
[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 70
liedown.time = 0
airjuggle = 25
sparkno = s22109
guard.sparkno = 40
KO.echo = 0
 volume = -50
  IntPersistIndex = 0
FloatPersistIndex = 40
power = 9000

[Size]
xscale = 1           ;水平方向の縮尺（通常１）
yscale = 1           ;垂直方向の縮尺（通常１）
ground.back = 15     ;キャラの幅(後方,地上)
ground.front = 16    ;キャラの幅(前方,地上)
air.back = 12        ;キャラの幅(後方,空中)
air.front = 12       ;キャラの幅(前方,空中)
height = 125          ;キャラの高さ
attack.dist = 320    ;攻撃をした時相手がガード体制に入る最低距離
proj.attack.dist = 50;攻撃をした時相手がガード体制に入る最低距離（飛び道具）
proj.doscale = 1     ;上で設定した縮尺を飛び道具にも適用するか（１でＯＮ）   
head.pos = 0, -118   ;頭の大体の座標
mid.pos = -4, -86    ;体の中心の大体の座標
shadowoffset = 0     ;影の垂直方向のオフセット
draw.offset = 0,0    ;使用しない

[Velocity]
walk.fwd  = 4.4      ;前進の速度
walk.back = -4.4     ;後退の速度
run.fwd  = 8.2130434, 0    ;前ダッシュの速度（ホップする時はyを-にする）
run.back = -8.5,-3.8 ;後ダッシュの速度（ホップする時はyを-にする）
jump.neu = 0,-9.8    ;垂直ジャンプの速度
jump.back = -5.05,2    ;後ジャンプの速度
jump.fwd = 5.0,2       ;前ジャンプの速度
runjump.back = -4.55,-8.1 ;後ダッシュしながらのジャンプ速度(オプション)
runjump.fwd = 6,-8.1      ;前ダッシュしながらのジャンプ速度(オプション)
airjump.neu = 0,-8.1      ;２段ジャンプ以降の垂直ジャンプの速度(オプション)
airjump.back = -2.55      ;２段ジャンプ以降の後ジャンプの速度(オプション)
airjump.fwd = 2.5         ;２段ジャンプ以降の前ジャンプの速度

[Movement]
airjump.num = 0      ;空中でジャンプする回数
airjump.height = 35  ;空中でジャンプする最低限の高さ
yaccel = .57         ;重力
stand.friction = .85  ;立ち状態の摩擦係数
crouch.friction = .82 ;屈み状態の摩擦係数

;---------------------------------------------------------------------------
; ステイトの解説
; [Statedef STATENO]
; type = ?      S/C/A/L  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｌ：ダウン
; movetype = ?  I/A/H    Ｉ：通常状態/Ａ：攻撃状態/Ｈ：ダメージをくらってる状態
; physics = ?   S/C/A/N  Ｓ：立ち/Ｃ：屈み/Ａ：空中/Ｎ：無し
; juggle = ?             その攻撃に使うジャグル数
;

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


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

; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 0

[State 0, 1]
type = ChangeAnim
triggerall = anim !=1
trigger1 = palno = [1,9]
value = 1

[State 0, 1]
type = ChangeAnim
triggerall = palno = [1,9]
trigger1 = Anim != 1 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 1

[State 0, 1]
type = ChangeAnim
triggerall = palno = [10,12]
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0


[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050



; フロントステップ
[Statedef 100]
type    = S
physics = N
anim = 100
sprpriority = 1


[State -2, a];点滅
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

[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
;---------------------------------------------------------------------------
[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




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

; Win state decider
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = !numhelper(10500)
value = 181+(random%3)

[state 190,ASS]
type = assertspecial
trigger1 = 1
flag = roundnotover

[Statedef 181]
type = S
ctrl = 0
anim = 186
velset = 0,0

[state 195,playsnd]
type = playsnd
trigger1 = time = 0
value = 193,0
channe = 0

[state 190,ASS]
type = assertspecial
trigger1 = time = [0,250]
flag = roundnotover

[State 181, blood]
type = Explod
trigger1 = time = 13
anim = 187
id = 187
pos = 0,0
;vfacing = -1
bindtime = -1
sprpriority = 250
removetime = -2
ownpal = 1

[state 195,playsnd]
type = playsnd
trigger1 = time = 160
trigger1 = matchover = 1
value = 700,0
channe = -1

[State 181, flash]
type = allPalFX
trigger1 = matchover = 1
trigger1 = time = 160
time = 10
add = 256,256,256
mul = 256,256,256
invertall = 0
color = 256
;ignorehitpause = 0
;persistent = 1

[state 190,ASS]
type = assertspecial
trigger1 = time = [160,999999999999]
trigger1 = matchover = 1
flag = invisible


[State -2]
type = Afterimage
triggerall  = matchover = 1
trigger1 = TIME = 150
time    =  0


