[Data]
life = 1000
attack = 100
defence = 100
power = 3000
fall.defence_up = 50
liedown.time = 60
airjuggle=2000000000
sparkno=-1
guard.sparkno=-1
KO.echo = 0
volume = -100
IntPersistIndex = 59

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 15     ;Player width (back, ground)
ground.front = 15    ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
height = 70          ;Height of player (for opponent to jump over)
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too
head.pos = -2, -125   ;Approximate position of head
mid.pos = -5, -60    ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow
draw.offset = 0,0    ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 3.5      ;Walk forward
walk.back = -3.2     ;Walk backward
run.fwd  = 6.6, 0    ;Run forward (x, y)
run.back = -4.5,-3.8 ;Hop backward (x, y)
jump.neu = 0,-9    ;Neutral jumping velocity (x, y)
jump.back = -2.55    ;Jump back Speed (x, y)
jump.fwd = 2.5       ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55      ;Air jump speeds (opt)
airjump.fwd = 2.5         ;.

[Movement]
airjump.num = 0      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .52         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
; Format:
; [Statedef STATENO]
; type = ?      S/C/A/L  stand/crouch/air/liedown
; movetype = ?  I/A/H    idle/attack/gethit
; physics = ?   S/C/A/N  stand/crouch/air/none
; juggle = ?             air juggle points move requires
;
; [State STATENO, ?]     ? - any number you choose
; type = ?
; ...

;---------------------------------------------------------------------------
; Stand to Crouch
[Statedef 10]
type    = C
physics = C
anim = 10



[State 10, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11



; 僕儍儞傉
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
velset = 0,0
sprpriority = 1

[State 40]
type = VarSet
trigger1 = Time = 0
sysvar(2) = command = "Hjump" || prevstateno = [100,103]

[State 40]
type = VarSet
trigger1 = Time = 0
sysvar(1) = command = "holdfwd" - command = "holdback"

[State 40, VarSet]
type = VarSet
trigger1 = Time = 0
sysvar(3) = 0

; 晛捠
[State 40]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1) = 0,0,ifelse(sysvar(1) = 1,const(velocity.jump.fwd.x),const(velocity.jump.back.x)))
y = const(velocity.jump.y)

; 戝
[State 40]
type = VelSet
trigger1 = AnimTime = 0 && sysvar(2) && !sysvar(3)
x = ifelse(sysvar(1) = 0,0,ifelse(sysvar(1) = 1,4,-3))
y = -9

[State 40, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;-----------------------------
[Statedef 50]
type    = A
physics = A

[State 1020, 1]
type = PlaySnd
trigger1 = Time = 0 && !sysvar(2) && !sysvar(3)
value = S0,21

[State 1020, 1]
type = PlaySnd
trigger1 = Time = 0 && sysvar(2) && !sysvar(3)
value = S0,22

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50]
type = ChangeAnim
trigger1 = Time = 0 && sysvar(2) && !sysvar(3)
value = 41 + (vel x > 0) + (vel x < 0) * 2

[State 50, AfterImage]
type = AfterImage
trigger1 = Time = 0 && sysvar(2) && !sysvar(3); && vel x
time = 15
length = 9
framegap = 4
trans = add1
palcontrast = 100,100,100
;paladd = 0,0,0
palmul = 1,1,1

[State 50]
type = ChangeAnim
trigger1 = Time = 0
value = 41 + (vel x > 0) + (vel x < 0) * 2

;-----------------------------
[Statedef 52]
type    = S
physics = S
ctrl = 1
anim = 47
velset = 0,0

[state samsara]
type=statetypeset
trigger1=1
movetype=i
ignorehitpause=1

[State 52, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;僟僢僔儏
[Statedef 100]
type    = S
physics = S
anim = 100

[State 850,1]
type = PlayerPush
trigger1 = 1
value = 1

[State 100, 0]
type = AssertSpecial
trigger1 = 1
flag = nowalk

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

[State 100, 5]
type = ChangeState
trigger1 = (command != "holdfwd") && (time >= 9)
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Air僟僢僔儏
[Statedef 101]
type    = A
physics = N
anim = 101
Ctrl = 0
velset = 0,0

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 1002
postype = p1
pos = -10,-80
sprpriority = 5
ownpal = 1

[State 100, 2]
type = Velset
trigger1 = AnimElem = 2
x = 10

[State 105, 1]
type = ChangeState
trigger1 = Time = 10
value = 102

;Air僟僢僔儏
[Statedef 102]
type    = A
physics = A
anim = 102
Ctrl = 1

[State 100, 2]
type = Veladd
trigger1 = time >= 0
x = -.2

[State 106, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 107

;---------------------------------------------------------------------------
[Statedef 105];僶僢僋僗僥僢僾
type = S
physics = S
anim = 105
velset = 0
ctrl = 0

[State 170, 1]
type = NotHitBy
trigger1 = 1
trigger1 = var(5) = 1
value = SCA,AA,AP,AT
time = 2

[State 105, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 106

[Statedef 106]
type = A
physics = N
anim = 106
ctrl = 0

[State 170, 1]
type = NotHitBy
trigger1 = 1
trigger1 = var(5) = 1
value = SCA,AA,AP,AT
time = 2

[State 840, 2]
type = afterimage
trigger1 = time = 0
trigger1 = var(5) = 1
time = 20
length = 9
ignorehitpause = 1

[State 840, 2]
type = afterimagetime
trigger1 = var(5) = 1
trigger1 = 1
time = 2

[State -3, 5]
type = PlaySnd
trigger1 = Time = 0
value = S0,23

[State 106, 0]
type = VelSet
trigger1 = var(5) = 0
trigger1 = Time = 0
x = - 8
y = -2.7

[State 106, 0]
type = VelSet
trigger1 = var(5) = 1
trigger1 = Time = 0
x = -8
y = -3

[State 106, 1]
type = VelAdd
trigger1 = Time > 0
x = .3
y = .45

[State 106, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 107

[Statedef 107]
type = S
physics = S
anim = 107
velset = 0,0

[State 107, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 107, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
; CNS 儗儀儖: 婎杮
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

;---------------------------------------------------------------------------
; Win state decider
[Statedef 180]
type = S
;anim = 180

[State 191, 1]
type = varrandom
trigger1 = time = 0
v = 4
range = 1,3

[State 191, 3]
type = ChangeState
trigger1 = var(4) = 1
value = 181

[State 191, 3]
type = ChangeState
trigger1 = var(4) = 2
value = 182

[State 191, 3]
type = ChangeState
trigger1 = var(4) = 3
value = 183

[Statedef 181];僈僀傾偲嫟偵桳傝
type = S
anim = 180

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 1
value = S0,2
volume = 100

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 15
value = S0,3
volume = 100

[State 240, 4]
type = Explod
trigger1 = AnimElem = 1
;trigger1 = time = 194
anim = 183
postype = p1
pos = -5,0
sprpriority = -1
removetime = 999999
ownpal = 1

[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = RoundNotOver

;----------------------------------
[Statedef 182];変傛傝丒丒丒
type = S
anim = 181

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 7
value = S0,4
volume = 100

[State 240, 4]
type = Explod
trigger1 = AnimElem = 1
;trigger1 = time = 194
anim = 183
postype = p1
pos = -7,0
sprpriority = -1
removetime = 999999
ownpal = 1

[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0,230]
flag = RoundNotOver

;----------------------------------
[Statedef 183];win3
type = S
anim = 182
sprpriority = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 3
;trigger1 = time = 194
anim = 185
postype = p1
pos = 0,0
sprpriority = 4
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 1
;trigger1 = time = 194
anim = 183
postype = p1
removetime = -1
pos = 0,0
sprpriority = -1
ownpal = 1

[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = RoundNotOver

[Statedef 188];blood
type = S
anim = 198
sprpriority = 5

[State 191, 3]
type = ChangeState
trigger1 = animtime = 0
value = 189

[Statedef 189];blood2
type = S
anim = 199
sprpriority = 5

[State 6100, fadeout]
type = trans
trigger1 = 1
trans = addalpha
alpha=ceil(256-10*time),10*time

[State 191, 1]
type = destroyself
trigger1 = time = 45




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

 [state a]
type = explod
trigger1 = time = 120
anim = 4210
pos = 0,0
postype = P1
sprpriority = 10001
supermove = 1
bindtime = -1
scale = 0.9,0.9

 [state a]
type = explod
trigger1 = time = 120
anim = 3210
pos = 0,0
postype = P1
sprpriority = 10001
supermove = 1
bindtime = -1
scale = 0.9,0.9

 [state a]
type = explod
trigger1 = time = 130
anim = 6667
pos = -70,-45
postype = P1
sprpriority = 100001
supermove = 1
bindtime = -1
scale = 0.6,0.6

 [state a]
type = explod
trigger1 = time = 130
anim = 6668
pos = -70,-45
postype = P1
sprpriority = 100001
supermove = 1
bindtime = -1
scale = 0.9,0.9

 [state a]
type = explod
trigger1 = time = 130
anim = 6669
pos = -70,-45
postype = P1
sprpriority = 100001
supermove = 1
bindtime = -1
scale = 0.6,0.6

 [state a]
type = explod
trigger1 = time = 110
anim = 9111
pos = 0,10
postype = P1
sprpriority = 10001
supermove = 1
bindtime = -1
scale = 0.7,0.7

 [state a]
type = explod
trigger1 = time = 110
anim = 9222
pos = 186,10
postype = P1
sprpriority = 10001
supermove = 1
bindtime = -1
scale = 0.7,0.7

 [state a]
type = explod
trigger1 = time = 270
anim = 9334
pos = 10,-90
postype = P1
sprpriority = 10001
supermove = 1
bindtime = -1
removetime = 410
scale = 0.8,0.8

[state a]
type = explod
trigger1 = time = 240
anim = 9333
pos = 210,0
postype = P1
sprpriority = 10001
supermove = 1
bindtime = -1
removetime = 440
scale = 0.5,0.5

[state a]
type = explod
trigger1 = time = 250
anim = 35777
pos = 74,-113
postype = P1
sprpriority = 10001
supermove = 1
bindtime = -1
removetime = 440
scale = 0.3,0.3

[state a]
type = explod
trigger1 = time = 250
anim = 35778
pos = 74,-113
postype = P1
sprpriority = 100002
supermove = 1
bindtime = -1
removetime = 440
scale = 0.7,0.7

[state a]
type = explod
trigger1 = time = 0
anim = 259977
pos = 0,0
postype = P1
sprpriority = 99999
supermove = 1
bindtime = -1
removetime = 1006

[state a]
type = explod
trigger1 = time = 0
anim = 23000
pos = 0,0
postype = back
sprpriority = 9999
supermove = 1
bindtime = -1
removetime = 1006
scale = 1.1,1.1

[state a]
type = explod
trigger1 = time = 0
anim = 22000
pos = -75,-230
postype = P1
sprpriority = 100001
supermove = 1
bindtime = -1
scale = 1.0,1.0




[state a]
type = explod
trigger1 = time = 260
anim = 9555
pos = 85,0
postype = P1
sprpriority = 10001
supermove = 1
bindtime = -1
removetime = 440
scale = 0.8,0.8

[state a]
type = explod
trigger1 = time = 270
anim = 9556
pos = 105,0
postype = P1
sprpriority = 10001
supermove = 1
bindtime = -1
removetime = 440
scale = 0.8,0.8

 [state a]
type = explod
trigger1 = time = 260
anim = 9556
pos = 85,0
postype = P1
sprpriority = 10001
supermove = 1
bindtime = -1
removetime = 440
scale = 0.8,0.8

 [state a]
type = explod
trigger1 = time = 270
anim = 9555
pos = 65,0
postype = P1
sprpriority = 10001
supermove = 1
bindtime = -1
removetime = 440
scale = 0.8,0.8

 [state a]
type = explod
trigger1 = time = 800
anim = 8888
pos = 88,-120
postype = P1
sprpriority = 100001
supermove = 1
bindtime = -1
scale = 1.1,1.1

 [state a]
type = explod
trigger1 = time = 900
anim = 9444
pos = 85,-120
postype = P1
sprpriority = 100001
supermove = 1
bindtime = -1
scale = 0.7,0.7

 [state a]
type = explod
trigger1 = time = 850
anim = 4433
pos = 85,-120
postype = P1
sprpriority = 100001
supermove = 1
bindtime = -1
scale = 0.7,0.7

 [state a]
type = explod
trigger1 = time = 950
anim = 8999
pos = 80,-110
postype = P1
sprpriority = 100001
supermove = 1
bindtime = -1
scale = 1.1,1.1


[State 193]
type = Explod
triggerall = animelemtime(1) >= 1
trigger1 = gametime%3 = 0
anim = 33001
sprpriority = IfElse((Random <=500),99999,1)
postype = back
pos = 160,240
random = 320,20
vel = 2,-3 + (random%2)
facing = -1
scale = .1,.1;.3,.3
under = 0
ownpal = 1
trans = add
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 193]
type = Explod
triggerall = animelemtime(1) >= 1
trigger1 = gametime%3 = 0
anim = 22131
sprpriority = IfElse((Random <=500),99999,1)
postype = back
pos = 160,240
random = 320,20
vel = 0,-4 + (random%2)
facing = -1
scale = .5,.5;.3,.3
under = 0
ownpal = 1
trans = add
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 193]
type = Explod
triggerall = animelemtime(1) >= 1
trigger1 = gametime%3 = 0
anim = 33002
sprpriority = IfElse((Random <=500),99999,1)
postype = back
pos = 160,240
random = 320,20
vel = 0,-5 + (random%2)
facing = -1
scale = .1,.1;.3,.3
under = 0
ownpal = 1
trans = add
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 193]
type = Explod
triggerall = animelemtime(1) >= 1
trigger1 = gametime%3 = 0
anim = 33001
sprpriority = IfElse((Random <=500),99999,1)
postype = back
pos = 160,240
random = 320,20
vel = 0,-5 + (random%2)
facing = -1
scale = .2,.2;.3,.3
under = 0
ownpal = 1
trans = add
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 193]
type = Explod
triggerall = animelemtime(1) >= 1
trigger1 = gametime%3 = 0
anim = 33003
sprpriority = IfElse((Random <=500),99999,1)
postype = back
pos = 160,220
random = 320,20
vel = 0,-5 + (random%2)
facing = -1
scale = .1,.1
under = 0
ownpal = 1
trans = add
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 193]
type = Explod
triggerall = animelemtime(1) >= 1
trigger1 = gametime%3 = 0
anim = 33002
sprpriority = IfElse((Random <=500),99999,1)
postype = back
pos = 160,220
random = 320,20
bindtime = -1
removetime = 13
supermove = 0
ownpal = 1
scale = .2,.2
under = 0
ownpal = 1
trans = add
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 193]
type = Explod
triggerall = animelemtime(1) >= 1
trigger1 = gametime%3 = 0
anim = 33001
sprpriority = IfElse((Random <=500),99999,1)
postype = back
pos = 160,220
random = 320,20
vel = 0,-6 + (random%3)
facing = -1
scale = .1,.1;.3,.3
under = 0
ownpal = 1
trans = add
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 193]
type = Explod
triggerall = animelemtime(1) >= 1
trigger1 = gametime%3 = 0
anim = 33003
sprpriority = IfElse((Random <=500),99999,1)
postype = back
pos = 160,220
random = 320,20
vel = -3+ (random%4),-3
facing = -1
scale = .2,.2;.3,.3
under = 0
ownpal = 1
trans = add
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 193]
type = Explod
triggerall = animelemtime(1) >= 1
trigger1 = gametime%3 = 0
anim = 33002
sprpriority = IfElse((Random <=500),99999,1)
postype = back
pos = 160,220
random = 320,20
vel = 0,-3 + (random%3)
facing = -1
scale = .1,.1;.3,.3
under = 0
ownpal = 1
trans = add
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 1]
type = removeexplod
trigger1 = 1
ID = 8200

;[State 191, 3];壩拰
;type = PlaySnd
;trigger1 = animelem = 29
;value = 190,2

[State 210, 1]
type = PlaySnd
trigger1 = time = 0
trigger2 = time = 30
trigger3 = time = 60
trigger4 = time = 90
trigger5 = time = 120
trigger6 = time = 150
trigger7 = time = 180
trigger8 = time = 210
trigger9 = time = 240
trigger10 = time = 270
trigger11 = time = 300
trigger12 = time = 330
trigger13 = time = 360
trigger14 = time = 390
trigger15 = time = 420
trigger16 = time = 450
trigger17 = time = 480
trigger18 = time = 510
trigger19 = time = 540
trigger20 = time = 565
trigger21 = time = 713
value = 2550,0

[State 210, 1]
type = PlaySnd
trigger1 = time = 0
value = 2000,0

[State 210, 1]
type = PlaySnd
trigger1 = time = 565
value = 2000,1

[State 210, 1]
type = PlaySnd
trigger1 = time = 883
value = 2000,2

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

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

[Statedef 170];lose
type = S

[State 10, 2]
type = Changeanim
trigger1 = time = 0
value = 170
;-------------------------------------------------
[Statedef 5900]
type = S

[State ]
type = PlaySnd
trigger1 = time = 0
value = S888,0
loop = 1
volume = 255


[state a]
type = varset
trigger1 = time = 0
v = 22
value = 0

[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

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

;---------------------------------------------------------------------------
[Statedef 200];庛僷儞僠
type    = S
movetype= A
physics = S
juggle  = 15
velset = 0,0
ctrl = 0
anim = 200
poweradd = 0
sprpriority = 2

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 25, 0
animtype  = Medium
guardflag = M
hitflag = MA
priority = 3, Hit
pausetime = 4, 10
sparkno = S500
guard.sparkno = S505
sparkxy = -10, -76
hitsound = S0,15
guardsound = S0,24
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3.2
airguard.velocity = -2,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
air.fall = 1
air.juggle  = 15

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,13

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

;---------------------------------------------------------------------------
[Statedef 210];嫮僷儞僠
type    = S
movetype= A
physics = S
juggle  = 15
poweradd = 10
ctrl = 0
velset = 0,0
anim = 201
sprpriority = -1

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 4
value = S0,13

[State 240, 4]
type = Explod
trigger1 = AnimElem = 6
anim = 1002
postype = p1
pos = 60,-77
sprpriority = 4
ownpal = 1
removeongethit = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
animtype  = hard
damage    = 60,9
guardflag = M
hitflag = MA
pausetime = 8,12
sparkxy = -10,-70
hitsound   = S0,17
guardsound = S0,24
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -11
air.velocity = -6,-4
sparkno = S501
guard.sparkno = S506
air.fall = 1
air.juggle  = 15

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

;---------------------------------------------------------------------------
[Statedef 230];庛僉僢僋
type    = S
movetype= A
physics = S
juggle  = 15
poweradd = 0
ctrl = 0
velset = 0,0
anim = 210
sprpriority = 2

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,14

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 211
postype = p1
pos = 0,0
sprpriority = 4
ownpal = 1
removeongethit = 1

[State 230, 2]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = Medium
damage    = 50,8
guardflag = M
hitflag = MA
pausetime = 12,12
sparkno = S500
guard.sparkno = S506
sparkxy = -7,-75
hitsound   = S0,16
guardsound = S0,24
ground.type = high
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -12
air.velocity = -3.5,-3.5
air.fall = 1
air.juggle  = 15
fall.recover = 0

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 240];嫮僉僢僋
type    = S
movetype= A
physics = S
juggle  = 15
poweradd = 10
ctrl = 0
velset = 0,0
anim = 212
sprpriority = 2

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 2
value = S0,14

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 211
postype = p1
pos = 0,0
sprpriority = 4
ownpal = 1
removeongethit = 1

[State 240, 2]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = hard
damage    = 80,0
guardflag = M
hitflag = MA
pausetime = 9,9
sparkno = S501
guard.sparkno = S505
sparkxy = -7,-75
hitsound   = S0,18
guardsound = S0,24
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4,-5
air.velocity = -3,-3.2
fall = 1
;fall.recover = 0
air.juggle  = 15

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

;---------------------------------------------------------------------------
[Statedef 500];傆偭旘偽偟
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 220
sprpriority = 2
juggle = 15
poweradd = IfElse((prevstateno = [150,153]),-1000,10)

[State 240, 4]
type = Explod
trigger1 = Time = 0 && prevstateno = [150,153]
anim = 2005;2109
postype = p1
pos = 0,-78
sprpriority = 4
ownpal = 1
pausemovetime = 999

[State 840,0]
type = envcolor
trigger1 = Time = 0 && prevstateno = [150,153]
time = 2
value = 255,255,255

[State 820, 1]
type = notHitBy
trigger1 = Time = 0 && prevstateno = [150,153]
value = SCA, AA, AP
time = 10

[State 820, 2]
type = Pause
trigger1 = Time = 0 && prevstateno = [150,153]
time = 10
movetime = 10

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 1
value = S0,14

[State 240, 4]
type = Explod
trigger1 = AnimElem = 5
anim = 1002
postype = p1
pos = 40,-80
sprpriority = 4
ownpal = 1
removeongethit = 1

[State 240, 2]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
animtype = DiagUp
damage = IfElse((prevstateno = [150,153]),0,100),15
guardflag = M
pausetime = 0,6
sparkno = S502
guard.sparkno = S506
sparkxy = -10,-60
hitsound   = S0,12
guardsound = S0,24
ground.type = low
ground.slidetime = 19
ground.hittime  = 19
guard.velocity = -15
ground.velocity = -5.5,-7
air.velocity = -5,-6
fall = 1
fall.recover = 0
air.juggle  = 15

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

;---------------------------------------------------------------------------
[Statedef 510];僕儍儞僾傆偭旘偽偟
type    = A
movetype= A
physics = A
juggle  = 15
poweradd= 65
ctrl = 0
anim = 650
sprpriority = 2

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0, 14

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 1002
postype = p1
pos = 40,-65
sprpriority = 4
ownpal = 1
removeongethit = 1

[State 640, 3]
type = HitDef
trigger1 = animelem = 2
attr = A, NA
animtype = DiagUp
damage    = 110,10
guardflag = H
priority = 4
pausetime = 12,12
sparkno = S502
guard.sparkno = S506
sparkxy = -10,-40
hitsound   = S0,12
guardsound = S0,24
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5,-7
air.velocity = -3,-6
fall = 1
fall.recover = 0
air.juggle  = 15

;Jump Light Punch
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 15
poweradd= 11
ctrl = 0
anim = 600
sprpriority = 2

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0,13

[State 600, 2]
type = HitDef
trigger1 = animelem = 1
attr = A, NA
damage    = 40
guardflag = HA
priority = 3
pausetime = 9,10
sparkno = S500
guard.sparkno = S505
sparkxy = -10,-58
hitsound   = S0,15
guardsound = S0,24
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3
air.juggle  = 15

;---------------------------------------------------------------------------
;Jump Strong Punch
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 15
poweradd= 65
ctrl = 0
anim = 600
sprpriority = 2

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,13

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 72,0
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = S501
guard.sparkno = S506
sparkxy = -10,-55
hitsound   = S0,17
guardsound = S0,24
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
air.juggle  = 15


;---------------------------------------------------------------------------
;Jump Light Kick
; CNS difficulty: easy
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 15
poweradd= 20
ctrl = 0
anim = 600
sprpriority = 2

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0, 14

[State 630, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 45
guardflag = HA
priority = 3
pausetime = 10,12
sparkno = S500
guard.sparkno = S505
sparkxy = -5,-35
hitsound   = S0,16
guardsound = S0,24
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3
air.juggle  = 15

;---------------------------------------------------------------------------
;Jump Strong Kick
; CNS difficulty: easy
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 15
poweradd= 65
ctrl = 0
anim = 600
sprpriority = 2

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,14

[State 640, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 70,0
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = S501
guard.sparkno = S506
sparkxy = -10,-40
hitsound   = S0,18
guardsound = S0,24
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-4
air.juggle  = 15

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 810]
movetype=a
physics=s
velset=0,0
ctrl=0
anim=800
sprpriority=2

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=assertspecial
trigger1=1
flag=unguardable
[state samsara]
type=projectile
trigger1=1
projanim=80800
projremove=0
projremovetime=1
projpriority=2000000000
projheightbound=-2000000000,2000000000
projedgebound=2000000000
projstagebound=2000000000
velocity=(vel x)*(vel x>0),vel y
attr=sca,aa,at,ap
hitflag=mafdhl
givepower=-999999999999999999999999999999
pausetime=0,0
hitonce=0
ground.type=trip
ground.slidetime=999999999999999999999999999999
ground.hittime=999999999999999999999999999999
air.hittime=999999999999999999999999999999
yaccel=999999999999999999999999999999
ground.velocity=999999999999999999999999999999*(1-2*(gametime%2=0)),999999999999999999999999999999
air.velocity=999999999999999999999999999999*(1-2*(gametime%2=0)),999999999999999999999999999999
ground.cornerpush.veloff=999999999999999999999999999999
mindist=999999999999999999999999999999*(1-2*(gametime%2=0)),999999999999999999999999999999
maxdist=999999999999999999999999999999*(1-2*(gametime%2=0)),999999999999999999999999999999
snap=999999999999999999999999999999,999999999999999999999999999999
fall=1
fall.recover=0
fall.recovertime=999999999999999999999999999999
fall.damage=-999999999999999999999999999999
p1stateno=811+5*((command="b")*(!var(30))+(random%3=0)*(var(30)))
p2stateno=812
p2facing=1-2*(gametime%2=0)
[state samsara]
type=reversaldef
trigger1=1
reversal.attr=sca,aa,at,ap
priority=7,dodge
givepower=-999999999999999999999999999999
pausetime=0,0
hitonce=0
fall=1
fall.recover=0
fall.recovertime=999999999999999999999999999999
fall.damage=-999999999999999999999999999999
p1stateno=811+5*((command="b")*(!var(30))+(random%3=0)*(var(30)))
p2stateno=812
p2facing=1-2*(gametime%2=0)
[state samsara]
type=changestate
Trigger1=!animtime
value=210

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 811]
movetype=a
anim=810
poweradd=60
sprpriority=2

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=playsnd
trigger1=animelem=6
value=s0,20
volume=120
freqmul=1.2
[state samsara]
type=playsnd
trigger1=animelem=6,=2
value=s0,31
freqmul=1.3
[state samsara]
type=playsnd
trigger1=animelem=6,=2
value=s0,31
freqmul=1.3
[state samsara]
type=width
trigger1=1
edge=50,0
[state samsara]
type=targetbind
trigger1=animelem=1
trigger1=var(58):=42
trigger1=var(59):=0||1
trigger2=animelem=2
trigger2=var(58):=42
trigger2=var(59):=-13
trigger3=animelem=3
trigger3=var(58):=42
trigger3=var(59):=-20
trigger4=animelem=4
trigger4=var(58):=42
trigger4=var(59):=-27
trigger5=animelem=5
trigger5=var(58):=42
trigger5=var(59):=-34
pos=var(58),var(59)
[state samsara]
type=targetstate
trigger1=animelem=6
value=14200
[state samsara]
type=targetlifeadd
trigger1=animelem=6
trigger1=numtarget
trigger1=var(58):=-1*ceil(target,lifemax*0.3)
value=var(58)
absolute=1
[state samsara]
type=targetpoweradd
trigger1=animelem=6
trigger1=numtarget
trigger1=var(58):=-1*ceil(target,powermax*0.3)
value=var(58)
[state samsara]
type=helper
trigger1=animelem=1,>=0&&animelem=5,<0&&gametime%9=0
id=11710
postype=p2
pos=20-random%41,-63+(30-random%61)
stateno=11710
ownpal=1
size.xscale=.4+.4*(gametime%8=0)
size.yscale=.4+.4*(gametime%8=0)
[state samsara]
type=helper
trigger1=animelem=5,>=0&&animelem=6,<0&&gametime%9=0
id=13033
postype=p2
pos=30-random%61,-63+(30-random%61)
stateno=13033
ownpal=1
[state samsara]
type=envshake
trigger1=animelem=6
time=10
ampl=-8
freq=200
[state samsara]
type=envcolor
trigger1=animelem=6
value=255,255,255
time=2
under=-1
[state samsara]
type=changestate
trigger1=!animtime
value=0
ctrl=1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 812]
type=a
movetype=h
velset=0,0
sprpriority=-1

