = 400
value = 2210

[state 19201]
type = selfstate
trigger1 = time >= 420
value = 0
ctrl = 1

[Statedef 19202]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -6000
anim = 2201
ctrl = 0

[State 2200]
type = Explod
trigger1 = time = 10
anim = 13048
sprpriority = 5
postype = p1
pos = 0,-77
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2200]
type = Explod
trigger1 = time = 0
anim = 13046
sprpriority = 5
postype = p1
pos = 0,-77
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2200]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = 5
postype = p1
pos = 0,-77
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
supermovetime = 2147483647
pausemovetime = 2147483647

[State a]
type = helper
trigger1=time=2||time=6||time=10||time=14||AnimElemTime(7)=1||AnimElemTime(9)=2
id = 22101
persistent = 1
name = "Waves"
pos = 0,-77
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 19200]
type = PlaySnd
trigger1 = Time = 0
value = 2200,2
freqmul = 0.9
volume = 255

[state 19200]
type = PlaySnd
trigger1 = time = 0
value = 10000,11
volume = 255

[state 19200]
type = PlaySnd
trigger1 = time = 0
value = 10000,41
volume = 255

[state 19200]
type = PlaySnd
trigger1 = time = 0
value = 10000,21
volume = 255

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

[state a]
type = changestate
trigger1 = animtime = 0
value = 19203

[Statedef 19203]
type = A
movetype= I
physics = N
ctrl = 0
velset = 0, 0
anim = 2206
sprPriority = 1

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 2200,2
volume = 255
freqmul = 0.8

[State 2000, 6]
type = PlaySnd
trigger1 = time = 70
value = 2200,2
volume = 255
freqmul = 0.8

[State 2000, 6]
type = PlaySnd
trigger1 = time = 140
value = 2200,2
volume = 255
freqmul = 0.8

[State 2000, 6]
type = PlaySnd
trigger1 = time = 210
value = 2200,2
volume = 255
freqmul = 0.8

[State 2000, 6]
type = PlaySnd
trigger1 = time = 280
value = 2200,2
volume = 255
freqmul = 0.8

[state 0]
type = Projectile
trigger1 = GameTime%3 = 0
projanim = 40010
projid = 40010
projremove = 1
projremovetime = 1
projpriority = 2147483647
projheightbound = -2000000000,2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
attr = S,NA
hitflag = HLMAFPD
affectteam = E
damage = 30+random%20,10+random%20
animtype = Hard
ground.type = Low
air.type = Low
ground.slidetime = 2147483647
ground.hittime = 2147483647
guard.hittime = 2147483647
givePower = -enemy,power+1
fall = 1
air.Fall = 1
fall.Recover = 0
fall.Damage = 2147483647
pausetime = 0,2147483647
p2stateno = 30100+(gametime%60<20)+(gametime%60<40)+(gametime%60<60)+(gametime%60<80)+(gametime%60<100)
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 19200]
type = Explod
trigger1 = numexplod(26155) = 0
trigger1 = time = 0
anim = 26155
id = 26155
sprpriority = 2147483647
postype = back
sprpriority = 7
postype = back
pos = 160,60
removetime = 420
bindtime = -1
ontop = 1
ownpal = 1
trans = sub
supermovetime = 2147483647
pausemovetime = 2147483647

[State 19200]
type = ModifyExplod
trigger1 = time <= 50
scale = 0.02*time,0.02*time
id = 26155

[State 19200]
type = ModifyExplod
trigger1 = time > 350
scale = 0.02*(400-time),0.02*(400-time)
id = 26155

[State 19200]
type = Explod
trigger1 = numexplod(28000) = 0
trigger1 = time = 0
anim = 28001
id = 28000
sprpriority = 2147483647
postype = back
sprpriority = 7
postype = back
pos = 160,60
removetime = 420
bindtime = -1
ontop = 1
ownpal = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State 19200]
type = ModifyExplod
trigger1 = time <= 50
scale = 0.02*time,0.02*time
id = 28000

[State 19200]
type = ModifyExplod
trigger1 = time > 350
scale = 0.02*(400-time),0.02*(400-time)
id = 28000

[State 19200]
type = Explod
trigger1 = numexplod(444444)=0&&time=30
anim = 28001
id = 444444
sprpriority = 2147483647
postype = back
pos = 160,60
bindtime = -1
supermove = 0
removetime = 80
under = 1
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 0, EnvColor]
type = EnvColor
trigger1 = time = 20 || time = 37 || time = 39 || time = 70 || time = 85 || time = 96 || time = 120
value = 255,255,255
time = 2
under = 0
ignorehitpause = 1

[State 19200]
type = Explod
trigger1 = numexplod(333333)=0&&time=110
anim = 28001
id = 333333
sprpriority = 2147483647
postype = back
pos = 160,60
bindtime = -1
supermove = 0
removetime = 300
under = 1
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 19200]
type = Explod
trigger1 = numexplod(111111)=0&&time=120
anim = 28001
id = 111111
sprpriority = 2147483647
postype = back
pos = 160,60
bindtime = -1
supermove = 0
removetime = 280
under = 1
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 19200]
type = Explod
trigger1 = numexplod(222222)=0&&time=130
anim = 28001
id = 222222
sprpriority = 2147483647
postype = back
pos = 160,60
bindtime = -1
supermove = 0
removetime = 270
under = 1
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 19200]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1

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

[State 1000, 0]
Type = PlayerPush
Trigger1 = 1
Value = 0
ignorehitpause = 1

[State -2]
type = NotHitBy
trigger1 = ishelper
value = SCA
time = -1
ignorehitpause = 1

[State 0]
type = statetypeset
trigger1 = ishelper
movetype = A
physics = N
ignorehitpause = 1

[state -1]
type = targetdrop
triggerall = numtarget > 0
trigger1 = time > 380
trigger2 = numtarget > 6
ignorehitpause = 1

[state 19201]
type = targetlifeadd
trigger1 = numtarget > 0
value = -2147483647
Absolute = 1
ignorehitpause = 1

[state 19201]
type = targetpoweradd
trigger1 = numtarget > 0
value = -2147483647
ignorehitpause = 1

[state 19201]
type = targetstate
triggerall = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = roundstate = 3
value = 5150
ignorehitpause = 1

[State 19201]
type = destroyself
triggerall = ishelper
trigger1 = time > 170 || root,time > 250
trigger2 = roundstate != 2
ignorehitpause = 1

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

[State 321]
type = EnvShake
trigger1 = time >= 110
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 19200]
type = superpause
triggerall = !ishelper
trigger1 = time = [60,380]
trigger1 = (gametime%20) = 1
time = 2
anim = -1
pos = 0,0
sound = -1
darken = 0
p2defmul = 1
ignorehitpause = 1

[state 19200]
type = changeanim
trigger1 = anim != 2211
trigger1 = time = 380
value = 2211

[state 19201]
type = selfstate
trigger1 = time >= 400
value = 0
ctrl = 1

;Shadow Stalk
[Statedef 2450]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 2450
ctrl = 0

[state a]
type = poweradd
trigger1 = time = 0
value = -1000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -1000
ignorehitpause = 1

[State 2450]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2450]
type = PlaySnd
trigger1 = movehit = 1
value = 10000, 10
volume = 250
persistent = 0
IgnoreHitPause = 1

[State 2450]
type = Pause
trigger1 = movehit >= 1
trigger1 = (GameTime%2) =1
time = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 2,-76
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 2,-76
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2300]
type = PlaySnd
trigger1 = Time = 2
value = 10000,55

[State 2300]
type = PlaySnd
trigger1 = Time = 1
value = 10000,32

[State 2300]
type = PlaySnd
trigger1 = Time = 8
value = 10000,41

[State 2450]
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype  = hard
damage    = 120,25
priority = 9, Hit
getpower = 0,0
hitflag = MAF
guardflag = M
pausetime = 78,88
guard.pausetime = 25,25
sparkno = s22109 + (random%8)
sparkxy = -15,-73
hitsound   = s225,1
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0
guard.velocity = 0
air.velocity = 0,-6
yaccel = 0.5
fall = 0
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.ampl = 20
envshake.freq = 92

[state 2450]
type = changestate
trigger1 = movehit = 1
value = 2452
ctrl = 0
IgnoreHitPause = 0

[state 2450]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 2452]
type    = C
movetype= A
physics = N
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 2452
sprpriority = 1

[State 2452]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2452]
type = TargetBind
Trigger1 = movehit = 1
pos = 45,0
persistent = 0
ignorehitpause = 1

[State 2452]
type = PlaySnd
trigger1 = movehit = 1
value = 10000,10
volume = 250
persistent = 0
IgnoreHitPause = 1

[State 1000, 5]
type = Explod
trigger1 = movehit = 1
anim = 1135
sprpriority = 10
postype = p1
pos = 0,0
trans = add
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1142
sprpriority = -10
postype = p1
pos = 0,0
trans = add
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2452]
type = Pause
trigger1 = (GameTime%2) =1
time = 1

[State 2452]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage    = 120,25
priority = 5, Hit
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 78,78
getpower = 0,0
sparkno = s22109 + (random%8)
sparkxy = -10,-80
hitsound   = s225,1
guard.sparkno = s22184
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-8
air.velocity = -1,-8
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.ampl = 20
envshake.freq = 92

[state 2452]
type = changestate
trigger1 = movehit = 1
value = 2453
ctrl = 0
IgnoreHitPause = 0

[State 2452]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 2453]
type    = S
movetype= A
physics = N
juggle  = 7
poweradd= 0
ctrl = 0
velset = 0,0
anim = 2453
sprpriority = 1

[State 2453]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2453]
type = Pause
trigger1 = (GameTime%2) =1
time = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 1144
sprpriority = 10
postype = p1
pos = 50,0
trans = add
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 55001
sprpriority = 10
postype = p1
pos = 0,-70
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 13048
sprpriority = 10
postype = p1
pos = 0,-70
bindtime = -1
trans = sub
supermove = 1
under = 0
ownpal = 1

[State 2453]
type = PlaySnd
trigger1 = time = 0
value = 10000,53
volume = 255
persistent = 0
IgnoreHitPause = 1

[State 2453]
type = PlaySnd
trigger1 = movehit = 1
value = 10000,36
volume = 255
persistent = 0
IgnoreHitPause = 1

[State 2453]
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype  = hard
damage    = 120,25
priority = 5, Hit
getpower = 0,0
guardflag = M
pausetime = 0,10
sparkno = s22109 + (random%8)
sparkxy = -10,-130
hitsound   = s10000,40
guard.sparkno = s22184
guardsound = s120,0
ground.type = High
ground.hittime = 26
ground.slidetime = 26
ground.velocity = -3,-15
air.juggle = 8
air.velocity = -3,-15
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 30
envshake.ampl = 25
envshake.freq = 92
p2stateno = 2454

[State 0, Sh4dy-ADDon]
type = helper
trigger1 = time = 10
id = 2312
stateno = 124540
postype = p1
pos = 0,0
ontop = 1
ownpal = 1
bindtime = -1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2453]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 2454]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 2454]
type = AssertSpecial
trigger1 = time <= 25
flag = invisible

[State 2454]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2454]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[state 2454]
type = velset
trigger1 = time = 0
x = -0.5
y = -60

[state 2454]
type = veladd
trigger1 = 1
y = 1.4

[State 2454] 
type = lifeadd
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = -50
absolute = 1

[State 2454]
type = EnvShake
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
time = 10
ampl = -8
freq = 95
phase = 95

[State 2454] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

[Statedef 124540]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 9999
sprpriority = -2

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 1136
sprpriority = 10
postype = p1
pos = 52,0
trans = add
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 18
anim = 1137
sprpriority = 10
postype = p1
pos = 45,0
trans = add
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 25
anim = 1136
sprpriority = 10
postype = p1
pos = 28,0
trans = add
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 32
anim = 1137
sprpriority = 10
postype = p1
pos = 35,0
trans = add
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 1139
sprpriority = 10
postype = p1
pos = 40,0
trans = add
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 18
anim = 1138
sprpriority = 10
postype = p1
pos = 55,0
trans = add
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 25
anim = 1139
sprpriority = 10
postype = p1
pos = 28,0
trans = add
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 32
anim = 1138
sprpriority = 10
postype = p1
pos = 35,0
trans = add
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 26500
sprpriority = 10
postype = p1
pos = 35,0
trans = sub
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2453]
type = PlaySnd
trigger1 = time = 25
value = 10000,67
volume = 255

[State 2453]
type = PlaySnd
trigger1 = time = 25
value = 10000,66
volume = 255

[Statedef 1008000]
type    = S
movetype= I
physics = N
velset = 0,0
anim = 25556
ctrl = 0

[State 1008000]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 1008000]
type = PlaySnd
trigger1 = Time = 0
value = 10000,6
volume = 255
ignorehitpause = 1

[State 1]
type = lifeadd
trigger1 = time = 0
value = lifemax
ignorehitpause = 1

[state -2]
type = varset
trigger1 = !ishelper
fv = 30
value = 2
ignorehitpause = 1

[state a] 
type = changestate
trigger1 = roundstate >= 2
value = 0
ctrl = 1

[Statedef 3250]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
sprpriority = 1
anim = 3250
ctrl = 0

[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 1]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = timerfreeze
ignorehitpause = 1

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 25
movetime = 25
anim = -1

[State a]
type = helper
trigger1 = time = 12 || time = 16 ||  time = 22 || time = 30
id = 22101
persistent = 1
name = "wakka"
pos = 1,-115
postype = P1
stateno = 22101
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -2
postype = p1
pos = 1,-115
bindtime = -1
under = 0
ownpal = 1
trans = sub
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 1,-115
bindtime = -1
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = -2
postype = p1
pos = 1,-115
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 20
anim = 22108
sprpriority = -3
postype = p1
pos = -5,-110
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0

[State a]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%3) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = -70 + (random%140),0 - (random%40)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -2 + (random%4),-7
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
time = 1
value = 0,0,0
under = 2
ignorehitpause = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 1
persistent = 0
time = 75
value = 255,255,255
under = 2
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 2
value = 10000,55
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 10000,32
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 8
value = 10000,41
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 15
value = 2200,2
freqmul = 0.9
ignorehitpause = 1

[State 0]
type = Projectile
triggerall = palno != 12
trigger1 = AnimElem = 20 || AnimElem = 22 || AnimElem = 24 || AnimElem = 26 || AnimElem = 28 || AnimElem = 30 || AnimElem = 32 || AnimElem = 34 || AnimElem = 36 || AnimElem = 38
trigger2 = AnimElem = 40 || AnimElem = 42 || AnimElem = 44 || AnimElem = 46 || AnimElem = 48 || AnimElem = 50 || AnimElem = 52 || AnimElem = 54
attr = C, HA
projanim = 22150
projid = 35904
projpriority = 2147483647
projsprpriority = 2147483647
projremovetime = 4
postype = p1
animtype  = hard
damage    = Ceil(0.002 * enemy,Const(data.life)) ,0
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,1
sparkno = s22109 + (random%8)
sparkxy = (enemy,const(size.mid.pos.x)),(enemy,const(size.mid.pos.y))
hitsound   = -1
guard.sparkno = s22184
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-10
air.velocity = -0.5,-10
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 49000

[State 1]
type = lifeadd
trigger1 = palno != 12 && time = 0
value = lifemax
ignorehitpause = 1

[state a]
type = varset
trigger1 = time = 2
v = 41
value = 600
ignorehitpause = 1

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

;Forever Guide - Lucifer Seeks
[Statedef 2200]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2201
ctrl = 0

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "Phantom Mizuchi JP"
trigger2 = p2name = "E Youmu"
trigger3 = p2name = "Crazy-Catastrophe"
value = 4400

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "G Magaki"	
value = 100500

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "systemer"
value = 4300

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "OmegaTH"	
trigger2 = p2name = "youwilldiemortal"
trigger3 = p2name = "D.O.G."	
trigger4 = p2name = "Ultimate Chimera"
trigger5 = p2name = "AxAyAzSSS"
value = 2300

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "Alsiel Orozuchi"
value = 4000

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "Adolf Hitler" || p4name = "Adolf Hitler"
trigger2 = p2name = "Tiger Wood" || p4name = "Tiger Wood"	
value = 1111111200

[State 2200]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 2200]
type = NotHitBy
trigger1 = ishelper
value = SCA
time = -1
ignorehitpause = 1

[State 2200]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2= nofg
ignorehitpause = 1

[state a]
type = poweradd
trigger1 = time = 0
value = -7000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -7000
ignorehitpause = 1

[State 2200]
type = Explod
trigger1 = time = 10
anim = 13048
sprpriority = 5
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
pausemovetime = 2147483647
supermovetime = 2147483647

[State 2200]
type = Explod
trigger1 = time = 0
anim = 13046
sprpriority = 5
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
pausemovetime = 2147483647
supermovetime = 2147483647

[State 2200]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = 5
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub
pausemovetime = 2147483647
supermovetime = 2147483647

[State 2200]
type = Explod
trigger1 = Time = 0
anim = 28100
sprpriority = 5
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1
trans = sub
pausemovetime = 2147483647
supermovetime = 2147483647

[State a]
type = helper
trigger1=time=4||time=8
id = 22102
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 22102
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = Explod
trigger1 = AnimElemTime(12) >= 2
anim = 22131
sprpriority = 6
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 32600
sprpriority = 8
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
pausemovetime = 2147483647
supermovetime = 2147483647

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10000,20
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10000,21
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10000,63

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10000,4
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2200,0
volume = 255
freqmul = 0.9
ignorehitpause = 1

[State 2300]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 0,0,0
under = 2

[State 2300]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 50
value = 255,255,255
under = 2

[state 2200]
type = changestate
trigger1 = animtime = 0
value = 2205

[Statedef 2205]
type    = S
physics = N
velset = 0,0
juggle = 0
anim = 2206
ctrl = 0

[State 2205]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1

[State 2205]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 1

[State 2205]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 2205]
type = PlaySnd
trigger1 = Time = 0
value = 2200,1
volume = 255
freqmul = 0.9

[State 2205]
type = PlaySnd
trigger1 = Time = 20
value = 2563,0
volume = 255
channel = 9

[State 2205]
type = PlaySnd
trigger1 = Time = 20
value = 10000,51
volume = 255
freqmul = 0.7

[State 2205]
type = PlaySnd
trigger1 = Time = 20
value = 2300,0
volume = 255
freqmul = 0.7

[State 2205]
type = Explod
trigger1 = Time = 0
anim = 10130
id = 10130
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add

[State 2205]
type = bgpalfx
trigger1 = 1
time = 10
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,0
invertall = 0
color = 0
ignorehitpause = 1

[State -2]
type = NotHitBy
trigger1 = ishelper
value = SCA
time = -1
ignorehitpause = 1

[State 2205]
type = statetypeset
trigger1 = ishelper
movetype = A
physics = N
ignorehitpause = 1

[state 2205]
type = targetdrop
triggerall = numtarget > 0
trigger1 = time > 400
trigger2 = numtarget > 6
ignorehitpause = 1

[state 2205]
type = ReversalDef
triggerall = !ishelper
trigger1 = palno = 12
reversal.attr = SCA,AA,AT,AP
pausetime = 0,2
p2stateno = 1000045
ignorehitpause = 1

[state 2205]
type = targetdrop
triggerall = numtarget > 0
trigger1 = numtarget > 6
trigger2 = numtarget
trigger2 = target,stateno != 1000045
trigger2 = !target,ishelper
ignorehitpause = 1

[State 2205]
type = targetstate
triggerall = numtarget
trigger1 = enemy,alive=0&&!(enemy,stateno=104011||enemy,stateno=5150)
value = 104011
ignorehitpause = 1

[state 2205]
type = targetstate
triggerall = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = roundstate = 3
value = 5150
ignorehitpause = 1

[State 2205]
type = destroyself
triggerall = ishelper
trigger1 = time > 395 || root,time > 400
trigger2 = roundstate != 2
ignorehitpause = 1

[State 2205]
type = statetypeset
triggerall = !ishelper
triggerall = time = [118,400]
trigger1 = random = [0,20]
trigger2 = random = [41,60]
trigger3 = random = [81,100]
movetype = A
ignorehitpause = 1

[State 2205]
type = statetypeset
triggerall = !ishelper
triggerall = time = [118,400]
trigger1 = random = [21,40]
trigger2 = random = [61,80]
trigger3 = random = [101,120]
movetype = I
ignorehitpause = 1

[State 2205]
type = Turn
trigger1 = P2dist X < 0

[state 2210]
type = changestate
trigger1 = time >= 400
value = 2210

[Statedef 2210]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2211
ctrl = 0

[State 2210]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 2210]
type = NotHitBy
trigger1 = ishelper
value = SCA
time = -1
ignorehitpause = 1

[State 2210]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[state 2210]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 11800]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

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

[state a]
type = poweradd
trigger1 = time = 0
value = -1000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -1000
ignorehitpause = 1

[State 800]
type = Projectile
trigger1 = AnimElem = 1
trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, NA
projanim = 22149
projhitanim = -1
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 3
postype = p1
offset = 0,0
velocity = 0
numhits = 0
givepower = 0,0
hitflag = M
sparkno = -1
guard.sparkno = -1
guardsound = -1
p1facing = ifelse (command = "holdback", -1, 1) 
p2facing = 1        
p1stateno = 11801       
p2stateno = 11805 
fall = 1

[State 800, 2]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 11801]
type    = S
movetype= A
physics = N
anim = 12110
juggle  = 8
sprpriority = 2

[State 801]
type = PlaySnd
trigger1 = AnimElem = 2
value = 801, 0

[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 42,0

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

[State 801]
type = Explod
trigger1 = time = 50
anim = 22107
sprpriority = 4
postype = p1
velset = 0,0
pos = 70,-140
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = time = 70
anim = 22107
sprpriority = 4
postype = p1
velset = 0,0
pos = 70,-140
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = time = 90
anim = 22107
sprpriority = 4
postype = p1
velset = 0,0
pos = 70,-140
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = time = 110
anim = 22107
sprpriority = 4
postype = p1
velset = 0,0
pos = 70,-140
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = time = 130
anim = 22107
sprpriority = 4
postype = p1
velset = 0,0
pos = 70,-140
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = time = 150
anim = 22107
sprpriority = 4
postype = p1
velset = 0,0
pos = 70,-140
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = time = 50
anim = 2552
sprpriority = 3
postype = p1
velset = 0,0
pos = 70,5
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 801]
type = Explod
trigger1 = time = 70
anim = 2552
sprpriority = 3
postype = p1
velset = 0,0
pos = 70,5
bindtime = 1
supermove = 0
under = 0
ownpal = 1
[State 801]
type = Explod
trigger1 = time = 90
anim = 2552
sprpriority = 3
postype = p1
velset = 0,0
pos = 70,5
bindtime = 1
supermove = 0
under = 0
ownpal = 1
[State 801]
type = Explod
trigger1 = time = 110
anim = 2552
sprpriority = 3
postype = p1
velset = 0,0
pos = 70,5
bindtime = 1
supermove = 0
under = 0
ownpal = 1
[State 801]
type = Explod
trigger1 = time = 130
anim = 2552
sprpriority = 3
postype = p1
velset = 0,0
pos = 70,5
bindtime = 1
supermove = 0
under = 0
ownpal = 1
[State 801]
type = Explod
trigger1 = time = 150
anim = 2552
sprpriority = 3
postype = p1
velset = 0,0
pos = 70,5
bindtime = 1
supermove = 0
under = 0
ownpal = 1
[state a]
type = targetstate
trigger1 = time = 150
value = 11806
[State 3040, 7]
type = EnvColor
trigger1 = Time = 50||Time = 70||Time = 90 || Time = 110 ||Time = 130 || Time = 150
ignorehitpause = 1
time = 3
value = 255,0,0
under = 2
[State 1851]
type = PlaySnd
trigger1 = Time = 50||Time = 70||Time = 90 || Time = 110 ||Time = 130 || Time = 150
value = 10000,12
[State 1851]
type = PlaySnd
trigger1 = Time = 50||Time = 70||Time = 90 || Time = 110 ||Time = 130 || Time = 150
value = 10000,28
[State 11001]
type = EnvShake
trigger1 = Time = 50||Time = 70||Time = 90 || Time = 110 ||Time = 130 || Time = 150
time = 7
ampl = -7
freq = 95
phase = 95
[State -2]
type = targetLifeAdd
trigger1 = 1
value = -(Ceil(0.0015 * Const(data.life)))
absolute = 1
ignorehitpause = 1
[State 801]
type = Width
trigger1 = 1
edge = 60,0
[state 801] 
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 11805]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 805]
type = VarRangeSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
value = 0

