; 偙傟偼僇儞僼乕儅儞偺俠俶俽僼傽僀儖偱偡丅
; 僐儊儞僩傪嶲峫偵偟偰俠俶俽傪棟夝偟偰偔偩偝偄

; 偙傟偼KFM偺掕悢偲忬懺偺僼傽僀儖偱偡丅
; 愨懳婰擖偟丄嶍彍偼偟側偄偱偔偩偝偄丅
[Data]
  ;懱椡僎乕僕偺弶婜抣
life = 200000
  ;峌寕椡乮偙傟埲忋偵愝掕偡傞偲嫮偔側傞乯
attack = 999999999
  ;杊屼椡乮偙傟埲忋偵愝掕偡傞偲嫮偔側傞乯
defence = 999999999
  ;僐儞儃傪偔傜偭偰偄傞帪偵偁偑傞杊屼椡
fall.defence_up = 70
  ;搢傟偰偐傜婲忋偑傞傑偱偺僼儗乕儉悢
liedown.time = 0
  ;嬻拞偱偳傟偩偗僐儞儃偑宷偑傞偐乮崅偔偡傞偲柍尷僐儞儃偵側傞偺偱拲堄乯
airjuggle = 25
  ;hitdef偱愝掕偟偰偄側偄帪偺婎杮僸僢僩僗僷乕僋僫儞僶乕
sparkno = 2
  ;愝掕偟偰側偄帪偺僈乕僪僫儞僶乕
guard.sparkno = 40
  ;KO偟偨帪偵惡偵僄僐乕傪偐偗傞偐乮侾偱俷俶乯
KO.echo = 0
 volume = -50
  IntPersistIndex = 0
FloatPersistIndex = 40
power = 9999999999

[Size]
xscale = 1           ;悈暯曽岦偺弅広乮捠忢侾乯
yscale = 1           ;悅捈曽岦偺弅広乮捠忢侾乯
ground.back = 15     ;僉儍儔偺暆(屻曽,抧忋)
ground.front = 16    ;僉儍儔偺暆(慜曽,抧忋)
air.back = 12        ;僉儍儔偺暆(屻曽,嬻拞)
air.front = 12       ;僉儍儔偺暆(慜曽,嬻拞)
height = 125          ;僉儍儔偺崅偝
attack.dist = 320    ;峌寕傪偟偨帪憡庤偑僈乕僪懱惂偵擖傞嵟掅嫍棧
proj.attack.dist = 50;峌寕傪偟偨帪憡庤偑僈乕僪懱惂偵擖傞嵟掅嫍棧乮旘傃摴嬶乯
proj.doscale = 0     ;忋偱愝掕偟偨弅広傪旘傃摴嬶偵傕揔梡偡傞偐乮侾偱俷俶乯   
head.pos = 0, -118   ;摢偺戝懱偺嵗昗
mid.pos = -4, -86    ;懱偺拞怱偺戝懱偺嵗昗
shadowoffset = 0     ;塭偺悅捈曽岦偺僆僼僙僢僩
draw.offset = 0,0    ;巊梡偟側偄

[Velocity]
walk.fwd  = 2.2      ;慜恑偺懍搙
walk.back = -2.2    ;屻戅偺懍搙
run.fwd  = 9999,9999   ;慜僟僢僔儏偺懍搙乮儂僢僾偡傞帪偼y傪-偵偡傞乯
run.back = -99999,-99999 ;屻僟僢僔儏偺懍搙乮儂僢僾偡傞帪偼y傪-偵偡傞乯
jump.neu = 0,-9.8    ;悅捈僕儍儞僾偺懍搙
jump.back = -5.05,2    ;屻僕儍儞僾偺懍搙
jump.fwd = 5.0,2       ;慜僕儍儞僾偺懍搙
runjump.back = -4.55,-8.1 ;屻僟僢僔儏偟側偑傜偺僕儍儞僾懍搙(僆僾僔儑儞)
runjump.fwd = 6,-8.1      ;慜僟僢僔儏偟側偑傜偺僕儍儞僾懍搙(僆僾僔儑儞)
airjump.neu = 0,-8.1      ;俀抜僕儍儞僾埲崀偺悅捈僕儍儞僾偺懍搙(僆僾僔儑儞)
airjump.back = -2.55      ;俀抜僕儍儞僾埲崀偺屻僕儍儞僾偺懍搙(僆僾僔儑儞)
airjump.fwd = 2.5         ;俀抜僕儍儞僾埲崀偺慜僕儍儞僾偺懍搙

[Movement]
airjump.num = 99999999999;嬻拞偱僕儍儞僾偡傞夞悢
airjump.height = 35  ;嬻拞偱僕儍儞僾偡傞嵟掅尷偺崅偝
yaccel = .57         ;廳椡
stand.friction = .85  ;棫偪忬懺偺杸嶤學悢
crouch.friction = .82 ;孅傒忬懺偺杸嶤學悢

;---------------------------------------------------------------------------
; 僗僥僀僩偺夝愢
; [Statedef STATENO]
; type = ?      S/C/A/L  俽丗棫偪/俠丗孅傒/俙丗嬻拞/俴丗僟僂儞
; movetype = ?  I/A/H    俬丗捠忢忬懺/俙丗峌寕忬懺/俫丗僟儊乕僕傪偔傜偭偰傞忬懺
; physics = ?   S/C/A/N  俽丗棫偪/俠丗孅傒/俙丗嬻拞/俶丗柍偟
; juggle = ?             偦偺峌寕偵巊偆僕儍僌儖悢
;

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

; SGUARDHIT (shaking)
[Statedef 150]
type    = S
movetype= I ;H
physics = N
velset = 0,0
;anim = 150

[State 1400] 
type = null;superpause 
trigger1 = time = 0 
time = 3
movetime = 3
anim = -1
darken = 0


[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150
ignorehitpause = 1
persistent = 0

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151

[State 150, 3]
type = ForceFeedback
trigger1 = Time = 0
waveform = square
time = 3

;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 151]
type    = S
movetype= I ;H
physics = S
;anim = 150


[State 151, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151, 4]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 130
ctrl = 1

;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
[Statedef 152]
type    = C
movetype= I ;H
physics = N
velset = 0,0
;anim = 151


[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 151
ignorehitpause = 1
persistent = 0

[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 153

[State 152, 4]
type = ForceFeedback
trigger1 = Time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
[Statedef 153]
type    = C
movetype= I ;H
physics = C
;anim = 151


[State 153, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 153, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 153, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153, 4]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 131
ctrl = 1

;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
[Statedef 154]
type    = A
movetype= I ;H
physics = N
velset = 0,0



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


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

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

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

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

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

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

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

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

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

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

[State 155, 8]
type = ChangeState
trigger1 = sysvar(0)
value = 130




; 僕儍儞僾僗僞乕僩
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
triggerall = var(30) != 1
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State -1, AI]
Type = ChangeState
triggerall = var(30) = 1
Trigger1 = Time = 0
Value = 0
Ctrl = 1
IgnoreHitPause = 1




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


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

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

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

[State 100, 1]
type = VelSet
trigger1 = animelem = 3;1
x = 6;const(velocity.run.fwd.x)

[State 100, 1]
type = VelSet
trigger1 = animelem = 15
x = 0

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

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

[State 100, 4]
type = ChangeState
trigger1 = command = "holdfwd"
trigger1 = animelem = 14,>=0
value = 101

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


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

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

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

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




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


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

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

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

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

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


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

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

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

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

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


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

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

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

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

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


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

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

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

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

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


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

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

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

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

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 僞僀儉僆乕僶乕偱晧偗偨帪
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

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

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

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

[State 180, 1]
type = ChangeState
trigger1 = var(2) = 0
trigger1 = var(1) = 0
value = 181

[State 180, 1]
type = ChangeState
trigger1 = Var(2) = 1
trigger1 = var(1) = 0
value = 183


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

[State 180, 1]
type = ChangeState
trigger1 = var(2) = 0
trigger1 = var(1) = 1
value = 184

[State 180, 1]
type = ChangeState
trigger1 = var(2) = 1
trigger1 = var(1) = 1
value = 186

[State 180, 1]
type = ChangeState
trigger1 = var(2) = 2
trigger1 = var(1) = 1
value = 187


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

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

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


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

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

[State 181, 3]
type = ChangeState
trigger1 = MatchOver && Time = 100
value = 189

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

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

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


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

[State 181, 3]
type = ChangeState
trigger1 = MatchOver && Time = 100
value = 189

;---------------------------------------------------------------------------
; 彑偭偨摦嶌[変傛傝丄桪傟傞幰偼柍偟]
[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State 191, 3];変傛傝丄桪傟傞幰偼柍偟
type = PlaySnd
trigger1 = animelem = 9
value = 184,0

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

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

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

[State 181, 3]
type = ChangeState
trigger1 = MatchOver && Time = 100
value = 189

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

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

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




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

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

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

[State 181, 3]
type = ChangeState
trigger1 = MatchOver && Time = 100
value = 189
;---------------------------------------------------------------------------
; 彑偭偨摦嶌[変丄僈僀傾偲嫟偵偁傝]
[Statedef 187]
type = S
ctrl = 0
anim = 183
velset = 0,0


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

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

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





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

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


[State 181, 3]
type = ChangeState
trigger1 = MatchOver && Time = 100
value = 189

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



[state a]
type = changestate
trigger1 = time = 1
trigger1 = var(1) = 1 && !ishelper(190)
value = 193



[State 191, 3];搢偟偰傒偣傛
type = PlaySnd
trigger1 = animelem = 11
value = 190,0

[State 191, 3];壩拰
type = PlaySnd
trigger1 = animelem = 13
value = 193,2

[State 1000, 5]
type = Explod
trigger1 = animelemtime(11) = 1
anim = 191
id = 191
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 0, VelSet]
type = VelSet
trigger1 = time >= 242
x = 1

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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 285

;---------------------------------------------------------------------------
; 僆儘僠搊応
[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0


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

[State 191, 3];偝側偓傪傗傇傝
type = PlaySnd
trigger1 = animelem = 10
value = 192,0

[State 191, 3];挶偼晳偆
type = PlaySnd
trigger1 = animelem = 27
value = 192,1

[State 191, 3];壩拰
type = PlaySnd
trigger1 = animelem = 27
value = 193,2

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


[State 1000, 5]
type = Explod
trigger1 = animelem = 27
anim = 191
id = 191
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 0, VelSet]
type = VelSet
trigger1 = time >= 242
x = -1

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

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 285

;---------------------------------------------------------------------------
; 僆儘僠搊応
[Statedef 193]
type = S
ctrl = 0
anim = 193
velset = 0,0


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

[State 191, 3];偝側偓傪傗傇傝
type = PlaySnd
trigger1 = animelem = 4
value = 193,0

[State 191, 3];偝側偓傪傗傇傝
type = PlaySnd
trigger1 = animelem = 5
value = 190,1

[State 191, 3];挶偼晳偆
type = PlaySnd
trigger1 = animelem = 57
value = 193,1

[State 191, 3];壩拰
type = PlaySnd
trigger1 = animelem = 57
value = 193,2

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


[State 1000, 5]
type = Explod
trigger1 = animelem = 58
anim = 194
id = 194
removetime = 180
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "G Orochi"
ID = 192
stateno = 192
pos = 50,0
postype = p1
supermove = 1

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "G Mizuchi"
ID = 190
stateno = 190
pos = -50,0
postype = p1
supermove = 1

[State 0, PalFX]
type = PalFX
trigger1 = time = 285
time = 15
add = -256,-256,-256
mul = 256,256,256
sinadd = 256,256,256,100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 285
value = S190,2
volume = 255

[State 1000, 5]
type = Explod
trigger1 = animelem = 58
anim = 813
id = 813
sprpriority = 4
postype = p1
pos = 40,0
bindtime = 1
supermove = 1
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 58
anim = 813
id = 813
sprpriority = 4
postype = p1
pos = -40,0
bindtime = 1
supermove = 1
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 58
anim = 813
id = 813
sprpriority = 7
postype = p1
pos = 80,0
bindtime = 1
supermove = 1
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 58
anim = 813
id = 813
sprpriority = 7
postype = p1
pos = -80,0
bindtime = 1
supermove = 1
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 58
anim = 22170
id = 194
sprpriority = 6
postype = p1
pos = 20,0
bindtime = 1
supermove = 1
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 58
anim = 22176
id = 194
sprpriority = 6
postype = p1
pos = -20,0
bindtime = 1
supermove = 1
under = 0



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

[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0


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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S195,0

[State 1301, 0]
type = null;HitOverride
trigger1 = 1;AnimElem = 1, >= 0 && AnimElem = 6, < 0
slot = 2
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP
stateno = 14111
ignorehitpause = 1


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


[Statedef 14111]
type = S
ctrl = 1
anim = 0
velset = 0,0

[State 1400] 
type = superpause 
trigger1 = time = 0 
time = 30
movetime = 30
anim = -1
darken = 0

[State 210, 1]
type = PlaySnd
trigger1 = time = 0 
value = 2562,7


[State 1000]
type = Explod
trigger1 = time = 0 
anim = 3499
sprpriority = 5
postype = p2
pos = 55,-70
bindtime = 1
supermove = 1
under = 0

[State 1400] 
type = turn 
trigger1 = p2dist x< 0 
value = 1

[State 1000] 
type = PlayerPush 
trigger1 = Time >= 0 
value = 0

[State 1400]
type = posadd
trigger1 = time = 0
x = p2dist x+45


;---------------------[廔椆]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; 墦嫍棧棫偪丒庛丒僷儞僠丒偺摦嶌
[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
;Commonly-used controllers:
velset = 0,0                     ;偙偺僗僥乕僩偑巒傑偭偨帪偵堏摦偡傞偐乮0,0偱摦偐側偄乯
ctrl = 0                         ;偙偺僗僥乕僩拞偵懠偺僐儅儞僪傪庴偗晅偗傞偐(1偱庴偗晅偗傞)
anim = 200                       ;偙偺僗僥乕僩偱昞帵偡傞僗僾儔僀僩僗僥乕僩斣崋(0偱曄壔柍偟)
poweradd = 0                    ;偙偺僗僥乕僩傪巊偭偨帪偺僷儚乕憹壛検(0偱曄壔柍偟)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S200,0
volume = 255
channel = -1

