;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;ソウルデストラクション
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 19600]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 19600
ctrl = 0
[state 19600]
type = poweradd
trigger1 = time = 0
value = -2000
ignorehitpause = 1
[state 19600]
type = varadd
trigger1 = time = 0
var(35) = -2000
ignorehitpause = 1
[state 19600]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1
[state 19600]
type = PlaySnd
trigger1 = Time = 0
value = 10000,20
[state 19600]
type = PlaySnd
trigger1 = Time = 0
value = 10000,21
[state 19600]
type = PlaySnd
trigger1 = Time = 10
value = 2000,0
volume = 255
freqmul = 0.9
[state 19600]
type = PlaySnd
trigger1 = Time = 360
value = 1400,0
volume = 255
freqmul = 0.9
[state 19600]
type = Explod
trigger1 = time = 0
anim = 22172
pos = 0,-102
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 19600]
type = Explod
trigger1 = time = 0
anim = 22173
pos = 0,-102
sprpriority = 2147483647
ownpal = 1
bindtime = 1
supermove = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 19600]
type = Explod
trigger1 = time = 0
anim = 32600
sprpriority = 2147483647
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
supermovetime = 2147483647
pausemovetime = 2147483647
[state 19600]
type = Projectile
trigger1 = time >= 30
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 = 300810
p2stateno = 300820
kill = 0
supermovetime = 2147483647
pausemovetime = 2147483647
[state 19600]
type = turn
triggerall = !ishelper
trigger1 = p2dist X < 0
trigger1 = fvar(5) < 0
ignorehitpause = 1
[state 19600]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
numhits = 0
p1stateno = 300810
p2stateno = 300820
ignorehitpause = 1
[state 19600]
type = targetdrop
triggerall = numtarget
trigger1 = target,ishelper
trigger2 = time <= 1
[state 19600]
type = ChangeState
trigger1 = numtarget > 0
trigger1 = target,ishelper = 0
value = 300810
[state 19600]
type = NotHitBy 
trigger1 = palno != [7,12]
value = SCA
time = 200
[state 19600]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 300810]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= 0
anim = 2310
ctrl = 0

[state 300810]
type = posadd
trigger1 = time = 1
x = p2dist x-50
[state 300810]
type = Explod
trigger1 = animelem = 7
anim = 22110
sprpriority = 9
postype = p1
pos = 50,-65
bindtime = 1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 300810]
type = Explod
trigger1 = animelem = 18
anim = 22110
sprpriority = 7
postype = p1
pos = 58,-83
bindtime = 1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 300810]
type = Explod
trigger1 = animelem = 8
anim = 2311
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 300810]
type = PlaySnd
trigger1 = animelem = 7
value = 2300,2
[state 300810]
type = PlaySnd
trigger1 = animelem = 16
value = 2300,1
volume = 255
freqmul = 0.95
[state 300810]
type = PlaySnd
trigger1 = animelem = 18
value = 10000,61
[state 300810]
type = pause
trigger1 = animelem = 18
time = 14
movetime = 14
[state 300810]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; ブラック・アビス
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 2300]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 2300
ctrl = 0

[state 2300]
type = poweradd
trigger1 = time = 0
value = -5000
ignorehitpause = 1
[state 2300]
type = varadd
trigger1 = time = 0
var(35) = -5000
ignorehitpause = 1
[state 2300]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state 2300]
type = helper
trigger1=time=2||time=6||time=10||time=14||AnimElemTime(7)=1||AnimElemTime(9)=2
id = 22101
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 130
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 2300]
type = helper
trigger1= time = 0
id = 64000
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 150
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 2300]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 2300]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 2300]
type = Explod
trigger1 = time = 0
anim = 22174
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647
[state 2300]
type = PlaySnd
trigger1 = Time = 0
value = 2200,0
freqmul = 0.9
volume = 255
[state 2300]
type = PlaySnd
trigger1 = Time = 0
value = 2200,2
freqmul = 0.9
volume = 255
[state 2300]
type = PlaySnd
trigger1 = time = 0
value = 10000,11
volume = 255
[state 2300]
type = PlaySnd
trigger1 = time = 0
value = 10000,41
volume = 255

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

;---------------------------------------------------------------------------------
;攻撃
;---------------------------------------------------------------------------------
[Statedef 23000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 23000
ctrl = 0

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

[State 23000]
type = statetypeset
triggerall = palno = [7,12]
trigger1 = !ishelper
statetype = A
movetype = I
physics = N
ignorehitpause = 1

[State 23000]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 23000]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,2
numhits = 0
p2facing = 1
p2stateno = 1000043
ignorehitpause = 1

[State 23000]
type = HitAdd
triggerall = numtarget > 0
trigger1 = target,stateno = 1000043 && enemynear,time = 0
value = 1
[State 23000]
type = targetdrop
triggerall = numtarget
trigger1 = target,ishelper
trigger2 = numtarget >= 8
ignorehitpause = 1
[State 23000]
type = targetLifeAdd
trigger1 = numtarget
value = -2147483647
absolute = 1
ignorehitpause = 1
[State 23000]
type = targetpowerAdd
trigger1= numtarget
value = -(enemynear,Const(data.power))
ignorehitpause = 1
[State 23000]
type = targetstate
triggerall = numtarget > 0
triggerall = !target,ishelper
triggerall = !win
trigger1 = enemy,alive
value = 1000043
ignorehitpause = 1
[State 23000]
type = targetstate
triggerall = numtarget
trigger1 = enemy,alive=0&&!(enemy,stateno=104010||enemy,stateno=1000043||enemy,stateno=5150)
value = 104010
ignorehitpause = 1
[State 23000]
type = targetfacing
triggerall = numtarget
trigger1 = target,alive && target,ishelper = 0
value = 1-2*(random%2)
ignorehitpause = 1
[State 23000]
type = targetveladd
triggerall = numtarget
trigger1 = target,alive && target,ishelper = 0 && target,pos y >= 0
x = 0
y = 0
ignorehitpause = 1
[State 23000]
type = targetvelset
triggerall = numtarget
trigger1 = target,alive && target,ishelper = 0 && target,pos y >= 0
x = 0
y = 0
ignorehitpause = 1
[State 23000]
type = targetveladd
triggerall = numtarget
trigger1 = target,alive && target,ishelper = 0 && target,pos y < 0
x = 0
y = 2147483647*2147483647
ignorehitpause = 1
[State 23000]
type = targetvelset
triggerall = numtarget
trigger1 = target,alive && target,ishelper = 0 && target,pos y < 0
x = 0
y = 2147483647*2147483647
ignorehitpause = 1
[State 23000]
type = helper
triggerall = palno = [1,6]
triggerall = numhelper(169990) = 0
trigger1 = roundstate <= 2
id = 169990
persistent = 1
name = "kill"
pos = 0,0
postype = p1
stateno = 150
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 23000]
type = Projectile
triggerall = !ishelper
trigger1 = (GameTime%4) = 1
trigger1 = time >= 80
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
animtype  = hard
damage = 30+random%20,5+random%20
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
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 23000]
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
pausemovetime = 2147483647
supermovetime = 2147483647

[State 23000]
type = Explod
triggerall = palno = [7,12]
trigger1 = Time = 0
anim = 10120
id = 10120
sprpriority = 2147483647
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add
pausemovetime = 2147483647
supermovetime = 2147483647

[State 23000]
type = Explod
triggerall = palno = [7,12]
trigger1 = Time = 0
anim = 10707
id = 10707
sprpriority = 2147483647
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add
pausemovetime = 2147483647
supermovetime = 2147483647
removetime = 236



[State 23000]
type = Explod
triggerall = palno = [7,12]
trigger1 = Time = 0
anim = 222223
id = 222223
sprpriority = 2147483647
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add
pausemovetime = 2147483647
supermovetime = 2147483647




[State 23000]
type = turn
triggerall = !ishelper
trigger1 = p2dist X < 0
trigger1 = fvar(5) < 0
ignorehitpause = 1

[State 23000]
type = PlaySnd
trigger1 = Time = 0
value = 2200,1
volume = 255
freqmul = 0.9
ignorehitpause = 1

[State 23000]
type = PlaySnd
triggerall = palno != [7,12]
trigger1 = time = 10
value = 10000,51
volume = 255
channel = 5
freqmul = 0.7
ignorehitpause = 1

[State 23000]
type = PlaySnd
triggerall = palno != [7,12]
trigger1 = time = 10
value = 2300,0
volume = 255
channel = 6
freqmul = 0.7
ignorehitpause = 1

[State 23000]
type = PlaySnd
triggerall = palno = [7,12]
trigger1 = time = 10
value = 2563,0
volume = 255
channel = 5
ignorehitpause = 1

[State 23000]
type = AttackDist
trigger1 = 1
value = 0

[State 23000]
type = superpause
triggerall = time < 270
trigger1 = win
trigger2 = enemynear,life = 0
time = 1
movetime = 1
anim = -1
darken = 0
p2defmul = 1
unhittable = 0
persistent = 0
ignorehitpause = 1
[State 23000]
type = superpause
trigger1 = time >= 270
time = 1
movetime = 0
anim = -1
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1
[State 23000]
type = pause
triggerall = !win
trigger1 = time > 270
trigger1 = (gametime%2) = 0
time = 1
movetime = 1
persistent = 0
ignorehitpause = 1
[State 23000]
type = superpause
trigger1 = !win
trigger1 = time > 270
trigger1 = (gametime%2) = 0
trigger2 = time = 280
anim = -1
time = 1
movetime = 1
ignorehitpause = 1
[State 23000]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 2
movetime = 2
anim = -1
darken = 0
persistent = 0
ignorehitpause = 1

[State 23000]
type = changestate
trigger1 = time >= 280
value = 23001
;---------------------------------------------------------------------------------
;終了
;---------------------------------------------------------------------------------
[Statedef 23001]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2211
ctrl = 0

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

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 瞬獄殺
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 10000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 23100
ctrl = 0

[state 10000]
type = poweradd
trigger1 = time = 0
value = -4000
ignorehitpause = 1
[state 10000]
type = varadd
trigger1 = time = 0
var(35) = -4000
ignorehitpause = 1
[state 10000]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state 10000]
type = helper
trigger1=time=2||time=6||time=10||time=14||AnimElemTime(7)=1||AnimElemTime(9)=2
id = 22101
persistent = 1
name = "wakka"
pos = -1,-100
postype = P1
stateno = 130
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 10000]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = -1,-100
bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 10000]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = -1,-100
bindtime = 1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 10000]
type = Explod
trigger1 = time = 0
anim = 22174
sprpriority = -4
postype = p1
pos = -1,-100
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647
[state 10000]
type = PlaySnd
trigger1 = Time = 0
value = 190,0
freqmul = 0.9
volume = 255
[state 10000]
type = PlaySnd
trigger1 = Time = 0
value = 10000,41
volume = 255
[state 10000]
type = PlaySnd
trigger1 = time = 0
value = 10000,4
volume = 255
[state 10000]
type = PlaySnd
trigger1 = time = 0
value = 10000,20
volume = 255
[state 10000]
type = PlaySnd
trigger1 = time = 0
value = 10000,21
volume = 255
[state 10000]
type = changestate
trigger1 = animtime = 0
value = 10001

;---------------------------------------------------------------------------------
;攻撃
;---------------------------------------------------------------------------------
[Statedef 10001]
type    = S
movetype= A
physics = N
juggle = 15
velset = 10,0
ctrl = 0

[state 10001]
type = ChangeAnim
trigger1 = Time = 0
value = 22125
IgnoreHitPause = 1

[state 10001]
type = statetypeset
triggerall = palno = [7,12]
trigger1 = !ishelper
statetype = A
movetype = I
physics = N
ignorehitpause = 1

[state 10001]
type = NotHitBy 
trigger1 = 1
value = SCA

[state 10001]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,2
numhits = 0
p1stateno = 10003
ignorehitpause = 1

[state 10001]
type = targetLifeAdd
triggerall = palno = [7,12]
trigger1 = numtarget
value = -2147483647
absolute = 1
ignorehitpause = 1
[state 10001]
type = targetpowerAdd
trigger1= numtarget
value = -(enemynear,Const(data.power))
ignorehitpause = 1

[state 10001]
type = Projectile
triggerall = palno = [1,6]
trigger1 = (GameTime%3) = 1
attr = A, NA
projanim = 40010
projid = 40010
projpriority = 2147483647
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = back
offset = 0,0
animtype  = hard
damage = 30+random%20,5+random%20
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
p1stateno = 10003
fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[state 10001]
type = Projectile
triggerall = palno = [7,12]
triggerall = !ishelper
trigger1 = (GameTime%3) = 1
attr = A, NA
projanim = 40010
projid = 40010
projpriority = 2147483647
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = back
offset = 0,0
animtype  = hard
damage = 30+random%20,5+random%20
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
p1stateno = 10003
fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[state 10001]
type = Projectile
triggerall = palno = [7,12]
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
pausemovetime = 2147483647
supermovetime = 2147483647
[state 10001]
type = PlaySnd
trigger1 = Time = 0
value = s10000,38
volume = 250
[state 10001]
type = Explod
trigger1 = Time = 0
anim = 22118
sprpriority = 100
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 10001]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0
ignorehitpause = 1
[state 10001]
type = AttackDist
trigger1 = 1
value = 0

[state 10001]
type = changestate
trigger1 = animtime = 0
value = 10002
;---------------------------------------------------------------------------------
;終了
;---------------------------------------------------------------------------------
[Statedef 10002]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 22117
ctrl = 0
sprpriority = 99

