;AI梡偵-3僗僥乕僩傪嶍彍(婰弎偼偦偺傑傑)
[Data]

life = 1000
attack = 100
defence = 100
power = 5000
fall.defence_up = 90
liedown.time = 10
airjuggle = 15
sparkno = 2
guard.sparkno = 0
KO.echo = 0
volume = 255
IntPersistIndex = 58
FloatPersistIndex = 0

[Size]
xscale = 1           ;悈暯曽岦偺弅広乮捠忢侾乯
yscale = 1           ;悅捈曽岦偺弅広乮捠忢侾乯
ground.back = 15     ;僉儍儔偺暆(屻曽,抧忋)
ground.front = 16    ;僉儍儔偺暆(慜曽,抧忋)
air.back = 12        ;僉儍儔偺暆(屻曽,嬻拞)
air.front = 12       ;僉儍儔偺暆(慜曽,嬻拞)
height = 125
attack.dist = 320
proj.attack.dist = 320
proj.doscale = 0   
head.pos = 0, -118
mid.pos = -4, -86
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd  = 3.4
walk.back = -3.4
run.fwd  = 6.2130434, 0
run.back = -6.5,-1.8
jump.neu = 0,-9.8
jump.back = -4.05,2
jump.fwd = 4.0,2
runjump.back = -2.55,-8.1
runjump.fwd = 4,-8.1
airjump.neu = 0,-8.1
airjump.back = -2.55
airjump.fwd = 2.5

[Movement]
airjump.num = 0
airjump.height = 35
yaccel = .57
stand.friction = .85
crouch.friction = .82






;---------------------------------------------------------------------------
;AI慜曕偒
[Statedef 7721]
type    = S
physics = S
sprpriority = 0
anim = 20
ctrl = 0

[State 21, 1]
type = VelSet
trigger1 = 1
x = const(velocity.walk.fwd.x)

[State 21, 3]
type = changestate
trigger1 = roundstate != 2
trigger2 = P2BodyDist X <= 50
trigger3 = inguarddist
trigger3 = random <= 100*Var(59)
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;AI屻傠曕偒
[Statedef 7722]
type    = S
physics = S
sprpriority = 0
anim = 21
ctrl = 0

[State 20, 1]
type = VelSet
trigger1 = 1
x = const(velocity.walk.back.x)

[State 21, 3]
type = changestate
trigger1 = roundstate != 2
trigger2 = P2BodyDist X >= 200
trigger3 = inguarddist
trigger3 = random <= 100*Var(59)
trigger4 = BackEdgeBodyDist <= 30
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 77100]
type    = S
physics = S
anim = 100
sprpriority = 1
ctrl = 1

[State 100, 1]
type = VelSet
trigger1 = AnimElemtime(2) >= 0
x = const(velocity.run.fwd.x)

[State 191,]
type = PlaySnd
triggerall = time = 1
trigger1 = Alive
loop = 1
value = s99,99
channel = 6

[State 100,]
type = StopSnd
trigger1 = !var(59)
trigger1 = command != "holdfwd"
trigger2 = Anim != 100
channel = 6

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
triggerall = !var(59)
trigger1 = command != "holdfwd"
value = 0

[State 100, 4]
type = ChangeState
triggerall = var(59)
trigger1 = inguarddist
Trigger2 = EnemyNear(floor(fvar(37))),Ctrl
trigger2 = P2BodyDist X <= 80
Trigger3 = EnemyNear(floor(fvar(37))),StateType = L
trigger3 = P2BodyDist X <= 50
Trigger4 = P2MoveType = H || (P2StateNo=[120,159])
Trigger4 = EnemyNear(floor(fvar(37))),StateType != L
trigger4 = P2BodyDist X <= 50
value = 0

; 慜恑Walk AI梡
[Statedef 19]
type    = S
physics = S
sprpriority = 0
anim = 20
ctrl = 0

[State 19, 1]
type = Turn
trigger1 = P2dist X < 0

[State 19, 2]
type = VelSet
trigger1 = 1
x = const(velocity.walk.fwd.x)

[State 19, 5]
type = changestate
trigger1 = roundstate != 2
trigger2 = P2BodyDist X <= 0
trigger3 = inguarddist
trigger3 = random <= 100*(Var(20))
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 屻戅Walk AI梡
[Statedef 21]
type    = S
physics = S
sprpriority = 0
anim = 21
ctrl = 0

[State 21, 1]
type = Turn
trigger1 = P2dist X < 0

[State 21, 2]
type = VelSet
trigger1 = 1
x = const(velocity.walk.back.x)

[State 21, 5]
type = changestate
trigger1 = roundstate != 2
trigger2 = P2BodyDist X >= 240
trigger3 = inguarddist
trigger3 = random <= 100*(Var(20))
trigger4 = BackEdgeBodyDist <= 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;曕偒
[Statedef 20]
type    = S
physics = S
sprpriority = 0
ctrl = 1

;仭仭仭仭仭
;AI梡
[State 20, 1]
type = changestate
trigger1 = Var(20)
trigger1 = time = 0
value = 0
ctrl = 1
;仭仭仭仭仭

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd" && !var(20)
x = const(velocity.walk.fwd.x)

[State 20, 2]
type = VelSet
trigger1 = command = "holdback" && !var(20)
x = const(velocity.walk.back.x)

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20; && Anim != 5
;trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21; && Anim != 5
;trigger2 = Anim = 5 && AnimTime = 0
value = 21

; 僼儘儞僩僗僥僢僾
[Statedef 100]
type    = S
physics = N
anim = 100
sprpriority = 1

[State 290, 1]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -500

[State -2, a];揰柵
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
time = 1
add = 255,255,255
mul = 255,255,255
color = 1
ignorehitpause = 1

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 3
value = 700, 1

[State 100, 1]
type = VelSet
trigger1 = animelem = 3;1
x = 8;const(velocity.run.fwd.x)

[State 100, 1]
type = VelSet
trigger1 = animelem = 5
x = 0

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = command = "holdfwd"
trigger1 = animelem = 5,>=0
value = 101

[State 100, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; common傛傝 僟僢僔儏
[Statedef 101]
type    = S
physics = S
anim = 101
sprpriority = 1

[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0




;---------------------------------------------------------------------------
; common傛傝 僟僢僔儏
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1

[State 191, 3]
type = null;PlaySnd
trigger1 = Time= 0
value = 100, 0
loop = 1
channel = 1

[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0
;---------------------------------------------------------------------------
; 僗僥僢僾
[Statedef 101]
type    = S
physics = S
ctrl = 0
anim = 101
velset = 0,0

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 102

; 嬻拞
[Statedef 102]
type    = A
physics = A
ctrl = 1
anim = 102
sprpriority = 1

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = 7.5
y = -3.8

[State 105, 2]
type = null;CtrlSet
trigger1 = Time = 2
value = 1

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 103


; 拝抧
[Statedef 103]
type    = S
physics = N
ctrl = 0
anim = 103
velset = 0,0

[State 106, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 3]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; common傛傝 僶僢僋僗僥僢僾
[Statedef 105]
type    = S
physics = S
ctrl = 0
anim = 104
velset = 0,0

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 106

[State 107, 2]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(5) = 1
value = 2005

; 嬻拞
[Statedef 106]
type    = A
physics = A
ctrl = 1
anim = 105
sprpriority = 1

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = -7.5
y = -3.8

[State 105, 2]
type = null;CtrlSet
trigger1 = Time = 2
value = 1

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 107


; 拝抧
[Statedef 107]
type    = S
physics = N
ctrl = 0
anim = 106
velset = 0,0

[State 106, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 3]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1
; AGUARDHIT (shaking)
[Statedef 154]
type    = A
movetype= H
physics = N
velset = 0,0

[State 154, 1]
type = ChangeAnim
trigger1 = 1
value = 152

[State 150, GCRUSH CODE]
type = Varset
trigger1 = time = 0
trigger1 = stateno = 154 && var(3) <= 999
var(19) = 240
persistent = 0
ignorehitpause = 1

[State 150, GCRUSH CODE]
type = VarAdd
trigger1 = 1
persistent = 0
var(29) = 1
persistent = 0
ignorehitpause = 1

[State 154, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 155 ;AGUARDHIT2

[State 154, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 155]
type    = A
movetype= H
physics = N
anim = 152

[State 155, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 155, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155, 7]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command != "holdback"
value = 52

[State 155, 8]
type = ChangeState
trigger1 = sysvar(0)
value = 130
;---------------------------------------------------------------------------
; 僞僀儉僆乕僶乕偱晧偗偨帪
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(1) = 1
value = 171

;---------------------------------------------------------------------------
; 彑偭偨摦嶌侾
[Statedef 180]
type = S

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
trigger1 = var(1) = 0
v = 3
range = 0,2

[State 180, 1]
type = ChangeState
trigger1 = var(3) = 0
trigger1 = var(1) = 0
value = 181

[State 180, 1]
type = ChangeState
trigger1 = Var(3) = 1
trigger1 = var(1) = 0
value = 183

[State 180, 1]
type = ChangeState
trigger1 = var(3) = 2
trigger1 = var(1) = 0
value = 186
[State 180, 1]
type = ChangeState
trigger1 = var(3) = 3
trigger1 = var(1) = 0
value = 188
[State 180, 1]
type = VarRandom
trigger1 = Time = 0
trigger1 = var(1) = 1
v = 3
range = 0,2





[State 180, 1]
type = ChangeState
trigger1 = var(3) = 3
trigger1 = var(1) = 1
value = 187


;---------------------------------------------------------------------------
; 彑偭偨摦嶌[揤忋揤壓]
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 191, 3];揤忋揤壓
type = PlaySnd
trigger1 = time = 50
value = 181,0

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 182
id = 182
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0


[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,170]
flag = roundnotover
flag2 = nomusic

;---------------------------------------------------------------------------
; 彑偭偨摦嶌[壓偺壓偩側]
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 7
value = 190,1

[State 191, 3]
type = PlaySnd
trigger1 = animelemtime(57) = 12
value = 182,0


[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,220]
flag = roundnotover
flag2 = nomusic




;---------------------------------------------------------------------------
; 彑偭偨摦嶌[寣]
[Statedef 186]
type = S
ctrl = 0
anim = 186
velset = 0,0

[State 1820]
type = EnvShake
trigger1 = AnimElem = 15
time = 80
freq = 100
ampl = 10


[State 191, 3];壓偺壓偩側
type = PlaySnd
trigger1 = animelem = 5
value = 182,0
[State 191, 3];壓偺壓偩側
type = PlaySnd
trigger1 = animelem = 30
value = 345,0

[State 1000, 5];弌寣
type = Explod
trigger1 = animelem = 3
anim = 187
id = 185
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 3040, 7];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = animelem = 5
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

;[state a]
;type = lifeadd
;trigger1 = animelem = 5
;value = -200
;kill = 0

[state a]
type = poweradd
trigger1 = animelem = 5
value = 1000

[State 1000, 5];懌尦
type = Explod
trigger1 = animelem = 5
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,240];[0,180]
flag = roundnotover


;---------------------------------------------------------------------------
; 彑偭偨摦嶌[変丄僈僀傾偲嫟偵偁傝]
[Statedef 187]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 191, 3];岠壥壒
type = PlaySnd
trigger1 = animelem = 6
value = 190,1

[State 191, 3];変
type = PlaySnd
trigger1 = animelem = 6
value = 187,0

[State 191, 3];僈僀傾偲嫟偵偁傝
type = PlaySnd
trigger1 = animelem = 23
value = 187,1

[State 1000, 5];懌尦
type = Explod
trigger1 = animelem = 6
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0





[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,180]
flag = roundnotover
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
[Statedef 190]
type = S
ctrl = 0
anim = 5999
velset = 0,0



[State 1930]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NoBG
flag3 = Nomusic

[State 1930]
type = helper
trigger1 = time = 0
stateno = 31990
pos = 0,0
id = 31990
ownpal = 1

[State 1930]
type = helper
trigger1 = time = 50
stateno = 31980
pos = 0,0
id = 31980
ownpal = 1

[State 1930]
type = ChangeState
trigger1 = numhelper(31980)
trigger1 = helper(31980),stateno = 31950
value = 31950

;---------------------------------------------------------------------------
;釹
[Statedef 31980]
type    = A
movetype = A
physics = N
poweradd = 0
ctrl = 0
sprpriority = 2
anim = 33310
velset = 0,15
[State 0, AfterImage]
type = AfterImage
trigger1 = time = 0
trans = add
PalContrast = 252,5, 2
PalBright = 0,0,0
time = 120
length  = 7
TimeGap = 1
FrameGap = 1
[State 1980]
type = posset
trigger1 = time = 0
y = -360

[State 1980]
type = veladd
trigger1 = 1
y = 2

[State 1980]
type = Screenbound
trigger1 = 1
value = 0

[State 1980]
type = changestate
trigger1 = pos Y > 10 && vel Y > 0
value = 31950

;---------------------------------------------------------------------------
;釹
[Statedef 31950]
type    = S
movetype = I
physics = S
poweradd = 0
ctrl = 0
sprpriority = 2
anim = 33330
velset = 0,0
facep2 = 1

[State 1950]
type = DestroySelf
trigger1 = Ishelper
trigger1 = time = 1

[State 1950]
type = posset
trigger1 = time = 0
y = 0

[State 1950]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = nobardisplay

[State 1950]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NoBG
flag3 = Nomusic

[State 1950]
type = envshake
trigger1 = time = 0
ampl = 12
time = 30

[State 1950]
type = Explod
trigger1 = time = 0
anim = 33350
pos = 0,0
postype = p1
scale = 1.5,1.5
sprpriority = 5
ownpal = 1
id = 33350
facing = 1

[State 1950]
type = Explod
trigger1 = time = 0
anim = 33370
pos = 0,0
postype = p1
scale = 0.8,1.7
sprpriority = 4
ownpal = 1
id = 33370

[State 1950]
type = Explod
trigger1 = time = 12
anim = 33360
pos = -50,0
postype = p1
scale = 0.2,1.5
sprpriority = 3
ownpal = 1
id = 33360
facing = -1
vel = -.1,0

[State 1950]
type = Explod
trigger1 = time = 12
anim = 33360
pos = 50,0
postype = p1
scale = 0.2,1.5
sprpriority = 3
ownpal = 1
id = 33360
facing = 1
vel = .1,0

[State 1950]
type = changestate
trigger1 = animtime = 0
value = 0

;釹
[Statedef 31990]
type    = S
movetype = I
physics = N
poweradd = 0
ctrl = 0
sprpriority = 2
anim = 31930


[State 1990]
type = PlaySnd
trigger1 = time = 0 && anim = 31930
value = 0,50
channel = 0



[State 1990]
type = Changestate
trigger1 = time > 50
value = 31995

;---------------------------------------------------------------------------
;釹
[Statedef 31995]
type    = S
movetype = I
physics = N
poweradd = 0
ctrl = 0
sprpriority = 3
anim = 31940



[State 1995]
type = PlaySnd
trigger1 = animelem = 7 && anim = 31940
value = 0,51
channel = 0




[State 1995]
type = PlaySnd
trigger1 = animelem = 5
value = 1,27
channel = 1

[State 1995]
type = PlaySnd
trigger1 = animelem = 3
value = 1,28
channel = 1


[State 1995]
type = Explod
trigger1 = animelem = 5 && anim = 31940
anim = 31950
pos = 0,0
postype = p1
sprpriority = 4
ownpal = 1



[State 1995]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------



;---------------------------------------------------------------------------
; 挧敪偺摦嶌
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 0, PowerAdd]
type = PowerAdd
trigger1 =  time = 0
value = 350

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 7
anim = 22108
id = 211
sprpriority = 5
postype = p1
pos = 60,-70
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 191, 3];
type = changeanim
trigger1 = time = 0
trigger1 = var(1) = 1
value = 196

[State 191, 3];変偺傒傪懜傇
type = PlaySnd
trigger1 = animelem = 3
;trigger1 = var(1) = 0
value = 195,0

[State 195, 1]
type = CtrlSet
trigger1 = Time = 40
value = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; 墦嫍棧棫偪丒庛丒僷儞僠丒偺摦嶌
[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
;Commonly-used controllers:
velset = 0,0                     ;偙偺僗僥乕僩偑巒傑偭偨帪偵堏摦偡傞偐乮0,0偱摦偐側偄乯
ctrl = 0                         ;偙偺僗僥乕僩拞偵懠偺僐儅儞僪傪庴偗晅偗傞偐(1偱庴偗晅偗傞)
anim = 200                       ;偙偺僗僥乕僩偱昞帵偡傞僗僾儔僀僩僗僥乕僩斣崋(0偱曄壔柍偟)
poweradd = 10                    ;偙偺僗僥乕僩傪巊偭偨帪偺僷儚乕憹壛検(0偱曄壔柍偟)


[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA                     ;棫偪忬懺偱丄捠忢偺峌寕(倱偼棫偪丄値偼捠忢丄a偼峌寕傪昞偡)
damage = 38, 8                   ;僟儊乕僕検乮嵍偑摉偨偭偨帪丄塃偼僈乕僪偟偨帪乯
getpower = 61,61
animtype = Light                 ;摉偰偨帪偺憡庤偺億乕僘乮light/midium/hard/back乯偐傜慖戰
guardflag = MA                   ;僈乕僪偱偒傞忬懺乮倣a偼慡偰偺忬懺偱僈乕僪壜擻乯
hitflag = MAF                    ;摉偰傞帠偺偱偒傞忦審
priority = 3, Hit                ;峌寕偺桪愭尃乮0庛偄丂4捠忢丂7嫮偄
pausetime = 2, 5               ;峌寕偑摉偨偭偨帪偺峝捈帪娫乮嵍偑帺暘丄塃偑憡庤乯
sparkno = s7000                      ;僸僢僩僄僼僃僋僩偺僗僾儔僀僩僗僥乕僩乮柍偗傟偽0乯
sparkxy = -5, -40               ;僸僢僩僄僼僃僋僩傪昞帵偡傞応強乮憡庤偺嵗昗偱乯
hitsound = s300, var(6)                 ;僸僢僩偟偨帪偺壒乮倱*,*偵偡傞偲帺暘偺壒傪巊偆乯
guard.sparkno = s7010
guardsound = s120, 0                ;僈乕僪偟偨帪偺壒乮摨忋乯
ground.type = high               ;憡庤偺偔傜偭偨応強乮High丗摢丄懱, Low丗懌, Trip丗懌暐偄乯
ground.slidetime = 9             ;憡庤偑屻偵偡傋傞帪娫
ground.hittime  = 9             ;僐儞儃偑宷偑傞帪娫乮崅偔偟偡偓側偄帠乯
ground.velocity = -6             ;抧忋偱峌寕傪偔傜偭偨応崌偺憡庤偺堏摦忬嫷乮倶偲倷偱彫悢揰壜乯
airguard.velocity = -1.9,-2     ;嬻拞偱峌寕傪偔傜偭偨応崌偺憡庤偺堏摦忬嫷乮倶偲倷偱彫悢揰壜乯
air.type = Low                  ;嬻拞偱憡庤偑偔傜偭偨応強乮忋偲摨偠乯
air.velocity = -1.4,-3           ;嬻拞偱峌寕傪偔傜偭偨応崌偺憡庤偺堏摦忬嫷乮倶偲倷偱彫悢揰壜乯
air.hittime = 12                 ;嬻拞偱僐儞儃偑宷偑傞帪娫
nochainID = 1200

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
;trigger1 = var(1) = 0
value = 200,var(6)

[state a]
type = ctrlset
trigger1 = animelem = 3
value = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 嬤嫍棧棫偪丒庛丒僷儞僠丒偺摦嶌
[Statedef 205]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
;Commonly-used controllers:
velset = 0,0                     ;偙偺僗僥乕僩偑巒傑偭偨帪偵堏摦偡傞偐乮0,0偱摦偐側偄乯
ctrl = 0                         ;偙偺僗僥乕僩拞偵懠偺僐儅儞僪傪庴偗晅偗傞偐(1偱庴偗晅偗傞)
anim = 205                       ;偙偺僗僥乕僩偱昞帵偡傞僗僾儔僀僩僗僥乕僩斣崋(0偱曄壔柍偟)
poweradd = 10                    ;偙偺僗僥乕僩傪巊偭偨帪偺僷儚乕憹壛検(0偱曄壔柍偟)
sprpriority = 2                  ;昞帵偟偨奊偺廳側傝嬶崌(2堦斣慜丂0捠忢丂-1墱)

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA                     ;棫偪忬懺偱丄捠忢偺峌寕(倱偼棫偪丄値偼捠忢丄a偼峌寕傪昞偡)
damage = 20, 2                   ;僟儊乕僕検乮嵍偑摉偨偭偨帪丄塃偼僈乕僪偟偨帪乯
getpower = 61,61
animtype = Light                 ;摉偰偨帪偺憡庤偺億乕僘乮light/midium/hard/back乯偐傜慖戰
guardflag = MA                   ;僈乕僪偱偒傞忬懺乮倣a偼慡偰偺忬懺偱僈乕僪壜擻乯
hitflag = MAF                    ;摉偰傞帠偺偱偒傞忦審
priority =3, Hit                ;峌寕偺桪愭尃乮0庛偄丂4捠忢丂7嫮偄
pausetime = 1, 3                 ;峌寕偑摉偨偭偨帪偺峝捈帪娫乮嵍偑帺暘丄塃偑憡庤乯
sparkno = s7000                      ;僸僢僩僄僼僃僋僩偺僗僾儔僀僩僗僥乕僩乮柍偗傟偽0乯
sparkxy = -20, -69               ;僸僢僩僄僼僃僋僩傪昞帵偡傞応強乮憡庤偺嵗昗偱乯
hitsound = s300, var(6)                 ;僸僢僩偟偨帪偺壒乮倱*,*偵偡傞偲帺暘偺壒傪巊偆乯
guard.sparkno = s7010
guardsound = s120, 0                ;僈乕僪偟偨帪偺壒乮摨忋乯
ground.type = high              ;憡庤偺偔傜偭偨応強乮High丗摢丄懱, Low丗懌, Trip丗懌暐偄乯
ground.slidetime = 3            ;憡庤偑屻偵偡傋傞帪娫
ground.hittime  = 9             ;僐儞儃偑宷偑傞帪娫乮崅偔偟偡偓側偄帠乯
ground.velocity = -6             ;抧忋偱峌寕傪偔傜偭偨応崌偺憡庤偺堏摦忬嫷乮倶偲倷偱彫悢揰壜乯
airguard.velocity = -1.9,-2     ;嬻拞偱峌寕傪偔傜偭偨応崌偺憡庤偺堏摦忬嫷乮倶偲倷偱彫悢揰壜乯
air.type = Low                  ;嬻拞偱憡庤偑偔傜偭偨応強乮忋偲摨偠乯
air.velocity = -1.4,-3           ;嬻拞偱峌寕傪偔傜偭偨応崌偺憡庤偺堏摦忬嫷乮倶偲倷偱彫悢揰壜乯
air.hittime = 12                 ;嬻拞偱僐儞儃偑宷偑傞帪娫
nochainID = 1200




[state a]
type = ctrlset
trigger1 = animelem = 3
value = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;墦嫍棧嫮僷儞僠
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 80
ctrl = 0
velset =3,0
anim = 210
[State 210]
type = PlaySnd
trigger1 = animelem = 4
value = 266, 0




[state 210]
type=explod
;triggerall=ishelper(3)
;triggerall=root,var(45)
trigger1=anim=210&&(animelem=5)
trigger2=anim=215&&(animelem=7)
anim=211
id=211
sprpriority=4
postype=p1
pos=40,-67
ownpal=1
scale=0.5,0.5
ignorehitpause=0
pausemovetime=9999999
supermovetime=9999999

[state 210]
type=explod
;triggerall=ishelper(3)
;triggerall=root,var(45)
trigger1=anim=210&&(animelem=5)
trigger2=anim=215&&(animelem=7)
anim=211
id=211
sprpriority=5
postype=p1
pos=50,-67
under=0
ownpal=1
ignorehitpause=0
pausemovetime=9999999
supermovetime=9999999

[state 210]
type=explod
;triggerall=ishelper(3)
;triggerall=root,var(45)
trigger1=anim=210&&(animelem=6)
trigger2=anim=215&&(animelem=8)
anim=211
id=211
sprpriority=5
postype=p1
pos=70,-67
under=0
ownpal=1
scale=0.5,0.5
ignorehitpause=0
pausemovetime=9999999
supermovetime=9999999

[state 210]
type=null;explod
trigger1=anim=210&&(animelem=5)
trigger2=anim=215&&(animelem=7)
anim=211
id=212
sprpriority=4
postype=p1
pos=50,-67
under=1
ownpal=1
ignorehitpause=0
pausemovetime=9999999
supermovetime=9999999

[state 210]
type=explod
;triggerall=ishelper(3)
t;riggerall=root,var(45)
trigger1=anim=210&&(animelem=5)
trigger2=anim=215&&(animelem=7)
anim=211
id=212
sprpriority=4
postype=p1
pos=50,-67
under=1
ownpal=1
trans=sub
ignorehitpause=0
pausemovetime=9999999
supermovetime=9999999

[state 210]
type=explod
;triggerall=ishelper(3)
;triggerall=root,var(45)
trigger1=anim=210&&(animelem=5)
trigger2=anim=215&&(animelem=7)
anim=211
id=212
sprpriority=4
postype=p1
pos=50,-67
under=1
ownpal=1
scale=1.10,1.10
trans=sub
ignorehitpause=0
pausemovetime=9999999
supermovetime=9999999

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 132,20
getpower = 30,30
guardflag = MA
pausetime = 34,2
sparkno = s7001
sparkxy = -10,-77
hitsound   = s310,var(6)
guardsound = s120,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 1
ground.hittime  = 70
ground.velocity =0
air.velocity = 0
nochainID = 1200



[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 嬤嫍棧棫偪丒嫮丒僷儞僠丒偺摦嶌
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 65
ctrl = 0
velset = 0,0
anim = 215
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = var(1) = 0
value = 210, var(6)




[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 5
anim = 22066
id = 211
sprpriority = 5
postype = p1
pos = 60,-70
bindtime = 1
supermove = 1
under = 0
ownpal = 1
[State 210, 2]
type = HitDef
trigger1 = time = 1
attr = S, NA
animtype  = hard
damage    = 40,10
getpower = 61,61
guardflag = MA
pausetime = 4,3
sparkno = s7001
sparkxy = -30,-75
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 4
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-3
nochainID = 1200



[State 215, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 216
ctrl = 1
; 嬤嫍棧棫偪丒嫮丒僷儞僠丒偺摦嶌
[Statedef 216]
type    = S
movetype= A
physics = S
juggle  = 12
poweradd= 12
ctrl = 0
velset = 3,0
anim = 216
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = var(1) = 0
value = 210, var(6)