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA                     ;棫偪忬懺偱丄捠忢偺峌寕(倱偼棫偪丄値偼捠忢丄a偼峌寕傪昞偡)
damage = 38, 0                   ;僟儊乕僕検乮嵍偑摉偨偭偨帪丄塃偼僈乕僪偟偨帪乯
getpower = 61,61
animtype = Light                 ;摉偰偨帪偺憡庤偺億乕僘乮light/midium/hard/back乯偐傜慖戰
guardflag = MA                   ;僈乕僪偱偒傞忬懺乮倣a偼慡偰偺忬懺偱僈乕僪壜擻乯
hitflag = MAF                    ;摉偰傞帠偺偱偒傞忦審
priority = 3, Hit                ;峌寕偺桪愭尃乮0庛偄丂4捠忢丂7嫮偄
pausetime = 7, 8                 ;峌寕偑摉偨偭偨帪偺峝捈帪娫乮嵍偑帺暘丄塃偑憡庤乯
sparkno = s22109 + var(35)                   ;僸僢僩僄僼僃僋僩偺僗僾儔僀僩僗僥乕僩乮柍偗傟偽0乯
sparkxy = -5, -89               ;僸僢僩僄僼僃僋僩傪昞帵偡傞応強乮憡庤偺嵗昗偱乯
hitsound = s300, var(6)                 ;僸僢僩偟偨帪偺壒乮倱*,*偵偡傞偲帺暘偺壒傪巊偆乯
guard.sparkno = s22113
guardsound = s120, 0                ;僈乕僪偟偨帪偺壒乮摨忋乯
ground.type = high               ;憡庤偺偔傜偭偨応強乮High丗摢丄懱, Low丗懌, Trip丗懌暐偄乯
ground.slidetime = 9             ;憡庤偑屻偵偡傋傞帪娫
ground.hittime  = 9             ;僐儞儃偑宷偑傞帪娫乮崅偔偟偡偓側偄帠乯
ground.velocity = -6             ;抧忋偱峌寕傪偔傜偭偨応崌偺憡庤偺堏摦忬嫷乮倶偲倷偱彫悢揰壜乯
airguard.velocity = -1.9,-2     ;嬻拞偱峌寕傪偔傜偭偨応崌偺憡庤偺堏摦忬嫷乮倶偲倷偱彫悢揰壜乯
air.type = Low                  ;嬻拞偱憡庤偑偔傜偭偨応強乮忋偲摨偠乯
air.velocity = -1.4,-3           ;嬻拞偱峌寕傪偔傜偭偨応崌偺憡庤偺堏摦忬嫷乮倶偲倷偱彫悢揰壜乯
air.hittime = 12                 ;嬻拞偱僐儞儃偑宷偑傞帪娫
nochainID = 1200

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

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

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

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

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

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA                     ;棫偪忬懺偱丄捠忢偺峌寕(倱偼棫偪丄値偼捠忢丄a偼峌寕傪昞偡)
damage = 29, 0                   ;僟儊乕僕検乮嵍偑摉偨偭偨帪丄塃偼僈乕僪偟偨帪乯
getpower = 61,61
animtype = Light                 ;摉偰偨帪偺憡庤偺億乕僘乮light/midium/hard/back乯偐傜慖戰
guardflag = MA                   ;僈乕僪偱偒傞忬懺乮倣a偼慡偰偺忬懺偱僈乕僪壜擻乯
hitflag = MAF                    ;摉偰傞帠偺偱偒傞忦審
priority = 3, Hit                ;峌寕偺桪愭尃乮0庛偄丂4捠忢丂7嫮偄
pausetime = 7, 8                 ;峌寕偑摉偨偭偨帪偺峝捈帪娫乮嵍偑帺暘丄塃偑憡庤乯
sparkno = s22109 + var(35)                      ;僸僢僩僄僼僃僋僩偺僗僾儔僀僩僗僥乕僩乮柍偗傟偽0乯
sparkxy = -20, -69               ;僸僢僩僄僼僃僋僩傪昞帵偡傞応強乮憡庤偺嵗昗偱乯
hitsound = s300, var(6)                 ;僸僢僩偟偨帪偺壒乮倱*,*偵偡傞偲帺暘偺壒傪巊偆乯
guard.sparkno = s22113
guardsound = s120, 0                ;僈乕僪偟偨帪偺壒乮摨忋乯
ground.type = high              ;憡庤偺偔傜偭偨応強乮High丗摢丄懱, Low丗懌, Trip丗懌暐偄乯
ground.slidetime = 9             ;憡庤偑屻偵偡傋傞帪娫
ground.hittime  = 9             ;僐儞儃偑宷偑傞帪娫乮崅偔偟偡偓側偄帠乯
ground.velocity = -6             ;抧忋偱峌寕傪偔傜偭偨応崌偺憡庤偺堏摦忬嫷乮倶偲倷偱彫悢揰壜乯
airguard.velocity = -1.9,-2     ;嬻拞偱峌寕傪偔傜偭偨応崌偺憡庤偺堏摦忬嫷乮倶偲倷偱彫悢揰壜乯
air.type = Low                  ;嬻拞偱憡庤偑偔傜偭偨応強乮忋偲摨偠乯
air.velocity = -1.4,-3           ;嬻拞偱峌寕傪偔傜偭偨応崌偺憡庤偺堏摦忬嫷乮倶偲倷偱彫悢揰壜乯
air.hittime = 12                 ;嬻拞偱僐儞儃偑宷偑傞帪娫
nochainID = 1200

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S200,0
volume = 255
channel = -1

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

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

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

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

;---------------------------------------------------------------------------
;墦嫍棧嫮僷儞僠
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 210

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S210,2
volume = 255
channel = -1

[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 22


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

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 2562, 20

[State 1000, 5]
type = Explod
trigger1 = animelem = 4
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 7
anim = 22066
id = 211
sprpriority = 5
postype = p1
pos = 60,-70
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State a];僇僂儞僞乕敾掕
type = ReversalDef
trigger1 = 1
attr = S, HA
reversal.attr = SCA, NA, SA, HA, NT,ST,HT
hitflag = M-
priority = 4, Miss
pausetime = 0,0
sparkno = -1;S7012
hitsound = -1;S121,0
numhits = 0
p2facing = 1


[State 210, 2]
type = HitDef
trigger1 = animelem = 8
attr = S, NA
animtype  = hard
damage    = Ceil(0.15 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 30,30
guardflag = H
pausetime = 25,30
sparkno = s22109 + var(35)
sparkxy = -10,-77
hitsound   = s2562,19
guardsound = s120,0
guard.sparkno = s22113
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
envshake.time = 7
envshake.ampl = 7
nochainID = 1200




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


;---------------------------------------------------------------------------
; 嬤嫍棧棫偪丒嫮丒僷儞僠丒偺摦嶌
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 215
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S210,2
volume = 255
channel = -1

[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 14


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

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 2562, 20

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

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 5
anim = 22066
id = 211
sprpriority = 5
postype = p1
pos = 60,-70
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1700, 0];僇僂儞僞乕敾掕
type = ReversalDef
trigger1 = 1
attr = S, HA
reversal.attr = SCA, NA, SA, HA, NT,ST,HT
hitflag = M-
priority = 4, Miss
pausetime = 0,0
sparkno = -1;S7012
hitsound = -1;S121,0
numhits = 0
p2facing = 1

[State 210, 2]
type = HitDef
trigger1 = animelem = 6
attr = S, NA
animtype  = hard
damage    = Ceil(0.14 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 61,61
guardflag = M
pausetime = 20,25
sparkno = s22109 + var(35)
sparkxy = -30,-75
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-3
envshake.time = 7
envshake.ampl = 7
nochainID = 1200



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


;---------------------------------------------------------------------------
; 棫偪丒庛丒僉僢僋
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 70
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S200,0
volume = 255
channel = -1


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

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 240, 1

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

[State 240, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = hard
damage    = Ceil(0.05 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 70,70
guardflag = M
pausetime = 4,16
sparkno = s22109 + var(35)
sparkxy = -15,-85
hitsound   = s330,var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-5.2
nochainID = 1200


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

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

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

; 棫偪丒庛丒僉僢僋
[Statedef 235]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 70
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S200,0
volume = 255
channel = -1

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

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 240, 1

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

[State 240, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = hard
damage    = Ceil(0.05 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 70,70
guardflag = M
pausetime = 2,8
sparkno = s22109 + var(35)
sparkxy = -15,-85
hitsound   = s330,var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-5.2
nochainID = 1200


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

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

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

;---------------------------------------------------------------------------
;墦嫍棧 棫偪丒嫮丒僉僢僋
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 70
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S210,1
volume = 255
channel = -1

[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 8

[State 1000, 5]
type = Explod
trigger1 = animelem = 4
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1



[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 2562, 11

[State 1000, 9]
type = Envcolor
triggerall = MoveHit
trigger1 = AnimElem = 3 || AnimElem = 4 || AnimElem = 5
ignorehitpause = 1
value = 255, 0, 0
time = 1
under = 1
supermove = 1

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

[State 1700, 0];僇僂儞僞乕敾掕
type = ReversalDef
trigger1 = 1
attr = S, HA
reversal.attr = SCA, NA, SA, HA, NT,ST,HT
hitflag = M-
priority = 4, Miss
pausetime = 0,0
sparkno = -1;S7012
hitsound = -1;S121,0
numhits = 0
p2facing = 1

[State 240, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = hard
damage    = Ceil(0.08 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 80,80
guardflag = M
hitflag = MAF
pausetime = 2,6
sparkno = s22109 + var(35)
sparkxy = -15,-85
hitsound   = s2562,10
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-7
air.velocity = -3,-6
fall = 1
fall.recover = 0
nochainID = 1200

[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = hard
damage    = Ceil(0.04 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 80,80
guardflag = M
hitflag = MAF
pausetime = 2,6
sparkno = s22109 + var(35)
sparkxy = -15,-106
hitsound   = s2562,10
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-6
air.velocity = -2,-6
fall = 1
fall.recover = 0
nochainID = 1200

[State 240, 2]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
animtype  = hard
damage    = Ceil(0.04 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 80,80
guardflag = M
hitflag = MAF
pausetime = 2,6
sparkno = s22109 + var(35)
sparkxy = -15,-106
hitsound   = s2562,10
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-6
air.velocity = -2,-6
fall = 1
fall.recover = 0
nochainID = 1200


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

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

;---------------------------------------------------------------------------
; 嬤嫍棧棫偪丒嫮丒僉僢僋
[Statedef 245]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 70
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 8

[State 1000, 5]
type = Explod
trigger1 = animelem = 4
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S210,1
volume = 255
channel = -1


[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 2562, 11

[State 1000, 9]
type = Envcolor
triggerall = MoveHit
trigger1 = AnimElem = 3 || AnimElem = 4 || AnimElem = 5
ignorehitpause = 1
value = 255, 0, 0
time = 1
under = 1
supermove = 1

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

[State 1700, 0];僇僂儞僞乕敾掕
type = ReversalDef
trigger1 = 1
attr = S, HA
reversal.attr = SCA, NA, SA, HA, NT,ST,HT
hitflag = M-
priority = 4, Miss
pausetime = 0,0
sparkno = -1;S7012
hitsound = -1;S121,0
numhits = 0
p2facing = 1

[State 240, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = hard
damage    = Ceil(0.08 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 80,80
guardflag = M
hitflag = MAF
pausetime = 2,6
sparkno = s22109 + var(35)
sparkxy = -15,-85
hitsound   = s2562,10
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-7
air.velocity = -3,-6
fall = 1
fall.recover = 0
nochainID = 1200


[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = hard
damage    = Ceil(0.04 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
hitflag = MAF
getpower = 80,80
guardflag = MA
pausetime = 2,6
sparkno = s22109 + var(35)
sparkxy = -15,-106
hitsound   = s2562,10
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-6
air.velocity = -2,-6
fall = 1
fall.recover = 0
nochainID = 1200



[State 240, 2]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
animtype  = hard
damage    = Ceil(0.04 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
hitflag = MAF
getpower = 80,80
guardflag = MA
pausetime = 2,6
sparkno = s22109 + var(35)
sparkxy = -15,-106
hitsound   = s2562,10
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-6
air.velocity = -2,-6
fall = 1
fall.recover = 0
nochainID = 1200



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

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

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


;---------------------------------------------------------------------------
; 傆偭旘偽偟峌寕
[Statedef 290]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 290
sprpriority = 2

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

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

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

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = high
damage    = 98
getpower = 136,136
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0
nochainID = 1200


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

;---------------------------------------------------------------------------
; 僈乕僪僉儍儞僙儖傆偭旘偽偟峌寕
[Statedef 291]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= -500
ctrl = 0
velset = 0,0
anim = 291
sprpriority = 2

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

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

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

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

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

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S200,0
volume = 255
channel = -1

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

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

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 19
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = M
getpower = 60,60
pausetime = 7,8
sparkno = s22109 + var(35)
sparkxy = -10,-37
hitsound   = s300,var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3
nochainID = 1200

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

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S210,2
volume = 255
channel = -1

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

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

[State 410, 2]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage    = 96
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 11,12
getpower = 30,30
sparkno = s22109 + var(35)
sparkxy = -10,-73
hitsound   = s310,var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7
air.velocity = -3,-6
nochainID = 1200

[State 410, 2]
type = HitDef
trigger1 = animelem = 7
attr = C, NA
damage    = 70
animtype  = hard
hitflag = MAF
guardflag = M
pausetime = 11,12
getpower = 30,30
sparkno = s22109 + var(35)
sparkxy = -12,-78
hitsound   = s310,var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-5
air.velocity = -3,-6
nochainID = 1200

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

;---------------------------------------------------------------------------
;孅傒丒庛丒僉僢僋
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 0
ctrl = 0
anim = 430
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S200,0
volume = 255
channel = -1

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

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

[State 430, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 19
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 6,8
sparkno = s22109 + var(35)
sparkxy = -10,-12
hitsound   = s330,var(6)
getpower = 30,30
guard.sparkno = s22113
guardsound = s120,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
nochainID = 1200

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

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S210,1
volume = 255
channel = -1

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

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

[State 440, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 154
hitflag = MAF
guardflag = L
pausetime = 11,12
sparkno = s22109 + var(35)
getpower = 61,61
sparkxy = -15,-18
hitsound   = s340,var(6)
guardsound = s120,0
guard.sparkno = s22113
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -5
fall = 1
nochainID = 1200

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



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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S200,0
volume = 255
channel = -1

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

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

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 38
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = s22109 + var(35)
sparkxy = -10,-79
hitsound   = s300,var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3
nochainID = 1200

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S210,2
volume = 255
channel = -1

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

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

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 125
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s22109 + var(35)
sparkxy = -10,-76
hitsound   = s310,var(6)
guard.sparkno = s22113
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
nochainID = 1200

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S200,0
volume = 255
channel = -1

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

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

[State 630, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 36
getpower = 61,61
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = s22109 + var(35)
sparkxy = -5,-51
hitsound   = s330,var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3
nochainID = 1200

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S210,1
volume = 255
channel = -1

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

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

[State 640, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 135
guardflag = HA
getpower = 61,61
priority = 4
pausetime = 12,12
sparkno = s22109 + var(35)
sparkxy = -10,-61
hitsound   = s340,var(6)
guard.sparkno = s22113
guardsound = s120,0
animtype = Med
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
nochainID = 1200

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

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

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

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

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype  = hard
damage    = 98
getpower = 120,120
guardflag = MA
pausetime = 11,12
sparkno = s22109 + var(35)
sparkxy = -15,-75
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0
nochainID = 1200








;---------------------------------------------------------------------------
;僞僋僥傿僇儖僗僥僢僾
[Statedef 700]
; type = S      S/C/A/L  俽丗棫偪/俠丗孅傒/俙丗嬻拞/俴丗僟僂儞
; movetype = I    俬丗捠忢忬懺/俙丗峌寕忬懺/俫丗僟儊乕僕傪偔傜偭偰傞忬懺
; physics = N   S/C/A/N  俽丗棫偪/俠丗孅傒/俙丗嬻拞/俶丗柍偟
poweradd= -500
ctrl = 0
anim = 700
velset = 0,0
sprpriority = 2

[State 290, 1]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
trigger3 = prevstateno = [200,499]
value = -500

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

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

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

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

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

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

[State 600, 1]
type = velset
trigger1 = animelem = 2
x = 8

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


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

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

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

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

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

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

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

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

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

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

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






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

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

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

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

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

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

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

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

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






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








;---------------------------------------------------------------------------
;栧媞恖(偁傜偼偽偒)
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