[State 805]
type = VarRangeSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
fvalue = 0
IgnoreHitPause = 1

[State 805]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
sysvar(1) = 0
IgnoreHitPause = 1

[State 805]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
sysvar(2) = 0
IgnoreHitPause = 1

[State 805]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
sysvar(3) = 0
IgnoreHitPause = 1

[State 805]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
sysvar(4) = 0
IgnoreHitPause = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 805

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 50
value = 806

[state a]
type = velset
trigger1 = time = 20
x = -2
y = -3

[state a]
type = veladd
trigger1 = vel x < 0
x = 0.1

[state a]
type = veladd
trigger1 = vel y < 0
y = 0.1

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

[Statedef 11806]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 806]
type = VarRangeSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
value = 0

[State 806]
type = VarRangeSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
fvalue = 0
IgnoreHitPause = 1

[State 806]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
sysvar(1) = 0
IgnoreHitPause = 1

[State 806]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
sysvar(2) = 0
IgnoreHitPause = 1

[State 806]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
sysvar(3) = 0
IgnoreHitPause = 1

[State 806]
type = VarSet
trigger1 = enemynear,name="Naraku No Yuki"&&!ishelper&&name!="Naraku No Yuki"
sysvar(4) = 0
IgnoreHitPause = 1

[State 806]
type = NotHitBy
trigger1 = 1
value = SCA

[State 806]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 806]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[state 806]
type = velset
trigger1 = animelem = 1
x = -1.5
y = -10

[State 806]
type = VelAdd
Trigger1 = 1;animelem = 3,>= 0
y = .4

[State 806] 
type = lifeadd
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = -50
absolute = 1

[State 806]
type = lifeset
triggerall = enemynear,name="Naraku No Yuki"
trigger1 = Vel Y > 0 && Pos Y >= 0
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1

value = 0
[State 806] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;Cure
[Statedef 300800]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 196011
ctrl     = 0
sprpriority = 2

[state a]
type = poweradd
trigger1 = time = 0
value = -3000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -3000
ignorehitpause = 1

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 24
movetime = 24
anim = -1

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,20

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,63

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 140
value = 2000,0
volume = 255
freqmul = 0.9

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 310
value = 10000,15
volume = 255
freqmul = 0.9

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 32600
sprpriority = 8
postype = p1
pos = 6,21
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
supermovetime = 2147483647
pausemovetime = 2147483647

[State 30080]
type = helper
triggerall = palno != [7,12]
trigger1 = time = 0
id = 2320
persistent = 0
name = "kabe1"
postype = p2
stateno = 2320
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 6400000]
type = Explod
trigger1 = time = 345
trigger1 = numexplod(32600) = 0
anim = 32600
id = 32600
sprpriority = 8
postype = p1
pos = 6,21
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = 0.5,0.5
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = Projectile
trigger1 = time >= 118
trigger1 = time <= 340
trigger1 = p2stateno != 40
attr = S, NA
projanim = 19610
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremovetime = 2
postype = p1
numhits = 0
hitflag = M
sprpriority = 5
priority = 6, Miss
p2facing = 1
p1stateno = 3008100
p2stateno = 3008200
p2facing = 1 
kill = 0

[state 19500]
type = posadd
trigger1 = time = [118,340]
trigger1 = random < 50
x = 50+((random%150)*0.5)

[state 19500]
type = posadd
trigger1 = time = [118,340]
trigger1 = random < 50
x = -50+((random%150)*0.5)

[State 30080]
type = Turn
trigger1 = P2dist X < 0

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 700]
type = AfterImage
trigger1 = time = 0
time = 60
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 2
TimeGap  = 1

[State 30080]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 3008100]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 10030
ctrl     = 0
sprpriority = -10

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 30081]
type = PosAdd
trigger1 = time = 1
x = P2dist X-50

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 30
value = 2300,2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 210
value = 10000,22

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 210
value = 10000,23

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 210
value = 2000,4

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 210
value = 240,0

[State 1020, 4]
type = EnvShake
trigger1 = Time = 210
time = 15
ampl = -12
freq = 95
phase = 95

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10000,5

[State 2000]
type = PlaySnd
trigger1 = time = 60
value = s10000,23

[State 2000]
type = PlaySnd
trigger1 = time = 120
value = s10000,24

[State 2000]
type = PlaySnd
trigger1 = time = 180
value = s10000,22

[State 2000]
type = PlaySnd
trigger1 = time = 210
value = s10000,23

[State 2000]
type = PlaySnd
trigger1 = time = 70
value = s10000,24

[State 2000]
type = PlaySnd
trigger1 = time = 145
value = s10000,22

[State 2000]
type = PlaySnd
trigger1 = time = 190
value = s10000,23

[State 2000]
type = PlaySnd
trigger1 = time = 40
value = s10000,24

[State 2000]
type = Explod
trigger1 = time = 60
trigger2 = time = 88
trigger3 = time = 90
trigger4 = time = 120
anim = 30080
pos = 62,-73
random = 10,10
ontop = 1
scale = 1,1
ownpal = 1

[State 2000]
type = Explod
trigger1 = time = 60
trigger2 = time = 88
trigger3 = time = 90
trigger4 = time = 120
anim = 30080
pos = 58,-78
random = 10,10
ontop = 1
scale = 1,1
ownpal = 1

[State 2000]
type = Explod
trigger1 = time = 60
trigger2 = time = 120
trigger3 = time = 210
anim = 30070
pos = 50,-73
random = 10,10
ontop = 1
scale = 0.20,0.20
ownpal = 1

[State 2000]
type = Explod
trigger1 = time = 80
trigger2 = time = 140
trigger3 = time = 210
anim = 31070
pos = 45,-73
random = 10,10
ontop = 1
scale = 0.35,0.35
ownpal = 1

[State 2000]
type = Explod
trigger1 = time = 60
trigger2 = time = 88
trigger3 = time = 90
trigger4 = time = 120
trigger5 = time = 210
anim = 30090 ; 30070
pos = 50,-73
random = 10,10
ontop = 1
ownpal = 1

[State 2000]
type = Explod
trigger1 = time = 60
trigger2 = time = 120
trigger3 = time = 210
anim = 30090
pos = 52,-65
random = 10,10
scale = 0.70,0.70
ontop = 1
ownpal = 1

[State 2000]
type = Explod
trigger1 = time = 150
trigger2 = time = 180
trigger3 = time = 210
anim = 31090
pos = 48,-73
random = 10,10
scale = 0.50,0.50
ontop = 1
ownpal = 1

[State 2000]
type = Explod
trigger1 = time = 60
trigger2 = time = 88
trigger3 = time = 90
trigger4 = time = 120
trigger5 = time = 135
trigger6 = time = 210
anim = 32090
pos = 55,-69
random = 10,10
scale = 0.30,0.30
ontop = 1
ownpal = 1

[State 2000]
type = Explod
trigger1 = time = 60
trigger2 = time = 90
trigger3 = time = 135
trigger4 = time = 210
anim = 33090
pos = 58,-76
random = 10,10
ontop = 1
ownpal = 1

[State 810,]
type = EnvShake
trigger1 = time = 60
trigger2 = time = 88
trigger3 = time = 90
trigger4 = time = 120
trigger5 = time = 135
trigger6 = time = 150
trigger7 = time = 180
trigger8 = time = 210
time = 4
freq = 180
ampl = 2

[State 3040, 7]
type = EnvColor
trigger1 = Time = 60||Time = 120||Time = 180 || Time = 210
ignorehitpause = 1
time = 3
value = 255,0,0
under = 2

[State 1851]
type = PlaySnd
trigger1 = Time = 0||Time = 60||Time = 120||Time = 180
value = 10000,26

[State 11001]
type = EnvShake
trigger1 = Time = 60||Time = 120||Time = 180
time = 7
ampl = -7
freq = 95
phase = 95

[State 12360]
type = lifeadd
trigger1 = (gametime%6)=0
value = (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1

[State 700]
type = AfterImage
trigger1 = time = 0
time = 160
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 2
TimeGap  = 1

[State 2000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 3008200]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 20

[State 30082]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 30082]
type = DestroySelf
trigger1 = 1
ignorehitpause = 1

[State 12360]
type = PlaySnd
triggerall = alive
trigger1 = (GameTime%30) = 1
value = 11,0
freqmul = 1.8+((random%4)*0.2)
volume = 255

[State 12360]
type = lifeadd
trigger1 = (gametime%6)=0
value = -(Ceil(0.01 * Const(data.life)))
kill = 0
absolute = 1
ignorehitpause = 1

[State 30082]
type = ChangeState
triggerall = name = "Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = 1
value = 50
ignorehitpause = 1

[State 30082]
type = ChangeAnim2
triggerall = name != "Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = 1
value = 5011
ignorehitpause = 1

[State 30082]
type = Turn
triggerall = name != "Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = P2dist X < 0
persistent = 0
ignorehitpause = 1

[State 30082]
type = VelSet
triggerall = name != "Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = 1
persistent = 0
x = 0
y = 0
ignorehitpause = 1

[State 30082]
type = VelSet
triggerall = name != "Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = enemy,name = "Naraku No Yuki"
trigger1 = enemy,stateno = 32800
trigger1 = enemy,time > 210
x = -3
y = -1
ignorehitpause = 1

[State 30082]
type = VelSet
triggerall = name != "Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = enemy,name != "Naraku No Yuki"
x = -1
y = -3
ignorehitpause = 1

[State 30082]
type = PosSet
triggerall = name != "Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = 1
y = -3
ignorehitpause = 1



[State 30082]
type = SelfState
triggerall = name != "Naraku No Yuki"
triggerall = ishelper = 0
trigger1 = enemy,name = "Naraku No Yuki"
trigger1 = enemy,stateno = 3008100
trigger1 = enemy,time > 210
trigger2 = enemy,name != "Naraku No Yuki"
value = 5050
ignorehitpause = 1

[Statedef 1030]
type =  S
movetype =A
physics =  S
juggle =    8
anim     = 24100
ctrl     = 0
sprpriority = 2

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 24
movetime = 24
anim = -1

[State 1]
type = changestate
triggerall = life <= lifemax/4
trigger1 = time = 0
value = 7100

[State -2]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 45
ignorehitpause = 1

[state a]
type = poweradd
trigger1 = time = 0
value = -1000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -1000
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,4

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 10000,20

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s192,1

[State 2000, 6]
type = posset
trigger1 = time = 0
y = 0

[State 2000, 6]
type = velset
trigger1 = time = 0
x = 0

[State 2000, 6]
type = velset
trigger1 = AnimElem = 3,>=0
x = 5

[State 1950]
type = HitDef
trigger1 = time = 0
attr = S,HA
getpower = 0
damage = 0,0
animtype = Hard
hitflag = MAFD
guardflag = MA
priority = 5
pausetime = 3,3
guardsound = -1
guard.sparkno = -1
ground.type = high
ground.slidetime = 10
ground.hittime = 10
ground.velocity = 0,0
air.velocity = 0,0
p1facing = 1
p1stateno = 1040

[State 700]
type = AfterImage
trigger1 = time = 0
time = 80
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[state a]
type = changestate
trigger1 = time >= 80
value = 0
ctrl = 1

[Statedef 1040]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 50
velset = 0,0
anim = 1041
ctrl = 0

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

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 200, random%3
volume = 255
freqmul = 0.9

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 10000,61

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 34500
id = 34500
sprpriority = 5
postype = p1
pos = 30,30
bindtime = 1
supermovetime = 8
ignorehitpause = 0
under = 0
ownpal = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = hard
damage    = 30
getpower = 30,30
guardflag = MA
pausetime = 3,4
sparkno = s22109 + (random%8)
sparkxy = -20, -70     
hitsound   = s2000,4
guard.sparkno = s22184
guardsound = s120,0
ground.type = Low
ground.slidetime = 36
ground.hittime = 36
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -8
air.velocity = -4,-8
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0

[state a]
type = Posadd
triggerall =  p2bodydist X >32
trigger1 = animelem = 1
x = 32

[state a]
type = Posadd
triggerall =  (p2bodydist X <=32)&&(p2bodydist X >10)
trigger1 = animelem = 1
x = (p2bodydist X) - 10 

[state a]
type = Posadd
triggerall =  p2bodydist X <=10
trigger1 = animelem = 1
x = 0

[State 700]
type = AfterImage
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 240]
type = ChangeState
trigger1 = AnimTime = 0
value = 1041
ctrl = 1

[Statedef 1041]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 50
velset = 0,0
anim = 1042
ctrl = 0

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

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 210, random%3
volume = 255
freqmul = 0.9

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 10000,61

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 34500
id = 34500
sprpriority = 5
postype = p1
facing = -1
vfacing = -1
pos = 45,-200
bindtime = 1
supermovetime = 8
ignorehitpause = 0
under = 0
ownpal = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = hard
damage    = 40
getpower = 30,30
guardflag = MA
pausetime = 3,4
sparkno = s22109 + (random%8)
sparkxy = -20, -70     
hitsound   = s2000,4
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 36
ground.hittime = 36
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -8
air.velocity = -4,-8
airguard.velocity = -6.5,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0

[state a]
type = Posadd
triggerall =  p2bodydist X >32
trigger1 = animelem = 1
x = 32

[state a]
type = Posadd
triggerall =  (p2bodydist X <=32)&&(p2bodydist X >10)
trigger1 = animelem = 1
x = (p2bodydist X) - 10 

[state a]
type = Posadd
triggerall =  p2bodydist X <=10
trigger1 = animelem = 1
x = 0

[State 240]
type = ChangeState
trigger1 = AnimTime = 0
value = 1042
ctrl = 1

[Statedef 1042]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
anim = 1043
ctrl = 0
sprpriority = 2

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

[State 210, 1]
type = PlaySnd
trigger1 = Time = 1
value = 200, random%3
volume = 255
freqmul = 0.9

[State 1015, 1]
type = VelSet
trigger1 = Time = 1
y = -6

[State 1010, 1]
type = VelSet
trigger1 = Time = 0 > 0
x = 2

[State 210, 2]
type = HitDef
trigger1 = Animelem = 3
attr = A, SA
animtype  = hard
damage    = 90
getpower = 30,30
guardflag = M                 
hitflag  = MAF                 
priority  = 4, Hit 
pausetime = 10,12  
sparkno = s22109 + (random%8)
sparkxy = -20, -70     
hitsound   = s2300,2
guard.sparkno = s22184
guardsound = s120,0
ground.type  = Low               
ground.slidetime= 25           
ground.hittime = 25            
ground.velocity = -.5,-7             
air.type = low                 
air.velocity = -.5, -7         
air.hittime = 12                
fall.recover = 0
fall = 1
envshake.time = 16
envshake.freq = 60
envshake.ampl = 4
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = 0

[state 1015, 5]
trigger1 = animelem = 2 > 0
type = Gravity

[State 700]
type = AfterImage
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 34300
id = 34300
sprpriority = 5
postype = p1
pos = 10,-30
bindtime = 1
supermovetime = 30
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 7]
type = PlaySnd
trigger1 = animelem = 2
value = 10000,19

[State 1000, 7]
type = PlaySnd
trigger1 = animelem = 2
value = 10000,60

[State 1015, 9]
type = ChangeState
trigger1 = animtime = 0
value = 1043

[Statedef 1043]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
anim = 1040
ctrl = 0
sprpriority = 2

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

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 210, random%3
volume = 255
freqmul = 0.9

[State 1015, 1]
type = VelSet
trigger1 = Time = 0
y = -5

[State 1010, 1]
type = VelSet
trigger1 = Time = 0
x = 2

[State 1010, 3]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = hard
damage    = 100,10
guardflag = M                 
hitflag  = MAF                 
priority  = 4, Hit 
pausetime = 10,12  
sparkno = s22109 + (random%8)
sparkxy = -20, -70   
hitsound   = s2300,2
guard.sparkno = s22184
guardsound = s120,0
ground.type = low            
ground.slidetime = 25         
ground.hittime = 25          
ground.velocity = -1.5,-5 
airguard.velocity = -1.9,-.8  
air.type  = low             
air.velocity = -4, -7  
air.hittime = 12              
fall  = 1
fall.recover = 0
envshake.time = 16
envshake.freq = 60
envshake.ampl = 4

[State 700]
type = AfterImage
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 34300
id = 34300
sprpriority = 5
postype = p1
pos = 10,-30
bindtime = 1
supermovetime = 30
ignorehitpause = 1
under = 0
ownpal = 1

[state 1015, 5]
trigger1 = animelem = 3 > 0
type = Gravity

[State 1000, 7]
type = PlaySnd
trigger1 = animelem = 3
value = 10000,19

[State 1000, 7]
type = PlaySnd
trigger1 = animelem = 3
value = 10000,60

[State 1015, 9]
type = ChangeState
trigger1 = animtime = 0
value = 1044

[Statedef 1044]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
anim = 1048
ctrl = 0
sprpriority = 2

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

[State 1011]
type  = VelSet
trigger1  = Time = 0
y  = -3

[State 1011]
type  = HitDef
trigger1 = Time = 0
attr  = A, SA                  
damage  = 250,15           
animtype  = digup           
guardflag = M                 
hitflag  = MAF                 
priority  = 4, Hit             
pausetime = 5,5          
sparkno = s22109 + (random%8)
sparkxy = -20, -70   
hitsound   = s2300,3
guard.sparkno = s22184
guardsound = s120,0         
ground.type = low            
ground.slidetime = 25         
ground.hittime = 25          
ground.velocity = -2,-5
airguard.velocity = -1.9,-.8  
air.type = low             
air.velocity = -2, -5   
air.hittime = 12              
fall = 1
fall.recover = 0
envshake.time = 20
envshake.freq = 150
envshake.ampl = -7

[State 700]
type = AfterImage
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 34400
id = 34400
sprpriority = 5
postype = p1
pos = 10,-30
bindtime = 1
supermovetime = 30
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 7]
type = PlaySnd
trigger1 = animelem = 2
value = 10000,5
volume = 255
freqmul = 0.9

[State 1000, 7]
type = PlaySnd
trigger1 = animelem = 2
value = 10000,19

[State 1000, 7]
type = PlaySnd
trigger1 = animelem = 2
value = 10000,60

[State 1015, 9]
type = ChangeState
trigger1 = animtime = 0
value = 1045

[Statedef 1045]
type    = A
physics = N
anim = 41
velset = 0,0
ctrl  = 0

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

[State 700]
type = AfterImage
trigger1 = time = 0
time = 35
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 1019, 1]
type = VelSet
trigger1 = Time = 0
x = -4
y = -1.5

[State 1011]
type  = VelSet
trigger1 = animelemtime(5) > 1
x = -2

[State 1011]
type = Veladd
trigger1 = 1
y = .4

[State 1012]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0 
trigger1 = AnimElemTime(2) > 0
value = 52

[State 1019, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1060]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
anim = 1048
ctrl = 0
sprpriority = 2

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

[State 1011]
type  = VelSet
trigger1  = Time = 0
y  = -3

[State 1011]
type  = HitDef
trigger1 = Time = 0
attr  = A, SA                  
damage  = 75,15           
animtype  = digup           
guardflag = M                 
hitflag  = MAF                 
priority  = 4, Hit             
pausetime = 5,5          
sparkno = s22109 + (random%8)
sparkxy = -20, -70   
hitsound   = s2300,2
guard.sparkno = s22184
guardsound = s120,0         
ground.type = low            
ground.slidetime = 25         
ground.hittime = 25          
ground.velocity = -2,-5
airguard.velocity = -1.9,-.8  
air.type = low             
air.velocity = -2, -5   
air.hittime = 12              
fall = 1
fall.recover = 0
envshake.time = 20
envshake.freq = 150
envshake.ampl = -7

[State 700]
type = AfterImage
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 34400
id = 34400
sprpriority = 5
postype = p1
pos = 10,-30
bindtime = 1
supermovetime = 30
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 7]
type = PlaySnd
trigger1 = animelem = 2
value = 2000,0
volume = 255
freqmul = 0.9

[State 1000, 7]
type = PlaySnd
trigger1 = animelem = 2
value = 10000,19

[State 1000, 7]
type = PlaySnd
trigger1 = animelem = 2
value = 10000,60

[State 1015, 9]
type = ChangeState
trigger1 = animtime = 0
value = 1061

[Statedef 1061]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
anim = 1049
ctrl = 0
sprpriority = 2

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

[State 1011]
type  = VelSet
trigger1  = Time = 0
y  = -3

[State 1011]
type  = VelSet
trigger1  = Time = 0
x  = 2.5

[State 1011]
type  = HitDef
trigger1 = Time = 0
attr  = A, SA                  
damage  = 75,15           
animtype  = digup           
guardflag = M                 
hitflag  = MAF                 
priority  = 4, Hit             
pausetime = 5,5          
sparkno = s22109 + (random%8)
sparkxy = -20, -70   
hitsound   = s2300,2
guard.sparkno = s22184
guardsound = s120,0         
ground.type = low            
ground.slidetime = 25         
ground.hittime = 25          
ground.velocity = -2,-5
airguard.velocity = -1.9,-.8  
air.type = low             
air.velocity = -2, -5   
air.hittime = 12              
fall = 1
fall.recover = 0
envshake.time = 20
envshake.freq = 150
envshake.ampl = -7

[State 700]
type = AfterImage
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 34400
id = 34400
sprpriority = 5
postype = p1
pos = 10,-30
bindtime = 1
supermovetime = 30
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 7]
type = PlaySnd
trigger1 = animelem = 2
value = 10000,19

[State 1000, 7]
type = PlaySnd
trigger1 = animelem = 2
value = 10000,60

[State 1015, 9]
type = ChangeState
trigger1 = animtime = 0
value = 1045

[Statedef 11760]
type    = A
movetype= H
physics = N
velset = 0,20

[State 11760]
type = SelfState
triggerall = name = "Naraku No Yuki"
trigger1 = time >= 0
trigger2 = var(55) !=gametime+123456789
value =  24640
ctrl = 1
ignorehitpause = 1

[State 1100]
type = NotHitBy
trigger1 = 1
value = A,SP

[State 1100]
type = SelfState
trigger1 = time > 0
value = 5050

[Statedef 7100]
type =  S
movetype =A
physics =  S
juggle =    8
anim     = 24100
ctrl     = 0
sprpriority = 2

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 24
movetime = 24
anim = -1

[State 1]
type = changestate
triggerall = palno = [6,12]
trigger1 = time = 0
value = 11220

