;---------------------------------------------------------------------------
;===========================================================================
;挻昁嶦媄Lv1
;===========================================================================
;---------------------------------------------------------------------------
;戝恄
[Statedef 2000]
type = S
movetype= A
physics = S
juggle = 5
poweradd = 0
velset = 0,0
anim = 2000
ctrl = 0
sprpriority = 2

;********挻昁墘弌張棟-Lv1*********
[State SuperLv1]
type = EnvColor
trigger1 = Time = 0
value = 0,0,0
time = 50
under = 1
[State SuperLv1]
type = AssertSpecial
trigger1 = Time = 0
flag = NoFG
flag2 = NoBG
flag3 = TimerFreeze
[State SuperLv1]
type = SuperPause
trigger1 = Time = 0
anim = -1
sound = s3,0
poweradd = -1000+ifelse(var(55)>0,1000,0)
time = 50
movetime = 50
darken = 0

[State SuperLv1]
type = Explod
trigger1 = Time = 0
anim = F6005
sprpriority = 4
postype = p1
pos = 2,-86
bindtime = -1
removetime = -2
supermove = 1
scale = 0.5,0.5
ownpal = 1
[State SuperLv1]
type = Explod
trigger1 = Time = 0
anim = f6015
sprpriority = -4
postype = p1
pos = 2,-86
bindtime = -1
removetime = -2
supermove = 1
scale = 0.5,0.5
ownpal = 1
[State SuperLv1]
type = Explod
trigger1 = Time = 0
anim = 10012
sprpriority = 99999
postype = left
pos = 0,0
bindtime = -1
removetime = -2
supermove = 1
scale = 0.5,0.5
ownpal = 1
ontop = 1
;**************************

;********Exceed Time廔椆張棟*********
[State Exceed]
type = VarSet
trigger1 = Time = 1
var(55) = 0
;**************************

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 4,10

[State ]
type = HitDef
trigger1 = Time = [51,71]
attr = S,HT
damage = 0,0
animtype = Hard
guardflag = 
hitflag = MAF
priority = 6,Hit
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 99999,99999
hitsound = -1,-1
guardsound = -1,-1
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = 0,0
air.type = High
air.velocity = 0,0
air.hittime = 0
numhits = 0
fall = 1
fall.recover = 0
p1stateno = 2001
p2stateno = 2002
p2facing = 1

[State ]
type = ChangeState
trigger1 = Time = 100
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;戝恄丗僸僢僩
[Statedef 2001]
type = S
movetype = A
physics = S
juggle = 4
poweradd = 0
velset = 0,0
anim = 2001
ctrl = 0
sprpriority = 2

[State ]
type = BGPalFX
trigger1 = Time = [0,25]
time = 2
add = 0-(Time*10),0-(Time*10),0-(Time*10)
[State ]
type = BGPalFX
trigger1 = Time = [26,152]
time = 2
add = -255,-255,-255
[State ]
type = Explod
trigger1 = Time = 152
anim = 4018
postype = left
pos = 0,0
scale = 1,1
removetime = -2
bindtime = -1
sprpriority = -9999
ownpal = 1
ID = 2001

[State ]
type = TargetBind
trigger1 = Time < 151
pos = 40,0

[State ]
type = HitAdd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = Time = 152
value = 1

[State ]
type = TargetLifeAdd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
value = -5
kill = 0
[State ]
type = TargetLifeAdd
trigger1 = Time = 152
value = -210

[State ]
type = PlaySnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
value = 1,10
[State ]
type = PlaySnd
trigger1 = AnimElem = 9
value = 1,11
[State ]
type = PlaySnd
trigger1 = AnimElem = 18
value = 1,12
[State ]
type = PlaySnd
trigger1 = AnimElem = 18
value = 1,13

[State ]
type = Explod
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
anim = 10001
postype = p1
pos = 50,-70
scale = 1,1
removetime = -2
bindtime = 1
sprpriority = 6
ownpal = 1
[State ]
type = Explod
trigger1 = Time = [88,151]
anim = 4017
pos = var(11),var(12)
vel = ((random%3)-1),((random%3)-1)
accel = ((random%51)-25)/1000.000,((random%51)-25)/1000.000
random = 10,10
scale = 0.5,0.5
removetime = -2
bindtime = 1
ownpal = 1
sprpriority = 5
[State ]
type = Explod
trigger1 = Time = [88,151]
anim = 4017
pos = var(11),var(12)
vel = ((random%3)-1),((random%3)-1)
accel = ((random%51)-25)/1000.000,((random%51)-25)/1000.000
random = 20,20
scale = 0.25,0.25
removetime = -2
bindtime = 1
ownpal = 1
sprpriority = 5
[State ]
type = Explod
trigger1 = Time = [88,151]
anim = 4017
pos = var(11),var(12)
vel = ((random%3)-1),((random%3)-1)
accel = ((random%51)-25)/1000.000,((random%51)-25)/1000.000
random = 30,30
scale = 0.25,0.25
removetime = -2
bindtime = 1
ownpal = 1
sprpriority = 5

[State ]
type = Null
trigger1 = AnimElem = 8
trigger1 = var(11) := 32
trigger1 = var(12) := -68
trigger2 = AnimElem = 9
trigger2 = var(11) := 32
trigger2 = var(12) := -68
trigger3 = AnimElem = 10
trigger3 = var(11) := 19
trigger3 = var(12) := -71
trigger4 = AnimElem = 11
trigger4 = var(11) := -11
trigger4 = var(12) := -70
trigger5 = AnimElem = 12
trigger5 = var(11) := -36
trigger5 = var(12) := -78
trigger6 = AnimElem = 13
trigger6 = var(11) := -48
trigger6 = var(12) := -95
trigger7 = AnimElem = 14
trigger7 = var(11) := -47
trigger7 = var(12) := -144
trigger8 = AnimElem = 15
trigger8 = var(11) := -36
trigger8 = var(12) := -150
trigger9 = AnimElem = 16
trigger9 = var(11) := -18
trigger9 = var(12) := -153
trigger10 = AnimElem = 16
trigger10 = var(11) := -18
trigger10 = var(12) := -153
trigger11 = AnimElem = 17
trigger11 = var(11) := -18
trigger11 = var(12) := -138

[State ]
type = PlaySnd
trigger1 = Time = 151
value = 4,24
[State ]
type = PlaySnd
trigger1 = Time = 151
value = 5,9