[State 210, 2]
type = HitDef
trigger1 = time = 1
attr = S, NA
animtype  = hard
damage    = 70,20
getpower = 61,61
guardflag = MA
pausetime = 4,3
sparkno = s7001
sparkxy = -30,-75
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 4
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-3
nochainID = 1200



[State 215, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;墦嫍棧 棫偪丒庛丒僉僢僋
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 22
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(1) = 0
value = 200,var(6)

[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0



[State 230, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = light
damage    = 70,20
getpower = 61,61
guardflag = MA
pausetime = 8,4
sparkno = s7000
sparkxy = -15,-57
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 12
ground.hittime  = 24
ground.velocity = -9
air.velocity = -2.5,-3.5
nochainID = 1200

;2720


[State -1, Sound]
type = PlaySnd
TriggerAll = anim = 260
Trigger1 = animelemtime(6) = 0
value = s40, 2
[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;墦嫍棧 棫偪丒嫮丒僉僢僋
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 121
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2
[State 0, AfterImage]
type = AfterImage
trigger1 = time = 0
trans = add
PalContrast = 250, 0, 0
PalBright = 0,0,0
time = 45
length  = 7
TimeGap = 1
FrameGap = 1

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
;trigger1 = var(1) = 0
value = 210, var(6)

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 500, 0

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = hard
damage    = 46,10
getpower = 30,30
guardflag = MA
pausetime = 12,2
sparkno = s7001
sparkxy = -15,-85
hitsound   = s500,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-8
air.velocity = -3,-8
nochainID = 1200

[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = hard
damage    = 88,10
getpower = 30,30
guardflag = MA
pausetime = 12,2
sparkno = s7001
sparkxy = -15,-106
hitsound   = s500,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-10
air.velocity = -1,-10
nochainID = 1200

[state a]
type = posadd
trigger1 = animelem = 3
x = 4

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 嬤嫍棧棫偪丒嫮丒僉僢僋
[Statedef 245]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 245
sprpriority = 2
[State 0, AfterImage]
type = AfterImage
trigger1 = time = 0
trans = add
PalContrast = 0, 0, 255
PalBright = 0,0,0
time = 80
length  = 7
TimeGap = 3
FrameGap = 1
[State 240, 1]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
trigger1 = var(1) = 0
value = 210, var(6)

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = hard
damage    = 70,5
getpower = 30,30
guardflag = MA
pausetime = 8,10
sparkno = s7001
sparkxy = -25,-55
hitsound   = s340,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 27
ground.hittime  = 270
ground.velocity = 0
air.velocity = -3,-5.2
nochainID = 1200

[State 240, 2]
type = HitDef
trigger1 = animelem = 10
attr = S, NA
animtype  = hard
damage    = 50,10
getpower = 30,30
guardflag = HA
pausetime = 11,12
sparkno = s7001
sparkxy = -25,-96
hitsound   = s340,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 32
ground.velocity = -10
air.velocity = -2,-5.0
nochainID = 1200


[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 嬻楢寕
[Statedef 250]
type    = S
movetype= A
physics = N
juggle  = 7
velset = 0,0
ctrl = 0
anim = 250
poweradd = 110
sprpriority = 1

;---------------------[岠壥壒]
[State 00];偲偉偄
type = PlaySnd
trigger1 = animelem = 3
value = 210,0

[State 00];
type = PlaySnd
trigger1 = animelem = 5
trigger2 = animelem = 11
value = 221,0


[State 00];
type = PlaySnd
trigger1 = animelem = 14
value = 40,0

;---------------------[懍搙]
[state a]
type = statetypeset
trigger1 = animelem = 5
value = A

[state a]
type = statetypeset
trigger1 = animelem = 14
value = S

[state a]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 14
x = 8

[state a]
type = posadd
trigger1 = animelem = 5
x = 4
y = -3

[state a]
type = posadd
trigger1 = animelem = 5
x = 12
y = -2

[state a]
type = posadd
trigger1 = animelemtime(6) = 1
trigger2 = animelemtime(6) = 2
trigger3 = animelemtime(6) = 3
x = 4
y = -2

[state a]
type = posadd
trigger1 = animelem = 7
trigger2 = animelemtime(7) = 1
x = 4
y = -1

[state a]
type = posadd
trigger1 = animelem = 8
trigger2 = animelemtime(8) = 1
trigger3 = animelem = 9
x = 4

[state a]
type = posadd
trigger1 = animelemtime(9) = 1
trigger2 = animelem = 10
x = 4
y = 1

[state a]
type = posadd
trigger1 = animelemtime(10) = 1
trigger2 = animelemtime(11) = 1
x = 4
y = 2

[state a]
type = posadd
trigger1 = animelem = 11
trigger2 = animelem = 12
x = 12
y = 2

[state a]
type = posadd
trigger1 = animelem = 13
x = 4
y = 3

;---------------------[峌寕]
[State 210, 2]
type = HitDef
trigger1 = animelem = 6
attr = A, NA
animtype  = hard
damage    = 69 + var(8)*19
priority = 5, Hit
getpower = 106,106
hitflag = MAF
guardflag = M
pausetime = 2,3
sparkno = s7002
sparkxy = -20,-92
hitsound   = s225,0
guardsound = s120,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 22
ground.hittime  = 220
ground.velocity = -3.5
air.velocity = -3.5,-4
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
airguard.cornerpush.veloff = -10
yaccel = 0.5
fall = 0
fall.recover = 0
ID = 200
nochainID = 9999

[State 210, 2]
type = HitDef
trigger1 = animelem = 12
trigger1 = movecontact
attr = A, NA
animtype  = hard
damage    = 20 + var(8)*19
priority = 5, Hit
getpower = 106,106
hitflag = MAF
guardflag = M
pausetime = 11,12
sparkno = s7002
sparkxy = -20,-82
hitsound   = s225,0
guardsound = s120,0
guard.sparkno = s7011
ground.type = low
ground.slidetime = 18
ground.hittime  = 40
ground.velocity = -10.5
air.velocity = -3.5,-4
ground.cornerpush.veloff = -14
air.cornerpush.veloff = -14
guard.cornerpush.veloff = -14
airguard.cornerpush.veloff = -14
yaccel = 0.5
fall = 0
fall.recover = 0
ID = 200
nochainID = 9999

[State 210, 2]
type = HitDef
trigger1 = animelem = 12
trigger1 = movecontact = 0
attr = A, NA
animtype  = hard
damage    = 69 + var(8)*19
priority = 5, Hit
getpower = 106,106
hitflag = MAF
guardflag = M
pausetime = 11,12
sparkno = s7002
sparkxy = -20,-82
hitsound   = s225,0
guardsound = s120,0
guard.sparkno = s7011
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10.5
air.velocity = -3.5,-4
ground.cornerpush.veloff = -14
air.cornerpush.veloff = -14
guard.cornerpush.veloff = -14
airguard.cornerpush.veloff = -14
yaccel = 0.5
fall = 0
fall.recover = 0
ID = 200
nochainID = 9999

;---------------------[僗僥乕僩堏峴]
[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
; 僱儕僠儍僊
[Statedef 260]
type    = S
movetype= A
physics = N
juggle  = 7
velset = 0,0
ctrl = 0
anim = 260
poweradd = 110
sprpriority = 1

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = prevstateno = [200,499]
value = 261

;---------------------[岠壥壒]
[State 00];郴妨瞒扁
type = PlaySnd
trigger1 = animelem = 2
value = 260,0

[State 00];
type = PlaySnd
trigger1 = animelem = 5
value = 221,1

;---------------------[懍搙]
[state a]
type = posadd
triggerall = anim = 260
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 15

[state a]
type = posadd
triggerall = anim = 260
trigger1 = animelem = 9
trigger2 = animelem = 10
x = -15

;---------------------[峌寕]
[State 210, 2]
type = HitDef
trigger1 = anim = 260
trigger1 = animelem = 7
attr = S, NA
animtype  = hard
damage    = 59 + var(8)*19
priority = 5, Hit
getpower = 107,107
hitflag = MAF
guardflag = H
pausetime = 11,12
sparkno = s7002
sparkxy = -20,-62
hitsound   =  s225,0
guardsound = s120,0
guard.sparkno = s7011
ground.type = low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -9.5
air.velocity = -3.5,-4
yaccel = 0.5
fall = 0
fall.recover = 0
ID = 200
nochainID = 9999


[State 210, 2]
type = HitDef
trigger1 = anim = 261
trigger1 = animelem = 6
attr = S, NA
animtype  = hard
damage    = 30 + var(8)*19
priority = 5, Hit
getpower = 107,107
hitflag = MAF
guardflag = M
pausetime = 11,12
sparkno = s7002
sparkxy = -20,-97
hitsound   =  s225,0
guardsound = s120,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -9.5
air.velocity = -3.5,-4
yaccel = 0.5
fall = 0
fall.recover = 0
ID = 200
nochainID = 9999

[State 210, 2]
type = HitDef
trigger1 = anim = 261
trigger1 = animelem = 7
attr = S, NA
animtype  = hard
damage    = 30 + var(8)*19
priority = 5, Hit
getpower = 107,107
hitflag = MAF
guardflag = M
pausetime = 11,12
sparkno = s7002
sparkxy = -20,-62
hitsound   = s225,0
guardsound = s120,0
guard.sparkno = s7011
ground.type = low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -9.5
air.velocity = -3.5,-4
yaccel = 0.5
fall = 0
fall.recover = 0
ID = 200
nochainID = 9999


;---------------------[僗僥乕僩堏峴]
[State 200, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 傆偭旘偽偟峌寕
[Statedef 290]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = -5,0
anim = 290
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 211, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 1
;trigger1 = var(1) = 0
value = 290, 0





[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
AnimType = Hard
damage    = 98
getpower = 136,136
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -Random%20, -50-Random%20
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
Ground.Type = High
Air.Type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -20,-8
air.velocity = -4,-7
fall = 1
fall.recover = 0
nochainID = 1200
EnvShake.Time = 15
EnvShake.Ampl = 5
EnvShake.Freq = 90
HitFlag = MAFD


[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 僈乕僪僉儍儞僙儖傆偭旘偽偟峌寕
[Statedef 291]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 291
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = Time = 0
value = 221, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 1
trigger1 = var(1) = 0
value = 290, 0

[State 700, 2];柍揋偺忬懺傪嶌傞
type = NotHitBy
triggerall = 1
trigger1 = 1
value = SCA

[State 3040, 7];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = movehit = 1
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = diagup
damage    = 39
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
nochainID = 1200

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;孅傒丒庛丒僷儞僠
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 7
ctrl = 0
anim = 400
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(1) = 0
value = 200,var(6)

[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 201, 0

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 19
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = M
getpower = 60,60
pausetime = 7,8
sparkno = s7000
sparkxy = -10,-37
hitsound   = s300,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3
nochainID = 1200

[State 400, 3]
type = CtrlSet
trigger1 = animelem = 3
value = 1

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;孅傒丒嫮丒僷儞僠
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 30
ctrl = 0
anim = 410
sprpriority = 2


[State 410, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 221, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
;trigger1 = var(1) = 0
value = 210, var(6)

[State 410, BLOOD]
trigger1 = time = 0
type = Explod
ignorehitpause = 1
persistent = 0
anim = 6230
id = 6230
sprpriority = 99
postype = p1
pos = (floor(p2dist x))+10,-90
bindtime = 1
ownpal = 1


[State 410, 2]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage    = 96
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 11,12
getpower = 30,30
sparkno = s7001
sparkxy = -10,-73
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7
air.velocity = -3,-6
nochainID = 1200

[State 410, 2]
type = HitDef
trigger1 = animelem = 7
attr = C, NA
damage    = 70
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 11,12
getpower = 30,30
sparkno = s7001
sparkxy = -12,-78
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-5
air.velocity = -3,-6
nochainID = 1200

[State 410, BLOOD]
type = Explod
Trigger1 = movehit
ignorehitpause = 1
persistent = 0
anim = 8023
id = 8023
sprpriority = 4
postype = p1
pos = (floor(p2dist x))+10,-90
bindtime = 1
ownpal = 1

[State 240, bloodvar]
type = VarSet
trigger1 = MoveHit
var(31) = 2
ignorehitpause = 1
persistent = 0

[State 240, bloodvar]
type = VarSet
trigger1 = MoveHit
var(33) = (floor(p2dist x))+10
ignorehitpause = 1
persistent = 0

[State 240, bloodvar]
type = VarSet
trigger1 = MoveHit
var(34) = -90
ignorehitpause = 1
persistent = 0

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;孅傒丒庛丒僉僢僋
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 30
poweradd= 7
ctrl = 0
anim = 430
sprpriority = 2
velset   =0,0

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(1) = 0
value = 200,var(6)

[State 430, 1]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 430, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 15,7
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 3,1
sparkno = s7000
sparkxy = -10,-12
hitsound   = s330,var(6)
getpower = 30,30
guard.sparkno = s7010
guardsound = s120,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 2
ground.velocity = -1
air.velocity = -2,-1
down.velocity = -5,0
down.hittime = 20
nochainID = 1200

[State 400, 3]
type = CtrlSet
trigger1 = animelem = 3
value = 1

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;孅傒丒嫮丒僉僢僋
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 30
ctrl = 0
anim = 440
sprpriority = 2

[State 440, 2]
type = PlaySnd
trigger1 = Time = 2
trigger2 = animelem = 5
value = 221, 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
;trigger1 = var(1) = 0
value = 210, var(6)

[State 440, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 154
hitflag = MAF
guardflag = L
pausetime = 11,12
sparkno = s7001
getpower = 61,61
sparkxy = -15,-18
hitsound   = s340,var(6)
guardsound = s120,0
guard.sparkno = s7011
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -5
fall = 1
nochainID = 1200

[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1



;---------------------------------------------------------------------------
;嬻拞丒庛丒僷儞僠
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 600
sprpriority = 2



[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(1) = 0
value = 200,var(1)

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 201, 0

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 38
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = s7000
sparkxy = -10,-79
hitsound   = s300,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3
nochainID = 1200

;---------------------------------------------------------------------------
;嬻拞丒嫮丒僷儞僠
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 30
ctrl = 0
anim = 610
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 220, 1

[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
;trigger1 = var(1) = 0
value = 210, var(6)

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 125
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s7001
sparkxy = -10,-76
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
nochainID = 1200

;---------------------------------------------------------------------------
;悅捈嬻拞丒庛丒僉僢僋
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 630
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
;trigger1 = var(1) = 0
value = 200,var(6)

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 630, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 36
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = s7000
sparkxy = -5,-51
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3
nochainID = 1200

;---------------------------------------------------------------------------
;嬻拞丒嫮丒僉僢僋
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 30
ctrl = 0
anim = 640
sprpriority = 2

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
;trigger1 = var(1) = 0
value = 210, var(6)

[State 640, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 135
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s7001
sparkxy = -10,-61
hitsound   = s340,var(6)
guard.sparkno = s7011
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
nochainID = 1200

;---------------------------------------------------------------------------
;嬻拞傆偭旘偽偟峌寕
[Statedef 690]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 690
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = var(1) = 0
value = 210,var(6)

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 211, 0

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 2
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -29,-13
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype  = hard
damage    = 98
getpower = 120,120
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-75
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0
nochainID = 1200








;---------------------------------------------------------------------------
;僞僋僥傿僇儖僗僥僢僾
[Statedef 700]
;type = S      S/C/A/L  俽丗棫偪/俠丗孅傒/俙丗嬻拞/俴丗僟僂儞
;movetype = I    俬丗捠忢忬懺/俙丗峌寕忬懺/俫丗僟儊乕僕傪偔傜偭偰傞忬懺
;physics = N   S/C/A/N  俽丗棫偪/俠丗孅傒/俙丗嬻拞/俶丗柍偟
poweradd= 200
ctrl = 0
anim = 700
velset = 0,0
sprpriority = 2


[State -2, a];揰柵
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
trigger3 = prevstateno = [200,499]
time = 5
add = 0,0,176
mul = 0,0,176
color = 1
ignorehitpause = 1

[State 700, 2];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = 1
value = SCA

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

[state a]
type = null;playerpush
trigger1 = animelem = 7,<=0
value = 0

[State 600, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 700, 0

[State 600, 1]
type = velset
trigger1 = Time = 0
x = 0

[State 600, 1]
type = velset
trigger1 = animelem = 2
x = 18

[State 600, 1]
type = velset
trigger1 = animelem = 4
x = 0

[State 50, 4];仼惉岟偟偨偲偒偺巆憸
type = AfterImage
trigger1 = time = 0
time = 15
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1






[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;僞僋僥傿僇儖僗僥僢僾
[Statedef 709]
;type = S      S/C/A/L  俽丗棫偪/俠丗孅傒/俙丗嬻拞/俴丗僟僂儞
;movetype = I    俬丗捠忢忬懺/俙丗峌寕忬懺/俫丗僟儊乕僕傪偔傜偭偰傞忬懺
;physics = N   S/C/A/N  俽丗棫偪/俠丗孅傒/俙丗嬻拞/俶丗柍偟
poweradd= 200
ctrl = 0
anim =700
velset = 0,0
sprpriority = 2



[State -2, a];揰柵
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
trigger3 = prevstateno = [200,499]
time = 5
add = 0,0,176
mul = 0,0,176
color = 1
ignorehitpause = 1

[State 700, 2];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = 1
value = SCA

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

[state a]
type = null;playerpush
trigger1 = animelem = 7,<=0
value = 0

[State 600, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 700, 0

[State 600, 1]
type = velset
trigger1 = Time = 0
x = 0

[State 600, 1]
type = velset
trigger1 = animelem = 2
x = - 18

[State 600, 1]
type = velset
trigger1 = animelem = 4
x = 0

[State 50, 4];仼惉岟偟偨偲偒偺巆憸
type = AfterImage
trigger1 = time = 0
time = 15
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1






[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;嬞媫夞旔屻傠
[Statedef 701]
; type = S      S/C/A/L  俽丗棫偪/俠丗孅傒/俙丗嬻拞/俴丗僟僂儞
; movetype = I    俬丗捠忢忬懺/俙丗峌寕忬懺/俫丗僟儊乕僕傪偔傜偭偰傞忬懺
; physics = S   S/C/A/N  俽丗棫偪/俠丗孅傒/俙丗嬻拞/俶丗柍偟
poweradd= 0
ctrl = 0
anim = 701
sprpriority = 2
velset = 0,0

[State 290, 1]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -1000

[State 700, 2];柍揋偺忬懺傪嶌傞
type = NotHitBy
triggerall = 1
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = SCA

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

[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = animelem = 8,<=0
value = SCA

[state a]
type = playerpush
trigger1 = animelem = 8,<= 0
value = 0

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 700, 0

[State 600, 1]
type = velset
trigger1 = Time = 0
x = 0

[State 600, 1]
type = velset
trigger1 = animelem = 4
x = -6

[State 600, 1]
type = velset
trigger1 = animelem = 8
x = 0


[State 50, 4];仼惉岟偟偨偲偒偺巆憸
type = AfterImage
trigger1 = time = 0
time = 33
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 0,0,0
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1




[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;僟僂儞夞旔
[Statedef 702]
; type = S      S/C/A/L  俽丗棫偪/俠丗孅傒/俙丗嬻拞/俴丗僟僂儞
; movetype = I    俬丗捠忢忬懺/俙丗峌寕忬懺/俫丗僟儊乕僕傪偔傜偭偰傞忬懺
; physics = S   S/C/A/N  俽丗棫偪/俠丗孅傒/俙丗嬻拞/俶丗柍偟
poweradd= 0
ctrl = 0
anim = 702
sprpriority = 2
velset = -1,0

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

[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = 1
value = SCA

[state a]
type = playerpush
trigger1 = animelem = 5,<=0
value = 0

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 702, 0

[State 600, 1]
type = velset
trigger1 = Time = 0
x = -4

[State 600, 1]
type = veladd
trigger1 = vel x <= 0
trigger1 = gametime % 2
x = 0.4

[state a]
type = velset
trigger1 = vel x >= 0
x = 0


[State 50, 4];仼惉岟偟偨偲偒偺巆憸
type = null;AfterImage
trigger1 = time = 0
time = 33
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 0,0,0
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1




[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;==========================================================================================
;CHARGE
[Statedef 704]
type = S
movetype = I
physics = S
ctrl = 0
velset = 0,0
anim = 2205

[State 704, 1]
type = PowerAdd
trigger1 = var(21) != 1
trigger1 = Time >= 1
value = 6

[State 704, 1]
type = VarAdd
trigger1 = var(21) = 1
trigger1 = Time >= 1
var(18) = 6

[State 704, 2]
type = PlaySnd
trigger1 = Time = 5
value = 5,3
channel = 0
volume = 50

[State 704, 3]
type = PlaySnd
trigger1 = Time = 5
value = 5,4
channel = 1
volume = 50

[State 704, 4]
type = Explod
trigger1 = Time = 4
ignorehitpause = 1
anim = 706
id = 706
pos= -2,0
postype = P1
removetime = 9999
supermove = 10
sprpriority = 2
removeongethit = 1
ownpal = 1

[State 704, 5]
type = ChangeState
triggerall = Time >= 2
triggerall = var(9) != 1
trigger1 = Command != "偍偟偭傁側偟x"
trigger2 = Command != "偍偟偭傁側偟y"
value = 705
ctrl = 0

[State 704, 7]
type = ChangeState
triggerall = Power  >=  3000
trigger1 = Command = "偍偟偭傁側偟x"
trigger1 = Command = "偍偟偭傁側偟y"
value = 705
ctrl = 0

[State 704, 8]
type = ChangeState
triggerall = Time >= 2
trigger1 = var(9) = 1
trigger1 = P2MoveType != H
trigger2 = Power >= 3000
value = 705
ctrl = 0

;+++++++++++++++++++++++++++++++++++++++++++
; CHARGE OVER
[Statedef 705]
type = S
movetype = I
physics = S
anim = 2206
ctrl = 0

[State 705, 1]
type = StopSnd
trigger1 = Time = 0
channel = 0
value = 5,3

[State 705, 2]
type = StopSnd
trigger1 = Time = 0
channel = 1
value = 5,4

[State 705, 3]
type = RemoveExplod
trigger1 = Time = 0
id = 706

[State 705, Ctrl]
type = CtrlSet
trigger1 = Time = 2
value = 1

[State 705, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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




;---------------------------------------------------------------------------
;栧媞恖(偁傜偼偽偒)
[Statedef 6800]
type = S
movetype = A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = -1
poweradd = 111
[State 800, 1]
type = HitDef
Trigger1 = Time = 0
Trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
hitflag = AF         ;倱丗棫偪丂値丗捠忢丂倲丗搳偘
attr = S, ST         ;僐儞儃偺搑拞偐傜搳偘偑擖傜側偄傛偆愝掕偟偰偁傞
priority = 2, Miss    ;侾偼桪愭弴埵偑掅偄偺偱媄偑偱側偄偐儈僗偡傞偲偄偆愝掕
sparkno = -1          ;-傪偮偗傟偽僗僷乕僋僄僼僃僋僩偼柍偄
sprpriority = 1       ;俀俹傛傝忋偵僇儞僼乕儅儞偑昞帵偝傟傞
p2facing = 1          ;丠
p1stateno = 801       ;搳偘偑惉岟偟偨応崌偺堏摦偡傞侾俹偺僗僥乕僩
p2stateno = 805       ;搳偘偑惉岟偟偨応崌偺堏摦偡傞俀俹偺僗僥乕僩
;hitsound = S800,0
          ;棊偪傞椡傪俀俹偵偐偗傞偐
snap = 20, -20, 0, 1
sprpriority = -1
numhits = 0
givepower = 40
[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;搳偘偰偄傞帺暘
[Statedef 6801]
type    = S
movetype= A
physics = N
anim = 801
juggle  = 8
sprpriority = 2

;---------------------[僒僂儞僪]

[State 1000, 5]
type = Explod
trigger1 = time = 60
anim = 6035
sprpriority = 99999999
postype = back
velset = 0,0
pos = 0,-160
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = 2,2
[State 1000, 5]
type = Explod
trigger1 = time = 60
anim = 6035
sprpriority = 99999999
postype = back
velset = 0,0
pos = 0,-160
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = 2,2
[State 1000, 5]
type = Explod
trigger1 = time = 60
anim = 6035
sprpriority = 99999999
postype = back
velset = 0,0
pos = 0,-160
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = 2,2
[State 1000, 5]
type = Explod
trigger1 = time = 60
anim = 6035
sprpriority = 99999999
postype = back
velset = 0,0
pos = 0,-160
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = 2,2
[State 1000, 5]
type = Explod
trigger1 = time = 60
anim = 6035
sprpriority = 99999999
postype = back
velset = 0,0
pos = 0,-160
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = 2,2
[State 1000, 5]
type = Explod
trigger1 = time = 60
anim = 6035
sprpriority = 99999999
postype = back
velset = 0,0
pos = 0,-160
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = 2,2
[State 1000, 5]
type = Explod
trigger1 = time = 60
anim = 6035
sprpriority = 99999999
postype = back
velset = 0,0
pos = 0,-160
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = 2,2
[State 1000, 5]
type = Explod
trigger1 = time = 60
anim = 6035
sprpriority = 99999999
postype = back
velset = 0,0
pos = 0,-160
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = 2,2
[State 1000, 5]
type = Explod
trigger1 = time = 60
anim = 6035
sprpriority = 99999999
postype = back
velset = 0,0
pos = 0,-160
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = 2,2

[State 810, Grab Sound];
type = PlaySnd
trigger1 = animelemtime(6) = 6
volume = 255
value = 11, 44
[State 810, Grab Sound];
type = PlaySnd
trigger1 = time = 5
volume = 255
value = 0, 7

[State 3040, 7];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = animelemtime(6) = 6
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1


[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 7080
sprpriority = 3
postype = p1
velset = 0,0
pos = 47,-89
bindtime = 1
supermove = 0
under = 0
ownpal = 1


[State 1000, 5];僸僢僩僄僼僃僋僩
type = Explod
trigger1 = animelemtime(6) = 6
anim = 7002
sprpriority = 5
postype = p1
velset = 0,0
pos = 60,-129
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];懌尦
type = Explod
trigger1 = animelem = 2
anim = 810
sprpriority = 1
postype = p1
velset = 0,0
pos = 60,0
bindtime = 1
removetime = 40
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];懌尦徚柵
type = Explod
trigger1 = animelem = 5
anim = 811
sprpriority = 1
postype = p1
velset = 0,0
pos = 60,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];壩拰
type = Explod
trigger1 = animelem = 6
anim = 812
sprpriority = 3
postype = p1
velset = 0,0
pos = 60,-100
bindtime = 1
supermove = 0
under = 0
ownpal = 1