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

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

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

;---------------------[僒僂儞僪]
;[State 810, Grab Sound];捦傒
;type = PlaySnd
;rigger1 = time = 3
;value = 800, 0

[State 810, Grab Sound];晜偒
type = PlaySnd
trigger1 = AnimElem = 2
value = 801, 0


[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 5
value = 2550, 0

[state a];
type = playsnd
trigger1 = AnimElem = 5
value = 2562,27

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 5;animelemtime(6) = 6
value = 2551, 0


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



;---------------------[]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelemtime(6) = 6
anim = 2553
sprpriority = 2
postype = p1
pos = 70,4
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0


[State 1000, 5];僸僢僩僄僼僃僋僩
type = Explod
trigger1 = animelem = 5
anim = 22109 + var(35)
sprpriority = 5
postype = p1
velset = 0,0
pos = 70,-129
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];懌尦
type = Explod
trigger1 = animelem = 2
anim = 810
sprpriority = 1
postype = p1
velset = 0,0
pos = 70,0
bindtime = 1
removetime = 40
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];懌尦徚柵
type = Explod
trigger1 = animelem = 5
anim = 811
sprpriority = 1
postype = p1
velset = 0,0
pos = 70,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];壩拰
type = Explod
trigger1 = animelem = 6
anim = 22114
sprpriority = 3
postype = p1
velset = 0,0
pos = 70,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];壩拰
type = Explod
trigger1 = animelem = 6
anim = 22108
sprpriority = 4
postype = p1
velset = 0,0
pos = 70,-140
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];壩拰
type = null;Explod
trigger1 = animelem = 6
anim = 2550
sprpriority = 2
postype = p1
velset = 0,0
pos = 70,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1

;:::憡庤

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


[state a]
type = targetstate
trigger1 = animelemtime(6) = 6
value = 2416


[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = animelem = 5
value = Ceil(-0.23 * enemy,Const(data.life)) * var(39)
ignorehitpause = 1
absolute = 1


;---------------------[僄僼僃僋僩]
[State 1020, 4]
type = EnvShake
trigger1 = animelem = 5
time = 30
ampl = 30
freq = 95
phase = 95

[State 3221, 0]
type = null;Pause
trigger1 = time >= 70
time = 2

;:::

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

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

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

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

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

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

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

[state b]
type = null;velset
trigger1 = time = 26
x = 0
y = 0


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



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

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

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

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

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

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

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

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

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

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


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

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

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

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


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

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

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

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

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

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

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

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

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

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

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


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

;:::憡庤

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



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

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

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

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

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

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;昁嶦媄
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\




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

[Statedef 21805]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 100
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S290,0
volume = 255
channel = -1

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

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


[State 240, 2]
type = HitDef
trigger1 = AnimElem = 3 
attr = S, SA
animtype  = diagup
damage    = Ceil(0.15 * enemy,Const(data.life)) * var(39),Ceil(0.01 * enemy,Const(data.life)) * var(39)
priority = 7
getpower = 100,100
hitflag = MAF
guardflag = M
pausetime = 30,30
guard.pausetime = 10,15
sparkno = s22109 + var(35)
sparkxy = -15,-85
hitsound   = s2562,15
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-7
air.velocity = -2,-6.2
envshake.time = 13
envshake.ampl = 10
fall = 1
fall.recover = 0
nochainID = 1200


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

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


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 挼偹曉偟
[Statedef 1300]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 150
ctrl = 0
velset = 0,0
anim = 1300
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 2562, 20


[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 4
anim = 22066
id = 211
sprpriority = 5
postype = p1
pos = 40,-85
bindtime = 1
supermove = 1
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 4
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1


[State 1301, 0]
type = HitOverride
trigger1 = 1
slot = 2
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP
stateno = 13100
ignorehitpause = 1





[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, SA
animtype  = diagup
damage    = Ceil(0.23 * enemy,Const(data.life)) ,Ceil(0.02 * enemy,Const(data.life)) * var(39)
getpower = 0,0
guardflag = H
hitflag = MAF
pausetime = 11,12
sparkno = s22109 + var(35)
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
p2stateno = 10210


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


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 僶儕傾
[Statedef 1301]
type    = S
movetype= A
physics = S
juggle  = 20
poweradd= 150
ctrl = 0
velset = 0,0
anim = 2555
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S290,0
volume = 255
channel = -1

[State 1700, 0];僇僂儞僞乕敾掕
type = ReversalDef
trigger1 = animelem = 11,<=0
attr = S, HP
reversal.attr = SCA, NA, SA, HA, NT,ST,HT
hitflag = M-
priority = 4, Miss
pausetime = 0,0
sparkno = -1
hitsound = -1
numhits = 0
p2facing = 1
p2stateno = 13121

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 6
value = 2555, 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 6
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

;---------------------
[State 1000, 5]
type = Explod
trigger1 = ProjHit = 1
anim = 22109 + var(35)
sprpriority = 6
postype = p2
pos = 0,-60
bindtime = -1
supermove = 1
ignorehitpause =0
under = 0
ownpal = 1

;---------------------
[State 1000, 5]
type = Explod
trigger1 = ProjGuarded = 1
anim = 22113
sprpriority = 6
postype = p2
pos = 0,-60
bindtime = -1
supermove = 0
ignorehitpause =0
under = 0
ownpal = 1

;---------------------
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 6
anim = 2554
sprpriority = 6
postype = p1
pos = -5,-80
bindtime = -1
supermove = 0
ignorehitpause =0
under = 0
ownpal = 1


;---------------------[旘傃摴嬶]
[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 6
attr = S, HA
projanim = 2557
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.06 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = -1;s2556
sparkxy = -15,-77
hitsound   = s2556,0
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000




[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 7
attr = S, HA
projanim = 2557
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.06 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = -1
sparkxy = -15,-77
hitsound   = s2556,0
guard.sparkno = -1
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 8
attr = S, HA
projanim = 2557
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.06 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = -1
sparkxy = -15,-77
hitsound   = s2556,0
guard.sparkno = -1
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 9
attr = S, HA
projanim = 2557
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.06 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = -1
sparkxy = -15,-77
hitsound   = s2556,0
guard.sparkno = -1
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000



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



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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S210,0
volume = 255
channel = -1

[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 30

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

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


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



[State 240, 2]
type = HitDef
trigger1 = animelem = 1
attr = S, HA
animtype  = hard
damage    = Ceil(0.17 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 0,0
guardflag = 
pausetime = 0,17
sparkno = s1015;7001
sparkxy = -15,-77
hitsound   = s1222,0
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6
air.velocity = -6,-6.8
fall = 0
p2stateno = 13120



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







; 恹僇僂儞僞乕2
[Statedef 13100]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1310
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S210,0
volume = 255
channel = -1


[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 30

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


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





;---------------------[旘傃摴嬶]
[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 3
attr = S, HA
projanim = 1306
projhitanim = 1015
projid = 1000
projpriority = 999999999
projsprpriority = 999999999
projedgebound = 220
;hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 28,-73
velocity = 20
damage = Ceil(0.02 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = S7002
guard.sparkno = s22113
sparkxy = 20,0
hitsound = S1222,0;S190,2
guardsound = S121,0
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -9,0
air.velocity = -4,-4
air.juggle = 7
fall = 0
air.fall = 1
fall.recover = 0
ownpal = 1
p2stateno = 13120

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



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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1400,random/333
volume = 255
channel = -1

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

;---------------------[僐儅儞僪敾掕]
[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "x"
trigger1 = prevstateno != 1450
v = 5
value = 0

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "a"
trigger1 = prevstateno != 1450
v = 5
value = 1

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "y"
trigger1 = prevstateno != 1450
v = 5
value = 2

[state a]
type = varset
triggerall = time = 0
trigger1 = command = "b"
trigger1 = prevstateno != 1450
v = 5
value = 3

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


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

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

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

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

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

;---------------------[夞悢惂尷]
[state a]
type = varset
trigger1 = time = 0
trigger1 = prevstateno != 1450
v = 18
value = 20

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


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

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

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

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


[state a];僐儅儞僪庴晅敾掕
type = varset
trigger1 = time != 0
trigger1 = (command = "x")||(command = "a")||(command = "y")||(command = "b")||(command = "z")
v = 7
value = 1

[state a];僐儅儞僪庴晅敾掕
type = null;varset
trigger1 = command = "壩鑼崀1"
trigger1 = var(5) = 0
trigger2 = command = "壩鑼崀2"
trigger2 = var(5) = 1
trigger3 = command = "壩鑼崀3"
trigger3 = var(5) = 2
v = 7
value = 1

;---------------------[岠壥壒]
[state a];
type = playsnd
trigger1 = animelem = 1
value = 2562,21
volume = 255

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

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

;---------------------[楢懕]
[state a]
type = changestate
triggerall = var(30) != 1
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >= 17)
;trigger2 = (var(7) = 1)&&(time >= 5)
;trigger3 = (var(7) = 1)&&(var(5) = 0)&&(time >= 5)
value = 1450

[state a]
type = changestate
triggerall = var(30) = 1
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >= 45)
;trigger2 = (var(7) = 1)&&(time >= 5)
;trigger3 = (var(7) = 1)&&(var(5) = 0)&&(time >= 5)
value = 1450


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



; 壩拰
[Statedef 1412]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1410


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

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

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

;---------------------[]
[state a];
type = playsnd
trigger1 = animelem = 12
value = 2552,0

[state a];
type = playsnd
trigger1 = animelem = 12
value = 2562,27

[state a];
type = playsnd
trigger1 = animelem = 12
value = 2551,0




;---------------------[]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 12
anim = 2551;1415
id = 1415
sprpriority = 3
postype = p1
pos = 0,5
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 3
anim = 25004;1415
trans = add
id = 1415
sprpriority = 3
postype = p1
pos = 0,0
scale = 1.0,1.5
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 3
anim = 10110;1415
trans = add
id = 1415
sprpriority = 3
postype = p1
pos = 0,0
scale = 0.6,1.0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

;---------------------[]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 14
anim = 22102
id = 1415
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
removetime = 5
supermove = 0
ignorehitpause = 1
under = 0

;---------------------[]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 12
anim = 22171
id = 1415
sprpriority = 3
postype = p1
pos = -2,0
bindtime = 1
;removetime = 5
supermove = 0
ignorehitpause = 1
under = 0

;---------------------[]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 12
anim = 22108
sprpriority = 6
postype = p1
pos = 0,-100
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0

;---------------------[]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 14
anim = 22102
id = 1415
sprpriority = 3
postype = p1
pos = 0,30
bindtime = 1
removetime = 15
supermove = 0
scale = 0.8,0.8
ignorehitpause = 1
under = 0

;---------------------[]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 14
anim = 22102
id = 1415
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
removetime = 20
supermove = 0
scale = 0.6,0.6
ignorehitpause = 1
under = 0

;---------------------[]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 14
anim = 22102
id = 1415
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
removetime = 25
supermove = 0
scale = 0.3,0.3
ignorehitpause = 1
under = 0



;---------------------[]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 14
anim = 2553
sprpriority = 4
postype = p1
pos = -2,1
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0

;---------------------[]
[State 1020, 4]
type = EnvShake
trigger1 = animelem = 12
time = 20
ampl = -18
freq = 95
phase = 95


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


;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = movecontact = 0
attr = S, HA
animtype  = hard
damage    = Ceil(0.12 * enemy,Const(data.life)) * root,var(39),Ceil(0.02 * enemy,Const(data.life)) * root,var(39)
getpower = 61,61
guardflag = H
hitflag = MAFD
numhits = 1
pausetime = 2,4
sparkno = s22109 + root,var(35)
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)
yaccel = .5
p2stateno = 14200


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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 丠丒旘傃摴嬶
[Statedef 1250]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 150
velset = 0,0
anim = 1050
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1000,0
volume = 255
channel = -1


[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 = 1050,0

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

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

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

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1050
persistent = 0
name = "sennpuuki"
pos = -50,-146
postype = P1
stateno = 1065
helpertype = normal
keyctrl = 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 = -50,-46
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


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 丠丒旘傃摴嬶
[Statedef 1050]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 150
velset = 0,0
anim = 1050
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1000,0
volume = 255
channel = -1

[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 = 1050,0

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

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

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

[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1050
persistent = 0
name = "sennpuuki"
pos = 76,-144
postype = P1
stateno = 1065
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1050
persistent = 0
name = "sennpuuki"
pos = 76,-192
postype = P1
stateno = 1065
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1050
persistent = 0
name = "sennpuuki"
pos = 76,-48
postype = P1
stateno = 1065
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1050
persistent = 0
name = "sennpuuki"
pos = 76,0
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


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


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

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animtime = 0
anim = 1063
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
;persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22129
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,0
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.5,0.5
under = 0
ownpal = 1

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22129
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,0
scale = 0.8,0.8
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 = 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



;---------------------[峌寕偺巜掕]
[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
attr = S, SA
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(0.06 * enemy,Const(data.life)) * root,var(39),Ceil(0.015 * 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 1150]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2


[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 25

[State 1000]
type = Explod
trigger1 = time = 20
anim = 22070
sprpriority = 10
postype = p1
velset = 0,0
pos = -15,-80
bindtime = -1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 810, Grab Sound];
type = PlaySnd
trigger1 = time = 20
value = 2562, 22

[State 1400] 
type = superpause 
trigger1 = time = 20
time = 50
anim = -1
darken = 0


[State 7800, 3]
type = null;AllPalfx
trigger1 = time = 40
time = 40
add = 0,0,0
sinadd = 255,255,255,400
ignorehitpause = 1
persistent = 0
supermove = 1


[State 2900]
type = helper
triggerall = var(29) <= 1
trigger1 = time = 40
id = 11500
persistent = 0
name = "hikari"
pos = 0,-70
postype = P2
stateno = 31503
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
triggerall = var(29) >= 1
trigger1 = time = 40
id = 11500
persistent = 0
name = "hikari"
pos = 0,-70
postype = P2
stateno = 12503
helpertype = normal
keyctrl = 0
ownpal = 1


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








;---------------------------------------------------------------------------
; 丒丒丒丂弖娫堏摦
[Statedef 1800]
type = A
ctrl = 0
anim = 1888
velset = 0,0

[State 1300, 0]
type = NotHitBy
trigger1 = 1
value = SCA

;---------------------[嫮庛敾掕]
[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "x"
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "a"
trigger1 = time = 0
v = 5
value = 1

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "y"
trigger1 = time = 0
v = 5
value = 2

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "b"
trigger1 = time = 0
v = 5
value = 3

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "z"
trigger1 = time = 0
v = 5
value = 4

[state a]
type = varset
triggerall = var(30) != 1
trigger1 = command = "c"
trigger1 = time = 0
v = 5
value = 5

[state a]
type = varset
triggerall = var(30) = 1
trigger1 = time = 0
v = 5
value = 5

;---------------------[岠壥壒]



[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 2562,20

;---------------------[僄僼僃僋僩]

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1931
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

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


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

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

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

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

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

;---------------------[廔椆]
[state a]
type = changestate
trigger1 = animtime = 0
value = 1805



; 丒丒丒丂弖娫堏摦廔傢傝
[Statedef 1805]
type = S
ctrl = 1
anim = 1889
velset = 0,0

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

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 2562,20

[State 1400] 
type = turn 
trigger1 = p2dist x< 0 
value = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1932
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22068
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

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

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

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

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




;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;丠丠
[Statedef 11500]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 50
ctrl = 0
velset = 0,0
anim = 11500
sprpriority = 2