[State ]
type = Explod
trigger1 = Time = [151,161]
anim = 4017
pos = -16,-123
vel = ((random%11)-5),((random%11)-5)
accel = ((random%101)-50)/1000.000,((random%101)-50)/1000.000
scale = 0.5,0.5
removetime = -2
bindtime = 1
ownpal = 1
sprpriority = 5
[State ]
type = Explod
trigger1 = Time = [151,161]
anim = 4017
pos = -16,-123
vel = ((random%11)-5),((random%11)-5)
accel = ((random%101)-50)/1000.000,((random%101)-50)/1000.000
scale = 0.5,0.5
removetime = -2
bindtime = 1
ownpal = 1
sprpriority = 5
[State ]
type = Explod
trigger1 = Time = [151,161]
anim = 4017
pos = -16,-123
vel = ((random%21)-10),((random%21)-10)
accel = ((random%101)-50)/1000.000,((random%101)-50)/1000.000
scale = 0.5,0.5
removetime = -2
bindtime = 1
ownpal = 1
sprpriority = 5
[State ]
type = Explod
trigger1 = Time = [151,161]
anim = 4017
pos = -16,-123
vel = ((random%21)-10),((random%21)-10)
accel = ((random%101)-50)/1000.000,((random%101)-50)/1000.000
scale = 0.5,0.5
removetime = -2
bindtime = 1
ownpal = 1
sprpriority = 5
[State ]
type = Explod
trigger1 = Time = [151,161]
anim = 4017
pos = -16,-123
vel = ((random%11)-5),((random%11)-5)
accel = ((random%101)-50)/1000.000,((random%101)-50)/1000.000
scale = 0.25,0.25
removetime = -2
bindtime = 1
ownpal = 1
sprpriority = 5
[State ]
type = Explod
trigger1 = Time = [151,161]
anim = 4017
pos = -16,-123
vel = ((random%21)-10),((random%21)-10)
accel = ((random%101)-50)/1000.000,((random%101)-50)/1000.000
scale = 0.25,0.25
removetime = -2
bindtime = 1
ownpal = 1
sprpriority = 5
[State ]
type = Explod
trigger1 = Time = [151,161]
anim = 4017
pos = -16,-123
vel = ((random%21)-10),((random%21)-10)
accel = ((random%101)-50)/1000.000,((random%101)-50)/1000.000
scale = 0.25,0.25
removetime = -2
bindtime = 1
ownpal = 1
sprpriority = 5

[State ]
type = TargetState
trigger1 = Time = 191
value = 1900

[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;戝恄丗揋
[Statedef 2002]
type    = A
movetype = H
physics = N
juggle  = 5
poweradd = 0
velset = 0,0
anim = 5000
ctrl = 0
sprpriority = -2

[State ]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

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

[State ]
type = ChangeAnim2
trigger1 = Anim != 2002
value = 2002

[State ]
type = SelfState
trigger1 = Time > 250
value = 5050
;---------------------------------------------------------------------------
;栧媞恖
[Statedef 2050]
type = S
movetype= A
physics = S
juggle = 5
poweradd = 0
velset = 0,0
anim = 2050
ctrl = 0
sprpriority = 2

;********挻昁墘弌張棟-Lv1*********
[State SuperLv1]
type = EnvColor
trigger1 = Time = 0
value = 0,0,0
time = 50
under = 1
[State SuperLv1]
type = AssertSpecial
trigger1 = Time = 0
flag = NoFG
flag2 = NoBG
flag3 = TimerFreeze
[State SuperLv1]
type = SuperPause
trigger1 = Time = 0
anim = -1
sound = s3,0
poweradd = -1000+ifelse(var(55)>0,1000,0)
time = 50
movetime = 50
darken = 0

[State SuperLv1]
type = Explod
trigger1 = Time = 0
anim = F6005
sprpriority = 4
postype = p1
pos = 2,-86
bindtime = -1
removetime = -2
supermove = 1
scale = 0.5,0.5
ownpal = 1
[State SuperLv1]
type = Explod
trigger1 = Time = 0
anim = f6015
sprpriority = -4
postype = p1
pos = 2,-86
bindtime = -1
removetime = -2
supermove = 1
scale = 0.5,0.5
ownpal = 1
[State SuperLv1]
type = Explod
trigger1 = Time = 0
anim = 10012
sprpriority = 99999
postype = left
pos = 0,0
bindtime = -1
removetime = -2
supermove = 1
scale = 0.5,0.5
ownpal = 1
ontop = 1
;**************************

;********Exceed Time廔椆張棟*********
[State Exceed]
type = VarSet
trigger1 = Time = 1
var(55) = 0
;**************************

[State ]
type = HitDef
trigger1 = Time = [51,61]
attr = S,HT
damage = 0,0
animtype = Hard
guardflag = 
hitflag = MAF
priority = 6,Hit
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 99999,99999
hitsound = -1,-1
guardsound = -1,-1
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = 0,0
air.type = High
air.velocity = 0,0
air.hittime = 0
numhits = 0
fall = 1
fall.recover = 0
p1stateno = 2051
p2stateno = 2052
p2facing = 1

[State ]
type = ChangeState
trigger1 = Time = 100
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;栧媞恖丗僸僢僩
[Statedef 2051]
type = S
movetype = A
physics = S
juggle = 4
poweradd = 0
velset = 0,0
anim = 2051
ctrl = 0
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 5,3
[State ]
type = PlaySnd
trigger1 = Time = 0
value = 5,1
[State ]
type = PlaySnd
trigger1 = Time = [76,238]
trigger1 = Time%8 = 0
value = 5,2

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 4,10
[State ]
type = PlaySnd
trigger1 = Time = 80
value = 4,9
[State ]
type = PlaySnd
trigger1 = Time = 160
value = 4,8

[State ]
type = TargetBind
trigger1 = Time = 0
pos = 60,0

[State ]
type = BGPalFX
trigger1 = Time = [0,25]
time = 2
add = 0-(Time*10),0-(Time*10),0-(Time*10)
[State ]
type = BGPalFX
trigger1 = Time = [26,245]
time = 2
add = -255,-255,-255

[State ]
type = Explod
trigger1 = Time = 0
anim = 4003
postype = p1
pos = 60,0
scale = 0.5,0.5
removetime = 245
bindtime = 1
sprpriority = -1
ownpal = 1
[State ]
type = Explod
trigger1 = Time = 246
anim = 4004
postype = p1
pos = 60,0
scale = 0.5,0.5
removetime = -2
bindtime = 1
sprpriority = -1
ownpal = 1

[State ]
type = VarSet
trigger1 = Time = [76,238]
trigger1 = Time%8 = 0
var(11) = random%21*ifelse(random%2=0,1,-1)
[State ]
type = Explod
trigger1 = Time = [76,238]
trigger1 = Time%8 = 0
anim = 4001
sprpriority = 3
postype = p1
pos = 60+var(11),0
bindtime = 1
scale = 0.5,0.5
ownpal = 1

[State ]
type = HitAdd
trigger1 = Time = [80,238]
trigger1 = Time%8 = 6
value = 1