;:::憡庤

[State -2]
Type = AttackDist
Trigger1 = AnimElem = 7,>=0 || MoveGuarded
Value = 0

[State 1701]
type = Width
Trigger1 = AnimElem = 1
edge = 20, 0

[State 1701]
type = TargetBind
Trigger1 = AnimElem <= 2
pos = 24, -110

[State 1701]
type = TargetBind
Trigger1 = AnimElem <= 4
pos = 24, -116



[State 1701]
type = HitDef
Trigger1 = Time = 0
attr = S, SA
animtype  = up
air.animtype  = up
hitflag = MAF
damage    = 168,0
guardflag = MAF
getpower = 300,300
givepower = 20,0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = s2180
guard.sparkno = S10150
sparkxy = -40,-115
hitsound   = s0,4
guardsound = s0,9
ground.type = High
ground.slidetime = 18
ground.hittime  = 5
ground.cornerpush.veloff = 0
ground.velocity = -3,-10.5
air.velocity = -3,-10.5
airguard.velocity = -3,-5
guard.slidetime = 12
guard.hittime  = 12
guard.velocity = -9.4
air.type = Low
yaccel = 0.54
fall = 1
fall.recover = 0
ID = 6800
palfx.time = 50
palfx.sinadd = 92,92,92,12
palfx.add = 165,165,0
palfx.color = 0
palfx.invertall = 1


[State 1701]
type = EnvColor
Trigger1 = MoveHit = 1
value = 255, 255, 255
time = 1
under = 0

[State 1701]
type = envshake
Trigger1 = MoveHit = 1
ampl = 12
time = 24

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



[Statedef 6805]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 1702]
type = ChangeAnim2
Trigger1 = Time = 0
value = 805

[State 1702]
type = Width
Trigger1 = AnimElem = 1, >= 0
edge = 0, 0

[State 1702]
type = SelfState
Trigger1 = AnimTime = 0
value = 5100
ctrl = 0

;栧媞恖(偁傜偼偽偒)
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2
poweradd = 111
[State 800, 1]
type = HitDef
Trigger1 = Time = 0
Trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, NT          ;倱丗棫偪丂値丗捠忢丂倲丗搳偘
hitflag = M-          ;僐儞儃偺搑拞偐傜搳偘偑擖傜側偄傛偆愝掕偟偰偁傞
priority = 1, Miss    ;侾偼桪愭弴埵偑掅偄偺偱媄偑偱側偄偐儈僗偡傞偲偄偆愝掕
sparkno = -1          ;-傪偮偗傟偽僗僷乕僋僄僼僃僋僩偼柍偄
sprpriority = 1       ;俀俹傛傝忋偵僇儞僼乕儅儞偑昞帵偝傟傞
p1facing = ifelse (command = "holdback", -1, 1) ;慜傪墴偟偨傜僞乕儞偡傞愝掕
p2facing = 1          ;丠
p1stateno = 801       ;搳偘偑惉岟偟偨応崌偺堏摦偡傞侾俹偺僗僥乕僩
p2stateno = 805       ;搳偘偑惉岟偟偨応崌偺堏摦偡傞俀俹偺僗僥乕僩
;hitsound = S800,0
fall = 1              ;棊偪傞椡傪俀俹偵偐偗傞偐

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;搳偘偰偄傞帺暘
[Statedef 801]
type    = S
movetype= A
physics = N
anim = 801
juggle  = 8
sprpriority = 2
[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = animelemtime(1) = 1
value = -4
[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = animelemtime(2) = 2
value = -4
[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = animelemtime(3) = 3
value = -4
[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = animelemtime(4) = 4
value = -4

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = animelemtime(3) = 5
value = -8
[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = animelemtime(4) = 6
value = -12

[State 1000, 5]
type = Explod
trigger1 = time = 60
anim = 6035
sprpriority = 99999999
postype = back
velset = 0,0
pos = 0,-160
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = 2,2
[State 1000, 5]
type = Explod
trigger1 = time = 60
anim = 6035
sprpriority = 99999999
postype = back
velset = 0,0
pos = 0,-160
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = 2,2
[State 1000, 5]
type = Explod
trigger1 = time = 60
anim = 6035
sprpriority = 99999999
postype = back
velset = 0,0
pos = 0,-160
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = 2,2
[State 1000, 5]
type = Explod
trigger1 = time = 60
anim = 6035
sprpriority = 99999999
postype = back
velset = 0,0
pos = 0,-160
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = 2,2
[State 1000, 5]
type = Explod
trigger1 = time = 60
anim = 6035
sprpriority = 99999999
postype = back
velset = 0,0
pos = 0,-160
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = 2,2
[State 1000, 5]
type = Explod
trigger1 = time = 60
anim = 6035
sprpriority = 99999999
postype = back
velset = 0,0
pos = 0,-160
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = 2,2
[State 1000, 5]
type = Explod
trigger1 = time = 60
anim = 6035
sprpriority = 99999999
postype = back
velset = 0,0
pos = 0,-160
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = 2,2
[State 1000, 5]
type = Explod
trigger1 = time = 60
anim = 6035
sprpriority = 99999999
postype = back
velset = 0,0
pos = 0,-160
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = 2,2
[State 1000, 5]
type = Explod
trigger1 = time = 60
anim = 6035
sprpriority = 99999999
postype = back
velset = 0,0
pos = 0,-160
bindtime = 1
supermove = 0
under = 0
ownpal = 1
scale = 2,2

[State 810, Grab Sound];
type = PlaySnd
trigger1 = animelemtime(6) = 6
volume = 255
value = 11, 44
[State 810, Grab Sound];
type = PlaySnd
trigger1 = time = 5
volume = 255
value = 0, 7

[State 3040, 7];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = animelemtime(6) = 6
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1


[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 7080
sprpriority = 3
postype = p1
velset = 0,0
pos = 47,-89
bindtime = 1
supermove = 0
under = 0
ownpal = 1


[State 1000, 5];僸僢僩僄僼僃僋僩
type = Explod
trigger1 = animelemtime(6) = 6
anim = 7002
sprpriority = 5
postype = p1
velset = 0,0
pos = 60,-129
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];懌尦
type = Explod
trigger1 = animelem = 2
anim = 810
sprpriority = 1
postype = p1
velset = 0,0
pos = 60,0
bindtime = 1
removetime = 40
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];懌尦徚柵
type = Explod
trigger1 = animelem = 5
anim = 811
sprpriority = 1
postype = p1
velset = 0,0
pos = 60,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];壩拰
type = Explod
trigger1 = animelem = 6
anim = 812
sprpriority = 3
postype = p1
velset = 0,0
pos = 60,-100
bindtime = 1
supermove = 0
under = 0
ownpal = 1


;:::憡庤

[State 1701]
type = TargetBind
Trigger1 = AnimElem <= 2
pos = 24, -116

[State 1701]
type = TargetBind
Trigger1 = AnimElem <= 4
pos = 24, -116

[state a]
type = targetstate
trigger1 = animelemtime(6) = 6
value = 806


[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = animelemtime(6) = 6
value = -110

;:::

[State 210, Width];夋柺抂偺墴偟栠偟敾掕
type = Width
trigger1 = 1;animelem = 1
edge = 60,0

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

;---------------------------------------------------------------------------
;搳偘傜傟偰偄傞憡庤
[Statedef 805]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

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


y = 0


[State 1];僇儊儔屌掕
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------------------------------------------------------------
;搳偘傜傟偰偄傞憡庤2
[Statedef 806]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 700, 2];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 1];僇儊儔屌掕
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[state a]
type = velset
trigger1 = animelem = 1
x = -7
y = 0

[State 821, 1] ;偙傟偼廳椡偙傟偼枅僼儗乕儉帠偵0.4偺椡偑壛傢傝傑偡
type = VelAdd
Trigger1 = 1;animelem = 3,>= 0
y = .4

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;---------------------------------------------------------------------------
;儗僢僌僗儖乕
[Statedef 850]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
Trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, NT          ;倱丗棫偪丂値丗捠忢丂倲丗搳偘
hitflag = M-          ;僐儞儃偺搑拞偐傜搳偘偑擖傜側偄傛偆愝掕偟偰偁傞
priority = 1, Miss    ;侾偼桪愭弴埵偑掅偄偺偱媄偑偱側偄偐儈僗偡傞偲偄偆愝掕
sparkno = -1          ;-傪偮偗傟偽僗僷乕僋僄僼僃僋僩偼柍偄
sprpriority = 1       ;俀俹傛傝忋偵僇儞僼乕儅儞偑昞帵偝傟傞
;p1facing = ifelse (command = "holdfwd", -1, 1) ;慜傪墴偟偨傜僞乕儞偡傞愝掕
p2facing = 1          ;丠
p1stateno = 851       ;搳偘偑惉岟偟偨応崌偺堏摦偡傞侾俹偺僗僥乕僩
p2stateno = 855       ;搳偘偑惉岟偟偨応崌偺堏摦偡傞俀俹偺僗僥乕僩
;hitsound = S800,0
fall = 1              ;棊偪傞椡傪俀俹偵偐偗傞偐

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;搳偘偰偄傞帺暘
[Statedef 851]
type    = S
movetype= A
physics = N
anim = 850
sprpriority = 5

[state a]
type = turn
trigger1 = animtime = 0

;---------------------[僒僂儞僪]
[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 800, 0

[State 810, Grab Sound];扏偒偮偗
type = PlaySnd
trigger1 = AnimElem = 6
value = 850, 2


;---------------------[僄僼僃僋僩]
[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 7080
sprpriority = 3
postype = p1
velset = 0,0
pos = 47,-89
bindtime = 1
supermove = 0
under = 0
ownpal = 1

;---------------------[埵抲愝掕]
[state a]
type = posadd
trigger1 = animelem = 2
x = 8
y = -12

[state a]
type = posadd
trigger1 = animelem = 3
y = 12

[state a]
type = posadd
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
x = -16

[State 210, Width];夋柺抂偺墴偟栠偟敾掕
type = Width
trigger1 = animelem = 5
edge = 60,121

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 6
time = 9
ampl = -5
freq = 95
phase = 95

;---------------------[憡庤偺惂屼]
[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 40,0

[State 801, 2]
type = TargetBind
trigger1 = animelem = 3
pos = 54,-72

[State 801, 2]
type = TargetBind
trigger1 = animelem = 4
pos = 35,-84

[State 801, 2]
type = TargetBind
trigger1 = animelem = 5
pos = -25,-85

[State 801, 2]
type = TargetBind
trigger1 = animelem = 6
pos = -45,0


[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = animelem = 6
value = -167

;:::憡庤

[State 821, 3] 
type = changeState
trigger1 = animtime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;搳偘傜傟偰偄傞憡庤
[Statedef 855]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 855

[State 1];僇儊儔屌掕
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[state a]
type = velset
trigger1 = animelem = 9
x = 5
y = -4

[State 821, 1] ;偙傟偼廳椡偙傟偼枅僼儗乕儉帠偵0.4偺椡偑壛傢傝傑偡
type = VelAdd
Trigger1 = animelem = 9,>= 0
y = .4

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;昁嶦媄
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 庛夝彍
[Statedef 1000]
type    = S
movetype= A
physics = N
juggle  = 5
poweradd= 116
velset = 0,0
anim = 1000
ctrl = 0

;---------------------[岠壥壒]
[state a];偼傜偊
type = playsnd
trigger1 = animelem = 6
value = 1000,0

[state a];敪幩
type = playsnd
trigger1 = animelem = 7
value = 1000,1

;---------------------[埵抲愝掕]
[state a]
type = null;posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

[state a]
type = velset
trigger1 = animelem = 7
x = -5

[state a]
type = veladd
trigger1 = vel x <= 0
x = 0.3

[state a]
type = velset
trigger1 = vel x >= 0
x = 0

[State 1000, 5];
type = Explod
trigger1 = time = 5
anim = 6612
id = 1000
sprpriority = 999
postype = p1
velset = 0,0
pos = 50,-100
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
scale = 1,1
;[State 1000, 5];
;type = Explod
;trigger1 = time = 5
;anim = 218
;id = 1000
;sprpriority = 999
;postype = p1
;velset = 0,0
;pos = 50,-100
;bindtime = -1
;supermove = 0
;persistent = 0
;ignorehitpause = 1
;under = 0
;scale = 1,1
[State 2900, 1];
type = helper
trigger1 =  time = 5
id = 1000
persistent = 0
name = "sen"
pos = 50,-100
postype = P1
stateno = 218
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1000
persistent = 0
name = "sennpuuki"
pos = 76,-90
postype = P1
stateno = 1010
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 0.58
size.yscale = 0.58


;---------------------[棫偪僗僥乕僩偵栠傞]
[state a]
type = changestate
trigger1 = power >= 500
trigger1 = command = "惥栺"
trigger1 = animelem >= 8
value = 1100

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

; 嬀(?)僿儖僷乕
[Statedef 218]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 218


[State 1]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 218
projhitanim = -1
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,10
getpower = 0,0
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 90
ground.velocity = -11,-6
air.velocity = -11,-6
[State 0, DestroySelf]
type = DestroySelf
trigger1 = animelem = 15


; 嬀(?)僿儖僷乕
[Statedef 1010]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 220
velset = 8,0
ctrl = 0
anim = 1010


[State 1]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 32782
projhitanim = -1
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,1
getpower = 0,0
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8

[State 0, AfterImage]
type = AfterImage
trigger1 = time = 0
trans = add
PalContrast = 800, 200, 200
PalBright = 0,0,0
time = 30000
length  = 7
TimeGap = 3
FrameGap = 1
;---------------------[柍揋張棟]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015


;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
triggerall = enemy,stateno != 1205
trigger1 = time = 0
trigger2 = movecontact = 10
attr = S, SP
animtype  = hard
damage    = 17,20
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,12
sparkno = s7002
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 22
ground.velocity = 0,0
air.velocity = 0,-4.5
fall = 0
air.fall = 1
fall.recover = 0
p1stateno = 1011


;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = time = 200


; 嬀(?)僿儖僷乕2
[Statedef 1012]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 1,0
ctrl = 0
anim = 1010
[State 0, AfterImage]
type = AfterImage
trigger1 = time = 0
trans = add
PalContrast = 800,255, 252
PalBright = 0,0,0
time = 3000
length  = 7
TimeGap = 3
FrameGap = 1
;---------------------[柍揋張棟]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015


;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
triggerall = enemy,stateno != 1205
trigger1 = time = 0
trigger2 = movecontact = 3
attr = S, SP
animtype  = hard
damage    = 61,4
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,0
sparkno = s7002
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 31
ground.velocity = 0,0
air.velocity = 0,-4.5
fall = 0
air.fall = 1
fall.recover = 0
p1stateno = 1013


;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = time = 450


[state a]
type = changestate
trigger1 = time = 260
value = 1019
; 嬀(?)僿儖僷乕2
[Statedef 1019]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = -8,0
ctrl = 0
anim = 1019
[State 0, AfterImage]
type = AfterImage
trigger1 = time = 0
trans = add
PalContrast = 255, 255,255
PalBright = 0,0,0
time = 30000
length  = 7
TimeGap = 3
FrameGap = 1
;---------------------[柍揋張棟]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015


;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
triggerall = enemy,stateno != 1205
trigger1 = time = 0
trigger2 = movecontact = 3
attr = S, SP
animtype  = hard
damage    = 90,40
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,12
sparkno = s7002
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = 0,-4.5
fall = 0
air.fall = 1
fall.recover = 0
p1stateno = 1013
[state a]
type = destroyself
trigger1 = time = 70
; 嬀(?)僿儖僷乕僸僢僩 距颇悼搓澜
[Statedef 1011]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0.5,0
ctrl = 0
anim = 1011

[State 1]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 32782
projhitanim = -1
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,1
getpower = 0,0
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8

[State 0, AfterImage]
type = AfterImage
trigger1 = time = 0
trans = add
PalContrast = 800, 200, 200
PalBright = 0,0,0
time = 30000
length  = 7
TimeGap = 3
FrameGap = 1
;---------------------[岠壥壒]
[state a];
type = playsnd
trigger1 = time = 4
value = 265,0

[state a];
type = playsnd
trigger1 = time = 8
trigger2 = time = 15
trigger3 = time = 22
trigger4 = time = 30
value = 265,0
;---------------------[柍揋張棟]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[堏摦]
[state a]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = 16

;---------------------[僄僼僃僋僩]
[State 1000, 5];
type = Explod
trigger1 = time = 0
anim = 1012
id = 1012
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
removetime = 45
under = 0
scale = 0.6,0.6

;---------------------[僄僼僃僋僩]
[State 1000, 5];
type = Explod
trigger1 = time = 0
anim = 29990
id = 29990
sprpriority = 999
postype = p1
velset = 0,0
pos = 0,20
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
removetime = 45
under = 0
scale = 0.6 ,0.6
[State 1000, 5];
type = Explod
trigger1 = time = 45
anim = 1013
id = 1013
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = time = 0
trigger2 = movecontact = 7
attr = A, SP
animtype  = hard
damage    = 22,11
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,7
sparkno = s7002
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 26
ground.velocity = -4,0
air.velocity = -4,-8
fall = 0
air.fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 100,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = time = 45



; 嬀(?)僿儖僷乕僸僢僩2 碍颇悼促搓澜
[Statedef 1013]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 1,0
ctrl = 0
anim = 1011
[State 0, AfterImage]
type = AfterImage
trigger1 = time = 0
trans = add
PalContrast = 800, 200, 200
PalBright = 0,0,0
time = 30000
length  = 7
TimeGap = 3
FrameGap = 1
;---------------------[岠壥壒]
[state a];
type = playsnd
trigger1 = time = 4
value = 265,0

[state a];
type = playsnd
trigger1 = time = 8
trigger2 = time = 15
trigger3 = time = 22
trigger4 = time = 30
value = 265,0

;---------------------[柍揋張棟]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[堏摦]
[state a]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = 18

;---------------------[僄僼僃僋僩]
[State 1000, 5];
type = Explod
trigger1 = time = 0
anim = 29990
id = 29990
sprpriority = 6
postype = p1
velset = 0,0
pos = 0,50
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
removetime = 45
under = 0
[State 1000, 5];
type = Explod
trigger1 = time = 0
anim = 1012
id = 1012
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
removetime = 45
under = 0

[State 1000, 5];
type = Explod
trigger1 = time = 45
anim = 1013
id = 1013
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
scale = 1.3,1.3
;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
triggerall = hitcount <= 6
trigger1 = time = 0
trigger2 = movecontact = 4
attr = A, SP
animtype  = hard
damage    = 24,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,7
sparkno = s7002
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,0
air.velocity = -4,-4.5
fall = 0
air.fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 100,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = time = 45


; 嬀(?)僿儖僷乕徚柵
[Statedef 1015]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1015

;---------------------[岠壥壒]
[state a];
type = playsnd
trigger1 = time = 0
value = 190,2

;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = animtime = 0






;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 嫮夝彍
[Statedef 1001]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 220
velset = 0,0
anim = 1001
ctrl = 0

;---------------------[岠壥壒]
[state a];偼傜偊
type = playsnd
trigger1 = animelem = 6
value = 1000,0

[state a];敪幩
type = playsnd
trigger1 = animelem = 7
value = 1000,1

;---------------------[埵抲愝掕]
[state a]
type = null;posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

[state a]
type = velset
trigger1 = animelem = 7
x = -5

[state a]
type = veladd
trigger1 = vel x <= 0
x = 0.3

[state a]
type = velset
trigger1 = vel x >= 0
x = 0

;---------------------[僄僼僃僋僩]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = 31,-80
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1000
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1012
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[棫偪僗僥乕僩偵栠傞]
[state a]
type = changestate
trigger1 = power >= 500
trigger1 = command = "惥栺"
trigger1 = animelem >= 8
value = 1100

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


[Statedef 1070]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1070
ctrl     = 0
sprpriority = 3


[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = s1500,0

[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 1070
projanim = 1080
projremove = 1
projpriority = 1
projhitanim = 1085
projremanim = 1085
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 1
offset = 25,0
velocity = 2, 0
attr = S, SP
animtype = Hard
damage = 98 ,18
hitflag = MAF
guardflag = M
hitsound = s12,8
guardsound = s2,1
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = 1
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
fall.recover = 0
palfx.time = 25
palfx.add = 225,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
guard.hittime = 128
guard.pausetime = 128
[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
anim = 1075
postype = P1
pos = 0,0
sprpriority = 5
bindtime = 1
ownpal = 1

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 1090]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1090
ctrl     = 0
sprpriority = 3

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = s1500,0

[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 1070
projanim = 1080
projremove = 1
projpriority = 1
projhitanim = 1085
projremanim = 1085
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 1
offset = 25,0
velocity = 4, 0
attr = S, SP
animtype = Hard
damage = 98 ,40
hitflag = MAF
guardflag = M
hitsound = s12,8
guardsound = s2,1
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = 1
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
fall.recover = 0
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
guard.hittime = 128
guard.pausetime = 128

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
anim = 1075
postype = P1
pos = 0,0
sprpriority = 5
bindtime = 1
ownpal = 1

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;惥栺
[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 70
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 1100, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1100, 1

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
vel = 1,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = hard
damage    = 135,10
priority = 7
getpower = 0,0
guardflag = MA
pausetime = 14,15
sparkno = s7001
sparkxy = -15,-85
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0

[state a]
type = posadd
trigger1 = animelem = 3
x = 4

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;庛尠嵵
[Statedef 1200]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 220
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2


;---------------------[岠壥壒]
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

;---------------------[僄僼僃僋僩]

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = movehit
anim = 1210
id = 1210
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 0
under = 0


;---------------------[峌寕敾掕]
[State 240, 2]
type = HitDef
trigger1 = movecontact = 0
trigger1 = enemy,stateno != 1420
attr = S, SA
animtype  = hard
damage    = 58,10
priority = 7
getpower = 121,121
guardflag = MA
pausetime = 29,30
guard.pausetime = 7,8
sparkno = s7003
sparkxy = -15,-95
hitsound   = s500,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = ifelse(enemy,BackEdgeBodyDist <= 10,0,-10),-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0
id = 1200
nochainID = 1200
kill = 0

;---------------------[憡庤惂屼]
[state a]
type = targetstate
trigger1 = movehit
value = 1205

;---------------------[棫偪僗僥乕僩偵栠傞]
[State 240, 4]
type = ChangeState
trigger1 = movehit
value = 1202


[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;庛尠嵵廔椆
[Statedef 1202]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1202
sprpriority = 2

;---------------------[棫偪僗僥乕僩偵栠傞]
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;---------------------------------------------------------------------------
;搳偘傜傟偰偄傞憡庤
[Statedef 1205]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
trigger1 = animexist(5051) = 1
value = 5051

[state a]
type = velset
trigger1 = time = 0
x = 0
y = -13

[state a]
type = veladd
trigger1 = 1
y = 0.49

[State 1];僇儊儔屌掕
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 821, 3] 
type = lifeadd
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = -98


[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;嫮尠嵵
[Statedef 1201]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1201
sprpriority = 2


;---------------------[岠壥壒]
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

;---------------------[僄僼僃僋僩]

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = movehit
anim = 1211
id = 1210
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 0
under = 0


;---------------------[峌寕敾掕]
[State 240, 2]
type = HitDef
trigger1 = movecontact = 0
trigger1 = enemy,stateno != 1420
attr = S, SA
animtype  = hard
damage    = 77,10
priority = 7
getpower = 121,121
guardflag = MA
pausetime = 29,30
guard.pausetime = 7,8
sparkno = s7003
sparkxy = -15,-95
hitsound   = s240,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = ifelse(enemy,BackEdgeBodyDist <= 10,0,-10),-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0
id = 1200
nochainID = 1200
kill = 0

;---------------------[憡庤惂屼]
[state a]
type = targetstate
trigger1 = movehit
value = 1205

;---------------------[棫偪僗僥乕僩偵栠傞]
[State 240, 4]
type = ChangeState
trigger1 = movehit
value = 1203


[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;嫮尠嵵廔椆
[Statedef 1203]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1203
sprpriority = 2

;---------------------[棫偪僗僥乕僩偵栠傞]
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 庛恹
[Statedef 1300]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1300
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 211, 0

[State 200, 1];恹
type = PlaySnd
trigger1 = animelem = 4
value = 1300, 0

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 4
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -36,-18
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 1700, 0];僇僂儞僞乕敾掕
type = ReversalDef
trigger1 = time = 0
attr = S, SA
reversal.attr = SCA, NA, SA
hitflag = M-
priority = 4, Miss
pausetime = 7,8
sparkno = S7012
hitsound = S121,0
p2facing = 1
p1stateno = 1310

[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, SA
animtype  = diagup
damage    = 115,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0


[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 嫮恹
[Statedef 1301]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= -500
ctrl = 0
velset = 0,0
anim = 1301
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 211, 0

[State 200, 1];恹
type = PlaySnd
trigger1 = animelem = 4
value = 1300, 0

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 4
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -36,-18
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 1700, 0];僇僂儞僞乕敾掕
type = ReversalDef
trigger1 = time = 0
attr = S, SA
reversal.attr = SCA, NA, SA
hitflag = M-
priority = 4, Miss
pausetime = 7,8
sparkno = S7012
hitsound = S121,0
p2facing = 1
p1stateno = 1310

[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, SA
animtype  = diagup
damage    = 96,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0


[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



; 恹僇僂儞僞乕
[Statedef 1310]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1310
sprpriority = 2

;---------------------[柍揋偺忬懺傪嶌傞]
[State 1];
type = NotHitBy
trigger1 = animelem = 5,<=0
value = SCA

;---------------------[]
[State 200, 1];恹
type = PlaySnd
trigger1 = animelem = 1
value = 1300, 0

[State 240, 1];敪幩
type = PlaySnd
trigger1 = animelem = 2
value = 1300, 1


;---------------------[]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 1
anim = 1305
id = 211
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0



[State 240, 2]
type = HitDef
trigger1 = animelem = 1
attr = S, SA
animtype  = hard
damage    = 48,10
getpower = 0,0
guardflag = MA
pausetime = 0,17
sparkno = s7001
sparkxy = -15,-77
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0

;---------------------[旘傃摴嬶]
[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP
projanim = 1306
projhitanim = 1015
projid = 1000
projpriority = 1
projsprpriority = 4
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 28,-73
velocity = 7
damage = 144,10
animtype = Hard
guardflag = MA
pausetime = 0,12
sparkno = S7002
guard.sparkno = S7012
sparkxy = 20,0
hitsound = S190,2
guardsound = S121,0
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -9,0
air.velocity = -4,-4
air.juggle = 7
fall = 0
air.fall = 1
fall.recover = 0
ownpal = 1

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 壩鑼崀
[Statedef 1400]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1400
sprpriority = 2