[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 10


[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0
volume = 255



[State 2900]
type = helper
trigger1 = Animelem = 5
id = 11500
persistent = 0
name = "hikari"
pos = 50,-95
postype = P1
stateno = 11502
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = Animelem = 5
id = 115000
persistent = 0
name = "hikari"
pos = 50,-95
postype = P1
stateno = 11502
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = Animelem = 5
id = 115001
persistent = 0
name = "hikari"
pos = 50,-95
postype = P1
stateno = 11502
helpertype = normal
keyctrl = 0
ownpal = 1

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

;岝
[Statedef 11502]
type = S
movetype = A
physics = N
anim = 22107
velset = 0,0
ctrl = 0
sprpriority = 2

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

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 200, 1]
type = PlaySnd
trigger1 = (GameTime%20) = 1
value = 2562, 28
volume = -50


[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 4
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,-5
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -15,0
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.4,0.4
under = 0
ownpal = 1

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 3
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -5,0
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 2
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,5
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1





[state 1013]
type = velset
trigger1 = p2bodydist X< 0
trigger1 = Time >= 10
x = -5

[state 1013]
type = velset
trigger1 = p2bodydist X > 0
trigger1 = Time >= 10
x = 5

[state 1013]
type = velset
triggerall = ishelper(11500)
trigger1 = p2bodydist Y < 50
trigger1 = Time >= 10
y = -0.2

[state 1013]
type = velset
triggerall = ishelper(11500)
trigger1 = p2bodydist Y > 50
trigger1 = Time >= 10
y = 0.2

[state 1013]
type = velset
triggerall = ishelper(115000)
trigger1 = p2bodydist Y < 50
trigger1 = Time >= 10
y = -0.4

[state 1013]
type = velset
triggerall = ishelper(115000)
trigger1 = p2bodydist Y > 50
trigger1 = Time >= 10
y = 0.4

[state 1013]
type = velset
triggerall = ishelper(115001)
trigger1 = p2bodydist Y < 50
trigger1 = Time >= 10
y = -0.8

[state 1013]
type = velset
triggerall = ishelper(115001)
trigger1 = p2bodydist Y > 50
trigger1 = Time >= 10
y = 0.8



[State 240, 4]
type = ChangeState
trigger1 = p2dist x = [-50,50]
trigger1 = p2dist y = [-80,80]
value = 12503


[State 1010]
type = DestroySelf
trigger1 = time >= 300





;岝
[Statedef 31503]
type = S
movetype = A
physics = N
anim = 11504
velset = 0,0
ctrl = 0
sprpriority = 3


;[State -2]
;type = AssertSpecial
;trigger1 = time >= 0
;flag = nobardisplay

;[State -2]
;type = AssertSpecial
;trigger1 = time >= 0
;flag = nomusic

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

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 1000]
type = Explod
trigger1 = time = 0
anim = 11505
id = 11505
sprpriority = 2
postype = p1
velset = 0,0
pos = 4,-2
bindtime = -1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 2
anim = 11505
id = 11505
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 3
anim = 11504
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = 30,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000]
type = Explod
trigger1 = animelem = 5
anim = 11504
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0


[State 1000]
type = Explod
trigger1 = animelem = 7
anim = 11504
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = -10,-20
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0


[State 1000]
type = Explod
trigger1 = animelem = 7
anim = 11504
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = 40,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0


[State 1000]
type = Explod
trigger1 = animelem = 7
anim = 11504
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = 60,-40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0


[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 2  || AnimElem = 5
value = 2550, 0


[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 3
value = 2562, 9

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 7
value = 2552, 0

[State 810, Grab Sound];
type = PlaySnd
trigger1 = time = 0
value = 2562, 8

[State 1020, 4]
type = EnvShake
trigger1 = AnimElem = 2 || AnimElem = 3 || AnimElem = 5 || AnimElem = 7
time = 25
ampl = -24
freq = 95
phase = 95



[State 1400] 
type = superpause 
trigger1 = time = 0 
time = 40
movetime = 0
anim = -1
darken = 0


[State 7800, 3]
type = AllPalfx
trigger1 = time = 0
time = 40
add = 0,0,0
sinadd = 255,255,255,400
ignorehitpause = 1
persistent = 0
supermove = 1



[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
attr = S, HA
projanim = 11503
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 18
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.1 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 150,150
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,6
air.velocity = -6,-6
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 14200

[State 1010]
type = DestroySelf
trigger1 = AnimTime = 0




;岝
[Statedef 12503]
type = S
movetype = A
physics = N
anim = 11504
velset = 0,0
ctrl = 0
sprpriority = 3


[State 2900]
type = helper
trigger1 = Animelem = 6
id = 11500
persistent = 0
name = "hikari"
pos = 20,-30
postype = P1
stateno = 11508
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = Animelem = 8
id = 11500
persistent = 0
name = "hikari"
pos = -20,30
postype = P1
stateno = 11508
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = Animelem = 12
id = 11500
persistent = 0
name = "hikari"
pos = 10,-5
postype = P1
stateno = 11508
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = Animelem = 16
id = 11500
persistent = 0
name = "hikari"
pos = -40,-30
postype = P1
stateno = 11508
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = Animelem = 20
id = 11500
persistent = 0
name = "hikari"
pos = 40,30
postype = P1
stateno = 11508
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = Animelem = 23
id = 11500
persistent = 0
name = "hikari"
pos = 0,0
postype = P1
stateno = 11509
helpertype = normal
keyctrl = 0
ownpal = 1

;[State -2]
;type = AssertSpecial
;trigger1 = time >= 0
;flag = nobardisplay

;[State -2]
;type = AssertSpecial
;trigger1 = time >= 0
;flag = nomusic

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

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 1000]
type = null;Explod
trigger1 = time = 0
anim = 11505
id = 11505
sprpriority = 2
postype = p1
velset = 0,0
pos = 4,-2
bindtime = -1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = null;Explod
trigger1 = animelem = 2
anim = 11505
id = 11505
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 3
anim = 11504
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = 30,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 5
anim = 11504
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 7
anim = 11504
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = -10,-20
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 7
anim = 11504
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = 40,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 7
anim = 11504
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = 60,-40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 2  || AnimElem = 5
value = 2550, 0


[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 3
value = 2562, 9

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 7
value = 2552, 0

[State 810, Grab Sound];
type = null;PlaySnd
trigger1 = time = 0
value = 2562, 8

[State 1020, 4]
type = EnvShake
trigger1 = AnimElem = 2 || AnimElem = 3 || AnimElem = 5 || AnimElem = 7
time = 25
ampl = -24
freq = 95
phase = 95



[State 1400] 
type = null;superpause 
trigger1 = time = 0 
time = 40
movetime = 0
anim = -1
darken = 0


[State 7800, 3]
type = null;AllPalfx
trigger1 = time = 0
time = 40
add = 0,0,0
sinadd = 255,255,255,400
ignorehitpause = 1
persistent = 0
supermove = 1



[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
attr = S, HA
projanim = 11503
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 18
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.007 * enemy,Const(data.life)) * root,var(39)
getpower = 50,50
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,4
sparkno = s22109 + root,var(35)
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-2
air.velocity = -1,-2
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000;14200

[State 1010]
type = DestroySelf
trigger1 = AnimTime = 0










;岝
[Statedef 11508]
type = S
movetype = A
physics = N
anim = 11504
velset = 0,0
ctrl = 0
sprpriority = 3


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

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 1000]
type = null;Explod
trigger1 = time = 0
anim = 11505
id = 11505
sprpriority = 2
postype = p1
velset = 0,0
pos = 4,-2
bindtime = -1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = null;Explod
trigger1 = animelem = 2
anim = 11505
id = 11505
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 3
anim = 11504
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = 30,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 5
anim = 11504
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0


;[State 810, Grab Sound];
;type = PlaySnd
;trigger1 = AnimElem = 2
;value = 2550, 0


[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 3
value = 2562, 9

;[State 810, Grab Sound];
;type = PlaySnd
;trigger1 = AnimElem = 5
;value = 2552, 0


[State 1020, 4]
type = EnvShake
trigger1 = AnimElem = 2 || AnimElem = 3 
time = 20
ampl = -20
freq = 95
phase = 95






[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
attr = S, HA
projanim = 11503
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 18
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 50,50
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,6
sparkno = s22109 + root,var(35)
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000;14200


;[State 1010]
;type = DestroySelf
;trigger1 = Movehit = 1

;[State 1010]
;type = DestroySelf
;trigger1 = MoveGuarded = 1

[State 1010]
type = DestroySelf
trigger1 = AnimTime = 0

;岝
[Statedef 11509]
type = S
movetype = A
physics = N
anim = 11504
velset = 0,0
ctrl = 0
sprpriority = 3


[State 2900]
type = helper
trigger1 = Animelem = 6
id = 11500
persistent = 0
name = "hikari"
pos = 40,-50
postype = P1
stateno = 11508
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = Animelem = 8
id = 11500
persistent = 0
name = "hikari"
pos = -40,50
postype = P1
stateno = 11508
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = Animelem = 12
id = 11500
persistent = 0
name = "hikari"
pos = 30,-25
postype = P1
stateno = 11508
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = Animelem = 16
id = 11500
persistent = 0
name = "hikari"
pos = -60,-60
postype = P1
stateno = 11508
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = Animelem = 20
id = 11500
persistent = 0
name = "hikari"
pos = 60,50
postype = P1
stateno = 11508
helpertype = normal
keyctrl = 0
ownpal = 1


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

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 1000]
type = null;Explod
trigger1 = time = 0
anim = 11505
id = 11505
sprpriority = 2
postype = p1
velset = 0,0
pos = 4,-2
bindtime = -1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = null;Explod
trigger1 = animelem = 2
anim = 11505
id = 11505
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 3
anim = 11504
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = 30,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 5
anim = 11504
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0


;[State 810, Grab Sound];
;type = PlaySnd
;trigger1 = AnimElem = 2
;value = 2550, 0


[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 3
value = 2562, 9

;[State 810, Grab Sound];
;type = PlaySnd
;trigger1 = AnimElem = 5
;value = 2552, 0


[State 1020, 4]
type = EnvShake
trigger1 = AnimElem = 2 || AnimElem = 3 
time = 20
ampl = -20
freq = 95
phase = 95






[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
attr = S, HA
projanim = 11503
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 18
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 50,50
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,6
sparkno = s22109 + root,var(35)
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000;14200


;[State 1010]
;type = DestroySelf
;trigger1 = Movehit = 1

;[State 1010]
;type = DestroySelf
;trigger1 = MoveGuarded = 1

[State 1010]
type = DestroySelf
trigger1 = AnimTime = 0









; 丠
[Statedef 11101]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 250
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 = 1050,0

[state a];敪幩
type = playsnd
trigger1 = animelem = 7
value = 2562,26
volume = 200

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

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

;---------------------[僿儖僷乕屇傃弌偟]

[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 124,-100
postype = P1
stateno = 11100
helpertype = normal
keyctrl = 0
ownpal = 1


[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 35,-100
postype = P1
stateno = 11100
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 80,-140
postype = P1
stateno = 11122
helpertype = normal
keyctrl = 0
ownpal = 1


[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 11100
persistent = 0
name = "koukyu"
pos = 80,-60
postype = P1
stateno = 11122
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


;岝
[Statedef 11100]
type = S
movetype = A
physics = N
anim = 22106
velset = 0,0
ctrl = 0
sprpriority = 2


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

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%10) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -20,-20
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%15) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%20) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -45,20
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 200, 1]
type = PlaySnd
trigger1 = (GameTime%25) = 1
value = 2562, 29
volume = -100

[state 1013]
type = velset
trigger1 = p2bodydist X< 0
trigger1 = Time >= 20
x = -3.5

[state 1013]
type = velset
trigger1 = p2bodydist X > 0
trigger1 = Time >= 20
x = 3.5

[state 1013]
type = velset
trigger1 = p2bodydist Y < 50
trigger1 = Time >= 20
y = -1

[state 1013]
type = velset
trigger1 = p2bodydist Y > 50
trigger1 = Time >= 20
y = 1




;---------------------[旘傃摴嬶]
[State 1000, 2]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 11205
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8


[State 1010]
type = HitDef
trigger1 = time >= 0
attr = S, HA
animtype  = Hard
damage    = Ceil(0.05 * enemy,Const(data.life)) * root,var(39),Ceil(0.02 * enemy,Const(data.life)) * root,var(39)
hitflag = MAFD
getpower = 30,30
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 20,0
hitsound = s2556,0
guardsound = S121,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -3,-5
air.velocity = -3,-5
fall = 1
fall.recover = 0
p2stateno = 9000



[State 1010]
type = DestroySelf
trigger1 = Movehit = 1

[State 1010]
type = DestroySelf
trigger1 = MoveGuarded = 1

[State 1010]
type = DestroySelf
trigger1 = time >= 200





;岝
[Statedef 11122]
type = S
movetype = A
physics = N
anim = 22106
velset = 0,0
ctrl = 0
sprpriority = 2


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

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%13) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -20,-20
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%18) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%23) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -45,20
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1


[state 1013]
type = velset
trigger1 = p2bodydist X< 0
trigger1 = Time >= 20
x = -3.5

[state 1013]
type = velset
trigger1 = p2bodydist X > 0
trigger1 = Time >= 20
x = 3.5

[state 1013]
type = velset
trigger1 = p2bodydist Y < 50
trigger1 = Time >= 20
y = -1

[state 1013]
type = velset
trigger1 = p2bodydist Y > 50
trigger1 = Time >= 20
y = 1



;---------------------[旘傃摴嬶]
[State 1000, 2]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 11205
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8


[State 1010]
type = HitDef
trigger1 = time >= 0
attr = S, HA
animtype  = Hard
damage    = Ceil(0.05 * enemy,Const(data.life)) * root,var(39),Ceil(0.02 * enemy,Const(data.life)) * root,var(39)
hitflag = MAFD
getpower = 30,30
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 20,0
hitsound = s2556,0
guardsound = S121,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -3,-5
air.velocity = -3,-5
fall = 1
fall.recover = 0
p2stateno = 9000



[State 1010]
type = DestroySelf
trigger1 = Movehit = 1

[State 1010]
type = DestroySelf
trigger1 = MoveGuarded = 1

[State 1010]
type = DestroySelf
trigger1 = time >= 200





;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;丠丠
[Statedef 11600]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 50
ctrl = 0
velset = 0,0
anim = 11500
sprpriority = 2


[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 10


[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0
volume = 255



[State 2900]
type = helper
trigger1 = Animelem = 5
id = 11500
persistent = 0
name = "hikari"
pos = 50,-95
postype = P1
stateno = 11599
helpertype = normal
keyctrl = 0
ownpal = 1

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


;岝
[Statedef 11599]
type = S
movetype = A
physics = N
anim = 22107
velset = 0,0
ctrl = 0
sprpriority = 2

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

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 200, 1]
type = PlaySnd
trigger1 = (GameTime%20) = 1
value = 2562, 28
volume = -50


[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 4
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,-5
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -15,0
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.4,0.4
under = 0
ownpal = 1

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 3
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -5,0
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 2
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,5
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1





[state 1013]
type = velset
trigger1 = p2bodydist X< 0
trigger1 = Time >= 10
x = -1

[state 1013]
type = velset
trigger1 = p2bodydist X > 0
trigger1 = Time >= 10
x = 1

[state 1013]
type = velset
trigger1 = p2bodydist Y < 50
trigger1 = Time >= 10
y = -0.2