[State ]
type = PlaySnd
trigger1 = Time = [80,238]
trigger1 = Time%8 = 6
value = 1,3
[State ]
type = Explod
trigger1 = Time = [80,238]
trigger1 = Time%8 = 6
anim = 10000
postype = p1
pos = 60+var(11),-130
random = 0,40
scale = 1,1
removetime = -2
bindtime = 1
sprpriority = 4
ownpal = 1

[State ]
type = TargetLifeAdd
trigger1 = Time = [80,238]
trigger1 = Time%8 = 6
trigger1 = Time != 238
value = -12
kill = 0
[State ]
type = TargetLifeAdd
trigger1 = Time = 238
value = -12
kill = 1

[State ]
type = TargetState
trigger1 = Time = 238
value = 2053

[State ]
type = ChangeState
trigger1 = Time = 245
value = 2054
ctrl = 0
;---------------------------------------------------------------------------
;栧媞恖丗揋
[Statedef 2052]
type    = A
movetype = H
physics = N
juggle  = 5
poweradd = 0
velset = 0,0
anim = 5000
ctrl = 0
sprpriority = -2

[State ]
type = VelSet
trigger1 = Time = 1
x = 0
y = -6
[State ]
type = VelAdd
trigger1 = Time > 1
trigger1 = Vel Y < 0
x = 0
y = 0.25
[State ]
type = VelSet
trigger1 = Time > 1
trigger1 = Vel Y > 0
x = 0
y = 0

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

[State ]
type = ChangeAnim2
trigger1 = Anim != 2052
value = 2052

[State ]
type = SelfState
trigger1 = Time > 260
value = 5050
;---------------------------------------------------------------------------
;栧媞恖丗揋2
[Statedef 2053]
type    = A
movetype = H
physics = N
juggle  = 5
poweradd = 0
anim = 5030
ctrl = 0
sprpriority = -2

[State ]
type = VelSet
trigger1 = Time = 0
x = 0
y = -9
[State ]
type = VelAdd
trigger1 = Time > 0
x = 0
y = 0.7

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

[State ]
type = ChangeAnim2
trigger1 = Time = 0
value = 2054

[State ]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
;---------------------------------------------------------------------------
;栧媞恖丗廔椆
[Statedef 2054]
type = S
movetype= A
physics = S
juggle = 4
poweradd = 0
velset = 0,0
anim = 2053
ctrl = 0
sprpriority = 2

[State ]
type = BGPalFX
trigger1 = Time = 0
add = -255,-255,-255
sinadd = 255,255,255,80
time = 20

[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;揤徠
[Statedef 2100]
type = S
movetype= A
physics = S
juggle = 4
poweradd = 0
velset = 0,0
anim = 2100
ctrl = 0
sprpriority = 2

;********SuperCancel墘弌張棟*********
[State SuperCancel]
type = Explod
triggerall = PrevStateNo = [1000,1005]
trigger1 = Time = 0
anim = 10020
sprpriority = 99999
postype = left
pos = 160,75
bindtime = -1
removetime = 50
supermove = 1
scale = 0.5,0.5
ownpal = 1
ontop = 1
;**************************

;********挻昁墘弌張棟-Lv1*********
[State SuperLv1]
type = EnvColor
trigger1 = Time = 0
value = 0,0,0
time = 50
under = 1
[State SuperLv1]
type = AssertSpecial
trigger1 = Time = 0
flag = NoFG
flag2 = NoBG
flag3 = TimerFreeze
[State SuperLv1]
type = SuperPause
trigger1 = Time = 0
anim = -1
sound = s3,0
poweradd = -1000+ifelse(var(55)>0,1000,0)
time = 50
movetime = 50
darken = 0

[State SuperLv1]
type = Explod
trigger1 = Time = 0
anim = F6005
sprpriority = 4
postype = p1
pos = 6,-118
bindtime = -1
removetime = -2
supermove = 1
scale = 0.5,0.5
ownpal = 1
[State SuperLv1]
type = Explod
trigger1 = Time = 0
anim = f6015
sprpriority = -4
postype = p1
pos = 6,-118
bindtime = -1
removetime = -2
supermove = 1
scale = 0.5,0.5
ownpal = 1
[State SuperLv1]
type = Explod
trigger1 = Time = 0
anim = 10012
sprpriority = 99999
postype = left
pos = 0,0
bindtime = -1
removetime = -2
supermove = 1
scale = 0.5,0.5
ownpal = 1
ontop = 1
;**************************

;********Exceed Time廔椆張棟*********
[State Exceed]
type = VarSet
trigger1 = Time = 1
var(55) = 0
;**************************

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 4,11
[State ]
type = PlaySnd
trigger1 = Time = 51
value = 4,14

[State ]
type = PlaySnd
trigger1 = Time = 61
value = 5,10

[State ]
type = Helper
trigger1 = Time = 61
name = "Amaterasu"
stateno = 2101
ID = 2100
pos = -120,0
keyctrl = 0
ownpal = 1
postype = p1
IgnoreHitPause = 1
[State ]
type = Helper
trigger1 = Time = 61
name = "Amaterasu"
stateno = 2101
ID = 2101
pos = 120,0
keyctrl = 0
ownpal = 1
postype = p1
IgnoreHitPause = 1

[State ]
type = Explod
trigger1 = Time = 61
anim = 4020
postype = p1
pos = 0,0
scale = 0.5,0.125
removetime = -2
bindtime = 1
sprpriority = -1
ownpal = 1
removeongethit = 1

[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;揤徠丗僿儖僷乕
[Statedef 2101]
type = A
movetype = A
physics = N
ctrl = 0
anim = 4999
SprPriority = 4

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

[State ]
type = PlaySnd
trigger1 = Time%5 = 0
value = 5,1
[State ]
type = PlaySnd
trigger1 = Time%5 = 3
value = 5,2

[State ]
type = Explod
trigger1 = Time%5 = 0
anim = 4003
postype = p1
pos = 0,0
scale = 0.5,0.5
removetime = 3
bindtime = 1
sprpriority = -1
ownpal = 1
[State ]
type = Explod
trigger1 = Time%5 = 3
anim = 4004
postype = p1
pos = 0,0
scale = 0.5,0.5
removetime = -2
bindtime = 1
sprpriority = -1
ownpal = 1