[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, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,4

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 10000,20

[State -2]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 45
ignorehitpause = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s192,1

[State 2000, 6]
type = posset
trigger1 = time = 0
y = 0

[State 2000, 6]
type = velset
trigger1 = time = 0
x = 0

[State 2000, 6]
type = velset
trigger1 = AnimElem = 3,>=0
x = 7.5

[State 1950]
type = HitDef
trigger1 = time = 0
attr = S,HA
getpower = 0
damage = 0,0
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 5
pausetime = 0,0
sparkno = -1
sparkxy = -1
hitsound   = s800,1
guardsound = -1
guard.sparkno = -1
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = 0,0
air.velocity = 0,0
p1facing = 1
p2facing = 1
p1stateno = 7110
p2stateno = 2220

[State 700]
type = AfterImage
trigger1 = time = 0
time = 80
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[state a]
type = changestate
trigger1 = time >= 80
value = 0
ctrl = 1

;Orochi Reppuken
[Statedef 7110]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 24000
ctrl     = 0
sprpriority = 5

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

[State 810,1]
type = Width
trigger1 = 1
edge = 50,0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
trigger3 = AnimElem = 14
trigger4 = AnimElem = 22
trigger5 = AnimElem = 30
trigger6 = AnimElem = 35
trigger7 = AnimElem = 41
trigger8 = AnimElem = 49
trigger9 = AnimElem = 57
trigger10 = Animelem = 62
trigger11 = Animelem = 68
trigger12 = Animelem = 76
value = s221,0

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

[State 700]
type = AfterImage
trigger1 = time = 0
time = 207
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 3
TimeGap  = 2

[State 52, 1]
type = VelSet
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(90) <= 0
x = 0

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

[State 810, 1]
type = TargetBind
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(90) <= 0
pos = 50,0

[State 200,2]
type = HitDef
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 12 || AnimElem = 14 || AnimElem = 15
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s10000,43
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 22 || AnimElem = 23  || AnimElem = 24 || AnimElem =25 || AnimElem =30
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s225,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 35 || AnimElem =39 || AnimElem =42 || AnimElem =47 || AnimElem =48 || AnimElem =49
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s10000,10
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 50
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s10000,10
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 52
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s10000,43
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 56
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s10000,43
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 58
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s225,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 61
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s10000,43
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1

[State 200,2]
type = HitDef
trigger1 = AnimElem = 62
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s225,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1


[State 200,2]
type = HitDef
trigger1 = AnimElem = 63
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s225,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1


[State 200,2]
type = HitDef
trigger1 = AnimElem = 69 || AnimElem = 64
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s10000,43
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1

[State 200,2]
type = HitDef
trigger1 = AnimElem = 86  || AnimElem = 81 || AnimElem =74
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1
sparkxy = -1
hitsound = s240,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p1stateno = 7120
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl=1

[Statedef 2220]
type    = A
movetype= H
physics = N
velset = 0,0

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

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

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2512

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

[Statedef 7120]
type = S
movetype = A
physics = S
poweradd= 0
anim = 10000
ctrl = 0

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

[State 700]
type = AfterImage
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 10100
id = 10004
removetime = 40
scale = 0.6,0.6
pos = 15,-70
ownpal = 1
trans =sub
sprpriority = 999

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 10110
id = 10004
removetime = 40
scale = 0.6,0.6
pos = 15,-70
ownpal = 1
sprpriority = 999

[State 240, 4]
type = ModifyExplod
trigger1 = time > 0
trigger1 = time <= 0
id = 10004
scale = 0.09*(time-30),1

[State 2]
type = Projectile
trigger1 = numprojid(1005000) = 0
trigger1 = time = 0
attr = S, SA
animtype  = hard
damage = 21474836,21474836
getpower = 0,0
givepower = -2147483647
guardflag = 
projanim = 10050
projid = 1005000
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 35
postype = p1
offset = 15,-70
numhits = 999
pausetime = 0,30
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0

[state 23000]
type = targetdrop
trigger1 = roundstate>=3&&enemy,alive=0&&enemy,stateno=5150||numtarget>=7

[state 1030,2]
type = EnvShake
Trigger1 = time  = 20
time = 50
ampl = 6

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = s2000,2
volume = 255
freqmul = 0.9

[State 1000, 1]
type = PlaySnd
trigger1 = time = 0
value = 2563,4

[State 1000, 1]
type = PlaySnd
trigger1 = time = 0
value = 801,1

[State 700]
type = AfterImage
trigger1 = time = 0
time = 30
length  = 13
palcontrast =  256,0,256
palbright = 0,0,0
trans = add
frameGap  = 1
TimeGap  = 1

[State 3020, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Yami Beam
[Statedef 4300]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 4103
sprpriority = 3

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 4301
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = 641
supermove = 248613579
pausemove = 248613579
scale = 1,1
sprpriority = 3
ownpal = 0
ignorehitpause = 1

[state ]
type = AssertSpecial
trigger1 = anim = 4103
flag = NOFG
flag2 = NOBG
ignorehitpause = 1

[state ]
type = varset
trigger1 = anim = 4103
trigger1 = animelemtime(1)=0
sysvar(3)=9898

[State ]
type = PlaySnd
trigger1 = anim = 4103
trigger1 = AnimElem = 1
value = 210,2
freqmul = ifelse(random<=333,1,ifelse(random<=666,1.1,1.2))
volume = 999

[State ]
type = PlaySnd
trigger1 = anim = 4103
trigger1 = AnimElem = 1
value = 210,2
freqmul = ifelse(random<=333,1,ifelse(random<=666,1.1,1.2))
volume = 999

[State ]
type = PlaySnd
trigger1 = anim = 4103
trigger1 = AnimElem = 1
value = 10000,62
freqmul = 1
channel = 3

[State ]
type = Explod
trigger1 = time=1||time=5||time=9
anim = 55001
id = 3001
sprpriority = 3
postype = p1
velset = 0,0
pos = 21,-86
bindtime = 1
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
ignorehitpause = 1
under = 0
ownpal = 1
trans = add

[State ]
type = Explod
trigger1 = anim = 4103
trigger1 = animelemtime(4)=1
anim = 9898
id = 4300
sprpriority = 3
postype = p1
velset = 0,0
pos = 41,-89
scale = 1,1
bindtime = -1
removetime = 574
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
trans = add

[State ]
type = Explod
trigger1 = anim = 4103
trigger1 = animelemtime(4)=1
anim = 9898
id = 4300
sprpriority = 3
postype = p1
velset = 0,0
pos = 41,-89
scale = 1,1
bindtime = -1
removetime = 574
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
trans = add

[State ]
type = Explod
trigger1 = anim = 4103
trigger1 = animelemtime(4)=1
anim = 9898
id = 4300
sprpriority = 1
postype = p1
velset = 0,0
pos = 41,-89
scale = 1,1
bindtime = -1
removetime = 574
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State ]
type = Explod
trigger1 = anim = 4103
trigger1 = animelemtime(4)=1
anim = 4747
sprpriority = 1999
postype = p1
velset = 0,0
pos = 26,-88
scale = 0.20,0.20
bindtime = -1
removetime = 574
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[state ]
type = ModifyExplod
trigger1 = time > 500
ID = 4300
Scale = 1,1-0.01*(time-500)

[State ]
type = PlaySnd
trigger1 = anim = 4103
trigger1 = animelemtime(4)=1
value = 10000,62
freqmul = 0.6
channel = 3

[State ]
type = PlaySnd
triggerall = anim = 4103
trigger1 = animelemtime(4)=1
trigger2 = time=100||time=220||time=350
value = 10000,77
freqmul = 0.8
channel = 3

[State ]
type = Projectile
trigger1 = anim = 4103
trigger1 = time=[27,500]
projID = 4300
projanim = 4302
projremove = 0
projpriority = 99999999
projhitanim = -1
projremanim = -1
projsprpriority = 0
projshadow = 0,0,0
projremovetime = 1
projedgebound = 10000
projstagebound = 10000
projheightbound = -10000,10000
postype = p1
offset = 20,-95
numhits = 0
sparkno = -1
guard.sparkno = -1
sparkxy = 99999,99999
pausetime = 0,0
ground.velocity = 0,5
guard.velocity = 0
air.velocity = 0,5
attr = S,HA
animtype = back
damage = random/10
getpower = -2147483647,-2147483647
givepower = -2147483647,-2147483647
hitflag = MAFDP
guardflag = 
affectteam = B
fall = 1
fall.damage=2147483647
p2stateno = 5110
p2getp1state = 0

[State ]
type = Projectile
trigger1 = anim = 4103
trigger1 = time=[27,500]
projID = 4300
projanim = 4302
projremove = 0
projpriority = 99999999
projhitanim = -1
projremanim = -1
projsprpriority = 0
projshadow = 0,0,0
projremovetime = 1
projedgebound = 10000
projstagebound = 10000
projheightbound = -10000,10000
postype = p1
offset = 20,-95
numhits = 0
sparkno = -1
guard.sparkno = -1
sparkxy = 99999,99999
pausetime = 0,0
ground.velocity = 0,5
guard.velocity = 0
air.velocity = 0,5
attr = S,HT
animtype = back
damage = random/10
getpower = -2147483647,-2147483647
givepower = -2147483647,-2147483647
hitflag = MAFDP
guardflag = 
affectteam = B
fall = 1
fall.damage=2147483647
p2stateno = 511087
p2getp1state = 0

[State ]
type = PlaySnd
trigger1 = time = 600
value = 10000,76
freqmul = 1

[state ]
type = varset
trigger1 = time > 640
sysvar(3)=0

[State ]
type = ChangeState
trigger1 = time > 641
value = 0
ctrl = 1

[Statedef 511087]
[State ]
type = Null
trigger1 = 0

;Shungokusatsu [By P.o.T.S]
[Statedef 4000]
type=A
physics=N
movetype=A
anim=4000
ctrl=0
velset=0,0
juggle=0
facep2=1

[State 4000, strengthvar]
type=varset
trigger1= var(10)!=7
var(10)=7

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

[State 4000, snd]
type=playsnd
trigger1= !time
value=20000,1
channel=0
volume=200

[State 4000, superchargehelper]
type=helper
trigger1= !time
helpertype=normal
stateno=750000
ID=7500
name="Super Charge"
postype=p1
pos=14,-104
ownpal=1
pausemovetime=255
supermovetime=255

[State 4000, superchargepause]
type=superpause
trigger1= !time
time=60
anim=-1
sound=s10000,61
poweradd=-3000*(var(20)<=0)
p2defmul=1
darken=0

[State 4000, nhb]
type=nothitby
trigger1=1
time=1
value=SCA

[State 4000]
type=helper
trigger1= time=1
trigger1= (var(31):=anim || var(32):=animelemno(0)) ** 0
helpertype=normal
stateno=151109
name="Afterimage"
postype=p1
pausemovetime=255
supermovetime=255

[State 4000, vel]
type=velset
trigger1= 1
x=9
y=ifelse(p2dist y<0,-9,ifelse(p2dist y>0,9,0))

[State 4000, vel]
type=posadd
trigger1= time=1
x=ceil(p2dist x+24)
y=ceil(p2dist y)

[State 4000, vel]
type=turn
trigger1=p2dist x<0

[State snd]
type=playsnd
trigger1=time=1
value=s10000,63

[State 4000, snd]
type=playsnd
trigger1= animelemtime(1)>1
value=s10000,92
persistent=0

[State 4000, reversal]
type=reversaldef
trigger1= time
reversal.attr=SCA,AA,AT
p1stateno=4001
p2stateno=4002
pausetime=0,0
hitsound=-1
sparkno=-1
hitonce=0
numhits=0

[State 4000, hit]
type=hitdef
trigger1= time && (time%2)
attr=A,HT
hitflag=MAFD
priority=1,Miss
hitonce=0
numhits=0
sparkno=-1
p1facing=1
p1stateno=4001
fall=1 
fall.recover=0

[State useless]
type=varset
trigger1= time>=8
trigger1= !var(35) && !movecontact && !movereversed
trigger1= (p2dist y=[-90,20]) && (p2dist x=[0,40]) && p2stateno!=5120
var(35)=1

[State 4000, end]
type=changestate
trigger1= !animtime
value=ifelse(pos y, 51, 0)
ctrl=1

[Statedef 4001]
type=A
physics=N
movetype=A
anim=4001
ctrl=0
velset=0,0
sprpriority=1

[State 4001, throw]
type=targetstate
trigger1=1
value=4002

[State 4001, throw]
type=changestate
trigger1=!numtarget
value=51
ctrl=1

[State 4001, snd]
type=playsnd
trigger1= !time
value=10000,54
channel=0

[State 4001, grabsound]
type=playsnd
trigger1= !time
value=800,1

;[State 4001, snd]
;type=playsnd
;trigger1= animelem=2
;value=9,(random%3)
;channel=7

[State 4001, snd]
type=playsnd
trigger1= animelem=2
value=2000,3
channel=7

[State 4001]
type=assertspecial
trigger1= animelemtime(2)>=0
flag=timerfreeze
flag2=nomusic

[State 4001, loop]
type=changeanim
trigger1= hitcount<999
trigger1= animelemtime(33)>=0 && animelemtime(34)<0
value=4001
elem=2+(random%30)

[State 4001, loop]
type=changeanim
triggerall= animelemtime(34)<0
trigger1= hitcount>=999
trigger2= numtarget
trigger2= target,ishelper && hitcount>=333
value=4001
elem=34

[State 4001, nothitby]
type=nothitby
trigger1=1
value=SCA
time=1

[State 4001, fadeout]
type=allpalfx
trigger1= animelemtime(1)=10
time=30
sinadd=-255,-255,-255,120

[State 4001, black]
type=envcolor
trigger1= animelemtime(2)>=0
time=4
value=0,0,0

[State 4001, assert]
type=assertspecial
trigger1= animelemtime(2)>=0
flag=nobardisplay

[State 4001, bind]
type=targetbind
trigger1=1
pos=45,0

[State 4001, hitadd]
type=hitadd
trigger1= animelem=2 || animelem=3 || animelem=4 || animelem=5 || animelem=6 || animelem=7 || animelem=8 || animelem=9
trigger2= animelem=10 || animelem=11 || animelem=12 || animelem=13 || animelem=14 || animelem=15
trigger3= animelem=16 || animelem=17 || animelem=18 || animelem=19 || animelem=20 || animelem=21 || animelem=22 || animelem=23 || animelem=24 || animelem=25
trigger4= animelem=26 || animelem=27 || animelem=28 || animelem=29 || animelem=30 || animelem=31 || animelem=32 || animelem=33 || animelem=34
value=10+(random%10)

[State 4001, hitdamage]
type=targetlifeadd
trigger1= animelem=2 || animelem=3 || animelem=4 || animelem=5 || animelem=6 || animelem=7 || animelem=8 || animelem=9 || animelem=10
trigger2= animelem=10 || animelem=11 || animelem=12 || animelem=13 || animelem=14 || animelem=15 || animelem=16 || animelem=17
trigger3= animelem=18 || animelem=19 || animelem=20 || animelem=21 || animelem=22 || animelem=23 || animelem=24 || animelem=25 || animelem=26
trigger4= animelem=27 || animelem=28 || animelem=29 || animelem=30 || animelem=31 || animelem=32 || animelem=33 || animelem=34
value= -9999
kill=0
absolute=1

[State 4001, hitsnd]
type=playsnd
trigger1= animelem=2 || animelem=3 || animelem=4 || animelem=5 || animelem=6 || animelem=7 || animelem=8 || animelem=9 || animelem=10
trigger2= animelem=10 || animelem=11 || animelem=12 || animelem=13 || animelem=14 || animelem=15 || animelem=16 || animelem=17
trigger3= animelem=18 || animelem=19 || animelem=20 || animelem=21 || animelem=22 || animelem=23 || animelem=24 || animelem=25 || animelem=26
trigger4= animelem=27 || animelem=28 || animelem=29 || animelem=30 || animelem=31 || animelem=32 || animelem=33 || animelem=34
value=310,(random%3)
channel=2
freqmul= .75 + (random/2000.0)
volume=-128

[State 4001, sparks]
type=explod
trigger1= animelem=2 || animelem=3 || animelem=4 || animelem=5 || animelem=6 || animelem=7 || animelem=8 || animelem=9
trigger2= animelem=10 || animelem=11 || animelem=12 || animelem=13 || animelem=14 || animelem=15
trigger3= animelem=16 || animelem=17 || animelem=18 || animelem=19 || animelem=20 || animelem=21 || animelem=22 || animelem=23 || animelem=24 || animelem=25
trigger4= animelem=26 || animelem=27 || animelem=28 || animelem=29 || animelem=30 || animelem=31 || animelem=32 || animelem=33 || animelem=34
anim=22109;(random%4)
ontop=1
postype=left
pos=160,120
random=240,160
facing=ifelse(random<500,-1,1)
vfacing=ifelse(random<500,-1,1)
ownpal=1
scale = 0.70,0.70
pausemovetime=-1
supermovetime=-1

[State 4001, sparks]
type=explod
trigger1= animelem=2 || animelem=3 || animelem=4 || animelem=5 || animelem=6 || animelem=7 || animelem=8 || animelem=9
trigger2= animelem=10 || animelem=11 || animelem=12 || animelem=13 || animelem=14 || animelem=15
trigger3= animelem=16 || animelem=17 || animelem=18 || animelem=19 || animelem=20 || animelem=21 || animelem=22 || animelem=23 || animelem=24 || animelem=25
trigger4= animelem=26 || animelem=27 || animelem=28 || animelem=29 || animelem=30 || animelem=31 || animelem=32 || animelem=33 || animelem=34
anim=22110;(random%4)
ontop=1
postype=p1
pos=0,-64
random=80,80
facing=ifelse(random<500,-1,1)
vfacing=ifelse(random<500,-1,1)
ownpal=1
scale = 0.70,0.70
pausemovetime=-1
supermovetime=-1

[State 4001, sparks]
type=explod
trigger1= animelem=2 || animelem=3 || animelem=4 || animelem=5 || animelem=6 || animelem=7 || animelem=8 || animelem=9
trigger2= animelem=10 || animelem=11 || animelem=12 || animelem=13 || animelem=14 || animelem=15
trigger3= animelem=16 || animelem=17 || animelem=18 || animelem=19 || animelem=20 || animelem=21 || animelem=22 || animelem=23 || animelem=24 || animelem=25
trigger4= animelem=26 || animelem=27 || animelem=28 || animelem=29 || animelem=30 || animelem=31 || animelem=32 || animelem=33 || animelem=34
anim=22111;(random%4)
ontop=1
postype=left
pos=160,120
random=240,160
facing=ifelse(random<500,-1,1)
vfacing=ifelse(random<500,-1,1)
ownpal=1
scale = 0.70,0.70
pausemovetime=-1
supermovetime=-1

[State 4001, sparks]
type=explod
trigger1= animelem=2 || animelem=3 || animelem=4 || animelem=5 || animelem=6 || animelem=7 || animelem=8 || animelem=9
trigger2= animelem=10 || animelem=11 || animelem=12 || animelem=13 || animelem=14 || animelem=15
trigger3= animelem=16 || animelem=17 || animelem=18 || animelem=19 || animelem=20 || animelem=21 || animelem=22 || animelem=23 || animelem=24 || animelem=25
trigger4= animelem=26 || animelem=27 || animelem=28 || animelem=29 || animelem=30 || animelem=31 || animelem=32 || animelem=33 || animelem=34
anim=22112;(random%4)
ontop=1
postype=p1
pos=0,-64
random=80,80
facing=ifelse(random<500,-1,1)
vfacing=ifelse(random<500,-1,1)
ownpal=1
scale = 0.70,0.70
pausemovetime=-1
supermovetime=-1

[State 4001, sparks]
type=explod
trigger1= animelem=2 || animelem=3 || animelem=4 || animelem=5 || animelem=6 || animelem=7 || animelem=8 || animelem=9
trigger2= animelem=10 || animelem=11 || animelem=12 || animelem=13 || animelem=14 || animelem=15
trigger3= animelem=16 || animelem=17 || animelem=18 || animelem=19 || animelem=20 || animelem=21 || animelem=22 || animelem=23 || animelem=24 || animelem=25
trigger4= animelem=26 || animelem=27 || animelem=28 || animelem=29 || animelem=30 || animelem=31 || animelem=32 || animelem=33 || animelem=34
anim=22113;(random%4)
ontop=1
postype=left
pos=160,120
random=240,160
facing=ifelse(random<500,-1,1)
vfacing=ifelse(random<500,-1,1)
ownpal=1
scale = 0.70,0.70
pausemovetime=-1
supermovetime=-1

[State 4001, sparks]
type=explod
trigger1= animelem=2 || animelem=3 || animelem=4 || animelem=5 || animelem=6 || animelem=7 || animelem=8 || animelem=9
trigger2= animelem=10 || animelem=11 || animelem=12 || animelem=13 || animelem=14 || animelem=15
trigger3= animelem=16 || animelem=17 || animelem=18 || animelem=19 || animelem=20 || animelem=21 || animelem=22 || animelem=23 || animelem=24 || animelem=25
trigger4= animelem=26 || animelem=27 || animelem=28 || animelem=29 || animelem=30 || animelem=31 || animelem=32 || animelem=33 || animelem=34
anim=22114;(random%4)
ontop=1
postype=p1
pos=0,-64
random=80,80
facing=ifelse(random<500,-1,1)
vfacing=ifelse(random<500,-1,1)
ownpal=1
scale = 0.70,0.70
pausemovetime=-1
supermovetime=-1

[State 4001, sparks]
type=explod
trigger1= animelem=2 || animelem=3 || animelem=4 || animelem=5 || animelem=6 || animelem=7 || animelem=8 || animelem=9
trigger2= animelem=10 || animelem=11 || animelem=12 || animelem=13 || animelem=14 || animelem=15
trigger3= animelem=16 || animelem=17 || animelem=18 || animelem=19 || animelem=20 || animelem=21 || animelem=22 || animelem=23 || animelem=24 || animelem=25
trigger4= animelem=26 || animelem=27 || animelem=28 || animelem=29 || animelem=30 || animelem=31 || animelem=32 || animelem=33 || animelem=34
anim=22115;(random%4)
ontop=1
postype=left
pos=160,120
random=240,160
facing=ifelse(random<500,-1,1)
vfacing=ifelse(random<500,-1,1)
ownpal=1
scale = 0.70,0.70
pausemovetime=-1
supermovetime=-1

[State 4001, sparks]
type=explod
trigger1= animelem=2 || animelem=3 || animelem=4 || animelem=5 || animelem=6 || animelem=7 || animelem=8 || animelem=9
trigger2= animelem=10 || animelem=11 || animelem=12 || animelem=13 || animelem=14 || animelem=15
trigger3= animelem=16 || animelem=17 || animelem=18 || animelem=19 || animelem=20 || animelem=21 || animelem=22 || animelem=23 || animelem=24 || animelem=25
trigger4= animelem=26 || animelem=27 || animelem=28 || animelem=29 || animelem=30 || animelem=31 || animelem=32 || animelem=33 || animelem=34
anim=22116;(random%4)
ontop=1
postype=p1
pos=0,-64
random=80,80
facing=ifelse(random<500,-1,1)
vfacing=ifelse(random<500,-1,1)
ownpal=1
scale = 0.70,0.70
pausemovetime=-1
supermovetime=-1