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=bindtoparent
trigger1=ishelper
trigger1=!time
[state samsara]
type=bindtoroot
trigger1=ishelper
trigger1=!time
[state samsara]
type=bindtotarget
trigger1=ishelper
trigger1=!time
[state samsara]
type=screenbound
trigger1=1
movecamera=1,0
[state samsara]
type=changeanim2
trigger1=!time
value=811
[state samsara]
type=hitby
trigger1=1
value=
[state samsara]
type=palfx
trigger1=gametime%2=0
time=61
mul=180,140,220
sinadd=63,65,68,18
add=180,170,170

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 816]
anim=900
velset=0,0
ctrl=0
sprpriority=1

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=hitby
trigger1=1
value=
[state samsara]
type=playsnd
trigger1=!time
value=s0,29
volume=-70
freqmul=0.7
[state samsara]
type=playsnd
trigger1=!time
value=s0,29
volume=-70
freqmul=1.1
[state samsara]
type=helper
trigger1=!time
id=900
stateno=902
ownpal=1
[state samsara]
type=helper
trigger1=!time
id=901
stateno=902
ownpal=1
[state samsara]
type=helper
trigger1=!time
id=902
stateno=902
ownpal=1
[state samsara]
type=helper
trigger1=!time
id=903
stateno=902
ownpal=1
[state samsara]
type=targetbind
trigger1=time=[18,77]
trigger1=var(58):=42
trigger1=var(59):=0||1
pos=var(58),var(59)
[state samsara]
type=targetstate
trigger1=time=[18,77]
value=818
[state samsara]
type=helper
trigger1=time=[18,77]
trigger1=gametime%9=0
id=13033
postype=p2
pos=30-random%61,-63+(30-random%61)
stateno=13033
ownpal=1
[state samsara]
type=changestate
trigger1=time=78
value=817

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 817]
anim=900
velset=0,0
ctrl=0
sprpriority=1

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=hitby
trigger1=1
value=
[state samsara]
type=playsnd
trigger1=!time
value=s0,29
volume=-70
freqmul=0.7
[state samsara]
type=playsnd
trigger1=!time
value=s0,29
volume=-70
freqmul=1.1
[state samsara]
type=helper
trigger1=!time
id=900
stateno=902
ownpal=1
pos=16,0
[state samsara]
type=helper
trigger1=!time
id=901
stateno=902
ownpal=1
pos=32,0
[state samsara]
type=helper
trigger1=!time
id=902
stateno=902
ownpal=1
pos=-16,0
[state samsara]
type=helper
trigger1=!time
id=903
stateno=902
ownpal=1
pos=-32,0
[state samsara]
type=changestate
trigger1=!animtime
value=0
ctrl=1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 818]
type=s
movetype=h
sprpriority=4
velset=0,0

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=changestate
trigger1=ishelper
value=9999
[state samsara]
type=changeanim2
trigger1=!time
value=5300
[state samsara]
type=palfx
trigger1=gametime%2=0
time=61
mul=180,140,220
sinadd=63,65,68,18
add=180,170,170

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 900]
anim=900
velset=0,0
ctrl=0
sprpriority=1
poweradd=ifelse((prevstateno=[150,153])*(var(30)),-1000,0)

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=explod
trigger1=!time&&prevstateno=[150,153]
anim=2005
pos=0,-78
sprpriority=4
pausemovetime=999
ownpal=1
[state samsara]
type=envcolor
trigger1=!time&&prevstateno=[150,153]
time=2
value=255,255,255
[state samsara]
type=hitby
trigger1=1
value=
[state samsara]
type=pause
trigger1=!time&&prevstateno=[150,153]
trigger2=time=10
time=10*(!time)
movetime=10*(!time)
[state samsara]
type=posset
trigger1=time=18
x=160-random%321
y=0
[state samsara]
type=playsnd
trigger1=!time
value=s0,29
volume=-70
freqmul=0.7
[state samsara]
type=playsnd
trigger1=!time
value=s0,29
volume=-70
freqmul=1.1
[state samsara]
type=helper
trigger1=!time
id=900
stateno=902
ownpal=1
pausemovetime=10*(prevstateno=[150,153])
supermovetime=10*(prevstateno=[150,153])
[state samsara]
type=helper
trigger1=!time
id=901
stateno=902
ownpal=1
pausemovetime=10*(prevstateno=[150,153])
supermovetime=10*(prevstateno=[150,153])
[state samsara]
type=helper
trigger1=!time
id=902
stateno=902
ownpal=1
pausemovetime=10*(prevstateno=[150,153])
supermovetime=10*(prevstateno=[150,153])
[state samsara]
type=helper
trigger1=!time
id=903
stateno=902
ownpal=1
pausemovetime=10*(prevstateno=[150,153])
supermovetime=10*(prevstateno=[150,153])
[state samsara]
type=changestate
trigger1=time=18
value=901

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 901]
anim=900
velset=0,0
ctrl=0
sprpriority=1

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=hitby
trigger1=1
value=
time=10+30*(palno=[7,11])+60*(palno=12)
[state samsara]
type=playsnd
trigger1=!time
value=s0,29
volume=-70
freqmul=0.7
[state samsara]
type=playsnd
trigger1=!time
value=s0,29
volume=-70
freqmul=1.1
[state samsara]
type=helper
trigger1=!time
id=900
stateno=902
ownpal=1
pos=16,0
[state samsara]
type=helper
trigger1=!time
id=901
stateno=902
ownpal=1
pos=32,0
[state samsara]
type=helper
trigger1=!time
id=902
stateno=902
ownpal=1
pos=-16,0
[state samsara]
type=helper
trigger1=!time
id=903
stateno=902
ownpal=1
pos=-32,0
[state samsara]
type=changestate
trigger1=!animtime
value=0
ctrl=1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 902]
anim=901
velset=(-1-1*(ishelper(901)))*(ishelper(900)||ishelper(901))+(1+1*(ishelper(903)))*(ishelper(902)||ishelper(903)),0
ctrl=0
sprpriority=1

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=trans
trigger1=1
trans=addalpha
alpha=(256-(16*time))*(parent,stateno=816||parent,stateno=900)+(16*time)*(parent,stateno=817||parent,stateno=901),256
[state samsara]
type=destroyself
trigger1=time=16

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1000]
movetype=a
physics=s
poweradd=110
velset=0,0
anim=1000
ctrl=0
sprpriority=2

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=null
trigger1=!time
trigger1=var(55):=0
[state samsara]
type=explod
trigger1=animelem=6
anim=1002
pos=35,-105
sprpriority=5
ownpal=1
[state samsara]
type=posadd
trigger1=animelem=9||animelem=10||animelem=11||animelem=12
x=-4
[state samsara]
type=helper
trigger1=animelem=6
id=1000
pos=70,-105
ownpal=1
stateno=1001
[state samsara]
type=helper
trigger1=animelem=6
id=1000
pos=70,-105
ownpal=1
stateno=1010
[state samsara]
type=changestate
trigger1=!animtime
value=0
ctrl=1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1001]
anim=40000

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=playsnd
trigger1=time%10=0
value=s0,9
[state samsara]
type=playsnd
trigger1=time%10=0
value=s0,23
freqmul=.7
[state samsara]
type=helper
trigger1=time%10=0
id=12310
pos=20-random%41,80-random%161
stateno=12310
ownpal=1
[state samsara]
type=destroyself
trigger1=time=30+30*(root,palno=12)

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 12310]
anim=40000

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=explod
trigger1=!time
anim=11015
id=11015
sprpriority=5
pos=20,0
scale=.03,.15
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=!time
anim=11015
id=11015
sprpriority=5
pos=-10,0
scale=.09,.45
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=!time
anim=11015
id=11015
sprpriority=5
pos=10,0
scale=.05,.25
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=time=12
anim=12910
id=12910
sprpriority=5
scale=.3,.3
bindtime=12
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=!time
anim=12910
id=12910
sprpriority=5
scale=.7,.7
bindtime=24
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=helper
trigger1=time=8
id=12311
pos=30,0
stateno=12311
size.xscale=.75
size.yscale=.75
ownpal=1
[state samsara]
type=destroyself
trigger1=time=23

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 12311]
type=a
anim=12315
velset=7+random%7,0
movetype=a
sprpriority=5

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=assertspecial
trigger1=1
flag=noshadow
[state samsara]
type=explod
trigger1=time%12=0
anim=12310
id=12310
sprpriority=5
pos=8,0
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=gametime%2=0
anim=13512
id=13512
sprpriority=5
scale=.4+.4*(gametime%4=0),.4+.4*(gametime%4=0)
vel=1-random%3,1-random%3
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=time%10=0
anim=12910
id=12910
sprpriority=5
scale=.06,.3
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=hitdef
trigger1=ishelper
trigger1=!time
attr=a,sp
animtype=up
damage=163,9
priority=7,hit
getpower=0,0
hitflag=maf
guardflag=m
pausetime=0,12
sparkno=s501
sparkxy=-15,-53
hitsound=s0,17
guard.sparkno=s506
guardsound=s0,25
ground.type=high
ground.slidetime=19
ground.hittime=19
ground.velocity=-5.5,-6.8
air.velocity=-5.5,-6.8
guard.velocity=-14
yaccel=.45
fall=1
fall.recover=0
nochainid=9999
palfx.time=61
palfx.mul=180,140,220
palfx.sinadd=63,65,68,18
palfx.add=180,170,170
[state samsara]
type=envcolor
trigger1=movehit
value=255,255,255
time=1
under=-1
persistent=0
ignorehitpause=1
[state samsara]
type=helper
trigger1=movehit
id=17020
postype=p2
stateno=17020
ownpal=1
persistent=0
ignorehitpause=1
[state samsara]
type=changestate
trigger1=movehit
value=12320
[state samsara]
type=removeexplod
trigger1=frontedgedist<=-100
id=12310
ignorehitpause=1
[state samsara]
type=destroyself
trigger1=frontedgedist<=-100
ignorehitpause=1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 12320]
type=a
anim=12320
velset=0,0
sprpriority=5

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=assertspecial
trigger1=1
flag=noshadow
[state samsara]
type=explod
trigger1=!time
anim=11015
id=11015
sprpriority=5
scale=.4,.4
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=!time
anim=11015
id=11015
sprpriority=5
scale=.8,.8
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=removeexplod
trigger1=1
id=12310
[state samsara]
type=helper
trigger1=!time
id=12320
stateno=12321
ownpal=1
[state samsara]
type=helper
trigger1=!time
id=12320
stateno=12321
ownpal=1
[state samsara]
type=helper
trigger1=!time
id=12320
stateno=12321
ownpal=1
[state samsara]
type=helper
trigger1=!time
id=12320
stateno=12321
ownpal=1
[state samsara]
type=trans
trigger1=1
trans=addalpha
alpha=255,240
[state samsara]
type=destroyself
trigger1=!animtime

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 12321]
type=a
anim=12321+random%2
sprpriority=5

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=assertspecial
trigger1=1
flag=noshadow
[state samsara]
type=velset
trigger1=!time
trigger1=fvar(38):=10-random%21||1
trigger1=fvar(39):=10-random%21
trigger1=0
trigger2=!fvar(38)
trigger2=fvar(38):=1-2*(random%2=0)
trigger2=0
trigger3=!fvar(39)
trigger3=fvar(39):=1-2*(random%2=0)
trigger3=0
trigger4=1
x=fvar(38)
y=fvar(39)
[state samsara]
type=trans
trigger1=1
trans=addalpha
alpha=255,240
[state samsara]
type=destroyself
trigger1=time=50

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 17020]
anim=40000

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=playsnd
trigger1=!time
value=11500,2
[state samsara]
type=explod
trigger1=1
anim=17020+random%3
sprpriority=5
pos=-40+random%80,-10-random%90
trans=addalpha
alpha=256,40
ownpal=1
[state samsara]
type=destroyself
trigger1=time=3

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1010]
anim=40000

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=velset
trigger1=numenemy
trigger1=fvar(38):=-3*(facing*(enemy(numenemy=2&&!enemy,alive),screenpos x)-facing*(screenpos x)<0)+3*(facing*(enemy(numenemy=2&&!enemy,alive),screenpos x)-facing*(screenpos x)>0)||1
trigger1=fvar(39):=-3*(enemy(numenemy=2&&!enemy,alive),screenpos y-screenpos y<70)+3*(enemy(numenemy=2&&!enemy,alive),screenpos y-screenpos y>70)||1
x=fvar(38)
y=fvar(39)
[state samsara]
type=explod
trigger1=time%4=0
anim=10000
id=10000
sprpriority=5
random=20,20
scale=.25,.25
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=!time
anim=10000
id=10000
sprpriority=5
scale=.5,.5
bindtime=-1
removetime=121
ownpal=1
[state samsara]
type=explod
trigger1=gametime%4=0
anim=13512
id=13512
sprpriority=4
random=10,10
scale=.4+.4*(gametime%8=0),.4+.4*(gametime%8=0)
vel=1-random%3,1-random%3
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=changestate
trigger1=numenemy
trigger1=fvar(38):=abs(pos x-enemy(numenemy=2&&!enemy,alive),pos x)*ifelse(frontedgedist<ifelse((facing=enemy(numenemy=2&&!enemy,alive),facing),(enemy(numenemy=2&&!enemy,alive),frontedgedist),(enemy(numenemy=2&&!enemy,alive),backedgedist)),-1,1)||1
trigger1=fvar(39):=(enemy(numenemy=2&&!enemy,alive),pos y)-pos y||1
trigger1=fvar(38)=[enemy(numenemy=2&&!enemy,alive),const(size.ground.front)-20,enemy(numenemy=2&&!enemy,alive),const(size.ground.back)+20]
trigger1=fvar(39)=[-20,-1*enemy(numenemy=2&&!enemy,alive),const(size.head.pos.y)+20]
value=1011
[state samsara]
type=destroyself
trigger1=time=120

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1011]
anim=40000

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=playsnd
trigger1=!time
value=s0,31
freqmul=0.6
[state samsara]
type=playsnd
trigger1=!time
value=s0,31
freqmul=1.3
[state samsara]
type=helper
trigger1=!time
id=13033
stateno=13033
ownpal=1
[state samsara]
type=helper
trigger1=time&&time%6=0
id=13033
pos=50-random%101,50-random%101
stateno=13033
ownpal=1
[state samsara]
type=destroyself
trigger1=time=30+30*(root,palno=12)

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 11710]
type=a
anim=11710
velset=.5-(random%11*0.1),-2+(random%13*0.1)
movetype=a
sprpriority=5

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=assertspecial
trigger1=1
flag=noshadow
[state samsara]
type=explod
trigger1=gametime%2=0
anim=13512
id=13512
sprpriority=5
random=40,40
scale=.2+.2*(gametime%4=0),.2+.2*(gametime%4=0)
vel=.5-(random%11*0.1),-1+(random%6*0.1)
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=trans
trigger1=1
trans=addalpha
alpha=255,110
[state samsara]
type=hitdef
trigger1=ishelper
trigger1=!time
attr=a,sp
animtype=hard
damage=21,1
getpower=10,10
givepower=0,0
guardflag=
hitflag=mafd
pausetime=0,2
sparkno=s501
sparkxy=-15,-53
hitsound=s0,17
guard.sparkno=s506
guardsound=s0,25
ground.type=low
ground.slidetime=9
ground.hittime=9
ground.velocity=-.5,-3
air.velocity=-.5,-3
fall=1
fall.recover=0
juggle=15
palfx.time=61
palfx.mul=180,140,220
palfx.sinadd=63,65,68,18
palfx.add=180,170,170
[state samsara]
type=helper
trigger1=movehit
id=17020
postype=p2
stateno=17020
ownpal=1
persistent=0
ignorehitpause=1
[state samsara]
type=destroyself
trigger1=!animtime

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 13033]
type=a
anim=13033
velset=0,0
movetype=a
sprpriority=5

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=assertspecial
trigger1=1
flag=noshadow
[state samsara]
type=envcolor
trigger1=!time
time=2
under=1
[state samsara]
type=envshake
trigger1=!time
time=5
ampl=-5
freq=95
phase=95
[state samsara]
type=explod
trigger1=!time
anim=12910
id=12910
sprpriority=5
scale=0.6,0.6
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=!time
anim=12910
id=12910
sprpriority=5
scale=1.2,1.2
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=animelem=3,>=0&&animelem=12,<0&&gametime%2=0
anim=13512
id=13512
sprpriority=5
random=80,40
scale=.4+.4*(gametime%4=0),.4+.4*(gametime%4=0)
vel=0,1+random%2
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=helper
trigger1=animelem=3,>=0&&animelem=12,<0&&gametime%4=0
id=11710
pos=20-random%41,30-random%61
stateno=11710
size.xscale=.4+.4*(gametime%8=0)
size.yscale=.4+.4*(gametime%8=0)
ownpal=1
[state samsara]
type=playsnd
trigger1=!time
value=s0,8
freqmul=1.3
[state samsara]
type=playsnd
trigger1=!time
value=s0,27
freqmul=0.6
[state samsara]
type=trans
trigger1=1
trans=addalpha
alpha=255,110
[state samsara]
type=hitdef
trigger1=ishelper
trigger1=!time
attr=a,sp
animtype=hard
damage=53,1
getpower=15,15
givepower=0,0
guardflag=
hitflag=mafd
pausetime=0,2
sparkno=s501
sparkxy=-15,-53
hitsound=s0,17
guard.sparkno=s506
guardsound=s0,25
ground.type=low
ground.slidetime=17
ground.hittime=17
ground.velocity=-1,-4
air.velocity=-1,-4
fall=1
fall.recover=0
juggle=15
palfx.time=61
palfx.mul=180,140,220
palfx.sinadd=63,65,68,18
palfx.add=180,170,170
[state samsara]
type=envcolor
trigger1=movehit
value=255,255,255
time=1
under=-1
persistent=0
ignorehitpause=1
[state samsara]
type=helper
trigger1=movehit
id=17020
postype=p2
stateno=17020
ownpal=1
persistent=0
ignorehitpause=1
[state samsara]
type=destroyself
trigger1=!animtime

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1030]
movetype=a
physics=s
poweradd=65
ctrl=0
velset=0,0
anim=1100
sprpriority=2

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=helper
trigger1=animelem=6||animelem=8||animelem=10||animelem=12||animelem=14||animelem=16
trigger2=palno=12
trigger2=animelem=7||animelem=9||animelem=11||animelem=13||animelem=15||animelem=17
id=1030
pos=52+(20-random%41),-100+(80-random%161)
stateno=1033
ownpal=1
[State samsara]
type=changestate
trigger1=!animtime
value=0
ctrl=1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1031]
movetype=a
physics=s
poweradd=65
ctrl=0
velset=0,0
anim=1101
sprpriority=2

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=helper
trigger1=animelem=6||animelem=10||animelem=14
trigger2=palno=12
trigger2=animelem=8||animelem=12||animelem=16
id=1031
pos=ceil(p2dist x)+(80-random%161),random%21-floor(screenpos y+pos y)
stateno=1034
ownpal=1
[state samsara]
type=helper
trigger1=animelem=7||animelem=11||animelem=15
trigger2=palno=12
trigger2=animelem=9||animelem=13||animelem=17
id=1032
pos=ceil(p2dist x)+(80-random%161),220+random%21-floor(screenpos y+pos y)
stateno=1034
ownpal=1
[State samsara]
type=changestate
trigger1=!animtime
value=0
ctrl=1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1033]
type=a
ctrl=0
anim=1102
velset=0,0
sprpriority=5

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=assertspecial
trigger1=1
flag=noshadow
[state samsara]
type=playsnd
trigger1=!var(00)
value=s0,26
freqmul=.6
[state samsara]
type=playsnd
trigger1=!var(00)
value=s0,26
freqmul=1.6
[state samsara]
type=null
trigger1=!var(00)
trigger1=var(56):=random%400
trigger2=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger2=var(57):=var(57)+1
[state samsara]
type=hitby
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
time=30+random%60
value=
[state samsara]
type=hitoverride
trigger1=1
time=1
attr=sca,aa,at,ap
slot=1
stateno=stateno
[state samsara]
type=explod
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=10-random%21||1
trigger1=var(59):=30-random%61||1
anim=1051
id=1051
sprpriority=5
pos=var(58)+20,var(59)
ownpal=1
[state samsara]
type=projectile
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
projanim=1054
projremanim=1057
projhitanim=1057
projid=1040
projremove=1
projremovetime=-1
projpriority=2000000000
projspriority=5
projheightbound=-2000000000,2000000000
projedgebound=50
projstagebound=2000000000
projscale=.6,.6
velocity=(vel x)*(vel x>0)+12,vel y
offset=var(58)+30,var(59)
attr=s,sp
damage=60,10
animtype=diagup
hitflag=maf
guardflag=m
sparkno=s502
guard.sparkno=s506
sparkxy=6,0
hitsound=s0,12
guardsound=s0,25
pausetime=0,12
guard.pausetime=0,12
ground.type=high
ground.slidetime=30
ground.hittime=30
guard.hittime=15
ground.velocity=-5,-7
air.velocity=-4,-5
fall=1
fall.recover=0
getpower=100,70
air.juggle=7
[state samsara]
type=explod
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=10-random%21||1
trigger1=var(59):=30-random%61||1
anim=1051
id=1051
sprpriority=5
pos=var(58)+20,var(59)
ownpal=1
[state samsara]
type=projectile
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
projanim=1054
projremanim=1057
projhitanim=1057
projid=1040
projremove=1
projremovetime=-1
projpriority=2000000000
projspriority=5
projheightbound=-2000000000,2000000000
projedgebound=50
projstagebound=2000000000
projscale=.6,.6
velocity=(vel x)*(vel x>0)+12,vel y
offset=var(58)+30,var(59)
attr=s,sp
damage=60,10
animtype=diagup
hitflag=maf
guardflag=m
sparkno=s502
guard.sparkno=s506
sparkxy=6,0
hitsound=s0,12
guardsound=s0,25
pausetime=0,12
guard.pausetime=0,12
ground.type=high
ground.slidetime=30
ground.hittime=30
guard.hittime=15
ground.velocity=-5,-7
air.velocity=-4,-5
fall=1
fall.recover=0
getpower=100,70
air.juggle=7
[state samsara]
type=explod
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=10-random%21||1
trigger1=var(59):=30-random%61||1
anim=1051
id=1051
sprpriority=5
pos=var(58)+20,var(59)
ownpal=1
[state samsara]
type=projectile
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
projanim=1054
projremanim=1057
projhitanim=1057
projid=1040
projremove=1
projremovetime=-1
projpriority=2000000000
projspriority=5
projheightbound=-2000000000,2000000000
projedgebound=50
projstagebound=2000000000
projscale=.6,.6
velocity=(vel x)*(vel x>0)+12,vel y
offset=var(58)+30,var(59)
attr=s,sp
damage=60,10
animtype=diagup
hitflag=maf
guardflag=m
sparkno=s502
guard.sparkno=s506
sparkxy=6,0
hitsound=s0,12
guardsound=s0,25
pausetime=0,12
guard.pausetime=0,12
ground.type=high
ground.slidetime=30
ground.hittime=30
guard.hittime=15
ground.velocity=-5,-7
air.velocity=-4,-5
fall=1
fall.recover=0
getpower=100,70
air.juggle=7
[state samsara]
type=explod
trigger1=root,palno=12
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=10-random%21||1
trigger1=var(59):=30-random%61||1
anim=1051
id=1051
sprpriority=5
pos=var(58)+20,var(59)
ownpal=1
[state samsara]
type=projectile
trigger1=root,palno=12
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
projanim=1054
projremanim=1057
projhitanim=1057
projid=1040
projremove=1
projremovetime=-1
projpriority=2000000000
projspriority=5
projheightbound=-2000000000,2000000000
projedgebound=50
projstagebound=2000000000
projscale=.6,.6
velocity=(vel x)*(vel x>0)+12,vel y
offset=var(58)+30,var(59)
attr=s,sp
damage=60,10
animtype=diagup
hitflag=maf
guardflag=m
sparkno=s502
guard.sparkno=s506
sparkxy=6,0
hitsound=s0,12
guardsound=s0,25
pausetime=0,12
guard.pausetime=0,12
ground.type=high
ground.slidetime=30
ground.hittime=30
guard.hittime=15
ground.velocity=-5,-7
air.velocity=-4,-5
fall=1
fall.recover=0
getpower=100,70
air.juggle=7
[state samsara]
type=explod
trigger1=root,palno=12
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=10-random%21||1
trigger1=var(59):=30-random%61||1
anim=1051
id=1051
sprpriority=5
pos=var(58)+20,var(59)
ownpal=1
[state samsara]
type=projectile
trigger1=root,palno=12
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
projanim=1054
projremanim=1057
projhitanim=1057
projid=1040
projremove=1
projremovetime=-1
projpriority=2000000000
projspriority=5
projheightbound=-2000000000,2000000000
projedgebound=50
projstagebound=2000000000
projscale=.6,.6
velocity=(vel x)*(vel x>0)+12,vel y
offset=var(58)+30,var(59)
attr=s,sp
damage=60,10
animtype=diagup
hitflag=maf
guardflag=m
sparkno=s502
guard.sparkno=s506
sparkxy=6,0
hitsound=s0,12
guardsound=s0,25
pausetime=0,12
guard.pausetime=0,12
ground.type=high
ground.slidetime=30
ground.hittime=30
guard.hittime=15
ground.velocity=-5,-7
air.velocity=-4,-5
fall=1
fall.recover=0
getpower=100,70
air.juggle=7
[state samsara]
type=explod
trigger1=root,palno=12
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=10-random%21||1
trigger1=var(59):=30-random%61||1
anim=1051
id=1051
sprpriority=5
pos=var(58)+20,var(59)
ownpal=1
[state samsara]
type=projectile
trigger1=root,palno=12
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
projanim=1054
projremanim=1057
projhitanim=1057
projid=1040
projremove=1
projremovetime=-1
projpriority=2000000000
projspriority=5
projheightbound=-2000000000,2000000000
projedgebound=50
projstagebound=2000000000
projscale=.6,.6
velocity=(vel x)*(vel x>0)+12,vel y
offset=var(58)+30,var(59)
attr=s,sp
damage=60,10
animtype=diagup
hitflag=maf
guardflag=m
sparkno=s502
guard.sparkno=s506
sparkxy=6,0
hitsound=s0,12
guardsound=s0,25
pausetime=0,12
guard.pausetime=0,12
ground.type=high
ground.slidetime=30
ground.hittime=30
guard.hittime=15
ground.velocity=-5,-7
air.velocity=-4,-5
fall=1
fall.recover=0
getpower=100,70
air.juggle=7
[state samsara]
type=reversaldef
trigger1=1
reversal.attr=sca,aa,at,ap
getpower=30,10
damage=0,0
animtype=hard
guardflag=m
hitflag=ma
priority=3,miss
pausetime=0,3
guard.pausetime=0,20
sparkno=s501
guard.sparkno=s506
sparkxy=-10,-70
hitsound=s0,17
guardsound=s0,25
ground.type=high
ground.slidetime=5
ground.hittime=5
ground.velocity=0
air.type=high
air.velocity=0
air.hittime=0
guard.velocity=-8
air.fall=1
p2facing=1
p2stateno=1035
air.juggle=15
palfx.time=61
palfx.mul=180,140,220
palfx.sinadd=63,65,68,18
palfx.add=180,170,170
[state samsara]
type=envcolor
trigger1=movehit
trigger2=var(00)=100+var(56)+var(56)*(root,palno=12)
trigger3=var(57)>1+2*(root,palno=12)
value=255,255,255
time=2
under=-1
[state samsara]
type=changestate
trigger1=movehit
trigger2=var(00)=100+var(56)+var(56)*(root,palno=12)
trigger3=var(57)>1+2*(root,palno=12)
value=1039
[state samsara]
type=null
trigger1=var(00):=var(00)+1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1034]
type=a
ctrl=0
anim=1103+(ishelper(1032))
velset=0,0
sprpriority=5