[State ]
type = Explod
trigger1 = Time%5 = 3
anim = 4002
postype = p1
pos = 0,0
scale = 0.5,0.5
removetime = -2
bindtime = 1
sprpriority = 5
ownpal = 1
[State ]
type = Projectile
trigger1 = ishelper(2100)
trigger1 = Time%5 = 3
attr = S,SP
damage = 14,3
getpower = 0,0
animtype = Hard
pausetime = 0,3
offset = 0,0
projID = 1000
projanim = 1001
projremovetime = 7
guardflag = MA
hitflag = MAF
sparkxy = 10,-50+floor(10+(enemynear, pos y))
sparkno = s10000
guard.sparkno = s10002
hitsound = s1,3
guardsound = s1,99
ground.type = High
ground.slidetime = 22
ground.hittime = 22
ground.velocity = -4,-6
guard.velocity = -4
air.velocity = -4,-6
air.juggle = 0
fall = 1
fall.recover = 0
[State ]
type = Projectile
trigger1 = ishelper(2101)
trigger1 = Time%5 = 3
attr = S,SP
damage = 14,3
getpower = 0,0
animtype = Hard
pausetime = 0,3
offset = 0,0
projID = 1000
projanim = 1001
projremovetime = 7
guardflag = MA
hitflag = MAF
sparkxy = 10,-50+floor(10+(enemynear, pos y))
sparkno = s10000
guard.sparkno = s10002
hitsound = s1,3
guardsound = s1,99
ground.type = High
ground.slidetime = 22
ground.hittime = 22
ground.velocity = 4,-6
guard.velocity = 4
air.velocity = 4,-6
air.juggle = 0
fall = 1
fall.recover = 0

[State ]
type = PosAdd
trigger1 = ishelper(2100)
trigger1 = Time%5 = 4
x = 20
[State ]
type = PosAdd
trigger1 = ishelper(2101)
trigger1 = Time%5 = 4
x = -20

[State ]
type = DestroySelf
trigger1 = Time >= 59
trigger2 = root,stateno != 2100
;--------------------------------------------------------------------------
;===========================================================================
;挻昁嶦媄Lv2
;===========================================================================
;---------------------------------------------------------------------------
;崿(儈僘僠)
[Statedef 2500]
type = S
movetype= A
physics = S
juggle = 4
poweradd = 0
velset = 0,0
anim = 2500
ctrl = 0
sprpriority = 2

;********DreamCancel墘弌張棟*********
[State DreamCancel]
type = Explod
triggerall = PrevStateNo = 2001
trigger1 = Time = 0
anim = 10021
sprpriority = 99999
postype = left
pos = 156,75
bindtime = -1
removetime = 50
supermove = 1
scale = 0.5,0.5
ownpal = 1
ontop = 1
[State DreamCancel]
type = RemoveExplod
triggerall = PrevStateNo = 2001
trigger1 = Time = 0
ID = 2001
[State DreamCancel]
type = TargetState
triggerall = PrevStateNo = 2001
trigger1 = Time = 81
value = 5000
;**************************

;********挻昁墘弌張棟-Lv2*********
[State SuperLv2]
type = EnvColor
trigger1 = Time = 0
value = 0,0,0
time = 50
under = 1
[State SuperLv2]
type = AssertSpecial
trigger1 = Time = 0
flag = NoFG
flag2 = NoBG
flag3 = TimerFreeze
[State SuperLv2]
type = SuperPause
trigger1 = Time = 0
anim = -1
sound = s3,1
poweradd = -2000+ifelse(var(55)>0,1000,0)
time = 50
movetime = 50
darken = 0

[State SuperLv2]
type = Explod
trigger1 = Time = 0
anim = F6005
sprpriority = 4
postype = p1
pos = 2,-156
bindtime = -1
removetime = -2
supermove = 1
scale = 0.5,0.5
ownpal = 1
[State SuperLv2]
type = Explod
trigger1 = Time = 0
anim = f6017
sprpriority = -4
postype = p1
pos = 2,-156
bindtime = -1
removetime = -2
supermove = 1
scale = 0.5,0.5
ownpal = 1
[State SuperLv2]
type = Explod
trigger1 = Time = 0
anim = 10015
sprpriority = 99999
postype = left
pos = 0,0
bindtime = -1
removetime = -2
supermove = 1
scale = 0.5,0.5
ownpal = 1
ontop = 1
;**************************

;********Exceed Time廔椆張棟*********
[State Exceed]
type = VarSet
trigger1 = Time = 1
var(55) = 0
;**************************

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 4,6
[State ]
type = PlaySnd
trigger1 = Time = 61
value = 4,25

[State ]
type = PlaySnd
trigger1 = Time = 51
value = 5,10

[State ]
type = AssertSpecial
trigger1 = 1
flag = NoFG

[State ]
type = BGPalFX
trigger1 = Time >= 49
time = 2
add = -255,-255,-255

[State ]
type = NotHitBy
trigger1 = Time >= 80
value = SCA,AA,AP,AT
time = 2

[State ]
type = Helper
trigger1 = Time = 61
name = "Muni"
stateno = 2502
ID = 2500
pos = 0,0
keyctrl = 0
ownpal = 1
postype = p1
IgnoreHitPause = 1

[State ]
type = ChangeState
trigger1 = Time > 190
value = 2501
ctrl = 0
;---------------------------------------------------------------------------
;崿丗廔椆
[Statedef 2501]
type = S
movetype= A
physics = S
juggle = 4
poweradd = 0
velset = 0,0
anim = 2501
ctrl = 0
sprpriority = 2

[State ]
type = BGPalFX
trigger1 = Time = 0
add = -255,-255,-255
sinadd = 255,255,255,80
time = 20

[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;崿(儈僘僠)丗僿儖僷乕
[Statedef 2502]
type = S
movetype= A
physics = N
juggle = 4
poweradd = 0
velset = 0,0
anim = 4999
ctrl = 0
sprpriority = 2

[State ]
type = VelSet
trigger1 = (p2bodydist X < 0 || p2bodydist X > 0)
x = ifelse(p2bodydist X<0,-8,8)

[State ]
type = Explod
trigger1 = Time >= 15
trigger1 = Root,Projhittime(2500) > 0 && Root,Projhittime(2500) <= 1
anim = 4019
postype = left
pos = 0,0
scale = 1,1
removetime = -2
bindtime = -1
sprpriority = -9999
ownpal = 1

[State ]
type = Explod
trigger1 = Time >= 15
trigger1 = Root,Projhittime(2500) > 0 && Root,Projhittime(2500) <= 1
anim = 4008
postype = p1
pos = 20,-50+floor(10+(enemynear, pos y))
scale = 0.5,0.5
removetime = -2
bindtime = 1
sprpriority = 5
ownpal = 1
[State ]
type = Explod
trigger1 = Time >= 15
trigger1 = Root,Projguardedtime(2500) > 0 && Root,Projguardedtime(2500) <= 1
anim = 4014
postype = p1
pos = 20,-50+floor(10+(enemynear, pos y))
scale = 0.5,0.5
removetime = -2
bindtime = 1
sprpriority = 5
ownpal = 1
[State ]
type = Projectile
trigger1 = Time >= 15
trigger1 = Time%10 = 0
attr = S,SP
damage = 35,9
getpower = 0,0
animtype = Hard
pausetime = 0,3
offset = 0,0
projID = 2500
projanim = 2502
projremovetime = 3
guardflag = MA
sparkxy = 0,-50+floor(10+(enemynear, pos y))
sparkno = s10000
guard.sparkno = s10002
hitsound = s5,2
guardsound = s1,99
ground.type = High
ground.slidetime = 22
ground.hittime = 22
ground.velocity = -3,-3
guard.velocity = -6
air.velocity = -3,-3
air.juggle = 0
fall = 1
fall.recover = 0