[Statedef 182]
type = S
ctrl = 0
anim = 184
velset = 0,0

[state 195,playsnd]
type = playsnd
trigger1 = time = 0
value = 181,0
channe = 0

[state 195,playsnd]
type = playsnd
trigger1 = time = 150
trigger1 = matchover = 1
value = 700,0
channe = -1

[State 181, flash]
type = allPalFX
trigger1 = matchover = 1
trigger1 = time = 150
time = 10
add = 256,256,256
mul = 256,256,256
invertall = 0
color = 256
;ignorehitpause = 0
;persistent = 1


[state 190,ASS]
type = assertspecial
trigger1 = time = [0,200]
flag = roundnotover

[state 190,ASS]
type = assertspecial
trigger1 = time = [150,99999999999999]
trigger1 = matchover = 1
flag = invisible

[State -2]
type = Afterimage
triggerall  = matchover = 1
trigger1 = TIME = 150
time    =  0

[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

[state 195,playsnd]
type = playsnd
trigger1 = time = 0
value = 187,0
channel = 0
volume = 255

[state 195,playsnd]
type = playsnd
trigger1 = time = 27
value = 187,1
channel = 0
volume = 255

[State 181, flash]
type = allPalFX
trigger1 = matchover = 1
trigger1 = time = 170
time = 10
add = 256,256,256
mul = 256,256,256
invertall = 0
color = 256
;ignorehitpause = 0
;persistent = 1

[state 190,ASS]
type = assertspecial
trigger1 = time = [0,250]
flag = roundnotover

[state 190,ASS]
type = assertspecial
trigger1 = time = [170,99999999999999]
trigger1 = matchover = 1
flag = invisible

[state 195,playsnd]
type = playsnd
trigger1 = time = 170
trigger1 = matchover = 1
value = 700,0
channe = -1

[State -2]
type = Afterimage
triggerall  = matchover = 1
trigger1 = TIME = 170
time    =  0


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

[state 195,playsnd]
type = null
triggerall = palno = 12
trigger1 = time = 0
value = 666,666
channel = 10
loop = 1 
volume = 255



[State 0, VarRandom]
type = VarRandom
trigger1 = 1
v = 10
range = 0,749
;ignorehitpause =
;persistent =


[State 0, ChangeState]
type = ChangeState
trigger1 = var(10) = [0,749]
value = 10191
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = null
trigger1 = var(10) = [250,499]
value = 10192
ctrl = 0

[State 0, ChangeState]
type = null
trigger1 = var(10) = [500,749]
value = 10193
ctrl = 0


[Statedef 10191]
type    = S
physics = S
anim = 190
sprpriority = 1
ctrl = 0

[State -2, palfx]
type = bgPalFX
trigger1 = ishelper = 0
trigger1 = palno = 12
trigger1 = time < 256
time = 1
color = 256 - time

[State -2, palfx]
type = bgPalFX
trigger1 = ishelper = 0
trigger1 = palno = 12
trigger1 = time >= 256
time = 1
color = 0

[state 195,playsnd]
type = playsnd
trigger1 = anim = 190 && animelem = 3
value = 191,1
channe = 0

[state 195,playsnd]
type = playsnd
trigger1 = anim = 190 && animelem = 13
value = 193,1
channe = 0

[state 195,playsnd]
type = playsnd
trigger1 = anim = 190 && animelem = 13
value = 193,2
channe = -1

[state 195,playsnd]
type = playsnd
trigger1 = anim = 191 && animelem = 59
value = 190,2
channe = -1

[state 190,changeanim]
type = changeanim
trigger1 = anim = 190 && animelem = 13
value = 191

[state 190,changeanim]
type = changeanim
trigger1 = anim = 191 && animelem = 59
value = 1

[state 190,ASS]
type = assertspecial
trigger1 = time = [0,400]
flag = intro

[state 190,changeanim]
type = changestate
trigger1 = roundstate = 2
value = 0
ctrl = 1


[Statedef 195]
type    = S
physics = S
anim = 195
sprpriority = 1
ctrl = 0

[state 195,poweradd]
type = poweradd
trigger1 = time = 0
value = ifelse (palno = 11,500,150)

[state 195,playsnd]
type = playsnd
trigger1 = time = 0
value = 195,0
channe = 0

[state 195,end]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 600]
type    = S
physics = S
anim = 200
sprpriority = 1
ctrl = 1