[state 1013]
type = velset
trigger1 = p2bodydist Y > 50
trigger1 = Time >= 10
y = 0.2

[State 2900, 1];
type = helper
trigger1 = (GameTime%20) = 1
id = 11500
persistent = 1
name = "koukyu"
pos = 0,0
postype = P1
stateno = 11130
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = (GameTime%30) = 1
id = 11500
persistent = 1
name = "koukyu"
pos = 0,0
postype = P1
stateno = 11131
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1010]
type = DestroySelf
trigger1 = time >= 300




;岝2
[Statedef 11131]
type = S
movetype = A
physics = N
anim = 22127
velset = -2,10
ctrl = 0
sprpriority = 2


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

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%10) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -20,-20
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%15) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%20) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -45,20
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 3110]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist X< 0
trigger1 = Vel X >= -6
x = -0.6

[State 3110]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist X > 0
trigger1 = Vel X <= 6
x = 0.6

[State 3110]
type = veladd
trigger1 = 1
y = -0.5





;---------------------[旘傃摴嬶]
[State 1000, 2]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 22128
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8


[State 1010]
type = HitDef
trigger1 = time >= 0
attr = S, SA
animtype  = Hard
damage    = Ceil(0.01 * enemy,Const(data.life)) * root,var(39),Ceil(0.005 * enemy,Const(data.life)) * root,var(39)
hitflag = MAFD
getpower = 50,50
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 20,0
hitsound = s2556,0
guardsound = S121,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -2,-3
air.velocity = -2,-3
fall = 1
fall.recover = 0
p2stateno = 9000


[State 1010]
type = DestroySelf
trigger1 = Movehit = 1

[State 1010]
type = DestroySelf
trigger1 = MoveGuarded = 1

[State 1010]
type = DestroySelf
trigger1 = time >= 70


;岝2
[Statedef 11130]
type = S
movetype = A
physics = N
anim = 22127
velset = -2,-10
ctrl = 0
sprpriority = 2


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

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%10) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -20,-20
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%15) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%20) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -45,20
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 3110]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist X< 0
trigger1 = Vel X >= -6
x = -0.6

[State 3110]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist X > 0
trigger1 = Vel X <= 6
x = 0.6

[State 3110]
type = veladd
trigger1 = 1
y = 0.5




;---------------------[旘傃摴嬶]
[State 1000, 2]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 22128
projhitanim = -1
;projid = 1000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8


[State 1010]
type = HitDef
trigger1 = time >= 0
attr = S, SA
animtype  = Hard
damage    = Ceil(0.01 * enemy,Const(data.life)) * root,var(39),Ceil(0.005 * enemy,Const(data.life)) * root,var(39)
hitflag = MAFD
getpower = 50,50
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 20,0
hitsound = s2556,0
guardsound = S121,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -2,-3
air.velocity = -2,-3
fall = 1
fall.recover = 0
p2stateno = 9000


[State 1010]
type = DestroySelf
trigger1 = Movehit = 1

[State 1010]
type = DestroySelf
trigger1 = MoveGuarded = 1

[State 1010]
type = DestroySelf
trigger1 = time >= 70






;搳偘傜傟偰偄傞憡庤
[Statedef 14200]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 1]
type = AssertSpecial
trigger1 = time <= 25
flag = invisible

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

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

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

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

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

[State 821, 3] 
type = lifeadd
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = -100
absolute = 1

[State 1020, 4]
type = EnvShake
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
time = 10
ampl = -5
freq = 95
phase = 95

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




;---------------------------------------------------------------------------
;僶僯僔儞僌儔僢僔儏
[Statedef 22115]
type = S
movetype = A
physics = N
anim = 22115
ctrl = 0
juggle = 7
poweradd= 100
velset = 0,0
sprpriority = 2

[State 1300, 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 5
value = s2562, 30

[State 440, 2]
type = null;PlaySnd
trigger1 = animelem = 1
value = s2562, 31


[State 1000, 5]
type = Explod
trigger1 = animelem = 5
anim = 22117
;id = 1251
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
[State 1000, 5]
type = Explod
trigger1 = animelem = 5
anim = 22067
id = 22117
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 210, 2]
type = null;HitDef
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 135,20
getpower = 61,61
guardflag = M
pausetime = 10,25
sparkno = s22109 + var(35)
sparkxy = -30,-75
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8,-3
air.velocity = -4,-3
envshake.time = 7
envshake.ampl = 7
p2stateno = 19000

[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 22117


;僟僢僔儏
[Statedef 22117]
type = S
movetype = A
physics = N
anim = 22120
ctrl = 0
juggle = 7
velset = 80,0
sprpriority = 2

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

[State 1]
type = removeexplod
trigger1 = time = 0
ID = 22117

[State 1000, 5]
type = null;Explod
trigger1 = time = 0
anim = 22119
;id = 1251
sprpriority = 1
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1


;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = hard
damage    = Ceil(0.015 * enemy,Const(data.life)) * var(39),Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 61,61
guardflag = H
hitflag = MAFD
numhits = 1
pausetime = 2,4
sparkno = s22109 + var(35)
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-8
air.velocity = -0.5,-8
fall = 1
air.fall = 1
fall.recover = 0
yaccel = .5
p2stateno = 19000



[State a];僿儖僷
type = Helper
trigger1 = movecontact = 1
trigger1 = NumHelper(22121) = 0
id = 22121
name = "lash"
sprpriority = 2
pos = 0,0
postype = p2
stateno = 22121
juggle = 8
helpertype = normal
keyctrl = 0 
ownpal = 1


[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 22116


;廔椆
[Statedef 22116]
type = S
movetype = A
physics = N
anim = 22116
ctrl = 0
juggle = 8
velset = 0,0
sprpriority = 2

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

[State 440, 2]
type = null;PlaySnd
trigger1 = animelem = 1
value = s1500, 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 22118
;id = 1251
sprpriority = 1
postype = p1
pos = -9,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

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


[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




[Statedef 22121]
type    = S
movetype= A
sprpriority = 4
physics = S
velset = 0,0
juggle = 8
anim = 22121
ctrl = 0

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

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411


[State 22121,1]
type = TargetLifeAdd
trigger1 = movehit = 1
value = Ceil(-0.005 * enemy,Const(data.life)) - 1
ignorehitpause = 1
absolute = 1

[State 22121, 2]
type = HitDef
trigger1 = animelem = 1
attr = S, NA
animtype  = hard
damage    = Ceil(0.013 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 61,61
guardflag = M
pausetime = 4,4
sparkno = s22109 + root,var(35)
sparkxy = -30,-75
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,-7
air.velocity = 0,-7
envshake.time = 7
envshake.ampl = 7
p2stateno = 19000

[State 22121, 2]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = hard
damage    = Ceil(0.013 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 61,61
guardflag = M
pausetime = 4,4
sparkno = s22109 + root,var(35)
sparkxy = -30,-75
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,-7
air.velocity = 0,-7
envshake.time = 7
envshake.ampl = 7
p2stateno = 19000

[State 22121, 2]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
animtype  = hard
damage    = Ceil(0.013 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 61,61
guardflag = M
pausetime = 4,4
sparkno = s22109 + root,var(35)
sparkxy = -30,-75
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,-7
air.velocity = 0,-7
envshake.time = 7
envshake.ampl = 7
p2stateno = 19000

[State 22121, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = hard
damage    = Ceil(0.013 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 61,61
guardflag = M
pausetime = 4,4
sparkno = s22109 + root,var(35)
sparkxy = -30,-75
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,-7
air.velocity = 0,-7
envshake.time = 7
envshake.ampl = 7
p2stateno = 19000

[State 22121, 2]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
animtype  = hard
damage    = Ceil(0.013 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 61,61
guardflag = M
pausetime = 4,4
sparkno = s22109 + root,var(35)
sparkxy = -30,-75
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,-7
air.velocity = 0,-7
envshake.time = 7
envshake.ampl = 7
p2stateno = 19000

[State 22121, 2]
type = HitDef
trigger1 = animelem = 6
attr = S, NA
animtype  = hard
damage    = Ceil(0.013 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 61,61
guardflag = M
pausetime = 4,4
sparkno = s22109 + root,var(35)
sparkxy = -30,-75
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0,-7
air.velocity = 0,-7
envshake.time = 7
envshake.ampl = 7
p2stateno = 19000


[State 2];僿儖僷乕徚柵
type = destroyself
trigger1 = animtime = 0







;---------------------------------------------------------------------------
; 僴僀僷乕傾乕儅乕
[Statedef 10051]
type    = S
movetype= A
physics = S
anim = 1

[State -1]
type = lifeadd
trigger1 = var(29) <= 1
trigger1 = life >= 200
trigger1 = time = 0
value = -35
absolute = 1

[State -1]
type = lifeadd
trigger1 = var(29) <= 1
trigger1 = life <= 200
trigger1 = time = 0
value = -3
absolute = 1

[State -1]
type = poweradd
trigger1 = var(29) <= 1
trigger1 = time = 0
value = 100

[State -1]
type = poweradd
trigger1 = var(29) >= 1
trigger1 = time = 0
value = 300

[State 10051, 1]
type = HitVelSet
trigger1 = Time = 0
x = 0

[State 10051, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 10051, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 10051, 4]
type = ChangeState
trigger1 = Time >= 2;GetHitVar(hittime)
value = 0
ctrl = 1

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

[Statedef 18000]
type = S
movetype= A
physics = S
ctrl = 0
anim = 1888
velset = 0,0

[State 1300, 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 2562,20

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1931
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[state a]
type = posset
trigger1 = animtime = 0
x = enemy,pos x

;---------------------[廔椆]
[state a]
type = changestate
trigger1 = animtime = 0
value = 18050



[Statedef 18050]
type = S
ctrl = 0
anim = 1889
velset = 0,0

[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 15

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 2562,20

[State 1400] 
type = turn 
trigger1 = p2dist x< 0 
value = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 1932
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22068
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1


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

[state a]
type = posadd
trigger1 = time = 0
x = 25

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





; HITA_RECOV 
[Statedef 38853]
type    = A
movetype= A
physics = N


[State -1]
type = lifeadd
trigger1 = var(29) <= 1
trigger1 = life >= 200
trigger1 = time = 0
value = -35
absolute = 1

[State -1]
type = lifeadd
trigger1 = var(29) <= 1
trigger1 = life <= 200
trigger1 = time = 0
value = -3
absolute = 1

[State -1]
type = poweradd
trigger1 = var(29) <= 1
trigger1 = time = 0
value = 100


[State 5040, 1]
type = ChangeState
trigger1 = !Alive
value = 5050

[State 5040, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040

[State 5040, 3]
type = CtrlSet
trigger1 = HitOver
value = 1

[State 5040, 4]
type = StateTypeSet
trigger1 = HitOver
movetype = I

[State 5040, 5]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5040, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMPLAND

;---------------------------------------------------------------------------
; Jump Up
[Statedef 38852]
type    = A
movetype= A
physics = A

[State -1]
type = lifeadd
trigger1 = var(29) <= 1
trigger1 = life >= 200
trigger1 = time = 0
value = -35
absolute = 1

[State -1]
type = lifeadd
trigger1 = var(29) <= 1
trigger1 = life <= 200
trigger1 = time = 0
value = -3
absolute = 1

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

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

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

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

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

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190
;---------------------------------------------------------------------------
; 偙偙偐傜壓偵怴偟偄僗僥乕僩傪彂偔偲暘偐傝傗偡偔偰偄偄偲巚偄傑偡
;---------------------------------------------------------------------------

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

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



[State -1]
type = Explod
trigger1 = 1
anim = 6034
sprpriority = 0
postype = p1
pos = 0,-95
trans=add
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
removetime = -1

[state 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[state 0, helper]
type = helper
trigger1 = ishelper(7000)
trigger1 = time = 50
id = 8000
stateno = 123693
name = "kakusan2"
postype = p1
helpertype = Player
pos = 0,0
pausemovetime = 0
persistent = 0
ownpal = 1

[state 0, helper]
type = helper
trigger1 = ishelper(7000)
trigger1 = time = 50
id = 8001
stateno = 123693
helpertype = Player
name = "kakusan2"
postype = p1
pos = 0,0
pausemovetime = 0
persistent = 0
ownpal = 1

[state 0, helper]
type = helper
trigger1 = ishelper(7000)
trigger1 = time = 50
id = 8002
stateno = 123693
name = "kakusan2"
postype = p1
pos = 0,0
helpertype = Player
pausemovetime = 0
persistent = 0
ownpal = 1

[state 0, helper]
type = helper
trigger1 = ishelper(7000)
trigger1 = time = 50
id = 8003
stateno = 123693
name = "kakusan2"
postype = p1
pos = 0,0
helpertype = Player
pausemovetime = 0
persistent = 0
ownpal = 1

[state 0, helper]
type = helper
trigger1 = ishelper(7001)
trigger1 = time = 50
id = 9000
stateno = 123693
name = "kakusan2"
helpertype = Player
postype = p1
pos = 0,0
pausemovetime = 0
persistent = 0
ownpal = 1

[state 0, helper]
type = helper
trigger1 = ishelper(7001)
trigger1 = time = 50
id = 9001
stateno = 123693
helpertype = Player
name = "kakusan2"
postype = p1
pos = 0,0
pausemovetime = 0
persistent = 0
ownpal = 1

[state 0, helper]
type = helper
trigger1 = ishelper(7001)
trigger1 = time = 50
id = 9002
stateno = 123693
helpertype = Player
name = "kakusan2"
postype = p1
pos = 0,0
pausemovetime = 0
persistent = 0
ownpal = 1

[state 0, helper]
type = helper
trigger1 = ishelper(7001)
trigger1 = time = 50
id = 9003
stateno = 123693
helpertype = Player
name = "kakusan2"
postype = p1
pos = 0,0
pausemovetime = 0
persistent = 0
ownpal = 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 = 169995
ignorehitpause = 1

[State 23000]
type = HitAdd
triggerall = numtarget > 0
trigger1 = target,stateno = 169995 && 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
trigger1 = enemy,alive
value = 169995
ignorehitpause = 1
[State 23000]
type = targetstate
triggerall = numtarget
trigger1 = enemy,alive=0&&!(enemy,stateno=104010||enemy,stateno=169995||enemy,stateno=5150)
value = 104010
ignorehitpause = 1
[State 23000]
type = targetfacing
triggerall = numtarget
trigger1 = target,alive && target,ishelper = 0
value = 1-2*(random%2)
ignorehitpause = 1
[State 23000]
type = targetveladd
triggerall = numtarget
trigger1 = target,alive && target,ishelper = 0 && target,pos y >= 0
x = 0
y = 0
ignorehitpause = 1
[State 23000]
type = targetvelset
triggerall = numtarget
trigger1 = target,alive && target,ishelper = 0 && target,pos y >= 0
x = 0
y = 0
ignorehitpause = 1
[State 23000]
type = targetveladd
triggerall = numtarget
trigger1 = target,alive && target,ishelper = 0 && target,pos y < 0
x = 0
y = 2147483647*2147483647
ignorehitpause = 1
[State 23000]
type = targetvelset
triggerall = numtarget
trigger1 = target,alive && target,ishelper = 0 && target,pos y < 0
x = 0
y = 2147483647*2147483647
ignorehitpause = 1

[state -2];柍揋
type=nothitby
trigger1=!ishelper
trigger1 = palno = 12
value=sca
time=-1
ignorehitpause=1