[State ]
type = DestroySelf
trigger1 = (Root,StateNo!=2500)
;---------------------------------------------------------------------------
;崿(僆儘僠)
[Statedef 2550]
type = S
movetype= A
physics = S
juggle = 4
poweradd = 0
velset = 0,0
anim = 2500
ctrl = 0
sprpriority = 2

;********DreamCancel墘弌張棟*********
[State DreamCancel]
type = Explod
triggerall = PrevStateNo = 2001
trigger1 = Time = 0
anim = 10021
sprpriority = 99999
postype = left
pos = 156,75
bindtime = -1
removetime = 50
supermove = 1
scale = 0.5,0.5
ownpal = 1
ontop = 1
[State DreamCancel]
type = RemoveExplod
triggerall = PrevStateNo = 2001
trigger1 = Time = 0
ID = 2001
[State DreamCancel]
type = TargetState
triggerall = PrevStateNo = 2001
trigger1 = Time = 66
value = 5000
;**************************

;********挻昁墘弌張棟-Lv2*********
[State SuperLv2]
type = EnvColor
trigger1 = Time = 0
value = 0,0,0
time = 50
under = 1
[State SuperLv2]
type = AssertSpecial
trigger1 = Time = 0
flag = NoFG
flag2 = NoBG
flag3 = TimerFreeze
[State SuperLv2]
type = SuperPause
trigger1 = Time = 0
anim = -1
sound = s3,1
poweradd = -2000+ifelse(var(55)>0,1000,0)
time = 50
movetime = 50
darken = 0

[State SuperLv2]
type = Explod
trigger1 = Time = 0
anim = F6005
sprpriority = 4
postype = p1
pos = 2,-156
bindtime = -1
removetime = -2
supermove = 1
scale = 0.5,0.5
ownpal = 1
[State SuperLv2]
type = Explod
trigger1 = Time = 0
anim = f6017
sprpriority = -4
postype = p1
pos = 2,-156
bindtime = -1
removetime = -2
supermove = 1
scale = 0.5,0.5
ownpal = 1
[State SuperLv2]
type = Explod
trigger1 = Time = 0
anim = 10015
sprpriority = 99999
postype = left
pos = 0,0
bindtime = -1
removetime = -2
supermove = 1
scale = 0.5,0.5
ownpal = 1
ontop = 1
;**************************

;********Exceed Time廔椆張棟*********
[State Exceed]
type = VarSet
trigger1 = Time = 1
var(55) = 0
;**************************

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 4,6
[State ]
type = PlaySnd
trigger1 = Time = 61
value = 4,25

[State ]
type = PlaySnd
trigger1 = Time = 56
value = 5,11

[State ]
type = AssertSpecial
trigger1 = 1
flag = NoFG

[State ]
type = BGPalFX
trigger1 = Time >= 49
time = 2
add = -255,-255,-255

[State ]
type = NotHitBy
trigger1 = Time >= 56
value = SCA,AA,AP,AT
time = 2

[State ]
type = Explod
trigger1 = Time = 56
anim = 4012
postype = back
pos = 0,0
scale = 0.5,0.5
removetime = -2
bindtime = -1
sprpriority = -12
ownpal = 1

[State ]
type = Projectile
trigger1 = Time = [66,120]
trigger1 = Time%3 = 0
projanim = 2503
projID = 2250
projremovetime = 11
projscale = 1,1
pausetime = 0,2
getpower = 0,0
offset = 0,0
postype = p1
attr = S,HA
damage = 9,1
animtype = Hard
guardflag = MA
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound   = -1,-1
guardsound = S1,99
ground.type = High
ground.slidetime = 25
ground.hittime = 25
ground.velocity = 0,0
guard.velocity = 0
air.velocity = 0,0
[State ]
type = Projectile
trigger1 = Time = [121,190]
trigger1 = Time%6 = 0
projanim = 2503
projID = 2250
projremovetime = 11
projscale = 1,1
pausetime = 0,4
getpower = 0,0
offset = 0,0
postype = p1
attr = S,HA
damage = 20,2
animtype = Hard
guardflag = MA
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound   = -1,-1
guardsound = S1,99
ground.type = High
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -12,-8
guard.velocity = -1
air.velocity = -12,-8
fall = 1
fall.recover = 0

[State ]
type = Explod
trigger1 = Projhittime(2250) = 0 && Projhittime(2250) <= 1
anim = 10000
postype = p2
pos = 0,-75
random = 15,15
sprpriority = 4
bindtime = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
[State ]
type = Explod
trigger1 = Projguardedtime(2250) = 0 && Projguardedtime(2250) <= 1
anim = 10002
postype = p2
pos = 0,-75
random = 15,15
sprpriority = 4
bindtime = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999

[State ]
type = ChangeState
trigger1 = Time > 190
value = 2501
ctrl = 0
;---------------------------------------------------------------------------
;===========================================================================
;挻昁嶦媄Lv3
;===========================================================================
;---------------------------------------------------------------------------
;僼傿傾乕僷僯僢僔儏儊儞僩
[Statedef 3000]
type = S
movetype= A
physics = S
juggle = 4
poweradd = 0
velset = 0,0
anim = 3000
ctrl = 0
sprpriority = 2

[State ]
type = PowerAdd
trigger1 = Time = 0
value = -3000+ifelse(var(55)>0,1000,0)

;********挻昁墘弌張棟-Lv3*********
[State SuperLv3]
type = EnvColor
trigger1 = Time = 100
value = 0,0,0
time = 50
under = 1
[State SuperLv3]
type = AssertSpecial
trigger1 = Time = 100
flag = NoFG
flag2 = NoBG
flag3 = TimerFreeze
[State SuperLv3]
type = SuperPause
trigger1 = Time = 100
anim = -1
sound = s3,1
poweradd = 0
time = 50
movetime = 50
darken = 0
[State SuperLv3]
type = PlaySnd
trigger1 = Time = 100
value = 3,2

[State SuperLv3]
type = Explod
trigger1 = Time = 100
anim = 10016
sprpriority = 4
postype = p1
pos = 0,0
bindtime = -1
removetime = -2
supermove = 1
scale = 0.5,0.5
ownpal = 1
[State SuperLv3]
type = Explod
trigger1 = Time = 100
anim = 10018
sprpriority = -99999
postype = back
pos = 0,0
bindtime = -1
removetime = 50
supermove = 1
scale = 0.5,0.5
ownpal = 1
[State SuperLv3]
type = Explod
trigger1 = Time = 100
anim = 10019
sprpriority = -99998
postype = back
pos = 0,90
bindtime = -1
removetime = 50
supermove = 1
scale = 0.5,0.5
ownpal = 1
[State SuperLv3]
type = Explod
trigger1 = Time = 100
anim = 10017
sprpriority = 99999
postype = left
pos = 0,0
bindtime = -1
removetime = -2
supermove = 1
scale = 0.5,0.5
ownpal = 1
ontop = 1
;**************************