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=assertspecial
trigger1=1
flag=noshadow
[state samsara]
type=playsnd
trigger1=!var(00)
value=s0,26
freqmul=.6
[state samsara]
type=playsnd
trigger1=!var(00)
value=s0,26
freqmul=1.6
[state samsara]
type=null
trigger1=!var(00)
trigger1=var(56):=random%400
trigger2=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger2=var(57):=var(57)+1
[state samsara]
type=hitby
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
time=30+random%60
value=
[state samsara]
type=hitoverride
trigger1=1
time=1
attr=sca,aa,at,ap
slot=1
stateno=stateno
[state samsara]
type=explod
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=30-random%61||1
trigger1=var(59):=10-random%21||1
anim=1052+(ishelper(1032))
id=1052+(ishelper(1032))
sprpriority=5
pos=var(58),var(59)+20-40*(ishelper(1032))
ownpal=1
[state samsara]
type=projectile
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
projanim=1055+(ishelper(1032))
projremanim=1057
projhitanim=1057
projid=1040
projremove=1
projremovetime=-1
projpriority=2000000000
projspriority=5
projheightbound=ifelse(ishelper(1031),-2000000000,floor(-1*pos y)-290),ifelse(ishelper(1031),floor(-1*pos y)+290,2000000000)
projedgebound=2000000000
projstagebound=2000000000
velocity=(vel x)*(vel x>0),vel y+12-24*(ishelper(1032))
offset=var(58),var(59)+30-60*(ishelper(1032))
attr=s,sp
damage=60,10
animtype=diagup
hitflag=maf
guardflag=m
sparkno=s502
guard.sparkno=s506
sparkxy=6,0
hitsound=s0,12
guardsound=s0,25
pausetime=0,12
guard.pausetime=0,12
ground.type=high
ground.slidetime=30
ground.hittime=30
guard.hittime=15
ground.velocity=-5,-7
air.velocity=-4,-5
fall=1
fall.recover=0
getpower=100,70
air.juggle=7
[state samsara]
type=explod
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=30-random%61||1
trigger1=var(59):=10-random%21||1
anim=1052+(ishelper(1032))
id=1052+(ishelper(1032))
sprpriority=5
pos=var(58),var(59)+20-40*(ishelper(1032))
ownpal=1
[state samsara]
type=projectile
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
projanim=1055+(ishelper(1032))
projremanim=1057
projhitanim=1057
projid=1040
projremove=1
projremovetime=-1
projpriority=2000000000
projspriority=5
projheightbound=ifelse(ishelper(1031),-2000000000,floor(-1*pos y)-290),ifelse(ishelper(1031),floor(-1*pos y)+290,2000000000)
projedgebound=2000000000
projstagebound=2000000000
velocity=(vel x)*(vel x>0),vel y+12-24*(ishelper(1032))
offset=var(58),var(59)+30-60*(ishelper(1032))
attr=s,sp
damage=60,10
animtype=diagup
hitflag=maf
guardflag=m
sparkno=s502
guard.sparkno=s506
sparkxy=6,0
hitsound=s0,12
guardsound=s0,25
pausetime=0,12
guard.pausetime=0,12
ground.type=high
ground.slidetime=30
ground.hittime=30
guard.hittime=15
ground.velocity=-5,-7
air.velocity=-4,-5
fall=1
fall.recover=0
getpower=100,70
air.juggle=7
[state samsara]
type=explod
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=30-random%61||1
trigger1=var(59):=10-random%21||1
anim=1052+(ishelper(1032))
id=1052+(ishelper(1032))
sprpriority=5
pos=var(58),var(59)+20-40*(ishelper(1032))
ownpal=1
[state samsara]
type=projectile
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
projanim=1055+(ishelper(1032))
projremanim=1057
projhitanim=1057
projid=1040
projremove=1
projremovetime=-1
projpriority=2000000000
projspriority=5
projheightbound=ifelse(ishelper(1031),-2000000000,floor(-1*pos y)-290),ifelse(ishelper(1031),floor(-1*pos y)+290,2000000000)
projedgebound=2000000000
projstagebound=2000000000
velocity=(vel x)*(vel x>0),vel y+12-24*(ishelper(1032))
offset=var(58),var(59)+30-60*(ishelper(1032))
attr=s,sp
damage=60,10
animtype=diagup
hitflag=maf
guardflag=m
sparkno=s502
guard.sparkno=s506
sparkxy=6,0
hitsound=s0,12
guardsound=s0,25
pausetime=0,12
guard.pausetime=0,12
ground.type=high
ground.slidetime=30
ground.hittime=30
guard.hittime=15
ground.velocity=-5,-7
air.velocity=-4,-5
fall=1
fall.recover=0
getpower=100,70
air.juggle=7
[state samsara]
type=explod
trigger1=root,palno=12
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=30-random%61||1
trigger1=var(59):=10-random%21||1
anim=1052+(ishelper(1032))
id=1052+(ishelper(1032))
sprpriority=5
pos=var(58),var(59)+20-40*(ishelper(1032))
ownpal=1
[state samsara]
type=projectile
trigger1=root,palno=12
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
projanim=1055+(ishelper(1032))
projremanim=1057
projhitanim=1057
projid=1040
projremove=1
projremovetime=-1
projpriority=2000000000
projspriority=5
projheightbound=ifelse(ishelper(1031),-2000000000,floor(-1*pos y)-290),ifelse(ishelper(1031),floor(-1*pos y)+290,2000000000)
projedgebound=2000000000
projstagebound=2000000000
velocity=(vel x)*(vel x>0),vel y+12-24*(ishelper(1032))
offset=var(58),var(59)+30-60*(ishelper(1032))
attr=s,sp
damage=60,10
animtype=diagup
hitflag=maf
guardflag=m
sparkno=s502
guard.sparkno=s506
sparkxy=6,0
hitsound=s0,12
guardsound=s0,25
pausetime=0,12
guard.pausetime=0,12
ground.type=high
ground.slidetime=30
ground.hittime=30
guard.hittime=15
ground.velocity=-5,-7
air.velocity=-4,-5
fall=1
fall.recover=0
getpower=100,70
air.juggle=7
[state samsara]
type=explod
trigger1=root,palno=12
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=30-random%61||1
trigger1=var(59):=10-random%21||1
anim=1052+(ishelper(1032))
id=1052+(ishelper(1032))
sprpriority=5
pos=var(58),var(59)+20-40*(ishelper(1032))
ownpal=1
[state samsara]
type=projectile
trigger1=root,palno=12
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
projanim=1055+(ishelper(1032))
projremanim=1057
projhitanim=1057
projid=1040
projremove=1
projremovetime=-1
projpriority=2000000000
projspriority=5
projheightbound=ifelse(ishelper(1031),-2000000000,floor(-1*pos y)-290),ifelse(ishelper(1031),floor(-1*pos y)+290,2000000000)
projedgebound=2000000000
projstagebound=2000000000
velocity=(vel x)*(vel x>0),vel y+12-24*(ishelper(1032))
offset=var(58),var(59)+30-60*(ishelper(1032))
attr=s,sp
damage=60,10
animtype=diagup
hitflag=maf
guardflag=m
sparkno=s502
guard.sparkno=s506
sparkxy=6,0
hitsound=s0,12
guardsound=s0,25
pausetime=0,12
guard.pausetime=0,12
ground.type=high
ground.slidetime=30
ground.hittime=30
guard.hittime=15
ground.velocity=-5,-7
air.velocity=-4,-5
fall=1
fall.recover=0
getpower=100,70
air.juggle=7
[state samsara]
type=explod
trigger1=root,palno=12
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger1=var(58):=30-random%61||1
trigger1=var(59):=10-random%21||1
anim=1052+(ishelper(1032))
id=1052+(ishelper(1032))
sprpriority=5
pos=var(58),var(59)+20-40*(ishelper(1032))
ownpal=1
[state samsara]
type=projectile
trigger1=root,palno=12
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
projanim=1055+(ishelper(1032))
projremanim=1057
projhitanim=1057
projid=1040
projremove=1
projremovetime=-1
projpriority=2000000000
projspriority=5
projheightbound=ifelse(ishelper(1031),-2000000000,floor(-1*pos y)-290),ifelse(ishelper(1031),floor(-1*pos y)+290,2000000000)
projedgebound=2000000000
projstagebound=2000000000
velocity=(vel x)*(vel x>0),vel y+12-24*(ishelper(1032))
offset=var(58),var(59)+30-60*(ishelper(1032))
attr=s,sp
damage=60,10
animtype=diagup
hitflag=maf
guardflag=m
sparkno=s502
guard.sparkno=s506
sparkxy=6,0
hitsound=s0,12
guardsound=s0,25
pausetime=0,12
guard.pausetime=0,12
ground.type=high
ground.slidetime=30
ground.hittime=30
guard.hittime=15
ground.velocity=-5,-7
air.velocity=-4,-5
fall=1
fall.recover=0
getpower=100,70
air.juggle=7
[state samsara]
type=reversaldef
trigger1=1
reversal.attr=sca,aa,at,ap
getpower=30,10
damage=0,0
animtype=hard
guardflag=m
hitflag=ma
priority=3,miss
pausetime=0,3
guard.pausetime=0,20
sparkno=s501
guard.sparkno=s506
sparkxy=-10,-70
hitsound=s0,17
guardsound=s0,25
ground.type=high
ground.slidetime=5
ground.hittime=5
ground.velocity=0
air.type=high
air.velocity=0
air.hittime=0
guard.velocity=-8
air.fall=1
p2facing=1
p2stateno=1035
air.juggle=15
palfx.time=61
palfx.mul=180,140,220
palfx.sinadd=63,65,68,18
palfx.add=180,170,170
[state samsara]
type=envcolor
trigger1=movehit
trigger2=var(00)=100+var(56)+var(56)*(root,palno=12)
trigger3=var(57)>1+2*(root,palno=12)
value=255,255,255
time=2
under=-1
[state samsara]
type=changestate
trigger1=movehit
trigger2=var(00)=100+var(56)+var(56)*(root,palno=12)
trigger3=var(57)>1+2*(root,palno=12)
value=1039
[state samsara]
type=null
trigger1=var(00):=var(00)+1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1035]
type=a
ctrl=0
velset=0,0
sprpriority=-1
movetype=h

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=bindtoparent
trigger1=ishelper
trigger1=!time
[state samsara]
type=bindtoroot
trigger1=ishelper
trigger1=!time
[state samsara]
type=bindtotarget
trigger1=ishelper
trigger1=!time
[state samsara]
type=changeanim2
trigger1=!time
value=1108
[state samsara]
type=velset
trigger1=time=[35,40]
trigger1=fvar(38):=-16
trigger1=fvar(39):=-14
trigger2=time=41
trigger2=fvar(38):=-5
trigger2=fvar(39):=-7
trigger3=time=43
trigger3=fvar(38):=-3
trigger3=fvar(39):=-4
x=fvar(38)
y=fvar(39)
[state samsara]
type=veladd
trigger1=time>45
x=.02
y=.54
[state samsara]
type=lifeadd
trigger1=!time
value=-1*ceil(lifemax*.1)
absolute=1
[state samsara]
type=poweradd
trigger1=!time
value=-1*ceil(powermax*.1)
[state samsara]
type=playsnd
trigger1=ishelper
trigger1=vel y>0&&pos y>=0&&time>=40
value=11,0
volume=255-random%300
freqmul=2-random%20*.1
[state samsara]
type=playsnd
trigger1=ishelper
trigger1=vel y>0&&pos y>=0&&time>=40
value=11,1
volume=255-random%300
freqmul=2-random%20*.1
[state samsara]
type=playsnd
trigger1=ishelper
trigger1=vel y>0&&pos y>=0&&time>=40
value=11,10
volume=255-random%300
freqmul=2-random%20*.1
[state samsara]
type=destroyself
trigger1=ishelper
trigger1=vel y>0&&pos y>=0&&time>=40
[state samsara]
type=selfstate
trigger1=playeridexist(id)
trigger1=vel y>0&&pos y>=0&&time>=40
value=5100

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1039]
type=a
ctrl=0
anim=1105+(ishelper(1031))+2*(ishelper(1032))
velset=0,0
sprpriority=5

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=assertspecial
trigger1=1
flag=noshadow
[state samsara]
type=playsnd
trigger1=!time
value=s0,10
[state samsara]
type=destroyself
trigger1=!animtime

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1200]
movetype=a
physics=s
poweradd=65
ctrl=0
velset=0,0
anim=1200
sprpriority=1

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=turn
trigger1=!time
trigger1=p2dist x<0
[state samsara]
type=helper
trigger1=animelem=6
id=1204
postype=p2
ownpal=1
stateno=1204
[state samsara]
type=changestate
trigger1=!animtime
value=0
ctrl=1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1204]
anim=40000

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=posset
trigger1=1
y=0
[state samsara]
type=helper
trigger1=time%10=0
id=1205
pos=80-random%161,0
stateno=1205
ownpal=1
[state samsara]
type=destroyself
trigger1=time=30+30*(root,palno=12)

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 1205]
anim=1202

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=envshake
trigger1=time=8
time=10
ampl=-4
freq=100
[state samsara]
type=playsnd
trigger1=time=8
value=s0,8
volume=80
freqmul=.8
[state samsara]
type=playsnd
trigger1=time=8
value=s0,11
volume=110
freqmul=1.1
[state samsara]
type=playsnd
trigger1=time=8
value=s0,52
freqmul=1.5
[state samsara]
type=envcolor
trigger1=time=8
value=255,255,255
time=1
under=-1
[state samsara]
type=explod
trigger1=!time
anim=1201
id=1201
sprpriority=5
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=time=8
anim=1201
id=1201
sprpriority=5
pos=-25,5
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=time=8
anim=1201
id=1201
sprpriority=5
pos=25,5
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=!time
anim=11015
id=11015
sprpriority=5
scale=.8,.15
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=time=8
anim=11015
id=11015
sprpriority=5
scale=.5,.1
pos=-25,5
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=time=8
anim=11015
id=11015
sprpriority=5
scale=.5,.1
pos=25,5
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=time>8
anim=13512
id=13512
sprpriority=5
pos=0,-10
random=80,20
scale=.4+.4*(gametime%2=0),.4+.4*(gametime%2=0)
vel=0,-1-random%3
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=time=8
anim=12910
id=12910
sprpriority=5
scale=.8,.15
pos=0,-10
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=time=8
anim=12910
id=12910
sprpriority=5
scale=.8,.15
pos=0,-40
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=time=8
anim=12910
id=12910
sprpriority=5
scale=.8,.15
pos=0,-70
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=time=8
anim=12910
id=12910
sprpriority=5
scale=.8,.15
pos=0,-100
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=time=8
anim=12910
id=12910
sprpriority=5
scale=.8,.15
pos=0,-130
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=time=8
anim=12910
id=12910
sprpriority=5
scale=.8,.15
pos=0,-160
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=time=8
anim=12910
id=12910
sprpriority=5
scale=.8,.15
pos=0,-190
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=explod
trigger1=time=8
anim=12910
id=12910
sprpriority=5
scale=.8,.15
pos=0,-220
bindtime=-1
trans=addalpha
alpha=255,110
ownpal=1
[state samsara]
type=projectile
trigger1=time=[8,21]
projanim=1202
projid=1205
projremove=0
projremovetime=1
projpriority=2000000000
projheightbound=-2000000000,2000000000
projedgebound=2000000000
projstagebound=2000000000
velocity=(vel x)*(vel x>0),vel y
attr=s,na
animtype=hard
damage=175,20
getpower=20,20
givepower=0,0
guardflag=h
hitflag=mafd
pausetime=2,4
sparkno=-1
guard.sparkno=s506
sparkxy=30,0
hitsound=s0,12
guardsound=s0,25
ground.type=high
ground.slidetime=18
ground.hittime=18
ground.velocity=-0.5,-17
air.velocity=-0.5,-17
yaccel=.5
fall=1
fall.recover=0
palfx.time=61
palfx.mul=180,140,220
palfx.sinadd=63,65,68,18
palfx.add=180,170,170
p2stateno=14200
[state samsara]
type=reversaldef
trigger1=time=[8,21]
reversal.attr=sca,aa,at,ap
attr=s,na
animtype=hard
damage=175,20
getpower=20,20
givepower=0,0
guardflag=h
hitflag=mafd
pausetime=0,4
sparkno=-1
guard.sparkno=s506
sparkxy=30,0
hitsound=s0,12
guardsound=s0,25
ground.type=high
ground.slidetime=18
ground.hittime=18
ground.velocity=-0.5,-17
air.velocity=-0.5,-17
yaccel=.5
fall=1
fall.recover=0
palfx.time=61
palfx.mul=180,140,220
palfx.sinadd=63,65,68,18
palfx.add=180,170,170
p2stateno=14200
[state samsara]
type=explod
trigger1=movehit||root,projhittime(1205)=1
anim=502
postype=p2
pos=5,-30
sprpriority=4
ownpal=1
persistent=0
[state samsara]
type=helper
trigger1=movehit||root,projhittime(1205)=1
id=17020
postype=p2
stateno=17020
ownpal=1
persistent=0
[state samsara]
type=destroyself
trigger1=time=34

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 14200]
type=a
movetype=h
velset=0,-60
sprpriority=1

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=bindtoparent
trigger1=ishelper
trigger1=!time
[state samsara]
type=bindtoroot
trigger1=ishelper
trigger1=!time
[state samsara]
type=bindtotarget
trigger1=ishelper
trigger1=!time
[state samsara]
type=screenbound
trigger1=1
value=1
movecamera=1,0
[state samsara]
type=changeanim
trigger1=!time
value=5050
[state samsara]
type=hitby
trigger1=1
value=
[state samsara]
type=veladd
trigger1=1
y=1.4
[state samsara]
type=envshake
trigger1=vel y>0&&pos y>=0
time=10
ampl=-5
freq=95
phase=95
[state samsara]
type=playsnd
trigger1=ishelper
trigger1=vel y>0&&pos y>=0
value=11,0
volume=255-random%300
freqmul=2-random%20*.1
[state samsara]
type=playsnd
trigger1=ishelper
trigger1=vel y>0&&pos y>=0
value=11,1
volume=255-random%300
freqmul=2-random%20*.1
[state samsara]
type=playsnd
trigger1=ishelper
trigger1=vel y>0&&pos y>=0
value=11,10
volume=255-random%300
freqmul=2-random%20*.1
[state samsara]
type=destroyself
trigger1=ishelper
trigger1=vel y>0&&pos y>=0
[state samsara]
type=selfstate
trigger1=playeridexist(id)
trigger1=vel y>0&&pos y>=0
value=5100

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 2000]
movetype=a
physics=s
poweradd=-3000
ctrl=0
velset=0,0
anim=2000+300*((command="sanagi")*(!var(30))+(random%2=0)*(var(30)))
sprpriority=2

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=assertspecial
trigger1=1
flag=nofg
[state samsara]
type=envcolor
trigger1=!time||time=[3,35]
time=2+(!time)
value=255*(!time),255*(!time),255*(!time)
under=-1
[state samsara]
type=assertspecial
trigger1=time=[3,35]
flag=nofg
flag2=nobg
[state samsara]
type=superpause
trigger1=!time||time=25
time=25*(!time)
movetime=25*(!time)
anim=-1
darken=0
unhittable=1
[state samsara]
type=playsnd
trigger1=animelem=1
value=s0,29
[state samsara]
type=playsnd
trigger1=animelem=1
value=s0,6*(anim=2000)
volume=100
[state samsara]
type=explod
trigger1=!time
anim=2004
pos=0,-130
sprpriority=-1
supermove=1
ownpal=1
[state samsara]
type=explod
trigger1=time=12
anim=2006
pos=0,-130
sprpriority=5
supermove=1
ownpal=1
[state samsara]
type=hitby
trigger1=1
value=
[state samsara]
type=changestate
trigger1=!animtime
value=2001

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 2001]
ctrl=0
velset=0,0
anim=2001+300*(anim=2300)
sprpriority=2

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=assertspecial
trigger1=1
flag=nofg
flag2=nobg
flag3=nobardisplay
[state samsara]
type=hitby
trigger1=1
value=
[state samsara]
type=playsnd
trigger1=(animelem=1)*(anim=2001)||(time=60)*(anim=2301)
value=s0,1+6*(anim=2001)
volume=100
[state samsara]
type=playsnd
trigger1=time%90=0
value=s0,28
volume=200-40*(time=90)-80*(time=180)-120*(time=270)
channel=0
freqmul=1-.1*(time=90)-.2*(time=180)-.4*(time=270)
[state samsara]
type=helper
trigger1=!numhelper(2004)
id=2004
stateno=2004
ownpal=1
[state samsara]
type=explod
trigger1=anim=2001
trigger1=time%90=0
anim=12200
scale=.75,1
id=12200
postype=back
pos=160,-1
sprpriority=5
ownpal=1
bindtime=-1
trans=addalpha
alpha=256,256
[state samsara]
type=explod
trigger1=anim=2001
trigger1=time%90=0
anim=12200
scale=.75,1
id=12200
postype=back
pos=159,-1
sprpriority=5
ownpal=1
bindtime=-1
facing=-1
trans=addalpha
alpha=256,256
[state samsara]
type=explod
trigger1=anim=2301
trigger1=time%90=0
anim=12200
id=12200
postype=back
pos=160,239
sprpriority=-4
ownpal=1
bindtime=-1
vfacing=-1
trans=addalpha
alpha=256,256
[state samsara]
type=explod
trigger1=anim=2301
trigger1=time%90=0
anim=12200
id=12200
postype=back
pos=159,239
sprpriority=-4
ownpal=1
bindtime=-1
facing=-1
vfacing=-1
trans=addalpha
alpha=256,256
[state samsara]
type=helper
trigger1=time%45=0
id=2006
stateno=2006
ownpal=1
[state samsara]
type=changestate
trigger1=time=348
value=2003

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 2003]
ctrl=0
velset=0,0
anim=2002+300*(anim=2301)
sprpriority=2

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=assertspecial
trigger1=1
flag=nofg
[state samsara]
type=hitby
trigger1=1
value=
[state samsara]
type=changestate
trigger1=!animtime
value=0
ctrl=1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 2004]
anim=40000

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=explod
trigger1=var(55)=1||root,projhittime(0)=1
anim=502
id=502
sprpriority=5
pos=ceil(p2dist x)-15,ceil(p2dist y)-85+ifelse(p2statetype=c,30,-150-(-150-floor(p2bodydist y)))
persistent=7
ownpal=1
[state samsara]
type=playsnd
trigger1=numenemy
trigger1=!enemy,alive||!enemy(numenemy=2),alive
trigger1=var(55)=1||root,projhittime(0)=1
value=s0,31
persistent=0
[state samsara]
type=playsnd
trigger1=numenemy
trigger1=!enemy,alive||!enemy(numenemy=2),alive
trigger1=var(55)=1||root,projhittime(0)=1
value=s0,31
persistent=0
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=helper
trigger1=!numhelper(4999191)
id=4999191
stateno=4999191
pausemovetime=2000000000
supermovetime=2000000000
ownpal=1
[state samsara]
type=helper
trigger1=!numhelper(4999192)
id=4999192
stateno=4999191
pausemovetime=2000000000
supermovetime=2000000000
ownpal=1
[state samsara]
type=helper
trigger1=!numhelper(4999193)
id=4999193
stateno=4999191
pausemovetime=2000000000
supermovetime=2000000000
ownpal=1
[state samsara]
type=helper
trigger1=!numhelper(4999194)
id=4999194
stateno=4999191
pausemovetime=2000000000
supermovetime=2000000000
ownpal=1
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=destroyself
trigger1=root,stateno!=2001

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 2006]
anim=19999
sprpriority=4-9*(root,anim=2301)

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=assertspecial
trigger1=1
flag=noshadow
[state samsara]
type=angledraw
trigger1=fvar(38):=fvar(38)+.005
value=0
scale=1+fvar(38),1+fvar(38)
[state samsara]
type=posset
trigger1=1
x=0
y=(80+80*(root,anim=2301))-screenpos y+pos y
[state samsara]
type=trans
trigger1=!time
trigger1=var(58):=92
trigger1=0
trigger2=var(58):=var(58)-1
trans=addalpha
alpha=var(58),256
[state samsara]
type=destroyself
trigger1=root,stateno!=2001
trigger2=time=90

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=width
trigger1=1
edge=60,0
[state samsara]
type=stopsnd
trigger1=!time 
channel=0
[state samsara]
type=playsnd
trigger1=animelem=7
value=s0,20
[state samsara]
type=playsnd
trigger1=animelem=16
value=s0,5
volume=100
[state samsara]
type=playsnd
trigger1=animelem=19,=2
value=s0,19
[state samsara]
type=explod
trigger1=animelem=7
anim=504
pos=58,-80
sprpriority=5
ownpal=1
[state samsara]
type=explod
trigger1=animelem=7
anim=507
pos=58,-80
sprpriority=5
ownpal=1
[state samsara]
type=envshake
trigger1=animelem=7||animelem=19
time=11
ampl=-9
[state samsara]
type=envcolor
trigger1=animelem=7||animelem=19
value=255,255,255
time=1
under=-1
[state samsara]
type=explod
trigger1=animelem=7
anim=2103
sprpriority=2
ownpal=1
[state samsara]
type=targetlifeadd
trigger1=animelem=7
trigger1=numtarget
trigger1=var(58):=-1*ceil(target,lifemax*0.16)
trigger2=animelem=19
trigger2=numtarget
trigger2=var(58):=-1*ceil(target,lifemax*1.00)
value=var(58)
kill=(animelem=19)
absolute=1
[state samsara]
type=targetpoweradd
trigger1=animelem=7
trigger1=numtarget
trigger1=var(58):=-1*ceil(target,powermax*0.16)
trigger2=animelem=19
trigger2=numtarget
trigger2=var(58):=-1*ceil(target,powermax*1.00)
value=var(58)
[state samsara]
type=targetbind
trigger1=time<20
trigger1=var(58):=55
trigger1=var(59):=0||1
trigger2=animelem=7
trigger2=var(58):=55
trigger2=var(59):=-10
pos=var(58),var(59)
[state samsara]
type=targetstate
trigger1=animelem=19
value=2109
[state samsara]
type=projectile
trigger1=animelem=19
projanim=40000
projid=stateno
projremove=0
projremovetime=600
projpriority=2000000000
projheightbound=-2000000000,2000000000
projedgebound=2000000000
projstagebound=2000000000
velocity=(vel x)*(vel x>0),vel y
attr=a,aa
hitflag=
[state samsara]
type=changestate
trigger1=!animtime
value=0
ctrl=1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 2104]
type=a
ctrl=0
velset=0,0
sprpriority=-1
movetype=h
facep2=1