[State 10002]
type = Explod
trigger1 = Time = 0
anim = 22119
sprpriority = 100
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 10002]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;開始
;---------------------------------------------------------------------------
[Statedef 10003]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 22126
ctrl = 0

[state 10003]
type = TargetBind
Trigger1 = Time = 0
pos = 34,0
ignorehitpause = 1

[state 10003]
type = TargetBind
Trigger1 = Time = 41
pos = 45,0
ignorehitpause = 1

[state 10003]
type = allpalfx
trigger1 = time = 11
time = 30
sinadd = 255,255,255,120

[state 10003]
type = pause
trigger1 = time = [41,270]
time = 2
movetime = 2

[state 10003]
type = envcolor
trigger1 = time = [41,270]
time = 5
value = 255,255,255

[state 10003]
type = assertspecial
trigger1 = time = [11,270]
flag = nobardisplay

[state 10003]
type = ReversalDef
trigger1 = palno = [7,12]
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,2
numhits = 0
p2facing = 1
p2stateno = 1000043
ignorehitpause = 1

[state 10003]
type = HitAdd
triggerall = numtarget > 0
trigger1 = target,stateno = 1000043 && enemynear,time = 0
value = 1
[state 10003]
type = targetdrop
triggerall = numtarget
triggerall = palno = [7,12]
trigger1 = target,ishelper
trigger2 = numtarget >= 8
ignorehitpause = 1
[state 10003]
type = targetLifeAdd
triggerall = palno = [7,12]
trigger1 = numtarget
value = -2147483647
absolute = 1
ignorehitpause = 1
[state 10003]
type = targetpowerAdd
trigger1= numtarget
value = -(enemynear,Const(data.power))
ignorehitpause = 1
[state 10003]
type = targetstate
triggerall = palno = [7,12]
triggerall = numtarget > 0
triggerall = !target,ishelper
triggerall = !win
trigger1 = enemy,alive
value = 1000043
ignorehitpause = 1
[state 10003]
type = Projectile
triggerall = palno = [1,6]
trigger1 = (GameTime%9) = 1
trigger1 = time >= 110
trigger1 = time <= 144
trigger2 = (GameTime%8) = 1
trigger2 = time >= 144
trigger2 = time <= 163
trigger3 = (GameTime%7) = 1
trigger3 = time >= 163
trigger3 = time <= 181
trigger4 = (GameTime%6) = 1
trigger4 = time >= 181
trigger4 = time <= 201
trigger5 = (GameTime%5) = 1
trigger5 = time >= 201
trigger5 = time <= 222
trigger6 = (GameTime%4) = 1
trigger6 = time >= 222
trigger6 = time <= 243
trigger7 = (GameTime%3) = 1
trigger7 = time >= 243
trigger7 = time <= 269
attr = A, NA
projanim = 40010
projid = 40010
projpriority = 2147483647
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = back
offset = 0,0
animtype  = hard
damage = 50+random%20,5
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
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647
[state 10003]
type = Projectile
triggerall = palno = [7,12]
triggerall = !ishelper
trigger1 = (GameTime%3) = 1
attr = A, NA
projanim = 40010
projid = 40010
projpriority = 2147483647
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = back
offset = 0,0
animtype  = hard
damage = 30+random%20,5+random%20
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
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[state 10003]
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
pausemovetime = 2147483647
supermovetime = 2147483647

[state 10003]
type = superpause
triggerall = time < 270
trigger1 = win
trigger2 = enemynear,life = 0
time = 1
movetime = 1
anim = -1
darken = 0
p2defmul = 1
unhittable = 0
persistent = 0
ignorehitpause = 1
[state 10003]
type = superpause
trigger1 = time >= 270
time = 1
movetime = 0
anim = -1
darken = 0
p2defmul = 1
unhittable = 0
ignorehitpause = 1
[state 10003]
type = pause
triggerall = !win
trigger1 = time > 270
trigger1 = (gametime%2) = 0
time = 1
movetime = 1
persistent = 0
ignorehitpause = 1
[state 10003]
type = superpause
trigger1 = !win
trigger1 = time > 270
trigger1 = (gametime%2) = 0
trigger2 = time = 280
anim = -1
time = 1
movetime = 1
ignorehitpause = 1
[state 10003]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 2
movetime = 2
anim = -1
darken = 0
persistent = 0
ignorehitpause = 1

[state 10003]
type = hitadd
triggerall = numtarget > 0
trigger1 = (GameTime%9) = 1
trigger1 = time >= 110
trigger1 = time <= 144
trigger2 = (GameTime%8) = 1
trigger2 = time >= 144
trigger2 = time <= 163
trigger3 = (GameTime%7) = 1
trigger3 = time >= 163
trigger3 = time <= 181
trigger4 = (GameTime%6) = 1
trigger4 = time >= 181
trigger4 = time <= 201
trigger5 = (GameTime%5) = 1
trigger5 = time >= 201
trigger5 = time <= 222
trigger6 = (GameTime%4) = 1
trigger6 = time >= 222
trigger6 = time <= 243
trigger7 = (GameTime%3) = 1
trigger7 = time >= 243
trigger7 = time <= 269
value = 1

[state 10003]
type = playsnd
trigger1 = (GameTime%9) = 1
trigger1 = time >= 110
trigger1 = time <= 144
trigger2 = (GameTime%8) = 1
trigger2 = time >= 144
trigger2 = time <= 163
trigger3 = (GameTime%7) = 1
trigger3 = time >= 163
trigger3 = time <= 181
trigger4 = (GameTime%6) = 1
trigger4 = time >= 181
trigger4 = time <= 201
trigger5 = (GameTime%5) = 1
trigger5 = time >= 201
trigger5 = time <= 222
trigger6 = (GameTime%4) = 1
trigger6 = time >= 222
trigger6 = time <= 243
trigger7 = (GameTime%3) = 1
trigger7 = time >= 243
trigger7 = time <= 269
value = s225,1

[state 10003]
type = Explod
trigger1 = (GameTime%9) = 1
trigger1 = time >= 110
trigger1 = time <= 144
trigger2 = (GameTime%8) = 1
trigger2 = time >= 144
trigger2 = time <= 163
trigger3 = (GameTime%7) = 1
trigger3 = time >= 163
trigger3 = time <= 181
trigger4 = (GameTime%6) = 1
trigger4 = time >= 181
trigger4 = time <= 201
trigger5 = (GameTime%5) = 1
trigger5 = time >= 201
trigger5 = time <= 222
trigger6 = (GameTime%4) = 1
trigger6 = time >= 222
trigger6 = time <= 243
trigger7 = (GameTime%3) = 1
trigger7 = time >= 243
trigger7 = time <= 269
anim = 22131
sprpriority = 2147483647
postype = p1
pos = 0,0
random = 50,50
removetime = 30
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 10003]
type = Explod
trigger1 = (GameTime%9) = 1
trigger1 = time >= 110
trigger1 = time <= 144
trigger2 = (GameTime%8) = 1
trigger2 = time >= 144
trigger2 = time <= 163
trigger3 = (GameTime%7) = 1
trigger3 = time >= 163
trigger3 = time <= 181
trigger4 = (GameTime%6) = 1
trigger4 = time >= 181
trigger4 = time <= 201
trigger5 = (GameTime%5) = 1
trigger5 = time >= 201
trigger5 = time <= 222
trigger6 = (GameTime%4) = 1
trigger6 = time >= 222
trigger6 = time <= 243
trigger7 = (GameTime%3) = 1
trigger7 = time >= 243
trigger7 = time <= 269
anim = 22131
ownpal = 1
ontop = 1
sprpriority = 2147483647
postype = p1
pos = 0,0
random = 50,50
removetime = 30
vel = -7+ (random%14),-7 + (random%14)
facing = -1
scale = 0.8,0.8
pausemovetime = 2147483647
supermovetime = 2147483647
[state 10003]
type = Explod
trigger1 = (GameTime%9) = 1
trigger1 = time >= 110
trigger1 = time <= 144
trigger2 = (GameTime%8) = 1
trigger2 = time >= 144
trigger2 = time <= 163
trigger3 = (GameTime%7) = 1
trigger3 = time >= 163
trigger3 = time <= 181
trigger4 = (GameTime%6) = 1
trigger4 = time >= 181
trigger4 = time <= 201
trigger5 = (GameTime%5) = 1
trigger5 = time >= 201
trigger5 = time <= 222
trigger6 = (GameTime%4) = 1
trigger6 = time >= 222
trigger6 = time <= 243
trigger7 = (GameTime%3) = 1
trigger7 = time >= 243
trigger7 = time <= 269
anim = 22131
sprpriority = 2147483647
ownpal = 1
ontop = 1
postype = p1
pos = 0,0
random = 50,50
removetime = 30
vel = -6+ (random%12),-6 + (random%12)
facing = -1
scale = 0.8,0.8
pausemovetime = 2147483647
supermovetime = 2147483647
[state 10003]
type = Explod
trigger1 = (GameTime%9) = 1
trigger1 = time >= 110
trigger1 = time <= 144
trigger2 = (GameTime%8) = 1
trigger2 = time >= 144
trigger2 = time <= 163
trigger3 = (GameTime%7) = 1
trigger3 = time >= 163
trigger3 = time <= 181
trigger4 = (GameTime%6) = 1
trigger4 = time >= 181
trigger4 = time <= 201
trigger5 = (GameTime%5) = 1
trigger5 = time >= 201
trigger5 = time <= 222
trigger6 = (GameTime%4) = 1
trigger6 = time >= 222
trigger6 = time <= 243
trigger7 = (GameTime%3) = 1
trigger7 = time >= 243
trigger7 = time <= 269
anim = 22131
sprpriority = 2147483647
ownpal = 1
ontop = 1
postype = p1
pos = 0,0
random = 50,50
removetime = 30
vel = -5+ (random%10),-5 + (random%10)
facing = -1
scale = 0.8,0.8
pausemovetime = 2147483647
supermovetime = 2147483647
[state 10003]
type = Explod
trigger1 = (GameTime%9) = 1
trigger1 = time >= 110
trigger1 = time <= 144
trigger2 = (GameTime%8) = 1
trigger2 = time >= 144
trigger2 = time <= 163
trigger3 = (GameTime%7) = 1
trigger3 = time >= 163
trigger3 = time <= 181
trigger4 = (GameTime%6) = 1
trigger4 = time >= 181
trigger4 = time <= 201
trigger5 = (GameTime%5) = 1
trigger5 = time >= 201
trigger5 = time <= 222
trigger6 = (GameTime%4) = 1
trigger6 = time >= 222
trigger6 = time <= 243
trigger7 = (GameTime%3) = 1
trigger7 = time >= 243
trigger7 = time <= 269
anim = 22131
sprpriority = 2147483647
ownpal = 1
ontop = 1
postype = p1
pos = 0,0
random = 50,50
removetime = 30
vel = -4 + (random%8),-4 + (random%8)
facing = -1
scale = 0.8,0.8
pausemovetime = 2147483647
supermovetime = 2147483647
[state 10003]
type = Explod
trigger1 = (GameTime%9) = 1
trigger1 = time >= 110
trigger1 = time <= 144
trigger2 = (GameTime%8) = 1
trigger2 = time >= 144
trigger2 = time <= 163
trigger3 = (GameTime%7) = 1
trigger3 = time >= 163
trigger3 = time <= 181
trigger4 = (GameTime%6) = 1
trigger4 = time >= 181
trigger4 = time <= 201
trigger5 = (GameTime%5) = 1
trigger5 = time >= 201
trigger5 = time <= 222
trigger6 = (GameTime%4) = 1
trigger6 = time >= 222
trigger6 = time <= 243
trigger7 = (GameTime%3) = 1
trigger7 = time >= 243
trigger7 = time <= 269
anim = 22131
sprpriority = 2147483647
ownpal = 1
ontop = 1
postype = p1
pos = 0,0
random = 50,50
removetime = 30
vel = -3 + (random%6),-3 + (random%6)
facing = -1
scale = 0.8,0.8
pausemovetime = 2147483647
supermovetime = 2147483647
[state 10003]
type = Explod
trigger1 = (GameTime%9) = 1
trigger1 = time >= 110
trigger1 = time <= 144
trigger2 = (GameTime%8) = 1
trigger2 = time >= 144
trigger2 = time <= 163
trigger3 = (GameTime%7) = 1
trigger3 = time >= 163
trigger3 = time <= 181
trigger4 = (GameTime%6) = 1
trigger4 = time >= 181
trigger4 = time <= 201
trigger5 = (GameTime%5) = 1
trigger5 = time >= 201
trigger5 = time <= 222
trigger6 = (GameTime%4) = 1
trigger6 = time >= 222
trigger6 = time <= 243
trigger7 = (GameTime%3) = 1
trigger7 = time >= 243
trigger7 = time <= 269
anim = 22113
sprpriority = 6
postype = p1
pos = 0,0
random = 60,60
facing = -1
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 10003]
type = ChangeState
triggerall = win
trigger1 = time >= 270
value = 10004
ctrl = 0

[state 10003]
type = ChangeState
triggerall = !win
trigger1 = time >= 270
value = 10005
ctrl = 0

;---------------------------------------------------------------------------
; 終了2
;---------------------------------------------------------------------------

[Statedef 10004]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 22127
ctrl = 0
sprpriority = 99

[State 10004]
type = PlaySnd
trigger1 = time = 0
value = 181,0
volume = 250
freqmul = 1.5

[state 10004]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 終了3
;---------------------------------------------------------------------------

[Statedef 10005]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 22128
ctrl = 0
sprpriority = 99