[State 4001, shake]
type=envshake
trigger1= animelem=2 || animelem=3 || animelem=4 || animelem=5 || animelem=6 || animelem=7 || animelem=8 || animelem=9 || animelem=10
trigger2= animelem=10 || animelem=11 || animelem=12 || animelem=13 || animelem=14 || animelem=15 || animelem=16 || animelem=17
trigger3= animelem=18 || animelem=19 || animelem=20 || animelem=21 || animelem=22 || animelem=23 || animelem=24 || animelem=25 || animelem=26
trigger4= animelem=27 || animelem=28 || animelem=29 || animelem=30 || animelem=31 || animelem=32 || animelem=33 || animelem=34
time=2
freq=90
ampl=-3

[State 4001, vel]
type=velset
trigger1= animelemtime(2)>0
trigger1= !(gametime%20) && random<500
x=-20+(random/25.0)
y=-20+(random/25.0)

[State 4001, vel]
type=velmul
trigger1= vel x>0 && frontedgebodydist<=0
trigger2= vel x<0 && backedgebodydist<=0
x=-1

[State 4001, vel]
type=velmul
trigger1= vel y>0 && pos y>=0
trigger2= vel y<0 && screenpos y<=0
y=-1

[State 4001, vel]
type=posset
trigger1= animelemtime(2)>=0 && pos y>0
y=0

[State 4001, interrupt]
type=changestate
;trigger1= hitcount=100
;trigger1= animelemtime(2)>0 && numtarget=1
trigger1= target,name="Rare Akuma" && target,authorname="Phantom.of.the.Server"
trigger1= target,name="Naraku No Yuki"
value=4020

[State 4001, end]
type=changestate
trigger1= !animtime
value=4010

[Statedef 4010]
type=A
physics=N
movetype=A
anim=12110
velset=0,0
ctrl=0

[State 4010, snd]
type=posset
trigger1=!time
x=0
y=0

[State 4010, bind]
type=targetbind
trigger1= !time
pos=0,0

[State 4010, throw]
type=targetstate
trigger1= !time
value=4003

[State 4010, throw]
type=targetstate
trigger1= animelem=3
value=4004

[State 4010, damage]
type=targetlifeadd
trigger1= animelem=3
value=-2147483648
kill=1
absolute=1

[State 4001, nothitby]
type=nothitby
trigger1=1
value=SCA
time=1

[State 4010, spin]
type=angleset
trigger1=1
value=0

[State 4010]
type=bgpalfx
trigger1=time<20
time=2
mul= ceil(12.8*time), 0, 0

[State 4010]
type=bgpalfx
trigger1=time>=20
time=2
mul=256,0,0

[State 4010, assert]
type=assertspecial
trigger1=1
flag=nobardisplay

[State 4010, snd]
type=playsnd
trigger1= !time
value=10000,51

[State 4010, snd]
type=playsnd
trigger1= animelem=2
value=2000,2
channel=0

[State 4010, snd]
type=playsnd
trigger1= animelem=3
value=10000,29

[State 4010, snd]
type=playsnd
trigger1= animelem=3
value=10000,87

[State 4010, dust]
type=explod
trigger1= animelem=3
anim=2552
sprpriority=3
postype=p1
scale=1,1
ownpal=1
pausemovetime=-1
supermovetime=-1

[State 4010, dust]
type=explod
trigger1= animelem=3
anim=22108
sprpriority=4
pos = 0,-70
postype=p1
scale=1,1
ownpal=1
pausemovetime=-1
supermovetime=-1

[state a]
type = playsnd
trigger1 = animelem=3
value = 10000,57
volume = 255

[state a]
type = playsnd
trigger1 = animelem=3
value = 10000,28
volume = 255

[state a]
type = playsnd
trigger1 = animelem=3
value = 10000,49
volume = 255

[State 1000, 5]
type = Explod
trigger1 = animelem=3
anim = 10090
id = 10090
sprpriority = 2147483646
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 5
supermove = 0
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = animelem=3
anim = 10090
id = 10090
sprpriority = 2147483646
postype = p1
pos = 0,30
ownpal = 1
bindtime = 1
removetime = 15
supermove = 0
scale = 0.8,0.8
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = animelem=3
anim = 10090
id = 10090
sprpriority = 2147483646
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 20
supermove = 0
scale = 0.6,0.6
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = animelem=3
anim = 10090
id = 10090
sprpriority = 2147483646
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
removetime = 25
supermove = 0
scale = 0.3,0.3
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = animelem=3
anim = 2551
id = 2551
ownpal = 1
sprpriority = 21474836
postype = p1
pos = 0,5
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = animelem=3
anim = 22108
sprpriority = 2147483647
postype = p1
pos = 0,-70
ownpal = 1
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1412]
type = EnvShake
trigger1 = animelem=3
time = 15
ampl = -15
freq = 95
phase = 95

[State 4010, shake]
type=envshake
trigger1= animelem=3
time=30
freq=60
ampl=6

[State 4010, end]
type=changestate
trigger1=time>=120
value=4011

[Statedef 4011]
type=A
physics=A
movetype=A
anim=11050
velset=0,0
ctrl=0

;[State 4011, snd]
;type=posset
;trigger1=!time
;x=ifelse(facing=-1,-40,40)
;y=ceil(pos y-screenpos y)-80

;[State 4011]
;type=angledraw
;trigger1=1
;scale=1,1

[State 4011, throw]
type=targetstate
trigger1= !time
value=4005

[State 4011]
type=screenbound
trigger1=1
value=1
movecamera=1,0

[Statedef 4020]
type=S
physics=S
movetype=H
anim=5910
velset=-10,0
ctrl=0

[State 4020, target]
type=targetstate
trigger1= !time && numtarget
value=4021

[State 4020, anim]
type=changeanim
trigger1= anim=5910 && time=45
value=5911

[State 4020, pos]
type=posset
trigger1=!time
x=0
y=0

[State 4020, snd]
type=stopsnd
trigger1= !time
channel=7

[State 4020, snd]
type=playsnd
trigger1= !time
value=191,0
channel=0

[State 4020, lightning]
type=helper
trigger1= !time
helpertype=normal
stateno=402502
ID=4025
postype=p1
pos=0,-60
ownpal=1
pausemovetime=255
supermovetime=255

[State 4020, end]
type=changestate
trigger1= anim=5911 && !animtime
trigger2= time>=54
value=0
ctrl=1

[Statedef 4002]
type=A
physics=N
movetype=H
velset=0,0
ctrl=0

[State 4002, anim]
type=changeanim2
trigger1= !time
value=4002

[State 4002, nhb]
type=nothitby
trigger1=1
time=1
value=SCA

[State 4002, end]
type=selfstate
trigger1=time>=60
value=5030

[Statedef 4003]
type=L
physics=C
movetype=H
velset=0,0
ctrl=0

[State 4003, anim]
type=changeanim2
trigger1= !time
value=4003

[State 4004, nhb]
type=nothitby
trigger1=1
time=1
value=SCA

[Statedef 4004]
type=L
physics=C
movetype=H
velset=0,0
ctrl=0

[State 4004, nhb]
type=nothitby
trigger1=1
time=1
value=SCA

[State 4004, damage]
type=lifeset
trigger1=1
value=0

[State 4004, anim]
type=changeanim
trigger1= !time
value=5080

[State 4004, end]
type=destroyself
trigger1= time>=300 && ishelper

[State 4004, end]
type=selfstate
trigger1=time>=300
value=5120

[Statedef 4005]
type=L
physics=C
movetype=H
velset=0,0
ctrl=0

[State 4005, end]
type=varset
trigger1=1
sysvar(0)=1

[State 4005, end]
type=selfstate
trigger1=1
value=ifelse(alive, 5110, 5150)

[Statedef 4021]
type=S
physics=S
movetype=H
anim=0
velset=-10,0
ctrl=0

[State 4021, pos]
type=posset
trigger1=!time
x=0
y=0

[State 4021, end]
type=destroyself
trigger1= ishelper

[State 4021, anim]
type=changeanim
trigger1= !time && selfanimexist(150)
value=150

[State 4021, anim]
type=changeanim
trigger1= anim=150 && selfanimexist(140) && time>=45
value=140

[State 4021, end]
type=selfstate
trigger1= anim=140 && !animtime
trigger2= time>=54
value=0
ctrl=1

;Infernal Light
[Statedef 4400]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2200
ctrl = 0
sprpriority = 99

[state a]
type = poweradd
triggerall = palno !=  [7,12]
trigger1 = time = 0
value = -2000
ignorehitpause = 1

[State 2000, 2]
type = varadd
triggerall = palno != [7,12]
trigger1 = time = 0
var(57) = -2000
ignorehitpause = 1

[state a]
type = poweradd
triggerall = palno = [7,12]
trigger1 = time = 0
value = -5000
ignorehitpause = 1

[State 2000, 2]
type = varadd
triggerall = palno = [7,12]
trigger1 = time = 0
var(57) = -5000
ignorehitpause = 1

[State 4400]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = timerfreeze

[State 4400]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 4400]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 4400]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -5
postype = p1
pos = 4,-72
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 4400]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 999
postype = p1
pos = 4,-72
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 4400]
type = PlaySnd
trigger1 = Time = 0
value = 10000,32
volume = -50

[State 4400]
type = PlaySnd
trigger1 = Time = 10
value = 2000,0
volume = 255
freqmul = 0.9

[state 4400]
type = changestate
trigger1 = animtime = 0
value = 4405

[Statedef 4405]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2205
sprpriority = 9999
ctrl = 0

[State 4405]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = timerfreeze

[State 4405]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 255,255,255
under = 2

[State 4405]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 4405]
type = PlaySnd
trigger1 = Time = 70
value = 2000,1
volume = 255
freqmul = 0.9

[State 4405]
type = PlaySnd
trigger1 = Time = 140
value = 2000,2
volume = 255
freqmul = 0.9

[State 4405]
type = PlaySnd
trigger1 = Time = 0
value = 10000,34
volume = 255

[State 2000]
type = Explod
trigger1 = time = 0
anim = 34200
id = 34200
postype = back
pos = 160,0
scale = 1.1,1.1
sprpriority = 999
ignorehitpause = 1
bindtime = -1
removetime = -1
supermove = 1
under = 0
ownpal = 1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 34215
id = 34200
postype = back
pos = 160,0
scale = 1.1,1.1
sprpriority = 999
ignorehitpause = 1
bindtime = -1
removetime = -1
supermove = 1
under = 0
ownpal = 1

[State 4405]
type = Projectile
triggerall = palno = [7,12]
triggerall = !ishelper
trigger1 = (GameTime%9) = 1
attr = A, NA
projanim = 99999
projid = 100000
projremove = 0
projremovetime = 5
postype = p2
offset = 0,0
animtype  = hard
damage    = 45,5
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
hitsound   = s10000,10
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 0
air.fall = 1
fall.recover = 1
p2stateno = 49000

[State 4405]
type = Projectile
triggerall = !ishelper
triggerall = palno = [7,12]
triggerall = numprojid(999999) = 0
trigger1 = (GameTime%9) = 1
attr = A, NA
projanim = 99999
projid = 999999
projremove = 0
projremovetime = 5
postype = p2
offset = 0,-50
animtype  = hard
damage    = 45,5
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
hitsound   = s10000,10
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 0
air.fall = 1
fall.recover = 1
p2stateno = 49000

[State 4405]
type = Projectile
triggerall = !ishelper
triggerall = palno = [7,12]
trigger1 = (GameTime%8) = 1
attr = A, NA
projanim = 99999
projid = 99999
projremove = 0
projremovetime = 5
postype = back
offset = 160,-90
animtype  = hard
damage    = 45,5
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
hitsound   = s10000,10
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 0;1
air.fall = 1
fall.recover = 1
p2stateno = 49000

[State 4405]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
ignorehitpause = 1
anim = -1
persistent = 0

[State 4405]
type = pause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
ignorehitpause = 1
persistent = 0

[state 4405] 
type = targetlifeadd
triggerall = palno = [7,12]
triggerall = numtarget
trigger1 = p2stateno != 1000044
trigger1 = (GameTime%7) = 1
value = -2
absolute = 1

[State 4405]
type = ReversalDef
triggerall = !ishelper&&palno =  [7,12]
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = -1
pausetime = 0,2
p2stateno = 1000044
ignorehitpause = 1

[state 4405]
type = changestate
trigger1 = time >= 240
value = 4410

[Statedef 4410]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2210
ctrl = 0
sprpriority = 9999

[State 4410]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[state 4410]
type = removeexplod
trigger1 = time = 0
id = 34200

[State 2210]
type = Explod
trigger1 = time = 0
anim = 10080
postype = back
pos = -45,-120
bindtime = -1
scale = 1.3,1.5
ontop = 1
ownpal= 1
ignorehitpause = 1

[State 4410]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = timerfreeze

[state 4410]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 4007]
type    = S
movetype= H
physics = N
sprpriority = 4
velset = 0,0

[State 4007]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow
flag2 = invisible
ignorehitpause = 1

[State 4007]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 4007]
type = PlaySnd
trigger1 =!ishelper
trigger1 = gametime%30=0
value = 11,0
freqmul = 0.7+((time)*0.01)
volume = 250
ignorehitpause = 1

[State 4007]
type = PlaySnd
trigger1 =!ishelper
trigger1 = gametime%30=0
value = 11,1+random%10
freqmul = 0.7+((time)*0.01)
volume = 250
ignorehitpause = 1

[State 4007]
type = AngleDraw
trigger1 =!ishelper
trigger1 = (time=[0,300])
Scale = 1.0-(time*0.002),1.0-(time*0.002)
ignorehitpause = 1

[State 4007]
type = ChangeAnim
trigger1 =!ishelper
trigger1 = time=0
value = 5010
ignorehitpause = 1

[State 4007]
type = VelAdd
trigger1 =!ishelper
trigger1 = time>0
x = 0
y = 0
ignorehitpause = 1

[State 4007]
type = Velset
trigger1 =!ishelper
trigger1 = time>0
x = 0
y = 0
ignorehitpause = 1

[State 4007]
type = ChangeState
trigger1 =!ishelper&&!alive
trigger1 = time>=300
value = 4010
ignorehitpause = 1

[State 4007]
type = ChangeState
trigger1 =!ishelper&&alive
trigger1 = time>=250
value = 4008
ignorehitpause = 1

[Statedef 4008]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = -4,-6

[State 4008]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 4008]
type = NotHitBy
trigger1 =1
value = SCA,AA,AP,AT
ignorehitpause = 1

[State 4008]
type = PlaySnd
trigger1 = time=0
value = 11,0
freqmul = 0.5+((random%10)*0.1)
volume = 250

[State 4008]
type = PlaySnd
trigger1 = time=0
value = 11,1+random%10
freqmul = 0.5+((random%10)*0.1)
volume = 250

[state 4008]
type = destroyself
trigger1 = 1
ignorehitpause = 1

[State 4008]
type = ChangeAnim
trigger1 = time=0
value = 5070
ignorehitpause = 1

[State 4008]
type = VelAdd
trigger1 = time>0
y = .39
ignorehitpause = 1

[State 4008]
type = SelfState
trigger1 = Vel Y >0
trigger1 = Pos Y >=0
value = 5100
ignorehitpause = 1

[Statedef 4010]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = -4,-6

[State 4010]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 4010]
type = NotHitBy
trigger1 =1
value = SCA,AA,AP,AT
ignorehitpause = 1

[State 4010]
type = AngleDraw
trigger1 =!ishelper
trigger1 = 1
Scale = 0.4,0.4
ignorehitpause = 1

[State 4010]
type = PlaySnd
trigger1 = time=0
value = 11,0
freqmul = 0.5+((random%10)*0.1)
volume = 250

[State 4010]
type = PlaySnd
trigger1 = time=0
value = 11,1+random%10
freqmul = 0.5+((random%10)*0.1)
volume = 250

[state 4010]
type = destroyself
trigger1 = 1
ignorehitpause = 1

[State 4010]
type = ChangeAnim
trigger1 = time=0
value = 5070
ignorehitpause = 1

[State 4010]
type = VelAdd
trigger1 = time>0
y = .39
ignorehitpause = 1

[State 4010]
type = changeState
trigger1 = Vel Y >0
trigger1 = Pos Y >=0
value = 5100
ignorehitpause = 1

;Bloody Tear
[Statedef 11000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 2200
ctrl = 0

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "Godwald"
value = 19500

[State 4400]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -5
postype = p1
pos = 4,-72
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 4400]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 999
postype = p1
pos = 4,-72
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[state a]
type = poweradd
trigger1 = time = 0
value = -3000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -3000
ignorehitpause = 1

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

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = 10000,4

[state a]
type = changestate
trigger1 = animtime = 0
value = 11001

[Statedef 11001]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2205
ctrl = 0

[State 23000]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1

[State 23000]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 1

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = 2000,random%3
volume = 255
freqmul = 0.9

[State 2000]
type = PlaySnd
trigger1 = Time = 60||Time = 120
value = 10000,0
volume = 255

[State 11001]
type = PlaySnd
trigger1 = Time = 0||Time = 10||Time = 20
value = 2563,3
volume = 250

[State 11001]
type = PlaySnd
trigger1 = Time = 0||Time = 10||Time = 20
value = 10000,26
volume = 250

[State 11001]
type = EnvShake
trigger1 = Time = 0||Time = 10||Time = 20
time = 7
ampl = -7
freq = 95
phase = 95

[State 11001]
type = PlaySnd
trigger1 = Time = 240
value = 2563,2
volume = 250

[State 11001]
type = PlaySnd
trigger1 = Time = 60
value = 10000,22
volume = 250

[State 11001]
type = PlaySnd
trigger1 = Time = 60
value = 10000,23
volume = 250

[State 11001]
type = PlaySnd
trigger1 = Time = 60
value = 10000,63
volume = 250

[State 11001]
type = PlaySnd
trigger1 = Time = 60
value = 2300,0
volume = 250

[State 11001]
type = EnvShake
trigger1 = Time = 60
time = 18
ampl = -18
freq = 95
phase = 95

[State 11001]
type = Explod
trigger1 = Time = 0
anim = 32700
id = 32700
sprpriority = 2147483647
postype = left
pos = 0,0
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1
trans = sub

[State 11001]
type = Explod
trigger1 = Time = 240
anim = 33800
id = 33800
sprpriority = 2147483647
postype = left
pos = 0,0
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1
trans = sub

[State 11001]
type = Explod
trigger1 = Time = 240
anim = 19151005
id = 33800
sprpriority = 2147483647
postype = left
pos = 0,0
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1

[State 11001]
type = Explod
trigger1 = Time = 60
anim = 11336
id = 11333
sprpriority = 2147483647
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1
trans = add

[State 11001]
type = Explod
trigger1 = Time = 60
anim = 11336
id = 11333
sprpriority = 2147483647
postype = back
pos = -50,-30
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1
trans = add

[State 11332]
type = RemoveExplod
trigger1 = animtime = 200
ID = 11333

[State 2616]
type = Projectile
triggerall = !ishelper
trigger1 = time = [0,300]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 40010
projid = 40010
projpriority = 2147483647
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 21474836
getpower = 0,0
givepower = -2147483647
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 30200

[State 11001]
type = helper
triggerall = !ishelper
triggerall = numhelper(10015) = 0
trigger1 = time = 0
id = 10015
persistent = 0
name = "death"
pos = 0,0
postype = p1
stateno = 10015
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11051]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
ignorehitpause = 1
anim = -1
persistent = 0

[State 11051]
type = pause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
ignorehitpause = 1
persistent = 0

[State 1]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 40020
projid = 40020
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 1]
type = ReversalDef
triggerall = palno = [11,12]
trigger1 = time = [0,300]
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,10
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 100150

[state 1]
type = targetstate
triggerall = palno = [11,12]
trigger1 = time = [0,300]
trigger1 = (GameTime%3) = 1
value = 100150

[State 1]
type = targetLifeAdd
triggerall = palno = [11,12]
trigger1 = numtarget > 0
value = -2147483647
absolute = 1
ignorehitpause = 1

[State 1]
type = HitAdd
trigger1 = target,stateno = 100150 && enemyNear,time = 0
value = 1

[state 23000]
type = changestate
trigger1 = time >= 300
value = 11002

[Statedef 11002]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2210
ctrl = 0

[State 23001]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg

[State 2210]
type = Explod
trigger1 = time = 0
anim = 10080
postype = back
pos = -45,-120
bindtime = -1
scale = 1.3,1.5
ontop = 1
ownpal= 1
ignorehitpause = 1

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA

[state 23001]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 10015]
type    = S
movetype= A
physics = N
anim = 40010
velset = 0,0
ctrl = 0

[State 1]
type = SelfState
triggerall = !ishelper(10015)
trigger1 = time >= 0
value = 24640
ctrl = 1
ignorehitpause = 1

[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 10015]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 10015]
type = ReversalDef 
trigger1 = 1 
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
pausetime = 0,0 
p2stateno = 100150
ignorehitpause = 1

[State 10015]
type = targetlifeadd
trigger1 = roundstate >= 3 || numtarget>0&&roundstate=2&&time<=600
value = -2147483647
absolute = 1
ignorehitpause = 1

[State 10015]
type = targetlifeadd
trigger1 = roundstate >= 3 || numtarget>0&&roundstate=2&&time<=600
value = -2
absolute = 1
ignorehitpause = 1

[state 11332]
type = targetdrop
trigger1 = numtarget > 0
trigger1 = target,ishelper
ignorehitpause = 1

[State 11331]
type = targetstate
trigger1 = numtarget>0&&roundstate=2
trigger1 = timemod = 30,0
trigger1 = time <= 600
trigger1 = target,ishelper != 1
trigger1 = target,alive
trigger2 = numtarget > 0
trigger2 = roundstate >= 3
trigger2 = target,alive
trigger2 = target,stateno != 100150
value = 100150
ignorehitpause = 1

[state 11332]
type = posset
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
y = 1000

[State 11332]
type = PlaySnd
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
value = 1150,0
volume = 255
[State 11332]
type = PlaySnd
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
value = 2563,3

[State 11332]
type = Explod
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
trigger1 = var(2) != 100
anim = 33800
id = 33800
sprpriority = 2147483647
postype = left
pos = 0,0
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1
trans = add

[state 11332]
type = varset
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
var(2) = 100 

[state 11332]
type = destroyself
trigger1 = var(2) != 100 
trigger1 = time = 300
trigger2 = enemy,alive != 1
ignorehitpause = 1

[Statedef 100150]
type    = S
movetype= H
physics = N
ctrl = 0

[State 100150]
type = SelfState
triggerall = name = "Naraku No Yuki"
trigger1 = time >= 0
trigger2 = var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[State 100150]
type = poweradd
triggerall = name != "Naraku No Yuki"
trigger1 = 1
value = -2147483647
ignorehitpause = 1

[State 100150]
type = Lifeset
triggerall = name != "Naraku No Yuki"
trigger1 = 1
value = 0
ignorehitpause = 1

[State 100150]
type = Lifeadd
triggerall = name != "Naraku No Yuki"
trigger1 = 1
value = -2147483647
absolute = 1
ignorehitpause = 1

[State 100150]
type = AssertSpecial
trigger1=1
flag=nostandguard
flag2=nocrouchguard
flag3=noairguard

[State 100150]
type = ChangeAnim
Trigger1 = Time = 0
value = 5002

[state 100150]
type = destroyself 
trigger1 = ishelper

[State 100150]
type = SelfState
trigger1 = Time >= 10
value = 5100

;Ray light
[Statedef 33500]
type     = S
movetype= I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 33500
ctrl     = 0
sprpriority = 3