;********Exceed Time廔椆張棟*********
[State Exceed]
type = VarSet
trigger1 = Time = 1
var(55) = 0
;**************************

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 5,0
[State ]
type = PlaySnd
trigger1 = Time = 82
value = 5,15

[State ]
type = NotHitBy
trigger1 = Time > 70
value = SCA,AA,AP,AT
time = 2

[State ]
type = PlaySnd
trigger1 = Time = 151
value = 5,13
[State ]
type = PlaySnd
trigger1 = Time = 151
value = 5,14

[State ]
type = PlaySnd
trigger1 = Time = 151
value = 4,28
[State ]
type = PlaySnd
trigger1 = Time = 151
value = 4,28
[State ]
type = PlaySnd
trigger1 = Time = 221
value = 4,29
[State ]
type = PlaySnd
trigger1 = Time = 221
value = 4,29

[State ]
type = Explod
trigger1 = Time = 151
anim = 4023
postype = p1
pos = -2,-103
scale = 0.5,0.5
removetime = 150
bindtime = -1
sprpriority = -2
ownpal = 1
trans = AddAlpha
Alpha = 225,256
[State ]
type = Explod
trigger1 = Time = 151
anim = 4025
postype = p1
pos = -2,-103
scale = 0.5,0.5
removetime = 150
bindtime = -1
sprpriority = -1
ownpal = 1
[State ]
type = Explod
trigger1 = Time = 151
anim = 4026
postype = p1
pos = -2,0
scale = 0.5,0.5
removetime = 150
bindtime = -1
sprpriority = -1
ownpal = 1

[State ]
type = helper
trigger1 = Time = 151
stateno = 3002
name = "Wall"
id = 3000
pos = -50,0
postype = p2
ownpal = 0
keyctrl = 0
size.ground.back = 16
size.ground.front = 16
size.air.back = 16
size.air.front = 16
size.height = 999999

[State ]
type = BGPalFX
trigger1 = Time = [151,300]
time = 2
add = -255,-255,-255
[State ]
type = Explod
trigger1 = Time > 300
anim = 4018
postype = left
pos = 0,0
scale = 1,1
removetime = -2
bindtime = -1
sprpriority = -9999
ownpal = 1

[State ]
type = EnvColor
trigger1 = Time = [151,300]
trigger1 = Time%10 = 0
value = 255, 255, 255
time = 1
under = 1

[State ]
type = Projectile
trigger1 = Time = [151,295]
trigger1 = Time%5 = 0
attr = S,SP
damage = 25,6
getpower = 0,0
animtype = Hard
pausetime = 0,4
offset = -2,-103
projID = 3000
projanim = 3002
projremovetime = 4
guardflag = MA
hitflag = MAFD
sparkxy = -1,-1
sparkno = -1
guard.sparkno = -1
hitsound = s1,1
guardsound = s1,99
ground.type = High
ground.slidetime = 25
ground.hittime = 25
ground.velocity = 0,0
guard.velocity = 0
air.velocity = 0,0
air.juggle = 0
air.fall = 1
fall.recover = 0

[State ]
type = Projectile
trigger1 = Time = 300
attr = S,SP
damage = 25,6
getpower = 0,0
animtype = Hard
pausetime = 0,20
offset = -2,-103
projID = 3000
projanim = 3002
projremovetime = 4
guardflag = MA
hitflag = MAFD
sparkxy = -1,-1
sparkno = -1
guard.sparkno = -1
hitsound = s1,4
guardsound = s1,99
ground.type = High
ground.slidetime = 25
ground.hittime = 25
ground.velocity = 0,0
guard.velocity = -15
airguard.velocity = -15,0
air.velocity = 0,0
air.juggle = 0
fall = 1
fall.recover = 0
p2facing = 1
p2stateno = 1900

[State ]
type = VarSet
trigger1 = WinKO
var(13) = 1

[State ]
type = Explod
trigger1 = Time > 300
anim = 4024
postype = p1
pos = -2,-103
scale = 0.5,0.5
removetime = -2
bindtime = 1
sprpriority = -2
ownpal = 1
[State ]
type = ChangeState
trigger1 = Time > 300
value = ifelse(var(13)=1,0,3001)
ctrl = ifelse(var(13)=1,1,0)
;---------------------------------------------------------------------------
;僼傿傾乕僷僯僢僔儏儊儞僩丗悲?
[Statedef 3001]
type = S
movetype= H
physics = S
juggle = 4
poweradd = 0
velset = 0,0
anim = 3001
ctrl = 0
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 4,30
[State ]
type = PlaySnd
trigger1 = Time = 0
value = 4,30

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 5,2
freqmul = 0.5

[State ]
type = PlaySnd
trigger1 = Time = 46
value = 5,15

[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;僼傿傾乕僷僯僢僔儏儊儞僩丗偐傋
[StateDef 3002]
type = S
movetype = I
physics = S
anim = 3003

[state ]
type = Turn
trigger1 = enemynear,facing != facing

[state ]
type = nothitby
trigger1 = 1
value = SCA,AA,AP,AT

[state ]
type = velset
trigger1 = 1
x = IfElse((enemy,movetype != H),6,0.125)

[state ]
type = posset
trigger1 = p2Dist X < 0
x = enemy,pos x

[state ]
type = posset
trigger1 = p2Dist X > 100
x = enemy,pos x

[state ]
type = posadd
trigger1 = pos x = enemy,pos x
x = -15

[state ]
type = PlayerPush
trigger1 = 1
value = 1

[State ]
type = Destroyself
trigger1 = root,stateno != 3000
;trigger2 = enemynear,movetype = H
ignorehitpause = 1
;---------------------------------------------------------------------------
;墋棧忩搚
[Statedef 3050]
type = S
movetype= A
physics = S
juggle = 4
poweradd = 0
velset = 0,0
anim = 2000
ctrl = 0
sprpriority = 2

;********挻昁墘弌張棟-Lv3*********
[State SuperLv3]
type = EnvColor
trigger1 = Time = 0
value = 0,0,0
time = 50
under = 1
[State SuperLv3]
type = AssertSpecial
trigger1 = Time = 0
flag = NoFG
flag2 = NoBG
flag3 = TimerFreeze
[State SuperLv3]
type = SuperPause
trigger1 = Time = 0
anim = -1
sound = s3,1
poweradd = -3000+ifelse(var(55)>0,1000,0)
time = 50
movetime = 50
darken = 0
[State SuperLv3]
type = PlaySnd
trigger1 = Time = 0
value = 3,2