[State 10005]
type = PlaySnd
trigger1 = time = 30
value = 10000,29
volume = 250
[State 10005]
type = PlaySnd
trigger1 = time = 30
value = 12,0
volume = 250
freqmul = 2.0+((random%2)*0.2)

[State 11052]
type = Explod
trigger1 = time = 30
Anim = 1930
pos = 14, -110
postype = p1
ownpal = 1
removetime = 15
sprpriority = 4
supermovetime = 2147483647
pausemovetime = 2147483647
[state 10005]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ユニバース・ディストーションΩ
;---------------------------------------------------------------------------
[Statedef 3000]
type     = S
movetype = A
physics  = N
juggle   = 15
velset   = 0,0
anim     = 3008
ctrl     = 0
sprpriority = 3

[State 3000]
type = turn
triggerall = !ishelper
trigger1 = p2dist X < 0
trigger1 = fvar(5) < 0
ignorehitpause = 1

[State -2]
type = AssertSpecial
trigger1 = (GameTime%2) = 1
flag = invisible

[State 2000, 6]
type = superpause
trigger1 = time = 0
anim = -1
movetime = 30
time = 30

[state 23000]
type = Explod
trigger1 = AnimElem = 6
anim = 32100
sprpriority = 214748364
postype = p1
pos = 6,-159
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 203
scale = 0.65,0.65
supermovetime = 2147483647
pausemovetime = 2147483647

[state 23000]
type = Explod
trigger1 = AnimElemtime(8) = 200
anim = 32200
sprpriority = 214748364
postype = p1
pos = 6,-159
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 10
scale = 0.65,0.65
supermovetime = 2147483647
pausemovetime = 2147483647

[state a]
type = poweradd
trigger1 = time = 0
value = -2000+((var(40)=3)*1000)
ignorehitpause = 1

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(35) = -2000+((var(40)=3)*1000)
ignorehitpause = 1

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

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

[State 4400]
type = Explod
trigger1 = AnimElem = 1
anim = 22172
sprpriority = -5
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 4400]
type = Explod
trigger1 = AnimElem = 1
anim = 22173
sprpriority = 999
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[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 1100, 6]
type = Explod
trigger1 = AnimElem = 6
anim = 10080
id = 10080
postype = back
sprpriority = 2147483647
ignorehitpause = 1
bindtime = -1
removetime = -1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1100, 6]
type = Explod
trigger1 = AnimElemtime(8) = 200
persistent = 0
anim = 10080
postype = back
sprpriority = 2147483647
ignorehitpause = 1
sprpriority = 0
bindtime = -1
removeongethit = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1001,]
type = RemoveExplod
trigger1 = AnimElemtime(8) = 200
ID = 10080

[State 1001,]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10000,50
volume = 250
[State 1001,]
type = PlaySnd
trigger1 = time = 20
value = 10000,51
volume = 250
[State 2000,]
type = PlaySnd
trigger1 = projhittime(400100) = 1
value = s225,1
volume = -130
[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
attr = S,HA
projanim = 40010
projremove = 1
projremovetime = 10
projid = 400100
getpower = 10
givepower = -2147483647
damage    = Ceil(0.025 * enemy,Const(data.life)),Ceil(0.0025 * enemy,Const(data.life))
animtype = Hard
hitflag = MAFPD
guardflag = M
priority = 5
pausetime = 9,5
guard.pausetime = 9,5
guardsound = s120,0
ground.type = High
ground.slidetime = 25
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
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = HitAdd
triggerall = numtarget > 0
trigger1 = target,stateno = 3020 && enemynear,time = 0
value = 1

[State 1]
type = Explod
triggerall = numtarget > 0
trigger1 = target,stateno = 3020 && enemynear,time = 0 || projhit400100 = 1
anim = 22110
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 1]
type = Explod
trigger1 = 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
pausemovetime = 2147483647
supermovetime = 2147483647

[State 3000]
type = Projectile
trigger1 = AnimElem = 8
projid = 2222
projanim = 2222
projremove = 0
projpriority = 10
projsprpriority = 8
projshadow = 0,0,0
projremovetime = 170
attr = S,HP
animtype = Hard
damage = 0,0
hitflag = MAFD
guardflag = M
supermovetime = 2147483647
pausemovetime = 2147483647

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

[Statedef 3020]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 3020]
type = destroyself
trigger1 = ishelper

[State 3020]
type = lifeset
triggerall = name != "EXERION"
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 3020]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3020]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 3020]
type = ChangeAnim2
trigger1 = Time = 0
value = 30300

[State 3020]
type = Trans
trigger1 = AnimElemtime(1) <= 5
trans = add1
alpha = 250,70

[State 3020]
type = Trans
trigger1 = AnimElemtime(2) >= 0
trans = add1
alpha = 250,180

[state 3020]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),0.3,-0.3)
y = -0.25

[state 3020]
type = veladd
trigger1 = 1
y = 0.002

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; グラビティ・ホール
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 23100]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 23100
ctrl = 0

[state 23100]
type = poweradd
trigger1 = time = 0
value = -5000
ignorehitpause = 1
[state 23100]
type = varadd
trigger1 = time = 0
var(35) = -5000
ignorehitpause = 1
[state 23100]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[state 23100]
type = helper
trigger1=time=2||time=6||time=10||time=14||AnimElemTime(7)=1||AnimElemTime(9)=2
id = 22101
persistent = 1
name = "wakka"
pos = -1,-100
postype = P1
stateno = 130
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 23100]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = -1,-100
bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 23100]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = -1,-100
bindtime = 1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 23100]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = -1,-100
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647
[state 23100]
type = PlaySnd
trigger1 = Time = 0
value = 2000,0
freqmul = 0.9
volume = 255
[state 23100]
type = PlaySnd
trigger1 = Time = 0
value = 2200,2
freqmul = 0.9
volume = 255
[state 23100]
type = PlaySnd
trigger1 = time = 0
value = 10000,11
volume = 255
[state 23100]
type = PlaySnd
trigger1 = time = 0
value = 10000,41
volume = 255
[state 23100]
type = PlaySnd
trigger1 = time = 0
value = 10000,21
volume = 255

[state a]
type = changestate
trigger1 = animtime = 0
value = 23200

[Statedef 23200]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 23200
ctrl = 0

[State 23200]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
ignorehitpause = 1

[State 23200]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 23200]
type = statetypeset
trigger1 = !ishelper
statetype = A
movetype = I
physics = N
ignorehitpause = 1

[State 23200]
type = targetstate
triggerall = numtarget
trigger1 = target,ishelper
trigger1 = movehit = 1
value = 0
ignorehitpause = 1

[State 23200]
type = ReversalDef
triggerall = !ishelper
trigger1 = time < 130
trigger1 = palno = [7,12]
reversal.attr = SCA,AA,AT,AP
damage = 2147483647
pausetime = 0,0
p2getp1state = 0
p2stateno = 5110
fall = 1
fall.recover = 0
fall.damage = -2147483647
ignorehitpause = 1

[State 23200]
type = ReversalDef
triggerall = !ishelper
trigger1 = palno = [7,12]
trigger1 = time >= 130
reversal.attr = SCA,AA,AT,AP
pausetime = 0,2
p2stateno = 1000044
fall = 1
fall.recover = 0
fall.damage = -2147483647
ignorehitpause = 1

[State 23200]
type = targetdrop
triggerall = palno = [7,12]
triggerall = numtarget
trigger1 = !target,ishelper
trigger1 = target,stateno != 1000044
trigger2 = target,ishelper
trigger2 = movehit = 1
ignorehitpause = 1

[State 23200]
type = targetstate
triggerall = numtarget
trigger1 = enemy,alive=0&&!(enemy,stateno=104010||enemy,stateno=5150)
value = 104010
ignorehitpause = 1

[State 23200]
type = Projectile
triggerall = palno = [7,12]
triggerall = !ishelper
trigger1 = time = [0,260]
trigger1 = (GameTime%3) = 1
attr = A, NA
projanim = 40010
projid = 40010
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 2
postype = p1
animtype  = hard
damage = 30+random%20,5+random%20
getpower = 0,0
givepower = -2147483647
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = -1
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
p2getp1state = 0
p2stateno = 5110
fall = 1
fall.recover = 0
fall.damage = -2147483647
supermovetime = 2147483647
pausemovetime = 2147483647

[State 23200]
type = Projectile
triggerall = !ishelper
trigger1 = time = [0,260]
trigger1 = (GameTime%3) = 1
attr = A, NA
projanim = 40010
projid = 40010
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 2
postype = p1
animtype  = hard
damage = 30+random%20,5+random%20
getpower = 0,0
givepower = -2147483647
hitflag = MAFD
guardflag = M
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
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 23200]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
anim = -1
darken = 0
persistent = 0
ignorehitpause = 1

[State 23200]
type = pause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
persistent = 0
ignorehitpause = 1

[state 23200] 
type = targetlifeadd
triggerall = palno = [7,12]
triggerall = numtarget
trigger1 = p2stateno != 1000044
trigger1 = (GameTime%2) = 1
value = -2
absolute = 1

[State 23200]
type = Explod
trigger1 = numexplod(26000) = 0
trigger1 = time = 0
anim = 26000
id = 26000
sprpriority = 2147483647
postype = p1
pos = -1,-100
removetime = 260
bindtime = -1
ontop = 1
ownpal = 1
trans = add
pausemovetime = 2147483647
supermovetime = 2147483647

[State 23200]
type = ModifyExplod
trigger1 = time <= 50
scale = 0.02*time,0.02*time
id = 26000

[State 23200]
type = ModifyExplod
trigger1 = time > 210
scale = 0.02*(260-time),0.02*(260-time)
id = 26000




[State 23200]
type = Explod
trigger1 = numexplod(28000) = 0
trigger1 = time = 0
anim = 28000
id = 28000
sprpriority = 2147483647
postype = p1
sprpriority = 7
pos = -1,-100
removetime = 260
bindtime = -1
ontop = 1
ownpal = 1
trans = add
pausemovetime = 2147483647
supermovetime = 2147483647




[State 23200]
type = ModifyExplod
trigger1 = time <= 50
scale = 0.02*time,0.02*time
id = 28000

[State 23200]
type = ModifyExplod
trigger1 = time > 210
scale = 0.02*(260-time),0.02*(260-time)
id = 28000

[State 23200]
type = Explod
trigger1 = time < 260
trigger1 = Gametime%2 = 0
anim = 22131
sprpriority = 2147483647
ownpal = 1
ontop = 1
postype = p1
pos = -1,-100
vel = -7+ (random%14),-7 + (random%14)
facing = -1
scale = 0.8,0.8
pausemovetime = 2147483647
supermovetime = 2147483647

[State 23200]
type = Explod
trigger1 = time < 260
trigger1 = Gametime%2 = 0
anim = 22131
sprpriority = 2147483647
ownpal = 1
ontop = 1
postype = p1
pos = -1,-100
vel = -6+ (random%12),-6 + (random%12)
facing = -1
scale = 0.8,0.8
pausemovetime = 2147483647
supermovetime = 2147483647
[State 23200]
type = Explod
trigger1 = time < 260
trigger1 = Gametime%2 = 0
anim = 22131
sprpriority = 2147483647
ownpal = 1
ontop = 1
postype = p1
pos = -1,-100
vel = -5+ (random%10),-5 + (random%10)
facing = -1
scale = 0.8,0.8
pausemovetime = 2147483647
supermovetime = 2147483647

[State 23200]
type = Explod
trigger1 = time < 260
trigger1 = Gametime%2 = 0
anim = 22131
sprpriority = 2147483647
ownpal = 1
ontop = 1
postype = p1
pos = -1,-100
vel = -4 + (random%8),-4 + (random%8)
facing = -1
scale = 0.8,0.8
pausemovetime = 2147483647
supermovetime = 2147483647

[State 23200]
type = Explod
trigger1 = time < 260
trigger1 = Gametime%2 = 0
anim = 22131
sprpriority = 2147483647
ownpal = 1
ontop = 1
postype = p1
pos = -1,-100
vel = -3 + (random%6),-3 + (random%6)
facing = -1
scale = 0.8,0.8
pausemovetime = 2147483647
supermovetime = 2147483647

[State 23200]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 193]
type = Explod
trigger1 = time > 260
trigger1 = time <= 270
anim = 22131
sprpriority = 0
postype = p1
pos = 0,-75
random = 30,30
vel = -3+ (random%6),-3 + (random%6)
facing = -1
ownpal = 1
trans = add
supermovetime = 9999999999
pausemovetime = 9999999999