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "Alsiel Orozuchi"
value = 4000

[State 2000]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
flag2 = noFG
flag3 = nobardisplay

[State 23000]
type = envcolor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 255,255,255
under = 2

[State ]
type = BGPalFx
trigger1 = time <= 202
add = 256,256,256
sinadd = -256,-256,-256,480
time = 120
ignorehitpause = 1

[State 33000]
type = NotHitBy 
trigger1 = 1
value = SCA

[state a]
type = poweradd
trigger1 = time = 0
value = -5000
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(57) = -5000
ignorehitpause = 1

[State 33000]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 33000]
type = EnvShake
trigger1 = time > 42
trigger1 = time <= 202
trigger1 = GameTime%4 = 1
time = 5
ampl = 3
freq = 180

[State 33000]
type = PalFx
trigger1 = GameTime%20 = 0
add = 64,64,64
sinadd = 64,64,64,40
time = 20

[State 33000]
type = PlaySnd
trigger1 = time = 0
value = s10000,50
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10000,11
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10000,40
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 42
value = s2200,2
freqmul = 0.8
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 42
value = s801,1

[State 2000]
type = PlaySnd
trigger1 = time = 42
value = s10000,9

[State 2300]
type = PlaySnd
trigger1 = Time = 0
value = 10000,21

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,63

[State 2300]
type = PlaySnd
trigger1 = Time = 0
value = 10000,4

[State 2300]
type = PlaySnd
trigger1 = Time = 0
value = 10000,20

[State a]
type = helper
trigger1 = time = 12 || time = 16
id = 22101
persistent = 1
name = "wakka"
pos = 4,-72
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2300]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = 4,-72
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 4,-72
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 4,-72
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000]
type = Explod
trigger1 = time = 42
anim = 13047
removetime = 190
pos = 4,-72
ownpal = 1
ontop = 1
trans = sub

[State 2216]
type = Explod
trigger1 = time = 52
anim = 13046
id = 13046
sprpriority = -2147483647
postype = p1
pos = 4,-72
bindtime = -1
removetime = 180
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2216]
type = Explod
trigger1 = time = 52
anim = 13045
id = 13045
sprpriority = -2147483647
postype = p1
pos = 4,-72
bindtime = -1
removetime = 180
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2000]
type = Explod
trigger1 = time = 42
anim = 10910
id = 10910
pos = 4,-72
removetime = 180
bindtime = -1
removetime = 100
ownpal = 1
ontop = 1

[State 2000]
type = Helper
trigger1 = time = 42
id = 313900
persistent = 1
name = "tama"
postype = P1
stateno = 313900
pos = 4,-72
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2616]
type = Projectile
triggerall = palno != [7,12]
trigger1 = GameTime%3 = 1
trigger1 = time > 52
trigger1 = time <= 242
projanim = 99999
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
animtype = Hard
damage    = Ceil(0.015 * enemy,Const(data.life)),5
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
ground.type = High
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -4.5
air.juggle = 2
air.velocity = -4.5,-4.8
air.fall = 1
palfx.time = 60
palfx.add = 0,0,0
palfx.mul = 50,50,50
palfx.sinadd = 100,100,100,30
palfx.color = 0
palfx.invertall = 1
ignorehitpause = 1

[state 2000]
type = Projectile
triggerall = palno = [7,12]
trigger1 = GameTime%5 = 1
trigger1 = time > 52
trigger1 = time <= 242
projanim = 99999
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
damage    = Ceil(0.05 * enemy,Const(data.life)),5
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
givepower = -2147483647,-2147483647
ground.type = high
fall = 1
air.fall = 1
ignorehitpause = 1
p2stateno = 49000

[State 11051]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
ignorehitpause = 1
anim = -1
persistent = 0

[State 11051]
type = pause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
ignorehitpause = 1
persistent = 0

[state 11332] 
type = targetlifeadd
triggerall = palno = [11,12]
triggerall = numtarget
trigger1 = p2stateno != 1000044
trigger1 = (GameTime%3) = 1
value = -2
absolute = 1

[State 2000]
type = ReversalDef
triggerall = !ishelper&&palno = [11,12]
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = -1
pausetime = 0,2
p2stateno = 1000044
ignorehitpause = 1

[State 2000]
type = ChangeState
trigger1 = time > 242
value = 33600

[Statedef 33600]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 33600
ctrl     = 0
sprpriority = 3

[State 2210]
type = Explod
trigger1 = time = 0
anim = 10080
postype = back
pos = -45,-120
bindtime = -1
scale = 1.3,1.5
ontop = 1
ownpal= 1
ignorehitpause = 1

[State 33600]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag = nobg

[State 33600]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 313900]
movetype = I
anim = 40000

[state hogo1]
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1

[State 1]
type = SelfState
triggerall = !ishelper(313900)
trigger1 = time >= 0
value = 24640
ctrl = 1
ignorehitpause = 1
[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 313900
ignorehitpause = 1

[State 1000]
type = VarRandom
trigger1 = 1
v = 0
range = 0,200

[State 2000]
type = Explod
trigger1 = time <= 120
anim = 33300
random = 25,25
ownpal = 1
ontop = 1

[State 2000]
type = Explod
trigger1 = time <= 120
anim = 33400
pos = Ceil(200*cos(pi*var(0)/180)),Ceil(200*sin(pi*var(0)/180))
vel = -10*cos(pi*var(0)/180),-10*sin(pi*var(0)/180)
removetime = 20
ownpal = 1

[State 2000]
type = DestroySelf
trigger1 = time > 120

[Statedef 2320]
anim = 2320

[State 1]
type = SelfState
triggerall = !ishelper(2320)
trigger1 = time >= 0
value = 24640
ctrl = 1
ignorehitpause = 1

[state hogo1]
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1

[State hogo3]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1

[state hogo4]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 2320
ignorehitpause = 1

[state 2000]
type = PlayerPush
trigger1 = 1
value = 1

[state 2000]
type = posset
trigger1 = P2Dist X < 0
x = enemy,pos x

[state 2000]
type = posset
trigger1 = P2Dist X > 100
x = enemy,pos x

[state 2000]
type = posadd
trigger1 = pos x = enemy,pos x
x = -10

[state 2000]
type = velset
trigger1 = 1
x = 10

[state 2000]
type = turn
trigger1 = parentdist X < 0

[state a]
type = destroyself
trigger1 = root,stateno != 30080

;Dark Beam
[Statedef 10120]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 10070
ctrl     = 0
sprpriority = 3

[state a]
type = poweradd
trigger1 = time = 0
value = -2000
ignorehitpause = 1

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

[State a]
type = helper
trigger1 = time = 12 || time = 16
id = 22101
persistent = 1
name = "wakka"
pos = -16,-77
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2000]
type = EnvShake
trigger1 = (GameTime%3) = 1
time = 5
ampl = -3
freq = 95
phase = 95

[State 240, 4]
type = Explod
trigger1 = time = 10
anim = 13047
removetime = 20
pos = -16,-77
ownpal = 1
trans = sub
sprpriority = -999
supermove = 1

[State 1000, 0]
type = superpause
trigger1 = time = 0
time = 30
movetime = 30
darken = 0
anim = -1
unhittable = 1
sound = s2563,1

[State 2000, 6]
type = PlaySnd
trigger1 = time = 40
value = 2300,0

[State 2000, 6]
type = PlaySnd
trigger1 = time = 40
value = 10000,8
volume = 255

[State 2000, 6]
type = PlaySnd
trigger1 = time = 40
value = 10000,7

[State 2000, 6]
type = PlaySnd
trigger1 = time = 40
value = 10000,28

[State 1000, 0]
type = PlaySnd
trigger1 = Time = 0
value = 10000,32
volume = -255

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2000]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
flag2 = noFG
flag3 = nobardisplay

[State 23000]
type = envcolor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 255,255,255
under = 2

[State ]
type = BGPalFx
trigger1 = time <= 220
add = 256,256,256
sinadd = -256,-256,-256,480
time = 120
ignorehitpause = 1

[State 1000, 0]
type = ChangeAnim
trigger1 = time = 40
value = 10155

[state 11332] 
type = targetlifeadd 
triggerall = palno = 7
trigger1 = time > 5
trigger1 = (gametime%2) = 1
value = -2
absolute = 1

[State 1000, 5]
type = Explod
triggerall = time > 40
triggerall = time <= 240
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(52)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 10121]
type = Explod
trigger1 = time = 40
trigger1 = anim = 10155
anim = 10100
id = 211
postype = p1
pos = 15,-70
sprpriority = 2147483647
supermove = 0
removetime = 200
ownpal = 1
trans = sub
removeongethit = 0
bindtime = -1

[State 10121]
type = Explod
trigger1 = time = 40
trigger1 = anim = 10155
anim = 10110
id = 211
postype = p1
pos = 15,-70
sprpriority = 2147483647
supermove = 0
removetime = 200
ownpal = 1
removeongethit = 0
bindtime = -1

[State 10121]
type = Explod
trigger1 = time > 40
trigger1 = time <= 240
trigger1 = time%19 = 2
anim = 26550
bindtime = -1
ontop = 1
ownpal = 1

[State 10121]
type = Explod
trigger1 = time = 40
trigger1 = anim = 10155
anim = 10910
id = 211
postype = p1
pos = 15,-70
sprpriority = 2147483647
supermove = 0
removetime = 200
ownpal = 1
removeongethit = 0
bindtime = -1
scale = 0.2,0.7

[State 2000]
type = PlayerPush
trigger1 = 1
value = 0

[State 2000]
type = Projectile
triggerall = palno != 7
trigger1 = (GameTime%5) = 1
trigger1 = time > 40
trigger1 = time <= 240
attr = S, HA
projanim = 10050
projid = 10050
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = p1
offset = 15,-70
projscale = 5,1
animtype  = hard
damage    = Ceil(0.01 * enemy,Const(data.life)),1
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = -1
sparkxy = -1
hitsound   = -1
guard.sparkno = -1
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.5
fall = 1
fall.recover = 0
juggle = 50

[State 2000]
type = Projectile
triggerall = palno = 7
trigger1 = time > 40
trigger1 = time <= 240
trigger1 = (GameTime%3) = 1
attr = S, HA
projanim = 10050
projid = 10050
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 15,-70
animtype  = diagup
damage  = Ceil(0.01 * enemy,Const(data.life)),Ceil(0.004 * enemy,Const(data.life))
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = -1
sparkxy = -1
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = hard
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.5
fall = 1
fall.recover = 0
juggle = 15

[State 2000]
type = SelfState
trigger1 = time > 240
value = 10121
ctrl = 0

[statedef 10121]
type    = S
movetype= A
physics = N
anim = 11155
ctrl = 0

[State 0, MakeDust]
type = MakeDust
trigger1 = time = 0 
pos = 0,0 

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

;Yamisutga
[Statedef 11220]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 2200
ctrl = 0

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA

[state a]
type = poweradd
triggerall = palno != [7,12]
trigger1 = time = 0
value = -4000
ignorehitpause = 1

[State 2000, 2]
type = varadd
triggerall = palno != [7,12]
trigger1 = time = 0
var(57) = -4000
ignorehitpause = 1

[state a]
type = poweradd
triggerall = palno = [7,12]
trigger1 = time = 0
value = -2000
ignorehitpause = 1

[State 2000, 2]
type = varadd
triggerall = palno = [7,12]
trigger1 = time = 0
var(57) = -2000
ignorehitpause = 1

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

[State a]
type = helper
trigger1 = time = 12 || time = 16
id = 22101
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 22101
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 4,-72
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 4,-72
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = 4,-72
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = sub

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,20

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,4

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,52
volume = 255

[State 191, 3]
type = PlaySnd
trigger1 = Time = 0
value = 2000,0
freqmul = 1.3+((random%2)*0.1)
volume = 250

[state a]
type = changestate
trigger1 = animtime = 0
value = 11225

[Statedef 11225]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2205
ctrl = 0

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = timerfreeze
ignorehitpause = 1

[State 2]
type = AssertSpecial
trigger1 = 1
flag = nokoslow

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 191, 3]
type = PlaySnd
trigger1 = Time = 60
value = 2000,1
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 100
value = 2000,1
freqmul = 0.7+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 130
value = 12,0
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 110
value = 12,0
freqmul = 0.7+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 150
value = 2000,2
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 180
value = 10000,17
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 210
value = 182,0
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 191, 3]
type = PlaySnd
trigger1 = Time = 230
value = 10000,5
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 11225]
type = PlaySnd
trigger1 = Time = 0||Time = 14||Time = 28||Time = 42||Time = 56
value = 10000,24
volume = 250

[State 11225]
type = PlaySnd
trigger1 = Time = 72
value = 10000,23
volume = 250

[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 19151]
type = Projectile
triggerall = !ishelper
triggerall = palno = [11,12]
trigger1 = time = [0,240]
trigger1 = (GameTime%6) = 1
trigger1 = p2movetype = A
attr = A, NA
projanim = 22176
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = p2
offset = 0,-50
animtype  = hard
damage    = 50,5
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 0;1
air.fall = 1
fall.recover = 1
p2stateno = 30201

[State 19151]
type = Projectile
triggerall = !ishelper
triggerall = palno = [11,12]
triggerall = numprojid(22180) = 0
trigger1= (GameTime%7) = 1
attr = A, NA
projanim = 22180
projid = 22180
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = p2
offset = 0,-50
animtype  = hard
damage    = 50,5
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 0;1
air.fall = 1
fall.recover = 1
p2stateno = 30201

[State 19151]
type = Projectile
triggerall = !ishelper
triggerall = palno = [11,12]
trigger1 = time = [0,240]
trigger1 = (GameTime%7) = 1
trigger1 = p2movetype = A
attr = A, NA
projanim = 22176
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = back
offset = 160,-90
velocity = 0
animtype  = hard
damage    = 50,5
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,0
fall = 0;1
air.fall = 1
fall.recover = 1
p2stateno = 30201

[State 11225]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
anim = -1
darken = 0
persistent = 0
ignorehitpause = 1

[State 11225]
type = pause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
persistent = 0
ignorehitpause = 1

[state 11225] 
type = targetlifeadd
triggerall = palno = [7,12]
triggerall = numtarget
trigger1 = p2stateno != 30201
trigger1 = (GameTime%2) = 1
value = -2
absolute = 1

[State 1]
type = Projectile
triggerall = palno != [7,12]
trigger1 = Time = 0 || Time = 60 || Time = 120 || Time = 180 || Time = 240
attr = A, NA
projanim = 99999
projid = 99999
projpriority = 2147483647
projsprpriority = 5
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)),10
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 30,30
guard.pausetime = 0,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
guard.velocity = -9.8
air.velocity = -1,-2
fall = 1
air.fall = 1
fall.recover = 0
p2stateno=12360

[state 11225]
type = changestate
trigger1 = time >= 240
value = 11230

[Statedef 11230]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
ctrl = 0

[State 11230]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = timerfreeze
ignorehitpause = 1

[state 11230]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 1007000]
type    = S
movetype= I
physics = N
velset = 0,0
juggle = 8
sprpriority = 1
anim = 3450
ctrl = 0

[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 = 24
movetime = 24
anim = -1

[State a]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%3) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = -70 + (random%140),0 - (random%40)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -2 + (random%4),-7
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,20

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,4

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10000,13

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2000, 1

[State 0]
type = AssertSpecial
trigger1 = time > 35
trigger1 = (GameTime%2) = 1
flag = invisible

[State 0]
type = helper
trigger1 = numhelper(10070000) = 0
trigger1 = time > 45
id = 10070000
name = "Hantoumei"
pos = 0,0
postype = P1
stateno = 10070000
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 1950]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 10070000]
Type = A
Movetype = I
Physics = N
anim = 40000

[State 1]
type = SelfState
triggerall = !ishelper(10070000)
trigger1 = time >= 0
value = 24640
ctrl = 1
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 10
value = 190,0
volume = 255
freqmul = 0.9

[State 0]
type = statetypeset
trigger1 = 1
movetype = I
ignorehitpause = 1

[state 0]
type = nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 0]
type = HitOverride
trigger1 = 1
time = 1
attr = SCA,AA,AT,AP
slot = 0
stateno = 10070000
ignorehitpause = 1

[State 0]
type = BindToRoot
trigger1 = 1
ignorehitpause = 1

[State 0]
type = ChangeAnim
trigger1 = selfanimexist(root,anim)
value = (root,anim)
elem = (root,animelemno(0))
ignorehitpause = 1

[State 0]
type = Turn
trigger1 = Facing != root,Facing
ignorehitpause = 1

[State 0]
type = DestroySelf
trigger1 = numhelper(6400000)
trigger1 = helper(6400000),var(41) = 0
trigger2 = roundstate != 2
ignorehitpause = 1

;Black Hole
[Statedef 30080]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 19600
ctrl     = 0
sprpriority = 3

[state SHUNGOKU THEM!]
type = changestate
triggerall = time = 0
trigger1 = p2name = "n-ri_ssj9"
value = 4000

[state i hate him so much]
type = changestate
triggerall = time = 0
trigger1 = p2name = "Adelhell" || p4name = "Adelhell"
value = 1009991

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

[State 2000]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -4000
movetime = 30
time = 30
darken = 0
sound = s10000,49

[State 20000]
type = AssertSpecial
trigger1 = 1
flag = noFG
flag2 = nomusic
flag3 = globalnoshadow
ignorehitpause = 1

[State 2000]
type = BGPalFx
trigger1 = time = 0
add = 256,256,256
time = 20

[State 2000]
type = BGPalFx
trigger1 = time = 20
add = 256,256,256
sinadd = -256,-256,-256,40
time = 10

[State 2000]
type = BGPalFx
trigger1 = time = 30
sinadd = 256,256,256,240
time = 60

[State 2000]
type = BGPalFx
trigger1 = time >= 90
trigger1 = time <= 440
add = 256,256,256
time = 1

[State 2000]
type = BGPalFx
trigger1 = time = 440
add = 256,256,256
sinadd = -256,-256,-256,200
time = 50

[State 2000]
type = EnvShake
triggerall = GameTime%4 = 3
trigger1 = time > 90
trigger1 = time <= 140
trigger2 = time > 440
trigger2 = time <= 490
time = 4
ampl = 4
freq = 180

[State 2000]
type = EnvShake
trigger1 = GameTime%4 = 1
trigger1 = time > 140
trigger1 = time <= 440
time = 4
ampl = 8
freq = 180

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s20000,1
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10000,13
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10000,12
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10000,74
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10000,63
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s2563,3
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10000,41
persistent = 0

[State 2000]
type = PlaySnd
trigger1 = time = 20
value = s10000,25

[State 2000]
type = PlaySnd
trigger1 = time = 20
value = s10000,69
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 30
value = s10000,62
volume = -100

[State 2000]
type = PlaySnd
trigger1 = time = 90
value = s10000,75

[State 2000]
type = PlaySnd
trigger1 = time = 140
value = s10000,77
channel = 1

[State 2000]
type = PlaySnd
trigger1 = time = 140
value = s10000,76
channel = 2

[State 2000]
type = PlaySnd
trigger1 = time = 140
value = s10000,71
channel = 2

[State 2000]
type = PlaySnd
trigger1 = win
value = s10000,64
persistent = 0
volume = 255
channel = 1

[State 2000]
type = PlaySnd
trigger1 = win
value = s10000,64
persistent = 0
volume = 255
channel = 2

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 22174
pos = 10,-69
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0
trans = sub

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 55001
pos = 10,-69
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0
trans = sub

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 22172
pos = 10,-69
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
persistent = 0
trans = sub

[State 2000]
type = Helper
trigger1 = time = 90
stateno = 313100
pos = 10,-69

[State 2000]
type = Helper
trigger1 = time = 140
stateno = 313101

[State 2000]
type = Helper
trigger1 = time = 140
stateno = 313102

[State 2000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
p2stateno = 5150
ignorehitpause = 1

[State 2000]
type = TargetLifeAdd
trigger1 = time > 140
value = -9999999999
absolute = 1

[State 2000]
type = TargetState
trigger1 = time > 140
trigger1 = GameTime%3 = 0
value = 5150

[State 3000]
type = Projectile
trigger1 = Time = [140,440]
trigger1 = GameTime%3 = 0
projanim = 987654321
projremove = 1
projhitanim = -1
projremanim = -1
projshadow = 0,0,0
projremovetime = 1
offset = 0,-73
damage = 50
getpower = 0
ownpal = 0
offset = 51,-88
attr = S, HP
animtype = Hard
hitflag = MAFPD
pausetime = 0,2
hitsound = -1
guardsound = -1
sparkno = -1
guard.sparkno = -1
pausetime = 0,9999
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
fall = 1
p2stateno = 5150;213101

[State 2000]
type = SelfState
trigger1 = time > 490
value = 0
ctrl = 1

[Statedef 313100]
anim = 987654321

[State 2000]
type = BindToRoot
trigger1 = 1
pos = 10,-69

[State 1000]
type = VarRandom
trigger1 = 1
v = 0
range = 0,360

[State 2000]
type = Explod
trigger1 = time > 50
trigger1 = time <= 350
anim = 33400
pos = Ceil(400*cos(pi*var(0)/180)),Ceil(400*sin(pi*var(0)/180))
vel = -20*cos(pi*var(0)/180),-20*sin(pi*var(0)/180)
removetime = 20
ownpal = 1
scale = 2,2
trans = sub

[State 2000]
type = Explod
trigger1 = time = 0
anim = 26155
id = 10090
removetime = 400
scale = 1,1
ontop = 1
ownpal = 1
trans = sub

[State 2000]
type = ModifyExplod
trigger1 = time <= 50
scale = 0.02*time,0.02*time
id = 10090

[State 2000]
type = ModifyExplod
trigger1 = time > 350
scale = 0.02*(400-time),0.02*(400-time)
id = 10090

[State 2000]
type = DestroySelf
trigger1 = time > 400

[Statedef 313101]
anim = 16959

[state 2000]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[state 2000]
type = PlayerPush
trigger1 = 1
value = 1

[state 2000]
type = posset
trigger1 = P2Dist X < 0
x = enemy,pos x

[state 2000]
type = posset
trigger1 = P2Dist X > 100
x = enemy,pos x

[state 2000]
type = posadd
trigger1 = pos x = enemy,pos x
x = -10

[state 2000]
type = velset
trigger1 = 1
x = 8

[state 2000]
type = turn
trigger1 = parentdist X < 0

[state 2000]
type = destroyself
trigger1 = time > 300

[Statedef 313102]
anim = 99999

[State 2000]
type = BindToRoot
trigger1 = 1
pos = 4,-65
ignorehitpause = 1

[State 2000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = s10000,39
pausetime = 0,2
p2stateno = IfElse((root,var(29) >= 1),213100,213112)
ignorehitpause = 1

[State 10000]
type = targetlifeadd
trigger1 = 1
value = -99999999999999999999
absolute = 1
ignorehitpause = 1

[State 2000]
type = ParentVarSet
trigger1 = numtarget > 0
var(42) = 1

[State 10000]
type = targetdrop
trigger1 = target,ishelper

[State 10000]
type = targetstate
trigger1 = win
trigger1 = numtarget > 0
trigger1 = target,ishelper = 0
value = 5150
persistent = 0
ignorehitpause = 1

[state 2000]
type = destroyself
trigger1 = time > 300
ignorehitpause = 1

;Celestial Destruction
[Statedef 19500]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 19600
ctrl     = 0
sprpriority = 3