[State SuperLv3]
type = Explod
trigger1 = Time = 0
anim = 10016
sprpriority = 4
postype = p1
pos = 0,0
bindtime = -1
removetime = -2
supermove = 1
scale = 0.5,0.5
ownpal = 1
[State SuperLv3]
type = Explod
trigger1 = Time = 0
anim = 10018
sprpriority = -99999
postype = back
pos = 0,0
bindtime = -1
removetime = 50
supermove = 1
scale = 0.5,0.5
ownpal = 1
[State SuperLv3]
type = Explod
trigger1 = Time = 0
anim = 10019
sprpriority = -99998
postype = back
pos = 0,90
bindtime = -1
removetime = 50
supermove = 1
scale = 0.5,0.5
ownpal = 1
[State SuperLv3]
type = Explod
trigger1 = Time = 0
anim = 10017
sprpriority = 99999
postype = left
pos = 0,0
bindtime = -1
removetime = -2
supermove = 1
scale = 0.5,0.5
ownpal = 1
ontop = 1
;**************************

;********Exceed Time廔椆張棟*********
[State Exceed]
type = VarSet
trigger1 = Time = 1
var(55) = 0
;**************************

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 4,23

[State ]
type = HitDef
trigger1 = Time = 51
attr = S,HT
damage = 0,0
animtype = Hard
guardflag = 
hitflag = MAF
priority = 6,Hit
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 99999,99999
hitsound = -1,-1
guardsound = -1,-1
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = 0,0
air.type = High
air.velocity = 0,0
air.hittime = 0
numhits = 0
fall = 1
fall.recover = 0
p1stateno = 3051
p2stateno = 3052
p2facing = 1

[State ]
type = ChangeState
trigger1 = Time >= 80
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;墋棧忩搚丗帺暘
[Statedef 3051]
type = S
movetype= A
physics = S
juggle = 4
poweradd = 0
velset = 0,0
anim = 3051
ctrl = 0
sprpriority = 2

[State ]
type = BGPalFX
trigger1 = Time = [0,25]
time = 2
add = 0-(Time*10),0-(Time*10),0-(Time*10)
[State ]
type = BGPalFX
trigger1 = Time = [26,450]
time = 2
add = -255,-255,-255

[State ]
type = TargetBind
trigger1 = Time < 136
pos = 60,0
[State ]
type = TargetBind
trigger1 = Time > 140
pos = 100,0

[State ]
type = HitAdd
trigger1 = AnimElem = 8
value = 1

[State ]
type = TargetLifeAdd
trigger1 = AnimElem = 8
value = -200
kill = 0

[State ]
type = PlaySnd
trigger1 = AnimElem = 8
value = 1,13
[State ]
type = PlaySnd
trigger1 = AnimElem = 8
value = 1,14
[State ]
type = PlaySnd
trigger1 = AnimElem = 8
value = 5,8

[State ]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5,16
freqmul = 1.3
[State ]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5,16
freqmul = 0.7

[State ]
type = Null
trigger1 = AnimElem = 4
trigger1 = var(11) := -70
trigger1 = var(12) := -126
trigger2 = AnimElem = 5
trigger2 = var(11) := -57
trigger2 = var(12) := -114
trigger3 = AnimElem = 6
trigger3 = var(11) := -32
trigger3 = var(12) := -94
trigger4 = AnimElem = 7
trigger4 = var(11) := 54
trigger4 = var(12) := -66

[State ]
type = Explod
trigger1 = Time = [8,100]
trigger1 = Time%8 = 0
anim = 4031
pos = -70,-126
vel = 0,0
accel = 0,0
random = 0,0
scale = 0.5,0.5
removetime = -2
bindtime = 1
ownpal = 1
sprpriority = 5

[State ]
type = Explod
trigger1 = Time = [10,136]
anim = 4017
pos = var(11),var(12)
vel = 0,0
accel = 0,0
random = 0,0
scale = 0.5,0.5
removetime = 2
bindtime = 1
ownpal = 1
sprpriority = 5
[State ]
type = Explod
trigger1 = Time = [80,136]
anim = 4017
pos = var(11),var(12)
vel = ((random%7)-3),((random%7)-3)
accel = ((random%51)-25)/1000.000,((random%51)-25)/1000.000
random = 10,10
scale = 0.5,0.5
removetime = -2
bindtime = 1
ownpal = 1
sprpriority = 5
[State ]
type = Explod
trigger1 = Time = [60,136]
anim = 4017
pos = var(11),var(12)
vel = ((random%3)-1),((random%3)-1)
accel = ((random%51)-25)/1000.000,((random%51)-25)/1000.000
random = 10,10
scale = 0.5,0.5
removetime = -2
bindtime = 1
ownpal = 1
sprpriority = 5
[State ]
type = Explod
trigger1 = Time = [40,136]
anim = 4017
pos = var(11),var(12)
vel = ((random%7)-3),((random%7)-3)
accel = ((random%51)-25)/1000.000,((random%51)-25)/1000.000
random = 10,10
scale = 0.25,0.25
removetime = -2
bindtime = 1
ownpal = 1
sprpriority = 5
[State ]
type = Explod
trigger1 = Time = [20,136]
anim = 4017
pos = var(11),var(12)
vel = ((random%3)-1),((random%3)-1)
accel = ((random%51)-25)/1000.000,((random%51)-25)/1000.000
random = 10,10
scale = 0.25,0.25
removetime = -2
bindtime = 1
ownpal = 1
sprpriority = 5

[State ]
type = EnvColor
trigger1 = Time = 136
value = 255, 255, 255
time = 2
under = 1

[State ]
type = Explod
trigger1 = Time = 136
anim = 4010
postype = p1
pos = 60,-60
scale = 0.5,0.5
removetime = -2
bindtime = 1
sprpriority = -2
ownpal = 1

[State ]
type = Explod
trigger1 = Time >= 136
trigger1 = Time%20 = 0
anim = 4020
postype = p1
pos = 100,0
scale = 0.5,0.125
removetime = -2
bindtime = 1
sprpriority = -4
ownpal = 1
trans = AddAlpha
Alpha = 128,256

[State ]
type = Explod
trigger1 = Time = 146
anim = 4032
postype = p1
pos = 0,0
scale = 0.5,0.5
removetime = 304
bindtime = 1
sprpriority = -2
ownpal = 1

[State ]
type = PlaySnd
trigger1 = Time = 146
value = 5,10
[State ]
type = PlaySnd
trigger1 = Time = 300
value = 5,11
freqmul = 1.3
[State ]
type = PlaySnd
trigger1 = Time = 300
value = 5,11
freqmul = 0.7
[State ]
type = PlaySnd
trigger1 = Time >= 300
trigger1 = Time%6 = 0
value = 5,2