[State 193]
type = Explod
triggerall = animelemtime(1) >= 1
trigger1 = gametime%3 = 0
anim = 22131
sprpriority = IfElse((Random <=500),99999,1)
postype = back
pos = 160,240
random = 320,20
vel = 2,-3 + (random%2)
facing = -1
scale = 1,1;.3,.3
under = 0
ownpal = 1
trans = add
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 193]
type = Explod
triggerall = animelemtime(1) >= 1
trigger1 = gametime%3 = 0
anim = 22131
sprpriority = 0
postype = back
pos = 160,240
random = 320,20
vel = 0,-4 + (random%2)
facing = -1
scale = .5,.5;.3,.3
under = 0
ownpal = 1
trans = add
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 193]
type = Explod
triggerall = animelemtime(1) >= 1
trigger1 = gametime%3 = 0
anim = 22131
sprpriority = 0
postype = back
pos = 160,240
random = 320,20
vel = 0,-5 + (random%2)
facing = -1
scale = .6,.6;.3,.3
under = 0
ownpal = 1
trans = add
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 193]
type = Explod
triggerall = animelemtime(1) >= 1
trigger1 = gametime%3 = 0
anim = 22131
sprpriority = 0
postype = back
pos = 160,240
random = 320,20
vel = 0,-5 + (random%2)
facing = -1
scale = .8,.8;.3,.3
under = 0
ownpal = 1
trans = add
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 193]
type = Explod
triggerall = animelemtime(1) >= 1
trigger1 = gametime%3 = 0
anim = 22131
sprpriority = 0
postype = back
pos = 160,220
random = 320,20
vel = 0,-5 + (random%2)
facing = -1
scale = .3,.3
under = 0
ownpal = 1
trans = add
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 193]
type = Explod
triggerall = animelemtime(1) >= 1
trigger1 = gametime%3 = 0
anim = 22131
sprpriority = 0
postype = back
pos = 160,220
random = 320,20
bindtime = -1
removetime = 13
supermove = 0
ownpal = 1
scale = .3,.3
under = 0
ownpal = 1
trans = add
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 193]
type = Explod
triggerall = animelemtime(1) >= 1
trigger1 = gametime%3 = 0
anim = 22131
sprpriority = 0
postype = back
pos = 160,220
random = 320,20
vel = 0,-6 + (random%3)
facing = -1
scale = .8,.8;.3,.3
under = 0
ownpal = 1
trans = add
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 193]
type = Explod
triggerall = animelemtime(1) >= 1
trigger1 = gametime%3 = 0
anim = 22131
sprpriority = 0
postype = back
pos = 160,220
random = 320,20
vel = -3+ (random%6),-3
facing = -1
scale = .8,.8;.3,.3
under = 0
ownpal = 1
trans = add
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 193]
type = Explod
triggerall = animelemtime(1) >= 1
trigger1 = gametime%3 = 0
anim = 22131
sprpriority = IfElse((Random <=500),99999,1)
postype = back
pos = 160,220
random = 320,20
vel = 0,-3 + (random%3)
facing = -1
scale = .8,.8;.3,.3
under = 0
ownpal = 1
trans = add
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 23200]
type = Explod
trigger1 = numexplod(22138)=0&&time=0
anim = 22138
id = 22138
sprpriority = 2147483647
postype = p1
pos = -1,-100
bindtime = -1
supermove = 0
removetime = 260
under = 1
ownpal = 1
ontop = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 23200]
type = Explod
trigger1 = numexplod(221380)=0&&time=10
anim = 22138
id = 221380
sprpriority = 2147483647
postype = p1
pos = -1,-100
bindtime = -1
supermove = 0
removetime = 250
under = 1
ownpal = 1
ontop = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 23200]
type = Explod
trigger1 = numexplod(221381)=0&&time=20
anim = 22138
id = 221381
sprpriority = 2147483647
postype = p1
pos = -1,-100
bindtime = -1
supermove = 0
removetime = 240
under = 1
ownpal = 1
ontop = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 23200]
type = Explod
trigger1 = numexplod(221382)=0&&time=30
anim = 22138
id = 221382
sprpriority = 2147483647
postype = p1
pos = -1,-100
bindtime = -1
supermove = 0
removetime = 230
under = 1
ownpal = 1
ontop = 1
pausemovetime = 2147483647
supermovetime = 2147483647












[State 23200]
type = Explod
trigger1 = numexplod(001122)=0&&time=0
anim = 001122
id = 001122
sprpriority = 2147483647
postype = p1
pos = -1,-100
bindtime = -1
supermove = 0
removetime = 260
under = 1
ownpal = 1
ontop = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 23200]
type = Explod
trigger1 = numexplod(221380)=0&&time=10
anim = 001122
id = 221380
sprpriority = 2147483647
postype = p1
pos = -1,-100
bindtime = -1
supermove = 0
removetime = 250
under = 1
ownpal = 1
ontop = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 23200]
type = Explod
trigger1 = numexplod(221381)=0&&time=20
anim = 001122
id = 221381
sprpriority = 2147483647
postype = p1
pos = -1,-100
bindtime = -1
supermove = 0
removetime = 240
under = 1
ownpal = 1
ontop = 1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 23200]
type = Explod
trigger1 = numexplod(221382)=0&&time=30
anim = 001122
id = 221382
sprpriority = 2147483647
postype = p1
pos = -1,-100
bindtime = -1
supermove = 0
removetime = 230
under = 1
ownpal = 1
ontop = 1
pausemovetime = 2147483647
supermovetime = 2147483647


















[State 23200]
type = PlaySnd
trigger1 = time = 10
value = 10000,0
volume = 255
ignorehitpause = 1
[State 23200]
type = PlaySnd
trigger1 = time = 10
value = 2563,0
freqmul = 1.5
volume = 255
channel = 7
ignorehitpause = 1
[State 23200]
type = PlaySnd
triggerall = numtarget
triggerall = win
trigger1 = time = 260
value = 2300,3
persistent = 0
ignorehitpause = 1
[State 23200]
type = PlaySnd
triggerall = numtarget
triggerall = win
trigger1 = time = 260
value = 10000,1
volume = 255
persistent = 0
ignorehitpause = 1

[State 23200]
type = turn
triggerall = !ishelper
trigger1 = P2dist X < 0
trigger1 = fvar(5) < 0
ignorehitpause = 1

[State 23200]
type = pause
triggerall = !win
trigger1 = time > 250
trigger1 = (gametime%2) = 0
time = 1
movetime = 1
persistent = 0
ignorehitpause = 1

[State 23200]
type = superpause
trigger1 = !win
trigger1 = time > 250
trigger1 = (gametime%2) = 0
trigger2 = time = 260
anim = -1
time = 1
movetime = 1
ignorehitpause = 1

[State 23200]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 2
movetime = 2
anim = -1
darken = 0
persistent = 0
ignorehitpause = 1

[state 23200]
type = changestate
trigger1 = time >= 260
value = 0
ctrl = 1

[statedef 100500]
type     = S
movetype= A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 33500
ctrl     = 0
sprpriority = 3

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

[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(35) = -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 2000]
type = PlaySnd
trigger1 = time = 0
value = s10000,11
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 23100]
type = PlaySnd
trigger1 = Time = 0
value = 2200,2
freqmul = 0.9
volume = 255
[state 23100]
type = PlaySnd
trigger1 = time = 0
value = 10000,11
volume = 255
[state 23100]
type = PlaySnd
trigger1 = time = 0
value = 10000,41
volume = 255
[state 23100]
type = PlaySnd
trigger1 = time = 0
value = 10000,21
volume = 255

[State a]
type = helper
trigger1=time=2||time=6||time=10||time=14||time=18
id = 22101
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 130
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2300]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = add
supermovetime = 2147483647
pausemovetime = 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
supermovetime = 2147483647
pausemovetime = 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
supermovetime = 2147483647
pausemovetime = 2147483647

[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 = 10,-149
ownpal = 1
ontop = 1
trans = add

[State 2216]
type = Explod
trigger1 = time = 52
anim = 13046
id = 13046
sprpriority = -2147483647
postype = p1
pos = 10,-149
bindtime = -1
removetime = 100
supermove = 1
under = 0
ownpal = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2216]
type = Explod
trigger1 = time = 52
anim = 13045
id = 13045
sprpriority = -2147483647
postype = p1
pos = 10,-149
bindtime = -1
removetime = 100
supermove = 1
under = 0
ownpal = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State 2000]
type = Helper
trigger1 = time = 42
id = 313900
persistent = 1
name = "tama"
postype = P1
stateno = 150
pos = 10,-149
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

[Statedef 19200]
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 = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = add
supermovetime = 2147483647
pausemovetime = 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 = add
supermovetime = 2147483647
pausemovetime = 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 = add
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 = "wakka"
pos = 1,-129
postype = P1
stateno = 130
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 = 19201

[Statedef 19201]
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(26000) = 0
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 = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State 19200]
type = ModifyExplod
trigger1 = time <= 50
scale = 0.02*time,0.02*time
id = 26000

[State 19200]
type = ModifyExplod
trigger1 = time > 350
scale = 0.02*(400-time),0.02*(400-time)
id = 26000

[State 19200]
type = Explod
trigger1 = numexplod(28000) = 0
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 = 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 = 001122
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 19200]
type = Explod
trigger1 = numexplod(333333)=0&&time=110
anim = 001122
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 = 001122
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 = 001122
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
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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; カオティック・フレア
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[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 = "G Magaki"
trigger2 = p2name = "Legend Gold Magaki"
value = 100500

[State p2name]
type = changestate
triggerall = time = 0
trigger1 = p2name = "AxAyAzSSS" ;mugenが落ちる
value = 2300

[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(35) = -7000
ignorehitpause = 1

[State 2205]
type = Explod
trigger1 = Time = 0
anim = 20242
id = 20242
sprpriority = 2147483647
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add
pausemovetime = 2147483647
supermovetime = 2147483647

[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 = add
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 = add
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 = add
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 = add
pausemovetime = 2147483647
supermovetime = 2147483647
[state 2200]
type = helper
trigger1= time = 0
id = 64000
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 150
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 2200]
type = helper
trigger1=time=4||time=8||time=12||time=16||time=20||time=24||animelemtime(7)=1||animelemtime(9)=2
id = 22101
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 130
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 2200]
type = Explod
trigger1 = AnimElemTime(12) >= 2
anim = 22131
sprpriority = 6
postype = p1
pos = 0,-75
random = 60,60
removetime = 30
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 2147483647
supermovetime = 2147483647
[State 2200]
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 2200]
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 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 2200]
type = PlaySnd
trigger1 = Time = 0
value = 2200,0
freqmul = 0.9
volume = 255
[State 2200]
type = PlaySnd
trigger1 = Time = 0
value = 2200,2
freqmul = 0.9
volume = 255
[State 2200]
type = PlaySnd
trigger1 = time = 0
value = 10000,11
volume = 255
[State 2200]
type = PlaySnd
trigger1 = time = 0
value = 10000,41
volume = 255
[State 2200]
type = PlaySnd
trigger1 = time = 0
value = 10000,20
ignorehitpause = 1
[State 2200]
type = PlaySnd
trigger1 = time = 0
value = 10000,21
ignorehitpause = 1

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


;---------------------------------------------------------------------------------
;攻撃
;---------------------------------------------------------------------------------
[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 = 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 = 0
value = 10000,51
volume = 255
freqmul = 0.7
channel = 1
[State 2205]
type = PlaySnd
trigger1 = Time = 0
value = 18592,0
volume = 255
freqmul = 0.7
channel = 2






[State 2205]
type = Explod
trigger1 = Time = 0
anim = 10130
id = 10130
sprpriority = 2147483647
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add
pausemovetime = 2147483647
supermovetime = 2147483647

[State 2205]
type = Explod
trigger1 = Time = 0
anim = 20706
id = 20706
sprpriority = 2147483647
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add
pausemovetime = 2147483647
supermovetime = 2147483647

[state 23000]
type = Explod
trigger1 = time = 0
anim = 32000
sprpriority = 214748364
postype = p1
pos = 6,-159
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 422
scale = 0.65,0.65
supermovetime = 2147483647
pausemovetime = 2147483647






[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 = ReversalDef
triggerall = !ishelper
trigger1 = palno = [7,12]
reversal.attr = SCA,AA,AT,AP
pausetime = 0,2
p2stateno = 1000044
ignorehitpause = 1
[state 2205]
type = targetdrop
triggerall = numtarget > 0
trigger1 = numtarget > 6
trigger2 = numtarget
trigger2 = target,stateno != 1000044
trigger2 = !target,ishelper
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 > 275 || root,time > 280
trigger2 = roundstate != 2
ignorehitpause = 1
[State 2205]
type = statetypeset
triggerall = !ishelper
triggerall = time = [0,280]
trigger1 = random = [0,20]
trigger2 = random = [41,60]
trigger3 = random = [81,100]
movetype = A
ignorehitpause = 1
[State 2205]
type = statetypeset
triggerall = !ishelper
triggerall = time = [0,280]
trigger1 = random = [21,40]
trigger2 = random = [61,80]
trigger3 = random = [101,120]
movetype = I
ignorehitpause = 1
[State 2205]
type = targetstate
triggerall = numtarget
trigger1 = enemy,alive=0&&!(enemy,stateno=104010||enemy,stateno=5150)
value = 104010
ignorehitpause = 1
[State 2205]
type = turn
triggerall = !ishelper
trigger1 = p2dist X < 0
trigger1 = fvar(5) < 0
ignorehitpause = 1






[State 10101]
type = allpalfx
trigger1 = Time = 350
add = 0, 0, 0
sinadd = -280,-280,-280,200
time = 100
invertall = 0








[state 2210]
type = changestate
trigger1 = time >= 420
value = 2210

;---------------------------------------------------------------------------
;終了
;---------------------------------------------------------------------------

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

[state 2211]
type = Explod
trigger1 = time = 0
anim = 32200
sprpriority = 214748364
postype = p1
pos = 6,-159
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 5
scale = 0.65,0.65
supermovetime = 2147483647
pausemovetime = 2147483647

[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

;=================================================================================
;=================================================================================
;ジェノサイドカッター
;=================================================================================
;=================================================================================
[Statedef 1030]
type    = S
movetype= A
physics = N
juggle  = 15
poweradd = -1000
velset = 0,0
anim = 1030
ctrl = 0
sprpriority = 2

[State 1030]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
numhits = 0
p1stateno = 1040
ignorehitpause = 1

[State 1030]
type = SuperPause
trigger1 = animelem = 7
time = 24
movetime = 24
anim = -1