[State 2000]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -5000
movetime = 30
time = 30
ignorehitpause = 1

[State 20000]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
ignorehitpause = 1

[State 10001, Shake Screen]
type = EnvShake
trigger1 = time > 42
trigger1 = time <= 182
trigger1 = GameTime%4 = 1
time = 5
ampl = 3
freq = 180

[State 2000]
type = BGPalFx
trigger1 = time = 0
add = 256,256,256
time = 20

[State 2000]
type = BGPalFx
trigger1 = time = 0
add = 256,256,256
sinadd = -256,-256,-256,40
time = 10

[State 2000]
type = BGPalFx
trigger1 = time = 10
sinadd = 256,256,256,240
time = 60

[State 2000]
type = BGPalFx
trigger1 = time >= 90
trigger1 = time <= 220
add = 256,256,256
time = 1

[State 2000]
type = BGPalFx
trigger1 = time = 220
add = 256,256,256
sinadd = -256,-256,-256,200
time = 50

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10000,34
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10000,78
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10000,11
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10000,75
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 0
value = s10000,63
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 30
value = s10000,49
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 30
value = s10000,44
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 30
value = s10000,12
volume = 255

[State 2000]
type = PlaySnd
trigger1 = time = 42
value = s2200,2

[State 2000]
type = PlaySnd
trigger1 = time = 42
value = s10000,59

[State 2000]
type = PlaySnd
trigger1 = time = 42
value = s10000,64

[State 2000]
type = PlaySnd
trigger1 = time = 42
value = s10000,62

[State 2000]
type = Explod
trigger1 = time = 42
anim = 55001
removetime = 120
pos = 10,-69
ownpal = 1
ontop = 1
trans = sub

[State 2000]
type = Explod
trigger1 = time >= 52
trigger1 = time <= 162
trigger1 = time%3 = 1
anim = 13048
pos = 10,-69
ownpal = 1
sprpriority = -999
trans = sub

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 22172
pos = 10,-69
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
trans = sub

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 22174
pos = 10,-69
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
trans = sub

[State 2000]
type = Explod
trigger1 = palno = 12
trigger1 = AnimElem = 1
anim = 13045
pos = 10,-69
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
trans = sub

[State 2000]
type = ModifyExplod
trigger1 = time > 42
trigger1 = time <= 142
id = 10021
scale = 0.01*(142-time),0.01*(142-time)

[State 2000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
p2stateno = 5150
ignorehitpause = 1

[State 2000]
type = Helper
triggerall = palno = 12
trigger1 = time = 0
stateno = 313702
pos = 10,-69
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 2000]
type = Helper
trigger1 = time = 42
stateno = 313900

[state 2000]
type = Projectile
trigger1 = GameTime%3 = 1
trigger1 = time > 52
trigger1 = time <= 162
projanim = 1234567890
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPD
damage = 99999999999999999999999999999999999999999999999999
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
givepower = -9999999999,-9999999999
ground.type = high
fall = 1
air.fall = 1
ignorehitpause = 1
p2stateno = 5150

[State 2000]
type = TargetLifeAdd
trigger1 = time > 52
value = -9999999999

[State 2000]
type = TargetState
trigger1 = time > 52
trigger1 = GameTime%3 = 1
value = 5150

[State 2000]
type = PowerSet
trigger1 = 1
value = 0
ignorehitpause = 1

[State 2000]
type = ChangeState
trigger1 = time > 202
value = 13901

[Statedef 13901]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 11155
ctrl     = 0
sprpriority = 3

[State 2000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 313900]
anim = 1234567890

[State 2000]
type = BindToRoot
trigger1 = 1
pos = 10,-69

[State 1000]
type = VarRandom
trigger1 = 1
v = 0
range = 0,200

[State 2000]
type = Explod
trigger1 = time <= 120
anim = 22132
random = 25,25
ownpal = 1
ontop = 1

[State 2000]
type = Explod
trigger1 = time <= 120
anim = 22221
pos = Ceil(200*cos(pi*var(0)/180)),Ceil(200*sin(pi*var(0)/180))
vel = -10*cos(pi*var(0)/180),-10*sin(pi*var(0)/180)
removetime = 20
ownpal = 1

[State 2000]
type = DestroySelf
trigger1 = time > 120

[Statedef 313702]
anim = 1234567890

[State 310000]
type = PalFx
trigger1 = time = 30
sinadd = -256,-256,-256,200
time = 50
supermovetime = 99999
pausemovetime = 99999

[State 310000]
type = Explod
trigger1 = time <= 80
anim = 1151
id = 10200200
scale = abs(0.05*(time-30)),abs(0.05*(time-30))
removetime = 16
;bindtime = -1
ontop = 1
supermovetime = 99999
pausemovetime = 99999
trans = sub

[State 310000]
type = RemoveExplod
trigger1 = time = 80
id = 10200200
supermovetime = 99999
pausemovetime = 99999

[State 2000]
type = DestroySelf
trigger1 = time > 80

;Hyper Beam: Empty World
[Statedef 34300]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 33999
ctrl = 0

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

[state ]
type = changestate
triggerall = palno = 12
trigger1 = time = 0
value = 4501

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[State 1]
type = NotHitBy 
trigger1 = 1
value =  SCA

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 75
movetime = 75
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = 0
postype = p1
pos = 2,-76
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -1
postype = p1
pos = 2,-76
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 13048
sprpriority = 1
postype = p1
pos = 2,-76
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6066
sprpriority = -1
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0 || time = 5 || time = 10 || time = 15 || time = 20 || time = 25 || time = 30
anim = 22138
sprpriority = 1
postype = p1
pos = 2,-76
bindtime = 1
supermove = 1
under = 0
ownpal = 1
trans = add

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 1
value = 15,15,15
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 75
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 2
value = s10000,79

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = s10000,32

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 10
value = s10000,19

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 2
value = s10000,80

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 2
value = s10000,72
volume = 250

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 43
value = s10000,63
volume = 250

[State 1000, 5]
type = Explod
trigger1 = time = 76
anim = 3052
sprpriority = 0
postype = p1
pos = 2,-76
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 2000, 6]
type = PlaySnd
trigger1 = time = 76
value = s10000,75

[State 4000]
type = allpalfx
trigger1 = Time = 43
add = 0, 0, 0
sinadd = 255,255,255,200
time = 100
invertall = 0

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = facing = -1
x = 0
y = 0

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = facing = 1
x = -5
y = 0

[state a]
type = changestate
trigger1 = animtime = 0
value = 34310

[Statedef 34310]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 33997
sprpriority = 2
ontop = 1
ctrl = 0

[State 3350]
type = screenbound
trigger1 = 1
value = 0
ignorehitpause = 1

[State 1]
type = NotHitBy 
trigger1 = 1
value =  SCA

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg
flag3 = nokoslow

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 251
movetime = 251
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 10120
sprpriority = 120
postype = back
pos = 0,0
bindtime = -1
supermove = 1
ontop = 0
removetime = 290
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 24
anim = 13048
sprpriority = 131
postype = p1
pos = 2,-76
vel = 0,0
ontop = 0
bindtime = -1
supermove = 1
ownpal = 1
trans = sub

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 33997
sprpriority = 141
ontop = 0
postype = p1
pos = 0,0
vel = 0,0
bindtime = -1
supermove = 1

[State 3040, 7]
type = EnvColor
trigger1 = animelemtime(14) = 15
ignorehitpause = 1
time = 20
value = 255,255,255
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelemtime(14) = 15
anim = 33996
ontop = 0
sprpriority = 143
postype = p1
pos = -10,0
bindtime = -1
supermove = 1
;trans = add
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelemtime(14) = 15
anim = 33995
ontop = 0
sprpriority = 144
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 130
anim = 55001
sprpriority = 142
postype = p1
pos = 2,-76
ontop = 0
bindtime = -1
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 130 || time = 135 || time = 140 || time = 145 || time = 150 || time = 155 || time = 160
anim = 22138
sprpriority = 148
postype = p1
pos = 2,-76
ontop = 0
trans = sub
bindtime = 1
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 130
anim = 55000
sprpriority = 142
postype = p1
pos = 2,-76
ontop = 0
bindtime = -1
supermove = 1
trans = sub
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 110
anim = 22174
sprpriority = 142
postype = p1
pos = 2,-76
bindtime = -1
trans = sub
ontop = 0
supermove = 1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 110 || time = 115 || time = 120 || time = 125 || time = 130 || time = 135 || time = 140
anim = 22138
sprpriority = 148
postype = p1
pos = 2,-76
ontop = 0
bindtime = 1
supermove = 1
ownpal = 1

[State 2000, 6]
type = PlaySnd
triggerall = time <= 240
trigger1 = (gameTime%40) = 1
value = s10000,77

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 110
value = s10000,79

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 110
value = s10000,62

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 120
value = s10000,53

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 130
value = s10000,82

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 130
value = s10000,75

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 140
value = s10000,41

[State 2000, 6]
type = PlaySnd
trigger1 = time = 110
value = s2200,2

[State 2000, 6]
type = PlaySnd
trigger1 = time = 160
value = s20000,9

[State 2000, 6]
type = PlaySnd
trigger1 = time = 130
value = s20000,7

[State 2000, 6]
type = PlaySnd
trigger1 = time = 180
value = s20000,11

[State 2000, 6]
type = PlaySnd
trigger1 = time = 165
value = s10000,82
volume = 250
channel = 9

[state 2637]
type = velset
trigger1 = time = 170
x = -20

[State 2632]
type = EnvShake
triggerall = time >= 180
triggerall = time <= 240
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 2632]
type = EnvShake
triggerall = time >= 250
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 85
phase = 85

[State 2000, 6]
type = PlaySnd
trigger1 = animelemtime(14) = 15
value = s10000,29

[State 2000, 6]
type = PlaySnd
trigger1 = time = 24
value = s10000,75

[State 3040, 7]
type = EnvColor
triggerall = time >= 180
triggerall = time <= 240
trigger1 = (GameTime%6) = 1
ignorehitpause = 1
time = 3
value = 255,255,255
under = 0

[State 3040, 7]
type = EnvColor
trigger1 = time = 160
ignorehitpause = 1
time = 12
value = 255,255,255
under = 0

[State 4000]
type = allpalfx
trigger1 = Time = 210
add = 0, 0, 0
sinadd = -255,-255,-255,100
time = 50
invertall = 0

[State 1000, 5]
type = Explod
trigger1 = time = 170
anim = 34405
sprpriority = 156
postype = p1
pos = 50,-90
bindtime = -1
supermove = 1
scale = 0.5, 1.1
removetime = 120
ownpal = 1
trans = sub

[State 1000, 5]
type = Explod
trigger1 = time = 170
anim = 34004
sprpriority = 157
postype = p1
pos = 80,-90
bindtime = -1
supermove = 1
scale = 2, 2
ontop = 0
removetime = 90
ownpal = 1
trans = sub

[State 1000, 5]
type = Explod
trigger1 = time = 170
anim = 34005
sprpriority = 157
postype = p1
pos = 80,-90
bindtime = -1
supermove = 1
scale = 2, 2
ontop = 0
removetime = 90
ownpal = 1
trans = sub

[State 1000, 5]
type = Explod
trigger1 = time = 170
anim = 34006
sprpriority = 157
postype = p1
pos = 80,-90
bindtime = -1
supermove = 1
scale = 2, 2
ontop = 0
removetime = 90
ownpal = 1
trans = sub

[State 1000, 5]
type = Explod
trigger1 = time = 170
anim = 34007
sprpriority = 157
postype = p1
pos = 80,-90
bindtime = -1
supermove = 1
scale = 2, 2
ontop = 0
removetime = 90
ownpal = 1
trans = sub

[State 1000, 5]
type = Explod
trigger1 = time = 170
anim = 34002
sprpriority = 158
postype = p1
pos = 40,-90
bindtime = -1
supermove = 1
ontop = 0
removetime = 90
ownpal = 1
trans = sub

[State 1000, 5]
type = Explod
trigger1 = time = 170
anim = 34003
sprpriority = 158
postype = p1
pos = 110,-80
bindtime = -1
supermove = 1
scale = 7, 1.5
ontop = 0
removetime = 90
ownpal = 1
trans = sub

[State 1000, 5]
type = Explod
trigger1 = time = 170
anim = 34003
sprpriority = 158
postype = p1
pos = 220,-80
bindtime = -1
supermove = 1
scale = 7, 1.5
ontop = 0
removetime = 90
ownpal = 1
trans = sub


[state a]
type = posset
trigger1 = time = 245
trigger1 = facing = -1
x = 40
y = -20

[state 2637]
type = velset
trigger1 = time = 245
x = 0

[state a]
type = posset
trigger1 = time = 245
trigger1 = facing = 1
x = -40
y = -20

[State 1000, 5]
type = Explod
trigger1 = time = 240
anim = 6869
sprpriority = 999
postype = back
scale = 1.05,1.05
pos = -5,-5
bindtime = -1
supermove = 1
ontop = 1
ownpal = 1
trans = sub

[State 19500]
type = helper
triggerall = !ishelper
trigger1 = numhelper(24610) = 0
trigger1 = time >= 250
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 = 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 1]
type = Projectile
trigger1 = time >= 250
trigger1 = time <= 700
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 1234567890
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = 99999999,Ceil(0.015 * enemy,Const(data.life))
getpower = 0,0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
kill = 0
p2stateno = 2635

[State 1]
type = Projectile
trigger1 = time >= 250
trigger1 = time <= 700
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 1234567890
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = 99999999,Ceil(0.015 * enemy,Const(data.life))
getpower = 0,0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
kill = 0
fall.recover = 0
p2stateno = 2635

[State 1]
type = Projectile
triggerall = time >= 700
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 1234567890
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = 99999999,Ceil(0.015 * enemy,Const(data.life))
getpower = 0,0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 34343

[State 1]
type = Projectile
trigger1 = time >= 250
trigger1 = time <= 650
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 1234567890
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = 99999999,Ceil(0.015 * enemy,Const(data.life))
getpower = 0,0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
kill = 0
p2stateno = 2635

[state a]
type = posset
trigger1 = animtime = 0
x = 0
y = 0

[State 4000]
type = allpalfx
trigger1 = Time = 660
add = 0, 0, 0
sinadd = 255,255,255,300
time = 150
invertall = 0

[state a]
type = changestate
trigger1 = animtime = 0
value = 34325

[Statedef 34325]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2017
ctrl = 0

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = timerfreeze
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1000, 5]
type = Explod
trigger1 = time = 1
anim = 1143
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
trans = add

[State 1000, 5]
type = Explod
trigger1 = time = 1
anim = 3053
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 2000, 6]
type = PlaySnd
trigger1 = time = 1
value = s10000,68

[State 10000]
type = Afterimage
trigger1 = TIME = 12
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  -1
length  = 13
TimeGap = 1
FrameGap = 1

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

;Target state
[Statedef 34343]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 2635]
type = destroyself
trigger1 = ishelper

[State 2635]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.007 * Const(data.life)))

[State 2635]
type = powerset
trigger1 = time = 0
ignorehitpause = 1
value = power - (Ceil(0.005 * Const(data.power)))

[State 2635]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2635]
type = ChangeAnim
Trigger1 = Time = 0
value = 5070

[State 2635]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[State 2635] 
type = changestate
trigger1 = !alive
value = 33400

[State 2635] 
type = changestate
trigger1 = time >= 8
value = 34330

[Statedef 34330]
type    = A
movetype= H
physics = N
sprpriority = 4

[state 2637]
type = destroyself
trigger1 = ishelper

[State 2637]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.035 * Const(data.life)))

[State 2637]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 2635] 
type = changestate
trigger1 = !alive
value = 33400

[State 2637]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 2637]
type = PlayerPush
trigger1 = 1
value = -1

[State 2637]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2637]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2637]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[state 2637]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 2637]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 2637]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

[Statedef 112345]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
sprpriority = 150
anim = 16959
ownpal = 1

[state a]
type = nothitby
trigger1 = 1
value = SCA

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1

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

[State a]
type = Trans
trigger1 = 1
trans = add

[state a]
type = varset
trigger1 = time = 0
v = 56
value = 0

[State a]
type = VarAdd
trigger1 = Var(56) <= 40
var(56) = 1

[State a]
Type = AngleDraw
Trigger1 = Time >= 0
scale = 0.2 + Var(56)/10.0 , 0.2 + Var(56)/10.0

[State a]
Type = AngleAdd
Trigger1 = Time >= 0
Value = -3

[state a]
type = destroyself
trigger1 = Time >= 25

[statedef 300]
anim=111000

[State 9998, 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
pausetime = 0,0
sparkno = -1
numhits = 0
p2stateno = 9997

[state 0]
type=destroyself
trigger1=root,stateno!=1111111200
ignorehitpause=1

[statedef 944]
type=a
movetype=h
physics=n
velset=0,0
ctrl=0

[State 0, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 0,0
ignorehitpause = 1

[state 0]
type=afterimagetime
trigger1=1
time=0
ignorehitpause=1

[state 0]
type=assertspecial
trigger1=1
flag=invisible
ignorehitpause=1

[state 0]
type=removeexplod
trigger1=1
ignorehitpause=1

[state 0]
type=posset
trigger1=1
y=9999
ignorehitpause=1

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

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

[state 0]
type=varset
trigger1=ishelper
trigger1=prevstateno!=944&&var(0)=0
var(0)=anim
ignorehitpause=1

[state 0]
type=varadd
trigger1=ishelper
var(1)=1
ignorehitpause=1

[state 0]
type=varset
trigger1=ishelper
trigger1=prevstateno!=944&&var(2)=0
var(2)=prevstateno
ignorehitpause=1

[state 0]
type=changeanim2
trigger1=1
value=93714
ignorehitpause=1

[state 0]
type=hitby
trigger1=ishelper
value=c,np
value2=c,np
time=1
ignorehitpause=1

[state 0]
type=projectile
triggerall=ishelper
trigger1=var(1)<=1&&root,alive&&root,numprojid(94400)=0&&root,stateno!=944&&root,stateno!=prevstateno
projid=94400
projanim=var(0)
projremove=1
proremovetime=-1
attr=c,np
affectteam=f
hitflag=mafd
p1stateno=var(2)
ignorehitpause=1

[state 0]
type=projectile
triggerall=ishelper
trigger1=var(1)>=30&&root,alive&&root,numprojid(94401)=0&&root,stateno!=944&&root,stateno!=prevstateno
projid=94401
projanim=var(0)
projremove=1
proremovetime=-1
attr=c,np
affectteam=f
hitflag=mafd
p1stateno=50
ignorehitpause=1

[state 0]
type=destroyself
trigger1=root,alive=0
trigger2=enemy,stateno!=1111111200
trigger2=root,stateno!=var(2)
trigger2=root,p2life=0
ignorehitpause=1

[Statedef 9997]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0

[State 9997, 1]
type = LifeSet
trigger1 = 1
value = 0

[State 9997, 1]
type = ChangeState
trigger1 = Name = "F1"
value = 5150

[State 9997, 1]
type = SelfState
trigger1 = 1
value = 5050

[Statedef 2635]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 2635]
type = destroyself
trigger1 = ishelper

[State 2635]
type = null;lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.007 * Const(data.life)))

[State 2635]
type = null;powerset
trigger1 = time = 0
ignorehitpause = 1
value = power - (Ceil(0.005 * Const(data.power)))

[State 2635]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2635]
type = ChangeAnim
Trigger1 = Time = 0
value = 5070

[State 2635]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[State 2635]
type = changestate
trigger1 = time >= 8
value = 2637

[Statedef 2637]
type    = A
movetype= H
physics = N
sprpriority = 4

[state 2637]
type = destroyself
trigger1 = ishelper

[State 2637]
type = null;lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.035 * Const(data.life)))

[State 2637]
type = null;lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 2637]
type = null;powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 2637]
type = PlayerPush
trigger1 = 1
value = -1

[State 2637]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2637]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2637]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[state 2637]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 2637]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 2637]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;Soul Buster
[Statedef 4501]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 22063
sprpriority = 3

[state ]
type = AssertSpecial
trigger1 = time = 0
flag = NOFG
flag2 = NOBG
flag3 = nobardisplay
ignorehitpause = 1

[state ]
type = varset
triggerall = ishelper(5150)
trigger1 = anim = 22063
trigger1 = animelemtime(1)=0
sysvar(3)=2015

[State ]
type = PlaySnd
trigger1 = time = 0
trigger1 = anim = 22063
trigger1 = AnimElem = 1
value = s10000,83
freqmul = ifelse(random<=333,1,ifelse(random<=666,1.1,1.2))
volume = 999

[State ]
type = PlaySnd
trigger1 = time = 0
trigger1 = anim = 22063
trigger1 = AnimElem = 1
value = s10000,41
freqmul = 1

[State ]
type = Explod
trigger1 = time = 0
trigger1 = time=1||time=5||time=9||time=13||time=17
anim = 55000
id = 3001
sprpriority = 3
postype = p1
velset = 0,0
pos = 2,-60
bindtime = 1
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
ignorehitpause = 1
under = 0
ownpal = 1
trans = sub

[State ]
type = Explod
trigger1 = time = 0
trigger1 = time=1
anim = 424242
id = 4220
sprpriority = -2
postype = left
velset = 0,0
pos = -150,-150
scale = 5,5
bindtime = -1
removetime = 40
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
ignorehitpause = 1
under = 0
ownpal = 1

[State 191, 3]
type = PlaySnd
trigger1 = time = 0
value = 10000,46

[State 191, 3]
type = PlaySnd
trigger1 = time = 0
value = 10000,56
volume = -150

[State 1]
type = Explod
trigger1 = time > 15
trigger1 = time <= 40
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1

[State 1]
type = Explod
trigger1 = time > 15
trigger1 = time <= 40
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1

[State 1]
type = Explod
trigger1 = time > 15
trigger1 = time <= 40
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 15
anim = 185 ; 188
sprpriority = 999
postype = p1
pos = 0,-75
bindtime = -1
under = 0
ownpal = 1
scale = 1.2,1.2

[state ]
type = changestate ;changeanim
trigger1 = time = 17
;trigger1 = anim = 22063 && animelemtime(7)=5
value=22064

[Statedef 22064]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 22064
sprpriority = 3

[State ]
type = Explod
trigger1 = time = 0
trigger1 = anim = 22064
trigger1 = animelem = 1
anim = 2015
id = 4501
sprpriority = 3
postype = left
velset = 0,0
pos = 0,0
scale = 1,1
bindtime = -1
supermove = 1
pausemovetime = 99999999999999999999
supermovetime = 99999999999999999999
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State ]
type = PlaySnd
trigger1 = time=40 || time = 60
value = s10000,84
freqmul = 1
channel = 3
volume = 800
loop = 1

[State ]
type = PlaySnd
trigger1 = time=40 || time = 60
value = s10000,84
freqmul = 1
channel = 3
volume = 800
loop = 1

[State ]
type = PlaySnd
trigger1 = time=40 || time = 60
value = s10000,84
freqmul = 1
channel = 3
volume = 800
loop = 1

[State ]
type = PlaySnd
trigger1 = time=40 || time = 60
value = s10000,71
freqmul = 1
channel = 3
volume = 800
loop = 1

[State ]
type = PlaySnd
trigger1 = time=40 || time = 60
value = s10000,64
freqmul = 1
channel = 3
volume = 800
loop = 1

[State ]
type = PlaySnd
trigger1 = time=40 || time = 55
value = s10000,62
freqmul = 1
channel = 3
volume = 800
loop = 1