[State ]
type = PlaySnd
trigger1 = Time = 230
value = 4,13

[State ]
type = Explod
trigger1 = Time >= 300
trigger1 = Time%10 = 0
anim = 4019
postype = left
pos = 0,0
scale = 1,1
removetime = -2
bindtime = -1
sprpriority = -9999
ownpal = 1

[State ]
type = Explod
trigger1 = Time >= 300
trigger1 = Time%6 = 0
anim = 4008
postype = p1
pos = 100,-60
random = 70,70
scale = 0.5,0.5
removetime = -2
bindtime = 1
sprpriority = 5
ownpal = 1
[State ]
type = Explod
trigger1 = Time >= 300
trigger1 = Time%2 = 0
anim = 4008
postype = left
pos = 160,120
random = 320,240
scale = 0.25,0.25
removetime = -2
bindtime = 1
sprpriority = 5
ownpal = 1

[State ]
type = TargetVelSet
trigger1 = Time = 136
x = -10
[State ]
type = TargetVelSet
trigger1 = Time = 140
x = 0

[State ]
type = Explod
trigger1 = Time = [136,140]
anim = 4017
pos = 90+((Time-136)*10),-60
vel = 5+(random%9),((random%3)-1)
accel = ((random%51)-25)/1000.000,((random%51)-25)/1000.000
random = 0,0
scale = 0.5,0.5
removetime = -2
bindtime = 1
ownpal = 1
sprpriority = 5
[State ]
type = Explod
trigger1 = Time = [136,140]
anim = 4017
pos = 90+((Time-136)*10),-60
vel = 5+(random%9),((random%3)-1)
accel = ((random%51)-25)/1000.000,((random%51)-25)/1000.000
random = 0,0
scale = 0.5,0.5
removetime = -2
bindtime = 1
ownpal = 1
sprpriority = 5
[State ]
type = Explod
trigger1 = Time = [136,140]
anim = 4017
pos = 90+((Time-136)*10),-60
vel = 5+(random%9),((random%3)-1)
accel = ((random%51)-25)/1000.000,((random%51)-25)/1000.000
random = 0,0
scale = 0.5,0.5
removetime = -2
bindtime = 1
ownpal = 1
sprpriority = 5
[State ]
type = Explod
trigger1 = Time = [136,140]
anim = 4017
pos = 90+((Time-136)*10),-60
vel = 5+(random%9),((random%3)-1)
accel = ((random%51)-25)/1000.000,((random%51)-25)/1000.000
random = 0,0
scale = 0.25,0.25
removetime = -2
bindtime = 1
ownpal = 1
sprpriority = 5
[State ]
type = Explod
trigger1 = Time = [136,140]
anim = 4017
pos = 90+((Time-136)*10),-60
vel = 5+(random%9),((random%3)-1)
accel = ((random%51)-25)/1000.000,((random%51)-25)/1000.000
random = 0,0
scale = 0.25,0.25
removetime = -2
bindtime = 1
ownpal = 1
sprpriority = 5

[State ]
type = TargetState
trigger1 = Time = 300
value = 3053

[State ]
type = TargetLifeAdd
trigger1 = Time >= 300
trigger1 = Time%2 = 0
value = -7
kill = 0
[State ]
type = TargetLifeAdd
trigger1 = Time = 450
value = -38
kill = 1

[State ]
type = EnvColor
trigger1 = Time = [300,330]
trigger1 = Time%14 = 0
trigger2 = Time = [330,350]
trigger2 = Time%12 = 0
trigger3 = Time = [350,370]
trigger3 = Time%10 = 0
trigger4 = Time = [370,490]
trigger4 = Time%8 = 0
trigger5 = Time = [390,410]
trigger5 = Time%6 = 0
trigger6 = Time = [410,430]
trigger6 = Time%4 = 0
trigger7 = Time = [430,450]
trigger7 = Time%2 = 0
value = 255, 255, 255
time = 1
under = 1

[State ]
type = TargetState
trigger1 = Time >= 450
value = 3055
[State ]
type = ChangeState
trigger1 = Time >= 450
value = 3054
;---------------------------------------------------------------------------
;墋棧忩搚丗揋
[Statedef 3052]
type    = A
movetype = H
physics = N
juggle  = 5
poweradd = 0
velset = 0,0
anim = 5000
ctrl = 0
sprpriority = -2

[State ]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

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

[State ]
type = ChangeAnim2
trigger1 = Anim != 3052
value = 3052

[State ]
type = SelfState
trigger1 = Time > 450
value = 5050
;---------------------------------------------------------------------------
;墋棧忩搚丗揋俀
[Statedef 3053]
type    = A
movetype = H
physics = N
juggle  = 5
poweradd = 0
velset = 0,0
anim = 5000
ctrl = 0
sprpriority = -2

[State ]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

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

[State ]
type = ChangeAnim2
trigger1 = Anim != 3053
value = 3053

[State ]
type = SelfState
trigger1 = Time > 450
value = 5050
;---------------------------------------------------------------------------
;墋棧忩搚丗廔椆
[Statedef 3054]
type = S
movetype= A
physics = S
juggle = 4
poweradd = 0
velset = 0,0
anim = 2501
ctrl = 0
sprpriority = 2

[State ]
type = Pause
trigger1 = time = 0
time = 20
movetime = 0
[State ]
type = EnvColor
trigger1 = Time = 0
value = 255, 255, 255
time = 20
under = 0

[State ]
type = Explod
trigger1 = Time = 0
anim = 4018
postype = left
pos = 0,0
scale = 99,99
removetime = -2
bindtime = -1
sprpriority = -9999
ownpal = 1
[State ]
type = Explod
trigger1 = Time = 0
anim = 4024
postype = left
pos = 160,120
scale = 0.5,0.5
removetime = -2
bindtime = -1
sprpriority = 9999
ownpal = 1

[State ]
type = PlaySnd
trigger1 = Time = 0
value = 5,8
[State ]
type = PlaySnd
trigger1 = Time = 0
value = 5,8
freqmul = 0.75
[State ]
type = PlaySnd
trigger1 = Time = 0
value = 5,8
freqmul = 0.5

[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;墋棧忩搚丗傇偭偲傋乕
[Statedef 3055]
type    = A
movetype = H
physics = N
juggle  = 5
poweradd = 0
velset = 0,0
anim = 5000
ctrl = 0
sprpriority = -2

[State ]
type = PosSet
trigger1 = Time = [0,20]
y = -600

[State ]
type = VelSet
trigger1 = Time = 20
x = 0
y = -9
[State ]
type = VelAdd
trigger1 = Time > 20
x = 0
y = 0.7

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

[State ]
type = ChangeAnim2
trigger1 = Anim != 2054
value = 2054

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