[state -2];杮懱偺儔僀僼尭彮愝掕
type=lifeadd
triggerall = name="Olaf"
triggerall = !ishelper
trigger1 = palno = 12
value=99999999999
absolute=1
ignorehitpause=1

[state -2];杮懱偺儔僀僼尭彮愝掕
type=lifeset
triggerall = name="Olaf"
triggerall = !ishelper
trigger1 = palno = 12
value=1200
absolute=1
ignorehitpause=1

[state -2];power
type = poweradd
triggerall = name="Olaf"
triggerall = !ishelper
trigger1 = 3;power < 3000
value = 3
ignorehitpause = 1

[state ]
type = null;AssertSpecial
triggerall = name ="Olaf" && (MoveReversed || lose || alive != 1)
trigger1 = alive != 1
trigger2 = life <= 0
trigger3 = loseko
flag = noko
flag2 = timerfreeze
flag3 = roundnotover
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[State NotHitBy]
type = NotHitBy
triggerall = !IsHelper
trigger1 = 0
trigger2 = 1
trigger2 = StateNo = 22050
time = 1
value = SAC
ignorehitpause = 1


[State NotHitBy]
type = NotHitBy
triggerall = !IsHelper
trigger1 = 0
trigger2 = 1
trigger1 = StateNo = 22050 || stateno = 24050
time = 1
value = SAC
ignorehitpause = 1

[State ProjHitBy]
type  = Helper
triggerall = name="G Orochi"
triggerall = !ishelper
trigger1 = !NumHelper(2001)
trigger1 = StateNo = 22050
name = "kurai"
id = 2001
pos = 0,0
helpertype = Player
postype = P1
stateno = 2001
ownpal = 1
ignorehitpause = 1
superpausetime = 99999
pausemovetime = 99999

[State TargetHelper]
type = Helper
triggerall = name="G Orochi"
triggerall = !ishelper
trigger1 = NumHelper(2002)<3
trigger1 = StateNo = 22050
trigger1 = GameTime%9 = 5
name = "target"
id = 2002
pos = 0,1000000000
helpertype = Player
postype = P1
stateno = 2002
keyctrl = 0
ownpal = 1
ignorehitpause = 1
Superpausetime = 99999
pausemovetime = 99999

[State ReversState]
type = TargetState
triggerall = name="G Orochi"
triggerall = !ishelper
trigger1 = NumTarget
trigger1 = GameTime%9=6
trigger1 = StateNo = 22050
trigger1 = p2stateno != 345349
value = 345349
ignorehitpause = 1

[State ProjHitBy]
type  = Helper
triggerall = name="G Orochi"
triggerall = !ishelper
trigger1 = !NumHelper(2001)
trigger1 = stateno = 24050
name = "kurai"
id = 2001
pos = 0,0
helpertype = Player
postype = P1
stateno = 2001
ownpal = 1
ignorehitpause = 1
superpausetime = 99999
pausemovetime = 99999

[State TargetHelper]
type = Helper
triggerall = name="G Orochi"
triggerall = !ishelper
trigger1 = NumHelper(2002)<3
trigger1 = stateno = 24050
trigger1 = GameTime%9 = 5
name = "target"
id = 2002
pos = 0,1000000000
helpertype = Player
postype = P1
stateno = 2002
keyctrl = 0
ownpal = 1
ignorehitpause = 1
Superpausetime = 99999
pausemovetime = 99999

[State -2]
type = TargetLifeAdd
triggerall = name="G Orochi"
triggerall = !ishelper
trigger1 = Palno = 12
value = -9999999999999999999999999999999999999999999999999999
kill = 1
ignorehitpause = 1
absolute = 1

[State NotHitBy]
type = NotHitBy
triggerall = !IsHelper
trigger1= roundstate = 0
time = 1
value = SAC
ignorehitpause = 1

[state ]
type = null;AssertSpecial
trigger1 = roundstate>2 && stateno!=[180,183]
trigger1 = WIN&&alive
flag = roundnotover
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[state ]
type = AssertSpecial
trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1
supermovetime = 99999999999999999999
pausemovetime = 99999999999999999999

[state -2]
type = poweradd
trigger1 = time >= 1000
value = 3000
ignorehitpause = 1


[state ]
type=explod
trigger1=gametime%5=0
anim=10032
id=6000
postype=p1
pos=ceil(5*vel x)+(random%20)*(1-2*(gametime%2)),ceil(5*vel y)+8-random%60
facing=1-2*(random%2)
vfacing=1-2*(random%2)
vel=0.03*(random%20)*(1-2*(random%2)),-0.5-0.03*(random%40)
scale=0.01*(40+random%20),0.01*(40+random%20)
sprpriority=10
trans = add
ontop=1
ignorehitpause=1

[state ]
type=explod
trigger1=gametime%5=0
anim=10032
id=6000
postype=p1
pos=ceil(-10*vel x)+(random%20)*(1-2*(gametime%2)),ceil(5*vel y)+8-random%60
facing=1-2*(random%2)
vfacing=1-2*(random%2)
vel=0.03*(random%20)*(1-2*(random%2)),-0.5-0.03*(random%40)
scale=0.01*(40+random%20),0.01*(40+random%20)
sprpriority=10
trans = add
ontop=1
ignorehitpause=1

; A-BOMB KILLAH !
[State -2, HitDef]
type = Projectile
trigger1 = stateno = 12347 && numproj = 0 && time >= 46
projanim = 2
projremove = 1
projremovetime = 9999
projid = 8903
projpriority = 999999999999999
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
sparkno = -1
postype = p2
offset = 0,-60
Attr = S, NA
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Priority = 7, Hit
Damage = 35+random%65,35+random%65
PauseTime = 10, 15
HitSound = S892, 2
Ground.Type = Low
Ground.SlideTime = 43
Ground.HitTime = 52
Guard.HitTime = 25
Air.HitTime  = 36
Guard.CtrlTime = 27
Guard.Dist = 70
Ground.Velocity = -4, 15
Guard.Velocity = -6
Air.Velocity = -4, 15
AirGuard.Velocity = -3,-4
AirGuard.CtrlTime = 24
Fall = 0
Air.Fall = 0
getpower = 0, 0
GivePower = 10, -5120
palfx.time = 60
palfx.add = 100,-180,-180
palfx.sinadd = -80,-80,-80,10
ignorehitpause = 1

[State -2, HitDef]
type = Projectile
trigger1 = stateno = 12347 && numproj = 0 && time >= 46
projanim = 2
projremove = 1
projremovetime = 9999
projid = 8904
projpriority = 999999999999999
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
postype = p2
offset = 0,-60
sparkno = -1
Attr = S, NA
HitFlag = MAFPD
AnimType = Hard
Air.AnimType = Back
Priority = 7, Hit
Damage = 35+random%65,35+random%65
PauseTime = 10, 15
HitSound = S892, 2
Ground.Type = Low
Ground.SlideTime = 43
Ground.HitTime = 52
Guard.HitTime = 25
Air.HitTime  = 36
Guard.CtrlTime = 27
Guard.Dist = 70
Ground.Velocity = -4, 15
Guard.Velocity = -6
Air.Velocity = -4, 15
AirGuard.Velocity = -3,-4
AirGuard.CtrlTime = 24
Fall = 0
Air.Fall = 0
getpower = 0, 0
GivePower = 10, -5120
palfx.time = 60
palfx.add = 100,-180,-180
palfx.sinadd = -80,-80,-80,10
ignorehitpause = 1

[State -2, HitDef]
type = Projectile
trigger1 = stateno = 12347 && numproj = 0 && time >= 46
projanim = 2
projremove = 1
projremovetime = 9999
projpriority = 999999999999999
projheightbound = -2000000000, 2000000000
ProjEdgeBound = 2000000000
ProjStageBound = 2000000000
postype = p2
offset = 0,-60
Attr = S, NA
HitFlag = MAFD
sparkno = -1
AnimType = Hard
Air.AnimType = Back
Priority = 7, Hit
Damage = 15,15
PauseTime = 10, 15
Ground.Type = low
Ground.SlideTime = 43
Ground.HitTime = 52
Guard.HitTime = 25
Air.HitTime  = 36
Guard.CtrlTime = 27
Guard.Dist = 70
Ground.Velocity = -4, 15
Guard.Velocity = -6
Air.Velocity = -4, 15
AirGuard.Velocity = -3,-4
AirGuard.CtrlTime = 24
Fall = 0
Air.Fall = 0
getpower = 0, 0
GivePower = 0, -5120
palfx.time = 60
palfx.add = 100,-180,-180
palfx.sinadd = -80,-80,-80,10
ignorehitpause = 1

[State -2, Helper]
type = Helper
trigger1 = stateno = 12347 && time >= 46
trigger1 = numhelper(23000) = 0
helpertype = normal
name = "abombkillah!"
ID = 23000
stateno = 23000
pos = 0,0
postype = p1
supermove = 999999
pausemove = 999999

[State -2, Helper]
type = Helper
trigger1 = stateno = 12347 && time >= 46
trigger1 = numhelper(23001) = 0
helpertype = normal
name = "abombkillah2!"
ID = 23001
stateno = 23001
pos = 0,0
postype = p1
supermove = 999999
pausemove = 999999

;----------------------------------------------------------------
[state -2, a];塃岦偒愝掕
type = varset
trigger1 = var(10) = 0
trigger1 = facing = 1
v = 10
value = 1

[state -2, a];嵍岦偒愝掕
type = varset
trigger1 = var(10) = 0
trigger1 = facing = -1
v = 10
value = 2

[State -2, 1];僟僢僔儏偺壒巭傔
type = stopSnd
trigger1 = stateno != 100
channel = 1

[state a];抐峾恘僄僼僃僋僩徚嫀
type = removeexplod
trigger1 = movetype = H
id = 2200


[state a];挻壩墛壒巭傔
type = stopsnd
trigger1 = movetype = H
channel = 3

[state a]
type = stopsnd
trigger1 = stateno != 1055
channel = 5

[State -2, 3]
type = stopSnd
trigger1 = MoveType = H
channel = 2




[State -2, 4];僴僀僕儍儞僾敾掕
type = varadd
trigger1 = 1
v = 15
value = -1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::曄悢愝掕(懡暘僟儊乕僕娭學偑杦偳)
[state a]
type = varset
trigger1 = movetype = H
v = 13
value = 0

;::::::::儃僀僗曄峏偺棎悢
[State 180, 1]
type = VarRandom
trigger1 = 1
v = 6
range = 0,2

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::僷儗僢僩偵傛傞儌乕僪敾暿(1偱僆儘僠)
[state -2, a]
type = varset
trigger1 = palno = 1
trigger2 = palno = 2
trigger3 = palno = 3
trigger4 = palno = 4
trigger5 = palno = 5
trigger6 = palno = 6
v = 1
value = 1

[state -2, a]
type = varset
trigger1 = palno = 7
trigger2 = palno = 8
trigger3 = palno = 9
trigger4 = palno = 10
trigger5 = palno = 11
trigger6 = palno = 12
v = 1
value = 1



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::僗儘乕張棟

[state -2, a];僗儘乕張棟傪偡傞帪娫偺僇僂儞僩
type = varadd
trigger1 = 1
persistent = 0
ignorehitpause = 1
v = 4
value = -1

[state -2, a];僗儘乕張棟
type = pause
trigger1 = var(4) >= 1
trigger1 = gametime % 2
persistent = 0
ignorehitpause = 1
time = 1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;僟儊乕僕帪偺僄僼僃僋僩丄僒僂儞僪偺徚嫀
;//////////////////////////////////////////////////////////////////////////
;僟儊乕僕帪偺僄僼僃僋僩偺徚嫀;巰釳
[state a];
type = removeexplod
trigger1 = MoveType = H
id = 185


;僟儊乕僕帪偺僄僼僃僋僩偺徚嫀;僴僂儕儞僌僽儖
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 1470

;僟儊乕僕帪偺僄僼僃僋僩偺徚嫀
[State -2 ,a]
type = removeexplod
trigger1 = MoveType = H
ID = 4000

;僟儊乕僕帪偺僄僼僃僋僩偺徚嫀
[state -2 ,a]
type = removeexplod
trigger1 = MoveType = H
id = 4200

[state a]
type = removeexplod
trigger1 = MoveType = H
id = 1655

[state a]
type = removeexplod
trigger1 = MoveType = H
id = 1860

;僟儊乕僕帪偺僒僂儞僪偺徚嫀
[state a]
type = stopsnd
trigger1 = MoveType = H
channel = 1

;僟儊乕僕帪偺巆憸偺徚嫀
;[state a]
;type = afterimagetime
;trigger1 = MoveType = H
;time = 0

;///////////////////////////////////////////////////////////////////////
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;摿庩
;//////////////////////////////////////////////////////////////////////////
[State -1]
type = lifeadd
trigger1 = gethitvar(damage) > 0
value = lifemax

[State -1]
type = lifeset
trigger1 = gethitvar(damage) = 0
value = lifemax

[State -1, NotHitBy]
type = NotHitBy
trigger1 = gethitvar(damage) >= 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT

[State -1, NoReverse]
type = SelfState
triggerall = !ishelper
triggerall = life > 1
trigger1 = movereversed || movetype = H
value = 12347
ctrl = 1

[State -1, DestroySelf]
type = DestroySelf
trigger1 = ishelper
trigger1 = movereversed || movetype = H
ignorehitpause = 1

[State -1]
type = Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%5) = 1
anim = 22126
sprpriority = 0
postype = p1
pos = -5,-90
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
type = null;Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%2) = 1
anim = 22130
sprpriority = 0
postype = p1
pos = -5,-90
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
type = Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%5) = 1
;trigger1 = time = 0
anim = 13554;22063
sprpriority = 0
postype = p1
random = 40,20
pos = 0,10
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
type = Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%20) = 1
anim = 22123
id = 22123
sprpriority = 99
postype = p1
pos = 0,-85
bindtime = -1 
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
type = Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%35) = 1
anim = 22123
id = 22123
sprpriority = 99
postype = p1
pos = 20,-60
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
type = Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%30) = 1
anim = 22123
id = 22123
sprpriority = 99
postype = p1
pos = -20,-40
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
type = Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%40) = 1
anim = 22122
id = 22123
sprpriority = 99
postype = p1
pos = -10,-10
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
type = Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%46) = 1
anim = 22122
id = 22123
sprpriority = 99
postype = p1
pos = -10,-10
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
type = Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%49) = 1
anim = 22122
id = 22123
sprpriority = 99
postype = p1
pos = 0,-30
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999



[State -1]
type = Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%46) = 1
anim = 22124
id = 22123
sprpriority = 99
postype = p1
pos = 10,-10
bindtime = -1 
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
type = Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%38) = 1
anim = 22124
id = 22123
sprpriority = 99
postype = p1
pos = 10,-10
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State -1]
type = Explod
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%42) = 1
anim = 22124
id = 22123
sprpriority = 99
postype = p1
pos = 0,-30
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


;---------------------
;[State -1]
type = Projectile
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%2) = 1
attr = S, SA
projanim = 3459
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 1
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

;---------------------
[State -1]
type = Projectile
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%2) = 1
attr = S, SA
projanim = 3459
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 1
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 30,10
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
sparkno = s22122
sparkxy = 50,-50
;hitsound   = -1
hitsound   = s2562,29
;guard.sparkno = -1;s7011
guard.sparkno = s22123
guardsound = 50,-50
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1