;---------------------[僐儅儞僪敾掕]
[state a]
type = varset
triggerall = time = 0
trigger1 = command = "b"
trigger1 = prevstateno != 1400
trigger1 = !var(59);AI梡
trigger2 = prevstateno = 1400
trigger2 = var(5) = 2
trigger3 = var(59) && prevstateno != 1400 && p2bodydist X > 240;AI梡
v = 5
value = 3

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "y"
trigger1 = prevstateno != 1400
trigger1 = !var(59);AI梡
trigger2 = prevstateno = 1400
trigger2 = var(5) = 1
trigger3 = var(59) && prevstateno != 1400 && p2bodydist X > 180;AI梡
trigger3 = random = [500,999];
v = 5
value = 2

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "a"
trigger1 = prevstateno != 1400
trigger1 = !var(59);AI梡
trigger2 = prevstateno = 1400
trigger2 = var(5) = 0
trigger3 = var(59) && prevstateno != 1400 && p2bodydist X = [90,240];AI梡
trigger3 = random = [0,500];
v = 5
value = 1

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "x"
;trigger1 = prevstateno != 1400
trigger1 = !var(59);AI梡
trigger2 = var(59) && prevstateno != 1400 && p2bodydist X < 180 && random = [500,999];AI梡
v = 5
value = 0

;---------------------[僎乕僕憹壛]
[state a]
type = poweradd
trigger1 = time = 0
value = 100

;---------------------[僎乕僕憹壛]
[state a]
type = varset
trigger1 = prevstateno != 1400
v = 13
value = 0

[state a]
type = varset
trigger1 = prevstateno = 1400
v = 13
value = 1

;---------------------[曄悢巜掕]
[state a];僐儅儞僪庴晅敾掕弶婜壔
type = varset
trigger1 = time = 0
v = 7
value = 0


[state a];僐儅儞僪庴晅敾掕
type = varset
trigger1 = command = "m1"
trigger1 = var(5) = 0
trigger1 = !var(59);AI梡
trigger2 = command = "m2"
trigger2 = var(5) = 1
trigger2 = !var(59);AI梡
trigger3 = command = "m3"
trigger3 = var(5) = 2
trigger3 = !var(59);AI梡
trigger4 = var(59) && helper(1400),movehit;
trigger4 = prevstateno != 1400 || target,backedgebodydist != 0
v = 7
value = 1

;---------------------[岠壥壒]
[state a];偙偙偩/偦偙偐/偙偙偐/偦偙偩
type = playsnd
trigger1 = animelem = 2
value = 1400,var(5)

[state a];
type = playsnd
trigger1 = animelem = 1
value = 555,0

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = Animelem = 1
id = 1400
persistent = 0
name = "hasira"
pos = 70*var(5)+40,0
postype = P1
stateno = 1410
helpertype = normal
keyctrl = 0
ownpal = 1



;---------------------[楢懕]
[state a]
type = changestate
trigger1 = (var(7) = 1)&&(var(5) = 2)&&(animtime = 0)
trigger2 = (var(7) = 1)&&(var(5) = 1)&&(animtime = 0)
trigger3 = (var(7) = 1)&&(var(5) = 0)&&(time != 0)
value = 1400


;---------------------[棫偪僗僥乕僩偵栠傞]
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1






; 壩拰
[Statedef 1410]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1410

;---------------------[柍揋張棟]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1411

;---------------------[]
[state a];
type = playsnd
trigger1 = animelem = 12
value = 400,0

;---------------------[]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 12
anim = 1415
id = 1415
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 12
anim = 33399
id = 33399
sprpriority = 5
postype = p1
pos = 0,0
scale = 1.2,1.2
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = movecontact = 0
attr = S, SP
animtype  = hard
damage    = 92,34
getpower = 61,61
guardflag = M
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s1,28
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)
palfx.time = 100
palfx.add = 200,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
;---------------------[憡庤]
[state a]
type = targetstate
trigger1 = movehit = 1
value = 1420


;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = animtime = 0

; 壩拰徚柵
[Statedef 1411]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1411

;---------------------[柍揋張棟]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;搳偘傜傟偰偄傞憡庤
[Statedef 1420]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 1];
type = null;NotHitBy
trigger1 = enemy,stateno != 2101
value = SCA

[state a]
type = velset
trigger1 = time = 0
x = -4
y = -7

[state a]
type = veladd
trigger1 = 1
y = 0.4

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 丠丠丠丠丠丒壩拰
[Statedef 1450]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1450
sprpriority = 2



;---------------------[僐儅儞僪敾掕]
[state a]
type = varset
triggerall = time = 0
triggerall = prevstateno != 1450
trigger1 = command = "x"
trigger1 = !var(59);AI梡
trigger2 = var(59) && p2bodydist X < 180;
v = 5
value = 0

[state a]
type = varset
triggerall = time = 0
triggerall = prevstateno != 1450
trigger1 = command = "a"
trigger1 = !var(59);AI梡
trigger2 = var(59) && p2bodydist X = [90,240];
trigger2 = random = [500,999];
v = 5
value = 1

[state a]
type = varset
triggerall = time = 0
triggerall = prevstateno != 1450
trigger1 = command = "y"
trigger1 = !var(59);AI梡
trigger2 = var(59) && p2bodydist X > 180;
trigger2 = random = [0,500];
v = 5
value = 2

[state a]
type = varset
triggerall = time = 0
triggerall = prevstateno != 1450
trigger1 = command = "b"
trigger1 = !var(59);AI梡
trigger2 = var(59) && p2bodydist X > 240 && random = [500,999];
v = 5
value = 3

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "z"
trigger1 = prevstateno != 1450
v = 5
value = 4


[state a]
type = varset
trigger1 = time != 0
trigger1 = command = "x"
v = 5
value = 0

[state a]
type = varset
triggerall = time != 0
trigger1 = command = "a"
trigger1 = !var(59) || var(59) && p2bodydist X > 60;AI梡
trigger2 = var(59) && var(5) = 0 && target,backedgebodydist != 0 && helper(1400),movehit;
v = 5
value = 1

[state a]
type = varset
triggerall = time != 0
trigger1 = command = "y"
trigger1 = !var(59) || var(59) && p2bodydist X > 120;AI梡
trigger2 = var(59) && var(5) = 1 && target,backedgebodydist != 0 && helper(1400),movehit;
v = 5
value = 2

[state a]
type = varset
triggerall = time != 0
trigger1 = command = "b"
trigger1 = !var(59) || var(59) && p2bodydist X > 180;AI梡
trigger2 = var(59) && var(5) = 2 && target,backedgebodydist != 0 && helper(1400),movehit;
v = 5
value = 3

[state a]
type = varset
triggerall = time != 0
trigger1 = command = "z"
trigger2 = var(59) && target,backedgebodydist = 0 && helper(1400),movehit;
v = 5
value = 4

;---------------------[夞悢惂尷]
[state a]
type = varset
trigger1 = time = 0
trigger1 = prevstateno != 1450
v = 18
value = 3

[state a]
type = varadd
trigger1 = time = 0
trigger1 = prevstateno = 1450
v = 18
value = -1


;---------------------[僎乕僕憹壛]
[state a]
type = poweradd
trigger1 = time = 0
value = var(5)*20

;---------------------[僎乕僕憹壛]
[state a]
type = varset
trigger1 = prevstateno != 1450
v = 13
value = 0

[state a]
type = varset
trigger1 = prevstateno = 1450
v = 13
value = 1

;---------------------[曄悢巜掕]
[state a];僐儅儞僪庴晅敾掕弶婜壔
type = varset
trigger1 = time = 0
v = 7
value = 0


[state a];僐儅儞僪庴晅敾掕
type = varset
triggerall = time != 0
trigger1 = (command = "x")||(command = "a")||(command = "y")||(command = "b")||(command = "z")
trigger2 = var(59) && helper(1400),movehit;AI梡
v = 7
value = 1

[state a];僐儅儞僪庴晅敾掕
type = null;varset
trigger1 = command = "m1"
trigger1 = var(5) = 0
trigger2 = command = "m2"
trigger2 = var(5) = 1
trigger3 = command = "m3"
trigger3 = var(5) = 2
v = 7
value = 1

;---------------------[岠壥壒]
[state a];
type = playsnd
trigger1 = animelem = 1
value = 555,0

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = Animelem = 1
id = 1400
persistent = 0
name = "hasira"
pos = 70*var(5)+40,0
postype = P1
stateno = 1412
helpertype = normal
keyctrl = 0
ownpal = 1



[State 2900, 1];
type = helper
trigger1 = Animelem = 1
id = 1400
persistent = 0
name = "hasira"
pos = 70*var(5)+20,0
postype = P1
stateno = 1412
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 1
id = 1400
persistent = 0
name = "hasira"
pos = 70*var(5)+70,0
postype = P1
stateno = 1412
helpertype = normal
keyctrl = 0
ownpal = 1
;---------------------[楢懕]
[state a]
type = changestate
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >= 10)
;trigger2 = (var(7) = 1)&&(time >= 5)
;trigger3 = (var(7) = 1)&&(var(5) = 0)&&(time >= 5)
value = 1450


;---------------------[棫偪僗僥乕僩偵栠傞]
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



; 壩拰
[Statedef 1412]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1459


;---------------------[埵抲愝掕]
[state a]
type = posset
trigger1 = time = 0
trigger1 = root,var(5) = 4
x = enemy,pos x 
;---------------------[柍揋張棟]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1411

;---------------------[]
[state a];
type = playsnd
trigger1 = animelem = 12
value = 1450,0

;---------------------[]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 12
anim = 1415
id = 1415
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

;---------------------[]
;[State 1020, 4]
;type = EnvShake
;trigger1 = animelem = 12
;time = 20
;ampl = -8
;freq = 95
;phase = 95


;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
triggerall = palno = 12
trigger1 = movecontact = 0
attr = S, SP
animtype  = hard
damage    = 300,300
getpower = 61,61
guardflag = M
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)


[State 2];峌寕偺巜掕
type = HitDef
trigger1 = movecontact = 0
attr = S, SP
animtype  = hard
damage    = 90,80
getpower = 61,61
guardflag = M
numhits = 1
pausetime = 16,16
sparkno = s7002
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)




[state 2]
type = targetlifeadd
trigger1 = movecontact = 0
value = -999999999
;---------------------[憡庤]
[state a]
type = targetstate
trigger1 = movehit = 1
value = 1420


;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = animtime = 0









;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 庛屼戝
[Statedef 1500]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 61
ctrl = 0
velset = 2,0
anim = 1500
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 211, 0

[State 200, 1];恹
type = PlaySnd
trigger1 = animelem = 2
value = 1500, 0

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 2
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -29,-13
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[state a];姰慡懪寕杊屼
type = reversaldef
trigger1 = time = 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP
pausetime = 11,12
sparkno = s7012
sparkxy = 15,0
hitsound = s121,0
numhits = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 2
trigger1 = p2movetype = H
attr = A, SA
animtype  = hard
damage    = 74,10
getpower = 121,121
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-3.5
air.velocity = -4,-3.8
fall = 1
fall.recover = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 2
trigger1 = p2movetype != H
attr = A, SA
animtype  = hard
damage    = 154,10
getpower = 121,121
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-3.5
air.velocity = -4,-3.8
fall = 1
fall.recover = 0


[state a]
type = velset
trigger1 = animelem = 4
x = -2
y = -4

[state a]
type = veladd
trigger1 = animelem = 4,>=0
y = 0.4

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------[拝抧僗僥乕僩偵堏峴]
[state a] 
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1510

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 嫮屼戝
[Statedef 1501]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 61
ctrl = 0
velset = 2,0
anim = 1501
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 211, 0

[State 200, 1];恹
type = PlaySnd
trigger1 = animelem = 2
value = 1500, 0

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 2
anim = 211
id = 211
sprpriority = 5
postype = p1
pos = -29,-13
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 2
trigger1 = p2movetype = H
attr = A, SA
animtype  = hard
damage    = 74,10
getpower = 121,121
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-3.5
air.velocity = -4,-3.8
fall = 1
fall.recover = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 2
trigger1 = p2movetype != H
attr = A, SA
animtype  = hard
damage    = 154,10
getpower = 121,121
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-3.5
air.velocity = -4,-3.8
fall = 1
fall.recover = 0


[state a]
type = velset
trigger1 = animelem = 4
x = -2
y = -4

[state a]
type = veladd
trigger1 = animelem = 4,>=0
y = 0.4

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------[拝抧僗僥乕僩偵堏峴]
[state a] 
type = changestate
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1510



; 屼戝拝抧
[Statedef 1510]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = -1.5,0
anim = 1510
sprpriority = 2

[State 200, 1];拝抧壒
type = PlaySnd
trigger1 = animelem = 1
value = 40, 0

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

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

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



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 丠丒旘傃摴嬶
[Statedef 1050]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 45
velset = 0,0
anim = 1050
ctrl = 0

;---------------------[岠壥壒]

[state a];偼傜偊
type = playsnd
trigger1 = animelem = 6
value = 1000,0

[state a];敪幩
type = playsnd
trigger1 = animelem = 7
value = 1050,0

;---------------------[埵抲愝掕]
[state a]
type = posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

;---------------------[僄僼僃僋僩]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1050
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1065
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
triggerall = palno = 12
trigger1 = Animelem = 8
id = 1050
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1010
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
triggerall = palno = 12
trigger1 = Animelem = 8
id = 1050
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1012
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[棫偪僗僥乕僩偵栠傞]

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


; 旘傃摴嬶僿儖僷乕
[Statedef 1065]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 6,0
ctrl = 0
anim = 1065

;---------------------[柍揋張棟]
;---------------------[僄僼僃僋僩]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 2
anim = 1061
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
;persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animtime = 0
anim = 1063
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
;persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
;---------------------[峌寕偺巜掕]
[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
attr = S, SP
projanim = 1062
;projhitanim = 2011
projremovetime = 16
projid = 1050
projpriority = 16
projsprpriority = 16
projedgebound = 220
;hitflag =HA,MA,LA,AA
air.juggle = 2
postype = p1
getpower = 0,0
offset = 0,0
velocity = 0
damage = 140,80
animtype = hard
guardflag = M
pausetime = 2,2
sparkno = s7002
guard.sparkno = S7012
sparkxy = 0,0
hitsound = S222,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16000
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1
;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;丠丠丒庛嬀丒慜
[Statedef 1150]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2


;---------------------[岠壥壒]
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

[State 210, 1]
type = PlaySnd
trigger1 = movehit
value = 1150, 0
ignorehitpause = 1
Persistent = 0


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

;---------------------[僄僼僃僋僩]

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = movehit
anim = 1210
id = 1210
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 0
under = 0


;---------------------[峌寕敾掕]
[State 240, 2]
type = HitDef
trigger1 = movecontact = 0
trigger1 = enemy,stateno != 1420
attr = S, SA
animtype  = hard
damage    = 190,100
priority = 7
getpower = 121,121
guardflag = MA
pausetime = 29,30
guard.pausetime = 7,8
sparkno = s7003
sparkxy = -15,-95
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 80
ground.velocity = ifelse(enemy,BackEdgeBodyDist <= 10,0,-13),-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0
id = 1150
nochainID = 1150
kill = 0

;---------------------[憡庤惂屼]
[state a]
type = targetstate
trigger1 = movehit
value = 1205

;---------------------[棫偪僗僥乕僩偵栠傞]
[State 240, 4]
type = ChangeState
trigger1 = movehit
value = 1202


[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;丠丠丠丒庛嬀丒幬傔
[Statedef 1250]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1201
sprpriority = 2


;---------------------[岠壥壒]
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

[State 210, 1]
type = PlaySnd
trigger1 = movehit
value = 1150, 0
ignorehitpause = 1
Persistent = 0


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

;---------------------[僄僼僃僋僩]

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = movehit
anim = 1211
id = 1211
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 0
under = 0


;---------------------[峌寕敾掕]
[State 240, 2]
type = HitDef
trigger1 = movecontact = 0
trigger1 = enemy,stateno != 1420
attr = S, SA
animtype  = hard
damage    = 78,10
priority = 7
getpower = 121,121
guardflag = MA
pausetime = 29,30
guard.pausetime = 7,8
sparkno = s7003
sparkxy = -15,-124
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = ifelse(enemy,BackEdgeBodyDist <= 10,0,-13),-7
air.velocity = -2,-6.2
fall = 1
fall.revcover = 0
id = 1150
nochainID = 1150
kill = 0

;---------------------[憡庤惂屼]
[state a]
type = targetstate
trigger1 = movehit
value = 1205

;---------------------[棫偪僗僥乕僩偵栠傞]
[State 240, 4]
type = ChangeState
trigger1 = movehit
value = 1203


[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;丠丠丒嫮嬀丒慜
[Statedef 1151]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1151
sprpriority = 2

;---------------------[柍揋張棟]
[state 2901,1]
type = nothitby
trigger1 = animelem = 5,<=0
value = SCA
time = 1

;---------------------[岠壥壒]
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

;---------------------[僄僼僃僋僩]

[State 1000, 5];峌寕僄僼僃僋僩
type = null;Explod
trigger1 = animelem = 5
anim = 1160
id = 1210
sprpriority = 5
postype = p1
pos = 10,0
bindtime = 1
supermove = 0
ignorehitpause = 1
Persistent = 0
under = 0


;---------------------[峌寕敾掕]
;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = Animelem = 5
id = 1050
persistent = 0
name = "kagami"
pos = 0,0
postype = P1
stateno = 1160
helpertype = normal
keyctrl = 0
ownpal = 1
;---------------------[棫偪僗僥乕僩偵栠傞]

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



; 嬀(?)僿儖僷乕懸婡
[Statedef 1160]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
sprpriority = 5
ctrl = 0
anim = 1160

;---------------------[柍揋張棟]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1161

;---------------------[]
[state a]
type = changestate
trigger1 = p2BodyDist X < 60
trigger1 = enemy,movetype != H
value = 1161


;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = animtime = 0


; 嬀(?)僿儖僷乕峌寕
[Statedef 1161]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0.05,0
ctrl = 0
anim = 1163

[state a]
type = posadd
trigger1 = time = 0
x = 49
y = -95

[state a]
type = veladd
trigger1 = 1
x = 0.07

;---------------------[岠壥壒]
[state a];
type = playsnd
trigger1 = time = 5
value = 801,1

[state a];
type = playsnd
trigger1 = time = 10
trigger2 = time = 20
trigger3 = time = 30
trigger4 = time = 40
value = 190,2

;---------------------[柍揋張棟]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[堏摦]
[state a]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = 16

;---------------------[僄僼僃僋僩]
[State 1000, 5];
type = Explod
trigger1 = time = 0
anim = 1161
id = 1012
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
removetime = 45
under = 0

[State 1000, 5];
type = Explod
trigger1 = time = 45
anim = 1162
id = 1013
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = time = 0
trigger2 = movecontact = 7
attr = A, SP
animtype  = up
damage    = 34,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,7
sparkno = s7002
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-4
air.velocity = -4,-4.5
fall = 1
air.fall = 1
fall.recover = 0


;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = time = 45



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;丠丠丒嫮嬀丒幬傔
[Statedef 1251]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1251
sprpriority = 2

;---------------------[柍揋張棟]
[state 2901,1]
type = nothitby
trigger1 = animelem = 5,<=0
value = SCA
time = 1

;---------------------[岠壥壒]
[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

;---------------------[僄僼僃僋僩]
;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = Animelem = 5
id = 1050
persistent = 0
name = "kagami"
pos = 0,0
postype = P1
stateno = 1260
helpertype = normal
keyctrl = 0
ownpal = 1
;---------------------[棫偪僗僥乕僩偵栠傞]

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


; 嬀(?)僿儖僷乕懸婡
[Statedef 1260]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
sprpriority = 5
ctrl = 0
anim = 1260

;---------------------[柍揋張棟]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1261

;---------------------[]
[state a]
type = changestate
trigger1 = p2BodyDist X < 55
trigger1 = enemy,movetype != H
value = 1261


;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = animtime = 0


; 嬀(?)僿儖僷乕峌寕
[Statedef 1261]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0.025,-0.025
ctrl = 0
anim = 1263

[state a]
type = posadd
trigger1 = time = 0
x = 20
y = -142

[state a]
type = veladd
trigger1 = 1
x = 0.035
y = -0.035

;---------------------[岠壥壒]
[state a];
type = playsnd
trigger1 = time = 5
value = 801,1

[state a];
type = playsnd
trigger1 = time = 10
trigger2 = time = 20
trigger3 = time = 30
trigger4 = time = 40
value = 190,2

;---------------------[柍揋張棟]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[堏摦]
[state a]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = 16

;---------------------[僄僼僃僋僩]
[State 1000, 5];
type = Explod
trigger1 = time = 0
anim = 1261
id = 1012
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
removetime = 45
under = 0

[State 1000, 5];
type = Explod
trigger1 = time = 45
anim = 1262
id = 1013
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = time = 0
trigger2 = movecontact = 7
attr = A, SP
animtype  = up
damage    = 34,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,7
sparkno = s7002
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-4.5
air.velocity = -4,-4.5
fall = 1
air.fall = 1
fall.recover = 0


;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = time = 45


;---------------------------------------------------------------------------
; 両丠丒巰釳
[Statedef 1999]
type = S
ctrl = 0
anim = 1999
velset = 0,0

[State 191, 3];巃傞
type = PlaySnd
trigger1 = animelem = 5
value = 240,0

[State 1000, 5];弌寣
type = Explod
trigger1 = animelem = 3
anim = 1998
id = 185
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
under = 0

[State 3040, 7];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = animelem = 5
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[state a]
type = lifeadd
trigger1 = animelem = 5
value = -200
kill = 0

[state a]
type = poweradd
trigger1 = animelem = 5
value = 1000


[state a]
type = changestate
trigger1 = animtime = 10
value = 2100
ctrl = 1


;---------------------------------------------------------------------------
; 丒丒丒丂弖娫堏摦
[Statedef 1850]
type = A
ctrl = 0
anim = 1850
velset = 0,0

;---------------------[嫮庛敾掕]
[state a]
type = varset
trigger1 = command = "x"
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
trigger1 = command = "a"
trigger1 = time = 0
v = 5
value = 1

[state a]
type = varset
trigger1 = command = "y"
trigger1 = time = 0
v = 5
value = 2

[state a]
type = varset
trigger1 = command = "b"
trigger1 = time = 0
v = 5
value = 3

[state a]
type = varset
trigger1 = command = "z"
trigger1 = time = 0
v = 5
value = 4

[state a]
type = varset
trigger1 = command = "c"
trigger1 = time = 0
v = 5
value = 5

[State 180, 1];僄僼僃僋僩儔儞僟儉
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,1

;---------------------[岠壥壒]
[State 2000, 6];
type = PlaySnd
trigger1 = animelem = 3
value = 211,0

[state a];偙偙偩/偦偙偐/偙偙偐/偦偙偩
type = playsnd
trigger1 = animelem = 2
value = 1400,var(5)

;---------------------[僄僼僃僋僩]
[State 1000, 5]
type = Explod
trigger1 = animelem = 3
trigger1 = var(2) = 0
anim = 1851
id = 2201
sprpriority = 0
postype = p1
pos = 0,0
vel = 9,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
trigger1 = var(2) = 1
anim = 1852
id = 2201
sprpriority = 0
postype = p1
pos = 0,0
vel = -9,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1

;---------------------[埵抲愝掕]
[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 0
x = -120

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 1
x = -50

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 2
x = 50

[state a]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 3
x = 120

[state a]
type = posset
triggerall = animtime = 0
trigger1 = var(5) = 4
trigger2 = var(5) = 5
x = enemy,pos x

;---------------------[廔椆]
[state a]
type = changestate
trigger1 = animtime = 0
value = 1855



; 丒丒丒丂弖娫堏摦廔傢傝
[Statedef 1855]
type = S
ctrl = 0
anim = 1855
velset = 0,0

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

[state a]
type = posadd
trigger1 = time = 0
trigger1 = var(5) = 4
x = -20

[state a]
type = posadd
trigger1 = time = 0
trigger1 = var(5) = 5
x = 20

;---------------------[曄悢巜掕]
[State 180, 1];僄僼僃僋僩儔儞僟儉
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,1

;---------------------[僄僼僃僋僩]
[State 1000, 5]
type = Explod
trigger1 = time = 0
trigger1 = var(2) = 0
anim = 1856
id = 2201
sprpriority = 0
postype = p1
pos = -72,0
vel = 9,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
trigger1 = var(2) = 1
anim = 1857
id = 2201
sprpriority = 0
postype = p1
pos = 72,0
vel = -9,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1


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




;---------------------------------------------------------------------------
; Var偺儔僂儞僪帩偪墇偟
[Statedef 5900]
type = S

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
farst = 2
last = 59
value = 0

[State 5900, 2] ;Clear all float variables
type = null;VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190





;---------------------------------------------------------------------------
; 偙偙偐傜壓偵怴偟偄僗僥乕僩傪彂偔偲暘偐傝傗偡偔偰偄偄偲巚偄傑偡
;---------------------------------------------------------------------------




;---------------------------------------------------------------------------
; 偙偙偼-2偺僗僥乕僩傪彂偄偰偔偩偝偄丄僿儖僷乕娭學偱偡




; 忎(僕儑乕)僇乕攚宨僄僼僃僋僩
[Statedef 6050]
type = A
movetype = I
physics = N
anim = 9999
velset = 0, 0
ctrl = 0

[State 3020, 1]
type = Explod
trigger1 = !NumExplod(6022)
anim = 6050
id = 6022
postype = back
bindtime = -1
RemoveTime = -1
scale = 1.08,1.08
sprpriority = -99
persistent = 0

[State 3020, 1]
type = AssertSpecial
trigger1 =  NumExplod = 1
flag = NoBG
flag2 = NoFG
flag3 = NoBarDisplay
ignorehitpause = 1

[State 3020, 1]
type = RemoveExplod
triggerall = Time > 0
trigger1 = Parent,StateNo != [2700,2701]
ID = 6022

[State 3020, 1]
type = DestroySelf
triggerall = Time > 0
trigger1 = Parent,StateNo != [2700,2701]




; 栘偺梩攚宨僄僼僃僋僩
[Statedef 6051]
type = A
movetype = I
physics = N
anim = 9999
velset = 0, 0
ctrl = 0

[State 3020, 1]
type = Explod
trigger1 = !NumExplod(6022)
anim = 6050
id = 6022
postype = back
bindtime = -1
RemoveTime = -1
scale = 1.08,1.08
sprpriority = -99
persistent = 0

[State 3020, 1]
type = AssertSpecial
trigger1 =  NumExplod = 1
flag = NoBG
flag2 = NoFG
flag3 = NoBarDisplay
ignorehitpause = 1

[State 3020, 1]
type = RemoveExplod
triggerall = Time > 0
trigger1 = Parent,StateNo != 2610
ID = 6022