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=bindtoparent
trigger1=ishelper
trigger1=!time
[state samsara]
type=bindtoroot
trigger1=ishelper
trigger1=!time
[state samsara]
type=bindtotarget
trigger1=ishelper
trigger1=!time
[state samsara]
type=changeanim2
trigger1=!time
value=2105
[state samsara]
type=hitby
trigger1=ishelper
value=

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 2105]
ctrl=0
velset=-1.5,0
anim=2106
sprpriority=-1

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=turn
trigger1=root,facing=1&&facing=-1||root,facing=-1&&facing=1
[state samsara]
type=posset
trigger1=1
y=0
[state samsara]
type=posadd
trigger1=p2bodydist x<=0
trigger1=fvar(38):=p2bodydist x
trigger2=p2bodydist x>20
trigger2=fvar(38):=p2bodydist x+enemynear,const(size.ground.front)+20
x=fvar(38)
[state samsara]
type=hitby
trigger1=1
value=
[state samsara]
type=playerpush
trigger1=1
value=1
[state samsara]
type=width
trigger1=1
player=-1,0
[state samsara]
type=destroyself
trigger1=root,stateno!=2101

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 2109]
type=a
movetype=h
velset=-5,-8
sprpriority=-1
facep2=1

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=veladd
trigger1=time>0
y=.4
[state samsara]
type=changeanim
trigger1=!time
trigger1=var(58):=ifelse(!selfanimexist(5052),2244,5052)
trigger2=time=20
trigger2=var(58):=ifelse(!selfanimexist(5062),2245,5062)
value=var(58)
[state samsara]
type=lifeset
trigger1=1
value=(ishelper)
[state samsara]
type=powerset
trigger1=1
value=(ishelper)
[state samsara]
type=hitby
trigger1=ishelper
value=
[state samsara]
type=playsnd
trigger1=ishelper
trigger1=vel y>0&&pos y>=0&&time>=25
value=11,0
volume=255-random%300
freqmul=2-random%20*.1
[state samsara]
type=playsnd
trigger1=ishelper
trigger1=vel y>0&&pos y>=0&&time>=25
value=11,1
volume=255-random%300
freqmul=2-random%20*.1
[state samsara]
type=playsnd
trigger1=ishelper
trigger1=vel y>0&&pos y>=0&&time>=25
value=11,10
volume=255-random%300
freqmul=2-random%20*.1
[state samsara]
type=destroyself
trigger1=ishelper
trigger1=vel y>0&&pos y>=0&&time>=25
[state samsara]
type=changestate
trigger1=playeridexist(id)
trigger1=vel y>0&&pos y>=0&&time>=25
value=104000








[Statedef 1895]
type    = L
movetype= H
physics = N
juggle  = 0
anim = 5110
ctrl = 0
sprpriority = 2

[State 5110, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5110, 1]
type = ChangeAnim
persistent = 0
trigger1 = var(54) = 1
value = 5111

[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, Var] ;Get fall velocity
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5110, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

[State 5110, 11] ;If just died
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
value = 5150

[State 5110, 11] ;If just died
type = ChangeState
triggerall = alive
trigger1 = Time = 35
value = 5120

;---------------------------------------------------------------------
[Statedef 5201];僟僂儞夞旔
type = S
physics = N
movetype = I
anim = 5200
ctrl = 0
velset = -.5,0

[State 4000, PalFX]
type = PalFX
trigger1 = time = 0
time = 0
add = 0,0,0

[State 5201,3]
type = PosSet
trigger1 = 1
y = 0

[State 5201,4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State 6100, fadeout]
type = trans
trigger1 = 1
trans = addalpha
alpha = 15*(animelemtime(1)),ceil(256-15*(animelemtime(1)))

[State 5201,5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 5202];巆憸2
type = S
movetype = I
physics = S
anim = 901
velset = 0,0
ctrl = 0
sprpriority = 1

[State 6100, fadeout]
type = trans
trigger1 = 1
trans = addalpha
alpha = 45*(animelemtime(1)),ceil(256-45*(animelemtime(1)))

[State 840, 1]
type = turn
trigger1 = time = 0
trigger1 = p2stateno = 812

[State 821, 4]
type = destroyself
trigger1 = time = 9

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 5900]

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=changestate
trigger1=roundno=1
value=190

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 10001]
ctrl=0
velset=0,0
anim=2010
sprpriority=-1

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=envcolor
trigger1=!time||time=5||time=10||time=15||time=20||time=25
value=255,0,0
time=2
under=-1
[state samsara]
type=playsnd
trigger1=numenemy
trigger1=!enemy,alive||!enemy(numenemy=2),alive
value=s0,31
persistent=0
[state samsara]
type=playsnd
trigger1=numenemy
trigger1=!enemy,alive||!enemy(numenemy=2),alive
value=s0,31
persistent=0
[state samsara]
type=playsnd
trigger1=numenemy
trigger1=!enemy,alive||!enemy(numenemy=2),alive
value=s0,31
persistent=0

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef -2]

  [State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 0
triggerall = time >= 15
trigger1 = NumExplod(9877) = 0
anim = 9877
id =9877
sprpriority = 100002
postype = back
bindtime = -1
pos = 70,217
under = 0
ownpal = 1
persistent = 0
removetime = -1
ignorehitpause = 99999999
scale = 0.4,0.4
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 0
ID = 9877
ignorehitpause = 1

  [State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 11
triggerall = time >= 15
trigger1 = NumExplod(9871) = 0
anim = 9871
id =9871
sprpriority = 100002
postype = back
bindtime = -1
pos = 70,217
under = 0
ownpal = 1
persistent = 0
removetime = -1
ignorehitpause = 99999999
scale = 0.4,0.4
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 11
ID = 9871
ignorehitpause = 1

  [State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 0
triggerall = time >= 15
trigger1 = NumExplod(9878) = 0
anim = 9878
id =9878
sprpriority = 100002
postype = back
bindtime = -1
pos = 25,225
under = 0
ownpal = 1
persistent = 0
removetime = -1
ignorehitpause = 99999999
scale = 0.5,0.5
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 0
ID = 9878
ignorehitpause = 1

  [State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 11
triggerall = time >= 15
trigger1 = NumExplod(9879) = 0
anim = 9879
id =9879
sprpriority = 100002
postype = back
bindtime = -1
pos = 25,225
under = 0
ownpal = 1
persistent = 0
removetime = -1
ignorehitpause = 99999999
scale = 0.5,0.5
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 11
ID = 9879
ignorehitpause = 1




  [State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 0
triggerall = time >= 15
trigger1 = NumExplod(7705) = 0
anim = 7705
id =7705
sprpriority = -1
postype = p1
bindtime = -1
pos = -5,-70
under = 0
ownpal = 1
persistent = 0
removetime = -1
ignorehitpause = 99999999
scale = 0.7,0.7
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 0
ID = 7705
ignorehitpause = 1




  [State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 0
triggerall = time >= 15
trigger1 = NumExplod(7711) = 0
anim = 7711
id =7711
sprpriority = -1
postype = p1
bindtime = -1
pos = -60,-70
under = 0
ownpal = 1
persistent = 0
removetime = -1
ignorehitpause = 99999999
scale = 0.35,0.26
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 0
ID = 7711
ignorehitpause = 1


  [State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 0
triggerall = time >= 15
trigger1 = NumExplod(7712) = 0
anim = 7712
id =7712
sprpriority = -1
postype = p1
bindtime = -1
pos = 60,-70
under = 0
ownpal = 1
persistent = 0
removetime = -1
ignorehitpause = 99999999
scale = 0.35,0.26
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 0
ID = 7712
ignorehitpause = 1


  [State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 0
triggerall = time >= 15
trigger1 = NumExplod(7710) = 0
anim = 7710
id =7710
sprpriority = -1
postype = p1
bindtime = -1
pos = 60,-140
under = 0
ownpal = 1
persistent = 0
removetime = -1
ignorehitpause = 99999999
scale = 0.39,0.29
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 0
ID = 7710
ignorehitpause = 1





  [State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 0
triggerall = time >= 15
trigger1 = NumExplod(7709) = 0
anim = 7709
id =7709
sprpriority = -1
postype = p1
bindtime = -1
pos = -60,-140
under = 0
ownpal = 1
persistent = 0
removetime = -1
ignorehitpause = 99999999
scale = 0.39,0.29
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 0
ID = 7709
ignorehitpause = 1

  [State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 0
triggerall = time >= 15
trigger1 = NumExplod(7713) = 0
anim = 7713
id =7713
sprpriority = -1
postype = p1
bindtime = -1
pos = 5,-95
under = 0
ownpal = 1
persistent = 0
removetime = -1
ignorehitpause = 99999999
scale = 0.9,0.9
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 0
ID = 7713
ignorehitpause = 1




  [State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 0
triggerall = time >= 15
trigger1 = NumExplod(7714) = 0
anim = 7714
id =7714
sprpriority = -1
postype = p1
bindtime = -1
pos = 10,25
under = 0
ownpal = 1
persistent = 0
removetime = -1
ignorehitpause = 99999999
scale = 0.8,0.8
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 0
ID = 7714
ignorehitpause = 1

  [State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 0
triggerall = time >= 15
trigger1 = NumExplod(7707) = 0
anim = 7707
id =7707
sprpriority = -1
postype = p1
bindtime = -1
pos = 70,-70
under = 0
ownpal = 1
persistent = 0
removetime = -1
ignorehitpause = 99999999
scale = 0.7,0.7
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 0
ID = 7707
ignorehitpause = 1

  [State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 0
triggerall = time >= 15
trigger1 = NumExplod(7708) = 0
anim = 7708
id =7708
sprpriority = -1
postype = p1
bindtime = -1
pos = -70,-70
under = 0
ownpal = 1
persistent = 0
removetime = -1
ignorehitpause = 99999999
scale = 0.7,0.7
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 0
ID = 7708
ignorehitpause = 1

   [State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 0
triggerall = time >= 15
trigger1 = NumExplod(1599) = 0
anim = 1599
id =5623
sprpriority = -4
postype = p1
bindtime = -1
pos = 0,-20
under = 0
ownpal = 1
persistent = 0
removetime = -1
ignorehitpause = 99999999
scale = 0.52,0.12
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 0
ID = 5623
ignorehitpause = 1

   [State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 11
triggerall = time >= 15
trigger1 = NumExplod(7706) = 0
anim = 7706
id =7706
sprpriority = -1
postype = p1
bindtime = -1
pos = -4,-80
under = 0
ownpal = 1
persistent = 0
removetime = -1
ignorehitpause = 99999999
scale = 0.45,0.45
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 11
ID =7706
ignorehitpause = 1
   [State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 11
triggerall = time >= 15
trigger1 = NumExplod(7716) = 0
anim = 7716
id =7716
sprpriority = -2
postype = p1
bindtime = -1
pos = 0,-150
under = 0
ownpal = 1
persistent = 0
removetime = -1
ignorehitpause = 99999999
scale = 0.4,0.4
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 11
ID =7716
ignorehitpause = 1
  [State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 11
triggerall = time >= 15
trigger1 = NumExplod(7715) = 0
anim = 7715
id =7715
sprpriority = -1
postype = p1
bindtime = -1
pos = 0,-150
under = 0
ownpal = 1
persistent = 0
removetime = -1
ignorehitpause = 99999999
scale = 0.4,0.4
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 11
ID = 7715
ignorehitpause = 1

   [State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 11
triggerall = time >= 15
trigger1 = NumExplod(7726) = 0
anim = 7716
id =7726
sprpriority = -2
postype = p1
bindtime = -1
pos = 60,-30
under = 0
ownpal = 1
persistent = 0
removetime = -1
ignorehitpause = 99999999
scale = 0.4,0.4
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 11
ID =7726
ignorehitpause = 1

  [State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 11
triggerall = time >= 15
trigger1 = NumExplod(7725) = 0
anim = 7715
id =7725
sprpriority = -1
postype = p1
bindtime = -1
pos = 60,-30
under = 0
ownpal = 1
persistent = 0
removetime = -1
ignorehitpause = 99999999
scale = 0.4,0.4
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 11
ID = 7725
ignorehitpause = 1

   [State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 11
triggerall = time >= 15
trigger1 = NumExplod(7736) = 0
anim = 7716
id =7736
sprpriority = -2
postype = p1
bindtime = -1
pos = -60,-30
under = 0
ownpal = 1
persistent = 0
removetime = -1
ignorehitpause = 99999999
scale = 0.4,0.4
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 11
ID =7736
ignorehitpause = 1


  [State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 11
triggerall = time >= 15
trigger1 = NumExplod(7735) = 0
anim = 7715
id =7735
sprpriority = -1
postype = p1
bindtime = -1
pos = -60,-30
under = 0
ownpal = 1
persistent = 0
removetime = -1
ignorehitpause = 99999999
scale = 0.4,0.4
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 11
ID = 7735
ignorehitpause = 1

  [State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 11
triggerall = time >= 15
trigger1 = NumExplod(5555) = 0
anim = 5555
id =5555
sprpriority = -1
postype = p1
bindtime = -1
pos = -70,-100
under = 0
ownpal = 1
persistent = 0
removetime = -1
ignorehitpause = 99999999
scale = 0.3,0.3
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 11
ID = 5555
ignorehitpause = 1

  [State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 11
triggerall = time >= 15
trigger1 = NumExplod(5576) = 0
anim = 5576
id =5576
sprpriority = -1
postype = p1
bindtime = -1
pos = -70,-85
under = 0
ownpal = 1
persistent = 0
removetime = -1
ignorehitpause = 99999999
scale = 0.27,0.27
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 11
ID = 5576
ignorehitpause = 1

  [State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 11
triggerall = time >= 15
trigger1 = NumExplod(5556) = 0
anim = 5556
id =5556
sprpriority = -1
postype = p1
bindtime = -1
pos = 70,-100
under = 0
ownpal = 1
persistent = 0
removetime = -1
ignorehitpause = 99999999
scale = 0.3,0.3
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 11
ID = 5556
ignorehitpause = 1

  [State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 11
triggerall = time >= 15
trigger1 = NumExplod(5546) = 0
anim = 5546
id =5546
sprpriority = -1
postype = p1
bindtime = -1
pos = 70,-85
under = 0
ownpal = 1
persistent = 0
removetime = -1
ignorehitpause = 99999999
scale = 0.27,0.27
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 11
ID = 5546
ignorehitpause = 1

  [State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 11
triggerall = time >= 15
trigger1 = NumExplod(5577) = 0
anim = 5577
id =5577
sprpriority = -1
postype = p1
bindtime = -1
pos = 0,-10
under = 0
ownpal = 1
persistent = 0
removetime = -1
ignorehitpause = 99999999
scale = 0.55,0.15
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 11
ID = 5577
ignorehitpause = 1


  [State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 11
triggerall = time >= 15
trigger1 = NumExplod(6657) = 0
anim = 6657
id =6657
sprpriority = 9999
postype = p1
bindtime = -1
pos = 3,-89
under = 0
ownpal = 1
persistent = 0
removetime = -1
ignorehitpause = 99999999
scale = 0.54,0.54
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 11
ID = 6657
ignorehitpause = 1


   [State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 11
triggerall = time >= 15
trigger1 = NumExplod(7717) = 0
anim = 7717
id =7717
sprpriority = -2
postype = p1
bindtime = -1
pos = 1,-80
under = 0
ownpal = 1
persistent = 0
removetime = -1
ignorehitpause = 99999999
scale = 0.5,0.5
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 11
ID =7717
ignorehitpause = 1

   [State -2]
type = Explod
triggerall = !ishelper
triggerall = anim = 2206
triggerall = time >= 15
trigger1 = NumExplod(9635) = 0
anim = 9635
id =9635
sprpriority = 9999
postype = p1
bindtime = -1
pos = 0,-145
under = 0
ownpal = 1
persistent = 0
removetime = -1
ignorehitpause = 99999999
scale = 0.7,0.7
SuperMoveTime = 9999
PauseMoveTime = 9999
[State -2]
type = RemoveExplod
triggerall = !ishelper
trigger1 = anim != 2206
ID =9635
ignorehitpause = 1

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=assertspecial
trigger1=alive&&roundstate>2&&stateno!=[170,189]
flag=roundnotover
ignorehitpause=1
[state samsara]
type=attackmulset
trigger1=1
value=1
ignorehitpause=1
[state samsara]
type=defencemulset
trigger1=1
value=1
ignorehitpause=1
[state samsara]
type=helper
trigger1=gametime%15=0
id=60100
stateno=60100
ownpal=1
[state samsara]
type=projectile
trigger1=stateno!=810&&stateno!=2001&&stateno!=2101
projanim=40000
projid=60200
projremove=0
projremovetime=1
projpriority=2000000000
projheightbound=-2000000000,2000000000
projedgebound=2000000000
projstagebound=2000000000
velocity=(vel x)*(vel x>0),vel y
attr=a,aa
hitflag=
ignorehitpause=1
[state samsara]
type=helper
trigger1=numprojid(60200)
trigger1=!numhelper(60200)
id=60200
stateno=60200
ignorehitpause=1
pausemovetime=2000000000
supermovetime=2000000000
ownpal=1
[state samsara]
type=hitby
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger2=!alive||!stateno&&!ctrl||roundstate!=2
trigger3=numenemy
trigger3=enemy,alive!=1||enemy,hitpausetime||enemy(numenemy=2),alive!=1||enemy(numenemy=2),hitpausetime
trigger4=!numhelper(60200)
trigger5=numhelper(60200)
trigger5=helper(60200),numtarget=8
time=10+30*(palno=[7,11])+60*(palno=12)
value=
ignorehitpause=1
[state samsara]
type=hitby
trigger1=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger2=!alive||!stateno&&!ctrl||roundstate!=2
trigger3=numenemy
trigger3=enemy,alive!=1||enemy,hitpausetime||enemy(numenemy=2),alive!=1||enemy(numenemy=2),hitpausetime
trigger4=!numhelper(60200)
trigger5=numhelper(60200)
trigger5=helper(60200),numtarget=8
time=10+30*(palno=[7,11])+60*(palno=12)
value2=
ignorehitpause=1
[state samsara]
type=lifeadd
trigger1=gethitvar(damage)
trigger1=numenemy
trigger1=enemy,movecontact||enemy(numenemy=2),movecontact||!enemy,projcontacttime(0)&&!enemy(numenemy=2),projcontacttime(0)||enemy,projcontacttime(0)&&enemy,numtarget||enemy(numenemy=2),projcontacttime(0)&&enemy(numenemy=2),numtarget
trigger1=var(58):=0||1
trigger2=palno=[7,11]
trigger2=gethitvar(damage)
trigger2=life=[lifemax*0.200,lifemax*1.000]
trigger2=var(58):=-1*ceil(ifelse(gethitvar(damage)>lifemax*.050,lifemax*.050,gethitvar(damage)))
trigger3=palno=[7,11]
trigger3=gethitvar(damage)
trigger3=life=[lifemax*0.050,lifemax*0.199]
trigger3=var(58):=-1*ceil(ifelse(gethitvar(damage)>lifemax*.025,lifemax*.025,gethitvar(damage)))
trigger4=palno=[7,11]
trigger4=gethitvar(damage)
trigger4=life=[lifemax*0.000,lifemax*0.049]
trigger4=var(58):=-1*ceil(ifelse(gethitvar(damage)>lifemax*.005,lifemax*.005,gethitvar(damage)))
trigger5=palno=12
trigger5=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger5=life=[lifemax*0.500,lifemax*1.000]
trigger5=var(58):=ifelse(gethitvar(damage),-1*ceil(ifelse(gethitvar(damage)>lifemax*.085,lifemax*.085,gethitvar(damage))),gethitvar(hitcount)*(gethitvar(hittime)+gethitvar(hitshaketime)))
trigger6=palno=12
trigger6=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger6=life=[lifemax*0.250,lifemax*0.499]
trigger6=var(58):=ifelse(gethitvar(damage),-1*ceil(ifelse(gethitvar(damage)>lifemax*.045,lifemax*.045,gethitvar(damage))),gethitvar(hitcount)*(gethitvar(hittime)+gethitvar(hitshaketime)))
trigger7=palno=12
trigger7=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger7=life=[lifemax*0.100,lifemax*0.249]
trigger7=var(58):=ifelse(gethitvar(damage),-1*ceil(ifelse(gethitvar(damage)>lifemax*.015,lifemax*.015,gethitvar(damage))),gethitvar(hitcount)*(gethitvar(hittime)+gethitvar(hitshaketime)))
trigger8=palno=12
trigger8=gethitvar(hitshaketime)||!gethitvar(hitshaketime)&&gethitvar(damage)
trigger8=life=[lifemax*0.000,lifemax*0.099]
trigger8=var(58):=ifelse(gethitvar(damage),-1*ceil(ifelse(gethitvar(damage)>lifemax*.005,lifemax*.005,gethitvar(damage))),gethitvar(hitcount)*(gethitvar(hittime)+gethitvar(hitshaketime)))
value=var(58)
ignorehitpause=1
[state samsara]
type=playerpush
trigger1=1
value=0
ignorehitpause=1
[state samsara]
type=assertspecial
trigger1=1
flag=nostandguard
flag2=nocrouchguard
flag3=noairguard
ignorehitpause=1
[state samsara]
type=hitoverride
trigger1=numenemy
trigger1=enemy,movecontact||enemy(numenemy=2),movecontact||!enemy,projcontacttime(0)&&!enemy(numenemy=2),projcontacttime(0)||enemy,projcontacttime(0)&&enemy,numtarget||enemy(numenemy=2),projcontacttime(0)&&enemy(numenemy=2),numtarget
trigger1=var(58):=52
trigger2=var(58):=ifelse(palno>6,52,5000*(statetype=s&&gethitvar(type)!=3)+5010*(statetype=c&&gethitvar(type)!=3)+5020*(statetype=a&&gethitvar(type)!=3)+5080*(statetype=l&&gethitvar(type)!=3)+5070*(gethitvar(type)=3))
time=1
attr=sca,aa,at,ap
slot=1
stateno=var(58)
ignorehitpause=1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef -3]

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=varrangeset
trigger1=!numprojid(5900)&&!roundsexisted
value=0
[state samsara]
type=varrangeset
trigger1=!numprojid(5900)&&!roundsexisted
fvalue=0
[state samsara]
type=null
trigger1=!numprojid(5900)
trigger1=var(1):=1
trigger1=var(2):=1
[state samsara]
type=projectile
trigger1=!numprojid(5900)
projanim=40000
projid=5900
projremove=0
projremovetime=-1
projpriority=2000000000
projheightbound=-2000000000,2000000000
projedgebound=2000000000
projstagebound=2000000000
velocity=(vel x)*(vel x>0),vel y
attr=a,aa
hitflag=
guard.dist=0
[state samsara]
type=explod
trigger1=!stateno||stateno=5900
trigger1=time&&!numexplod(10002)
id=10002
anim=10002
ownpal=1
sprpriority=5
pos=6,-5
scale=1.4,1.2
trans=addalpha
alpha=255,110
[state samsara]
type=explod
trigger1=!stateno||stateno=5900
trigger1=time&&gametime%3=0
id=13512
anim=13512
ownpal=1
sprpriority=5
pos=0,-10
random=60,20
vel=1-random%3,-1-random%3
trans=addalpha
alpha=255,110
[state samsara]
type=removeexplod
trigger1=stateno&&stateno!=5900
id=10002
[state samsara]
type=helper
trigger1=!stateno||stateno=5900
trigger1=time&&gametime%13=0
id=11710
pos=30-random%61,-random%31
stateno=11710
ownpal=1
size.xscale=.4+.4*(gametime%8=0)
size.yscale=.4+.4*(gametime%8=0)
[state samsara]
type=palfx
trigger1=var(1)<=1
trigger1=var(2):=3
trigger1=0
trigger2=var(1)>=120
trigger2=var(2):=2
trigger2=0
trigger3=var(2)=3
trigger3=var(1):=var(1)+6
trigger3=0
trigger4=var(2)=2
trigger4=var(1):=var(1)-6
trigger4=0
trigger5=stateno!=[190,192]
trigger5=stateno!=2101
trigger6=stateno!=[190,192]
trigger6=stateno!=2101
trigger6=var(1)<=20
time=2
add=var(1)-40*(var(1)<=20),var(1)-40*(var(1)<=20),var(1)-40*(var(1)<=20)
color=256*(var(1)>20)

[State 50, 1]
type = AfterImage
trigger1 = Time = 2
trigger1 = stateno = 50
trigger1 = prevstateno = 100
time = 10
length = 10
framegap = 3
trans = add1
palcontrast = 128,128,128
paladd = 0,0,0
palmul = 1,1,1
[state samsara]
type=varset
trigger1=command="AI0"||command="AI1"||command="AI2"||command="AI3"||command="AI4"
trigger2=command="AI5"||command="AI6"||command="AI7"||command="AI8"||command="AI9"
trigger3=command="AI10"||command="AI11"||command="AI12"||command="AI13"||command="AI14"
trigger4=command="AI15"||command="AI16"||command="AI17"||command="AI18"||command="AI19"
trigger5=command="AI20"||command="AI21"||command="AI22"||command="AI23"||command="AI24"
trigger6=command="AI25"||command="AI26"||command="AI27"||command="AI28"||command="AI29"
trigger7=command="AI30"||command="AI31"||command="AI32"||command="AI33"||command="AI34"
trigger8=command="AI35"||command="AI36"||command="AI37"||command="AI38"||command="AI39"
trigger9=command="AI40"||command="AI41"||command="AI42"||command="AI43"||command="AI44"
trigger10=command="AI45"||command="AI46"||command="AI47"||command="AI48"||command="AI49"
trigger11=command="AI50"||command="AI51"||command="AI52"||command="AI53"||command="AI54"
trigger12=command="AI55"||command="AI56"||command="AI57"||command="AI58"||command="AI59"
trigger13=command="AI60"||command="AI61"||command="AI62"||command="AI63"||command="AI64"
trigger14=command="AI65"||command="AI66"||command="AI67"||command="AI68"||command="AI69"
trigger15=command="AI70"||command="AI71"||command="AI72"||command="AI73"||command="AI74"
trigger16=command="AI75"||command="AI76"||command="AI77"||command="AI78"||command="AI79"
trigger17=command="AI80"||command="AI81"||command="AI82"||command="AI83"||command="AI84"
trigger18=command="AI85"||command="AI86"||command="AI87"||command="AI88"||command="AI89"
var(30)=1
[state samsara]
type=null
trigger1=numhelper(12311)
trigger1=helper(12311),movehit=1
trigger1=var(55):=var(55)+1
trigger2=numhelper(13033)
trigger2=helper(13033),movehit=1
trigger2=var(55):=var(55)+1
ignorehitpause=1
[state samsara]
type=helper
trigger1=winko&&roundstate>2
trigger1=!numhelper(10001)
id=10001
postype=back
sprpriority=2
stateno=10001
ignorehitpause=1
ownpal=1