[State 1030]
type = helper
trigger1 = animelem = 7
id = 22101
persistent = 1
name = "wakka"
pos = 15,-145
postype = P1
stateno = 130
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1030]
type = Explod
trigger1 = animelem = 7
anim = 22172
sprpriority = -3
postype = p1
pos = 15,-145
bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1030]
type = Explod
trigger1 = animelem = 7
anim = 22173
sprpriority = 20
postype = p1
pos = 15,-145
bindtime = 1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1030]
type = Explod
trigger1 = animelem = 7
anim = 22174
sprpriority = -4
postype = p1
pos = 15,-145
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1030]
type = varadd
trigger1 = time = 0
var(35) = -1000
ignorehitpause = 1

[State 1030]
type = PlaySnd
trigger1 = animelem = 7
value = 10000,4

[State 1030]
type = PlaySnd
trigger1 = animelem = 7
value = 10000,21

[State 1030]
type = null;PlaySnd
trigger1 = animelem = 9
value = s1400,random%4
freqmul = 0.9
volume = 255

[State 1030]
type = posset
trigger1 = time = 0
y = 0

[State 1030]
type = HitDef
triggerall = var(41)=0
trigger1 = animelem = 10
trigger2 = animelem = 11
trigger3 = animelem = 12
attr = S,HA
getpower = 0
damage = 0,0
animtype = Hard
hitflag = MAFD
guardflag = MA
priority = 5
pausetime = 3,3
ground.type = high
ground.slidetime = 10
ground.hittime = 10
ground.velocity = 0,0
air.velocity = 0,0
p1facing = 1
p1stateno = 1040
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1030]
type = Projectile
triggerall = var(41)=1
trigger1 = animelem = 10
trigger2 = animelem = 11
trigger3 = animelem = 12
attr = S,NA
animtype  = hard
damage    = 0
getpower = 30,30
projanim = 24200
projid = 24200
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = -1
postype = p1
offset = 0,0
guardflag = 
hitsound   = s800,1
p1stateno = 1040
p1facing = 1
kill = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1030]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[State 1040]
type = PosAdd
trigger1 = time = 1
x = p2dist x-50

[State 1040]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 9
value = 200, random%3
volume = 255
freqmul = 0.9

[State 1040]
type = PlaySnd
trigger1 = animelem = 6
trigger2 = animelem = 15
value = 210, random%3
volume = 255
freqmul = 0.9

[State 1040]
type = PlaySnd
trigger1 = animelem = 22
value = 10000,5
volume = 255
freqmul = 0.9

[State 1040]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 6
trigger3 = animelem = 9
trigger4 = animelem = 15
trigger5 = animelem = 22
value = 10000,10

[State 1040]
type = PlaySnd
trigger1 = animelem = 9
trigger2 = animelem = 15
trigger3 = animelem = 22
value = 10000,19

[State 1040]
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
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1040]
type = Explod
trigger1 = animelem = 6
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
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1040]
type = Explod
trigger1 = animelem = 9
anim = 34300
id = 34300
sprpriority = 5
postype = p1
pos = 30,-40
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1040]
type = Explod
trigger1 = animelem = 15
anim = 34500
id = 34500
sprpriority = 5
postype = p1
pos = 30,-40
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1040]
type = Explod
trigger1 = animelem = 22
anim = 34400
id = 34400
sprpriority = 5
postype = p1
pos = 30,-40
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1040]
type = HitDef
triggerall = var(41)=0
trigger1 = AnimElem = 2
attr = S, NA
animtype  = hard
damage = 60+random%20,5
getpower = 30,30
guardflag = MA
pausetime = 1,2
sparkno = s22110
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 1040]
type = Projectile
triggerall = palno =10
trigger1 = AnimElem = 2
attr = S, NA
projanim = 1041
projid = 1041
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
animtype  = hard
damage = 60+random%20,5
getpower = 30,30
guardflag = MA
pausetime = 3,4
sparkno = s22110
sparkxy = 20,-40    
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 = -6.65,-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
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1040]
type = HitDef
triggerall = var(41)=0
trigger1 = AnimElem = 6
attr = S, NA
animtype  = hard
damage = 50+random%20,5
getpower = 30,30
guardflag = MA
pausetime = 1,2
sparkno = s22110
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 1040]
type = Projectile
triggerall = var(41)=1
trigger1 = AnimElem = 6
projanim = 1041
projid = 1041
attr = S, NA
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
animtype  = hard
damage = 50+random%20,5
getpower = 30,30
guardflag = MA
pausetime = 3,4
sparkno = s22110
sparkxy = 20,-40    
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
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1040]
type = HitDef
triggerall = var(41)=0
trigger1 = animelem = 10
attr = A, SA
animtype  = hard
damage = 150+random%20,5 
getpower = 30,30
guardflag = M                 
hitflag  = MAFD                 
priority  = 7,Hit 
pausetime = 5,6
sparkno = s22110
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 1040]
type = Projectile
triggerall = var(41)=1
trigger1 = animelem = 10
projanim = 1045
projid = 1045
attr = A, SA
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
animtype  = hard
damage = 150+random%20,5  
getpower = 30,30
guardflag = M                 
hitflag  = MAFD                 
priority  = 7,Hit 
pausetime = 11,12  
sparkno = s22110
sparkxy = 40,-130    
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
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1040]
type = HitDef
triggerall = var(41)=0
trigger1 = animelem = 16
attr = A, SA
animtype  = hard
damage = 120+random%20,5  
guardflag = M                 
hitflag  = MAFD                 
priority  = 4, Hit 
pausetime = 5,6
sparkno = s22110
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 1040]
type = Projectile
triggerall = var(41)=1
trigger1 = animelem = 16
projanim = 1045
projid = 1045
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
attr = A, SA
animtype  = hard
damage = 120+random%20,5   
guardflag = M                 
hitflag  = MAFD                 
priority  = 4, Hit 
pausetime = 5,6 
sparkno = s22110
sparkxy = 40,-130  
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
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1040]
type = HitDef
triggerall = var(41)=0
trigger1 = animelem = 22
attr  = A, SA                  
damage = 90+random%20,5     
animtype  = diagup           
guardflag = M                 
hitflag  = MAFD                 
priority  = 4, Hit             
pausetime = 2,4          
sparkno = s22110
sparkxy = -20, -70   
hitsound   = s10000,61
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 1040]
type = Projectile
triggerall = var(41)=1
trigger1 = animelem = 22
projanim = 1041
projid = 1041
attr  = A, SA           
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
damage = 50+random%20,5+random%20         
animtype  = diagup           
guardflag = M                 
hitflag  = MAFD                 
priority  = 4, Hit             
pausetime = 2,4             
sparkno = s22110
sparkxy = 20,-40   
hitsound   = s10000,61
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
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1040]
type = Posadd
triggerall =  p2bodydist X >32
trigger1 = animelem = 1
trigger2 = animelem = 4
x = 32

[State 1040]
type = Posadd
triggerall =  (p2bodydist X <=32)&&(p2bodydist X >10)
trigger1 = animelem = 1
trigger2 = animelem = 4
x = (p2bodydist X) - 10 

[State 1040]
type = Posadd
triggerall =  p2bodydist X <=10
trigger1 = animelem = 1
trigger2 = animelem = 4
x = 0

[State 1040]
type = VelSet
trigger1 = animelem = 7
trigger2 = animelem = 14
trigger3 = animelem = 22
x = 2
y = -7

[State 1040]
type = VelSet
trigger1 = animelem = 7 > 0
trigger2 = animelem = 14
x = 2

[State 1040]
type = VelAdd
trigger1 = animelem = 7 > 0
trigger2 = animelem = 14 > 0
y = .40

[State 1041]
type = NotHitBy
trigger1 = time = 35
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 1040]
type = ChangeState
trigger1 = AnimTime = 0
value = 1041
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1041]
type    = A
movetype= A
physics = N
anim = 41
velset = 0,0
ctrl  = 0

[State 1041]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 1041]
type = VelSet
trigger1 = Time = 0
x = -4
y = -1.5

[State 1041]
type  = VelSet
trigger1 = animelemtime(5) > 1
x = -2

[State 1041]
type = Veladd
trigger1 = 1
y = .4

[State 1041]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0 
trigger1 = AnimElemTime(2) > 0
value = 52

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

[Statedef 1045]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
anim = 1045
ctrl = 0
sprpriority = 2

[state 1045]
type = PlaySnd
trigger1 = time = 0
value = 10000,5
volume = 255
freqmul = 0.9

[state 1045]
type = NotHitBy
trigger1 = AnimElem = 9, < 0
value = SCA
time = 1

[state 1045]
type = PosAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
x = 8

[state 1045]
type = VelSet
trigger1 = AnimElem = 6
x = 0
y = -7

[state 1045]
type = VelAdd
trigger1 = AnimElem = 6, > 0
y = .40

[state 1045]
type = HitDef
triggerall = var(41)=0
trigger1 = Animelem = 4
attr = A, SA
animtype  = hard
damage = 150+random%20,15+random%20    
getpower = 30,30
guardflag = M                 
hitflag  = MAFD                 
priority  = 7,Hit 
pausetime = 5,6
sparkno = s22110
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 1045]
type = Projectile
triggerall = var(41)=1
trigger1 = Animelem = 4
projanim = 1041
projid = 1041
attr = A, SA
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
animtype  = hard
damage = 150+random%20,15+random%20    
getpower = 30,30
guardflag = M                 
hitflag  = MAFD                 
priority  = 7,Hit 
pausetime = 11,12  
sparkno = s22110
sparkxy = 40,-130    
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
supermovetime = 2147483647
pausemovetime = 2147483647

[state 1045]
type = HitDef
triggerall = var(41)=0
trigger1 = Animelem = 10
attr = A, SA
animtype  = hard
damage = 120+random%20,10+random%20       
guardflag = M                 
hitflag  = MAFD                 
priority  = 4, Hit 
pausetime = 5,6
sparkno = s22110
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 1045]
type = Projectile
triggerall = var(41)=1
trigger1 = Animelem = 10
projanim = 1041
projid = 1041
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
attr = A, SA
animtype  = hard
damage = 120+random%20,10+random%20       
guardflag = M                 
hitflag  = MAFD                 
priority  = 4, Hit 
pausetime = 5,6 
sparkno = s22110
sparkxy = 40,-130  
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
supermovetime = 2147483647
pausemovetime = 2147483647

[state 1045]
type = Explod
trigger1 = Animelem = 4, = 1
anim = 34300
id = 34300
sprpriority = 5
postype = p1
pos = 0,-40
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 1045]
type = PlaySnd
trigger1 = Animelem = 4, = 1
value = 10000,10
[state 1045]
type = PlaySnd
trigger1 = Animelem = 4, = 1
value = 10000,19

[state 1045]
type = Explod
trigger1 = Animelem = 10
anim = 34500
id = 34500
sprpriority = 5
postype = p1
pos = 30,-40
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 1045]
type = PlaySnd
trigger1 = Animelem = 10
value = 10000,10
[state 1045]
type = PlaySnd
trigger1 = Animelem = 10
value = 10000,19

[state 1045]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1063

[Statedef 1063]
type = S
movetype = I
physics = S
ctrl = 0
anim = 1047
velset = 0,0
sprpriority = 2

[State 1063]
type = PlaySnd
trigger1 = Time = 0
value = 40,0

[State 1063]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1063]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1049]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 0
anim = 1049
ctrl = 0
sprpriority = 2

[state 1049]
type = NotHitBy
trigger1 = AnimElem = 4, < 0
trigger2 = AnimElem = 10, >= 0 && AnimElem = 18, < 0
trigger3 = AnimElem = 25, >= 0
value = SCA
time = 1

[state 1049]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
trigger3 = AnimElem = 18
value = 210,random%3
volume = 255
freqmul = 0.9

[state 1049]
type = PlaySnd
trigger1 = AnimElem = 25
value = 2000,2
volume = 255
freqmul = 0.9

[state 1049]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
value = 221,0
volume = 255

[state 1049]
type = PlaySnd
trigger1 = AnimElem = 18
value = 221,1
volume = 255
[state 1049]
type = PlaySnd
trigger1 = AnimElem = 18
value = 240,1
volume = 255

[state 1049]
type = PlaySnd
trigger1 = Animelem = 25
value = 10000,10
[state 1049]
type = PlaySnd
trigger1 = Animelem = 25
value = 10000,19

[state 1049]
type = VelSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 10
trigger8 = AnimElem = 11
x = 1

[state 1049]
type = VelSet
trigger1 = AnimElem = 12
x = 2

[state 1049]
type = VelSet
trigger1 = AnimElem = 7, = 1
x = 0

[state 1049]
type = PosAdd
trigger1 = AnimElem = 19
trigger2 = AnimElem = 22
x = 8