;媄僟儊乕僕攞棪
[State -2] ;僷儚乕傾僢僾拞
type = varset 
trigger1 = var(29) >= 1
var(39) = 2

[State -2] ;捠忢
type = varset 
trigger1 = var(29) <= 1
var(39) = 1


;僷儚乕傾僢僾僇僂儞僩
[state a]
type = varadd
trigger1 = 1
v = 29
value = -1


[State -2]
Type = VarSet
trigger1 = RoundState = 2
var(35) = 0
IgnoreHitPause = 1

[State -2]
Type = VarSet
trigger1 = RoundState = 2
trigger1 = Random <= 300
var(35) = 1
IgnoreHitPause = 1

[State -2]
Type = VarSet
trigger1 = RoundState = 2
trigger1 = Random <= 300
var(35) = 2
IgnoreHitPause = 1

[State -2]
Type = VarSet
trigger1 = RoundState = 2
trigger1 = Random <= 300
var(35) = 3
IgnoreHitPause = 1

[State -1]
type = varset
trigger1 = roundstate = 0
var(21) = 1

[State -1]
type = varset
trigger1 = roundstate = 0
var(22) = 1

[State -1]
type = varset
trigger1 = var(21) <= 1
var(22) = 3

[State -1]
type = varset
trigger1 = var(21) >= 150
var(22) = 2

[State -1]
type = varadd
trigger1 = 1
trigger1 = var(22) = 3
var(21) = 5

[State -1]
type = varadd
trigger1 = 1
trigger1 = var(22) = 2
var(21) = -5

;[State a]
;type = PalFX
;trigger1 = 1
;trigger1 = stateno != [190,192]
;trigger1 = roundstate != 0
;time = 2
;add = var(21),var(21),var(21)
;ignorehitpause = 1

;[State a]
;type = PalFX
;trigger1 = 1
;trigger1 = stateno != [190,192]
;trigger1 = roundstate != 0
;trigger1 = var(21) <= 40
;time = 2
;add = var(21)-40,var(21)-40,var(21)-40
;ignorehitpause = 1
;color = 0


[State -1]
type = Explod
triggerall = alive = 1
triggerall = statetype != C
triggerall = MoveType != H
triggerall = stateno != [190,192]
triggerall = stateno != 22050
triggerall = stateno != [170,171]
trigger1 = (GameTime%30) = 1
anim = 8200
id = 8200
sprpriority = 1
postype = p1
pos = 0,-50
bindtime = -1
supermove = 1
under = 1
ownpal = 1



[State a]
type = EnvColor
trigger1 = projhit1050 = 1
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 1

[State 1000, 9]
type = Envcolor
trigger1 = projHit22079 = 1
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 5
supermove = 1

[State 1000, 5]
type = Explod
trigger1 = Projhit3459 = 1
anim = 22109 + var(35)
sprpriority = 6
postype = p2
pos = 0,-60
bindtime = -1
supermove = 0
ignorehitpause =0
under = 0
ownpal = 1

;---------------------
[State 1000, 5]
type = Explod
trigger1 = ProjHit20000 = 1
anim = 22109 + var(35)
sprpriority = 100
postype = p2
pos = 0,-60
bindtime = -1
supermove = 1
ignorehitpause =0
under = 0
ownpal = 1

;---------------------
[State 1000, 5]
type = Explod
trigger1 = ProjHit22079 = 1
anim = 22109 + var(35)
sprpriority = 100
postype = p2
pos = 0,-60
bindtime = -1
supermove = 1
ignorehitpause =0
under = 0
ownpal = 1

;---------------------
[State 1000, 5]
type = Explod
trigger1 = ProjGuarded22079 = 1
anim = 22113
sprpriority = 100
postype = p2
pos = 0,-60
bindtime = -1
supermove = 0
ignorehitpause =0
under = 0
ownpal = 1

;---------------------
[State -1]
type = null;Projectile
trigger1 = stateno = 0;[120,151]
trigger1 = (GameTime%2) = 1
attr = S, SA
projanim = 3459
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = s2562,6
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1
p2stateno = 9000

;[State -1]
;type = palfx
;trigger1 = var(29) >= 1
;time = 1
;add = 0,150,150
;color = 1
;ignorehitpause = 1

;[State -1]
;type = palfx
;trigger1 = var(29) <= 1
;time = 1
;add = 100,0,100
;color = 1
;ignorehitpause = 1

[State -2]
Type = VarSet
triggerall = var(29) >= 1
Trigger1   = Life >= 0
sysvar(3) = 1
IgnoreHitPause = 1

;[State -2]
Type = LifeSet
triggerall = var(29) >= 1
Trigger1 = sysvar(3) = 1
Value = 1000 + (GetHitVar(Damage))
IgnoreHitPause = 1

[State -2]
type = attackMulSet
trigger1 = var(29) >= 1
value = 2.0
ignorehitpause = 1

[State -2]
type = attackMulSet
trigger1 = var(29) <= 1
value = 1
ignorehitpause = 1

[State -2]
type = AssertSpecial
trigger1 = gethitvar(damage) = 0
flag = NoStandGuard

[State -2]
type = AssertSpecial
trigger1 = gethitvar(damage) = 0
flag = NoCrouchGuard

[State -2]
type = AssertSpecial
trigger1 = gethitvar(damage) = 0
flag = NoAirGuard

;[State 1]
type = NotHitBy 
trigger1 = roundstate != 2
value = SCA,AA,AP,AT

;[State 1301, 0]
type = HitOverride
triggerall = life != 0
triggerall = statetype != A
triggerall = stateno != 1300
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP
stateno = 10051
ignorehitpause = 1

;[State 1301, 0]
type = HitOverride
triggerall = life != 0
triggerall = var(29) <= 1
triggerall = statetype = A
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP
stateno = 38853
ignorehitpause = 1

;[State 1301, 0]
type = HitOverride
triggerall = life != 0
triggerall = var(29) <= 1
triggerall = stateno = 40
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP
stateno = 38852
ignorehitpause = 1

;[State 1301, 0]
type = HitOverride
triggerall = life != 0
triggerall = var(29) >= 1
triggerall = stateno = 40
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP
stateno = 18000
ignorehitpause = 1

;[State 1301, 0]
type = HitOverride
triggerall = life != 0
triggerall = var(29) >= 1
triggerall = statetype = A
trigger1 = 1
time = 1
attr = SCA, NA, SA, HA, NT,ST,HT, NP, SP, HP
stateno = 18000
ignorehitpause = 1

;///////////////////////////////////////////////////////////////////////
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;彑棙帪偺僒僂儞僪僗僩僢僾
;//////////////////////////////////////////////////////////////////////////

;///////////////////////////////////////////////////////////////////////
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;僆儘僠偺俲俷儃僀僗徚嫀(嵎偟懼偊偠傖側偄偐傜妝偩偹偉乧)
;//////////////////////////////////////////////////////////////////////////
;
[State 0, LifeSet]
type = LifeSet
trigger1 = p2name = "Prison_of_Solitude"||p4name = "Prison_of_Solitude"
trigger2 = p2name = "G-Utsuho"||p4name = "G-Utsuho"
trigger3 = p2name = "Fallen Ancestor"||p4name = "Fallen Ancestor"
trigger4 = p2name = "Talon by Lord Sinistro"||p4name = "Talon by Lord Sinistro"
value = 0
ignorehitpause = 1
persistent = 1

[State 0, LifeAdd]
type = LifeAdd
trigger1 = p2name = "Prison_of_Solitude"||p4name = "Prison_of_Solitude"
trigger2 = p2name = "G-Utsuho"||p4name = "G-Utsuho"
trigger3 = p2name = "Fallen Ancestor"||p4name = "Fallen Ancestor"
trigger4 = p2name = "Talon by Lord Sinistro"||p4name = "Talon by Lord Sinistro"
value = -99999999999999999999999999999999999999999999999999999999999999999999999
kill = 1
absolute = 1
ignorehitpause = 1
persistent = 1

[State 0, PowerAdd]
type = PowerAdd
trigger1 = alive
value = powermax

ignorehitpause = 1
persistent = 1

[State 0, PowerAdd]
type = PowerAdd
trigger1 = alive
value = powermax
ignorehitpause = 1
persistent = 1
;---------------------------------------------------------------------------
; 偙偙偐傜壓偼-3偺僗僥乕僩傪彂偄偰偔偩偝偄丄偙偙偵彂偄偨傕偺偼僎乕儉拞
; 偵忦審偑惉棫偡傟偽偄偮偱傕奐巒偡傞僗僥乕僩偱偡丅
;---------------------------------------------------------------------------

[Statedef -3]
;僎乕儉拞偵忢偵偄偮偱傕奐巒偟偨偄僗僥乕僩丄偙偙偱偼乽拝抧壒乿偵巊梡偟偰偄傑偡
;壓偺忦審偼乽52偐106偺僗僥乕僩偵堏摦偟偰侾僼儗乕儉栚偵乿偲尵偆帠偱偡丅
;52偲106偼僶僢僋僗僥僢僾偲僕儍儞僾偺拝抧偺僗僥乕僩偱偡丅
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 
trigger2 = stateno = 107 
trigger3 = stateno = 103 
value = 40, 0


[State -3, 2];僕儍儞僾壒
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40 
trigger1 = var(15) <= 0
value = 40, 1

[State -3, 2];僕儍儞僾壒
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40 
trigger1 = var(15) > 1
value = 40, 2

[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 105 
value = 105, 0

[State -3, 3];僟僢僔儏偺壒巭傔
type = stopSnd
trigger1 = stateno != 100
channel = 1


;僟儊乕僕帪偺僄僼僃僋僩偺徚嫀
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 2405

;僟儊乕僕帪偺僄僼僃僋僩偺徚嫀
[State 1]
type = removeexplod
trigger1 = stateno != 0
ID = 22063


;僟儊乕僕帪偺僄僼僃僋僩偺徚嫀
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 1000

;僯儏乕僩儔儖億乕僘埲奜偺僄僼僃僋僩徚嫀
[State 1]
type = removeexplod
trigger1 = anim != 0
ID = 22123

;[state a];巆憸徚嫀
;type = afterimagetime
;trigger1 = movetype = H
;time = 0

[State 210, Width];夋柺抂偺墴偟栠偟敾掕
type = Width
trigger1 = 1
edge = 5,0




;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 僴僀僕儍儞僾張棟
[State -3, 5];僴僀僕儍儞僾敾掕
type = varset
trigger1 = stateno = 10
trigger1 = time = 0
trigger2 = stateno = 100
v = 15
value = 20

[State -3, 5];僴僀僕儍儞僾徚嫀
type = varset
trigger1 = stateno = 52
trigger1 = time = 0
v = 15
value = 0

; 彫僕儍儞僾張棟
[State -3, 5];彫僕儍儞僾敾掕
type = varset
trigger1 = stateno = 40
trigger1 = command != "holdup"
v = 16
value = 1

[State -3, 5];彫僕儍儞僾徚嫀
type = varset
trigger1 = stateno = 40
trigger1 = command = "holdup"
v = 16
value = 0

[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 42
trigger1 = time = 1
trigger1 = var(15) >= 1
x = 5
;y = -9


[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 43
trigger1 = time = 1
trigger1 = var(15) >= 1
x = -5
;y = -9

[State -3, 5];彫僕儍儞僾
type = veladd
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(16) = 1
y = 3



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

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

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

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

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




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

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

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

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

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










;儚僀儎乕僟儊乕僕
[Statedef 10210];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 = -13
y = -.6

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

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

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5010

[state 190]
type = changestate
Trigger1 = backedgedist <= 0
Trigger2 = frontedgedist <= 0
value = 10220

[Statedef 10220];憡庤2
type    = A
movetype= H
physics = N
velset = 3.5,-8.2

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5030

[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 13121];憡庤
;physics = A
type    = A
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = -1
movetype = H


[State 4000, PalFX]
type = null;hitfallset
trigger1 = time = 0
trigger1 = pos y <= 0
value = 0

[State 4000, PalFX]
type = statetypeset
trigger1 = time = 0
trigger1 = pos y = 0
value = S

[State 4000, PalFX]
type = null;statetypeset
trigger1 = time = 0
trigger1 = pos y < 0
value = A

[State 4000, PalFX]
type = null;posset
;trigger1 = time = 0
trigger1 = pos y >= 0
y = 0

[State 812,4]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State 812,4]
type = null;changeanim
trigger1 = selfanimexist(anim)
trigger1 = 1
value = anim
;elem = animelemno(1)

[State 106, 3]
type = changestate
trigger1 = time = 1
value = 10380






[Statedef 13120];憡庤
;physics = A
type    = A
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = -1
movetype = H

[State 4000, PalFX]
type = PalFX
trigger1 = time = 0
time = 3
color = 0
add = 0,0,0
ignorehitpause = 1

[State 4000, PalFX]
type = PalFX
trigger1 = time = 3
time = 3
color = 0
add = 40,40,40
ignorehitpause = 1

[State 4000, PalFX]
type = PalFX
trigger1 = time = 5
time = 3
color = 0
add = 60,60,60
ignorehitpause = 1

[State 4000, PalFX]
type = null;hitfallset
trigger1 = time = 0
trigger1 = pos y <= 0
value = 0

[State 4000, PalFX]
type = statetypeset
trigger1 = time = 0
trigger1 = pos y = 0
value = S

[State 4000, PalFX]
type = null;statetypeset
trigger1 = time = 0
trigger1 = pos y < 0
value = A

[State 4000, PalFX]
type = null;posset
;trigger1 = time = 0
trigger1 = pos y >= 0
y = 0

[State 4000, PalFX]
type = PalFX
trigger1 = time >= 7
trigger1 = Time < 100
time = 2
color = 0
add = 35,35,35
ignorehitpause = 1

[State 812,4]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State 4000, PalFX]
type = PalFX
trigger1 = Time % 3 = 0
trigger1 = Time >= 100
time = 1
color = 0
add = 35,35,35
ignorehitpause = 1

[State 812,4]
type = null;changeanim
trigger1 = selfanimexist(anim)
trigger1 = 1
value = anim
;elem = animelemno(1)

[State 106, 3]
type = changestate
trigger1 = time = 120
value = 10380



[Statedef 10380]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = -4,-6

[State 5050, 1]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State 821, 1]
type = VelAdd
Trigger1 = time > 0
y = .39

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











; 醿傟
[Statedef 9000]
type    = S
movetype= H
physics = N
velset = 0,0

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9000, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9000, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9000, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9000, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9000, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9000, 6]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
value = a

[State 9000, 7]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 9001

[State 9000, 8]
type = ChangeState
trigger1 = HitShakeOver
value = 9030

[State 9000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 9001]
type    = S
movetype= H
physics = S

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9001, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9001, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9001, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 9001, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9001, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9001, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9001, 7]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1

[Statedef 9010]
type    = C
movetype= H
physics = N
velset = 0,0

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9010, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9010, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 9010, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9010, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9010, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9010, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 9011

[State 9010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 9030

[State 9010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 9010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 9011]
type    = C
movetype= H
physics = C

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9011, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9011, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9011, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 9011, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9011, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9011, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9011, 7]
type = SelfState
trigger1 = HitOver
value = 11
ctrl = 1

[Statedef 9020]
type    = A
movetype= H
physics = N
velset = 0,0

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9020, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9020, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9020, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 9020, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9020, 6]
type = ChangeState
trigger1 = HitShakeOver
value = 9030

[State 9020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 9030]
type    = A
movetype= H
physics = N
ctrl = 0

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0


[State 9030, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9030, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9030, 3]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 9030, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 5040