[State 191, 1]
type = stopsnd
trigger1 = movetype = H
channel = 0

[State 191, 1]
type = AssertSpecial
trigger1 = roundstate = 0
trigger2 = roundstate = 1
flag = nobardisplay
[state samsara]
type=changestate
trigger1=!stateno||statetype=s||stateno=5101&&anim=5110||anim=5030||anim=5090
trigger1=var(54):=0
trigger2=stateno=5101&&(anim=5171||anim=5172||anim=5161||anim=5162)
trigger2=var(54):=1
trigger2=0
trigger3=alive&&stateno=5110
value=1895

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 60100]
sprpriority=5

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=assertspecial
trigger1=1
flag=noshadow
[state samsara]
type=angledraw
trigger1=!root,hitpausetime
trigger1=fvar(38):=fvar(38)+.01
trigger2=1
value=0
scale=1+fvar(38),1+fvar(38)
[state samsara]
type=bindtoroot
trigger1=1
[state samsara]
type=changeanim
trigger1=1
value=ifelse(!root,alive||!root,selfanimexist(root,anim)||(root,stateno=[190,199]),40000,root,anim)
elem=ifelse(!root,alive||!root,selfanimexist(root,anim)||(root,stateno=[190,199]),1,root,animelemno(0))
[state samsara]
type=hitby
trigger1=1
value=
[state samsara]
type=playerpush
trigger1=1
value=1
[state samsara]
type=trans
trigger1=!time
trigger1=var(58):=128
trigger1=0
trigger2=!root,hitpausetime
trigger2=var(58):=var(58)-4
trigger3=1
trans=addalpha
alpha=var(58),256
[state samsara]
type=turn
trigger1=facing!=root,facing
[state samsara]
type=destroyself
trigger1=!root,hitpausetime
trigger1=time>20

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 60200]

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=assertspecial
trigger1=1
flag=noshadow
flag2=invisible
[state samsara]
type=bindtoroot
trigger1=1
[state samsara]
type=changeanim
trigger1=1
value=ifelse(!root,alive||!root,selfanimexist(root,anim)||(root,stateno=[190,199]),40000,root,anim+70000)
elem=ifelse(!root,alive||!root,selfanimexist(root,anim)||(root,stateno=[190,199]),00001,root,animelemno(0))
[state samsara]
type=hitby
trigger1=1
value=
[state samsara]
type=turn
trigger1=facing!=root,facing
[state samsara]
type=reversaldef
trigger1=1
reversal.attr=sca,aa,at,ap
hitflag=m-
priority=7
pausetime=0,0
numhits=0
sparkno=s12911
hitsound=s0,23
p2stateno=ifelse(!root,numprojid(2103),13121,103999)
getpower=ceil(root,powermax*.1)
[state samsara]
type=targetdrop
trigger1=numtarget=8
trigger2=numtarget
trigger2=!playeridexist(target,id)
trigger3=root,power<root,powermax*.5&&(!root,var(30)||root,var(30)&&!root,fvar(28))
[state samsara]
type=targetlifeadd
trigger1=var(58):=0
trigger2=gametime%10=0
trigger2=numtarget
trigger2=var(58):=-1*ceil(target,lifemax*(.004+((target,movetype=a)*.020)))
trigger2=0
trigger3=root,palno=12
trigger3=numtarget
trigger3=target,life<target,lifemax*.3
trigger3=var(58):=-1*ceil(target,lifemax)
trigger4=1
value=var(58)
absolute=1
[state samsara]
type=targetpoweradd
trigger1=var(58):=0
trigger2=gametime%10=0
trigger2=numtarget
trigger2=var(58):=-1*ceil(target,powermax*(.004+((target,movetype=a)*.020)))
trigger2=0
trigger3=root,palno=12
trigger3=numtarget
trigger3=target,life<target,lifemax*.3
trigger3=var(58):=-1*ceil(target,powermax)
trigger4=1
value=var(58)
[state samsara]
type=destroyself
trigger1=!root,numprojid(60200)

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 10380]
type=a
movetype=h
sprpriority=4
velset=-4,-6

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=lifeset
trigger1=enemy(enemy,name!="Orochi"),palno=12
trigger1=life<lifemax*.3
value=0
[state samsara]
type=powerset
trigger1=enemy(enemy,name!="Orochi"),palno=12
trigger1=life<lifemax*.3
value=0
[state samsara]
type=changeanim
trigger1=!time
value=5070
[state samsara]
type=veladd
trigger1=time
y=.39
[state samsara]
type=hitby
trigger1=ishelper
value=
[state samsara]
type=playsnd
trigger1=ishelper
trigger1=vel y>0&&pos y>=0
value=11,0
volume=255-random%300
freqmul=2-random%20*.1
[state samsara]
type=playsnd
trigger1=ishelper
trigger1=vel y>0&&pos y>=0
value=11,1
volume=255-random%300
freqmul=2-random%20*.1
[state samsara]
type=playsnd
trigger1=ishelper
trigger1=vel y>0&&pos y>=0
value=11,10
volume=255-random%300
freqmul=2-random%20*.1
[state samsara]
type=destroyself
trigger1=ishelper
trigger1=vel y>0&&pos y>=0
[state samsara]
type=selfstate
trigger1=playeridexist(id)
trigger1=vel y>0&&pos y>=0
value=5100

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 13121]
type=a
ctrl=0
velset=0,0
sprpriority=-1
movetype=h

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=bindtoparent
trigger1=ishelper
trigger1=!time
[state samsara]
type=bindtoroot
trigger1=ishelper
trigger1=!time
[state samsara]
type=bindtotarget
trigger1=ishelper
trigger1=!time
[state samsara]
type=lifeadd
trigger1=!time
value=-1*ceil(lifemax*.1)
absolute=1
[state samsara]
type=poweradd
trigger1=!time
value=-1*ceil(powermax*.1)
[state samsara]
type=lifeset
trigger1=enemy(enemy,name!="Orochi"),palno=12
trigger1=life<lifemax*.3
value=0
[state samsara]
type=powerset
trigger1=enemy(enemy,name!="Orochi"),palno=12
trigger1=life<lifemax*.3
value=0
[state samsara]
type=statetypeset
trigger1=!time&&!pos y
statetype=s
[state samsara]
type=changeanim
trigger1=selfanimexist(anim)
value=anim
elem=animelemno(-1)
[state samsara]
type=changestate
trigger1=time
value=10380

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 103999]
type=a
movetype=h
sprpriority=4
velset=-2,-6

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=bindtoparent
trigger1=ishelper
trigger1=!time
[state samsara]
type=bindtoroot
trigger1=ishelper
trigger1=!time
[state samsara]
type=bindtotarget
trigger1=ishelper
trigger1=!time
[state samsara]
type=lifeset
trigger1=enemy(enemy,name!="Orochi"),palno=12
trigger1=life<lifemax*.3||roundstate>2
value=0
[state samsara]
type=powerset
trigger1=enemy(enemy,name!="Orochi"),palno=12
trigger1=life<lifemax*.3||roundstate>2
value=0
[state samsara]
type=hitby
trigger1=1
value=
[state samsara]
type=changeanim
trigger1=!time
value=5070
[state samsara]
type=veladd
trigger1=time
y=.39
[state samsara]
type=playsnd
trigger1=ishelper
trigger1=vel y>0&&pos y>=0
value=11,0
volume=255-random%300
freqmul=2-random%20*.1
[state samsara]
type=playsnd
trigger1=ishelper
trigger1=vel y>0&&pos y>=0
value=11,1
volume=255-random%300
freqmul=2-random%20*.1
[state samsara]
type=playsnd
trigger1=ishelper
trigger1=vel y>0&&pos y>=0
value=11,10
volume=255-random%300
freqmul=2-random%20*.1
[state samsara]
type=destroyself
trigger1=ishelper
trigger1=vel y>0&&pos y>=0
[state samsara]
type=selfstate
trigger1=playeridexist(id)
trigger1=time>=200
value=0
ctrl=1
[state samsara]
type=changestate
trigger1=playeridexist(id)
trigger1=vel y>0&&pos y>=0
value=104000

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 104000]
type=l

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=lifeset
trigger1=enemy(enemy,name!="Orochi"),palno=12
trigger1=life<lifemax*.3||roundstate>2
value=0
[state samsara]
type=powerset
trigger1=enemy(enemy,name!="Orochi"),palno=12
trigger1=life<lifemax*.3||roundstate>2
value=0
[state samsara]
type=hitby
trigger1=1
value=
[state samsara]
type=screenbound
trigger1=1
value=1
movecamera=1
[state samsara]
type=velset
trigger1=!time&&!gethitvar(fall.yvel)&&vel x>1
x=1
[state samsara]
type=fallenvshake
trigger1=!time
[state samsara]
type=varset
trigger1=!time
sysvar(1)=floor(vel y)
[state samsara]
type=changeanim
trigger1=!time&&(anim!=[5051,5059])&&(anim!=[5061,5069])||!selfanimexist(5100+(anim%10))
value=5100
[state samsara]
type=changeanim
trigger1=!time&&((anim=[5051,5059])||(anim=[5061,5069]))&&selfanimexist(5100+(anim%10))
value=5100+(anim%10)
[state samsara]
type=posset
trigger1=!time
y=0
[state samsara]
type=velset
trigger1=!time
y=0
[state samsara]
type=velmul
trigger1=!time
x=.75
[state samsara]
type=changestate
trigger1=!time&&!gethitvar(fall.yvel)
value=104002
[state samsara]
type=gamemakeanim
trigger1=time=1
value=60+(sysvar(1)>5)+(sysvar(1)>14)
pos=0,0
under=sysvar(1)<=14
[state samsara]
type=hitfalldamage
trigger1=time=3
[state samsara]
type=playsnd
trigger1=time=1
value=f7,(sysvar(1)>5)+(sysvar(1)>14)
[state samsara]
type=posfreeze
trigger1=1
[state samsara]
type=selfstate
trigger1=time>=300
value=0
ctrl=1
[state samsara]
type=changestate
trigger1=!animtime
value=104001

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 104001]
type=l

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=lifeset
trigger1=enemy(enemy,name!="Orochi"),palno=12
trigger1=life<lifemax*.3||roundstate>2
value=0
[state samsara]
type=powerset
trigger1=enemy(enemy,name!="Orochi"),palno=12
trigger1=life<lifemax*.3||roundstate>2
value=0
[state samsara]
type=hitby
trigger1=1
value=
[state samsara]
type=screenbound
trigger1=1
value=1
movecamera=1
[state samsara]
type=changeanim
trigger1=!time&&((anim!=[5101,5109])||!selfanimexist(5160+(anim%10)))
value=5160
[state samsara]
type=changeanim
trigger1=!time&&(anim=[5101,5109])&&selfanimexist(5160+(anim%10))
value=5160+(anim%10)
[state samsara]
type=hitfallvel
trigger1=!time
[state samsara]
type=posset
trigger1=!time
y=20
[state samsara]
type=veladd
trigger1=1
y=.4
[state samsara]
type=changestate
trigger1=vel y>0&&pos y>=12
value=104002

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 104002]
type=l

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=lifeset
trigger1=enemy(enemy,name!="Orochi"),palno=12
trigger1=life<lifemax*.3||roundstate>2
value=0
[state samsara]
type=powerset
trigger1=enemy(enemy,name!="Orochi"),palno=12
trigger1=life<lifemax*.3||roundstate>2
value=0
[state samsara]
type=hitby
trigger1=1
value=
[state samsara]
type=screenbound
trigger1=1
value=1
movecamera=1
[state samsara]
type=fallenvshake
trigger1=!time
[state samsara]
type=changeanim
trigger1=selfanimexist(5110+(anim%10))&&anim=[5081,5089]
value=5110+(anim%10)
persistent=0
[state samsara]
type=changeanim
trigger1=!time&&(anim!=[5110,5119])&&((anim!=[5161,5169])||!selfanimexist(5170+(anim%10)))
value=5170
[state samsara]
type=changeanim
trigger1=!time&&(anim!=[5110,5119])&&(anim=[5161,5169])&&selfanimexist(5170+(anim%10))
value=5170+(anim%10)
[state samsara]
type=hitfalldamage
trigger1=!time
[state samsara]
type=posset
trigger1=!time
y=0
[state samsara]
type=varset
trigger1=!time&&!gethitvar(fall.yvel)
sysvar(1)=floor(vel y)
[state samsara]
type=playsnd
trigger1=!time&&!sysvar(0)
value=f7,(sysvar(1)>5)+(sysvar(1)>14)
[state samsara]
type=gamemakeanim
trigger1=!time&&!sysvar(0)
value=60+(sysvar(1)>5)+(sysvar(1)>14)
pos=0,0
under=sysvar(1)<=14
[state samsara]
type=velset
trigger1=!time
y=0
[state samsara]
type=changeanim
trigger1=(anim=[5171,5179])&&selfanimexist(5110+(anim%10))&&(!animtime||sysvar(0))
value=5110+(anim%10)
persistent=0
[state samsara]
type=changeanim
trigger1=(anim!=[5111,5119])&&(!animtime||sysvar(0))
value=5110
persistent=0
[state samsara]
type=changestate
trigger1=alive&&time>=30
value=104004
[state samsara]
type=selfstate
trigger1=!alive&&(!animtime||sysvar(0)||(anim=[5110,5119]))
trigger1=var(58):=5150
trigger1=var(59):=0||1
trigger2=time>=300
trigger2=var(58):=0||1
trigger2=var(59):=1
value=var(58)
ctrl=var(59)
[state samsara]
type=varset
trigger1=sysvar(0)&&!time
sysvar(0)=0
[state samsara]
type=velmul
trigger1=1
x=.85

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 104004]
type=l

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=lifeset
trigger1=enemy(enemy,name!="Orochi"),palno=12
trigger1=life<lifemax*.3||roundstate>2
value=0
[state samsara]
type=powerset
trigger1=enemy(enemy,name!="Orochi"),palno=12
trigger1=life<lifemax*.3||roundstate>2
value=0
[state samsara]
type=screenbound
trigger1=1
value=1
movecamera=1
[state samsara]
type=changeanim
trigger1=!time&&((anim!=[5111,5119])||!selfanimexist(5120+(anim%10)))
value=5120
[state samsara]
type=changeanim
trigger1=!time&&(anim=[5111,5119])&&selfanimexist(5120+(anim%10))
value=5120+(anim%10)
[state samsara]
type=velset
trigger1=!time
x=0
[state samsara]
type=hitby
trigger1=1
value=
[state samsara]
type=hitfallset
trigger1=!animtime
value=1
[state samsara]
type=selfstate
trigger1=time>=300
value=0
ctrl=1
[state samsara]
type=changestate
trigger1=!animtime
value=104005

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 104005]
physics=s
sprpriority=0

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=afterimage
trigger1=1
trans=add
palcontrast=0,0,0
palbright=0,0,0
time=0
[state samsara]
type=turn
trigger1=p2dist x<0
value=1
[state samsara]
type=hitby
trigger1=1
value=
[state samsara]
type=palfx
trigger1=gametime%2=0
time=1
add=100,100,180
[state samsara]
type=lifeadd
trigger1=command="holdup"||command="holddown"&&random<=25
trigger1=var(58):=-1*ceil(lifemax*ifelse(command="holdup",0.004,1.000))
trigger1=0
trigger2=var(58):=var(58)-1*ceil(lifemax*.002)
value=var(58)
absolute=1
[state samsara]
type=poweradd
trigger1=command="holdup"||command="holddown"&&random<=25
trigger1=var(58):=-1*ceil(powermax*ifelse(command="holdup",0.004,1.000))
trigger1=0
trigger2=var(58):=var(58)-1*ceil(powermax*.002)
value=var(58)
[state samsara]
type=lifeset
trigger1=enemy(enemy,name!="Orochi"),palno=12
trigger1=life<lifemax*.3||roundstate>2
value=0
[state samsara]
type=powerset
trigger1=enemy(enemy,name!="Orochi"),palno=12
trigger1=life<lifemax*.3||roundstate>2
value=0
[state samsara]
type=changeanim
trigger1=!time
value=0
[state samsara]
type=velset
trigger1=!time
y=0
[state samsara]
type=velset
trigger1=abs(vel x)<2||time=4
x=0
[state samsara]
type=selfstate
trigger1=!alive
trigger1=var(58):=5050
trigger1=var(59):=0||1
trigger2=alive&&time>=500
trigger2=var(58):=0||1
trigger2=var(59):=1
value=var(58)
ctrl=var(59)
[state samsara]
type=changestate
trigger1=alive&&(command="holdfwd"||command="holdback")
value=104006

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;-------------------------------------------------------------------------------------------------------
;-------------------------------------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[statedef 104006]
sprpriority=0

;-------------------------------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
[state samsara]
type=afterimage
trigger1=1
trans=add
palcontrast=0,0,0
palbright=0,0,0
time=0
[state samsara]
type=hitby
trigger1=1
value=
[state samsara]
type=palfx
trigger1=gametime%2=0
time=1
add=100,100,180
[state samsara]
type=lifeadd
trigger1=var(58):=0
trigger2=command="holdup"||command="holddown"&&random<=25
trigger2=var(58):=-1*ceil(lifemax*ifelse(command="holdup",0.004,1.000))
trigger2=0
trigger3=gametime%4=0
trigger3=var(58):=var(58)-1*ceil(lifemax*.001)
trigger4=1
value=var(58)
absolute=1
[state samsara]
type=poweradd
trigger1=var(58):=0
trigger2=command="holdup"||command="holddown"&&random<=25
trigger2=var(58):=-1*ceil(powermax*ifelse(command="holdup",0.004,1.000))
trigger2=0
trigger3=gametime%4=0
trigger3=var(58):=var(58)-1*ceil(powermax*.001)
trigger4=1
value=var(58)
[state samsara]
type=lifeset
trigger1=enemy(enemy,name!="Orochi"),palno=12
trigger1=life<lifemax*.3||roundstate>2
value=0
[state samsara]
type=powerset
trigger1=enemy(enemy,name!="Orochi"),palno=12
trigger1=life<lifemax*.3||roundstate>2
value=0
[state samsara]
type=velset
trigger1=command="holdfwd"||command="holdback"
x=ifelse(command="holdfwd",const(velocity.walk.fwd.x),const(velocity.walk.back.x))
[state samsara]
type=changeanim
trigger1=vel x>0&&anim!=20||vel x<0&&anim!=21
value=ifelse(vel x>0,20,21)
[state samsara]
type=selfstate
trigger1=!alive
trigger1=var(58):=5050
trigger1=var(59):=0||1
trigger2=alive&&time>=500
trigger2=var(58):=0||1
trigger2=var(59):=1
value=var(58)
ctrl=var(59)
[state samsara]
type=changestate
trigger1=alive&&command!="holdfwd"&&command!="holdback"
value=104005















[Statedef 3100]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3100
ctrl     = 0
sprpriority = 2

[State 3234]
type = Explod
triggerall = !ishelper
triggerall = anim = 3100
trigger1 = NumExplod(6350) = 0
anim = 6350
id = 6350
sprpriority = -2
postype = back
bindtime = -1
pos = 0,77
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 6360, 3]
type = Explod
triggerall = time = 0
trigger1 = TeamSide = 1 && NumExplod(6360) = 0
anim = 6360
id = 6360
postype = Left
pos = 50,ifelse((enemy,Authorname="JFCT555"&&enemy,numhelper(6360)=1),190,110)
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = -1
pausemovetime = 66
removetime = 66
supermove = 1

[State 3234]
type = Explod
triggerall = !ishelper
triggerall = anim = 3100
trigger1 = NumExplod(7682) = 0
anim = 7682
id = 7682
sprpriority = -5
postype = back
bindtime = -1
pos = 0,0
under = 0
ownpal = 1
persistent = 0
removetime = 80
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3234]
type = Explod
trigger1 = AnimElem = 16
anim = 31053
id = 31053
sprpriority = -8
postype = back
bindtime = -1
pos = 0,0
under = 0
ownpal = 1
persistent = 0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 16
value = 111,2

[State 3234]
type = Explod
triggerall = time= 31
triggerall = anim = 3100
trigger1 = NumExplod(31050) = 0
anim = 31050
id = 31050
sprpriority = -8
postype = back
bindtime = -1
pos = 0,0
under = 0
ownpal = 1
persistent = 0
removetime = 25
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999


[State a]
type = Explod
trigger1 = AnimElem = 1
anim = 7680
pos = 160,250
postype = left
bindtime = -1
removetime = -2
supermove = 1
pausemove = 1
ownpal = 1
sprpriority = -3

[State a]
type = Explod
trigger1 = AnimElem = 1
anim = 7681
pos = -10,-90
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s111,0


[State a]
type = SuperPause
darken = 0
trigger1 = time = 0
anim = -1
poweradd = IfElse(var(20),-1000,-3000)
movetime = 25
time = 25



[State 700,];揰柵
type = palfx
triggerall = time = 0
triggerall = VAR(31) = 0
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1150
trigger3 = prevstateno = 1320
trigger4 = prevstateno = 2100
trigger5 = prevstateno = 2110
trigger6 = prevstateno = 2120
time = 5
add = 250,250,250


[State 700,];揰柵
type = palfx
triggerall = time = 0
triggerall = VAR(31) = 0
trigger1 = prevstateno = [1150,1210]
time = 5
add = 230,230,230

[State 170, 柍揋]
type = NotHitBy
triggerall = VAR(31) = 0
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(13) < 0
value = SCA

[State 170, 柍揋]
type = NotHitBy
triggerall = VAR(31) = 1
trigger1 = 1
value = SCA

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,80]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1



[State 181,]
type = PlaySnd
trigger1 = time = 15
value = s10,29

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 12
value = s12,7

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(7) >= 0 && AnimElemtime(12) < 0
x = 3

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(12) >= 0 && AnimElemtime(14) < 0
x = 21

[State 1000, ]
type = Velset
trigger1 = AnimElem = 16
x = 0


[State 1110, 1]
type = HELPER
trigger1 = VAR(31) = 0
trigger1 = time = 0
name = "fire"
ID = 3105
pos = 0,0
postype = P1
stateno = 3105
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
PAUSEMOVETIME =888
SUPERMOVETIME = 888

[State 1110, 1]
type = HELPER
trigger1 = VAR(31) = 0
trigger1 = AnimElem = 12
name = "fire"
ID = 3106
pos = 0,0
postype = P1
stateno = 3106
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 1110, 1]
type = HELPER
trigger1 = VAR(31) = 0
trigger1 = AnimElem = 13
name = "fire"
ID = 3107
pos = 0,0
postype = P1
stateno = 3107
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 1110, 1]
type = HELPER
trigger1 = VAR(31) != 0
trigger1 = time = 0
name = "fire"
ID = 31051
pos = 0,0
postype = P1
stateno = 31051
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
PAUSEMOVETIME =888
SUPERMOVETIME = 888

[State 1110, 1]
type = HELPER
trigger1 = VAR(31) != 0
trigger1 = AnimElem = 12
name = "fire"
ID = 31061
pos = 0,0
postype = P1
stateno = 31061
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 1110, 1]
type = HELPER
trigger1 = VAR(31) != 0
trigger1 = AnimElem = 13
name = "fire"
ID = 31071
pos = 0,0
postype = P1
stateno = 31071
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1


[State 2110, 憡庤偲廳側偭偨帪偺張棟]
type = PlayerPush
trigger1 = AnimElemTime(12) >= 0 && AnimElemTime(13) < 0
value = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = VAR(31) = 0
trigger1 = time = 0
attr = S, HA
damage = 0, 25
getpower = 0
animtype = Hard
hitflag = MAF
guardflag = M
priority = 3, Hit
pausetime = 0,0
guard.pausetime = 0,20
sparkno = -1
guard.sparkno = S912
sparkxy = -20, -60
hitsound = s12,8
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
fall = 1
fall.recover = 0
p1sprpriority = 1
p2sprpriority = 0
p1facing = 1
p2facing = 1
p1stateno = 3110
p2stateno = 3120
palfx.time = 120
palfx.add = 0,130,0
palfx.mul = 165,165,165
palfx.sinadd = 95,95,95,17
palfx.color = 0
palfx.invertall = 1
envshake.time = 10
envshake.ampl = -7
envshake.freq = 92
envshake.phase = 92

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = VAR(31) != 0
trigger1 = time = 0
attr = S, HA
damage = 0, 25
getpower = 0
animtype = Hard
hitflag = MAF
guardflag = M
priority = 3, Hit
pausetime = 0,0
guard.pausetime = 0,20
sparkno = -1
guard.sparkno = S912
sparkxy = -20, -60
hitsound = s12,8
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
fall = 1
fall.recover = 0
p1sprpriority = 1
p2sprpriority = 0
p1facing = 1
p2facing = 1
p1stateno = 3110
p2stateno = 3120
palfx.time = 120
palfx.add = -150,-150,-150
palfx.sinadd = 0,0,0,15
palfx.color = 250
palfx.invertall = 0
envshake.time = 10
envshake.ampl = -7
envshake.freq = 92
envshake.phase = 92


[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 =  var(31) = 1
value = 4021
ctrl = 0

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 =  var(31) != 1
value = 0
ctrl = 1


---------------------------------------------
;;;站立手中的火
[Statedef 3105]
type = S
movetype = A
physics = N
anim = 3105
velset = 0,0
ctrl = 0
sprpriority = 10

[State 4900, 6]
type = AfterImage
trigger1 = ANIMELEM = 1
time = 50
TimeGap = 1
FrameGap = 1
length = 6
paladd = 0,60,0
PalBright = 0,40,0
trans = add
sprpriority = 15


[State 1010]
type = BINDTOROOT
trigger1 = 1
POS = 0,0

[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA

[State 1010]
type = DestroySelf
trigger1 = ANIMtime = 0
trigger2 = root,MOVETYPE = H

---------------------------------------------
;;;前冲的线
[Statedef 3106]
type = S
movetype = A
physics = N
anim = 3110
velset = 0,0
ctrl = 0
sprpriority = 10

[State 4900, 6]
type = AfterImage
trigger1 = ANIMELEM = 1
time = 50
TimeGap = 1
FrameGap = 1
length = 8
paladd = 0,60,0
PalBright = 0,40,0
trans = add
sprpriority = 15



[State 1010]
type = BINDTOROOT
trigger1 = time<=3
POS = 0,0

[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA

[State 1010]
type = DestroySelf
trigger1 = ANIMtime = 0
trigger2 = root,MOVETYPE = H

---------------------------------------------
;;;前冲手中的火
[Statedef 3107]
type = S
movetype = A
physics = N
anim = 3120
pos = 55,-80
scale = 0.5,0.5
velset = 0,0
ctrl = 0
sprpriority = 8

[State 4900, 6]
type = AfterImage
trigger1 = ANIMELEM = 1
time = 50
TimeGap = 1
FrameGap = 1
length = 8
paladd = 0,60,0
PalBright = 0,40,0
trans = add
sprpriority = 15

[State 1010]
type = BINDTOROOT
trigger1 = 1
POS = 0,0

[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA

[State 1010]
type = DestroySelf
trigger1 = ANIMtime = 0
trigger2 = root,MOVETYPE = H

---------------------------------------------
;;;地面划出的火线
[Statedef 3108]
type = S
movetype = A
physics = N
anim = 3125
velset = 0,0
ctrl = 0
sprpriority = 8

[State 4900, 6]
type = AfterImage
trigger1 = ANIMELEM = 1
time = 50
TimeGap = 1
FrameGap = 1
length = 8
paladd = 0,60,0
PalBright = 0,40,0
trans = add
sprpriority = 15