[state 1049]
type = VelSet
trigger1 = animelem = 22
x = 0
y = -7

[state 1049]
type = VelAdd
trigger1 = AnimElem = 22, > 0
y = .40

[state 1049]
type = HitDef
triggerall = var(41)=0
trigger1 = Animelem = 4
attr = S, NA
animtype  = hard
damage = 70+random%20,5    
getpower = 30,30
guardflag = MA                 
hitflag  = MAFD                 
priority  = 7,Hit 
pausetime = 5,6
sparkno = s22111
sparkxy = -20, -70     
hitsound   = s225,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 19
guard.slidetime = 19
guard.ctrltime = 19
air.animtype = Hard
air.hittime = 600
air.fall = 1
fall.recover = 0
ground.velocity = 0,0
air.velocity = -6,-6
yaccel = .50
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[state 1049]
type = Projectile
triggerall = var(41)=1
trigger1 = Animelem = 4
projanim = 1041
projid = 1041
attr = S, NA
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
animtype  = hard
damage = 70+random%20,5
getpower = 30,30
guardflag = MA                 
hitflag  = MAFD                 
priority  = 7,Hit 
pausetime = 11,12  
sparkno = s22111
sparkxy = 40,-130    
hitsound   = s225,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 19
guard.slidetime = 19
guard.ctrltime = 19
air.animtype = Hard
air.hittime = 600
air.fall = 1
fall.recover = 0
ground.velocity = 0,0
air.velocity = -6,-6
yaccel = .50
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[state 1049]
type = HitDef
triggerall = var(41)=0
trigger1 = Animelem = 10
attr = S, NA
animtype  = hard
damage = 50+random%20,5
guardflag = HA                 
hitflag  = MAFD                 
priority  = 4, Hit 
pausetime = 5,6
sparkno = s22111
sparkxy = -20, -70   
hitsound   = s225,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 19
guard.slidetime = 19
guard.ctrltime = 19
air.animtype = Hard
air.hittime = 600
air.fall = 1
fall.recover = 0
ground.velocity = 0,0
air.velocity = -6,-6
yaccel = .50
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[state 1049]
type = Projectile
triggerall = var(41)=1
trigger1 = Animelem = 10
projanim = 1041
projid = 1041
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
attr = S, NA
animtype  = hard
damage = 50+random%20,5    
guardflag = HA                 
hitflag  = MAFD                 
priority  = 4, Hit 
pausetime = 5,6 
sparkno = s22111
sparkxy = 40,-130  
hitsound   = s225,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.hittime = 19
guard.slidetime = 19
guard.ctrltime = 19
air.animtype = Hard
air.hittime = 600
air.fall = 1
fall.recover = 0
ground.velocity = 0,0
air.velocity = -6,-6
yaccel = .50
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 240]
type = HitDef
triggerall = var(41)=0
trigger1 = animelem = 18
attr = S, NA
animtype  = hard
damage  = 90,9
getpower = 30,30
guardflag = MA
pausetime = 4,6
sparkno = s22109 + (random%3)
sparkxy = -15,-85
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-6
air.velocity = -3,-6

[State 240]
type = HitDef
triggerall = var(41)=0
trigger1 = animelem = 19
attr = S, NA
animtype  = hard
damage  = 70,7
getpower = 30,30
guardflag = MA
pausetime = 12,12
sparkno = s22109 + (random%3)
sparkxy = -15,-106
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-5
air.velocity = -2,-5

[State 240]
type = Projectile
triggerall = var(41)=1
trigger1 = AnimElem = 18
attr = S, NA
projanim = 22137
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = 90,9
getpower = 25,25
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 4,6
sparkno = s22109 + (random%3)
sparkxy = 50, -85
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-6
air.velocity = -3,-6
supermovetime = 2147483647
pausemovetime = 2147483647

[State 240]
type = Projectile
triggerall = var(41)=1
trigger1 = AnimElem = 19
attr = S, NA
projanim = 22137
projid = 35600
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = 70,7
getpower = 25,25
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 12,12
sparkno = s22109 + (random%3)
sparkxy = 50, -85
hitsound   = s222,0
guard.sparkno = s22184
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-5
air.velocity = -2,-5
supermovetime = 2147483647
pausemovetime = 2147483647

[state 1049]
type = HitDef
triggerall = var(41)=0
trigger1 = Animelem = 25
attr = A, SA
animtype  = hard
damage = 120+random%20,5    
guardflag = M                 
hitflag  = MAFD                 
priority  = 4, Hit 
pausetime = 5,6
sparkno = s22110
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 1049]
type = Projectile
triggerall = var(41)=1
trigger1 = Animelem = 25
projanim = 1041
projid = 1041
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 5
attr = A, SA
animtype  = hard
damage = 120+random%20,5  
guardflag = M                 
hitflag  = MAFD                 
priority  = 4, Hit 
pausetime = 5,6 
sparkno = s22110
sparkxy = 40,-130  
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
supermovetime = 2147483647
pausemovetime = 2147483647

[state 1049]
type = Explod
trigger1 = animelem = 18
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
vel = 1,0
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[state 1049]
type = Explod
trigger1 = Animelem = 25
anim = 34500
id = 34500
sprpriority = 5
postype = p1
pos = 30,-40
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 1049]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1063

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 断罪
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

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

[State 2000, 2]
type = varadd
trigger1 = time = 0
var(35) = -3000
ignorehitpause = 1

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

[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
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State a]
type = helper
trigger1=time=2||time=6||time=10||time=14||time=18
id = 22101
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 130
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 = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 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
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11000]
type = PlaySnd
trigger1 = time = 0
value = 10000,4
[state 11000]
type = PlaySnd
trigger1 = time = 0
value = 10000,20
volume = 255
[state 11000]
type = PlaySnd
trigger1 = time = 0
value = 10000,21
volume = 255

[state a]
type = changestate
trigger1 = animtime = 0
value = 11001

;-----------------------------------------
;攻撃
;-----------------------------------------

[Statedef 11001]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2205
ctrl = 0

[State 11001]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
ignorehitpause = 1



[State 11001]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 11001]
type = PlaySnd
trigger1 = time = 0
value = 2000,random%3
volume = 255
freqmul = 0.9
[State 11001]
type = PlaySnd
trigger1 = Time = 60||Time = 120
value = 10000,0
volume = 255
[State 11001]
type = PlaySnd
trigger1 = Time = 0||Time = 10||Time = 20||Time = 60
value = 10000,26
volume = 250
[State 11001]
type = PlaySnd
trigger1 = Time = 0||Time = 10||Time = 20||Time = 60
value = 10000,30
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 = 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 = 2300,0
volume = 250
[State 11001]
type = PlaySnd
trigger1 = Time = 230
value = 10000,17
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 = 34800
id = 34800
sprpriority = 2147483647
postype = back
pos = 0,0
bindtime = -1
supermove = 0
removetime = 60
under = 1
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11001]
type = Explod
trigger1 = Time = 10
anim = 34800
id = 34800
sprpriority = 2147483647
postype = back
pos = -50,-50
bindtime = -1
supermove = 0
removetime = 50
under = 1
ownpal = 1
ontop = 1
scale = 1.5,1.5
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11001]
type = Explod
trigger1 = Time = 20
anim = 34800
id = 34800
sprpriority = 2147483647
postype = back
pos = -80,-10
bindtime = -1
supermove = 0
removetime = 40
under = 1
ownpal = 1
ontop = 1
scale = 1.5,1.5
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11001]
type = Explod
trigger1 = Time = 30
anim = 34800
id = 34800
sprpriority = 2147483647
postype = back
pos = -180,-70
bindtime = -1
supermove = 0
removetime = 30
under = 1
ownpal = 1
ontop = 1
scale = 1.5,1.5
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11001]
type = Explod
trigger1 = Time = 60
anim = 34900
id = 34900
sprpriority = 2147483647
postype = back
pos = 0,0
bindtime = -1
supermove = 0
removetime = 170
under = 1
ownpal = 1
ontop = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11001]
type = Explod
trigger1 = Time = 240
anim = 35000
id = 3500
sprpriority = 2147483647
postype = back
pos = 0,0
bindtime = -1
supermove = 0
removetime = 55
under = 1
ownpal = 1
ontop = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11001]
type = Explod
trigger1 = Time = 60
anim = 11332
id = 11332
sprpriority = 2147483647
postype = left
pos = 0,0
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1
trans = add
scale = 35.8,35.8
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11001]
type = Explod
trigger1 = Time = 60
anim = 11333
id = 11333
sprpriority = 2147483647
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1
scale = 35.8,35.8
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11001]
type = Explod
trigger1 = Time = 60
anim = 11333
id = 11333
sprpriority = 2147483647
postype = back
pos = -50,-30
bindtime = -1
supermove = 0
under = 1
ownpal = 1
ontop = 1
scale = 35.8,35.8
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11001]
type = Explod
trigger1 = Time = 60
anim = 11334
id = 11333
sprpriority = 10
postype = Right
facing = -1
pos = 0,240
bindtime = -1
scale = 35.8,35.8
supermovetime = 2147483647
pausemovetime = 2147483647
ownpal = 1
ignorehitpause = 1

[State 11001]
type = RemoveExplod
trigger1 = animtime = 200
ID = 11333

[State 11001]
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 = 30+random%20,10+random%20
getpower = 0,0
givepower = -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 = 30200
supermovetime = 2147483647
pausemovetime = 2147483647

[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 = 150
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11001]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
ignorehitpause = 1
anim = -1
persistent = 0

[State 11001]
type = pause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
ignorehitpause = 1
persistent = 0

[State 11001]
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
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-2
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11001]
type = ReversalDef
trigger1 = time = [0,300]
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
p2stateno = 100150

[State 11001]
type = targetstate
triggerall = numtarget > 0
trigger1 = time = [0,300]
trigger1 = (GameTime%3) = 1
value = 100150

[State 11001]
type = targetstate
triggerall = numtarget
trigger1 = enemy,alive=0&&!(enemy,stateno=104010||enemy,stateno=5150)
value = 104010
ignorehitpause = 1

[State 11001]
type = targetLifeAdd
trigger1 = numtarget > 0
value = -2147483647
ignorehitpause = 1

[State 11001]
type = HitAdd
triggerall = numtarget > 0
trigger1 = target,stateno = 100150 && enemyNear,time = 0
value = 1

[State 11001]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
ignorehitpause = 1
anim = -1
persistent = 0

[State 11001]
type = pause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
ignorehitpause = 1
persistent = 0

[State 11001]
type = turn
triggerall = !ishelper
trigger1 = p2dist X < 0
trigger1 = fvar(5) < 0
ignorehitpause = 1

[state 11001]
type = changestate
trigger1 = time >= 300
value = 11002

;---------------------------------------------------------------------------
;終了
;---------------------------------------------------------------------------

[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

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

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; パニッシュ・レイ
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 33500]
type     = S
movetype= A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 33500
ctrl     = 0
sprpriority = 3

[State 33500]
type = AssertSpecial
trigger1 = 1
flag = nofg
flag2 = nobardisplay

[State 33500]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 33500]
type = poweradd
trigger1 = time = 0
value = -5000
ignorehitpause = 1

[State 33500]
type = varadd
trigger1 = time = 0
var(35) = -5000
ignorehitpause = 1

[State 33500]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 33500]
type = EnvShake
trigger1 = time > 42
trigger1 = time <= 202
trigger1 = GameTime%4 = 1
time = 5
ampl = 3
freq = 180

[State 33000]
type = PlaySnd
trigger1 = time = 0
value = s10000,57
volume = 255
[State 33500]
type = PlaySnd
trigger1 = time = 0
value = s10000,11
volume = 255
[State 33500]
type = PlaySnd
trigger1 = Time = 42
value = s2200,2
freqmul = 0.9
volume = 255
[State 33500]
type = PlaySnd
trigger1 = time = 42
value = s10000,9
volume = 255
[State 33500]
type = PlaySnd
trigger1 = time = 0
value = 10000,11
volume = 255
[State 33500]
type = PlaySnd
trigger1 = time = 0
value = 10000,41
volume = 255
[State 33500]
type = PlaySnd
trigger1 = time = 0
value = 10000,21
volume = 255

[State 33500]
type = helper
trigger1=time=2||time=6||time=10||time=14||time=18
id = 22101
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 130
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 33500]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State 33500]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 33500]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 33500]
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
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 33500]
type = Explod
trigger1 = time = 42
anim = 13047
removetime = 190
pos = 10,-149
ownpal = 1
ontop = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State 33500]
type = Explod
trigger1 = time = 52
anim = 13046
id = 13046
sprpriority = -2147483647
postype = p1
pos = 10,-149
bindtime = -1
removetime = 180
supermove = 1
under = 0
ownpal = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State 33500]
type = Explod
trigger1 = time = 52
anim = 13045
id = 13045
sprpriority = -2147483647
postype = p1
pos = 10,-149
bindtime = -1
removetime = 180
supermove = 1
under = 0
ownpal = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State 33500]
type = Helper
trigger1 = time = 42
id = 313900
persistent = 1
name = "tama"
postype = P1
stateno = 150
pos = 10,-149
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 33500]
type = turn
triggerall = !ishelper
trigger1 = p2dist X < 0
trigger1 = fvar(5) < 0
ignorehitpause = 1

[State 33500]
type = targetstate
triggerall = numtarget
trigger1 = enemy,alive=0&&!(enemy,stateno=104010||enemy,stateno=5150)
value = 104010
ignorehitpause = 1

[State 33500]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
anim = -1
darken = 0
persistent = 0
ignorehitpause = 1

[State 33500]
type = pause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
persistent = 0
ignorehitpause = 1

[State 33500]
type = targetlifeadd
triggerall = numtarget
trigger1 = p2stateno != 1000044
trigger1 = (GameTime%2) = 1
value = -2
absolute = 1

[State 33500]
type = ReversalDef
triggerall = !ishelper
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
hitsound = -1
pausetime = 0,2
p2stateno = 1000044
ignorehitpause = 1