[State 3020, 1]
type = DestroySelf
triggerall = Time > 0
trigger1 = Parent,StateNo != 2610


;庛 傾僀儞僩儕僈乕
[Statedef 1900]
type     = S
movetype = A
physics  = S
juggle = 7;ifelse(p2statetype = L,0,8)
poweradd = 60
velset   = 0,0
anim     = 1900
ctrl     = 0
sprpriority = 3

[State -2]
type = VarSet
Trigger1 = time = 0
var(1) = 0

[State -2]
type = VarSet
Trigger1 = time = 0
var(6) = 0

[State 1000]
type = PlaySnd
Trigger1 = AnimElem = 3
value = 1000,0
;channel = 0
volume = 255

[State 1000]
type = PlaySnd
Trigger1 = AnimElem = 4
value = 1000,1

[State 1000, spark]
type = Explod
Trigger1 = AnimElem = 3
anim = 1950
postype = p1
offset = 0,0
sprpriority = 3
removetime = 43
bindtime = 1
ownpal = 1
ID = 1950

[State 1000]
type = Explod
Trigger1 = AnimElem = 4
anim = 1915
facing = -1
postype = p1
pos = 75,0
sprpriority = 3
removetime = 18
bindtime = 1
ownpal = 1
ID = 1915

[State 1000]
type = Projectile
TriggerAll = palno = 1 || palno = 4 || palno = 7 || palno = 10
TriggerAll = var(9)!= 2600
TriggerAll = var(9)!= 1420
TriggerAll = var(9)!= 1
Trigger1 = AnimElem = 4,=2
projID = 1951
projanim = 1951
projremove = 0
projpriority = 3
projhitanim = 10102
projremanim = 1951
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 25
getpower = 30,30
ownpal = 0
offset = 0,0
velocity = 0,0
attr = S, SP
animtype = Hard
damage = 70,10
hitflag = MAF
guardflag = M
hitsound = s0,10
guardsound = s0,9
pausetime = 0,12
guard.pausetime = 0,8
sparkno = s10101
guard.sparkno = s10151
sparkxy = 50,-60
ground.type = Low
ground.hittime = 18
ground.slidetime = 18
ground.velocity = -4.5,-7.1
air.velocity = -4.5,-7.1
guard.hittime = 8
guard.velocity = -9
airguard.velocity = -6
air.juggle = 7
removeongethit = 1
fall = 1
fall.recover = 0
;fall.recovertime = 72
yaccel = .6
palfx.time = 30
palfx.sinadd = 92,92,92,12
palfx.add = 40,-70,-200
palfx.color = 0
palfx.invertall = 1

[State 1000]
type = Projectile
TriggerAll = palno = 2 || palno = 8
TriggerAll = var(9)!= 2600
TriggerAll = var(9)!= 1420
TriggerAll = var(9)!= 1
Trigger1 = AnimElem = 4,=2
projID = 1951
projanim = 1951
projremove = 0
projpriority = 3
projhitanim = 10102
projremanim = 1951
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 25
getpower = 30,30
ownpal = 0
offset = 0,0
velocity = 0,0
attr = S, SP
animtype = Hard
damage = 70,10
hitflag = MAF
guardflag = M
hitsound = s0,10
guardsound = s0,9
pausetime = 0,12
guard.pausetime = 0,8
sparkno = s10101
guard.sparkno = s10151
sparkxy = 50,-60
ground.type = Low
ground.hittime = 18
ground.slidetime = 18
ground.velocity = -4.5,-7.1
air.velocity = -4.5,-7.1
guard.hittime = 8
guard.velocity = -9
airguard.velocity = -6
air.juggle = 7
removeongethit = 1
fall = 1
fall.recover = 0
;fall.recovertime = 72
yaccel = .6
palfx.time = 30
palfx.sinadd = 92,92,92,10
palfx.add = 0,40,130
palfx.color = 0
palfx.invertall = 1

[State 1000]
type = Projectile
TriggerAll = palno = 3
TriggerAll = var(9)!= 2600
TriggerAll = var(9)!= 1420
TriggerAll = var(9)!= 1
Trigger1 = AnimElem = 4,=2
projID = 1951
projanim = 1951
projremove = 0
projpriority = 3
projhitanim = 10102
projremanim = 1951
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 25
getpower = 30,30
ownpal = 0
offset = 0,0
velocity = 0,0
attr = S, SP
animtype = Hard
damage = 70,10
hitflag = MAF
guardflag = M
hitsound = s0,10
guardsound = s0,9
pausetime = 0,12
guard.pausetime = 0,8
sparkno = s10101
guard.sparkno = s10151
sparkxy = 50,-60
ground.type = Low
ground.hittime = 18
ground.slidetime = 18
ground.velocity = -4.5,-7.1
air.velocity = -4.5,-7.1
guard.hittime = 8
guard.velocity = -9
airguard.velocity = -6
air.juggle = 7
removeongethit = 1
fall = 1
fall.recover = 0
;fall.recovertime = 72
yaccel = .6
palfx.time = 30
palfx.sinadd = 92,92,92,12
palfx.add = 0,130,0
palfx.color = 0
palfx.invertall = 1

[State 1000]
type = Projectile
TriggerAll = palno = 5 || palno = 11
TriggerAll = var(9)!= 2600
TriggerAll = var(9)!= 1420
TriggerAll = var(9)!= 1
Trigger1 = AnimElem = 4,=2
projID = 1951
projanim = 1951
projremove = 0
projpriority = 3
projhitanim = 10102
projremanim = 1951
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 25
getpower = 30,30
ownpal = 0
offset = 0,0
velocity = 0,0
attr = S, SP
animtype = Hard
damage = 70,10
hitflag = MAF
guardflag = M
hitsound = s0,10
guardsound = s0,9
pausetime = 0,12
guard.pausetime = 0,8
sparkno = s10101
guard.sparkno = s10151
sparkxy = 50,-60
ground.type = Low
ground.hittime = 18
ground.slidetime = 18
ground.velocity = -4.5,-7.1
air.velocity = -4.5,-7.1
guard.hittime = 8
guard.velocity = -9
airguard.velocity = -6
air.juggle = 7
removeongethit = 1
fall = 1
fall.recover = 0
;fall.recovertime = 72
yaccel = .6
palfx.time = 30
palfx.sinadd = 92,92,92,12
palfx.add = 48,0,165
palfx.color = 0
palfx.invertall = 1

[State 1000]
type = Projectile
TriggerAll = palno = 6
TriggerAll = var(9)!= 2600
TriggerAll = var(9)!= 1420
TriggerAll = var(9)!= 1
Trigger1 = AnimElem = 4,=2
projID = 1951
projanim = 1951
projremove = 0
projpriority = 3
projhitanim = 10102
projremanim = 1951
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 25
getpower = 30,30
ownpal = 0
offset = 0,0
velocity = 0,0
attr = S, SP
animtype = Hard
damage = 70,10
hitflag = MAF
guardflag = M
hitsound = s0,10
guardsound = s0,9
pausetime = 0,12
guard.pausetime = 0,8
sparkno = s10101
guard.sparkno = s10151
sparkxy = 50,-60
ground.type = Low
ground.hittime = 18
ground.slidetime = 18
ground.velocity = -4.5,-7.1
air.velocity = -4.5,-7.1
guard.hittime = 8
guard.velocity = -9
airguard.velocity = -6
air.juggle = 7
removeongethit = 1
fall = 1
fall.recover = 0
;fall.recovertime = 72
yaccel = .6
palfx.time = 30
palfx.sinadd = 92,92,92,12
palfx.add = 130,130,130
palfx.color = 0
palfx.invertall = 1

[State 1000]
type = Projectile
TriggerAll = palno = 9
TriggerAll = var(9)!= 2600
TriggerAll = var(9)!= 1420
TriggerAll = var(9)!= 1
Trigger1 = AnimElem = 4,=2
projID = 1951
projanim = 1951
projremove = 0
projpriority = 3
projhitanim = 10102
projremanim = 1951
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 25
getpower = 30,30
ownpal = 0
offset = 0,0
velocity = 0,0
attr = S, SP
animtype = Hard
damage = 70,10
hitflag = MAF
guardflag = M
hitsound = s0,10
guardsound = s0,9
pausetime = 0,12
guard.pausetime = 0,8
sparkno = s10101
guard.sparkno = s10151
sparkxy = 50,-60
ground.type = Low
ground.hittime = 18
ground.slidetime = 18
ground.velocity = -4.5,-7.1
air.velocity = -4.5,-7.1
guard.hittime = 8
guard.velocity = -9
airguard.velocity = -6
air.juggle = 7
removeongethit = 1
fall = 1
fall.recover = 0
;fall.recovertime = 72
yaccel = .6
palfx.time = 30
palfx.sinadd = 92,92,92,12
palfx.add = -200,-200,-200
palfx.color = 0
palfx.invertall = 1

[State 1000]
type = Projectile
TriggerAll = palno = 12
TriggerAll = var(9)!= 2600
TriggerAll = var(9)!= 1420
TriggerAll = var(9)!= 1
Trigger1 = AnimElem = 4,=2
projID = 1951
projanim = 1951
projremove = 0
projpriority = 3
projhitanim = 10102
projremanim = 1951
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 25
getpower = 30,30
ownpal = 0
offset = 0,0
velocity = 0,0
attr = S, SP
animtype = Hard
damage = 70,10
hitflag = MAF
guardflag = M
hitsound = s0,10
guardsound = s0,9
pausetime = 0,12
guard.pausetime = 0,8
sparkno = s10101
guard.sparkno = s10151
sparkxy = 50,-60
ground.type = Low
ground.hittime = 18
ground.slidetime = 18
ground.velocity = -4.5,-7.1
air.velocity = -4.5,-7.1
guard.hittime = 8
guard.velocity = -9
airguard.velocity = -6
air.juggle = 7
removeongethit = 1
fall = 1
fall.recover = 0
;fall.recovertime = 72
yaccel = .6
palfx.time = 30
palfx.sinadd = 92,92,92,12
palfx.add = 165,165,0
palfx.color = 0
palfx.invertall = 1

[State 1000]
type = Explod
Trigger1 = AnimElem = 4
persistent = 0
anim = 1550
postype = P1
pos = -15,-120
sprpriority = 10
removetime = 18
bindtime = -1

;庛僙僇儞僪僔儏乕僩
[State 1000]
type = ChangeState
TriggerAll = var(59) <= 0
Trigger1 = Var(6) = 1 && AnimElem = 6,>= 3 && AnimElem = 8,< 0
value = 1910
ctrl = 0

;僙僇儞僪僔僃儖
[State 1000]
type = ChangeState
TriggerAll = var(59) <= 0
Trigger1 = Var(6) = 2 && AnimElem = 6,>= 3 && AnimElem = 8,< 0
value = 1920
ctrl = 0

;庛 僽儔僢僋傾僂僩
[State 1000]
type = ChangeState
TriggerAll = var(59) <= 0
Trigger1 = Var(6) = 3 && AnimElem = 6,>= 3 && AnimElem = 8,< 0
value = 1930
ctrl = 0

;嫮 僽儔僢僋傾僂僩
[State 1000]
type = ChangeState
TriggerAll = var(59) <= 0
Trigger1 = Var(6) = 4 && AnimElem = 6,>= 3 && AnimElem = 8,< 0
value = 1940
ctrl = 0

;僫儘僂僗僷僀僋
[State 1000]
type = ChangeState
TriggerAll = var(59) <= 0
Trigger1 = Var(6) = 5 && AnimElem = 6,>= 3 && AnimElem = 8,< 0
value = 1950
ctrl = 0

;僙僇儞僪僔僃儖AI
[State 1000,AI]
type = ChangeState
TriggerAll = var(59) >= 1
TriggerAll = var(58) >= 1 || fvar(39)
TriggerAll =!fvar(35)
TriggerAll = AnimElem = 6,>= 3 && AnimElem = 8,< 0
TriggerAll =!Enemy,NumProj
TriggerAll = EnemyNear(var(56)),StateType != L
TriggerAll = EnemyNear(var(56)),StateNo != [5100,5129]
Trigger1 = FrontEdgeBodyDist < 100
Trigger1 = EnemyNear(var(56)),MoveType = H
Trigger1 = EnemyNear(var(56)),StateNo != [120,159]
Trigger2 = P2BodyDist X = [-5,25]
Trigger2 = EnemyNear(var(56)),MoveType = H
Trigger3 = P2BodyDist X > 25
Trigger3 = EnemyNear(var(56)),StateType = A
Trigger3 = EnemyNear(var(56)),MoveType != H
Trigger3 = EnemyNear(var(56)),Vel X > 0
Trigger3 = EnemyNear(var(56)),Vel Y < 0
Trigger3 = Random < 500
value = 1920
ctrl = 0

;庛僙僇儞僪僔儏乕僩AI
[State 1000,AI]
type = ChangeState
TriggerAll = var(59) >= 1
TriggerAll = var(58) >= 1 || fvar(39)
TriggerAll =!fvar(35)
TriggerAll = AnimElem = 6,>= 3 && AnimElem = 8,< 0
Trigger1 = P2BodyDist X > 140
Trigger1 = EnemyNear(var(56)),StateType != A
Trigger2 = EnemyNear(var(56)),StateNo = [120,159]
Trigger2 = Random < 500
Trigger3 = P2BodyDist X > 25
Trigger3 = EnemyNear(var(56)),StateType = A
Trigger3 = EnemyNear(var(56)),MoveType = H
Trigger4 = var(54)
Trigger4 = P2BodyDist X > 120
Trigger5 = EnemyNear(var(56)),StateType = A
Trigger5 = EnemyNear(var(56)),MoveType != H
Trigger5 = EnemyNear(var(56)),Vel X <= 0
value = 1910
ctrl = 0

;庛 僽儔僢僋傾僂僩AI
[State 1000,AI]
type = ChangeState
TriggerAll = var(59) >= 1
TriggerAll = var(58) >= 1 || fvar(39)
TriggerAll = AnimElem = 6,>= 3 && AnimElem = 8,< 0
TriggerAll = EnemyNear(var(56)),BackEdgeBodyDist >= 80 || var(53)
TriggerAll =!var(54) || var(54) = 1
Trigger1 = P2BodyDist X = [0,120]
Trigger1 = EnemyNear(var(56)),StateNo = [5120,5129]
Trigger2 = P2BodyDist X = [0,120]
Trigger2 = EnemyNear(var(56)),MoveType != H
Trigger2 = EnemyNear(var(56)),Vel X > 0
Trigger3 = P2BodyDist X < 60 && EnemyNear(var(56)),Vel X >= 0
Trigger3 = EnemyNear(var(56)),MoveType != H
Trigger4 = P2BodyDist X < 120
Trigger4 = fvar(35)
value = 1930
ctrl = 0

;嫮 僽儔僢僋傾僂僩AI
[State 1000,AI]
type = ChangeState
TriggerAll = var(59) >= 1
TriggerAll = var(58) >= 1 || fvar(39)
TriggerAll = AnimElem = 6,>= 3 && AnimElem = 8,< 0
TriggerAll = BackEdgeBodyDist >= 40
TriggerAll = P2BodyDist X > -5
Trigger1 = AnimElem = 7,>0 && AnimElem = 8,< 0
Trigger1 = EnemyNear(var(56)),StateNo = [120,159]
Trigger2 = FrontEdgeBodyDist < 85 && !var(53)
Trigger2 = EnemyNear(var(56)),StateNo = [5120,5129]
Trigger3 = EnemyNear(var(56)),StateType = A
Trigger3 = EnemyNear(var(56)),MoveType != H
Trigger3 = EnemyNear(var(56)),Vel X > 0
Trigger4 = P2BodyDist X > 115
Trigger4 = EnemyNear(var(56)),MoveType = A
Trigger5 = AnimElem = 7,>=4 && AnimElem = 8,< 0
value = 1940
ctrl = 0

[State 1000]
type = ChangeState
Trigger1 = AnimTime = 0
value = 1
ctrl = 1

;---------------------------------------------------------------------------
;嫮 傾僀儞僩儕僈乕
[Statedef 1905]
type     = S
movetype = A
physics  = S
juggle = 7;ifelse(p2statetype = L,0,8)
poweradd = 60
velset   = 0,0
anim     = 1905
ctrl     = 0
sprpriority = 3

[State -2]
type = VarSet
Trigger1 = time = 0
var(1) = 0

[State -2]
type = VarSet
Trigger1 = time = 0
var(6) = 0

[State 1005]
type = PlaySnd
Trigger1 = AnimElem = 3
value = 1000,0
;channel = 0
volume = 255

[State 1005]
type = PlaySnd
Trigger1 = AnimElem = 4
value = 1000,1

[State 1005]
type = Explod
Trigger1 = AnimElem = 3,=3
anim = 1950
postype = p1
offset = 0,0
sprpriority = 3
removetime = 43
bindtime = 1
ownpal = 1
ID = 1950

[State 1005]
type = Explod
Trigger1 = AnimElem = 4
anim = 1915
facing = -1
postype = p1
pos = 75,0
;offset = -80,0
sprpriority = 3
removetime = 18
bindtime = 18
ownpal = 1
ID = 1915

[State 1005]
type = Projectile
TriggerAll = palno = 1 || palno = 4 || palno = 7 || palno = 10
TriggerAll = var(9)!= 2600
TriggerAll = var(9)!= 1420
TriggerAll = var(9)!= 1
;TriggerAll = projID(1051) = 0 && projID(1052) = 0
Trigger1 = AnimElem = 5,=2
projID = 1952
projanim = 1952
projremove = 0
projpriority = 3
projhitanim = 10102
projremanim = 1952
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 25
getpower = 30,30
ownpal = 0
offset = 0,0
velocity = 0,0
attr = S, SP
animtype = Hard
damage = 70,10
hitflag = MAF
guardflag = M
hitsound = s0,10
guardsound = s0,9
pausetime = 0,12
guard.pausetime = 0,8
sparkno = s10101
guard.sparkno = s10151
sparkxy = 50,-60
ground.type = Low
ground.hittime = 18
ground.slidetime = 18
ground.velocity = -8.5,0
air.velocity = -3.6,-7.5
guard.hittime = 8
guard.velocity = -9
airguard.velocity = -6
air.juggle = 7
removeongethit = 1
fall = ifelse(p2statetype != A,0,1);0
fall.recover = 0
;fall.recovertime = 72
palfx.time = 30
palfx.sinadd = 92,92,92,12
palfx.add = 40,-70,-200
palfx.color = 0
palfx.invertall = 1
yaccel = .6

[State 1005]
type = Projectile
TriggerAll = palno = 2 || palno = 8
TriggerAll = var(9)!= 2600
TriggerAll = var(9)!= 1420
TriggerAll = var(9)!= 1
;TriggerAll = projID(1051) = 0 && projID(1052) = 0
Trigger1 = AnimElem = 5,=2
projID = 1952
projanim = 1952
projremove = 0
projpriority = 3
projhitanim = 10102
projremanim = 1952
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 25
getpower = 30,30
ownpal = 0
offset = 0,0
velocity = 0,0
attr = S, SP
animtype = Hard
damage = 70,10
hitflag = MAF
guardflag = M
hitsound = s0,10
guardsound = s0,9
pausetime = 0,12
guard.pausetime = 0,8
sparkno = s10101
guard.sparkno = s10151
sparkxy = 50,-60
ground.type = Low
ground.hittime = 18
ground.slidetime = 18
ground.velocity = -8.5,0
air.velocity = -3.6,-7.5
guard.hittime = 8
guard.velocity = -9
airguard.velocity = -6
air.juggle = 7
removeongethit = 1
fall = ifelse(p2statetype != A,0,1);0
fall.recover = 0
;fall.recovertime = 72
palfx.time = 30
palfx.sinadd = 92,92,92,10
palfx.add = 0,40,130
palfx.color = 0
palfx.invertall = 1
yaccel = .6

[State 1005]
type = Projectile
TriggerAll = palno = 3
TriggerAll = var(9)!= 2600
TriggerAll = var(9)!= 1420
TriggerAll = var(9)!= 1
;TriggerAll = projID(1051) = 0 && projID(1052) = 0
Trigger1 = AnimElem = 5,=2
projID =1952
projanim = 1952
projremove = 0
projpriority = 3
projhitanim = 10102
projremanim = 1952
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 25
getpower = 30,30
ownpal = 0
offset = 0,0
velocity = 0,0
attr = S, SP
animtype = Hard
damage = 70,10
hitflag = MAF
guardflag = M
hitsound = s0,10
guardsound = s0,9
pausetime = 0,12
guard.pausetime = 0,8
sparkno = s10101
guard.sparkno = s10151
sparkxy = 50,-60
ground.type = Low
ground.hittime = 18
ground.slidetime = 18
ground.velocity = -8.5,0
air.velocity = -3.6,-7.5
guard.hittime = 8
guard.velocity = -9
airguard.velocity = -6
air.juggle = 7
removeongethit = 1
fall = ifelse(p2statetype != A,0,1);0
fall.recover = 0
;fall.recovertime = 72
palfx.time = 30
palfx.sinadd = 92,92,92,12
palfx.add = 0,130,0
palfx.color = 0
palfx.invertall = 1
yaccel = .6

[State 1005]
type = Projectile
TriggerAll = palno = 5 || palno = 11
TriggerAll = var(9)!= 2600
TriggerAll = var(9)!= 1420
TriggerAll = var(9)!= 1
;TriggerAll = projID(1051) = 0 && projID(1052) = 0
Trigger1 = AnimElem = 5,=2
projID = 1952
projanim = 1952
projremove = 0
projpriority = 3
projhitanim = 10102
projremanim = 1952
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 25
getpower = 30,30
ownpal = 0
offset = 0,0
velocity = 0,0
attr = S, SP
animtype = Hard
damage = 70,10
hitflag = MAF
guardflag = M
hitsound = s0,10
guardsound = s0,9
pausetime = 0,12
guard.pausetime = 0,8
sparkno = s10101
guard.sparkno = s10151
sparkxy = 50,-60
ground.type = Low
ground.hittime = 18
ground.slidetime = 18
ground.velocity = -8.5,0
air.velocity = -3.6,-7.5
guard.hittime = 8
guard.velocity = -9
airguard.velocity = -6
air.juggle = 7
removeongethit = 1
fall = ifelse(p2statetype != A,0,1);0
fall.recover = 0
;fall.recovertime = 72
palfx.time = 30
palfx.sinadd = 92,92,92,12
palfx.add = 48,0,165
palfx.color = 0
palfx.invertall = 1
yaccel = .6

[State 1005]
type = Projectile
TriggerAll = palno = 6
TriggerAll = var(9)!= 2600
TriggerAll = var(9)!= 1420
TriggerAll = var(9)!= 1
;TriggerAll = projID(1051) = 0 && projID(1052) = 0
Trigger1 = AnimElem = 5,=2
projID = 1952
projanim = 1952
projremove = 0
projpriority = 3
projhitanim = 10102
projremanim = 1952
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 25
getpower = 30,30
ownpal = 0
offset = 0,0
velocity = 0,0
attr = S, SP
animtype = Hard
damage = 70,10
hitflag = MAF
guardflag = M
hitsound = s0,10
guardsound = s0,9
pausetime = 0,12
guard.pausetime = 0,8
sparkno = s10101
guard.sparkno = s10151
sparkxy = 50,-60
ground.type = Low
ground.hittime = 18
ground.slidetime = 18
ground.velocity = -8.5,0
air.velocity = -3.6,-7.5
guard.hittime = 8
guard.velocity = -9
airguard.velocity = -6
air.juggle = 7
removeongethit = 1
fall = ifelse(p2statetype != A,0,1);0
fall.recover = 0
;fall.recovertime = 72
palfx.time = 30
palfx.sinadd = 92,92,92,12
palfx.add = 130,130,130
palfx.color = 0
palfx.invertall = 1
yaccel = .6

[State 1005]
type = Projectile
TriggerAll = palno = 9
TriggerAll = var(9)!= 2600
TriggerAll = var(9)!= 1420
TriggerAll = var(9)!= 1
;TriggerAll = projID(1051) = 0 && projID(1052) = 0
Trigger1 = AnimElem = 5,=2
projID = 1952
projanim = 1952
projremove = 0
projpriority = 3
projhitanim = 10102
projremanim = 1952
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 25
getpower = 30,30
ownpal = 0
offset = 0,0
velocity = 0,0
attr = S, SP
animtype = Hard
damage = 70,10
hitflag = MAF
guardflag = M
hitsound = s0,10
guardsound = s0,9
pausetime = 0,12
guard.pausetime = 0,8
sparkno = s10101
guard.sparkno = s10151
sparkxy = 50,-60
ground.type = Low
ground.hittime = 18
ground.slidetime = 18
ground.velocity = -8.5,0
air.velocity = -3.6,-7.5
guard.hittime = 8
guard.velocity = -9
airguard.velocity = -6
air.juggle = 7
removeongethit = 1
fall = ifelse(p2statetype != A,0,1);0
fall.recover = 0
;fall.recovertime = 72
palfx.time = 30
palfx.sinadd = 92,92,92,12
palfx.add = -200,-200,-200
palfx.color = 0
palfx.invertall = 1
yaccel = .6

[State 1005]
type = Projectile
TriggerAll = palno = 12
TriggerAll = var(9)!= 2600
TriggerAll = var(9)!= 1420
TriggerAll = var(9)!= 1
;TriggerAll = projID(1051) = 0 && projID(1052) = 0
Trigger1 = AnimElem = 5,=2
projID = 1952
projanim = 1952
projremove = 0
projpriority = 3
projhitanim = 10102
projremanim = 1952
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 25
getpower = 30,30
ownpal = 0
offset = 0,0
velocity = 0,0
attr = S, SP
animtype = Hard
damage = 70,10
hitflag = MAF
guardflag = M
hitsound = s0,10
guardsound = s0,9
pausetime = 0,12
guard.pausetime = 0,8
sparkno = s10101
guard.sparkno = s10151
sparkxy = 50,-60
ground.type = Low
ground.hittime = 18
ground.slidetime = 18
ground.velocity = -8.5,0
air.velocity = -3.6,-7.5
guard.hittime = 8
guard.velocity = -9
airguard.velocity = -6
air.juggle = 7
removeongethit = 1
fall = ifelse(p2statetype != A,0,1);0
fall.recover = 0
;fall.recovertime = 72
palfx.time = 30
palfx.sinadd = 92,92,92,12
palfx.add = 165,165,0
palfx.color = 0
palfx.invertall = 1
yaccel = .6

[State 1005]
type = Explod
Trigger1 = AnimElem = 4
persistent = 0
anim = 1550
postype = P1
pos = -15,-120
sprpriority = 10
removetime = 18
bindtime = -1