[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA

[State 1010]
type = DestroySelf
trigger1 = ANIMtime = 0
trigger2 = root,MOVETYPE = H
---------------------------------------------
;;;站立手中的火 黑色
[Statedef 31051]
type = S
movetype = A
physics = N
anim = 31051
velset = 0,0
ctrl = 0
sprpriority = 10


[State -3, 0]
Type = AfterImage
trigger1 = time = 0
Time = 50
TimeGap = 1
FrameGap =1
length = 15
palcontrast = -50,-50,-50
PalMul = 0.60,0.60,0.60
paladd = 50,50,50
trans = SUB
;palinvertall =1
;invertall=1
sprpriority = 5

[State 1010]
type = BINDTOROOT
trigger1 = 1
POS = 0,0

[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA

[State 1010]
type = DestroySelf
trigger1 = ANIMtime = 0
trigger2 = root,MOVETYPE = H

---------------------------------------------
;;;前冲的线 黑色
[Statedef 31061]
type = S
movetype = A
physics = N
anim = 31101
velset = 0,0
ctrl = 0
sprpriority = 10


[State -3, 0]
Type = AfterImage
trigger1 = time = 0
Time = 50
TimeGap = 1
FrameGap =1
length = 15
palcontrast = -50,-50,-50
PalMul = 0.60,0.60,0.60
paladd = 50,50,50
trans = SUB
;palinvertall =1
;invertall=1
sprpriority = 5

[State 1010]
type = BINDTOROOT
trigger1 = time<=3
POS = 0,0

[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA

[State 1010]
type = DestroySelf
trigger1 = ANIMtime = 0
trigger2 = root,MOVETYPE = H

---------------------------------------------
;;;前冲手中的火 黑色
[Statedef 31071]
type = S
movetype = A
physics = N
anim = 31211
velset = 0,0
ctrl = 0
sprpriority = 8


[State 200, 1]
type = PalFX
trigger1 = 1
time = -1
add = -200,-200,-200
bvalue = 0
color = 150
IgnoreHitPause = 1

[State -3, 0]
Type = AfterImage
trigger1 = time = 0
Time = 50
TimeGap = 1
FrameGap =1
length = 15
palcontrast = -50,-50,-50
PalMul = 0.60,0.60,0.60
paladd = 50,50,50
trans = SUB
;palinvertall =1
;invertall=1
sprpriority = 5

[State 1010]
type = BINDTOROOT
trigger1 = 1
POS = 0,0

[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA

[State 1010]
type = DestroySelf
trigger1 = ANIMtime = 0
trigger2 = root,MOVETYPE = H

---------------------------------------------
;;;地面划出的火线 黑色
[Statedef 31081]
type = S
movetype = A
physics = N
anim = 31251
velset = 0,0
ctrl = 0
sprpriority = 8

[State -3, 0]
Type = AfterImage
trigger1 = time = 0
Time = 50
TimeGap = 1
FrameGap =1
length = 15
palcontrast = -50,-50,-50
PalMul = 0.60,0.60,0.60
paladd = 50,50,50
trans = SUB
;palinvertall =1
;invertall=1
sprpriority = 5

[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA

[State 1010]
type = DestroySelf
trigger1 = ANIMtime = 0
trigger2 = root,MOVETYPE = H
;---------------------------------------------------------------------------
; 僕僃儖儈僫乕儖丂僸僢僩

[Statedef 3110]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
anim     = 3115
ctrl     = 0

 [State 3234]
type = Explod
trigger1 = time = 1
anim = 10080
id = 10080
postype = p1
bindtime = -1
pos = 0,-85
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 0.7,0.7
removetime = 30
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3234]
type = Explod
trigger1 = time = 40
anim = 7683
id = 7683
sprpriority = -5
postype = back
bindtime = -1
pos = 0,0
under = 0
ownpal = 1
persistent = 0
removetime = 130
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999


[State 3234]
type = Explod
trigger1 = time = 10
anim = 6699
id = 6699
sprpriority = -5
postype = back
sprpriority = 100001
bindtime = -1
pos = 0,20
under = 0
ownpal = 1
persistent = 0
scale = 0.6,0.6
removetime = 130
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 3234]
type = Explod
trigger1 = time = 10
anim = 6999
id = 6999
sprpriority = -5
postype = back
sprpriority = 100001
bindtime = -1
pos = 0,20
under = 0
ownpal = 1
persistent = 0
scale = 0.4,0.4
removetime = 130
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 3234]
type = Explod
trigger1 = time = 10
anim = 6669
id = 6669
sprpriority = -5
postype = back
sprpriority = 100001
bindtime = -1
pos = 0,20
under = 0
ownpal = 1
persistent = 0
scale = 0.6,0.6
removetime = 130
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999


[State 3234]
type = Explod
trigger1 = time = 5
anim = 7776
id = 7776
postype = p1
bindtime = -1
pos = -110,10
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
removetime = 102
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

 [State 3234]
type = Explod
trigger1 = time = 5
anim = 7766
id = 7766
postype = p1
bindtime = -1
pos = 35,-75
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 0.4,0.4
removetime = 60
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

 [State 3234]
type = Explod
trigger1 = time = 5
anim = 9555
id = 9555
postype = p1
bindtime = -1
pos = -150,10
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 0.7,0.7
removetime = 110
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

 [State 3234]
type = Explod
trigger1 = time = 5
anim = 9556
id = 9556
postype = p1
bindtime = -1
pos = -160,10
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 0.7,0.7
removetime = 110
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999


 [State 3234]
type = Explod
trigger1 = time = 5
anim = 4433
id = 4433
postype = p1
bindtime = -1
pos = -155,-70
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 0.8,0.8
removetime = 110
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999


[State 3234]
type = Explod
triggerall = !ishelper
triggerall = anim = 3115
trigger1 = NumExplod(23000) = 0
anim = 23000
id = 23000
sprpriority = -8
postype = back
bindtime = -1
pos = 0,0
under = 0
ownpal = 1
persistent = 0
removetime = 90
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3234]
type = Explod
triggerall = time = 70
triggerall = anim = 3115
trigger1 = NumExplod(9444) = 0
anim = 9444
id = 9444
sprpriority = -8
postype = back
bindtime = -1
pos = 150,100
under = 0
ownpal = 1
persistent = 0
scale = 0.7,0.7
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 181,]
type = PlaySnd
trigger1 = time = 110
value = 111,2

[State 2000]
type = AssertSpecial
trigger1 = var(31) = 0
trigger1 = 1
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = AssertSpecial
trigger1 = var(31) != 0
trigger1 = 1
flag = NoFG
ignorehitpause = 1


[State 810, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = time = 0
edge = 100,0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,30

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0,5
volume = -100

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0,12

[State 200, 僸僢僩掕媊]
type = PlaySnd
trigger1 = ANIMELEMTIME(5) >= 10 && ANIMELEMTIME(5) <90
trigger1 = (time % 6) = 1
value = s0,12
volmue = -250

[State 810, ]
type = Targetbind
trigger1 = time = 0
pos = 0,0

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(5) < 0
x = 15

[State 2100,]
type = Envcolor
trigger1 = time =0
time = 4
value = 255,255,255
under = 0

[State 1110, 1]
type = HELPER
trigger1 = VAR(31) = 0
trigger1 = AnimElem = 2
name = "fire"
ID = 3107
pos = 0,0
postype = P1
stateno = 3107
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 1110, 1]
type = HELPER
trigger1 = VAR(31) = 0
trigger1 = AnimElem = 2
name = "fire"
ID = 3108
pos = -40,0
postype = P1
stateno = 3108
keyctrl = 0
ownpal = 1
size.xscale = 1.0
size.yscale = 1.0

[State 1110, 1]
type = HELPER
trigger1 = VAR(31) != 0
trigger1 = AnimElem = 2
name = "fire"
ID = 31071
pos = 0,0
postype = P1
stateno = 31071
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 1110, 1]
type = HELPER
trigger1 = VAR(31) != 0
trigger1 = AnimElem = 2
name = "fire"
ID = 31081
pos = -40,0
postype = P1
stateno = 31081
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 200, 僸僢僩掕媊]
type = NULL
;triggerall = p2stateno = 3120 ||p2stateno = 3125
trigger1 = ANIMELEM = 5,=10
trigger2 = ANIMELEM = 5,=30
trigger3 = ANIMELEM = 5,=50
trigger4 = ANIMELEM = 5,=70
trigger5 = ANIMELEM = 5,=90
attr = C, HP
damage = 25,0
getpower = 0
animtype = Hard
hitflag = MAF
guardflag = N
priority = 3, Hit
pausetime = 0,0
guard.pausetime = 0,20
sparkno = -1
guard.sparkno = s912
sparkxy = -20, -60
hitsound = s12,8
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
fall = 1
fall.recover = 0
p1sprpriority = 1
p2sprpriority = 0
p1facing = 1
p2facing = 1
p2stateno = 3125
palfx.time = 90
palfx.add = 0,130,0
palfx.mul = 165,165,165
palfx.sinadd = 95,95,95,17
palfx.color = 0
palfx.invertall = 1


[State 200, 僸僢僩掕媊]
type = NULL
triggerall = p2stateno = 3125
trigger1 = ANIMELEM = 5,=20
trigger2 = ANIMELEM = 5,=40
trigger3 = ANIMELEM = 5,=60
trigger4 = ANIMELEM = 5,=80
attr = C, HP
damage = 25,0
getpower = 0
animtype = Hard
hitflag = MAF
guardflag = N
priority = 3, Hit
pausetime = 0,0
guard.pausetime = 0,20
sparkno = -1
guard.sparkno = s912
sparkxy = -20, -60
hitsound = s12,8
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
fall = 1
fall.recover = 0
p1sprpriority = 1
p2sprpriority = 0
p1facing = 1
p2facing = 1
p2stateno = 3126
palfx.time = 90
palfx.add = 0,130,0
palfx.mul = 165,165,165
palfx.sinadd = 95,95,95,17
palfx.color = 0
palfx.invertall = 1

[State 180,]
type = VarRandom
trigger1 = 1
v = 32
range = -5,5


[State 2110, 憡庤偲廳側偭偨帪偺張棟]
type = PlayerPush
trigger1 = 1
value = 0

[State 1100, ]
type = Varset
triggerall = !WinKO
trigger1 = AnimTime = 0
var(40) = 500

[State 820, 1]
type = TargetLifeadd
trigger1 = time = 0
value = -500
absolute = 1




[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 =  var(31) = 1
value = 4021
ctrl = 0

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 =  var(31) != 1
value = 0
ctrl = 1
;;;绿球
[Statedef 3140]
type = S
movetype = A
physics = N
anim = 3140
velset = 0,0
ctrl = 0
sprpriority = 8



[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA

[State 1010]
type = DestroySelf
trigger1 = time = 100
;---------------------------------------------------------------------------
;搳偘侾丒搳偘傜傟偰偄傞乮憡庤偺摦嶌乯摦嶌

[Statedef 3120]
type    = A
movetype= H
physics = N
velset = 0,0


[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 1000, ]
type = Posset
trigger1 = time = 0
y = 0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3130

[State 700,]
type = palfx
trigger1 = AnimTime = 0
time = (enemy,var(40))*2
add = 0,0,80
color = 0

[State 820, 1]
type = SelfState
trigger1 = Animtime = 0
trigger1 = Alive
value = 5120

[State 820, 1]
type = SelfState
trigger1 = Animtime = 0
trigger1 = !Alive
value = 5150

;---------------------------------------------------------------------------
;搳偘侾丒搳偘傜傟偰偄傞乮憡庤偺摦嶌乯摦嶌

[Statedef 3125]
type    = A
movetype= H
physics = N
velset = 0,0


[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 1000, ]
type = Posset
trigger1 = time = 0
y = 0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3135

[State 700,]
type = palfx
trigger1 = AnimTime = 0
time = (enemy,var(40))*2
add = 0,0,80
color = 0

[State 820, 1]
type = SelfState
trigger1 = Animtime = 0
trigger1 = Alive
value = 5120

[State 820, 1]
type = SelfState
trigger1 = Animtime = 0
trigger1 = !Alive
value = 5150

;---------------------------------------------------------------------------
;搳偘侾丒搳偘傜傟偰偄傞乮憡庤偺摦嶌乯摦嶌

[Statedef 3126]
type    = A
movetype= H
physics = N
velset = 0,0


[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 1000, ]
type = Posset
trigger1 = time = 0
y = 0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3136

[State 700,]
type = palfx
trigger1 = AnimTime = 0
time = (enemy,var(40))*2
add = 0,0,80
color = 0

[State 820, 1]
type = SelfState
trigger1 = Animtime = 0
trigger1 = Alive
value = 5120

[State 820, 1]
type = SelfState
trigger1 = Animtime = 0
trigger1 = !Alive
value = 5150








[Statedef 10007]
type = S
movetype = A
ctrl = 0
anim = 10007
physics = S
velset = 0,0
poweradd = -1000 * IfElse((var(48) = [4,6]), 3 * ((var(48) = [4,6]) && Life >  160), 1)





;;;;;extincion
[State 0, DC字幕]
type = Explod
triggerall = time = 0
trigger1 = prevstateno =  10101
anim = 7700
sprpriority = 50
postype = left
pos = 0,110
bindtime = -1
scale = 0.5,0.5
supermove = 1
under = 0
ownpal = 1

[State 0, SC字幕]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 10101
anim = 7701
sprpriority = 51
postype = right
pos = 0,108
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 0, SC字幕]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 10101
anim = 7702
sprpriority = 49
postype = left
pos = 0,104
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = addalpha
alpha = 340-120,120



[State 0]
type = PlaySnd
trigger1 = AnimElem = 15
value = s0,4

[State 0, PlaySnd]
type = PlaySnd  ;播放声音控制器
trigger1 = animelem = 3
value = F2000,1    ;SND中的声音编号

[State 0, PlaySnd]
type = PlaySnd  ;播放声音控制器
trigger1 = time = 0
value = S1,7    ;SND中的声音编号
freqmul = 0.9

[State 0, LV2闪光后方]
type = Explod
trigger1 = time = 0
anim = 10093
pos = 0,40
postype = p1
bindtime = 1
removetime = -2
supermove = 1
supermovetime = 9999
scale = 1,1
sprpriority = 10
ownpal = 1

[State 0, LV2闪光后方]
type = Explod
trigger1 = time = 0
anim = 10093
pos = 0,40
postype = p1
bindtime = 1
removetime = -2
facing = -1
supermove = 1
supermovetime = 9999
scale = 1,1
sprpriority = 10
ownpal = 1

[State 0, LV2闪光声效]
type = PlaySnd
trigger1 = time = 0
value = s8080,0


[State 0, SuperPause]
type = SuperPause   ;超级停止控制器 一般超必杀用到
trigger1 = animelem = 3
time = 30       ;持续时间
anim = -1      ;超杀闪光 -1就是没有 必须设定
movetime = 30
darken = 1       ;停止时屏幕是否变暗

[State 0, AssertSpecial]
type = AssertSpecial ;特殊断言控制器
trigger1 = 1
flag = noBG ;无背景
flag2 = noFG ;无前景

[State 0, EnvShake]
type = EnvShake ;震动控制器
trigger1 = time = 63
time = 230 ;持续时间
freq = 60 ;震动强度
ampl = -7 ;震动的上下距离
phase = 120 ;震动幅度

[State 0, Explod]
type = Explod ;图像控制器
trigger1 = random = [0,100]
trigger1 = time = [63,293]
anim = 13156;图像的动画编号
pos = 0,0 ;位置
postype = left  ;p2,front,back,left,right 绑定位置
bindtime = -1 ;绑定时间
supermove = 1
pausemove = 1
scale = 1,1 ;纵横比例
sprpriority = 10 ;图层
ontop = 1 ;最顶层
ownpal = 1 ;用自己的色表

[State 0, Explod]
type = Explod ;图像控制器
trigger1 = random = [500,600]
trigger1 = time = [63,293]
anim = 13157;图像的动画编号
pos = 0,0 ;位置
postype = left  ;p2,front,back,left,right 绑定位置
bindtime = -1 ;绑定时间
supermove = 1
pausemove = 1
scale = 1,1 ;纵横比例
sprpriority = 10 ;图层
ontop = 1 ;最顶层
ownpal = 1 ;用自己的色表

[State 0, Explod]
type = Explod ;图像控制器
trigger1 = random = [800,900]
trigger1 = time = [63,293]
anim = 13158;图像的动画编号
pos = 0,0 ;位置
postype = left  ;p2,front,back,left,right 绑定位置
bindtime = -1 ;绑定时间
supermove = 1
pausemove = 1
scale = 1,1 ;纵横比例
sprpriority = 10 ;图层
ontop = 1 ;最顶层
ownpal = 1 ;用自己的色表


[State 0, PlaySnd]
type = PlaySnd  ;播放声音控制器
trigger1 = time = [63,93]
trigger1 = time%3 = 1
value = S7,14   ;SND中的声音编号
volume = 255      ;声音的大小 最大为255

[State 0, PlaySnd]
type = PlaySnd  ;播放声音控制器
trigger1 = time = [93,123]
trigger1 = time%2 = 1
value = S7,14   ;SND中的声音编号
volume = 255      ;声音的大小 最大为255

[State 0, PlaySnd]
type = PlaySnd  ;播放声音控制器
trigger1 = time = [123,293]
value = S7,14   ;SND中的声音编号
volume = 255      ;声音的大小 最大为255

[State 1000,VarRandom]
type = VarRandom
trigger1 = 1
v = 25
range = -270,270

[State 1000,VarRandom]
type = VarRandom
trigger1 = 1
v = 26
range = -10,10

[State 1000,VarRandom]
type = VarRandom
trigger1 = 1
v = 27
range = 10,20



 [State 3234]
type = Explod
trigger1 = time = 0
anim = 10095
id = 10095
postype = back
bindtime = -1
pos = 0,0
sprpriority =10001
under = 0
ownpal = 1
persistent = 0
scale = 0.5,0.5
removetime = 80
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999


 [State 3234]
type = Explod
trigger1 = time = 10
anim = 10096
id = 10096
postype = back
bindtime = -1
pos = 170,120
sprpriority =100001
under = 0
ownpal = 1
persistent = 0
scale = 0.7,0.7
removetime = 50
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 999

 [State 3234]
type = Explod
trigger1 = time = 10
anim = 4433
id = 4433
postype = back
bindtime = -1
pos = 170,120
sprpriority =100001
under = 0
ownpal = 1
persistent = 0
scale = 0.7,0.7
removetime = 70
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 999


 [State 3234]
type = Explod
trigger1 = time = 300
anim = 10097
id = 10097
postype = back
bindtime = -1
pos = 170,330
sprpriority =10001
under = 0
ownpal = 1
persistent = 0
scale = 0.8,0.8
removetime = 78
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 999

 [State 3234]
type = Explod
trigger1 = time = 300
anim = 10097
id = 10098
postype = back
bindtime = -1
pos = 20,330
sprpriority =10001
under = 0
ownpal = 1
persistent = 0
scale = 0.8,0.8
removetime = 78
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 999

 [State 3234]
type = Explod
trigger1 = time = 300
anim = 10097
id = 10099
postype = back
bindtime = -1
pos = 320,330
sprpriority =10001
under = 0
ownpal = 1
persistent = 0
scale = 0.8,0.8
removetime = 78
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 999

[State 3234]
type = Explod
triggerall = animelemtime(1) >= 1
trigger1 = gametime%3 = 0
id = 10011
anim = 33002
sprpriority = IfElse((Random <=500),99999,1)
postype = back
pos = 160,240
random = 320,20
vel = 0,-4 + (random%2)
facing = -1
scale = .2,.2;.3,.3
under = 0
ownpal = 1
trans = add
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 193]
type = Explod
triggerall = animelemtime(1) >= 1
trigger1 = gametime%3 = 0
id = 10021
anim = 33003
sprpriority = IfElse((Random <=500),99999,1)
postype = back
pos = 160,240
random = 320,20
vel = 2,-3 + (random%2)
facing = -1
scale = 1,1;.3,.3
under = 0
ownpal = 1
trans = add
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999


[State 3000, Projectile]
type = Projectile
trigger1 = time = [63,93]
trigger1 = time%3 = 1
projID = 1000
projanim = 12352
projremove = 0
projpriority = 99
projhitanim = -1
projsprpriority = 9
projremovetime = 22
ownpal = 1
offset = Var(25),Var(27)
getpower = 0,10
velocity = 0
attr = A, HA
animtype = diagup
damage = 35,5
hitflag = MAF
guardflag = MA
hitsound = s0,11
guardsound = s0,21
pausetime = 0,2
sparkno = s7003
guard.sparkno = s7003
sparkxy = 10,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = var(26),-5

air.velocity = Var(26), -3
fall.recover = 0
fall = 1





[State 3000, Projectile]
type = Projectile
trigger1 = time = [93,123]
trigger1 = time%2 = 1
projID = 1000
projanim = 12352
projremove = 0
projpriority = 99
projhitanim = -1
projsprpriority = 9
projremovetime = 22
ownpal = 1
offset = Var(25),Var(27)
getpower = 0,10
velocity = 0
attr = A, HA
animtype = diagup
damage = 35,5
hitflag = MAF
guardflag = MA
hitsound = s0,11
guardsound = s0,21
pausetime = 0,2
sparkno = s7003
guard.sparkno = s7003
sparkxy = 10,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = var(26),-5

air.velocity = Var(26),-3
fall.recover = 0
fall = 1

[State 3000, Projectile]
type = Projectile
trigger1 = time = [123,293]
projID = 1000
projanim = 12352
projremove = 0
projpriority = 99
projhitanim = -1
projsprpriority = 9
projremovetime = 22
ownpal = 1
offset = Var(25),Var(27)
getpower = 0,10
velocity = 0
attr = A, HA
animtype = diagup
damage = 35,5
hitflag = MAF
guardflag = MA
hitsound = s0,11
guardsound = s0,21
pausetime = 0,2
sparkno = s7003
guard.sparkno = s7003
sparkxy = 10,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = var(26),-5

air.velocity = Var(26), -3
fall.recover = 0
fall = 1

[State 0, ChangeState]
type = ChangeState ;改变状态控制器
trigger1 = animtime = 0
value = 0;statedef编号
ctrl = 1 ;是否可控

[statedef 30001];时间変缓
type = A
movetype = I
physics = N
anim = 30001
ctrl = 0
velset = 0,0

[State 0, DestroySelf]
type = DestroySelf ;毁灭自己控制器
trigger1 = time = 300


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

=================
[Statedef 904]
type     = S
movetype = A
physics  = S
juggle = 0
poweradd = 250
velset   = 0,0
anim     = 15100
ctrl     = 0
sprpriority = 3

[State -2]
type = VarSet
trigger1 = time = 0
var(1) = 0

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,1

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,1

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 4
value = 9090,0
volume = 255


   [State 3234]
type = Explod
trigger1 = time = 16
anim = 12359
id = 12378
postype = p1
bindtime = -1
pos = -225,-115
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 0.5,0.5
removetime = 10
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

   [State 3234]
type = Explod
trigger1 = time = 15
anim = 12360
id = 12388
postype = p1
bindtime = -1
pos = 180,-60
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 1,1
removetime = 10
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

   [State 3234]
type = Explod
trigger1 = time = 15
anim = 12347
id = 12347
postype = p1
bindtime = -1
pos = -100,-70
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 0.5,0.5
removetime = 16
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

   [State 3234]
type = Explod
trigger1 = time = 15
anim = 12348
id = 12348
postype = p1
bindtime = -1
pos = 225,-115
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 0.6,0.6
removetime = 60
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999
   [State 3234]
type = Explod
trigger1 = time = 15
anim = 12358
id = 12358
postype = p1
bindtime = -1
pos = 225,-115
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 0.4,0.4
removetime = 60
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999
   [State 3234]
type = Explod
trigger1 = time = 23
anim = 12348
id = 12349
postype = p1
bindtime = -1
pos = 255,-85
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 0.6,0.6
removetime = 60
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999
    [State 3234]
type = Explod
trigger1 = time = 23
anim = 12358
id = 12359
postype = p1
bindtime = -1
pos = 255,-85
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 0.4,0.4
removetime = 60
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

   [State 3234]
type = Explod
trigger1 = time = 25
anim = 12348
id = 12350
postype = p1
bindtime = -1
pos = 285,-45
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 0.6,0.6
removetime = 60
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999
   [State 3234]
type = Explod
trigger1 = time = 25
anim = 12358
id = 12360
postype = p1
bindtime = -1
pos = 285,-45
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 0.4,0.4
removetime = 60
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3000]
type = Projectile
trigger1 = animelem = 4
projanim = 12346
projID = 12346
projhits = 15
scale = 0.4,0.4
projremove = 0
projpriority = 999
projmisstime = 2
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 20
getpower = 10
ownpal = 1
offset = -50,-4
velocity = 13,0
accel = -0.5,0
attr = S,HP
hitflag = MAFP
guardflag = MA
animtype = diagup
damage = 27,5
getpower = 0
pausetime = 0,10
sparkno = 12
guard.sparkno = 50
sparkxy = 60, -60+(floor(p2bodydist Y))
hitsound = s555,6
guardsound = s666,1
ground.type = high
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -6,-4
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = -6,-4
airguard.velocity = -3,-3
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
fall = 1
kill = 1
fall.recover = 0
yaccel = .45
ignorehitpause = 1
afterimage.time = -1
afterimage.length = 20
afterimage.palbright = 0,0,0
afterimage.palcontrast = 250,250,250
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State 1000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




[Statedef 10002]
type = S
ctrl = 0
anim = 10012
velset = 0,0
movetype = A
physics = S
sprpriority = 2
poweradd = 1000

[State 0, NotHitBy]
type = NotHitBy   ;不会被一些攻击参数打中 用于无敌处理
trigger1 = animelemtime(6) <=0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT

[State 0, Explod]
type = Explod ;图像控制器
trigger1 = animelem = 1
anim = 12350;图像的动画编号
pos = 36,-15 ;位置
postype = p1  ;p2,front,back,left,right 绑定位置
bindtime = -1 ;绑定时间
supermove
pausemove
scale = 1,1 ;纵横比例
sprpriority = 9 ;图层
ownpal = 1 ;用自己的色表
   [State 3234]
type = Explod
trigger1 = time = 0
anim = 9876
id = 9976
postype = p1
bindtime = -1
pos = 100,-55
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 0.4,0.4
removetime = 60
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

   [State 3234]
type = Explod
trigger1 = time = 0
anim = 9875
id = 9875
postype = p1
bindtime = -1
pos = 100,-55
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 0.4,0.4
removetime = 60
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