[State ]
type = Helper
trigger1 = time = 20
trigger1 = numhelper(300000001)=0
trigger1 = anim = 22064
trigger1 = time>40
name = "Astral"
stateno = 300000001
ID = 3001
helpertype = player
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermove = 1
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause = 1

[State ]
type = Projectile
trigger1 = time = 20
trigger1 = anim = 22064
trigger1 = time>40
projID = 4501
projanim = 1001000
projremove = 0
projpriority = 99999999
projhitanim = -1
projremanim = -1
projsprpriority = 0
projshadow = 0,0,0
projremovetime = 1
projedgebound = 10000
projstagebound = 10000
projheightbound = -10000,10000
postype = p1
offset = 0,0
numhits = 0
sparkno = -1
guard.sparkno = -1
sparkxy = 99999,99999
pausetime = 0,2
ground.velocity = 0,5
guard.velocity = 0
air.velocity = 0,5
attr = S,HA
animtype = back
damage = 2147483647,2147483647
getpower = -2147483647,-2147483647
givepower = -2147483647,-2147483647
hitflag = MAFDP
guardflag = 
affectteam = B
fall = 1
fall.recover = 0
fall.damage = 2147483647

[State ]
type = Projectile
trigger1 = time = 20
trigger1 = anim = 22064
trigger1 = time>40
projID = 4501
projanim = 1001000
projremove = 0
projpriority = 99999999
projhitanim = -1
projremanim = -1
projsprpriority = 0
projshadow = 0,0,0
projremovetime = 1
projedgebound = 10000
projstagebound = 10000
projheightbound = -10000,10000
postype = p1
offset = 0,0
numhits = 0
sparkno = -1
guard.sparkno = -1
sparkxy = 99999,99999
pausetime = 0,2
ground.velocity = 0,5
guard.velocity = 0
air.velocity = 0,5
attr = S,HP
animtype = back
damage = 2147483647,2147483647
getpower = -2147483647,-2147483647
givepower = -2147483647,-2147483647
hitflag = MAFDP
guardflag = 
affectteam = B
fall = 1
fall.recover = 0
fall.damage = 2147483647

[State ]
type = Projectile
trigger1 = time = 20
trigger1 = anim = 22064
projID = 4501
projanim = 1001000
projremove = 0
projpriority = 99999999
projhitanim = -1
projremanim = -1
projsprpriority = 0
projshadow = 0,0,0
projremovetime = 1
projedgebound = 10000
projstagebound = 10000
projheightbound = -10000,10000
postype = p1
offset = 0,0
numhits = 0
sparkno = -1
guard.sparkno = -1
sparkxy = 99999,99999
pausetime = 0,2
ground.velocity = 0,5
guard.velocity = 0
air.velocity = 0,5
attr = S,HT
animtype = back
damage = 2147483647,2147483647
getpower = -2147483647,-2147483647
givepower = -2147483647,-2147483647
hitflag = MAFDP
guardflag = 
affectteam = B
fall = 1
fall.recover = 0
fall.damage = 2147483647

[State ]
type = AllPalfx
trigger1 = time=320
sinadd = 0,0,0,0
time = 50
supermove = 1
pausemovetime = 99999999999999
supermovetime = 99999999999999

[state ]
type = varset
trigger1 = anim = 22065
trigger1 = animtime = 0
sysvar(3)=0

[State ]
type = ChangeState
trigger1 = time = 320
value = 22065
ctrl = 0

[statedef 22065]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 22065
sprpriority = 3

[State 1]
type = Explod
trigger1 = time > 0
trigger1 = time <= 25
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1

[State 1]
type = Explod
trigger1 = time > 0
trigger1 = time <= 25
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 20,20
vel = -2 + (random%5),-2 + (random%5)
facing = -1
ownpal = 1

[State 1]
type = Explod
trigger1 = time > 0
trigger1 = time <= 25
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 10,10
vel = -1 + (random%4),-1 + (random%4)
facing = -1
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 185 ; 188
sprpriority = 999
postype = p1
pos = 0,-75
bindtime = -1
under = 0
ownpal = 1
scale = 1.2,1.2

[State 191, 3]
type = PlaySnd
trigger1 = time = 0
value = 10000,46

[State 191, 3]
type = PlaySnd
trigger1 = time = 0
value = 10000,56
volume = -150

[State 0, StopSnd]
type = StopSnd
trigger1 = time = 0
channel = 3
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S10000,53
volume = 255

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

;Omega Shock- Torment
[Statedef 33100]
type    = S
physics = S
movetype= A
anim = 33100
poweradd = 200
ctrl = 0
juggle = 0;15
velset = 0,0
;facep2 = 1

[state change, Catastrophe]
type = changestate
trigger1 = p2name = "Crazy-Catastrophe"
value = 100500
ctrl = 0

[state -2]
type = lifeset
trigger1 = time = 0
value = lifemax

[State -2]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA, AA, AT, AP
hitflag = M-
priority = 6, Miss
pausetime = 0,0
sparkno = -1
hitsound = -1
numhits = 0
p2facing = 1
p1stateno = 33101
p2stateno = 33120

[State 4000, 2]
type = Hitdef
triggerall = var(29) <= 1
triggerall = time = 0
trigger1 = p2stateno != 150 && 152 && 154
attr = S, HT
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 2
p2facing = 1
p1stateno = 33101
p2stateno = 33120
guard.dist = 0
fall = 1
fall.recover = 0

[State 4000, 2]
type = Hitdef
triggerall = var(29) >= 1
triggerall = time = 0
trigger1 = p2stateno != 150 && 152 && 154
attr = S, HT
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 2
p2facing = 1
p1stateno = 32101
p2stateno = 32120
guard.dist = 0
fall = 1
fall.recover = 0

[State 3000, 3]
type = null ;ChangeState
trigger1 = P2bodydist x < 25
Trigger1 = AnimTime = 0
value = 200

[State 3000, 5]
type = null ;ChangeState
trigger1 = P2bodydist x >= 25
Trigger1 = AnimTime = 0
value = 221

[State 3000, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 33101]
type    = S
physics = S
movetype= A
anim = 33101
ctrl = 0
velset = 0,0
poweradd = -2000

[State 4001, Muahaha for me~]
type = ChangeState
trigger1 = palno = [7,11]
value = 32101
ctrl = 0
ignorehitpause = 1

[State 4001, Muahaha for me~]
type = ChangeState
trigger1 = palno = 12
value = 11220
ctrl = 0
ignorehitpause = 1

[state -2]
type = lifeset
trigger1 = time = 0
value = lifemax

[State 4001]
type = EnvColor
trigger1 = time = 0
value = 0,0,0 ;255,255,255
time = 100
under = 2 ;1

[State 4001, 1]
type = Width
trigger1 = time < 188
edge = 60,0

[State 2000, 2]
type = SuperPause
trigger1 = time = 18
time = 40
anim = -1
sound = 10000,35

[State 4001, 1]
type = EnvColor
trigger1 = time = 20
value = 0,0,0
time = 100
under = 2

[State 4001, 1]
type = AssertSpecial
trigger1 = 1
flag= noBG
flag2= noFG
flag3= nobardisplay

[State 4001, 2.2]
type = Explod
trigger1 = Time = 0
anim = 29000
id = 810
pos = 60,0
postype = p1
supermove = 1
bindtime = 30
removetime = -1
trans = add
scale = 0.20,0.20
ontop = 1
ownpal = 1

[State 4001, 3.2]
type = RemoveExplod
trigger1 = Time = 20
ID = 810

[State 4001, 3.1]
type = Explod
trigger1 = animelem = 7
ID = 3010
anim = 1232;3010
pos = 60,0;120,-200
postype = p1
bindtime = 1
removetime = -1
sprpriority = 4
ownpal = 1

[State 4001, 3.1]
type = Explod
trigger1 = animelem = 7
ID = 3010
anim = 1132;3010
pos = 60,0 ;120,-200
postype = p1
bindtime = 1
removetime = -1
sprpriority = 4
ownpal = 1

[State 4001, 3.1]
type = Explod
trigger1 = animelem = 7
ID = 3010
anim = 1142
pos = 60,0
postype = p1
bindtime = 1
removetime = -1
sprpriority = 4
ownpal = 1
trans = add

[State 4001, 3.1]
type = Explod
trigger1 = animelem = 7
ID = 3010
anim = 1143
pos = 40,0
postype = p1
bindtime = 1
removetime = -1
sprpriority = 4
scale = 1.2,1.2
ownpal = 1
trans = add

[State 4001, 3.2]
type = RemoveExplod
trigger1 = animelem = 65;66
ID = 3010

[State 1000, 5]
type = Explod
trigger1 = animelem = 66
anim = 22107
id = 1415
sprpriority = 10
postype = p1
pos = 63,-120
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
trans = sub

[State 1000, 5]
type = Explod
trigger1 = animelem = 66
anim = 26550
id = 1415
sprpriority = 10
postype = p1
pos = 57,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 66
anim = 26500
id = 1415
sprpriority = 10
postype = p1
pos = 73,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 66
anim = 1134
id = 1415
sprpriority = 10
postype = p1
pos = 68,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
trans = add

[State 1000, 5]
type = Explod
trigger1 = animelem = 66
anim = 10703
id = 1415
sprpriority = 10
postype = p1
pos = 63,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 66
anim = 1131
id = 1415
sprpriority = 10
postype = p1
pos = 63,0
bindtime = 1
supermove = 0
removetime = 24
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 66
anim = 1132
id = 1415
sprpriority = 10
postype = p1
pos = 63,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 66
anim = 2551
id = 1415
sprpriority = 10
postype = p1
pos = 63,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 66
anim = 10002
id = 1415
sprpriority = 10
postype = p1
pos = 63,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 66
anim = 2553
id = 1415
sprpriority = 10
postype = p1
pos = 63,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 66
anim = 1143
id = 1415
sprpriority = 10
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
scale = 0.8,1.5
trans = add
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 66
anim = 1135
id = 1415
sprpriority = 10
postype = p1
pos = 40,0
scale = 1.8,1.8
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
trans = add

[State 4001, 3.3]
type = Null
trigger1 = animelem = 66
anim = 12110
pos = 0,0
postype = p1
bindtime = 1
sprpriority = 4
ownpal = 1

[State 4001, 4.1]
type = sprpriority
trigger1 = 1
value = 2

[State 4001, 5.1]
type = TargetBind
trigger1 = time >= 0
trigger1 = time <= 9
pos = 65,0

[State 4001, 5.2]
type = TargetBind
trigger1 = time >= 10
trigger1 = time <= 14
pos = 63, -108 ;53,-98

[State 4001, 5.3]
type = TargetBind
trigger1 = time >= 15
trigger1 = time <= 32
pos = 47, -167  ;37,-137

[State 4001, 5.4]
type = TargetBind
trigger1 = time = 33
trigger2 = time = 39
trigger3 = time = 45
trigger4 = time = 51
trigger5 = time = 57
trigger6 = time = 63
trigger7 = time = 69
trigger8 = time = 75
trigger9 = time = 81
trigger10 = time = 87
trigger11 = time = 93
trigger12 = time = 99
trigger13 = time = 105
trigger14 = time = 111
trigger15 = time = 117
trigger16 = time = 123
trigger17 = time = 129
trigger18 = time = 135
trigger19 = time = 141
trigger20 = time = 147
pos = 48,-164

[State 4001, 5.5]
type = TargetBind
trigger1 = time >= 34
trigger1 = time <= 35
trigger2 = time >= 40
trigger2 = time <= 41
trigger3 = time >= 46
trigger3 = time <= 47
trigger4 = time >= 52
trigger4 = time <= 53
trigger5 = time >= 58
trigger5 = time <= 59
trigger6 = time >= 64
trigger6 = time <= 65
trigger7 = time >= 70
trigger7 = time <= 71
trigger8 = time >= 76
trigger8 = time <= 77
trigger9 = time >= 82
trigger9 = time <= 83
trigger10 = time >= 88
trigger10 = time <= 89
trigger11 = time >= 94
trigger11 = time <= 95
trigger12 = time >= 100
trigger12 = time <= 101
trigger13 = time >= 106
trigger13 = time <= 107
trigger14 = time >= 112
trigger14 = time <= 113
trigger15 = time >= 118
trigger15 = time <= 119
trigger16 = time >= 124
trigger16 = time <= 125
trigger17 = time >= 130
trigger17 = time <= 131
trigger18 = time >= 136
trigger18 = time <= 137
trigger19 = time >= 142
trigger19 = time <= 143
trigger20 = time >= 148
trigger20 = time <= 149
pos = 48,-163

[State 4001, 5.6]
type = TargetBind
trigger1 = time >= 36
trigger1 = time <= 38
trigger2 = time >= 42
trigger2 = time <= 44
trigger3 = time >= 48
trigger3 = time <= 50
trigger4 = time >= 54
trigger4 = time <= 56
trigger5 = time >= 60
trigger5 = time <= 62
trigger6 = time >= 66
trigger6 = time <= 68
trigger7 = time >= 72
trigger7 = time <= 74
trigger8 = time >= 78
trigger8 = time <= 80
trigger9 = time >= 84
trigger9 = time <= 86
trigger10 = time >= 90
trigger10 = time <= 92
trigger11 = time >= 96
trigger11 = time <= 98
trigger12 = time >= 102
trigger12 = time <= 104
trigger13 = time >= 108
trigger13 = time <= 110
trigger14 = time >= 114
trigger14 = time <= 116
trigger15 = time >= 120
trigger15 = time <= 122
trigger16 = time >= 126
trigger16 = time <= 128
trigger17 = time >= 132
trigger17 = time <= 134
trigger18 = time >= 138
trigger18 = time <= 140
trigger19 = time >= 144
trigger19 = time <= 146
trigger20 = time >= 150
trigger20 = time <= 152
pos = 47,-164

[State 4001, 5.7]
type = null;TargetBind
trigger1 = time >= 200;153
trigger1 = time <= 201;154
pos = 21,-165

[State 4001, 5.8]
type = null;TargetBind
trigger1 = time >= 202;155
trigger1 = time <= 204;157
pos = 24,-166

[State 4001, 5.9]
type = null;TargetBind
trigger1 = time = 205;158
pos = 92,-134

[State 4001, 5.9]
type = null;TargetBind
trigger1 = animelem = 68
pos = 92,-800

[State 4001, 5.9]
type = TargetState
triggerall = p2life >= 0
trigger1 = animelem = 68
value = 142001

[State 4001, 5.9]
type = TargetState
triggerall = p2life <= 0
trigger1 = animelem = 68
value = 933400

[State 4001, 5.9]
type = Playsnd
triggerall = p2life <= 0
trigger1 = animelem = 68
value = 10000,51
volume = 200

[State 4001, 6.1]
type = Playsnd
trigger1 = Time = 0
value = 2000,1
volume = 200

[State 4001, 6.2]
type = Playsnd
trigger1 = animelem = 7
value = 1100, 0
volume = 250

[State 4001, 6.3]
type = Playsnd
trigger1 = animelem = 7
value = 10000, 48
volume = 150

[State 4001, 6.3]
type = Playsnd
trigger1 = animelem = 7
value = 10000, 8
volume = 250

[State 4001, 6.3]
type = Playsnd
trigger1 = animelem = 7
value = 10000,7
volume = 250

[State 4001, 6.3]
type = Playsnd
trigger1 = animelem = 7
value = 10000,12
volume = 250

[State 4001, 6.4]
type = Playsnd
trigger1 = animelem = 67
value = 10000, 6
volume = 200

[State 4001, 6.3]
type = null ;Playsnd
trigger1 = animelem = 7
trigger2 = animelem = 10
trigger3 = animelem = 13
trigger4 = animelem = 16
trigger5 = animelem = 19
trigger6 = animelem = 22
trigger7 = animelem = 25
trigger8 = animelem = 28
trigger9 = animelem = 31
trigger10 = animelem = 34
trigger11 = animelem = 37
trigger12 = animelem = 40
trigger13 = animelem = 43
trigger14 = animelem = 46
trigger15 = animelem = 49
trigger16 = animelem = 52
trigger17 = animelem = 55
trigger18 = animelem = 58
trigger19 = animelem = 61
;trigger20 = animelem = 64
value = 10000, 49
volume = 80

[State 4001, 6.4]
type = Playsnd
trigger1 = animelem = 65
value = 10000, 85
volume = 200

[State 4001, 6.4]
type = Playsnd
trigger1 = animelem = 65
value = 10000,70
volume = 200

[State 4001, 6.4]
type = Playsnd
trigger1 = animelem = 65
value = 10000,44
volume = 200

[State 4001, 6.5]
type = HitAdd
trigger1 = time = 34
trigger2 = time = 37
trigger3 = time = 40
trigger4 = time = 43
trigger5 = time = 46
trigger6 = time = 49
trigger7 = time = 52
trigger8 = time = 55
trigger9 = time = 58
trigger10 = time = 61
trigger11 = time = 64
trigger12 = time = 67
trigger13 = time = 70
trigger14 = time = 73
trigger15 = time = 76
trigger16 = time = 79
trigger17 = time = 82
trigger18 = time = 85
trigger19 = time = 88
trigger20 = time = 91
trigger21 = time = 94
trigger22 = time = 97
trigger23 = time = 100
trigger24 = time = 103
trigger25 = time = 106
trigger26 = time = 109
trigger27 = time = 112
trigger28 = time = 115
trigger29 = time = 118
trigger30 = time = 121
trigger31 = time = 124
trigger32 = time = 127
trigger33 = time = 130
trigger34 = time = 133
trigger35 = time = 136
trigger36 = time = 139
trigger37 = time = 142
trigger38 = time = 145
trigger39 = time = 148
trigger40 = time = 155
trigger41 = time = 162
value = 1

[State 4001, 7];Damage
type = TargetLifeadd
trigger1 = animelem = 7
trigger2 = animelem = 10
trigger3 = animelem = 13
trigger4 = animelem = 16
trigger5 = animelem = 19
trigger6 = animelem = 22
trigger7 = animelem = 25
trigger8 = animelem = 28
trigger9 = animelem = 31
trigger10 = animelem = 34
trigger11 = animelem = 37
trigger12 = animelem = 40
trigger13 = animelem = 43
trigger14 = animelem = 46
trigger15 = animelem = 49
trigger16 = animelem = 52
trigger17 = animelem = 55
trigger18 = animelem = 58
trigger19 = animelem = 61
trigger20 = animelem = 64
trigger21 = animelem = 65
value = Ceil(-0.01 * enemy,Const(data.life));(floor(-25*fvar(12)))-25
absolute = 1
kill = 0

[State 4001, 7.1]
type = TargetLifeadd
triggerall = p2name != "n-ri_ssj9"
trigger1 = animelem = 66
value = Ceil(-0.04 * enemy,Const(data.life));-300
absolute = 1

[State 4001, 7.1]
type = TargetLifeadd
triggerall = p2name = "n-ri_ssj9"
trigger1 = animelem = 66
value = Ceil(-1 * enemy,Const(data.life))
absolute = 1

[State 4001, 5.9]
type = TargetState
triggerall = p2name = "n-ri_ssj9"
trigger1 = animelem = 68
value = 33400

[State 4001, 8]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 33120]
type    = S
physics = N
movetype= H
ctrl = 0
velset = 0,0

[State 4020, 1]
type = Changeanim2
trigger1 = time = 0
value = 33120

[State 4020, 2.1]
type = Velset
trigger1 = time = 206;159
y = -6
x = -8

[State 4020, 2.2];gravity
type = Veladd
trigger1 = time >= 206;159
y = .52

[State 4020, 2.3];slow down
type = VelMul
trigger1 = time >= 206;159
x = .96

[State 9000, 1]
type = PalFX
triggerall = time >= 34
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 4020, 3]
type = Statetypeset
trigger1 = time = 206;159
value = A

[State 4020, 4];short flash
type = Envcolor
trigger1 = animelem = 7, = 1
trigger2 = animelem = 10, = 1
trigger3 = animelem = 13, = 1
trigger4 = animelem = 16, = 1
trigger5 = animelem = 19, = 1
trigger6 = animelem = 22, = 1
trigger7 = animelem = 25, = 1
trigger8 = animelem = 28, = 1
trigger9 = animelem = 31, = 1
trigger10 = animelem = 34, = 1
trigger11 = animelem = 37, = 1
trigger12 = animelem = 40, = 1
trigger13 = animelem = 43, = 1
trigger14 = animelem = 46, = 1
trigger15 = animelem = 49, = 1
trigger16 = animelem = 52, = 1
trigger17 = animelem = 55, = 1
trigger18 = animelem = 58, = 1
trigger19 = animelem = 61, = 1
trigger20 = animelem = 64, = 1
trigger21 = animelem = 66, = 1
value = 248,248,248
time = 1
under = 1

[State 4020, 4];short flash
type = Envcolor
trigger1 = animelem = 8, = 1
trigger2 = animelem = 11, = 1
trigger3 = animelem = 14, = 1
trigger4 = animelem = 17, = 1
trigger5 = animelem = 20, = 1
trigger6 = animelem = 23, = 1
trigger7 = animelem = 26, = 1
trigger8 = animelem = 29, = 1
trigger9 = animelem = 32, = 1
trigger10 = animelem = 35, = 1
trigger11 = animelem = 38, = 1
trigger12 = animelem = 41, = 1
trigger13 = animelem = 44, = 1
trigger14 = animelem = 47, = 1
trigger15 = animelem = 50, = 1
trigger16 = animelem = 53, = 1
trigger17 = animelem = 56, = 1
trigger18 = animelem = 59, = 1
trigger19 = animelem = 62, = 1
trigger20 = animelem = 65, = 1
trigger21 = animelem = 66, = 1
value = 255,0,0
time = 1
under = 2

[State 4020, 6];shaking effect
type = Envshake
trigger1 = animelem = 7
trigger2 = animelem = 10
trigger3 = animelem = 13
trigger4 = animelem = 16
trigger5 = animelem = 19
trigger6 = animelem = 22
trigger7 = animelem = 25
trigger8 = animelem = 28
trigger9 = animelem = 31
trigger10 = animelem = 34
trigger11 = animelem = 37
trigger12 = animelem = 40
trigger13 = animelem = 43
trigger14 = animelem = 46
trigger15 = animelem = 49
trigger16 = animelem = 52
trigger17 = animelem = 55
trigger18 = animelem = 58
trigger19 = animelem = 61
trigger20 = animelem = 64
time = 5
freq = 85 ;80
phase = 95
ampl = 20 ;7

[State 4020, 6]
type = EnvShake
trigger1 = animelem = 65
time = 30
ampl = 30
freq = 95
phase = 95

[State 4020, 7]
type = sprpriority
trigger1 = 1
value = 1

[State 4020, 8]
type = Nothitby
trigger1 = 1
value = SCA

[State 4020, 9];adjust the camera
type = ScreenBound
trigger1 = time < 206;159
value = 1

[State 4020, 10]
type = Width
trigger1 = time < 206;159
value = -30,-30

[State 4020, 11]
type = selfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = time >= 208;161
value = 5100

[Statedef 142001]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 1]
type = AssertSpecial
trigger1 = time <= 25
flag = invisible

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

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 1]
type = null;NotHitBy
trigger1 = enemy,stateno != 2101
value = SCA

[state a]
type = velset
trigger1 = time = 0
x = 0
y = -60

[state a]
type = veladd
trigger1 = 1
y = 1.4

[State 821, 3] 
type = lifeadd
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = -100
absolute = 1