;嫮僙僇儞僪僔儏乕僩
[State 1005]
type = ChangeState
TriggerAll = var(59) <= 0
Trigger1 = Var(6) = 1 && AnimElem = 6,>= 3 && AnimElem = 8,< 0
value = 1911
ctrl = 0

;僙僇儞僪僔僃儖
[State 1005]
type = ChangeState
TriggerAll = var(59) <= 0
Trigger1 = Var(6) = 2 && AnimElem = 6,>= 3 && AnimElem = 8,< 0
value = 1920
ctrl = 0

;庛 僽儔僢僋傾僂僩
[State 1005]
type = ChangeState
TriggerAll = var(59) <= 0
Trigger1 = Var(6) = 3 && AnimElem = 6,>= 3 && AnimElem = 8,< 0
value = 1930
ctrl = 0

;嫮 僽儔僢僋傾僂僩
[State 1005]
type = ChangeState
TriggerAll = var(59) <= 0
Trigger1 = Var(6) = 4 && AnimElem = 6,>= 3 && AnimElem = 8,< 0
value = 1940
ctrl = 0

;僫儘僂僗僷僀僋
[State 1005]
type = ChangeState
TriggerAll = var(59) <= 0
Trigger1 = Var(6) = 5 && AnimElem = 6,>= 3 && AnimElem = 8,< 0
value = 1950
ctrl = 0

;僙僇儞僪僔僃儖AI

[State 1005,AI]
type = ChangeState
TriggerAll = var(59) >= 1
TriggerAll = var(58) >= 1 || fvar(39)
TriggerAll =!fvar(35)
TriggerAll = AnimElem = 6,>= 3 && AnimElem = 8,< 0
TriggerAll = !Enemy,NumProj
TriggerAll = EnemyNear(var(56)),StateType != L
TriggerAll = EnemyNear(var(56)),StateNo != [5100,5129]
Trigger1 = FrontEdgeBodyDist < 85
Trigger1 = EnemyNear(var(56)),MoveType = H
Trigger1 = EnemyNear(var(56)),StateNo != [120,159]
Trigger2 = P2BodyDist X = [-5,25]
Trigger2 = EnemyNear(var(56)),MoveType = H
Trigger3 = P2BodyDist X > 25
Trigger3 = EnemyNear(var(56)),StateType = A
Trigger3 = EnemyNear(var(56)),MoveType != H
Trigger3 = EnemyNear(var(56)),Vel X > 0
Trigger3 = EnemyNear(var(56)),Vel Y < 0
Trigger3 = Random < 500
value = 1920
ctrl = 0

;僫儘僂僗僷僀僋AI
[State 1005,AI]
type = ChangeState
TriggerAll = var(59) >= 1
TriggerAll = var(58) >= 1 || fvar(39)
TriggerAll =!fvar(35)
TriggerAll = AnimElem = 6,>= 3 && AnimElem = 8,< 0
TriggerAll = EnemyNear(var(56)),StateType != A
TriggerAll = EnemyNear(var(56)),MoveType = H
TriggerAll = EnemyNear(var(56)),StateNo = [5000,5099]
TriggerAll = EnemyNear(var(56)),StateNo != [5100,5299]
Trigger1 = P2BodyDist X = [25,140]
value = 1950
ctrl = 0

;嫮僙僇儞僪僔儏乕僩AI
[State 1005,AI]
type = ChangeState
TriggerAll = var(59) >= 1
TriggerAll = var(58) >= 1 || fvar(39)
TriggerAll =!fvar(35)
TriggerAll = AnimElem = 6,>= 3 && AnimElem = 8,< 0
Trigger1 = AnimElem = 7,>0 && AnimElem = 8,< 0
Trigger1 = P2BodyDist X > 140
Trigger1 = Enemy,StateType != A
Trigger2 = EnemyNear(var(56)),StateNo = [120,159]
Trigger2 = Random < 500
Trigger3 = P2BodyDist X > 25
Trigger3 = EnemyNear(var(56)),StateType = A
Trigger3 = EnemyNear(var(56)),MoveType = H
Trigger3 = EnemyNear(var(56)),BackEdgeBodyDist > 10
Trigger4 = var(54)
Trigger4 = P2BodyDist X >= 120
Trigger5 = EnemyNear(var(56)),StateType = A
Trigger5 = EnemyNear(var(56)),MoveType != H
Trigger5 = EnemyNear(var(56)),Vel X <= 0
value = 1911
ctrl = 0

;庛 僽儔僢僋傾僂僩AI
[State 1005,AI]
type = ChangeState
TriggerAll = var(59) >= 1
TriggerAll = var(58) >= 1 || fvar(39)
TriggerAll = AnimElem = 6,>= 3 && AnimElem = 8,< 0
TriggerAll = EnemyNear(var(56)),BackEdgeBodyDist >= 80 || var(53)
TriggerAll =!var(54) || var(54) = 1
Trigger1 = EnemyNear(var(56)),StateNo = [5120,5129]
Trigger2 = P2BodyDist X = [0,120]
Trigger2 = EnemyNear(var(56)),MoveType != H
Trigger2 = EnemyNear(var(56)),Vel X > 0
Trigger3 = P2BodyDist X < 60 && EnemyNear(var(56)),Vel X >= 0
Trigger3 = EnemyNear(var(56)),MoveType != H
Trigger4 = fvar(35)
Trigger4 = P2BodyDist X < 120
value = 1930
ctrl = 0

;嫮 僽儔僢僋傾僂僩AI
[State 1005,AI]
type = ChangeState
TriggerAll = var(59) >= 1
TriggerAll = var(58) >= 1 || fvar(39)
TriggerAll = AnimElem = 6,>= 3 && AnimElem = 8,< 0
TriggerAll = BackEdgeBodyDist >= 40
TriggerAll = P2BodyDist X > -5
Trigger1 = AnimElem = 7,>0 && AnimElem = 8,< 0
Trigger1 = EnemyNear(var(56)),StateNo = [120,159]
Trigger2 = FrontEdgeBodyDist < 85 && !var(53)
Trigger2 = EnemyNear(var(56)),StateNo = [5120,5129]
Trigger3 = P2BodyDist X = [0,120]
Trigger3 = EnemyNear(var(56)),StateType = A
Trigger3 = EnemyNear(var(56)),MoveType != H
Trigger3 = EnemyNear(var(56)),Vel X > 0
Trigger4 = P2BodyDist X > 115
Trigger4 = EnemyNear(var(56)),MoveType = A
Trigger5 = AnimElem = 7,>=4 && AnimElem = 8,< 0
value = 1940
ctrl = 0

[State 1005]
type = ChangeState
Trigger1 = AnimTime = 0
value = 1
ctrl = 1

;---------------------------------------------------------------------------
;庛僙僇儞僪僔儏乕僩
[Statedef 1910]
type     = S
movetype = A
physics  = S
juggle = 8;ifelse(p2statetype = L,0,8)
poweradd = 60
velset   = 0,0
anim     = ifelse(palno = 12,1911,1910)
ctrl     = 0
sprpriority = 3

[State 1910]
type = StateTypeSet
Trigger1 = AnimElem = 1,=0
statetype = A
physics = N

[State 1910]
type = StateTypeSet
Trigger1 = AnimElem = 8,=0
statetype = S
physics = N

[State -2]
type = VarSet
Trigger1 = time = 0
var(6) = 0

[State 1010]
type = RemoveExplod
Trigger1 = AnimElem = 4
ID = 1950

[State 1010]
type = PlaySnd
TriggerAll = p2name != "REN" && p3name != "REN" && p4name != "REN"
Trigger1 = AnimElem = 1
value = 1010,0
;channel = 0
volume = 255

[State 1010]
type = PlaySnd
TriggerAll = p2name = "REN" || p3name = "REN" || p4name = "REN"
Trigger1 = AnimElem = 1
value = 1015,0
;channel = 0
volume = 255

[State 1010]
type = PlaySnd
Trigger1 = AnimElem = 4
value = 1010,1

[State 1010]
type = Explod
Trigger1 = AnimElem = 4
anim = 1650
postype = P1
pos = 50, -25
sprpriority = 5
ownpal = 1
supermove = 1
ignorehitpause = 0
removeongethit = 1

[State 1010]
type = PosAdd
Trigger1 = AnimElem = 2
Trigger2 = AnimElem = 3
x = 8

[State 1010]
type = Projectile
TriggerAll = palno = 1 || palno = 4 || palno = 7 || palno = 10
Trigger1 = AnimElem = 4
projID = 1910
projanim = 1960
projremove = 1
projpriority = 1
projhitanim = 10102
projremanim = 1966
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 30,30
ownpal = 0
offset = 90,-65
velocity = 5.5,0
attr = S, SP
animtype = Hard
damage = 56,10
hitflag = MAF
guardflag = MA
hitsound = s0,10
guardsound = s0,9
pausetime = 0,12
sparkno = s1066
guard.sparkno = s1066
sparkxy = 40,-5
ground.type =  High;Low
ground.hittime = 18
ground.slidetime = 18
ground.velocity = -5.5,0
air.velocity = -4.2,-8.5
guard.hittime = 12
guard.velocity = -9
air.juggle = 7
air.fall = 1
fall = 0;ifelse(p2statetype != A,0,1)
;fall.recovertime = 84
fall.recover = 0
palfx.time = 30
palfx.sinadd = 92,92,92,12
palfx.add = 40,-70,-200
palfx.color = 0
palfx.invertall = 1
yaccel = .6

[State 1010]
type = Projectile
TriggerAll = palno = 2 || palno = 8
Trigger1 = AnimElem = 4
projID = 1910
projanim = 1960
projremove = 1
projpriority = 1
projhitanim = 10102
projremanim = 1966
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 30,30
ownpal = 0
offset = 90,-65
velocity = 5.5,0
attr = S, SP
animtype = Hard
damage = 56,10
hitflag = MAF
guardflag = MA
hitsound = s0,10
guardsound = s0,9
pausetime = 0,12
sparkno = s1066
guard.sparkno = s1066
sparkxy = 40,-5
ground.type =  High;Low
ground.hittime = 18
ground.slidetime = 18
ground.velocity = -5.5,0
air.velocity = -4.2,-8.5
guard.hittime = 12
guard.velocity = -9
air.juggle = 7
air.fall = 1
fall = 0;ifelse(p2statetype != A,0,1)
;fall.recovertime = 84
fall.recover = 0
palfx.time = 30
palfx.sinadd = 92,92,92,10
palfx.add = 0,40,130
palfx.color = 0
palfx.invertall = 1
yaccel = .6

[State 1010]
type = Projectile
TriggerAll = palno = 3
Trigger1 = AnimElem = 4
projID = 1910
projanim = 1960
projremove = 1
projpriority = 1
projhitanim = 10102
projremanim = 1966
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 30,30
ownpal = 0
offset = 90,-65
velocity = 5.5,0
attr = S, SP
animtype = Hard
damage = 56,10
hitflag = MAF
guardflag = MA
hitsound = s0,10
guardsound = s0,9
pausetime = 0,12
sparkno = s1066
guard.sparkno = s1066
sparkxy = 40,-5
ground.type =  High;Low
ground.hittime = 18
ground.slidetime = 18
ground.velocity = -5.5,0
air.velocity = -4.2,-8.5
guard.hittime = 12
guard.velocity = -9
air.juggle = 7
air.fall = 1
fall = 0;ifelse(p2statetype != A,0,1)
;fall.recovertime = 84
fall.recover = 0
palfx.time = 30
palfx.sinadd = 92,92,92,12
palfx.add = 0,130,0
palfx.color = 0
palfx.invertall = 1
yaccel = .6

[State 1010]
type = Projectile
TriggerAll = palno = 5 || palno = 11
Trigger1 = AnimElem = 4
projID = 1910
projanim = 1960
projremove = 1
projpriority = 1
projhitanim = 10102
projremanim = 1966
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 30,30
ownpal = 0
offset = 90,-65
velocity = 5.5,0
attr = S, SP
animtype = Hard
damage = 56,10
hitflag = MAF
guardflag = MA
hitsound = s0,10
guardsound = s0,9
pausetime = 0,12
sparkno = s1066
guard.sparkno = s1066
sparkxy = 40,-5
ground.type =  High;Low
ground.hittime = 18
ground.slidetime = 18
ground.velocity = -5.5,0
air.velocity = -4.2,-8.5
guard.hittime = 12
guard.velocity = -9
air.juggle = 7
air.fall = 1
fall = 0;ifelse(p2statetype != A,0,1)
;fall.recovertime = 84
fall.recover = 0
palfx.time = 30
palfx.sinadd = 92,92,92,12
palfx.add = 48,0,165
palfx.color = 0
palfx.invertall = 1
yaccel = .6

[State 1010]
type = Projectile
TriggerAll = palno = 6
Trigger1 = AnimElem = 4
projID = 1910
projanim = 1960
projremove = 1
projpriority = 1
projhitanim = 10102
projremanim = 1966
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 30,30
ownpal = 0
offset = 90,-65
velocity = 5.5,0
attr = S, SP
animtype = Hard
damage = 56,10
hitflag = MAF
guardflag = MA
hitsound = s0,10
guardsound = s0,9
pausetime = 0,12
sparkno = s1066
guard.sparkno = s1066
sparkxy = 40,-5
ground.type =  High;Low
ground.hittime = 18
ground.slidetime = 18
ground.velocity = -5.5,0
air.velocity = -4.2,-8.5
guard.hittime = 12
guard.velocity = -9
air.juggle = 7
air.fall = 1
fall = 0;ifelse(p2statetype != A,0,1)
;fall.recovertime = 84
fall.recover = 0
palfx.time = 30
palfx.sinadd = 92,92,92,12
palfx.add = 130,130,130
palfx.color = 0
palfx.invertall = 1
yaccel = .6

[State 1010]
type = Projectile
TriggerAll = palno = 9
Trigger1 = AnimElem = 4
projID = 1910
projanim = 1960
projremove = 1
projpriority = 1
projhitanim = 10102
projremanim = 1966
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 30,30
ownpal = 0
offset = 90,-65
velocity = 5.5,0
attr = S, SP
animtype = Hard
damage = 56,10
hitflag = MAF
guardflag = MA
hitsound = s0,10
guardsound = s0,9
pausetime = 0,12
sparkno = s1066
guard.sparkno = s1066
sparkxy = 40,-5
ground.type =  High;Low
ground.hittime = 18
ground.slidetime = 18
ground.velocity = -5.5,0
air.velocity = -4.2,-8.5
guard.hittime = 12
guard.velocity = -9
air.juggle = 7
air.fall = 1
fall = 0;ifelse(p2statetype != A,0,1)
;fall.recovertime = 84
fall.recover = 0
palfx.time = 30
palfx.sinadd = 92,92,92,12
palfx.add = -200,-200,-200
palfx.color = 0
palfx.invertall = 1
yaccel = .6

[State 1010]
type = Projectile
TriggerAll = palno = 12
Trigger1 = AnimElem = 4
projID = 1910
projanim = 1960
projremove = 1
projpriority = 3
projhitanim = 10102
projremanim = 1966
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
projhits = 3
getpower = 30,30
ownpal = 0
offset = 90,-65
velocity = 7,0
attr = S, SP
animtype = Hard
damage = 28,10
hitflag = MAF
guardflag = MA
hitsound = s0,10
guardsound = s0,9
pausetime = 6,12
sparkno = s1066
guard.sparkno = s1066
sparkxy = 40,-5
ground.type =  High;Low
ground.hittime = 18
ground.slidetime = 18
ground.velocity = -5.5,0
air.velocity = -4.2,-8.5
guard.hittime = 12
guard.velocity = -9
air.juggle = 7
air.fall = 1
fall = 0;ifelse(p2statetype != A,0,1)
;fall.recovertime = 84
fall.recover = 0
palfx.time = 30
palfx.sinadd = 92,92,92,12
palfx.add = 165,165,0
palfx.color = 0
palfx.invertall = 1
yaccel = .6

[State 1010]
type = Explod
Trigger1 = AnimElem = 4
persistent = 0
anim = 1550
postype = P1
pos = -15,-120
sprpriority = 10
removetime = 18
bindtime = -1

[State 1010]
type = ChangeState
Trigger1 = AnimTime = 0
value = 1
ctrl = 1

;---------------------------------------------------------------------------
;嫮僙僇儞僪僔儏乕僩
[Statedef 1911]
type     = S
movetype = A
physics  = S
juggle = 8;ifelse(p2statetype = L,0,8)
poweradd = 60
velset   = 0,0
anim     = ifelse(palno = 12,1911,1910)
ctrl     = 0
sprpriority = 3

[State 1011]
type = StateTypeSet
Trigger1 = AnimElem = 1,=0
statetype = A
physics = N

[State 1011]
type = StateTypeSet
Trigger1 = AnimElem = 8,=0
statetype = S
physics = N

[State -2]
type = VarSet
Trigger1 = time = 0
var(6) = 0

[State 1011]
type = RemoveExplod
Trigger1 = AnimElem = 4
ID = 1950

[State 1011]
type = PlaySnd
TriggerAll = p2name != "REN" && p3name != "REN" && p4name != "REN"
Trigger1 = AnimElem = 1
value = 1010,0
;channel = 0
volume = 255

[State 1011]
type = PlaySnd
TriggerAll = p2name = "REN" || p3name = "REN" || p4name = "REN"
Trigger1 = AnimElem = 1
value = 1015,0
;channel = 0
volume = 255

[State 1011]
type = PlaySnd
Trigger1 = AnimElem = 4
value = 1010,1

[State 1011]
type = Explod
Trigger1 = AnimElem = 4
anim = 1650
postype = P1
pos = 50, -25
sprpriority = 5
ownpal = 1
supermove = 1
ignorehitpause = 0
removeongethit = 1

[State 1011]
type = PosAdd
Trigger1 = AnimElem = 2
Trigger2 = AnimElem = 3
x = 8

[State 1011]
type = Projectile
TriggerAll = palno = 1 || palno = 4 || palno = 7 || palno = 10
Trigger1 = AnimElem = 4
projID = 1911
projanim = 1960
projremove = 1
projpriority = 1
projhitanim = 10102
projremanim = 1966
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 30,30
ownpal = 0
offset = 90,-65
velocity = 3.8,0
attr = S, SP
animtype = Hard
damage = 56,10
hitflag = MAF
guardflag = MA
hitsound = s0,10
guardsound = s0,9
pausetime = 0,12
sparkno = s1066
guard.sparkno = s1066
sparkxy = 40,-5
ground.type =  High;Low
ground.hittime = 18
ground.slidetime = 18
ground.velocity = -5.5,0
air.velocity = -4.2,-8.5
guard.hittime = 12
guard.velocity = -9
air.juggle = 7
air.fall = 1
fall = 0;ifelse(p2statetype != A,0,1)
fall.recover = 0
palfx.time = 30
palfx.sinadd = 92,92,92,12
palfx.add = 40,-70,-200
palfx.color = 0
palfx.invertall = 1
yaccel = .6

[State 1011]
type = Projectile
TriggerAll = palno = 2 || palno = 8
Trigger1 = AnimElem = 4
projID = 1911
projanim = 1960
projremove = 1
projpriority = 1
projhitanim = 10102
projremanim = 1966
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 30,30
ownpal = 0
offset = 90,-65
velocity = 3.8,0
attr = S, SP
animtype = Hard
damage = 56,10
hitflag = MAF
guardflag = MA
hitsound = s0,10
guardsound = s0,9
pausetime = 0,12
sparkno = s1066
guard.sparkno = s1066
sparkxy = 40,-5
ground.type =  High;Low
ground.hittime = 18
ground.slidetime = 18
ground.velocity = -5.5,0
air.velocity = -4.2,-8.5
guard.hittime = 12
guard.velocity = -9
air.juggle = 7
air.fall = 1
fall = 0;ifelse(p2statetype != A,0,1)
fall.recover = 0
palfx.time = 30
palfx.sinadd = 92,92,92,10
palfx.add = 0,40,130
palfx.color = 0
palfx.invertall = 1
yaccel = .6

[State 1011]
type = Projectile
TriggerAll = palno = 3
Trigger1 = AnimElem = 4
projID = 1911
projanim = 1960
projremove = 1
projpriority = 1
projhitanim = 10102
projremanim = 1966
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 30,30
ownpal = 0
offset = 90,-65
velocity = 3.8,0
attr = S, SP
animtype = Hard
damage = 56,10
hitflag = MAF
guardflag = MA
hitsound = s0,10
guardsound = s0,9
pausetime = 0,12
sparkno = s1066
guard.sparkno = s1066
sparkxy = 40,-5
ground.type =  High;Low
ground.hittime = 18
ground.slidetime = 18
ground.velocity = -5.5,0
air.velocity = -4.2,-8.5
guard.hittime = 12
guard.velocity = -9
air.juggle = 7
air.fall = 1
fall = 0;ifelse(p2statetype != A,0,1)
fall.recover = 0
palfx.time = 30
palfx.sinadd = 92,92,92,12
palfx.add = 0,130,0
palfx.color = 0
palfx.invertall = 1
yaccel = .6

[State 1011]
type = Projectile
TriggerAll = palno = 5 || palno = 11
Trigger1 = AnimElem = 4
projID = 1911
projanim = 1960
projremove = 1
projpriority = 1
projhitanim = 10102
projremanim = 1966
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 30,30
ownpal = 0
offset = 90,-65
velocity = 3.8,0
attr = S, SP
animtype = Hard
damage = 56,10
hitflag = MAF
guardflag = MA
hitsound = s0,10
guardsound = s0,9
pausetime = 0,12
sparkno = s1066
guard.sparkno = s1066
sparkxy = 40,-5
ground.type =  High;Low
ground.hittime = 18
ground.slidetime = 18
ground.velocity = -5.5,0
air.velocity = -4.2,-8.5
guard.hittime = 12
guard.velocity = -9
air.juggle = 7
air.fall = 1
fall = 0;ifelse(p2statetype != A,0,1)
fall.recover = 0
palfx.time = 30
palfx.sinadd = 92,92,92,12
palfx.add = 48,0,165
palfx.color = 0
palfx.invertall = 1
yaccel = .6

[State 1011]
type = Projectile
TriggerAll = palno = 6
Trigger1 = AnimElem = 4
projID = 1911
projanim = 1960
projremove = 1
projpriority = 1
projhitanim = 10102
projremanim = 1966
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 30,30
ownpal = 0
offset = 90,-65
velocity = 3.8,0
attr = S, SP
animtype = Hard
damage = 56,10
hitflag = MAF
guardflag = MA
hitsound = s0,10
guardsound = s0,9
pausetime = 0,12
sparkno = s1066
guard.sparkno = s1066
sparkxy = 40,-5
ground.type =  High;Low
ground.hittime = 18
ground.slidetime = 18
ground.velocity = -5.5,0
air.velocity = -4.2,-8.5
guard.hittime = 12
guard.velocity = -9
air.juggle = 7
air.fall = 1
fall = 0;ifelse(p2statetype != A,0,1)
fall.recover = 0
palfx.time = 30
palfx.sinadd = 92,92,92,12
palfx.add = 130,130,130
palfx.color = 0
palfx.invertall = 1
yaccel = .6

[State 1011]
type = Projectile
TriggerAll = palno = 9
Trigger1 = AnimElem = 4
projID = 1911
projanim = 1960
projremove = 1
projpriority = 1
projhitanim = 10102
projremanim = 1966
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 30,30
ownpal = 0
offset = 90,-65
velocity = 3.8,0
attr = S, SP
animtype = Hard
damage = 56,10
hitflag = MAF
guardflag = MA
hitsound = s0,10
guardsound = s0,9
pausetime = 0,12
sparkno = s1066
guard.sparkno = s1066
sparkxy = 40,-5
ground.type =  High;Low
ground.hittime = 18
ground.slidetime = 18
ground.velocity = -5.5,0
air.velocity = -4.2,-8.5
guard.hittime = 12
guard.velocity = -9
air.juggle = 7
air.fall = 1
fall = 0;ifelse(p2statetype != A,0,1)
fall.recover = 0
palfx.time = 30
palfx.sinadd = 92,92,92,12
palfx.add = -200,-200,-200
palfx.color = 0
palfx.invertall = 1
yaccel = .6

[State 1011]
type = Projectile
TriggerAll = palno = 12
Trigger1 = AnimElem = 4
projID = 1911
projanim = 1960
projremove = 1
projpriority = 3
projhitanim = 10102
projremanim = 1066
projsprpriority = 5
projshadow = 0,0,0
projhits = 3
projremovetime = -1
getpower = 30,30
ownpal = 0
offset = 90,-65
velocity = 1.6,0
attr = S, SP
animtype = Hard
damage = 28,10
hitflag = MAF
guardflag = MA
hitsound = s0,10
guardsound = s0,9
pausetime = 6,12
sparkno = s1066
guard.sparkno = s1066
sparkxy = 40,-5
ground.type =  High;Low
ground.hittime = 18
ground.slidetime = 18
ground.velocity = -5.5,0
air.velocity = -4.2,-8.5
guard.hittime = 12
guard.velocity = -9
air.juggle = 7
air.fall = 1
fall = 0;ifelse(p2statetype != A,0,1)
fall.recover = 0
palfx.time = 30
palfx.sinadd = 92,92,92,12
palfx.add = 165,165,0
palfx.color = 0
palfx.invertall = 1
yaccel = .6

[State 1011]
type = Explod
Trigger1 = AnimElem = 4
persistent = 0
anim = 1550
postype = P1
pos = -15,-120
sprpriority = 10
removetime = 18
bindtime = -1

[State 1011]
type = ChangeState
Trigger1 = AnimTime = 0
value = 1
ctrl = 1

;---------------------------------------------------------------------------
;僙僇儞僪僔僃儖
[Statedef 1920]
type     = S
movetype = A
physics  = S
juggle = 0;ifelse(p2statetype = L,0,8)
poweradd = 60
velset   = 0,0
anim     = ifelse(palno = 12,1921,1920)
ctrl     = 0
sprpriority = 3

[State -2]
type = VarSet
Trigger1 = time = 0
var(6) = 0

[State 1020]
type = RemoveExplod
Trigger1 = AnimElem = 4
ID = 1950

[State 1020]
type = PlaySnd
TriggerAll = p2name != "REN" && p3name != "REN" && p4name != "REN"
Trigger1 = AnimElem = 3
value = 1020,0
;channel = 0
volume = 255

[State 1020]
type = PlaySnd
TriggerAll = p2name = "REN" || p3name = "REN" || p4name = "REN"
Trigger1 = AnimElem = 3
value = 1015,0
;channel = 0
volume = 255

[State 1020]
type = PlaySnd
Trigger1 = AnimElem = 6
value = 1020,1
volume = 0

[State 1020]
type = Explod
Trigger1 = AnimElem = 5
anim = 1980
postype = p1
offset = 100,-165
sprpriority = 3
removetime = 25
bindtime = 1
ownpal = 1
ID = 1080