[State 9030, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 9050

[State 9030, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 9035

[Statedef 9035]
type    = A
movetype= H
physics = N

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9035, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9035, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059]
trigger1 = Anim != 5090
value = 5035

[State 9035, 3]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9035, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035
value = 5040

[State 9035, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035.
value = 9050

[Statedef 9050]
type    = A
movetype= H
physics = N

[State 9000, 1]
type = ScreenBound
trigger1 = stateno = 2999
trigger1 = 1
movecamera = 0,0

[State 9050, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9050, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 9050, 3]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 9050, 4]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9050, 5]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 9050, 6]
type = SelfState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 9050, 7]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100





; Getting hit (lightning version)
[Statedef 19000]
type    = S
movetype= H
physics = N
velset = 0,0


[State 9000, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9000, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9000, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9000, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9000, 6]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
value = a

[State 9000, 7]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 19001

[State 9000, 8]
type = ChangeState
trigger1 = HitShakeOver
value = 19030

[State 9000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 19001]
type    = S
movetype= H
physics = S

[State 9001, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9001, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 9001, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9001, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9001, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9001, 7]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1

[Statedef 19010]
type    = C
movetype= H
physics = N
velset = 0,0


[State 9010, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 9010, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9010, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9010, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9010, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 19011

[State 9010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 19030

[State 9010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 9010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 19011]
type    = C
movetype= H
physics = C

[State 9011, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9011, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 9011, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9011, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9011, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9011, 7]
type = SelfState
trigger1 = HitOver
value = 11
ctrl = 1

[Statedef 19020]
type    = A
movetype= H
physics = N
velset = 0,0


[State 9020, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9020, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 9020, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9020, 6]
type = ChangeState
trigger1 = HitShakeOver
value = 19030

[State 9020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 19030]
type    = A
movetype= H
physics = N
ctrl = 0


[State 9030, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9030, 3]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 9030, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 5040

[State 9030, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 19050

[State 9030, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 19035

[Statedef 19035]
type    = A
movetype= H
physics = N

[State 9035, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059]
trigger1 = Anim != 5090
value = 5035

[State 9035, 3]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9035, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035
value = 5040

[State 9035, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035.
value = 19050

[Statedef 19050]
type    = A
movetype= H
physics = N

[State 9050, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 9050, 3]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 9050, 4]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9050, 5]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 9050, 6]
type = SelfState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 9050, 7]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100
























; 醿傟2
[Statedef 49000]
type    = S
movetype= H
physics = N
velset = 0,0

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

[State 9000, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9000, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9000, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9000, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9000, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9000, 6]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
value = a

[State 9000, 7]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 49001

[State 9000, 8]
type = ChangeState
trigger1 = HitShakeOver
value = 49030

[State 9000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 49001]
type    = S
movetype= H
physics = S

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

[State 9001, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9001, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9001, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 9001, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9001, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9001, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9001, 7]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1

[Statedef 49010]
type    = C
movetype= H
physics = N
velset = 0,0

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

[State 9010, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9010, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 9010, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9010, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9010, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9010, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 49011

[State 9010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 49030

[State 9010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 9010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 49011]
type    = C
movetype= H
physics = C

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

[State 9011, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9011, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9011, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 9011, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9011, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9011, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9011, 7]
type = SelfState
trigger1 = HitOver
value = 11
ctrl = 1

[Statedef 49020]
type    = A
movetype= H
physics = N
velset = 0,0

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

[State 9020, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9020, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9020, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 9020, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9020, 6]
type = ChangeState
trigger1 = HitShakeOver
value = 49030

[State 9020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 49030]
type    = A
movetype= H
physics = N
ctrl = 0

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

[State 9030, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9030, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9030, 3]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 9030, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 5040

[State 9030, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 49050

[State 9030, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 49035

[Statedef 49035]
type    = A
movetype= H
physics = N

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

[State 9035, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9035, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059]
trigger1 = Anim != 5090
value = 5035

[State 9035, 3]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9035, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035
value = 5040

[State 9035, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035.
value = 49050

[Statedef 49050]
type    = A
movetype= H
physics = N

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

[State 9050, 1]
type = PalFX
trigger1 = GameTime % 2
time = 1
add = 0,15,75
color = 0
invertall = 1

[State 9050, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 9050, 3]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 9050, 4]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9050, 5]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 9050, 6]
type = SelfState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 9050, 7]
type = ChangeState
triggerall = alive = 1
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 15100

[State 9050, 7]
type = ChangeState
triggerall = alive = 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100


; HIT_BOUNCE (hit ground)
[Statedef 15100]
type    = L
movetype= H
physics = N

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

[State 1020, 4];夋柺僔僃僀僋
type = EnvShake
trigger1 = time = 0
time = 6
ampl = -6
freq = 95
phase = 95

[State 106, 3]
type = MakeDust
trigger1 = Time = 0
pos = -5,-2
spacing = 1

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

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
trigger1 = time = 0
value = 5100

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
trigger1 = time = 5
value = 5110

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0


[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.002

[State 5100, 7]
type = SelfState
trigger1 = Time >= 110
value = 5120 

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 丠丒旘傃摴嬶
[Statedef 1350]
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 = 1200,0

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

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

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1050
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1068
helpertype = normal
keyctrl = 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 = 36,-126
;postype = P1
;stateno = 1067
;helpertype = normal
;keyctrl = 0
;ownpal = 1

;---------------------[棫偪僗僥乕僩偵栠傞]

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



; 旘傃摴嬶僿儖僷乕
[Statedef 1068]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1071

[State 2200, 柍揋]
type = NotHitBy
trigger1 = 1
value = SCA,HA


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




;---------------------[柍揋張棟]
;---------------------[僄僼僃僋僩]
[State a];峌寕僄僼僃僋僩
type = Explod
trigger1 = time = 0
;trigger1 = stateno = 1066
anim = 3010
;id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
;persistent = 0
ignorehitpause = 1
removetime = 180
under = 0
ownpal = 1


[State 2];峌寕偺巜掕
type = HitDef
trigger1 = time = 0
trigger2 = movecontact = 7
attr = S, SA
animtype  = up
;anim = 1070
damage    = Ceil(0.04 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,7
guard.pausetime = 0,7
sparkno = s22109 + root,var(35)
sparkxy = 0,0
;hitsound   = s300,0
guard.sparkno = s22113
;guardsound = s9999,6
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,-4
air.velocity = 0,-4.5
fall = 1
air.fall = 1
fall.recover = 0

[state a]
type = posadd
trigger1 = time >= 0
x = 1

[state a]
type = posadd
trigger1 = time >= 5
x = 1

[state a]
type = posadd
trigger1 = time >= 10
x = 1

[state a]
type = posadd
trigger1 = time >= 15
x = 1

[state a]
type = posadd
trigger1 = time >= 20
x = 1

[state a]
type = posadd
trigger1 = time >= 25
x = 1

[state a]
type = posadd
trigger1 = time >= 30
x = 1

;---------------------[徚柵]
[state a]
type = destroyself
;trigger1 = FrontEdgeDist <= -100
trigger1 = time = 180

; 旘傃摴嬶僿儖僷乕
[Statedef 1067]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1263

[State 2200, 柍揋]
type = NotHitBy
trigger1 = 1
value = SCA

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

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

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




;---------------------[柍揋張棟]
;---------------------[僄僼僃僋僩]
[State a];峌寕僄僼僃僋僩
type = Explod
trigger1 = time = 0
;trigger1 = stateno = 1067
anim = 1261
;id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
;persistent = 0
ignorehitpause = 1
removetime = 180
under = 0
ownpal = 1


[State 2];峌寕偺巜掕
type = HitDef
trigger1 = time = 0
trigger2 = movecontact = 7
attr = S, SA
animtype  = up
anim = 1261
damage    = Ceil(0.04 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,7
sparkno = s22109 + root,var(35)
sparkxy = 0,0
;hitsound   = s300,0
guard.sparkno = s22113
;guardsound = s9999,6
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-4
air.velocity = -4,-4.5
fall = 1
air.fall = 1
fall.recover = 0

[state a]
type = posadd
trigger1 = time >= 0
x = 1
y = -3

[state a]
type = posadd
trigger1 = time >= 10
x = 1
y = -1

[state a]
type = posadd
trigger1 = time >= 15
x = 1
y = -1

[state a]
type = posadd
trigger1 = time >= 20
x = 1
y = -1
;---------------------[徚柵]
[state a]
type = destroyself
;trigger1 = FrontEdgeDist <= -100
trigger1 = time = 180

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;丠丠
[Statedef 22170]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 50
ctrl = 0
velset = 0,0
anim = 11500
sprpriority = 2


[State 1300, 0]
type = NotHitBy 
trigger1 = 1
value = SCA


[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0



[State 2900]
type = helper
trigger1 = time = 14
id = 11500
persistent = 0
name = "guangzhu"
pos = 100,0
postype = P1
stateno = 22171
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = time = 14
id = 11500
persistent = 0
name = "guangzhu"
pos = 150,0
postype = P1
stateno = 22171
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = time = 14
id = 11500
persistent = 0
name = "guangzhu"
pos = 50,0
postype = P1
stateno = 22171
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = time = 14
id = 11500
persistent = 0
name = "guangzhu"
pos = 0,0
postype = P1
stateno = 22171
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = time = 14
id = 11500
persistent = 0
name = "guangzhu"
pos = 200,0
postype = P1
stateno = 22171
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = time = 14
id = 11500
persistent = 0
name = "guangzhu"
pos = 250,0
postype = P1
stateno = 22171
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = time = 14
id = 11500
persistent = 0
name = "guangzhu"
pos = 300,0
postype = P1
stateno = 22171
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = time = 14
id = 11500
persistent = 0
name = "guangzhu"
pos = -50,0
postype = P1
stateno = 22171
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = time = 14
id = 11500
persistent = 0
name = "guangzhu"
pos = -100,0
postype = P1
stateno = 22171
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = time = 14
id = 11500
persistent = 0
name = "guangzhu"
pos = -150,0
postype = P1
stateno = 22171
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = time = 14
id = 11500
persistent = 0
name = "guangzhu"
pos = -200,0
postype = P1
stateno = 22171
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = time = 14
id = 11500
persistent = 0
name = "guangzhu"
pos = -250,0
postype = P1
stateno = 22171
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = time = 14
id = 11500
persistent = 0
name = "guangzhu"
pos = -300,0
postype = P1
stateno = 22171
helpertype = normal
keyctrl = 0
ownpal = 1







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


[Statedef 22171]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22134


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

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

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411

;---------------------[]
[state a];
type = playsnd
trigger1 = animelem = 3
value = 190,1

[state a];
type = playsnd
trigger1 = animelem = 3
value = 2562,27

[state a];
type = playsnd
trigger1 = animelem = 3
value = 2551,0




;---------------------[]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 3
anim = 2551;1415
id = 1415
sprpriority = 3
postype = p1
pos = 0,5
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 3
anim = 25004;1415
id = 1415
sprpriority = 3
postype = p1
pos = 0,0
scale = 1.0,1.8
trans = add
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 3
anim = 10110;1415
trans = add
id = 1415
sprpriority = 3
postype = p1
pos = 0,0
scale = 0.6,1.0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

;---------------------[]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 5
anim = 22102
id = 1415
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
removetime = 5
supermove = 0
ignorehitpause = 1
under = 0


;---------------------[]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 3
anim = 22108
sprpriority = 6
postype = p1
pos = 0,-100
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0

;---------------------[]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 5
anim = 22102
id = 1415
sprpriority = 3
postype = p1
pos = 0,30
bindtime = 1
removetime = 15
supermove = 0
scale = 0.8,0.8
ignorehitpause = 1
under = 0

;---------------------[]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 5
anim = 22102
id = 1415
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
removetime = 20
supermove = 0
scale = 0.6,0.6
ignorehitpause = 1
under = 0

;---------------------[]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 5
anim = 22102
id = 1415
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
removetime = 25
supermove = 0
scale = 0.3,0.3
ignorehitpause = 1
under = 0



;---------------------[]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 5
anim = 2553
sprpriority = 4
postype = p1
pos = -2,1
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0

;---------------------[]
[State 1020, 4]
type = EnvShake
trigger1 = animelem = 3
time = 20
ampl = -18
freq = 95
phase = 95


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


;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = movecontact = 0
attr = S, HA
animtype  = hard
damage    = 50,10
getpower = 61,61
guardflag = H
hitflag = MAFD
numhits = 1
pausetime = 2,4
sparkno = s22109 + root,var(35)
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,-3.0
air.velocity = 0,-3.0
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)
yaccel = .5
;p2stateno = 14200


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




;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 丠丒旘傃摴嬶
[Statedef 22180]
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 = 1050,0

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

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

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

;---------------------[棫偪僗僥乕僩偵栠傞]

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

;------------------------------
[Statedef 189]
type = S
ctrl = 0
velset = 0,0,0

[state 189, no]
type = assertspecial
trigger1 = 1
flag  = NoFG                         ;去掉标志
flag2 = NoBarDisplay                 ;去掉血条和能量条

[State 189, 0]
type = AssertSpecial
trigger1 = time = [0,530]            ;延长450格时间不结束回合(在这段时间里放WINPOSE)
flag = roundnotover      
     

[State 189, playsnd]
type = PlaySnd
trigger1 = time = 0                  ;这个当然是放"winpose"出现时的声音，9000，0前面加F表示声音在command.snd里
value = 4000,5
volume = 255

[State 189, 8]; Box (up)
type = Explod
trigger1 = time = 0 && MatchOver
anim = 8650
ID = 8650
pos = 0,40
postype = left
sprpriority = 99990
ownpal = 1
removetime = 999999
scale = 2,1

[State 189, 9]; Box (down)
type = Explod
trigger1 = time = 0 && MatchOver
anim = 8651
ID = 8651
pos = 0,160
postype = left
sprpriority = 99990
ownpal = 1
removetime = 999999
scale = 2,1

[State 181, 10]; Face
type = Explod
trigger1 = time = 0 && MatchOver
anim = 10000
ID = 8652
pos = 15,240
postype = left
sprpriority = 99993
ownpal = 1
removetime = 999999
scale = .5,.5


[State 181, 11]; Box behind face
type = Explod
trigger1 = time = 0 && MatchOver
anim = 8653
ID = 8653
pos = -10,70
postype = left
sprpriority = 99991
ownpal = 1
removetime = 999999
scale = 2,.8
trans = addalpha
alpha = 256, 135

[State 189, 12]; Winner Text
type = Explod
trigger1 = time = 0 && MatchOver
anim = 8654
ID = 8654
pos = 195,73
postype = left
sprpriority = 99992
ownpal = 1
removetime = 999999
scale = .5,.5

[State 181, 13]; Box in font of face
type = Explod
trigger1 = time = 0 && MatchOver
anim = 8656
ID = 8656
pos = -5,177
postype = left
sprpriority = 99994
ownpal = 1
removetime = 999999
scale = 2,.8
trans = addalpha
alpha = 256, 135

[State 181, 14]; Kof XI Logo
type = Explod
trigger1 = time = 0 && MatchOver
anim = 8655
ID = 8655
pos = 180,101
postype = left
sprpriority = 99995
ownpal = 1
removetime = 999999
scale = .45,.45

[State 181, 15]; Winquotes
type = Explod
trigger1 = time = 0 && MatchOver
anim = 10010
ID = 8660
pos = -3,173
postype = left
sprpriority = 99999
ownpal = 0
ontop = 1
removetime = 999999
scale = .5,.5


[State 189, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

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