   [State 3234]
type = Explod
trigger1 = time = 5
anim = 9876
id = 9977
postype = p1
bindtime = -1
pos = 150,-100
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 0.5,0.5
removetime = 60
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999
   [State 3234]
type = Explod
trigger1 = time = 5
anim = 9875
id = 9876
postype = p1
bindtime = -1
pos = 150,-100
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 0.5,0.5
removetime = 60
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999
   [State 3234]
type = Explod
trigger1 = time = 10
anim = 9876
id = 9978
postype = p1
bindtime = -1
pos = 200,-70
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 0.45,0.45
removetime = 60
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999
   [State 3234]
type = Explod
trigger1 = time = 10
anim = 9875
id = 9876
postype = p1
bindtime = -1
pos = 200,-70
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 0.45,0.45
removetime = 60
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999
  [State 3234]
type = Explod
trigger1 = time = 15
anim = 9876
id = 9979
postype = p1
bindtime = -1
pos = 230,-100
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 0.3,0.3
removetime = 60
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999
  [State 3234]
type = Explod
trigger1 = time = 15
anim = 9875
id = 9879
postype = p1
bindtime = -1
pos = 230,-100
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 0.3,0.3
removetime = 60
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3000]
type = Projectile
trigger1 = animelem = 3
projanim = 12336
projID = 12336
;projscreenbound = 1,0
projremove = 0
projpriority = 99
;projhitanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 20
getpower = 10
ownpal = 1
offset = 0,-4
velocity = 20
accel = -0.5,0
attr = S,HP
hitflag = MAFP
guardflag = MA
animtype = diagup
damage = 100,10
getpower = 0
pausetime = 0,2
sparkno = s7003
guard.sparkno = s7003
sparkxy = 0,-70
hitsound = s0,19
guardsound = s0,21
ground.type = high
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -7,-6
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = -7,-6
airguard.velocity = -3,-4
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
afterimage.time = -1      ;*****残影时间 一般都是全时间残影-1就行了****
afterimage.length = 5    ;*****残影最多保存的数量*****
afterimage.palbright = 0,0,0 ;*****这个一般0,0,0就行了*****
afterimage.palcontrast = 250,250,250  ;******三个值红绿蓝 残影刚刚出现的颜色*****
;afterimage.paladd =  0,0,0 ;这个0,0,0就行了 默认值10,10,25
;afterimage.palmul = 0,0,0  ;*****这个是主要让残影颜色变淡的参数 变淡的话三个值一定要比1小 例如默认值0.65,0.65,0.75*****
afterimage.timegap = 1   ;残影每1ticks都存一张
afterimage.framegap = 1   ;残影每一张动画图片都存一张
afterimage.trans = add;透明类型一般都是ADD
fall = 1
p2stateno = 1021
p2facing = 1
kill = 1
fall.recover = 0
yaccel = .45
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd  ;播放声音控制器
trigger1 = animelem = 3
value = S9090,0   ;SND中的声音编号
volume = 255      ;声音的大小 最大为255
channel = 5        ;声音的优先级

[State 0, ChangeState]
type = ChangeState ;改变状态控制器
trigger1 = animtime = 0
value = 0;statedef编号
ctrl = 1 ;是否可控



[Statedef 1021]
type    = A
movetype= H
physics = N
velset = 0,0;-13,-.5

[State 1021,0]
type = turn
Trigger1 = frontedgedist <= 0
value = 1

[State 1021,0]
type = velset
trigger1 = time = 1
x = -6
y = -.2
;y = -.6

[State 840, 2]
type = afterimage
trigger1 = time = 5
time = 13
length = 3
PalBright   =   0,  0,  0
PalContrast = 255,255,255
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 2
ignorehitpause = 1

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

;[State 821, 1]
;type = VelAdd
;Trigger1 = time > 4
;y = .14

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 911

[state 190]
type = changestate
Trigger1 = backedgedist <= 0
Trigger2 = frontedgedist <= 0
value = 1022

[Statedef 1022]
type    = A
movetype= H
physics = N
velset = 3,-7

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 912

[State 9000, 1]
type = null;ScreenBound
trigger1 = 1
movecamera = 1,0

[State 9000, 1]
type = turn
trigger1 = time = 0
value = 1

[State 821, 1]
type = VelAdd
Trigger1 = time > 3
y = .7
x = .05

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100







[statedef 10100]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 10100

;----------------------------DREAM CANCEL-----------------

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



[State 0, PlaySnd]
type = PlaySnd  ;播放声音控制器
trigger1 = animelem = 1
value = F9090,0    ;SND中的声音编号

[State 0, LV2闪光后方]
type = Explod
trigger1 = time = 0
anim = 10080
pos = 0,-85
postype = p1
bindtime = 1
removetime = -2
supermove = 1
supermovetime = 9999
scale = 0.7,0.7
sprpriority = 10
ownpal = 1

[State 0, LV2闪光后方]
type = Explod
trigger1 = time = 0
anim = 10093
pos = 0,40
postype = p1
bindtime = 1
removetime = -2
facing = -1
supermove = 1
supermovetime = 9999
scale = 1,1
sprpriority = 10
ownpal = 1
[State 0, LV2闪光声效]
type = PlaySnd
trigger1 = time = 0
value = s0,0





[State 0, SuperPause]
type = SuperPause   ;超级停止控制器 一般超必杀用到
trigger1 = animelem = 1
time = 30       ;持续时间
anim = -1      ;超杀闪光 -1就是没有 必须设定
movetime = 30
darken = 1       ;停止时屏幕是否变暗

    [State 3234]
type = Explod
trigger1 = time = 30
anim = 1588
id = 1588
postype = p1
bindtime = -1
pos = 180,-60
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 1,1
removetime = 130
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

    [State 3234]
type = Explod
trigger1 = time = 30
anim = 1577
id = 1577
postype = p1
bindtime = -1
pos = 0,-90
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 0.6,0.6
removetime = 130
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

    [State 3234]
type = Explod
trigger1 = time = 30
anim = 1599
id = 1599
postype = p1
bindtime = -1
pos = 160,0
sprpriority = 10001
under = 0
ownpal = 1
persistent = 0
scale = 0.6,0.2
removetime = 150
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

    [State 3234]
type = Explod
trigger1 = time = 30
anim = 1655
id = 1655
postype = p1
bindtime = -1
pos = 130,70
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 0.6,0.6
removetime = 30
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

    [State 3234]
type = Explod
trigger1 = time = 30
anim = 1666
id = 1666
postype = p1
bindtime = -1
pos = 190,70
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 0.6,0.6
removetime = 30
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

    [State 3234]
type = Explod
trigger1 = time = 50
anim = 1666
id = 1600
postype = p1
bindtime = -1
pos = 170,70
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 0.6,0.6
removetime = 30
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999
    [State 3234]
type = Explod
trigger1 = time = 50
anim = 1655
id = 1611
postype = p1
bindtime = -1
pos = 150,70
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 0.6,0.6
removetime = 30
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

    [State 3234]
type = Explod
trigger1 = time = 70
anim = 1655
id = 1622
postype = p1
bindtime = -1
pos = 160,70
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 0.7,0.7

removetime = 30
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999
    [State 3234]
type = Explod
trigger1 = time = 70
anim = 1666
id = 1633
postype = p1
bindtime = -1
pos = 160,70
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 0.8,0.7
removetime = 30
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

    [State 3234]
type = Explod
trigger1 = time = 80
anim = 1666
id = 1644
postype = p1
bindtime = -1
pos = 200,70
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 0.8,0.8
removetime = 30
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

    [State 3234]
type = Explod
trigger1 = time = 80
anim = 1655
id = 2655
postype = p1
bindtime = -1
pos = 120,70
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 0.8,0.8
removetime = 30
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

    [State 3234]
type = Explod
trigger1 = time = 100
anim = 1655
id = 2611
postype = p1
bindtime = -1
pos = 140,70
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 0.8,0.8
removetime = 30
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

    [State 3234]
type = Explod
trigger1 = time = 100
anim = 1666
id = 2622
postype = p1
bindtime = -1
pos = 180,70
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 0.8,0.8
removetime = 30
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

    [State 3234]
type = Explod
trigger1 = time = 120
anim = 1666
id = 2633
postype = p1
bindtime = -1
pos = 160,70
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 0.8,0.8
removetime = 30
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

    [State 3234]
type = Explod
trigger1 = time = 120
anim = 1655
id = 2677
postype = p1
bindtime = -1
pos = 160,70
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 0.85,0.8
removetime = 30
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3000]
type = Projectile
trigger1 = animelem = 3
trigger2 = animelem = 16
trigger3 = animelem = 29
trigger4 = animelem = 42
trigger5 = animelem = 55
trigger6 = animelem = 68
trigger7 = animelem = 76
trigger8 = animelem = 84
projanim = 12336
projID = 12396
projscreenbound = 1,0
projremove = 0
projpriority = 99
projhitanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 20
getpower = 10
ownpal = 1
offset = 0,-4
velocity = 20
accel = -0.5,0
attr = S,HP
hitflag = MAFP
guardflag = MA
animtype = diagup
damage = 20,5
getpower = 0
pausetime = 0,2
sparkno = s7003
guard.sparkno = s7003
sparkxy = 0,-70
hitsound = s0,19
guardsound = s0,21
ground.type = high
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -7,-6
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = -7,-6
airguard.velocity = -3,-4
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
afterimage.time = -1      ;*****残影时间 一般都是全时间残影-1就行了****
afterimage.length = 5    ;*****残影最多保存的数量*****
afterimage.palbright = 0,0,0 ;*****这个一般0,0,0就行了*****
afterimage.palcontrast = 250,250,250  ;******三个值红绿蓝 残影刚刚出现的颜色*****
afterimage.timegap = 1   ;残影每1ticks都存一张
afterimage.framegap = 1   ;残影每一张动画图片都存一张
afterimage.trans = add;透明类型一般都是ADD
fall = 1
p2stateno = 2020
p2facing = 1
kill = 0
fall.recover = 0
yaccel = .45
ignorehitpause = 1

[State 3000]
type = Projectile
trigger1 = animelem = 12
trigger2 = animelem = 25
trigger3 = animelem = 38
trigger4 = animelem = 51
trigger5 = animelem = 64
projanim = 12380
projID = 12396
projscreenbound = 1,0
projremove = 0
projpriority = 99
projhitanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 20
getpower = 10
ownpal = 1
offset = 0,-4
velocity = 20
accel = -0.5,0
attr = S,HP
hitflag = MAFP
guardflag = MA
animtype = diagup
damage = 20,5
getpower = 0
pausetime = 0,2
sparkno = s7003
guard.sparkno = s7003
sparkxy = 0,-70
hitsound = s0,19
guardsound = s0,21
ground.type = high
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -7,-6
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = -7,-6
airguard.velocity = -3,-4
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
afterimage.time = -1      ;*****残影时间 一般都是全时间残影-1就行了****
afterimage.length = 5    ;*****残影最多保存的数量*****
afterimage.palbright = 0,0,0 ;*****这个一般0,0,0就行了*****
afterimage.palcontrast = 250,250,250  ;******三个值红绿蓝 残影刚刚出现的颜色*****
afterimage.timegap = 1   ;残影每1ticks都存一张
afterimage.framegap = 1   ;残影每一张动画图片都存一张
afterimage.trans = add;透明类型一般都是ADD
fall = 1
p2stateno = 2020
p2facing = 1
kill = 0
fall.recover = 0
yaccel = .45
ignorehitpause = 1


[State 0, PlaySnd]
type = PlaySnd  ;播放声音控制器
trigger1 = animelem = 3
trigger2 = animelem = 16
trigger3 = animelem = 29
trigger4 = animelem = 42
trigger5 = animelem = 55
trigger6 = animelem = 68
trigger7 = animelem = 76
trigger8 = animelem = 84
trigger9 = animelem = 12
trigger10 = animelem = 25
trigger11 = animelem = 38
trigger12 = animelem = 51
trigger13 = animelem = 64
value = S9090,0   ;SND中的声音编号
volume = 255      ;声音的大小 最大为255
channel = 5        ;声音的优先级

[State 0, ChangeState]
type = ChangeState ;改变状态控制器
trigger1 = P2movetype = H
trigger1 = p2stateno = 2020
trigger1 = animelem = 88
value = 10101;statedef编号
ctrl = 0 ;是否可控

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

[statedef 10101]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 11010


[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 24
value = s100,0
volume = 250

[State a]
type = PlaySnd
trigger1 = AnimElem = 24
value = s1000, 0
volume = 200

    [State 3234]
type = Explod
trigger1 = time = 70
anim = 1566
id = 1566
postype = p2
bindtime = -1
pos = 0,20
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 0.9,0.9
removetime = 32
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999


[State a]
type = PlaySnd
trigger1 = AnimElem = 24
value = s1000,0
volume = 200

[State 3000]
type = Projectile
trigger1 = animelem = 24
projscale = 4,2
projanim = 12352
projID = 12352
projscreenbound = 1,0
projremove = 0
projpriority = 99
projhitanim = -1
projsprpriority = 6
projshadow = 0,0,0
projremovetime = 22
getpower = 100
ownpal = 1
offset = p2bodydist x,0
attr = S,HP
hitflag = MAFP
guardflag = MA
animtype = diagup
damage = 50,5
getpower = 0
pausetime = 0,10
sparkno = s7003
guard.sparkno = s7003
sparkxy = 0,p2bodydist y
hitsound = S0,3
guardsound = S0,21
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -7,-8
ground.cornerpush.veloff = 0
;guard.velocity = -10
air.velocity = -7,-8
;airguard.velocity = -3,-4
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
fall = 1
kill = 1
fall.recover = 0
yaccel = .2
ownpal = 1 ;用自己的色表

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

[statedef 30000];时间変缓
type = S
movetype = I
physics = S
anim = 195
ctrl = 0
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd  ;播放声音控制器
trigger1 = animelem = 2
value = S1,8    ;SND中的声音编号
freqmul = 0.9

[State 0, Explod]
type = Explod ;图像控制器
trigger1 = animelem = 2
anim = 2;图像的动画编号
ID = 30000 ;图像ID
pos = -5,-116;位置
postype = p1  ;p2,front,back,left,right 绑定位置
bindtime = -1 ;绑定时间
removetime = -1 ;移除时间
scale = .3,.3 ;纵横比例
sprpriority = 10 ;图层
ownpal = 1 ;用自己的色表
removeongethit = 1

[State 0, RemoveExplod]
type = RemoveExplod   ;移除某个图像
trigger1 = animelem = 11
id = 30000    ;图像的ID

[State 0, Explod]
type = Explod ;图像控制器
trigger1 = animelem = 11
anim = 12354;图像的动画编号
ID = 30001 ;图像ID
pos = 0,-30;位置
postype = p2  ;p2,front,back,left,right 绑定位置
bindtime = -1 ;绑定时间
removetime = -1 ;移除时间
sprpriority = 10 ;图层
ownpal = 1 ;用自己的色表

[State 0, Helper]
type = Helper ;援助控制器
trigger1 = numhelper(30001) = 0
trigger1 = animelem = 11
helpertype = normal ;player 援助级别
name = "变";名字
ID = 30001;援助ID
stateno = 30001;statedef编号
pos = 0,-9999 ;位置
postype = p1    ;p2,front,back,left,right 绑定位置
keyctrl = 0 ;控制
ownpal = 0 ;独立色表
supermovetime = 9999
pausemovetime = 9999


[State 0, ChangeState]
type = ChangeState ;改变状态控制器
trigger1 = animtime = 0
value = 0;statedef编号
ctrl = 1 ;是否可控

[statedef 30001];时间変缓
type = A
movetype = I
physics = N
anim = 30001
ctrl = 0
velset = 0,0

[State 0, DestroySelf]
type = DestroySelf ;毁灭自己控制器
trigger1 = time = 300



 [Statedef 2020]
type    = A
movetype= H
physics = N
velset = 0,0

[state haha]
type = nothitby
trigger1 = ishelper
value = SCA
time = 0
ignorehitpause = 1

[State , RemoveExplod0]
type = RemoveExplod
trigger1 = time = 0
trigger1 = ishelper

[state haha]
type = destroyself
trigger1 = time = 0

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

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0




 ;---------------------------------------------------------------------------
;僑僢僪僄儞僪
[Statedef 2800]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 8
poweradd= -3000
anim = 2800
ctrl = 0

[State 1];懱椡500徚旓
type = lifeadd
trigger1 = time = 0
value = -550
kill = 0


[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = time = [0,50]
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = animelem = 1
time = 40
movetime = 40
anim = -1


[State 3040, 7]
type = EnvColor
trigger1 = animelem = 1
persistent = 0
ignorehitpause = 1
time = 40
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 1
value = 9090,0




[State 2];峌寕偺巜掕
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype  = hard
damage    = 0,0
getpower = 0,0
sparkno = s7002
sparkxy = -15,-67
hitsound   = s222,0
sprpriority = 2
p2facing = 1          ;丠
p1stateno = 2801       ;搳偘偑惉岟偟偨応崌偺堏摦偡傞侾俹偺僗僥乕僩
p2stateno = 2805       ;搳偘偑惉岟偟偨応崌偺堏摦偡傞俀俹偺僗僥乕僩
fall = 0








[State 9];棫偪state偵栠傞
type = Changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;僑僢僪僄儞僪捦傒
[Statedef 2801]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 8
anim = 2801
ctrl = 0

[State 2000, 6];巰傪偔傟偰傗傞
type = PlaySnd
trigger1 = animelem = 1
value = 40,10


[State 3234]
type = Explod
trigger1 = time = 1
anim = 10080
id = 10070
sprpriority = 100001
postype = p1
bindtime = -1
pos = 0,-85
under = 0
ownpal = 1
persistent = 0
scale = 0.7,0.7
removetime = 30
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999
[State 3234]
type = Explod
trigger1 = time = 1
anim = 1934
id = 1934
sprpriority = -4
postype = back
bindtime = -1
pos = 0,0
under = 0
ownpal = 1
persistent = 0
scale = 0.8,0.8
removetime = 450
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3234]
type = Explod
trigger1 = time = 1
anim = 1933
id = 1933
sprpriority = -5
postype = back
bindtime = -1
pos = 0,0
under = 0
ownpal = 1
persistent = 0
removetime = 450
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

    [State 3234]
type = Explod
trigger1 = time = 10
anim = 1955
id = 1955
postype = p1
bindtime = -1
pos = 0,10
sprpriority = 10001
under = 0
ownpal = 1
persistent = 0
scale = 0.6,0.2
removetime =450
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

    [State 3234]
type = Explod
trigger1 = time = 10
anim = 9111
id = 9111
postype = p1
bindtime = -1
pos = 10,0
sprpriority = 10001
under = 0
ownpal = 1
persistent = 0
scale = 0.7,0.7
removetime =290
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

    [State 3234]
type = Explod
trigger1 = time = 10
anim = 9111
id = 9112
postype = p1
bindtime = -1
pos = -10,0
sprpriority = 10001
under = 0
ownpal = 1
persistent = 0
scale = 0.7,0.7
removetime =290
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

    [State 3234]
type = Explod
trigger1 = time = 20
anim = 9111
id = 9113
postype = p1
bindtime = -1
pos = 30,0
sprpriority = 10001
under = 0
ownpal = 1
persistent = 0
scale = 0.7,0.7
removetime =270
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

    [State 3234]
type = Explod
trigger1 = time = 20
anim = 9111
id = 9114
postype = p1
bindtime = -1
pos = -30,0
sprpriority = 10001
under = 0
ownpal = 1
persistent = 0
scale = 0.7,0.7
removetime =270
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

    [State 3234]
type = Explod
trigger1 = time = 300
anim = 8888
id = 8888
postype = p1
bindtime = -1
pos = 0,-100
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 1,1
removetime =104
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

    [State 3234]
type = Explod
trigger1 = time = 370
anim = 1966
id = 1966
postype = p1
bindtime = -1
pos = 0,0
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 1,1
removetime =60
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

    [State 3234]
type = Explod
trigger1 = time = 10
anim = 1900
id = 1900
postype = p1
bindtime = -1
pos = 0,50
sprpriority = 1000001
under = 0
ownpal = 1
persistent = 0
scale = 0.8,0.8
removetime =450
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

    [State 3234]
type = Explod
trigger1 = time = 10
anim = 1922
id = 1922
postype = p1
bindtime = -1
pos = 0,0
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 1,1
removetime =450
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999


    [State 3234]
type = Explod
trigger1 = time = 50
anim = 1977
id = 1977
postype = p1
bindtime = -1
pos = -130,-120
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 0.65,0.65
removetime =390
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

    [State 3234]
type = Explod
trigger1 = time = 50
anim = 1978
id = 1978
postype = p1
bindtime = -1
pos = 130,-100
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 0.65,0.65
removetime =390
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

    [State 3234]
type = Explod
trigger1 = time = 50
anim = 1988
id = 1988
postype = p1
bindtime = -1
pos = 0,-20
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 0.65,0.25
removetime =390
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

    [State 3234]
type = Explod
trigger1 = time = 100
anim = 1989
id = 1989
postype = p1
bindtime = -1
pos = -10,-180
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 1,1
removetime =340
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

    [State 3234]
type = Explod
trigger1 = time = 100
anim = 1981
id = 1981
postype = p1
bindtime = -1
pos = 10,-180
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 1,1
removetime =340
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

    [State 3234]
type = Explod
trigger1 = time = 100
anim = 1988
id = 1982
postype = p1
bindtime = -1
pos = 10,-180
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 0.3,0.3
removetime =340
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

    [State 3234]
type = Explod
trigger1 = time = 100
anim = 1988
id = 1983
postype = p1
bindtime = -1
pos = -10,-180
sprpriority = 100001
under = 0
ownpal = 1
persistent = 0
scale = 0.3,0.3
removetime =340
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999


[State 1000, 5];閼閻
type = Explod
trigger1 = AnimElem = 6
trigger2 = AnimElem = 8
trigger3 = AnimElem = 10
trigger4 = AnimElem = 12
trigger5 = AnimElem = 14
trigger6 = AnimElem = 16
trigger7 = AnimElem = 18
trigger8 = AnimElem = 20
trigger9 = AnimElem = 22
anim = 1911
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 191, 3]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 8
trigger3 = AnimElem = 10
trigger4 = AnimElem = 12
trigger5 = AnimElem = 14
trigger6 = AnimElem = 16
trigger7 = AnimElem = 18
trigger8 = AnimElem = 20
trigger9 = AnimElem = 22
value = 1111,1

[State 191, 3]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 8
trigger3 = AnimElem = 10
trigger4 = AnimElem = 12
trigger5 = AnimElem = 14
trigger6 = AnimElem = 16
trigger7 = AnimElem = 18
trigger8 = AnimElem = 20
trigger9 = AnimElem = 22
value = 11500,2

;[State 810, Hurt 11]
;type = TargetLifeAdd
;trigger1 = AnimElem = 6
;trigger2 = AnimElem = 8
;trigger3 = AnimElem = 10
;trigger4 = AnimElem = 12
;trigger5 = AnimElem = 14
;trigger6 = AnimElem = 16
;trigger7 = AnimElem = 18
;trigger8 = AnimElem = 20
;value = -90
;kill = 0

[State 2000, 6];揤偐傜懧偪傛
type = PlaySnd
trigger1 = animelem = 21
value = 2800,1

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElemtime(22) = 5
value = -850


;;;;;;;;;;;;;;;;;;;;;;;;;;;;憡庤偺埵抲
[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 80,0


[State 810, Throw 11];憡庤
type = TargetState
trigger1 = AnimElem = 2
value = 2806

[State 801, 2]
type = TargetBind
trigger1 = animelem = 2
pos = 89,-84



[State 801, 2]
type = TargetBind
trigger1 = animelem = 3
pos = 54,-112

[State 801, 2]
type = TargetBind
trigger1 = animelem = 4
pos = 5,-152

[State 810, Throw 11];憡庤
type = TargetState
trigger1 = AnimElem = 6
trigger2 = AnimElem = 8
trigger3 = AnimElem = 10
trigger4 = AnimElem = 12
trigger5 = AnimElem = 14
trigger6 = AnimElem = 16
trigger7 = AnimElem = 18
trigger8 = AnimElem = 20
value = 2807

[State 810, Throw 11];憡庤
type = TargetState
trigger1 = AnimElemtime(22) = 10
value = 2808

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;


[State 9];棫偪state偵栠傞
type = Changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1



;憡庤
[Statedef 2805]
type    = S
movetype= H
physics = N
velset = 0,0

[State 1];僇儊儔屌掕
type = screenbound
trigger1 = time = [0,50]
value = 1
movecamera = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2805

;憡庤2
[Statedef 2806]
type    = S
movetype= H
physics = N
velset = 0,0

[State 1];僇儊儔屌掕
type = screenbound
trigger1 = time = [0,100]
value = 1
movecamera = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2806

;憡庤3
[Statedef 2806]
type    = S
movetype= H
physics = N
velset = 0,0

[State 1];僇儊儔屌掕
type = screenbound
trigger1 = time = [0,100]
value = 1
movecamera = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2806


;憡庤4
[Statedef 2807]
type    = S
movetype= H
physics = N
velset = 0,0

[State 1];僇儊儔屌掕
type = screenbound
trigger1 = time = [0,100]
value = 1
movecamera = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2807

;憡庤旘傃
[Statedef 2808]
type    = A
movetype= H
physics = N
velset = -0.4,-20

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2808

[state a]
type = veladd
trigger1 = time = [0,999]
y = 0.4

[State 1];僇儊儔屌掕
type = screenbound
trigger1 = time = [0,110]
value = 1
movecamera = 1

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
;-----------------------------------------------------

[State 1013, 1]
type = hitadd
trigger1 = time = 62
value = 15


;::::僸僢僩僗僷乕僋
[State 1000, 5]
type = Explod
trigger1 = time = 1
trigger2 = time = 5
trigger3 = time = 9
trigger4 = time = 13
trigger5 = time = 17
trigger6 = time = 21
trigger7 = time = 25
trigger8 = time = 29
trigger9 = time = 33
trigger10= time = 37
trigger11= time = 41
trigger12= time = 45
trigger13= time = 49
trigger14= time = 53
trigger15= time = 57
anim = 7002
sprpriority = 4
postype = p1
pos = 10,-50
random = 50,90
bindtime = 1
supermove = 1
under = 0
id = 2700



;:::::偙偙傑偱


[State 810, Throw 11];憡庤
type = TargetState
trigger1 = AnimElem = 1
value = 2611

[State 3050, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 62
value = 248,248,248
under = 2

[State 800, 2];ko帪
type = ChangeState
trigger1 = animtime = 0
trigger1 = winko = 1
value = 2605



[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 2604


;-------------------------------------------------------------------------------
;Eternal light of moon
[Statedef 3200]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3200
ctrl     = 0
sprpriority = 3

[State 210, Width];夋柺抂偺墴偟栠偟敾掕
type = Width
trigger1 = animelem = 3,>=0
edge = 0,30

[State 3800, 1]
type = explod
trigger1 = time = 30
pos = 0,0
postype = life
anim = 4445
bindtime = -1
removetime = 150
sprpriority = -3
ownpal = 1
removeongethit = 1
supermove = 1
supermovetime = 30
scale = 1.075, 1.075


[State 0, Width]
type = Width   ;边缘设定
trigger1 = 1
edge = 50,0

;---------------------------------------------------------
;Super Cancel Effect
[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1750
trigger2 = prevstateno = 1260
trigger3 = prevstateno = 1810
anim = f7500
pos = 0,75
postype = left
removetime = -2
bindtime = -1
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
sprpriority = 9
ownpal = 1

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1750
trigger2 = prevstateno = 1260
trigger3 = prevstateno = 1810
anim = f7510
pos = 0,73
postype = left
removetime = -2
bindtime = -1
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
sprpriority = 8
trans = addalpha
alpha = 256, 135
ownpal = 1
;---------------------------------------------------------

[State 2000, 挻昁嶦媄敪摦偺帪娫掆巭]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -3000
movetime = 27
time = 27
sound = s10,2
darken = 0

[State 1000, BGPalFX]
type = BGPalFX
trigger1 = Time = 0
time = 40
add = 0,0,0
mul = -256,-256,-256
sinadd =  256,256,256,51
invertall = 1
color = 256