[State 1020]
type = Explod
Trigger1 = AnimElem = 5
persistent = 0
anim = 1990
postype = P1
pos = 50,0
sprpriority = 10
removetime = 15
bindtime = -1
ID = 1090

[State 1020]
type = HitDef
TriggerAll = palno = 1 || palno = 4 || palno = 7 || palno = 10
TriggerAll = var(9)!= 2600
TriggerAll = var(9)!= 1420
TriggerAll = var(9)!= 1
Trigger1 = time = 0
attr = S, SA
animtype  = Hard
guardflag = MA
damage    = 42,10
getpower = 30,30
pausetime = 12,12
guard.pausetime = 12,12
sparkxy = 0,-60
sparkno = s10101
guard.sparkno = s10151
hitsound = s0,10
guardsound = s0,9
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-13.3
air.velocity = -2,-13.3
airguard.velocity = -3.6,-6
guard.slidetime = 19
guard.hittime  = 17
guard.velocity = -7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.55
fall = 1
fall.recover = 0
palfx.time = 30
palfx.sinadd = 92,92,92,12
palfx.add = 40,-70,-200
palfx.color = 0
palfx.invertall = 1

[State 1020]
type = HitDef
TriggerAll = palno = 2 || palno = 8
TriggerAll = var(9)!= 2600
TriggerAll = var(9)!= 1420
TriggerAll = var(9)!= 1
Trigger1 = time = 0
attr = S, SA
animtype  = Hard
guardflag = MA
damage    = 42,10
getpower = 30,30
pausetime = 12,12
guard.pausetime = 12,12
sparkxy = 0,-60
sparkno = s10101
guard.sparkno = s10151
hitsound = s0,10
guardsound = s0,9
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-13.3
air.velocity = -2,-13.3
airguard.velocity = -3.6,-6
guard.slidetime = 19
guard.hittime  = 17
guard.velocity = -7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.55
fall = 1
fall.recover = 0
palfx.time = 30
palfx.sinadd = 92,92,92,10
palfx.add = 0,40,130
palfx.color = 0
palfx.invertall = 1

[State 1020]
type = HitDef
TriggerAll = palno = 3
TriggerAll = var(9)!= 2600
TriggerAll = var(9)!= 1420
TriggerAll = var(9)!= 1
Trigger1 = time = 0
attr = S, SA
animtype  = Hard
guardflag = MA
damage    = 42,10
getpower = 30,30
pausetime = 12,12
guard.pausetime = 12,12
sparkxy = 0,-60
sparkno = s10101
guard.sparkno = s10151
hitsound = s0,10
guardsound = s0,9
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-13.3
air.velocity = -2,-13.3
airguard.velocity = -3.6,-6
guard.slidetime = 19
guard.hittime  = 17
guard.velocity = -7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.55
fall = 1
fall.recover = 0
palfx.time = 30
palfx.sinadd = 92,92,92,12
palfx.add = 0,130,0
palfx.color = 0
palfx.invertall = 1

[State 1020]
type = HitDef
TriggerAll = palno = 5 || palno = 11
TriggerAll = var(9)!= 2600
TriggerAll = var(9)!= 1420
TriggerAll = var(9)!= 1
Trigger1 = time = 0
attr = S, SA
animtype  = Hard
guardflag = MA
damage    = 42,10
getpower = 30,30
pausetime = 12,12
guard.pausetime = 12,12
sparkxy = 0,-60
sparkno = s10101
guard.sparkno = s10151
hitsound = s0,10
guardsound = s0,9
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-13.3
air.velocity = -2,-13.3
airguard.velocity = -3.6,-6
guard.slidetime = 19
guard.hittime  = 17
guard.velocity = -7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.55
fall = 1
fall.recover = 0
palfx.time = 30
palfx.sinadd = 92,92,92,12
palfx.add = 48,0,165
palfx.color = 0
palfx.invertall = 1

[State 1020]
type = HitDef
TriggerAll = palno = 6
TriggerAll = var(9)!= 2600
TriggerAll = var(9)!= 1420
TriggerAll = var(9)!= 1
Trigger1 = time = 0
attr = S, SA
animtype  = Hard
guardflag = MA
damage    = 42,10
getpower = 30,30
pausetime = 12,12
guard.pausetime = 12,12
sparkxy = 0,-60
sparkno = s10101
guard.sparkno = s10151
hitsound = s0,10
guardsound = s0,9
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-13.3
air.velocity = -2,-13.3
airguard.velocity = -3.6,-6
guard.slidetime = 19
guard.hittime  = 17
guard.velocity = -7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.55
fall = 1
fall.recover = 0
palfx.time = 30
palfx.sinadd = 92,92,92,12
palfx.add = 130,130,130
palfx.color = 0
palfx.invertall = 1

[State 1020]
type = HitDef
TriggerAll = palno = 9
TriggerAll = var(9)!= 2600
TriggerAll = var(9)!= 1420
TriggerAll = var(9)!= 1
Trigger1 = time = 0
attr = S, SA
animtype  = Hard
guardflag = MA
damage    = 42,10
getpower = 30,30
pausetime = 12,12
guard.pausetime = 12,12
sparkxy = 0,-60
sparkno = s10101
guard.sparkno = s10151
hitsound = s0,10
guardsound = s0,9
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-13.3
air.velocity = -2,-13.3
airguard.velocity = -3.6,-6
guard.slidetime = 19
guard.hittime  = 17
guard.velocity = -7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.55
fall = 1
fall.recover = 0
palfx.time = 30
palfx.sinadd = 92,92,92,12
palfx.add = -200,-200,-200
palfx.color = 0
palfx.invertall = 1

[State 1020]
type = HitDef
TriggerAll = palno = 12
TriggerAll = var(9)!= 2600
TriggerAll = var(9)!= 1420
TriggerAll = var(9)!= 1
Trigger1 = time = 0
attr = S, SA
animtype  = Hard
guardflag = MA
damage    = 42,10
getpower = 30,30
pausetime = 12,12
guard.pausetime = 12,12
sparkxy = 0,-60
sparkno = s10101
guard.sparkno = s10151
hitsound = s0,10
guardsound = s0,9
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-13.3
air.velocity = -2,-13.3
airguard.velocity = -3.6,-6
guard.slidetime = 19
guard.hittime  = 17
guard.velocity = -7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = 0.55
fall = 1
fall.recover = 0
palfx.time = 30
palfx.sinadd = 92,92,92,12
palfx.add = 165,165,0
palfx.color = 0
palfx.invertall = 1

[State 1020]
type = Explod
Trigger1 = AnimElem = 4
persistent = 0
anim = 1550
postype = P1
pos = -15,-120
sprpriority = 10
removetime = 18
bindtime = -1

[State 1020]
type = ChangeState
Trigger1 = AnimTime = 0
value = 1
ctrl = 1

;---------------------------------------------------------------------------
;庛僽儔僢僋傾僂僩乮攈惗斉乯
[Statedef 1930]
type    = S
movetype= A
physics = N
poweradd= 0
velset = 0,0
anim = 1930
ctrl = 0

[State -2]
type = VarSet
Trigger1 = time = 0
var(6) = 0

[State 1030]
type = SprPriority
Trigger1 = Time = 0
value = -2

[State 1030]
type = StateTypeSet
Trigger1 = AnimElem = 2
movetype = I

[State 1030]
type = PlayerPush
Trigger1 = Time >= 0 && AnimElemTime(12) < 0
value = 0

[State 1030]
type = HitBy
trigger1 = AnimElem = 8,<= 0
value = SC, NT, ST, HT

[State 1030]
type = NotHitBy
TriggerAll = palno = 12
Trigger1 = 1
value = SCA

[State 1030]
type = PlaySnd
Trigger1 = AnimElem = 2,=2
value = 1100,1
volume = 255

[State 1030]
type = PlaySnd
TriggerAll = RoundState =2
Trigger1 = AnimElem = 2
value = 1030,0

[State 1030]
type = VelSet
Trigger1 = AnimElem = 2,=2
Trigger2 = AnimElem = 3,=1
x = 6;3

[State 1030]
type = VelSet
Trigger1 = AnimElem = 3
Trigger2 = AnimElem = 7
Trigger3 = AnimElem = 10,=1
x = 21;10.5

[State 1030]
type = VelSet
Trigger1 = AnimElem = 8
x = 14

[State 1030]
type = VelSet
Trigger1 = AnimElem = 9
x = 13

[State 1030]
type = VelSet
Trigger1 = AnimElem = 10
x = 11

[State 1030]
type = VelSet
Trigger1 = AnimElem = 11
x = 5

[State 1030]
type = VelSet
Trigger1 = AnimElem = 11,=1
x = 3

[State 1030]
type = AfterImage
trigger1 = AnimElem = 3
time = 20
PalBright = 0, 0, 0
PalContrast = 128,128,128
PalAdd = -50, -50, -50
PalMul = 1,1,1
Length = 4
FrameGap = 1
TimeGap = 4
Trans = add1

[State 1030]
type = AfterImagetime
Trigger1 = time%2 = 0 && time <=13
time = 2

[State 1030]
type = ChangeState
Trigger1 = AnimTime = 0
value = 1
ctrl = 1

;---------------------------------------------------------------------------
;嫮僽儔僢僋傾僂僩乮攈惗斉乯
[Statedef 1940]
type    = S
movetype= A
physics = N
poweradd= 0
velset = 0,0
anim = 1931
ctrl = 0

[State -2]
type = VarSet
Trigger1 = time = 0
var(6) = 0

[State 1040]
type = SprPriority
Trigger1 = Time = 0
value = -2

[State 1040]
type = StateTypeSet
Trigger1 = AnimElem = 2
movetype = I

[State 1040]
type = PlayerPush
Trigger1 = Time >= 0 && AnimElemTime(14) < 0
value = 0

[State 1040]
type = HitBy
trigger1 = AnimElem = 14,< 0
value = SC, NT, ST, HT

[State 1040]
type = NotHitBy
TriggerAll = palno = 12
Trigger1 = 1
value = SCA

[State 1040]
type = PlaySnd
Trigger1 = AnimElem = 2,=2
value = 1100,1
volume = -255

[State 1040]
type = PlaySnd
TriggerAll = RoundState =2
Trigger1 = AnimElem = 2
value = 1040,0
volume = 255

[State 1040]
type = VelSet
Trigger1 = AnimElem = 2,=2
Trigger2 = AnimElem = 3,=1
x = -3;6

[State 1040]
type = VelSet
Trigger1 = AnimElem = 3
Trigger2 = AnimElem = 7
Trigger3 = AnimElem = 10,=1
x = -10.5;21

[State 1040]
type = VelSet
Trigger1 = AnimElem = 8
x = -7

[State 1040]
type = VelSet
Trigger1 = AnimElem = 9
x = -6.5

[State 1040]
type = VelSet
Trigger1 = AnimElem = 10
x = -5.5

[State 1040]
type = VelSet
Trigger1 = AnimElem = 11
x = -2.5

[State 1040]
type = VelSet
Trigger1 = AnimElem = 11,=1
x = -1.5

[State 1040]
type = AfterImage
trigger1 = AnimElem = 3
time = 28
PalBright = 0, 0, 0
PalContrast = 128,128,128
PalAdd = -50, -50, -50
PalMul = 1,1,1
Length = 4
FrameGap = 1
TimeGap = 4
Trans = add1

[State 1040]
type = AfterImagetime
Trigger1 = time%2 = 0 && time <=13
time = 2

[State 1040]
type = ChangeState
Trigger1 = AnimTime = 0
value = 1
ctrl = 1

;---------------------------------------------------------------------------
;僫儘僂僗僷僀僋乮攈惗斉乯
[Statedef 1950]
type    = S
movetype= A
physics = N
poweradd= 30
velset = 0,0
anim = ifelse(palno = 12,1941,1940)
sprpriority = 3
juggle = 7
hitcountpersist = 1
ctrl = 0

[State -2]
type = VarSet
Trigger1 = time = 0
var(6) = 0

[State 1050]
type = PosSet
Trigger1 = Time = 0
y = 0

[State 1050]
type = PlaySnd
Trigger1 = AnimElem = 2
value = 1050,0
volume = 255

[State 1050]
type = VelSet
Trigger1 = AnimElem = 1;Time = 0
x = 8.5
y = 0

[state 1050]
type = veladd
Trigger1 = AnimElem = 1,>=0
x = -0.3

[State 1050]
type = StateTypeSet
Trigger1 = AnimElem = 8
movetype = I

[State 1050]
type = HitDef
TriggerAll = var(9)!= 2600
TriggerAll = var(9)!= 1420
Trigger1 = Time = 0
attr = S, SA
animtype  = Hard
damage    = 91,10
hitflag = M;AF
guardflag = L;A
getpower = 48,24;80,40
pausetime = 8,8
guard.pausetime = 12,12
sparkxy = 0,0
sparkno = s10101
guard.sparkno = s10151
hitsound = s0,2
guardsound = s0,9
ground.type = Low
ground.slidetime = 18
ground.hittime  = 10
ground.velocity = -3,-9.5;-2.3,-9.4
air.velocity = -3,-9.5
airguard.velocity = -4.7,-6.6
air.type = Low
guard.slidetime = 24
guard.hittime  = 24
guard.velocity = -11.5
ground.cornerpush.veloff = -12
guard.cornerpush.veloff = -12
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
yaccel = 0.54



[State 1050]
type = Explod
Trigger1 = time = 0
persistent = 0
anim = 1967
postype = P1
pos = -20,0
sprpriority = 5
removetime = 24
bindtime = -1
removeongethit = 1

[State 1050]
type = ChangeState
Trigger1 = AnimTime = 0
value = 1
ctrl = 1



;B. destruction light
[Statedef 1800]
Type = S
Movetype = A
Physics = S
anim = 1804
poweradd = 91
velset = 0,0
juggle = 8
ctrl = 0

[State 0, AfterImage]
type = AfterImage
trigger1 = time = 0
trans = add
PalContrast = 800, 80, 0
PalBright = 0,0,0
time = 55
length  = 7
TimeGap = 3
FrameGap = 1

[State 1800, maxvar]
type = VarAdd
trigger1 = time = 0 && var(27) = 1
var(24) = -128
ignorehitpause = 1

[State 1800, 1]
type = PosAdd
trigger1 = animelem = 3
trigger2 = animelem = 5
x = 10

[State 1800, 2]
type = ChangeState
trigger1 = animtime = 0
value = 1801


;B. destruction light - Going fwd
[Statedef 1801]
Type = S
Movetype = A
Physics = N
anim = 1801
juggle = 8
ctrl = 0



[State 1801, 1]
type = HitBy
trigger1 = Time <= 4
value = SCA, NT, ST, HT

[State 1801, 2]
type = Explod
trigger1 = time = 0
anim = 6230
pos = 20,-25
sprpriority = 99
ownpal = 1

[State 1801, 3]
type = PlaySnd
trigger1 = time = 0
value = 298, 0

[State 1801, 4]
type = VelSet
trigger1 = time = 0
x = 14

[State 1801, 5]
type = VelAdd
trigger1 = time > 0
x = -0.8

[State 1801, 6]
type = HitDef
triggerall = ifelse(var(21) <= 0,(enemy,stateno!=[5020,5050])&&(!(enemy,gethitvar(fall))),1)
trigger1 = AnimElem = 1
attr = S, SA
animtype = hard
damage = 37,20
guardflag = MA
hitflag = MAF
pausetime = 1,2
sparkno = 2;hard1
guard.sparkno = 42;hard
sparkxy = -10,-90
hitsound = S0,4
guardsound = S121,0
ground.type = high
ground.slidetime = 0
ground.hittime = 18
ground.velocity = 0
air.velocity = -3.5,-6
airguard.velocity = -4,-6
guard.velocity = 0
getpower = 30,30
givepower = 15,15
guard.pausetime = 1,0
guard.slidetime = 18
guard.hittime = 36
guard.ctrltime = 36
air.fall = 1
fall.recovertime = 35
fall.yvelocity = -3.4
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .55

[State 1801, 7]
type = ChangeState
trigger1 = animtime = 0
value = 1802

;B. destruction light - Stop
[Statedef 1802]
Type = S
Movetype = A
Physics = N
anim = 1802
juggle = 8
ctrl = 0


[State 1802, 1]
type = VelAdd
trigger1 = time >= 0
trigger1 = animelem = 4, < 0
x = -0.8

[State 1802, 2]
type = VelSet
trigger1 = animelem = 4
x = 0

[State 1802, 3]
type = Explod
trigger1 = animelem = 6, = 1
anim = 6232
pos = 66,-90
sprpriority = 99
ownpal = 1

[State 1802, 4]
type = PlaySnd
trigger1 = animelem = 6, = 1
value = 298, 0

[State 1802, 5]
type = HitDef
triggerall = ifelse(var(21) <= 0,(enemy,stateno!=[5020,5050])&&(!(enemy,gethitvar(fall))),1)
trigger1 = AnimElem = 6
attr = S, SA
animtype = hard
damage = 57,21
guardflag = MA
hitflag = MAF
pausetime = 1,2
sparkno = 2;hard1
guard.sparkno = 42;hard
sparkxy = 0,-85
hitsound = S0,4
guardsound = S121,0
ground.type = high
ground.slidetime = 0
ground.hittime = 18
ground.velocity = 0
air.velocity = -3.5,-6
airguard.velocity = -4,-6
guard.velocity = 0
getpower = 30,30
givepower = 15,15
guard.pausetime = 1,0
guard.slidetime = 18
guard.hittime = 36
guard.ctrltime = 36
air.fall = 1
fall.recovertime = 35
fall.yvelocity = -3.4
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 8
yaccel = .55

[State 1802, 6]
type = ChangeState
trigger1 = animelem = 8
value = 1803

;B. destruction light - Stop
[Statedef 1803]
Type = S
Movetype = A
Physics = N
juggle = 7
ctrl = 0


[State 1803, 1]
type = PosAdd
trigger1 = animelem = 14
x = 5

[State 1803, 2]
type = Explod
trigger1 = animelem = 10, = 1
anim = 6231
pos = 58,0
sprpriority = 99
ownpal = 1

[State 1803, 3]
type = PlaySnd
trigger1 = animelem = 10, = 1
value = 298, 0

[State 1803, 4]
type = HitDef
triggerall = ifelse(var(21) <= 0,(enemy,stateno!=[5020,5020])&&(!(enemy,gethitvar(fall))),1)
trigger1 = AnimElem = 10
attr = S, SA
animtype = hard
damage = 90,40
guardflag = MA
hitflag = MAF
pausetime = 12,13
sparkno = 2;hard1
guard.sparkno = 42;hard
sparkxy = 0,-90
hitsound = S0,4
guardsound = S121,0
ground.type = low


ground.slidetime = 0
ground.hittime = 18
ground.velocity = 0,-10
air.velocity = 0,-10

airguard.velocity = -4,-6
guard.velocity = 0
getpower = 30,30
givepower = 15,15
guard.pausetime = 12,11
guard.slidetime = 18
guard.hittime = 36
guard.ctrltime = 36
fall = 1
fall.recovertime = 55
fall.yvelocity = -3.4
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.juggle = 8
yaccel = .45

[State 1803, 5]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;B. destruction hard
[Statedef 1810]
Type = S
Movetype = A
Physics = S
anim = 1800
poweradd = 91
velset = 0,0
ctrl = 0
[State 0, AfterImage]
type = AfterImage
trigger1 = time = 0
trans = add
PalContrast = 800, 80, 0
PalBright = 0,0,0
time = 200
length  = 7
TimeGap = 3
FrameGap = 1
[State 1810, maxvar]
type = VarAdd
trigger1 = time = 0 && var(27) = 1
var(24) = -128
ignorehitpause = 1

[State 1810, 1]
type = PosAdd
trigger1 = animelem = 3
trigger2 = animelem = 5
x = 10

[State 1810, 2]
type = ChangeState
trigger1 = animtime = 0
value = 1811

;B. destruction hard - Going fwd
[Statedef 1811]
Type = S
Movetype = A
Physics = N
anim = 1801
juggle = 8
ctrl = 0



[State 1811, 1]
type = HitBy
trigger1 = Time <= 4
value = SCA, NT, ST, HT

[State 1811, 2]
type = Explod
trigger1 = time = 0
anim = 6230
pos = -22,0
sprpriority = 99
ownpal = 1

[State 1811, 3]
type = PlaySnd
trigger1 = time = 0
value = 298, 0

[State 1811, 4]
type = VelSet
trigger1 = time = 0
x = 14

[State 1811, 5]
type = VelAdd
trigger1 = time > 0
x = -0.8

[State 1811, 6]
type = HitDef
triggerall = ifelse(var(21) <= 0,(enemy,stateno!=[5020,5050])&&(!(enemy,gethitvar(fall))),1)
trigger1 = AnimElem = 1
attr = S, SA
animtype = hard
damage = 32,14
guardflag = MA
hitflag = MAF
pausetime = 1,2
sparkno = 2;hard1
guard.sparkno = 42;hard
sparkxy = -10,-90
hitsound = S0,4
guardsound = S121,0
ground.type = high
ground.slidetime = 0
ground.hittime = 18
ground.velocity = 0
air.velocity = -3.5,-6
airguard.velocity = -4,-6
guard.velocity = 0
getpower = 30,30
givepower = 15,15
air.juggle = 15
guard.pausetime = 1,0
guard.slidetime = 18
guard.hittime = 36
guard.ctrltime = 36
air.fall = 1
fall.recovertime = 35
fall.yvelocity = -3.4
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .55

[State 1811, 7]
type = ChangeState
trigger1 = animtime = 0
value = 1812

;B. destruction hard - Stop
[Statedef 1812]
Type = S
Movetype = A
Physics = N
anim = 1803
juggle = 8
ctrl = 0


[State 1812, 1]
type = VelAdd
trigger1 = time >= 0
trigger1 = animelem = 4, < 0
x = -0.8

[State 1812, 2]
type = VelSet
trigger1 = animelem = 4
x = 0

[State 1812, 3]
type = Explod
trigger1 = animelem = 6, = 1
anim = 6232
pos = 26,-16
sprpriority = 99
ownpal = 1

[State 1812, 4]
type = PlaySnd
trigger1 = animelem = 6, = 1
value = 298,0

[State 1812, 5]
type = HitDef
triggerall = ifelse(var(21) <= 0,(enemy,stateno!=[5020,5050])&&(!(enemy,gethitvar(fall))),1)
trigger1 = AnimElem = 6
attr = S, SA
animtype = hard
damage = 47,23
guardflag = MA
hitflag = MAF
pausetime = 1,2
sparkno = 2;hard1
guard.sparkno = 42;hard
sparkxy = 0,-85
hitsound = S0,4
guardsound = S121,0
ground.type = high
ground.slidetime = 0
ground.hittime = 18
ground.velocity = 0
air.velocity = -3.5,-6
airguard.velocity = -4,-6
guard.velocity = 0
getpower = 30,30
givepower = 15,15
air.juggle = 15
guard.pausetime = 1,0
guard.slidetime = 18
guard.hittime = 36
guard.ctrltime = 36
air.fall = 1
fall.recovertime = 35
fall.yvelocity = -3.4
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .55

[State 1812, 6]
type = ChangeState
trigger1 = animelem = 8
value = 1813

;B. destruction hard - third hit
[Statedef 1813]
Type = S
Movetype = A
Physics = N
ctrl = 0



[State 1813, 1]
type = Explod
trigger1 = animelem = 10, = 1
anim = 6231
pos = 58,0
sprpriority = 99
ownpal = 1

[State 1813, 2]
type = PlaySnd
trigger1 = animelem = 10, = 1
value = 298,0

[State 1813, 3]
type = HitDef
triggerall = ifelse(var(21) <= 0,(enemy,stateno!=[5020,5050])&&(!(enemy,gethitvar(fall))),1)
trigger1 = AnimElem = 10
attr = S, SA
animtype = hard
damage = 47,23
guardflag = MA
hitflag = MAF
pausetime = 1,2
sparkno = 2;hard1
guard.sparkno = 42;hard
sparkxy = 0,-85
hitsound = S0,4
guardsound = S121,0
ground.type = high
ground.slidetime = 0
ground.hittime = 18
ground.velocity = 0
air.velocity = -3.5,-6
airguard.velocity = -4,-6
guard.velocity = 0
getpower = 30,30
givepower = 15,15
air.juggle = 15
guard.pausetime = 1,0
guard.slidetime = 18
guard.hittime = 36
guard.ctrltime = 36
air.fall = 1
fall.recovertime = 35
fall.yvelocity = -3.4
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .55

[State 1813, 4]
type = PosAdd
trigger1 = animelem = 11
trigger2 = animelem = 12
x = 10

[State 1813, 5]
type = ChangeState
trigger1 = animelem = 12
value = 1814

;B. destruction hard - last hit
[Statedef 1814]
Type = S
Movetype = A
Physics = N
ctrl = 0





[State 1814, 1]
type = Explod
trigger1 = animelem = 21, = 1
anim = 6232
pos = 40,0
sprpriority = 99
ownpal = 1

[State 1814, 2]
type = PlaySnd
trigger1 = animelem = 21, = 1
value = 298,0

[State 1814, 3]
type = PosAdd
trigger1 = animelem = 26
x = -6

[State 1814, 4]
type = HitDef
triggerall = ifelse(var(21) <= 0,(enemy,stateno!=[5020,5050])&&(!(enemy,gethitvar(fall))),1)
trigger1 = AnimElem = 15
attr = S, SA
animtype = hard
damage = 107,60
guardflag = MA
hitflag = MAF
pausetime = 1,2
sparkno = 12;cuthard
guard.sparkno = 42;hard
sparkxy = -10,-90
hitsound = S0,8
guardsound = S121,0
ground.type = High
ground.slidetime = 17
ground.hittime = 80
ground.velocity = -12
air.velocity = -2.5,-10
airguard.velocity = -4,-6
guard.velocity = -12
getpower = 30,30
givepower = 15,15
air.juggle = 15
guard.pausetime = 1,0
guard.slidetime = 18
guard.hittime = 36
guard.ctrltime = 36
air.fall = 1
fall.recovertime = 51
fall.yvelocity = -3.4
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
yaccel = .55

[State 240, BLOOD]
type = Explod
Trigger1 = movehit
ignorehitpause = 1
persistent = 0
anim = 8023
id = 8023
sprpriority = 4
postype = p1
pos = (floor(p2dist x))+10,-90
bindtime = 1
ownpal = 1

[State 240, bloodvar]
type = VarSet
trigger1 = MoveHit
var(31) = 2
ignorehitpause = 1
persistent = 0

[State 240, bloodvar]
type = VarSet
trigger1 = MoveHit
var(33) = (floor(p2dist x))+10
ignorehitpause = 1
persistent = 0

[State 240, bloodvar]
type = VarSet
trigger1 = MoveHit
var(34) = -90
ignorehitpause = 1
persistent = 0