[State 1020, 4]
type = EnvShake
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
time = 10
ampl = -5
freq = 95
phase = 95

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

[Statedef 933400]
type = S
movetype = H
SprPriority = 4
velset = 0
ctrl = 0

[state 7550,anim]
type = velset
trigger1 = time = 0
x = 0
y = 0

[state 7550,anim]
type = changeanim
trigger1 = time = 0
value = 5010

[state 7550,life]
type = posset
trigger1 = time = 0
y = 9999

[state 7550,life]
type = lifeadd
trigger1 = time = 1
value = -9999999

[state 7550,some]
type = SprPriority
trigger1 = time >= 1
value = -5

[state 7550,some]
type = changeanim
trigger1 = time = 10
value = 5050

[State 7550, 2]
type = SelfState
trigger1 = life = 0
trigger2 = time = 1
value = 5150

[state 7550,some]
type = selfstate
trigger1 = time = 12
value = 50

[Statedef 32101]
type    = S
physics = S
movetype= A
anim = 231019
ctrl = 0
velset = 0,0
poweradd = -2000

[State 4001]
type = EnvColor
trigger1 = time = 0
value = 0,0,0 ;255,255,255
time = 100
under = 2 ;1

[state -2]
type = lifeadd
trigger1 = time = 0
value = 1000

[State 4001, 1]
type = Width
trigger1 = time < 188
edge = 60,0

[State 2000, 2]
type = SuperPause
trigger1 = time = 18
time = 40
anim = -1
sound = 10000,35

[State 4001, 1]
type = EnvColor
trigger1 = time = 20
value = 0,0,0
time = 100
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 7
persistent = 1
time = 40
value = 255,255,255
ontop = 1

[State 1020, 4]
type = EnvShake
triggerall = time >= 20
trigger1 = (GameTime%3) = 1
time = 5
ampl = -3
freq = 95
phase = 95

[State 4001, 1]
type = AssertSpecial
trigger1 = 1
flag= noBG
flag2= noFG
flag3= nobardisplay

[State 4001, 2.2]
type = Explod
trigger1 = Time = 0
anim = 29000
id = 810
pos = 70,0
postype = p1
supermove = 1
bindtime = 30
removetime = -1
ontop = 1
scale = 0.20,0.20
ownpal = 1

[State 4001, 3.2]
type = RemoveExplod
trigger1 = Time = 20
ID = 810

[State 4001, 2.3]
type = playsnd
trigger1 = time = 0
value = 10000, 6
volume = 250

[State 4001, 2.3]
type = playsnd
trigger1 = animelem = 6
value = 10000,86
volume = 250

[State 4001, 2.3]
type = playsnd
trigger1 = time = 34
value = 10000,87
volume = 40

[State 1]
type = varrandom
trigger1 = 1
range = 120, -120
v = 51

[State 4001, 3.1]
type = Explod
trigger1 = animelem = 7
ID = 3010
anim = 1143
pos = 50,0
postype = p1
bindtime = 1
trans = add
removetime = -1
sprpriority = 4
scale = 1.2,1.2
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 34
trigger1 = (gametime%9) = 1
anim = 9803
ID = 23110
pos = 90,10
postype = p1
bindtime = 1
sprpriority = 10
scale = 1.1,1.1
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 34
trigger1 = (gametime%9) = 1
anim = 9803
ID = 23110
pos = 70,10
postype = p1
bindtime = 1
facing = -1
sprpriority = 10
scale = 1.1,1.1
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 34
trigger1 = (gametime%9) = 1
anim = 9803
ID = 23110
pos = 150,5
postype = p1
bindtime = 1
sprpriority = 10
scale = 1.1,1.1
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 34
trigger1 = (gametime%9) = 1
anim = 9803
ID = 23110
pos = 10,5
postype = p1
bindtime = 1
facing = -1
sprpriority = 10
scale = 1.1,1.1
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 110
trigger1 = (gametime%9) = 1
anim = 9803
ID = 23110
pos = 190,0
postype = p1
bindtime = 1
sprpriority = 10
scale = 1.1,1.1
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 110
trigger1 = (gametime%9) = 1
anim = 9803
ID = 23110
pos = -30,0
postype = p1
bindtime = 1
facing = -1
sprpriority = 10
scale = 1.1,1.1
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 34
trigger1 = (gametime%5) = 1
ID = 3010
anim = 9804
pos = var(51) + 75,10
postype = p1
bindtime = 1
removetime = 20
sprpriority = 8
scale = 1.2,1.2
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 34
trigger1 = (gametime%5) = 1
ID = 3010
anim = 9805
pos = var(51) + 75,10
postype = p1
bindtime = 1
removetime = 20
sprpriority = 8
scale = 1.2,1.2
ownpal = 1

[State 4001, 3.1]
type = Explod
trigger1 = animelem = 7
ID = 3010
anim = 9806
pos = 74,0
postype = p1
bindtime = 1
removetime = -1
sprpriority = 4
scale = 1.2,1.6
ownpal = 1

[State 4001, 3.1]
type = Explod
trigger1 = animelem = 7
ID = 23110
anim = 9807
pos = 85,0
postype = p1
bindtime = 1
removetime = -1
sprpriority = 4
ownpal = 1

[state 11125]
type = varset
trigger1 = time = 0
v = 3
value = 0

[State 11125]
type = VarAdd
triggerall = time >= 34
trigger1 = (gametime%4) = 1
v = 3
value = 1

[State 11125]
type = ModifyExplod
trigger1 = time >= 34
ID = 23110
scale = 0.6 + var(3)/18.0 ,0.8 + var(3)/18.0

[State 4001, 3.1]
type = Explod
triggerall = time >= 34
trigger1 = (gametime%9) = 1
anim = 1136
ID = 3010
pos = 95,5
postype = p1
bindtime = 1
sprpriority = 10
scale = 1.1,1.1
trans = add
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 34
trigger1 = (gametime%9) = 1
anim = 1136
ID = 3010
pos = 65,5
postype = p1
bindtime = 1
facing = -1
sprpriority = 10
scale = 1.1,1.1
ownpal = 1
trans = add

[State 4001, 3.1]
type = Explod
triggerall = time >= 34
trigger1 = (gametime%13) = 1
anim = 1138
ID = 3010
pos = 155,0
postype = p1
bindtime = 1
vel = 1,0
sprpriority = 10
scale = 1.3,1.3
ownpal = 1
trans = add

[State 4001, 3.1]
type = Explod
triggerall = time >= 34
trigger1 = (gametime%13) = 1
anim = 1138
ID = 3010
pos = 15,0
postype = p1
vel = -1,0
bindtime = 1
facing = -1
sprpriority = 10
scale = 1.3,1.3
ownpal = 1
trans = add

[State 4001, 3.1]
type = Explod
triggerall = time >= 85
trigger1 = (gametime%18) = 1
anim = 1138
ID = 3010
pos = 205,-2
postype = p1
bindtime = 1
vel = 2,0
sprpriority = 10
scale = 1.4,1.4
ownpal = 1
trans = add

[State 4001, 3.1]
type = Explod
triggerall = time >= 85
trigger1 = (gametime%18) = 1
anim = 1138
ID = 3010
pos = -35,-2
postype = p1
bindtime = 1
vel = -2,0
facing = -1
sprpriority = 10
scale = 1.4,1.4
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 110
trigger1 = (gametime%25) = 1
anim = 1138
ID = 3010
pos = 235,-5
postype = p1
bindtime = 1
vel = 3,0
sprpriority = 10
scale = 1.5,1.5
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 110
trigger1 = (gametime%25) = 1
anim = 1138
ID = 3010
pos = -65,-5
postype = p1
bindtime = 1
vel = -3,0
facing = -1
sprpriority = 10
scale = 1.5,1.5
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 145
trigger1 = (gametime%29) = 1
anim = 1138
ID = 3010
pos = 265,-8
postype = p1
bindtime = 1
vel = 3.5,0
sprpriority = 10
scale = 1.6,1.6
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time >= 145
trigger1 = (gametime%29) = 1
anim = 1138
ID = 3010
pos = -95,-8
postype = p1
bindtime = 1
vel = -3.5,0
facing = -1
sprpriority = 10
scale = 1.6,1.6
ownpal = 1

[State 4001, 3.1]
type = Explod
trigger1 = animelem = 7
ID = 3010
anim = 10105
pos = 90,0
postype = p1
bindtime = 1
removetime = -1
sprpriority = 4
ownpal = 1

[State 4001, 3.1]
type = Explod
trigger1 = animelem = 7
ID = 3010
anim = 9808
pos = 90,20
postype = p1
bindtime = 1
removetime = -1
sprpriority = 8
scale = 1,1.6
ownpal = 1

[State 4001, 3.1]
type = Explod
trigger1 = animelem = 7
ID = 3010
anim = 9808
pos = 50,20
postype = p1
bindtime = 1
removetime = -1
sprpriority = 8
facing = -1
scale = 1,1.6
ownpal = 1

[State 4001, 4.1]
type = sprpriority
trigger1 = 1
value = 2

[State 4001, 5.1]
type = TargetBind
trigger1 = time >= 0
trigger1 = time <= 9
pos = 65,0

[State 4001, 5.2]
type = TargetBind
trigger1 = time >= 10
trigger1 = time <= 14
pos = 63, -108 ;53,-98

[State 4001, 5.3]
type = TargetBind
trigger1 = time >= 15
trigger1 = time <= 32
pos = 67, -167  ;37,-137

[State 4001, 5.4]
type = TargetBind
trigger1 = time = 33
trigger2 = time = 39
trigger3 = time = 45
trigger4 = time = 51
trigger5 = time = 57
trigger6 = time = 63
trigger7 = time = 69
trigger8 = time = 75
trigger9 = time = 81
trigger10 = time = 87
trigger11 = time = 93
trigger12 = time = 99
trigger13 = time = 105
trigger14 = time = 111
trigger15 = time = 117
trigger16 = time = 123
trigger17 = time = 129
trigger18 = time = 135
trigger19 = time = 141
trigger20 = time = 147
trigger19 = time = 153
trigger20 = time = 158
pos = 68,-164

[State 4001, 5.5]
type = TargetBind
trigger1 = time >= 34
trigger1 = time <= 35
trigger2 = time >= 40
trigger2 = time <= 41
trigger3 = time >= 46
trigger3 = time <= 47
trigger4 = time >= 52
trigger4 = time <= 53
trigger5 = time >= 58
trigger5 = time <= 59
trigger6 = time >= 64
trigger6 = time <= 65
trigger7 = time >= 70
trigger7 = time <= 71
trigger8 = time >= 76
trigger8 = time <= 77
trigger9 = time >= 82
trigger9 = time <= 83
trigger10 = time >= 88
trigger10 = time <= 89
trigger11 = time >= 94
trigger11 = time <= 95
trigger12 = time >= 100
trigger12 = time <= 101
trigger13 = time >= 106
trigger13 = time <= 107
trigger14 = time >= 112
trigger14 = time <= 113
trigger15 = time >= 118
trigger15 = time <= 119
trigger16 = time >= 124
trigger16 = time <= 125
trigger17 = time >= 130
trigger17 = time <= 131
trigger18 = time >= 136
trigger18 = time <= 137
trigger19 = time >= 142
trigger19 = time <= 143
trigger20 = time >= 148
trigger20 = time <= 149
trigger21 = time >= 153
trigger21 = time <= 154
trigger22 = time >= 158
trigger22 = time <= 159
pos = 68,-163

[State 4001, 5.6]
type = TargetBind
trigger1 = time >= 36
trigger1 = time <= 38
trigger2 = time >= 42
trigger2 = time <= 44
trigger3 = time >= 48
trigger3 = time <= 50
trigger4 = time >= 54
trigger4 = time <= 56
trigger5 = time >= 60
trigger5 = time <= 62
trigger6 = time >= 66
trigger6 = time <= 68
trigger7 = time >= 72
trigger7 = time <= 74
trigger8 = time >= 78
trigger8 = time <= 80
trigger9 = time >= 84
trigger9 = time <= 86
trigger10 = time >= 90
trigger10 = time <= 92
trigger11 = time >= 96
trigger11 = time <= 98
trigger12 = time >= 102
trigger12 = time <= 104
trigger13 = time >= 108
trigger13 = time <= 110
trigger14 = time >= 114
trigger14 = time <= 116
trigger15 = time >= 120
trigger15 = time <= 122
trigger16 = time >= 126
trigger16 = time <= 128
trigger17 = time >= 132
trigger17 = time <= 134
trigger18 = time >= 138
trigger18 = time <= 140
trigger19 = time >= 144
trigger19 = time <= 146
trigger20 = time >= 150
trigger20 = time <= 152
trigger21 = time >= 156
trigger21 = time <= 158
trigger22 = time >= 162
trigger22 = time <= 164
pos = 68,-164

[State 4001, 6.1]
type = Playsnd
trigger1 = Time = 0
value = 10000, 51
volume = 200

[State 4001, 6.5]
type = HitAdd
triggerall = time >= 34
trigger1 = (gametime%2) = 1
value = 1

[State 4001, 7]
type = TargetLifeadd
triggerall = time >= 34
trigger1 = (gametime%2) = 1
value = Ceil(-0.004 * enemy,Const(data.life));(floor(-25*fvar(12)))-25
absolute = 1
kill = 0

[State 1]
type = AllPalfx
trigger1 = time = 220
sinadd = 255, 255, 255, 160
time = 80
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 3040, 7]
type = EnvColor
trigger1 = time = 240
persistent = 1
ignorehitpause = 1
time = 40
value = 255,255,255
ontop = 2

[State 4001, 8]
type = ChangeState
trigger1 = time >= 270
value = 32105

[Statedef 32105]
type    = S
physics = S
movetype= A
anim = 231020
ctrl = 0
velset = 0,0

[State 1]
type = varrandom
trigger1 = 1
range = 30, -30
v = 51

[state -2]
type = lifeadd
trigger1 = time = 0
value = 1000

[State 4001, 3.1]
type = Explod
triggerall = time <= 30
trigger1 = (gametime%2) = 1
ID = 3010
anim = 9804
pos = var(51) + 75,10
postype = p1
bindtime = 1
removetime = 5
sprpriority = 8
scale = 1.2,1.2
ownpal = 1

[State 4001, 3.1]
type = Explod
triggerall = time <= 30
trigger1 = (gametime%2) = 1
ID = 3010
anim = 9805
pos = var(51) + 75,10
postype = p1
bindtime = 1
removetime = 5
sprpriority = 8
scale = 1.2,1.2
ownpal = 1

[State 4001, 3.2]
type = RemoveExplod
trigger1 = time = 0
ID = 3010

[State 4001, 3.2]
type = RemoveExplod
trigger1 = time = 0
ID = 23110

[State 4001, 1]
type = AssertSpecial
trigger1 = 1
flag= noBG
flag2= noFG
flag3= nobardisplay

[State 4001, 5.9]
type = TargetState
triggerall = p2life >= 0
trigger1 = time = 0
value = 142001

[State 4001, 5.9]
type = TargetState
triggerall = p2life <= 0
trigger1 = time = 0
value = 933400

[State 4001, 7.1]
type = TargetLifeadd
triggerall = p2name != "n-ri_ssj9"
trigger1 = time = 0
value = Ceil(-0.04 * enemy,Const(data.life))
absolute = 1

[State 4001, 7.1]
type = TargetLifeadd
triggerall = p2name = "n-ri_ssj9"
trigger1 = time = 0
value = Ceil(-1 * enemy,Const(data.life))
absolute = 1

[State 4001, 5.9]
type = TargetState
triggerall = p2name = "n-ri_ssj9"
trigger1 = time = 0
value = 933400

[State 4001, 8]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 32120]
type    = S
physics = N
movetype= H
ctrl = 0
velset = 0,0

[State 4020, 1]
type = Changeanim2
trigger1 = time = 0
value = 33120

[State 9000, 1]
type = PalFX
triggerall = time >= 34
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 4020, 4]
type = Envcolor
triggerall = time >= 34
trigger1 = (gametime%2) = 1
value = 248,248,248
time = 1
under = 1

[State 4020, 4]
type = Envcolor
triggerall = time >= 34
trigger1 = (gametime%5) = 1
value = 255,0,0
time = 1
under = 2

[State 4020, 6]
type = Envshake
triggerall = time >= 34
trigger1 = (gametime%2) = 1
time = 25
ampl = -24
freq = 95
phase = 95

[State 4020, 7]
type = sprpriority
trigger1 = 1
value = 1

[State 4020, 8]
type = Nothitby
trigger1 = 1
value = SCA

[State 4020, 9]
type = ScreenBound
trigger1 = time < 270
value = 1

;Lord Of Vermillion
[Statedef 92450]
type = A
movetype = A
physics = N
anim = 92450
velset = 0,0
juggle = 0
poweradd = -2000
ctrl = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S10000,59

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S210,2

[State 947, Explod]
type = Explod
trigger1 = animelem = 1
anim = 22172
pos = 20,-65
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove = 1
sprpriority = 9

[State 947, Explod]
type = Explod
trigger1 = animelem = 1
anim = 55001
pos = 20,-65
postype = p1
facing = 1
trans = add
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove = 1
sprpriority = -1

[State 2000, BGPalFX]
type = BGPalFX
trigger1 = animelem = 1
time = 40
add = 0,0,0
mul = 0,0,0
invertall = 0
color = 1

[State 3100, 4]
type = SuperPause
trigger1 = animelem = 1
time = 80
movetime = 0
anim = 55000
sound = s182,0

[State 1170, HitBy]
type = HitBy
trigger1 = Time = [0,35)
value = SA,HA,NP,HP,NT,ST,HT

[State 2201, VelAdd]
type = VelAdd
trigger1 = animelem = 3
x = -2
y = -2

[State 1000, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal
name = "Hell"
ID = 2451
stateno = 92451
pos = 20,-65
postype = p1
facing = 1
keyctrl = 0
ownpal = 0

[State 1000, Helper]
type = Helper
triggerall = palno = [7,11]
trigger1 = animelem = 3
helpertype = normal
name = "Hell"
ID = 2451
stateno = 92451
pos = 30,-65
postype = p1
facing = 1
keyctrl = 0
ownpal = 0

[State 1000, Helper]
type = Helper
triggerall = palno = [7,11]
trigger1 = animelem = 3
helpertype = normal
name = "Hell"
ID = 2451
stateno = 92451
pos = 25,-65
postype = p1
facing = 1
keyctrl = 0
ownpal = 0

[State 1000, Helper]
type = Helper
triggerall = palno = [7,11]
trigger1 = animelem = 3
helpertype = normal
name = "Hell"
ID = 2451
stateno = 92451
pos = 40,-65
postype = p1
facing = 1
keyctrl = 0
ownpal = 0

[State 1000, Helper]
type = Helper
triggerall = palno = [7,11]
trigger1 = animelem = 3
helpertype = normal
name = "Hell"
ID = 2451
stateno = 92451
pos = 45,-65
postype = p1
facing = 1
keyctrl = 0
ownpal = 0

[State 1000, Helper]
type = Helper
triggerall = palno = [7,11]
trigger1 = animelem = 3
helpertype = normal
name = "Hell"
ID = 2451
stateno = 92451
pos = 10,-65
postype = p1
facing = 1
keyctrl = 0
ownpal = 0

[State 1000, Helper]
type = Helper
triggerall = palno = [7,11]
trigger1 = animelem = 3
helpertype = normal
name = "Hell"
ID = 2451
stateno = 92451
pos = 19,-65
postype = p1
facing = 1
keyctrl = 0
ownpal = 0

[State 1000, Helper]
type = Helper
triggerall = palno = [7,11]
trigger1 = animelem = 3
helpertype = normal
name = "Hell"
ID = 2451
stateno = 92451
pos = 5,-65
postype = p1
facing = 1
keyctrl = 0
ownpal = 0

[State 1000, VelAdd]
type = VelAdd
trigger1 = AnimElemtime(10) > 0
y = .7

[State 1000, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 81160

[Statedef 92451]
type = A
movetype = A
physics = N
anim = 82451
velset = 0,0
juggle = 0
poweradd = 0
sprpriority = 9
ctrl = 0

[State 1000, ]
type = Velset
trigger1 = time >= 0
x = 15
y = 15

[State 200, HitDef]
type = HitDef
trigger1 = time = 0
getpower = 0,50
attr = S, HP
hitflag = MAF
guardflag = M
damage = 23,10
animtype = up
priority = 3, Hit
pausetime = 0,0
sparkno = s22100
guard.sparkno = s1146
sparkxy = 0,-20
hitsound = s10000,68
guardsound = s121,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 10
ground.velocity = -4.5,-4.5
airguard.velocity = -4.5,-4.5
air.animtype = up
air.type = Low
air.velocity = -1.4,-3
air.hittime = 12
fall = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 92452

[Statedef 92452]
type = A
movetype = A
physics = N
anim = 82452
velset = 0,0
juggle = 0
poweradd = 0
sprpriority = 9
ctrl = 0

[State 1000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Collider"
ID = 2453
stateno = 92453
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0

[State 1000, Explod]
type = Explod
trigger1 = time = 0
anim = 1142
pos = -5,3
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = -1

[State 1000, EnvColor]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 2

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = s10000,40

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S10000,67

[State 1000, PosSet]
type = PosSet
trigger1 = time = 0
y = -5

[State 10000, AssertSpecial]
type = AssertSpecial
trigger1 = time = 0
flag = noshadow

[State 1000, ScreenBound]
type = ScreenBound
trigger1 = time = 0
value = 1
movecamera = 0,0

[State 3200, HitDef]
type = HitDef
trigger1 = Time = 0
getpower = 0,100
attr = S, HP
hitflag = MAF
guardflag = M
damage = 420,10
sparkno = S1145
guard.sparkno = S1146
sparkxy = -15,-35 + (floor(p2bodydist Y))
hitsound = s10000,67
guardsound = s121,0
animtype = diagup
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = 0
air.velocity = -9,-10
air.juggle = 8
guard.pausetime = 0,15
guard.slidetime = 18
guard.hittime = 36
guard.ctrltime = 36
air.animtype = diagup
envshake.ampl = -5
envshake.time = 32
envshake.phase = 60
envshake.freq = 80
p2stateno = 923600
p2facing = 1
air.fall = 1
fall.recover = 0
air.recover = 0
fall = 1

[State 3544, 3]
type = DestroySelf
trigger1 = animtime = 0

[StateDef 92453]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 82453
poweradd = 0

[State 1000, PosSet]
type = PosSet
trigger1 = time = 0
y = -5

[state 1000]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 1000]
type = hitby
trigger1 = 1
value = SCA,NP,SP
time = -1

[state 1000]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP
stateno = 92453

[state 1000, destroyself]
type = destroyself
Trigger1 = parent,animtime = 0
Trigger2 = parent,movetype = H
Trigger3 = parent,stateno != 92450

[Statedef 923600]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 1500,]
type = NotHitBy
trigger1 = 1
value = SCA

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = -1.4
y = -14

[State 2320, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1

[State 52, 2]
type = Veladd
trigger1 = time >= 2
y = .5

[State 810,]
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
ampl = 10
freq = 120
time = 10

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 82360

[State 1830]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

[Statedef 81160]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 11690
ctrl     = 0
sprpriority = 2

[State 1000, PlaySound]
type = PlaySnd
trigger1 = time = 1
value = s40,0

[State 1000,]
type = Posset
trigger1 = time = 0
y = 0

[State 1000]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 1000, ChangeState]
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

;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