[State 1500,]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2000]
type = Explod
trigger1 = time = 0
anim = 7120
pos = 0,-60
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

   [State 3234]
type = Explod
trigger1 = time = 0
anim = 10080
id = 10081
postype = p1
bindtime = -1
pos = 0,-85
sprpriority = 1
under = 0
ownpal = 1
persistent = 0
scale = 0.7,0.7
removetime = 30
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2000]
type = Explod
trigger1 = time = 0
anim = 7125
pos = 0,-60
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1500,]
type = NotHitBy
trigger1 = time = [0,35]
value = SCA

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S8080,0

[State 1000, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal
name = "Atraccion"
ID = 3205
stateno = 3205
pos = 0,0
postype = p1
facing = 1
supermove = 1
pausemove = 1

[State 52, 1]
type = VelSet
trigger1 = AnimElemtime(5) > 0
x = 25

[State 52, 1]
type = VelSet
trigger1 = AnimElem = 5
y = -5

[State 52, 1]
type = Veladd
trigger1 = AnimElemtime(5) > 0
y = .7

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 5
statetype = A

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3201

;---------------------------------------------------------------------------
[Statedef 3201]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3201
ctrl     = 0
sprpriority = 3

[State 1000, 幉埵抲堏摦]
type = Posset
trigger1 = time = 0
y = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = S, HT
damage = 0,0
animtype = Hard
hitflag = M
priority = 3, Hit
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
hitsound = -1
ground.type = Low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
p1stateno = 3202
p2stateno = 3203
p2facing = 1

[State 200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 0
value = s2,4

[State 210, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Target
[Statedef 3202]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3202
ctrl     = 0
sprpriority = 3


   [State 3234]
type = Explod
trigger1 = time = 0
anim = 3320
id = 3320
postype = back
bindtime = -1
pos = 0,0
sprpriority = -5
under = 0
ownpal = 1
persistent = 0
scale = 0.75,0.65
removetime = 181
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

   [State 3234]
type = Explod
trigger1 = time = 0
anim = 3315
id = 3315
postype = back
bindtime = -1
pos = 0,0
sprpriority = -5
under = 0
ownpal = 1
persistent = 0
scale = 1,1
removetime = 181
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

   [State 3234]
type = Explod
trigger1 = time = 10
anim = 3321
id = 3321
postype = p1
bindtime = -1
pos = 100,10
sprpriority = 9999
under = 0
ownpal = 1
persistent = 0
scale = 0.7,0.7
removetime = 32
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

   [State 3234]
type = Explod
trigger1 = time = 10
anim = 3322
id = 3322
postype = p1
bindtime = -1
pos = 50,10
sprpriority = 9999
under = 0
ownpal = 1
persistent = 0
scale = 0.7,0.7
removetime = 32
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

   [State 3234]
type = Explod
trigger1 = time = 50
anim = 4421
id = 4421
postype = p1
bindtime = -1
pos = 50,10
sprpriority = 9999
under = 0
ownpal = 1
persistent = 0
scale = 0.6,0.8
removetime = 28
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

   [State 3234]
type = Explod
trigger1 = time = 50
anim = 4421
id = 4422
postype = p1
bindtime = -1
pos = 100,10
sprpriority = 9999
under = 0
ownpal = 1
persistent = 0
scale = 0.6,0.8
removetime =28
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

   [State 3234]
type = Explod
trigger1 = time = 100
anim = 4452
id = 4452
postype = p1
bindtime = -1
pos = -60,-210
sprpriority = 9999
under = 0
ownpal = 1
persistent = 0
scale = 1.05,1.05
removetime =48
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

   [State 3234]
type = Explod
trigger1 = time = 100
anim = 4451
id = 4451
postype = p1
bindtime = -1
pos = -60,-210
sprpriority = 10001
under = 0
ownpal = 1
persistent = 0
scale = 1,1
removetime =48
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

   [State 3234]
type = Explod
trigger1 = time = 0
anim = 4453
id = 4453
postype = p1
bindtime = -1
pos = 70,-10
sprpriority = 10001
under = 0
ownpal = 1
persistent = 0
scale = 1,1
removetime =106
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1000, TargetBind]
type = TargetBind
trigger1 = animelem = 1
pos = 67,-14

[State 1000, TargetBind]
type = TargetBind
trigger1 = animelem = 1
pos = 73,0

[State 810, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElem = 1
edge = 100,0

[State 1000, 幉埵抲堏摦]
type = Posset
trigger1 = time = 0
y = 0

[State 1000, Explod]
type = Explod
trigger1 = random  >800 && time = [5,100]
anim = f4130
pos = 50,-30
postype = p1
facing = 1
vfacing = 1
bindtime = 1
random = 100,100
removetime = -2
sprpriority = 6

[State 1000, Explod]
type = Explod
trigger1 = random  >800 && time = [5,100]
anim = f4135
pos = 50,-30
postype = p1
facing = 1
vfacing = 1
bindtime = 1
random = 100,100
removetime = -2
sprpriority = 5

[State 1000, Explod]
type = Explod
trigger1 = random  >800 && time = [5,100]
anim = f4140
pos = 50,-30
postype = p1
facing = 1
vfacing = 1
bindtime = 1
random = 100,100
removetime = -2
sprpriority = 4

[State 1000, Explod]
type = Explod
trigger1 = random  >800 && time = [5,100]
anim = f4145
pos = 50,-30
postype = p2
facing = 1
vfacing = 1
bindtime = 1
random = 100,100
removetime = -2
sprpriority = 7

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = random  >700 && time = [5,100]
value = S9090,0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = random  >700 && time = [5,100]
value = S9090,0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = random  >700 && time = [5,100]
value = S9090,0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S18,15

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S18,16

[State 1000, EnvShake]
type = EnvShake
trigger1 = time = 20
time = 118
freq = 100
ampl = -4

[State 1000, EnvShake]
type = EnvShake
trigger1 = time = 120
time = 30
freq = 150
ampl = -25
persistent = 9

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 120
value = S4093,0

[State 1000, EnvColor]
type = EnvColor
trigger1 = random  >850 && time = [5,100]
value = 255,255,255
time = 1
under = 1

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = animelem = 3
persistent = 0
anim = 3310
postype = P1
pos = 68,0
sprpriority = 9
scale = 0.7,0.7

[State 1000, EnvColor]
type = EnvColor
trigger1 = animelem = 3
value = 255,255,255
time = 1
under = 1

[State 2620, Targetlifeadd]
type = Targetlifeadd
trigger1 = timemod = 10,0
trigger1 = time >= 1
Trigger1 = time <= 120
value = -30
kill = 0

[State 2620, Targetlifeadd]
type = Targetlifeadd
trigger1 = time = 125
value = -380

[State 210, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
[Statedef 3203]
type    = S
movetype= H
physics = N
velset = 0,0

[State 1000, PalFX]
type = PalFX
trigger1 = time = 20
time = 120
add = 80,-40,-140
mul = 256,256,256
sinadd = 100,100,100,15
invertall = 1
color = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2120]
type = ScreenBound
trigger1 = 1
movecamera = 0,0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3203

[State 1830]
type = changestate
trigger1 = Animtime = 0
value = 2320
;-------------------------------------------------------------------------------
;Atraccion
[Statedef 3205]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3205

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA

[State 3110, 2]
type = BindToParent
trigger1 = time >= 0
facing = ifelse(parent, p2bodydist x <= 0, -1, 1)
pos = 0,0

[State 1000, 0]
type = PlayerPush
trigger1 = 1
value = 1

[state a]
type = destroyself
trigger1 = root,stateno != 3200


;---------------------------------------------------------------------------
[Statedef 2320]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 1500,]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = -2.4
y = -14

[State 52, 2]
type = Veladd
trigger1 = time >= 2
y = .5

[State 810,]
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
ampl = 10
freq = 120
time = 10

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2320

[State 1830]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100




[Statedef 7788]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 20
velset = 0,0
anim = 10020
sprpriority = 1
ctrl = 0

;---------------------[岠壥壒]
[state a];傆傫偭
type = playsnd
trigger1 = animelem = 2
value = 1000,0

[state a];峌寕
type = playsnd
trigger1 = animelem = 2
value = 11500,0

[state a];抧柺
type = playsnd
trigger1 = animelem = 2
value = 7878,2

;---------------------[僄僼僃僋僩]

[State 3234]
type = Explod
trigger1 = time = 1
anim = 417
id = 417
sprpriority = 9999
postype = p1
bindtime = -1
pos = 40,-55
under = 0
ownpal = 1
persistent = 0
scale = 0.6,0.6
removetime = 14
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3234]
type = Explod
trigger1 = time = 1
anim = 516
id = 516
sprpriority = 9999
postype = p1
bindtime = -1
pos = 70,5
under = 0
ownpal = 1
persistent = 0
scale = 0.95,0.95
removetime = 11
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3234]
type = Explod
trigger1 = time = 1
anim = 517
id = 517
sprpriority = 9999
postype = p1
bindtime = -1
pos = 30,20
under = 0
ownpal = 1
persistent = 0
scale = 0.7,0.7
removetime = 12
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999


[State 3234]
type = Explod
trigger1 = time = 1
anim = 517
id = 518
sprpriority = 9999
postype = p1
bindtime = -1
pos = 70,20
under = 0
ownpal = 1
persistent = 0
scale = 0.8,0.9
removetime = 12
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3234]
type = Explod
trigger1 = time = 1
anim = 517
id = 519
sprpriority = 9999
postype = p1
bindtime = -1
pos = -10,20
under = 0
ownpal = 1
persistent = 0
scale = 0.8,0.9
removetime = 12
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3234]
type = Explod
trigger1 = time = 0
anim = 614
id = 614
sprpriority = 9999
postype = p1
bindtime = -1
pos = 0,20
under = 0
ownpal = 1
persistent = 0
scale = 0.7,0.7
removetime = 19
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

[State explod];抧柺
type = Explod
trigger1 = animelem = 3
anim = 416
id = 416
sprpriority = 5
postype = p1
pos = 40,-55
bindtime = 1
supermove = -1
ignorehitpause = 0
under = 0
scale = .5,.5

[State explod];抧柺
type = Explod
trigger1 = animelem = 2
anim = 7030
id = 3000
sprpriority = -5
postype = p1
pos = 82,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 2
time = 10
ampl = -8
freq = 95
phase = 95

;---------------------[峌寕]
[State 240, 2]
type = HitDef
trigger1 = animelem = 3
attr = S, SA
animtype  = up
damage    = 80,8
priority = 6, Hit
getpower = 41,41
guardflag = M
pausetime = 0,0
sparkno = 2
sparkxy = -15,-78
hitsound   = s490,0
guard.sparkno = s7012
guardsound = s122,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10,-6
air.velocity = -10,-6
guard.velocity = -10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.fall = 1
fall = 1
fall.recover = 0
nochainID = 9999
p2stateno = 4098

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


[Statedef 1055];￠℃_a 00
type    = S
movetype= A
physics = S
ctrl = 0
anim = 4014
sprpriority = 2



[State 220, Mantis]
type = helper
trigger1 = AnimElem = 4
ID = 1055
helpertype = normal
postype = p1
ignorehitpause = 1
sprpriority = 5
persistent = 0
pos = -38,0
stateno = 1056
ownpal = 1
size.xscale = 1
sprpriority = 5
size.yscale = 1
ignorehitpause = 1
ontop = 1
ownpal = 1
pausemovetime = 1
supermovetime = 9999999

[State 1030, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 9090, 0

[State 220,VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = -8.12
y = -5.44

[State 220,VelAdd]
type = VelAdd
trigger1 = AnimElem = 5, >= 0
x = -.4
y = .51

;[State 1043.8];亡耖、耢蒸?
;type = gravity
;trigger1 = Animelem = 4,>= 0

[state 1046.5];?圊?腾
type = StatetypeSet
trigger1 = Animelem = 3
value = A

[State 1044.7]
type = changestate;伽值
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1057

;---------------------------------------------------------------------------
[Statedef 1056];￠℃_a 	纡００
type    = S
movetype= A
physics = S
ctrl = 0
ontop = 1
anim = 1953
sprpriority = 5
pos = 0,-10


[State 1000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1012, Shake]
type = EnvShake
trigger1 = AnimElem = 1
time = 14
ampl = -8

[State 1030, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 7878, 2

[State 1034, HD-1]
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = diagup
damage    = 90,10
getpower = 100,40
hitflag = MAF
guardflag = MAF
pausetime = 0,0
sparkno = 2
guard.sparkno = S7011
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
sparkxy = -25,-65
hitsound   = s490,0
guardsound = s121,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -4.5,-7
air.velocity = -4,-6
fall =1
fall.recover = 1
fall.recovertime = 80
yaccel = .52

[State 240, 4]
type = destroyself
trigger1 = AnimTime = 0
;---------------------------------------------------------------------------


[Statedef 1058];￠℃_a 00
type    = S
movetype= A
physics = S
ctrl = 0
anim = 4014
sprpriority = 2

[State 3234]
type = Explod
trigger1 = time = 10
anim = 7715
id = 1732
sprpriority = 9999
postype = back
bindtime = -1
pos = 280,105
under = 0
ownpal = 1
persistent = 0
scale = 0.4,0.4
removetime = 90
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3234]
type = Explod
trigger1 = time = 10
anim = 7716
id = 1732
sprpriority = 9999
postype = back
bindtime = -1
pos = 280,105
under = 0
ownpal = 1
persistent = 0
scale = 0.4,0.4
removetime = 90
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999


[State 3234]
type = Explod
trigger1 = time = 20
anim = 7715
id = 1732
sprpriority = 9999
postype = back
bindtime = -1
pos = 250,80
under = 0
ownpal = 1
persistent = 0
scale = 0.3,0.3
removetime = 90
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3234]
type = Explod
trigger1 = time = 20
anim = 7716
id = 1732
sprpriority = 9999
postype = back
bindtime = -1
pos = 250,80
under = 0
ownpal = 1
persistent = 0
scale = 0.3,0.3
removetime = 90
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3234]
type = Explod
trigger1 = time = 20
anim = 7715
id = 1732
sprpriority = 9999
postype = back
bindtime = -1
pos = 250,120
under = 0
ownpal = 1
persistent = 0
scale = 0.3,0.3
removetime = 90
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3234]
type = Explod
trigger1 = time = 20
anim = 7716
id = 1732
sprpriority = 9999
postype = back
bindtime = -1
pos = 250,120
under = 0
ownpal = 1
persistent = 0
scale = 0.3,0.3
removetime = 90
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3234]
type = Explod
trigger1 = time = 17
anim = 12347
id = 1955
sprpriority = 9999
postype = p1
bindtime = -1
pos = 40,-100
under = 0
ownpal = 1
persistent = 0
scale = 0.3,0.3
removetime = 16
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3234]
type = Explod
trigger1 = time = 17
anim = 12342
id = 1956
sprpriority = 9999
postype = p1
bindtime = -1
pos = 40,-85
under = 0
ownpal = 1
persistent = 0
scale = 0.3,0.3
removetime = 16
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999



[State 3234]
type = Explod
trigger1 = time = 17
anim = 1953
id = 1954
sprpriority = 9999
postype = p1
bindtime = -1
pos = 0,20
under = 0
ownpal = 1
persistent = 0
scale = 0.8,0.8
removetime = 32
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3234]
type = Explod
trigger1 = time = 17
anim = 1953
id = 1952
sprpriority = 9999
postype = p1
bindtime = -1
pos = 0,-55
under = 0
ownpal = 1
persistent = 0
scale = 0.8,0.8
removetime = 32
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999



[State 220, Mantis]
type = helper
trigger1 = AnimElem = 4
ID = 1055
helpertype = normal
postype = p1
ignorehitpause = 1
sprpriority = 5
persistent = 0
pos = -38,0
stateno = 1059
ownpal = 1
size.xscale = 1
sprpriority = 5
size.yscale = 1
ignorehitpause = 1
ontop = 1
ownpal = 1
pausemovetime = 1
supermovetime = 9999999

[State 1030, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 9, 0

[State 220,VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = -8.12
y = -5.44

[State 220,VelAdd]
type = VelAdd
trigger1 = AnimElem = 5, >= 0
x = -.4
y = .51

;[State 1043.8];亡耖、耢蒸?
;type = gravity
;trigger1 = Animelem = 4,>= 0

[state 1046.5];?圊?腾
type = StatetypeSet
trigger1 = Animelem = 3
value = A

[State 1044.7]
type = changestate;伽值
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1057

;---------------------------------------------------------------------------
[Statedef 1059];￠℃_a 	纡００
type    = S
movetype= A
physics = S
ctrl = 0
ontop = 1
anim = 1953
sprpriority = 5

[State 1000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1012, Shake]
type = EnvShake
trigger1 = AnimElem = 1
time = 14
ampl = -8

[State 1030, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 9090, 0

[State 1034, HD-1]
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = diagup
damage    = 90,10
getpower = 100,40
hitflag = MAF
guardflag = MAF
pausetime = 0,0
sparkno = 2
guard.sparkno = S7011
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
sparkxy = -25,-65
hitsound   = s490,0
guardsound = s121,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -4.5,-7
air.velocity = -4,-6
fall =1
fall.recover = 1
fall.recovertime = 80
yaccel = .52

[State 240, 4]
type = destroyself
trigger1 = AnimTime = 0

;------------------------------------------------------------------------------
[Statedef 1057];￠℃_a 蠓颌
type = S
movetype = I
physics = S
anim = 160
ctrl = 0
velset = 0,0
sprpriority = 2

[State 212, 2];脲
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,0

[State 1042.1];颌攸亍
type = PosSet
trigger1 = time = 0
y = 0

[State 1042.2];亍state?
type = Changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1

[Statedef 4098];憡庤
type    = A
movetype= H
physics = N
velset = 0,0;-13,-.5

[State 1021,0]
type = turn
Trigger1 = frontedgedist <= 0
value = 1

[State 1021,0]
type = velset
trigger1 = time = 1
x = -15
y = -10

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 821, 1]
type = VelAdd
Trigger1 = time > 4
y = .14

[State 1028, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5051)
value = 5051

[state 190]
type = changestate
Trigger1 = backedgedist <= 25
Trigger2 = frontedgedist <= 25
value = 4099

[Statedef 4099];憡庤2
type    = A
movetype= H
physics = N
velset = 3.5,-8.2

[State 1027, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 0
value = F7,4

[State 1027, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor(ScreenPos Y) - 50
postype = Back
sprpriority = -1

[State 1027, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = Time = 0
anim = F73
pos = 0, floor(ScreenPos Y) - 50
postype = Back
sprpriority = 5

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4094

[State 9000, 1]
type = null;ScreenBound
trigger1 = 1
movecamera = 1,0

[State 9000, 1]
type = turn
trigger1 = time = 0
value = 1

[State 821, 1]
type = VelAdd
Trigger1 = time > 3
y = .5
x = .05

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

[Statedef 1050]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 150
velset = 0,0
anim = 1050
ctrl = 0


[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 17


;---------------------[岠壥壒]
[state a];敪幩
type = playsnd
trigger1 = animelem = 7
value = 8787,1

;---------------------[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 3234]
type = Explod
trigger1 = time = 25
anim = 12341
id = 12311
sprpriority = -4
postype = p1
bindtime = -1
pos = 20,-85
under = 0
ownpal = 1
persistent = 0
scale = 0.3,0.3
removetime = 16
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3234]
type = Explod
trigger1 = time = 25
anim = 12347
id = 12312
sprpriority = -4
postype = p1
bindtime = -1
pos = 20,-100
under = 0
ownpal = 1
persistent = 0
scale = 0.3,0.3
removetime = 16
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 7
anim = 213
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

;---------------------[棫偪僗僥乕僩偵栠傞]

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

[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

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animtime = 0
anim = 22129
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,50
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.8,0.8
under = 0
ownpal = 1
[State 1050, 5]
type = Explod
trigger1 = (GameTime%5) = 1
anim = 5132
sprpriority = 1
postype = p1
velset = 0,0
pos = -40,70
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.3,0.3
under = 0
ownpal = 1

[State 1050, 5]
type = Explod
trigger1 = (GameTime%5) = 1
anim = 5132
sprpriority = 1
postype = p1
velset = 0,0
pos = -40,-70
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.3,0.3
under = 0
ownpal = 1



[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 10,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -20,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = (GameTime%5) = 1
anim = 10031
sprpriority = 1
postype = p1
velset = 0,0
pos = -20,0
scale = 0.25,0.25
bindtime = 1
supermove = 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 = 100,100
offset = 0,0
velocity = 0
damage = Ceil(0.04 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 0,0
hitsound = S222,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1
p2stateno = 19000
;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 2300]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 2300
ctrl = 0

[state 2300]
type = poweradd
trigger1 = time = 0
value = -6000
ignorehitpause = 1
[state 2300]
type = varadd
trigger1 = time = 0
var(35) = -6000
ignorehitpause = 1
[state 2300]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[state 2300]
type = Explod
trigger1 = time = 0
anim = 10080
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647
[state 2300]
type = PlaySnd
trigger1 = Time = 0
value = 2200,0
freqmul = 0.9
volume = 255
[state 2300]
type = PlaySnd
trigger1 = Time = 0
value = 2200,2
freqmul = 0.9
volume = 255
[state 2300]
type = PlaySnd
trigger1 = time = 0
value = 10000,11
volume = 255
[state 2300]
type = PlaySnd
trigger1 = time = 0
value = 8080,0
volume = 255
[State 2300]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 0,0,0
under = 2
[State 2300]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 50
value = 0,0,0
under = 2
[State 2300]
type = bgpalfx
trigger1 = 1
time = 10
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,0
invertall = 0
color = 0
ignorehitpause = 1

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

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

;---------------------------------------------------------------------------------
;峌寕
;---------------------------------------------------------------------------------
[Statedef 23000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2206
ctrl = 0

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

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

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

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

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

[State 23000]
type = Projectile
triggerall = !ishelper
trigger1 = (GameTime%4) = 1
trigger1 = time >= 80
trigger1 = p2movetype != A
trigger2 = (GameTime%4) = 1
trigger2 = p2movetype = A&&time >= 220
attr = A, NA
projanim = 40010
projid = 40010
projpriority = 2147483647
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = back
offset = 0,0
animtype  = hard
damage = 30+random%20,5+random%20
hitflag = MAFD
guardflag =
pausetime = 9,5
guard.pausetime = 9,5
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
fall.recover = 0
supermovetime = 2147483647
pausemovetime = 2147483647

[State 23000]
type = Projectile
triggerall = !ishelper
trigger1 = (GameTime%3) = 1
attr = S, SP
projanim = 40020
projid =40020
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 2
postype = p1
animtype  = hard
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1
pausemovetime = 2147483647
supermovetime = 2147483647

[State 3234]
type = Explod
trigger1 = time = 0
anim = 10909
id = 10909
sprpriority = 9999
postype = back
bindtime = -1
pos = 0,0
under = 0
ownpal = 1
persistent = 0
scale = 1,1
removetime = 220
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3234]
type = Explod
trigger1 = time = 100
anim = 10707
id = 10707
sprpriority = 9999
postype = back
bindtime = -1
pos = 0,0
under = 0
ownpal = 1
persistent = 0
scale = 1,1
removetime = 218
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 12901]
type = Explod
trigger1 = time = 0
anim = 100070
id = 100070
ownpal = 1
;sprpriority = 2147483647
postype = back
;ontop = 1
bindtime = -1
scale = 0.5,0.5
removetime = 320
trans = add
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[state 23000]
type = Explod
trigger1 = time = 0
anim = 11004
sprpriority = 214748364
postype = p1
pos = 6,-130
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 320
scale = 0.65,0.65
supermovetime = 2147483647
pausemovetime = 2147483647


[State 23000]
type = bgpalfx
trigger1 = 1
time = 10
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,0
invertall = 0
color = 0
ignorehitpause = 1

[State 23000]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 23000]
type = PlaySnd
trigger1 = Time = 0
value = 5454,0
volume = 255
freqmul = 0.9
ignorehitpause = 1

[State 2205]
type = PlaySnd
trigger1 = Time = 0
value = 9090,0
volume = 255
freqmul = 0.7
[State 2205]
type = PlaySnd
trigger1 = Time = 0
value = 18592,0
volume = 255
freqmul = 0.7

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

[State 23000]
type = turn
trigger1 = P2dist X < 0
trigger1 = fvar(1) < 0
ignorehitpause = 1

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

[State 23000]
type = changestate
trigger1 = time >= 320
value = 23001
;---------------------------------------------------------------------------------
;廔椆
;---------------------------------------------------------------------------------
[Statedef 23001]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2211
ctrl = 0



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

[state 23001]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
[Statedef 23100]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 23100
ctrl = 0

[state 23100]
type = poweradd
trigger1 = time = 0
value = -5000
ignorehitpause = 1
[state 23100]
type = varadd
trigger1 = time = 0
var(35) = -5000
ignorehitpause = 1
[state 23100]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 3234]
type = Explod
trigger1 = time = 0
anim = 20080
id = 35656
sprpriority = 9999
postype = p1
bindtime = -1
pos = 0,-85
under = 0
ownpal = 1
persistent = 0
scale = 0.65,0.65
removetime = 30
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999


[state 23100]
type = PlaySnd
trigger1 = Time = 0
value = 1111,0
freqmul = 0.9
volume = 255
[state 23100]
type = PlaySnd
trigger1 = Time = 0
value = 2222,0
freqmul = 0.9
volume = 255
[state 23100]
type = PlaySnd
trigger1 = time = 0
value = 40,11
volume = 255
[state 23100]
type = PlaySnd
trigger1 = time = 0
value = 10000,41
volume = 255
[state 23100]
type = PlaySnd
trigger1 = time = 0
value = 1111,2
volume = 255

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

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

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

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

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

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

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

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

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

[State 23200]
type = targetstate
triggerall = numtarget
trigger1 = WIN
value = 104010
ignorehitpause = 1

[State 23200]
type = Projectile
triggerall = !ishelper
trigger1 = time = [0,260]
trigger1 = (GameTime%3) = 1
attr = A, NA
projanim = 40010
projid = 40010
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 2
postype = p1
animtype  = hard
damage = 30+random%20,5+random%20
getpower = 0,0
givepower = -2147483647
hitflag = MAFD
guardflag =
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = -1
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
p2getp1state = 0
p2stateno = 5110
fall = 1
fall.recover = 0
fall.damage = -2147483647
supermovetime = 2147483647
pausemovetime = 2147483647

[State 23200]
type = Projectile
triggerall = !ishelper
trigger1 = time = [0,260]
trigger1 = (GameTime%3) = 1
attr = A, NA
projanim = 40010
projid = 40010
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 2
postype = p1
animtype  = hard
damage = 30+random%20,5+random%20
getpower = 0,0
givepower = -2147483647
hitflag = MAFD
guardflag =
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = -1
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
p2getp1state = 0
p2stateno = 5110
fall = 1
fall.recover = 0
fall.damage = -2147483647
supermovetime = 2147483647
pausemovetime = 2147483647

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

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

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

[State 3234]
type = Explod
trigger1 = time = 0
anim = 3152
id = 3152
sprpriority = 9999
postype = back
bindtime = -1
pos = 0,0
under = 0
ownpal = 1
persistent = 0
scale = 1,1
removetime = 235
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3234]
type = Explod
trigger1 = time = 0
anim = 9632
id = 9632
sprpriority = -1
postype = back
bindtime = -1
pos = 0,0
under = 0
ownpal = 1
persistent = 0
scale = 1,1
removetime = 235
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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