[State 1814, 5]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;Vanishing Rush light
[Statedef 1700]
Type = S
Movetype = A
Physics = S
anim = 1700
poweradd = 135
juggle = 15
velset = 0,0
ctrl = 0
sprpriority = 2


[State 1700, 1]
type = VarSet
trigger1 = time = 0
v = 14
value = 0

[State 1700, 2]
type = PlaySnd
trigger1 = MoveContact
value = 2100, 2
channel = 0
persistent = 0

[State 1700, 3]
type = PlaySnd
trigger1 = time  = 1
value = 1100, 1
channel = 6

[State 1700, 4]
type = StopSnd
trigger1 = animelem = 9;11, = 10
channel = 6


[State 1700, 6]
type = Explod
trigger1 = animelem = 7, = 2
anim = 1701
id = 1701
pos = 0,0
bindtime = 1
sprpriority = 2
removeongethit = 1
ignorehitpause = 0

[State 240, BLOOD]
type = Explod
Trigger1 = animelem = 10
ignorehitpause = 1
persistent = 0
anim = 12001
id = 12001
sprpriority = 4
postype = p1
pos = 10,-80
bindtime = -1
ownpal = 1

[State 1700, 7]
type = PlayerPush
trigger1 = animelem = 8, >= 0 && animelem = 9, < 0
value = 0

[State 1700, 8]
type = HitDef
triggerall = Var(1) = 0
triggerall = ifelse(var(21) <= 0,(enemy,stateno!=[5020,5050])&&(!(enemy,gethitvar(fall))),1)
trigger1 = (p2stateno != [5020,5040])
trigger1 = p2stateno != [154,155]
trigger1 = AnimElem = 8
attr = S, SA
animtype = hard
damage = 25,14
guardflag = M
hitflag = MAF
hitonce = 1
pausetime = 0,3
sparkno = 2;hard1
guard.sparkno = 42;hard
sparkxy = 0,-53
hitsound = S500,1
guardsound = S1,1
ground.type = low
ground.slidetime = 0
ground.hittime = 18
ground.velocity = 0
air.velocity = -20,-12
guard.velocity = 0
getpower = 94,94
givepower = 31,31
air.juggle = 15
guard.pausetime = 0,11
guard.slidetime = 18
guard.hittime = 36
guard.ctrltime = 36
air.fall = 1
fall.recovertime = 35
fall.yvelocity = -3.4
yaccel = .55
palfx.time = 100
palfx.add = 200,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 1700, 8]
type = HitDef
triggerall = Var(1) = 1
triggerall = ifelse(var(21) <= 0,(enemy,stateno!=[5020,5050])&&(!(enemy,gethitvar(fall))),1)
trigger1 = (p2stateno != [5020,5040])
trigger1 = p2stateno != [154,155]
trigger1 = AnimElem = 8
attr = S, SA
animtype = hard
damage = 138,71
guardflag = M
hitflag = MAF
hitonce = 1
pausetime = 0,3
sparkno = 2
guard.sparkno = 42;hard
sparkxy = 0,-53
hitsound = S500,1
guardsound = S1,1
ground.type = low
ground.slidetime = 0
ground.hittime = 18
ground.velocity = 0
air.velocity = -2,-12
guard.velocity = 0
getpower = 94,94
givepower = 31,31
air.juggle = 15
guard.pausetime = 0,11
guard.slidetime = 18
guard.hittime = 36
guard.ctrltime = 36
air.fall = 1
fall.recovertime = 35
fall.yvelocity = -3.4
yaccel = .55
[State 1700, 9]
type = VarSet
trigger1 = MoveGuarded
v = 14
value = 1

[State 1700, 10]
type = Helper
trigger1 = MoveContact
helpertype = normal
name = "vrhitter"
ID = 1700
pos = 0,0
postype = p2
facing = -1
stateno = 1701
persistent = 0
ignorehitpause = 1
ownpal = 1


[State 1700, 11]
type = velset
trigger1 = animelem = 8, >= 0 && animelem = 9, <= 0
x = 15

[State 1700, 12]
type = velset
trigger1 = animelem = 9
x = 0

[State 1700, 13]
type = changestate
trigger1 = animtime = 0
value = 0
Ctrl = 1



;Vanishing Rush helper
[Statedef 1701]
Type = S
Movetype = A
Physics = S
velset = 0,0
anim = 1702
ctrl = 0

[State 1701, 1]
type = PosSet
trigger1 = time >= 0
trigger1 = NumTarget >= 1
x = target,pos x
y = target,pos y


[State 1701, 3]
type = HitDef
triggerall = ifelse((parent,var(21) <= 0),(enemy,stateno!=[5020,5050])&&(!(enemy,gethitvar(fall))),1)
trigger1 = time = 1
attr = S, SA
animtype = hard
damage = 41,20
guardflag = M
hitflag = MAF
hitonce = 1
pausetime = 0,13
sparkno = 2;hard1
guard.sparkno = 42;hard
sparkxy = -20,(enemynear,const(size.head.pos.y))+15
hitsound = S500,1
guardsound = S1,1
ground.type = high
ground.slidetime = 0
ground.hittime = 18
ground.velocity = 0
air.velocity = -2,-12
guard.velocity = 0
getpower = 0,0
givepower = 16,16
air.juggle = 15
guard.pausetime = 0,11
guard.slidetime = 18
guard.hittime = 36
guard.ctrltime = 36
air.fall = 1
fall.recovertime = 35
fall.yvelocity = -3.4
yaccel = .55

[State 1701, 4]
type = HitDef
triggerall = ifelse((parent,var(21) <= 0),(enemy,stateno!=[5020,5050])&&(!(enemy,gethitvar(fall))),1)
trigger1 = time = 9
trigger1 = parent,var(14) = 0
trigger1 = p2stateno != 150 && p2stateno != 152
attr = S, SA
animtype = hard
damage = 32,21
guardflag = M
hitflag = MAF
hitonce = 1
pausetime = 0,13
sparkno = 2;hard1
guard.sparkno = 42;hard
sparkxy = -10,(enemynear,const(size.mid.pos.y))-10
hitsound = S500,1
guardsound = S1,1
ground.type = low
ground.slidetime = 0
ground.hittime = 18
ground.velocity = 0
air.velocity = -2,-12
guard.velocity = 0
getpower = 47,47
givepower = 16,16
air.juggle = 15
guard.pausetime = 0,11
guard.slidetime = 18
guard.hittime = 36
guard.ctrltime = 36
air.fall = 1
fall.recovertime = 35
fall.yvelocity = -3.4
yaccel = .55

[State 1701, 5]
type = HitDef
triggerall = ifelse((parent,var(21) <= 0),(enemy,stateno!=[5020,5050])&&(!(enemy,gethitvar(fall))),1)
trigger1 = time = 10
trigger1 = parent,var(14) = 1
attr = S, SA
animtype = hard
damage = 34,21
guardflag = M
hitflag = MAF
hitonce = 1
pausetime = 0,13
sparkno = 2;hard1
guard.sparkno = 42;hard
sparkxy = -10,(enemynear,const(size.mid.pos.y))-10
hitsound = S500,1
guardsound = S1,1
ground.type = low
ground.slidetime = 0
ground.hittime = 18
ground.velocity = 0
air.velocity = -2,-12
guard.velocity = 0
getpower = 47,47
givepower = 16,16
air.juggle = 15
guard.pausetime = 0,11
guard.slidetime = 18
guard.hittime = 36
guard.ctrltime = 36
air.fall = 1
fall.recovertime = 35
fall.yvelocity = -3.4
yaccel = .55

[State 1701, 6]
type = HitDef
triggerall = ifelse((parent,var(21) <= 0),(enemy,stateno!=[5020,5050])&&(!(enemy,gethitvar(fall))),1)
trigger1 = time = 17
trigger1 = parent,var(14) = 0
trigger1 = p2stateno != 150 && p2stateno != 152
attr = S, SA
animtype = hard
damage = 21,17
guardflag = M
hitflag = MAF
hitonce = 1
pausetime = 0,13
sparkno = 2;hard1
guard.sparkno = 42;hard
sparkxy = -15,(enemynear,const(size.head.pos.y))+30
hitsound = S500,1
guardsound = S1,1
ground.type = high
ground.slidetime = 0
ground.hittime = 18
ground.velocity = 0
air.velocity = -2,-12
guard.velocity = 0
getpower = 47,47
givepower = 16,16
air.juggle = 15
guard.pausetime = 0,11
guard.slidetime = 18
guard.hittime = 36
guard.ctrltime = 36
air.fall = 1
fall.recovertime = 35
fall.yvelocity = -3.4
yaccel = .55

[State 1701, 7]
type = HitDef
triggerall = ifelse((parent,var(21) <= 0),(enemy,stateno!=[5020,5050])&&(!(enemy,gethitvar(fall))),1)
trigger1 = time = 18
trigger1 = parent,var(14) = 1
attr = S, SA
animtype = hard
damage = 15,11
guardflag = M
hitflag = MAF
hitonce = 1
pausetime = 0,13
sparkno = 2;hard1
guard.sparkno = 42;hard
sparkxy = -15,(enemynear,const(size.head.pos.y))+30
hitsound = S500,1
guardsound = S1,1
ground.type = high
ground.slidetime = 0
ground.hittime = 18
ground.velocity = 0
air.velocity = -2,-12
guard.velocity = 0
getpower = 47,47
givepower = 16,16
air.juggle = 15
guard.pausetime = 0,11
guard.slidetime = 18
guard.hittime = 36
guard.ctrltime = 36
air.fall = 1
fall.recovertime = 35
fall.yvelocity = -3.4
yaccel = .55

[State 1701, 8]
type = HitDef
triggerall = ifelse((parent,var(21) <= 0),(enemy,stateno!=[5020,5050])&&(!(enemy,gethitvar(fall))),1)
trigger1 = time = 25
trigger1 = parent,var(14) = 0
trigger1 = p2stateno != 150 && p2stateno != 152
attr = S, SA
animtype = hard
damage = 12,10
guardflag = M
hitflag = MAF
hitonce = 1
pausetime = 0,13
sparkno = 2;hard1
guard.sparkno = 42;hard
sparkxy = -5,(enemynear,const(size.mid.pos.y))+10
hitsound = S500,1
guardsound = S1,1
ground.type = low
ground.slidetime = 0
ground.hittime = 18
ground.velocity = 0
air.velocity = -2,-12
guard.velocity = 0
getpower = 47,47
givepower = 16,16
air.juggle = 15
guard.pausetime = 0,11
guard.slidetime = 18
guard.hittime = 36
guard.ctrltime = 36
air.fall = 1
fall.recovertime = 35
fall.yvelocity = -3.4
yaccel = .55

[State 1701, 9]
type = HitDef
triggerall = ifelse((parent,var(21) <= 0),(enemy,stateno!=[5020,5050])&&(!(enemy,gethitvar(fall))),1)
trigger1 = time = 26
trigger1 = parent,var(14) = 1
attr = S, SA
animtype = hard
damage = 15,22
guardflag = M
hitflag = MAF
hitonce = 1
pausetime = 0,13
sparkno = 2;hard1
guard.sparkno = 42;hard
sparkxy = -5,(enemynear,const(size.mid.pos.y))+10
hitsound = S500,1
guardsound = S1,1
ground.type = low
ground.slidetime = 0
ground.hittime = 18
ground.velocity = 0
air.velocity = -2,-12
guard.velocity = 0
getpower = 47,47
givepower = 16,16
air.juggle = 15
guard.pausetime = 0,11
guard.slidetime = 18
guard.hittime = 36
guard.ctrltime = 36
air.fall = 1
fall.recovertime = 35
fall.yvelocity = -3.4
yaccel = .55

[State 1701, 10]
type = HitDef
triggerall = ifelse((parent,var(21) <= 0),(enemy,stateno!=[5020,5050])&&(!(enemy,gethitvar(fall))),1)
trigger1 = time = 33
trigger1 = parent,var(14) = 0
trigger1 = p2stateno != 150 && p2stateno != 152
attr = S, SA
animtype = hard
damage = 40,45
guardflag = M
hitflag = MAF
hitonce = 1
pausetime = 0,9
sparkno = 2;hard1
guard.sparkno = 42;hard
sparkxy = -1,(enemynear,const(size.mid.pos.y))
hitsound = S0,2
guardsound = S1,1
ground.type = low
ground.slidetime = 0
ground.hittime = 18
ground.velocity = -20,-16
air.velocity = -20,-16
guard.velocity = 0
getpower = 47,47
givepower = 16,16
air.juggle = 15
guard.pausetime = 0,7
guard.slidetime = 18
guard.hittime = 36
guard.ctrltime = 36
p2stateno = 1720
fall = 1
fall.recovertime = 47
fall.yvelocity = -3.4
yaccel = .55


[State 1701, 12]
type = HitOverride
trigger1 = Time = 0
attr = SCA, AA, AP, AT
slot = 0
stateno = 1701
time = -1

[State 1701, 13]
type = DestroySelf
trigger1 = time = 35

;VR HITA_SHAKE
[Statedef 1720]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1730, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 5020, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5020, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 5020, 4]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5020, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 1730
ctrl = 0

[State 5020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;VR HITA_UP (initial going up)
[Statedef 1730]
type    = A
movetype= H
physics = N
ctrl = 0

[State 1730, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 5030, 1]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 1750

[State 5030, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1735

;VR HITA_UP_T (transition)
[Statedef 1735]
type    = A
movetype= H
physics = N

[State 1730, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 5035, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059]
trigger1 = Anim != 5090
value = 5035

[State 5035, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5035, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035
value = 1750

;VR HITA_FALL (knocked up, falling)
[Statedef 1750]
type    = A
movetype= H
physics = N

[State 1730, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 5050, 1]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 5050, 2]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050, 3]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, 4]
type = selfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 5050, 6]
type = selfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100


;---------------------------------------------------------------------------
;僶僯僔儞僌儔僢僔儏
[Statedef 22115]
type = S
movetype = A
physics = N
anim = 22115
ctrl = 0
juggle = 7
poweradd= 100
velset = 0,0
sprpriority = 2

[State 1300, 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 5
value = s2562, 30

[State 440, 2]
type = null;PlaySnd
trigger1 = animelem = 1
value = s2562, 31

[State 10000, sombras]
type = Afterimage
trigger1 = TIME = 0
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  -1
length  = 13
TimeGap = 1
FrameGap = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 5
anim = 22117
;id = 1251
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 5
anim = 22067
id = 22117
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 210, 2]
type = null;HitDef
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 135,20
getpower = 61,61
guardflag = M
pausetime = 10,25
sparkno = s22109 + var(35)
sparkxy = -30,-75
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8,-3
air.velocity = -4,-3
envshake.time = 7
envshake.ampl = 7
p2stateno = 19000

[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 22117


;僟僢僔儏
[Statedef 22117]
type = S
movetype = A
physics = N
anim = 22120
ctrl = 0
juggle = 7
velset = 80,0
sprpriority = 2

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

[State 1]
type = removeexplod
trigger1 = time = 0
ID = 22117

[State 1000, 5]
type = null;Explod
trigger1 = time = 0
anim = 22119
;id = 1251
sprpriority = 1
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1


;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = hard
damage    = Ceil(0.015 * enemy,Const(data.life)) * var(39),Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 61,61
guardflag = H
hitflag = MAFD
numhits = 1
pausetime = 2,4
sparkno = s22109 + var(35)
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-8
air.velocity = -0.5,-8
fall = 1
air.fall = 1
fall.recover = 0
yaccel = .5
p2stateno = 19000



[State a];僿儖僷
type = Helper
trigger1 = movecontact = 1
trigger1 = NumHelper(22121) = 0
id = 22121
name = "lash"
sprpriority = 2
pos = 0,0
postype = p2
stateno = 22121
juggle = 8
helpertype = normal
keyctrl = 0
ownpal = 1


[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 22116


;廔椆
[Statedef 22116]
type = S
movetype = A
physics = N
anim = 22116
ctrl = 0
juggle = 8
velset = 0,0
sprpriority = 2

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

[State 440, 2]
type = null;PlaySnd
trigger1 = animelem = 1
value = s1500, 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 22118
;id = 1251
sprpriority = 1
postype = p1
pos = -9,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1


[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 22121]
type    = S
movetype= A
sprpriority = 4
physics = S
velset = 0,0
juggle = 8
anim = 22121
ctrl = 0

[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411


[State 22121,1]
type = TargetLifeAdd
trigger1 = movehit = 1
value = Ceil(-0.005 * enemy,Const(data.life)) - 1
ignorehitpause = 1
absolute = 1

[State 22121, 2]
type = HitDef
trigger1 = animelem = 1
attr = S, NA
animtype  = hard
damage    = Ceil(0.013 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 61,61
guardflag = M
pausetime = 4,4
sparkno = s22109 + root,var(35)
sparkxy = -30,-75
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,-7
air.velocity = 0,-7
envshake.time = 7
envshake.ampl = 7
p2stateno = 19000

[State 22121, 2]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = hard
damage    = Ceil(0.013 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 61,61
guardflag = M
pausetime = 4,4
sparkno = s22109 + root,var(35)
sparkxy = -30,-75
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,-7
air.velocity = 0,-7
envshake.time = 7
envshake.ampl = 7
p2stateno = 19000

[State 22121, 2]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
animtype  = hard
damage    = Ceil(0.013 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 61,61
guardflag = M
pausetime = 4,4
sparkno = s22109 + root,var(35)
sparkxy = -30,-75
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,-7
air.velocity = 0,-7
envshake.time = 7
envshake.ampl = 7
p2stateno = 19000

[State 22121, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = hard
damage    = Ceil(0.013 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 61,61
guardflag = M
pausetime = 4,4
sparkno = s22109 + root,var(35)
sparkxy = -30,-75
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,-7
air.velocity = 0,-7
envshake.time = 7
envshake.ampl = 7
p2stateno = 19000

[State 22121, 2]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
animtype  = hard
damage    = Ceil(0.013 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 61,61
guardflag = M
pausetime = 4,4
sparkno = s22109 + root,var(35)
sparkxy = -30,-75
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,-7
air.velocity = 0,-7
envshake.time = 7
envshake.ampl = 7
p2stateno = 19000

[State 22121, 2]
type = HitDef
trigger1 = animelem = 6
attr = S, NA
animtype  = hard
damage    = Ceil(0.013 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 61,61
guardflag = M
pausetime = 4,4
sparkno = s22109 + root,var(35)
sparkxy = -30,-75
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,-7
air.velocity = 0,-7
envshake.time = 7
envshake.ampl = 7
p2stateno = 19000


[State 2];僿儖僷乕徚柵
type = destroyself
trigger1 = animtime = 0




; Getting hit (lightning version)
[Statedef 19001]
type    = S
movetype= H
physics = S

[State 9001, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9001, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 9001, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9001, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9001, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9001, 7]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1

[Statedef 19010]
type    = C
movetype= H
physics = N
velset = 0,0


[State 9010, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 9010, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9010, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9010, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9010, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 19011

[State 9010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 19030

[State 9010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 9010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 19011]
type    = C
movetype= H
physics = C

[State 9011, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9011, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 9011, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9011, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9011, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9011, 7]
type = SelfState
trigger1 = HitOver
value = 11
ctrl = 1

[Statedef 19020]
type    = A
movetype= H
physics = N
velset = 0,0


[State 9020, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9020, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 9020, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9020, 6]
type = ChangeState
trigger1 = HitShakeOver
value = 19030

[State 9020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 19030]
type    = A
movetype= H
physics = N
ctrl = 0


[State 9030, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9030, 3]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 9030, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 5040

[State 9030, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 19050

[State 9030, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 19035

[Statedef 19035]
type    = A
movetype= H
physics = N

[State 9035, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059]
trigger1 = Anim != 5090
value = 5035

[State 9035, 3]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9035, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035
value = 5040

[State 9035, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035.
value = 19050

[Statedef 19050]
type    = A
movetype= H
physics = N

[State 9050, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 9050, 3]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 9050, 4]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9050, 5]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 9050, 6]
type = SelfState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 9050, 7]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100

;庛 婼從偒 奐巒




[Statedef 11000]
type = S
movetype = A
physics = N
anim = 11000
juggle  = 5
ctrl = 0
velset = 0,0
sprpriority = 2
facep2 = 1
poweradd = 170


[State 0, AfterImage]
type = AfterImage
trigger1 = time = 0
trans = add
PalContrast = 255, 255, 255
PalBright = 200,105,0
time = 25
length  = 7
TimeGap = 3
FrameGap = 1

[State 1000, Width]
type = Width
trigger1 = 1
edge = 1,0

[State 1];柍揋偺忬懺傪嶌傞
type = null;NotHitBy
trigger1 = Animelem = 1 || Animelem = 2
value = SCA,NA,SA,HA,NP,SP,HP,AA,AP

[State 1000, 2]
type = PlaySnd
trigger1 = Time = 1
value = 2000,5
channel = 0
volume = 0

[State 1000, 3]
type = PosAdd
trigger1 = AnimElem = 2 ;|| AnimElem = 3
trigger2 = AnimElem = 3
x = 10

[State 1000, 5]
type = HitDef
triggerall = var(11)!= 1
trigger1 = ifelse(Var(13) = 1,AnimElem = 3 && p2statetype != A,AnimElem = 3)
attr = S, SA
animtype = Hard
damage = 60,10
getpower = 100,100
givepower = 20,20
hitflag = MAF
guardflag = MA
sparkno = s10020
guard.sparkno = s10420
sparkxy = -15,-60
pausetime = 10,12
hitsound = S4,12
guardsound = S4,10
ground.slidetime = 30
ground.hittime = 17
ground.velocity = -2,0
air.velocity = -2.7,-6
guard.hittime = 12
guard.velocity = -10
ground.cornerpush.veloff = -10
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
fall = ifelse(p2statetype != A,0,1)
fall.recover = 0
;fall.recovertime = 65
palfx.time = 56
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
yaccel = .537

[State -2]
type = Explod
trigger1 = AnimElem = 1
anim = 32731
ownpal = 1
sprpriority = 2
postype = p1
pos = -1,-60
;bindtime = 1
ignorehitpause = 0



[State 1000, 16]
type = ChangeState
trigger1 = AnimTime = 0
value = 11001

;庛 昐幃丒婼從偒[嬻拞]
[Statedef 11001]
type = A
movetype = A
physics = N
anim = 11001
juggle = 15

[State 1000, Width]
type = Width
trigger1 = 1
edge = 1,0

[State 1001, 1]
type = PlaySnd
trigger1 = Time = 0
value = 5,12
;channel = 1
volume = 0

[State 1001, 2]
type = PosAdd
trigger1 = AnimElem = 1
x = 10

[State 1001, 3]
type = VelSet
trigger1 = Time = 0
x = 1.2
y = -10

[State 1001, 4]
type = VelAdd
trigger1 = Time > 0
y = .5

[State 1001, 7]
type = HitDef
triggerall = var(11)!= 1
triggerall = var(12)!= 1
trigger1 = ifelse(Var(13) = 1,AnimElem = 1 && p2statetype != A,AnimElem = 1)
attr = A, SA
animtype = Hard
damage = 20,20
getpower = 100,100
givepower = 20,20
sparkno = s10102
guard.sparkno = s10151
sparkxy = -15,-60
hitflag = MAF
guardflag = MA
pausetime = 12,12
hitsound = S10,2
guardsound = S10,9
ground.slidetime = 30
ground.hittime = 12
ground.velocity = -2,-17;11
air.velocity = -2,-17;11
guard.hittime = 25
guard.velocity = -13
fall = 1
fall.recover = 0
;fall.recovertime = 65
palfx.time = 56
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
yaccel = .5
[State 1001, 7]
type = HitDef
triggerall = var(11)!= 1
triggerall = var(12)!= 1
trigger1 = AnimElem =  5, = 1
attr = A, SA
animtype = Hard
damage = 98,20
getpower = 100,100
givepower = 20,20
sparkno = s10102
guard.sparkno = s10151
sparkxy = -15,-60
hitflag = MAF
guardflag = MA
pausetime = 12,12
hitsound = S10,2
guardsound = S10,9
ground.slidetime = 30
ground.hittime = 12
ground.velocity = -2,-17;11
air.velocity = -2,-17;11
guard.hittime = 25
guard.velocity = -13
fall = 1
fall.recover = 0
;fall.recovertime = 65
palfx.time = 56
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
yaccel = .5
[State -2,]
type = Projectile
;trigger1 = Time = 0
trigger1 = AnimElem =  6, = 1
projanim = 11006
projshadow = 68,68,68
projremovetime = 29
offset = -1,-110;90
velocity = 0.00001,0
postype = p1
ignorehitpause = 0

[State -2, a]
type = Explod
trigger1 = AnimElem = 1, >= 0 && movehit = 1
ID = 4500
anim = 4500
pos = 0,-50
random = 90,90
postype = p2
ownpal = 1
removetime = 50
bindtime = 1
sprpriority = 20
persistent = 0
ignorehitpause = 0

[State -2, b]
type = Explod
trigger1 = AnimElem = 1, >= 0 && movehit = 1
ID = 4015
anim = 4015;ifelse(random < 300,4015,10000)
pos = 0,-50
random = 90,90
postype = p2
ownpal = 1
removetime = 50
bindtime = 1
sprpriority = 20
persistent = 0
ignorehitpause = 0


[State 1001, 19]
type = VelSet
trigger1 = AnimElem = 3
x = 1

[State 1001, 20]
type = VelSet
trigger1 = AnimElem = 4
x = 0

[State 1001, 21]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 11002

;庛 昐幃丒婼從偒[拝抧]
[Statedef 11002]
type = S
movetype = I
physics = S
anim = 11002
velset = 0,0

[State 1000, 0]
type = varset
trigger1 = time = 0;AnimElem = 3
var(12) = 1

[State 1002, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1002, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[state -2, a];塃岦偒愝掕
type = varset
trigger1 = var(10) = 0
trigger1 = facing = 1
v = 10
value = 1

[state -2, a];嵍岦偒愝掕
type = varset
trigger1 = var(10) = 0
trigger1 = facing = -1
v = 10
value = 2

[State -2, 1];僟僢僔儏偺壒巭傔
type = stopSnd
trigger1 = stateno != 100
channel = 1

[state a];抐峾恘僄僼僃僋僩徚嫀
type = removeexplod
trigger1 = movetype = H
id = 2200


[state a];挻壩墛壒巭傔
type = stopsnd
trigger1 = movetype = H
channel = 3

[state a]
type = stopsnd
trigger1 = stateno != 1055
channel = 5

[State -2, 3]
type = stopSnd
trigger1 = MoveType = H
channel = 2




[State -2, 4];僴僀僕儍儞僾敾掕
type = varadd
trigger1 = 1
v = 15
value = -1




