[State 33500]
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 33600]
type = Explod
trigger1 = time = 0
anim = 10080
postype = back
bindtime = -1
ontop = 1
ownpal= 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 33600]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[State 33600]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;ソウルデストラクション
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 30080]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 19600
ctrl = 0
[state 30080]
type = poweradd
trigger1 = time = 0
value = -2000
ignorehitpause = 1
[state 30080]
type = varadd
trigger1 = time = 0
var(35) = -2000
ignorehitpause = 1
[state 30080]
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1
[state 30080]
type = PlaySnd
trigger1 = Time = 0
value = 10000,20
[state 30080]
type = PlaySnd
trigger1 = Time = 0
value = 10000,21
[state 30080]
type = PlaySnd
trigger1 = Time = 10
value = 2000,0
volume = 255
freqmul = 0.9
[state 30080]
type = PlaySnd
trigger1 = Time = 360
value = 1400,0
volume = 255
freqmul = 0.9
[state 30080]
type = Explod
trigger1 = time = 0
anim = 22172
pos = 0,-102
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 30080]
type = Explod
trigger1 = time = 0
anim = 22173
pos = 0,-102
sprpriority = 2147483647
ownpal = 1
bindtime = 1
supermove = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 30080]
type = Explod
trigger1 = time = 0
anim = 32600
sprpriority = 2147483647
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
supermovetime = 2147483647
pausemovetime = 2147483647
[state 30080]
type = turn
triggerall = !ishelper
trigger1 = p2dist X < 0
trigger1 = fvar(5) < 0
ignorehitpause = 1
[state 30080]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
p2stateno = 30082
pausetime = 0,2
ignorehitpause = 1
[state 30080]
type = targetdrop
triggerall = numtarget
trigger1 = target,ishelper
trigger2 = time <= 1
[state 30080]
type = ChangeState
trigger1 = numtarget > 0
trigger1 = target,ishelper = 0
value = 30081
[state 30080]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 30081]
type    = S
movetype= I
physics = N
velset = 0,0
juggle = 8
poweradd= 0
anim = 2005
ctrl = 0
[state 30081]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
ignorehitpause = 1
[state 30081]
type = PosAdd
trigger1 = time = 1
x = p2dist x-50
[state 30081]
type = AssertSpecial
triggerall = palno = 12
trigger1 = time < 118
trigger1 = enemy,stateno = 30082
flag = noko
ignorehitpause = 1
[state 30081]
type = Explod
triggerall = win
trigger1 = animelem = 7
trigger2 = animelem = 8
anim = 22110
sprpriority = 9
postype = p1
pos = 50,-65
bindtime = 1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647
[state 30081]
type = Explod
triggerall = win
trigger1 = animelem = 18
anim = 22110
sprpriority = 7
postype = p1
pos = 58,-83
bindtime = 1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647
[state 30081]
type = Explod
triggerall = win
trigger1 = animelem = 8
anim = 2006
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647
[state 30081]
type = superpause
triggerall = win
trigger1 = time = 125
time = 1
movetime = 1
darken = 0
anim = -1
persistent = 0
ignorehitpause = 1
[state 30081]
type = PlaySnd
triggerall = !win
trigger1 = animelem = 7
value = 1400,random%4
freqmul = 0.9
volume = 255
[state 30081]
type = PlaySnd
trigger1 = animelem = 1
value = 2000,0
volume = 255
freqmul = 0.9
[State 2000, 6]
type = PlaySnd
triggerall = win
trigger1 = animelem = 7
value = 10000,5
volume = 255
freqmul = 0.9
[State 2000, 6]
type = PlaySnd
triggerall = win
trigger1 = animelem = 7
value = 2300,2
volume = 255
[State 2000, 6]
type = PlaySnd
triggerall = win
trigger1 = animelem = 8
value = 10000,22
volume = 255
[State 30081]
type = PlaySnd
triggerall = win
trigger1 = animelem = 17
value = 1500,0
volume = 255
freqmul = 0.9
[State 2000, 6]
type = PlaySnd
triggerall = win
trigger1 = animelem = 18
value = 2300,3
volume = 255
[state 30081]
type = Explod
triggerall = win
trigger1 = numexplod(32600) = 0
trigger1 = time = 10
anim = 32600
sprpriority = 8
postype = p1
pos = -9,-57
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
pausemovetime = 2147483647
supermovetime = 2147483647
[state 30081]
type = Explod
triggerall = win
trigger1 = animelem = 7
anim = 1930
pos = 0, -80
postype = p2
ownpal = 1
removetime = 15
sprpriority = 4
scale = 0.7,0.7
supermovetime = 2147483647
pausemovetime = 2147483647
[state 30081]
type = PlaySnd
triggerall = !win
trigger1 = animelem = 18
value = 10000,29
volume = 250

[state 30081]
type = Explod
triggerall = !win
trigger1 = animelem = 18
anim = 1930
pos = 14, -110
postype = p1
ownpal = 1
removetime = 15
sprpriority = 4
supermovetime = 2147483647
pausemovetime = 2147483647
[state 30081]
type = PlaySnd
triggerall = !win
trigger1 = animelem = 18
value = 12,0
freqmul = 2.0
[state 30081]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; ニュークリアー・レイジエーション
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 10150]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 10150
ctrl = 0

[state 10150]
type = poweradd
trigger1 = time = 0
value = -2000+((var(40)=3)*1000)
ignorehitpause = 1

[state 10150]
type = varadd
trigger1 = time = 0
var(35) = -2000+((var(40)=3)*1000)
ignorehitpause = 1

[State 10150]
type = superpause
trigger1 = time = 0
time = 30
movetime = 30
darken = 0
anim = -1
unhittable = 1
sound = s10000,17

[state 10150]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[state 10150]
type = SuperPause
trigger1 = time = 0
time = 28
movetime = 28
anim = -1

[state 10150]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 10150]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[state 10150]
type = helper
trigger1=time=2||time=6||time=10||time=14||AnimElemTime(7)=1||AnimElemTime(9)=2
id = 22101
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 130
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647


[State 10150]
type = PlaySnd
trigger1 = Time = 0
value = 10000,32
volume = 255

[state a]
type = changestate
trigger1 = animtime = 0
value = 10155

[Statedef 10155]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 10155
sprpriority = 0
ctrl = 0
[State 10155]
type = AssertSpecial
triggerall = palno != 12
trigger1 = (GameTime%2) = 1
flag = invisible

[State 10155]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
[State 10155]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1
[State 10155]
type = PlaySnd
trigger1 = time = 0
value = 2300,0
freqmul = 0.7
[State 10155]
type = PlaySnd
trigger1 = time = 0
value = 10000,7
volume = 255
[State 10155]
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 10155]
type = targetlifeadd 
triggerall = palno = [11,12]
trigger1 = time > 5
trigger1 = (gametime%2) = 1
value = -2
absolute = 1
[State 10155]
type = EnvShake
trigger1 = (gametime%2) = 1
time = 3
ampl = -3
freq = 95
phase = 95
[State 10155]
type = Explod
trigger1 = time = 0
anim = 10100
id = 211
postype = p1
pos = 15,-85
sprpriority = 2147483647
supermove = 0
removetime = 200
ownpal = 1
removeongethit = 0
bindtime = -1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
[State 10155]
type = Explod
trigger1 = time = 0
anim = 10065
id = 211
postype = p1
pos = 30,-85
sprpriority = 2147483647
supermove = 0
removetime = 200
ownpal = 1
removeongethit = 0
bindtime = -1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
[State 10155]
type = Explod
trigger1 = time = 0
anim = 10010
id = 211
postype = p1
pos = 40,-85
sprpriority = 2147483647
supermove = 0
removetime = 200
ownpal = 1
removeongethit = 0
bindtime = -1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647
[State 10155]
type = Explod
trigger1 = time > 0
trigger1 = time <= 200
trigger1 = time%19 = 2
anim = 26550
bindtime = -1
ontop = 1
ownpal = 1
SuperMoveTime = 2147483647
PauseMoveTime = 2147483647

[State 10155]
type = Projectile
triggerall = palno != 12
trigger1 = (GameTime%5) = 1
trigger1 = time > 0
trigger1 = time <= 200
attr = S, HA
projanim = 10050
projid = 10050
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = p1
offset = 5,-80
projscale = 5,1
animtype  = hard
damage = 10+random%10,1 
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
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
p2stateno = 9000
[State 10155]
type = Projectile
triggerall = palno = 12
trigger1 = (GameTime%3) = 1
trigger1 = time > 0
attr = S, HA
projanim = 10050
projid = 10050
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = p1
offset = 0,-85
projscale = 0,0
velocity = 0
animtype  = diagup
damage = 35+random%20,5+random%20    
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
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 = 50
p2stateno = 9000
[State 10155]
type = Projectile
trigger1 = palno = 12
trigger1 = (GameTime%3) = 1
trigger1 = time > 0
attr = S, HA
projanim = 10060
projid = 10060
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 0
projremovetime = 5
postype = p1
offset = 15,-85
projscale = 0,0
velocity = 0
animtype  = diagup
damage  = 0,0
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
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 = 50

[State 10155]
type = changestate
trigger1 = time = 200
value = 10160
;------------------------------------------------
; 終了
[Statedef 10160]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 10160
ctrl = 0

[State 10160]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 10160]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;血の贖罪
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[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(35) = -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(35) = -2000
ignorehitpause = 1

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

[State a]
type = helper
trigger1=time=2||time=6||time=10||time=14||time=18
id = 22101
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 130
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 = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 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
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647
[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 = 10000,58
[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

;---------------------------------------------------------------------------
;攻撃
;---------------------------------------------------------------------------

[Statedef 11225]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2205
ctrl = 0

[State 11225]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = timerfreeze
ignorehitpause = 1

[State 11225]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 11225]
type = PlaySnd
trigger1 = Time = 60
value = 2000,1
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 11225]
type = PlaySnd
trigger1 = Time = 100
value = 2000,1
freqmul = 0.7+((random%2)*0.1)
volume = 250

[State 11225]
type = PlaySnd
trigger1 = Time = 130
value = 12,0
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 11225]
type = PlaySnd
trigger1 = Time = 110
value = 12,0
freqmul = 0.7+((random%2)*0.1)
volume = 250

[State 11225]
type = PlaySnd
trigger1 = Time = 150
value = 2000,2
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 11225]
type = PlaySnd
trigger1 = Time = 180
value = 10000,17
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 11225]
type = PlaySnd
trigger1 = Time = 210
value = 182,0
freqmul = 1.3+((random%2)*0.1)
volume = 250

[State 11225]
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 = 10000,63
volume = 250

[State 11225]
type = PlaySnd
trigger1 = Time = 72
value = 10000,64
volume = 255

[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 = 6
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 = 6
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 = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[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 = 11334
id = 11338
sprpriority = 10
PosType = left
Facing = 1
pos = 0,240
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 11225]
type = turn
triggerall = !ishelper
trigger1 = p2dist X < 0
trigger1 = fvar(5) < 0
ignorehitpause = 1

[State 11225]
type = Projectile
triggerall = !ishelper
triggerall = palno = [7,12]
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 = 30+random%20,5+random%20
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
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11225]
type = Projectile
triggerall = !ishelper
triggerall = palno = [7,12]
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 = 30+random%20,5+random%20
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
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11225]
type = Projectile
triggerall = !ishelper
triggerall = palno = [7,12]
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 = 30+random%20,5+random%20
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
supermovetime = 2147483647
pausemovetime = 2147483647

[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 11225]
type = targetstate
triggerall = numtarget
trigger1 = enemy,alive=0&&!(enemy,stateno=104010||enemy,stateno=5150)
value = 104010
ignorehitpause = 1

[State 1]
type = Projectile
triggerall = palno != [7,12]
trigger1 = Time = 0 || Time = 60 || Time = 120 || Time = 180 || Time = 240
attr = A, NA
projanim = 40010
projid = 40010
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=30200
supermovetime = 2147483647
pausemovetime = 2147483647

[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
ignorehitpause = 1

[state 11230]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;死の誘い
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

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

[State 19500]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 19500]
type = Explod
trigger1 = AnimElem = 1
anim = 22174
pos = 10,-90
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
removetime = 20
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State 19500]
type = Explod
trigger1 = AnimElem = 1
anim = 22172
pos = 10,-90
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 19500]
type = Explod
trigger1 = AnimElem = 1
anim = 22173
pos = 10,-90
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 19500]
type = poweradd
trigger1 = time = 0
value = -4000
ignorehitpause = 1

[State 19500]
type = varadd
trigger1 = time = 0
var(35) = -4000
ignorehitpause = 1

[State 19500]
type = SuperPause
trigger1 = time = 0
time = 28
movetime = 28
anim = -1

[State 19500]
type = PlaySnd
trigger1 = Time = 0
value = 10000,20

[State 19500]
type = PlaySnd
trigger1 = Time = 0
value = 10000,21

[State 19500]
type = Explod
trigger1 = time = 0
anim = 32600
sprpriority = 8
postype = p1
pos = -10,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
supermovetime = 2147483647
pausemovetime = 2147483647

[State 19500]
type = PlaySnd
trigger1 = time = 0
value = 195,0
freqmul = 0.9

[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 = 150
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 19500]
type = Turn
triggerall = !ishelper
trigger1 = p2dist X < 0
trigger1 = fvar(5) < 0

[state 19500]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;バニッシュ
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 1007000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
sprpriority = 1
anim = 3250
ctrl = 0

[state 1007000]
type = poweradd
trigger1 = time = 0
value = -4000
ignorehitpause = 1
[State 1007000]
type = varadd
trigger1 = time = 0
var(35) = -4000
ignorehitpause = 1

[State 1007000]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
ignorehitpause = 1

[State 1007000]
type = lifeadd
triggerall = palno != 12
trigger1 = time = 1
value = lifemax
ignorehitpause = 1
[State 1007000]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
[State 1007000]
type = helper
trigger1 = time=2 ||time=10 ||time=16 ||time=24 ||time=32
id = 22101
persistent = 1
name = "wakka"
pos = 1,-100
postype = P1
stateno = 130
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State 1007000]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -2
postype = p1
pos = 1,-100
bindtime = -1
under = 0
ownpal = 1
trans = add
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647
[State 1007000]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 1,-100
bindtime = -1
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647
[State 1007000]
type = Explod
trigger1 = time = 0
anim = 27500
sprpriority = 2147483647
postype = p1
pos = 90,0
bindtime = -1
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647
[State 1007000]
type = Explod
trigger1 = time = 0
anim = 27550
sprpriority = 2147483647
postype = p1
pos = -90,0
bindtime = -1
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647
[State 1007000]
type = Explod
trigger1 = time = 0
anim = 27500
sprpriority = 2147483647
postype = p1
pos = 60,0
bindtime = -1
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647
[State 1007000]
type = Explod
trigger1 = time = 0
anim = 27550
sprpriority = 2147483647
postype = p1
pos = -60,0
bindtime = -1
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647
[State 1007000]
type = Explod
trigger1 = time = 0
anim = 27500
sprpriority = 2147483647
postype = p1
pos = 30,0
bindtime = -1
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647
[State 1007000]
type = Explod
trigger1 = time = 0
anim = 27550
sprpriority = 2147483647
postype = p1
pos = -30,0
bindtime = -1
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647
[State 1007000]
type = Explod
trigger1 = time = 0
anim = 27500
sprpriority = 2147483647
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647
[State 1007000]
type = Explod
trigger1 = time = 0
anim = 27550
sprpriority = 2147483647
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647
[State 1007000]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = -2
postype = p1
pos = 1,-100
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647
[State 1007000]
type = Explod
triggerall = time >= 0
triggerall = time <= 75
trigger1 = (GameTime%2) = 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 1007000]
type = Explod
triggerall = time >= 0
triggerall = time <= 75
trigger1 = (GameTime%2) = 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
scale = 0.2,0.2
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647
[State 1007000]
type = Explod
triggerall = time >= 0
triggerall = time <= 75
trigger1 = (GameTime%6) = 1
anim = 22138
sprpriority = 10
postype = p1
pos = 0,0
bindtime = 1
under = 0
ownpal = 1
persistent = 1
scale = 1.0,0.15
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647
[State 1007000]
type = PlaySnd
trigger1 = Time = 0
value = 2200,2
freqmul = 0.9
volume = 255
[State 1007000]
type = PlaySnd
trigger1 = time = 0
value = 10000,41
volume = 255
[State 1007000]
type = PlaySnd
trigger1 = time = 0
value = 10000,21
volume = 255
[State 1007000]
type = PlaySnd
trigger1 = Time = 0
value = 10000,32
ignorehitpause = 1

[State 1007000]
type = Projectile
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 = 22150
projpriority = 2147483647
projsprpriority = 2147483647
projremovetime = 4
postype = p1
animtype  = hard
damage = 20+random%30,5+random%30 
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,1
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
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1007000]
type = PlaySnd
trigger1 = Time = 0
value = 181,0
freqmul = 0.9

[State 1007000]
type = helper
triggerall = palno = 12
triggerall = numhelper(10070000) = 0
trigger1 = time = 45
id = 10070000
name = "hantoumei"
pos = 0,0
postype = P1
stateno = 150
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[state 1007000]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------------------------------

[Statedef 1301]
movetype = A
anim  = 1201
ctrl = 0
velset = 0
[State ]
type = VelSet
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State ]
type = PlaySnd
trigger1 = animelem = 8
value = 2000,5

[state ]
type = changestate
trigger1 = animtime = 0
trigger1 = pos Y >= 0
value = 0
ctrl = 1
[state ]
type = changestate
trigger1 = animtime = 0
trigger1 = pos Y < 0
trigger1 = var(11) = 0
value = 650
ctrl = 1
[State ]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = pos Y < 0
trigger1 = var(11) > 0
value = 71
ctrl = 1

[State ]
type = helper
trigger1 = !numhelper(1506)
trigger1 = time > 23
trigger1 = time <= 34
id = 1506
name = "Hitdef"
pos = 55,-80
postype = p1
stateno = 1506
helpertype = player
keyctrl = 0
ownpal = 0
ignorehitpause = 1

[State ];55,-95
type = Projectile
trigger1 = time > 23
trigger1 = time <= 34
Projanim = 22216
ProjID = 22214
Velocity = 0,0
Projremove = 0
Projremovetime = 1
Projepriority = 99999999
Projespriority = 99999999
postype = p1
offset = 55,-95
attr = S, SA
animtype = light
damage = Ceil(0.005 * enemy,Const(data.life)),Ceil(0.001 * enemy,Const(data.life)) * var(39)
priority  = 7
guardflag = M
pausetime = 1,10
priority = 7
hitflag = MAFDP
guard.pausetime = 1,4
guard.velocity = 0
sparkxy = ceil((p2dist X)-50), ceil((p2dist Y)-1)
sparkno = s22215
guard.sparkno = s22113
hitsound = S220,1
guardsound = S120, 0
sprpriority = 2
ground.slidetime = 18
ground.hittime = 1
ground.velocity = -1,-10
air.velocity = -1,-10
guard.velocity = -3
fall = 1
fall.recover = 0
sprpriority = 3
[State ]
type = Explod
trigger1 = animelem = 8
anim = 22214
sprpriority = 3
postype = p1
pos = 55,-95
bindtime = 1
supermove = 0
ownpal = 1
trans = add
ignorehitpause =1
[State ]
type = Explod
trigger1 = animelem = 8
anim = 22213
sprpriority = 3
postype = p1
pos = 45,-95
scale = 0.2,0.7
bindtime = 1
ignorehitpause =1
ownpal = 1
[State ]
type = Explod
trigger1 = animelem = 8
anim = 22213
sprpriority = 3
postype = p1
pos = 65,-95
scale = 0.15,0.5
bindtime = 1
ignorehitpause =1
ownpal = 1

[State ];30,-125
type = Projectile
trigger1 = time > 23
trigger1 = time <= 34
Projanim = 22216
ProjID = 22214
Velocity = 0,0
Projremove = 0
Projremovetime = 1
Projepriority = 99999999
Projespriority = 99999999
postype = p1
offset = 30,-125
attr = S, SA
animtype = light
damage = Ceil(0.005 * enemy,Const(data.life)),Ceil(0.001 * enemy,Const(data.life)) * var(39)
priority  = 7
guardflag = M
pausetime = 1,10
priority = 7
hitflag = MAFDP
guard.pausetime = 1,4
guard.velocity = 0
sparkxy = ceil((p2dist X)-50), ceil((p2dist Y)-1)
sparkno = s22215
guard.sparkno = s22113
hitsound = S220,1
guardsound = S120, 0
sprpriority = 2
ground.slidetime = 18
ground.hittime = 1
ground.velocity = -1,-10
air.velocity = -1,-10
guard.velocity = -3
fall = 1
fall.recover = 0
sprpriority = 3
[State ]
type = Explod
trigger1 = animelem = 8
anim = 22214
sprpriority = 3
postype = p1
pos = 30,-125
bindtime = 1
supermove = 0
ownpal = 1
trans = add
ignorehitpause =1
[State ]
type = Explod
trigger1 = animelem = 8
anim = 22213
sprpriority = 3
postype = p1
pos = 20,-125
scale = 0.2,0.7
bindtime = 1
ignorehitpause =1
ownpal = 1
[State ]
type = Explod
trigger1 = animelem = 8
anim = 22213
sprpriority = 3
postype = p1
pos = 40,-125
scale = 0.15,0.5
bindtime = 1
ignorehitpause =1
ownpal = 1
[State ]
type = Explod
trigger1 = animelem = 8
anim = 22213
sprpriority = 3
postype = p1
pos = 60,-125
scale = 0.15,0.5
bindtime = 1
ignorehitpause =1
ownpal = 1

[State ];30,-55
type = Projectile
trigger1 = time > 23
trigger1 = time <= 34
Projanim = 22216
ProjID = 22214
Velocity = 0,0
Projremove = 0
Projremovetime = 1
Projepriority = 99999999
Projespriority = 99999999
postype = p1
offset = 30,-55
attr = S, SA
animtype = light
damage = Ceil(0.005 * enemy,Const(data.life)),Ceil(0.001 * enemy,Const(data.life)) * var(39)
priority  = 7
guardflag = M
pausetime = 1,10
priority = 7
hitflag = MAFDP
guard.pausetime = 1,4
guard.velocity = 0
sparkxy = ceil((p2dist X)-50), ceil((p2dist Y)-1)
sparkno = s22215
guard.sparkno = s22113
hitsound = S220,1
guardsound = S120, 0
sprpriority = 2
ground.slidetime = 18
ground.hittime = 1
ground.velocity = -1,-10
air.velocity = -1,-10
guard.velocity = -3
fall = 1
fall.recover = 0
sprpriority = 3
[State ]
type = Explod
trigger1 = animelem = 8
anim = 22214
sprpriority = 3
postype = p1
pos = 30,-55
bindtime = 1
supermove = 0
ownpal = 1
trans = add
ignorehitpause =1
[State ]
type = Explod
trigger1 = animelem = 8
anim = 22213
sprpriority = 3
postype = p1
pos = 20,-55
scale = 0.2,0.7
bindtime = 1
ignorehitpause =1
ownpal = 1
[State ]
type = Explod
trigger1 = animelem = 8
anim = 22213
sprpriority = 3
postype = p1
pos = 40,-55
scale = 0.15,0.5
bindtime = 1
ignorehitpause =1
ownpal = 1
[State ]
type = Explod
trigger1 = animelem = 8
anim = 22213
sprpriority = 3
postype = p1
pos = 60,-55
scale = 0.15,0.5
bindtime = 1
ignorehitpause =1
ownpal = 1

[State ];90,-160
type = Projectile
trigger1 = time > 23
trigger1 = time <= 34
Projanim = 22216
ProjID = 22214
Velocity = 0,0
Projremove = 0
Projremovetime = 1
Projepriority = 99999999
Projespriority = 99999999
postype = p1
offset = 90,-160
attr = S, SA
animtype = light
damage = Ceil(0.005 * enemy,Const(data.life)),Ceil(0.001 * enemy,Const(data.life)) * var(39)
priority  = 7
guardflag = M
pausetime = 1,10
priority = 7
hitflag = MAFDP
guard.pausetime = 1,4
guard.velocity = 0
sparkxy = ceil((p2dist X)-50), ceil((p2dist Y)-1)
sparkno = s22215
guard.sparkno = s22113
hitsound = S220,1
guardsound = S120, 0
sprpriority = 2
ground.slidetime = 18
ground.hittime = 1
ground.velocity = -1,-10
air.velocity = -1,-10
guard.velocity = -3
fall = 1
fall.recover = 0
sprpriority = 3
[State ]
type = Explod
trigger1 = animelem = 8
anim = 22214
sprpriority = 3
postype = p1
pos = 90,-160
bindtime = 1
supermove = 0
ownpal = 1
trans = add
ignorehitpause =1
[State ]
type = Explod
trigger1 = animelem = 8
anim = 22213
sprpriority = 3
postype = p1
pos = 80,-160
scale = 0.2,0.7
bindtime = 1
ignorehitpause =1
ownpal = 1
[State ]
type = Explod
trigger1 = animelem = 8
anim = 22213
sprpriority = 3
postype = p1
pos = 100,-160
scale = 0.15,0.5
bindtime = 1
ignorehitpause =1
ownpal = 1
[State ]
type = Explod
trigger1 = animelem = 8
anim = 22213
sprpriority = 3
postype = p1
pos = 120,-160
scale = 0.15,0.5
bindtime = 1
ignorehitpause =1
ownpal = 1

[State ];90,-10
type = Projectile
trigger1 = time > 23
trigger1 = time <= 34
Projanim = 22216
ProjID = 22214
Velocity = 0,0
Projremove = 0
Projremovetime = 1
Projepriority = 99999999
Projespriority = 99999999
postype = p1
offset = 90,-10
attr = S, SA
animtype = light
damage = Ceil(0.005 * enemy,Const(data.life)),Ceil(0.001 * enemy,Const(data.life)) * var(39)
priority  = 7
guardflag = M
pausetime = 1,10
priority = 7
hitflag = MAFDP
guard.pausetime = 1,4
guard.velocity = 0
sparkxy = ceil((p2dist X)-50), ceil((p2dist Y)-1)
sparkno = s22215
guard.sparkno = s22113
hitsound = S220,1
guardsound = S120, 0
sprpriority = 2
ground.slidetime = 18
ground.hittime = 1
ground.velocity = -1,-10
air.velocity = -1,-10
guard.velocity = -3
fall = 1
fall.recover = 0
sprpriority = 3
[State ]
type = Explod
trigger1 = animelem = 8
anim = 22214
sprpriority = 3
postype = p1
pos = 90,-10
bindtime = 1
ownpal = 1
trans = add
ignorehitpause =1
[State ]
type = Explod
trigger1 = animelem = 8
anim = 22213
sprpriority = 3
postype = p1
pos = 80,-10
scale = 0.2,0.7
bindtime = 1
ignorehitpause =1
ownpal = 1
[State ]
type = Explod
trigger1 = animelem = 8
anim = 22213
sprpriority = 3
postype = p1
pos = 100,-10
scale = 0.15,0.5
bindtime = 1
ignorehitpause =1
ownpal = 1
[State ]
type = Explod
trigger1 = animelem = 8
anim = 22213
sprpriority = 3
postype = p1
pos = 120,-10
scale = 0.15,0.5
bindtime = 1
ignorehitpause =1
ownpal = 1
[State ]
type = PlaySnd
trigger1 = projcontact(22214) = 1
value = 220,1
channel = 5
Persistent = 1

;============================================================================



;============================================================================