[state 200,psnd]
type = playsnd
trigger1 = time = 0
value  = 200,0
channel = 0

[State 0, Projectile]
type = Projectile
trigger1 = animelem = 3
projanim = 201
projscale = 1,1
projremovetime = 4
offset = 0,0
postype = p1
attr = S,SP
hitflag = MAFP        ;HLAFD+-
guardflag = MAFP
affectteam = E          ;B,E,F
animtype = hard          ;light,medium,hard,back,up,diagup
priority = 7,Hit   ;Hit,Miss,Dodge
damage = 40,25
pausetime = 2,5
sparkno = s22110
sparkxy = 40,-80
hitsound = s202,0
guardsound = 2,0
ground.type = low
air.type = High
ground.slidetime = 5
ground.hittime = 12
air.hittime = 12
ground.velocity = -1
air.velocity = -2,-2
supermovetime = 999999
pausemovetime = 999999


[state 200,end]
trigger1 = animtime = 0
type = changestate
value = 0
ctrl = 1

[Statedef 610]
type    = S
physics = S
anim = 210
sprpriority = 1
ctrl = 0

[state 200,psnd]
type = playsnd
trigger1 = time = 0
value  = 210,2
channel = 0

[State 0, Projectile]
type = Projectile
trigger1 = animelem = 8
projanim = 212
projscale = 1,1
projremovetime = 7
offset = 0,0
postype = p1
attr = S,SP
hitflag = MAFP        ;HLAFD+-
guardflag = MAFP
affectteam = E          ;B,E,F
animtype = hard          ;light,medium,hard,back,up,diagup
priority = 7,Hit   ;Hit,Miss,Dodge
damage = 70,25
pausetime = 60,30
sparkno = s1015
sparkxy = 40,-80
hitsound = s211,0
guardsound = 2,0
ground.type = low
air.type = High
ground.slidetime = 5
ground.hittime = 12
air.hittime = 12
ground.velocity = -2
air.velocity = -2,-3
supermovetime = 999999
pausemovetime = 999999

[State 210, explod]
type = explod
trigger1 = animelem = 8
anim = 211
id = 211
pos = 0, 0
postype = p1
bindtime = -1
sprpriority = 2
removetime = -2
removeongethit = 1
ignorehitpause = 1
ownpal = 1

[state 200,end]
trigger1 = animtime = 0
type = changestate
value = 0
ctrl = 1

[Statedef 620]
type    = S
physics = S
anim = 291
sprpriority = 1
ctrl = 0

[state 200,psnd]
type = playsnd
trigger1 = time = 0
value  = 182,0
channel = 0

[State 0, Projectile]
type = Projectile
trigger1 = animelem = 2
projanim = 292
projscale = 1,1
projremovetime = 3
offset = 0,0
postype = p1
attr = S,SP
hitflag = MAFP        ;HLAFD+-
guardflag = MAFP
affectteam = E          ;B,E,F
animtype = hard          ;light,medium,hard,back,up,diagup
priority = 7,Hit   ;Hit,Miss,Dodge
damage = 140,25
pausetime = 60,15
sparkno = s1015
sparkxy = 40,-80
hitsound = s211,0
guardsound = 2,0
ground.type = low
air.type = High
ground.slidetime = 5
ground.hittime = 3
air.hittime = 3
ground.velocity = -80
air.velocity = -60,-9
fall = 1
supermovetime = 999999
pausemovetime = 999999

[State 0, Projectile]
type = Projectile
triggerall = animelem = 3
trigger1 = life < 500
trigger2 = palno = 12
projanim = 1306
projscale = 1,1
projremovetime = 30
offset = 40,-100
velocity = 20,0
postype = p1
attr = S,SP
hitflag = MAFP        ;HLAFD+-
guardflag = MAFP
affectteam = E          ;B,E,F
animtype = hard          ;light,medium,hard,back,up,diagup
priority = 7,Hit   ;Hit,Miss,Dodge
damage = 140,25
pausetime = 0,0
sparkno = s1015
sparkxy = 0,0
hitsound = s211,0
guardsound = 2,0
ground.type = low
air.type = High
ground.slidetime = 5
ground.hittime = 3
air.hittime = 3
ground.velocity = -80
air.velocity = -60,-9
fall = 1
supermovetime = 999999
pausemovetime = 999999

[State 210, explod]
type = explod
trigger1 = animelem = 2
anim = 1305
id = 211
pos = -10, -40
postype = p1
scale = .75,.75
bindtime = -1
sprpriority = 2
removetime = -2
removeongethit = 1
ignorehitpause = 1
ownpal = 1

[state 200,end]
trigger1 = animtime = 0
type = changestate
value = 0
ctrl = 1


[Statedef 200]
type    = S
physics = S
anim = 240
sprpriority = 1
ctrl = 0

[state 200,psnd]
type = playsnd
trigger1 = time = 0
value  = 200,0
channel = 0


[state 200,psnd]
type = playsnd
trigger1 = time = 0
value  = 240,1
channel = -1

[State 0, Projectile]
type = Projectile
trigger1 = animelem = 3
projanim = 242
projscale = 1,1
projremovetime = 20
offset = 0,0
postype = p1
attr = S,SP
hitflag = MAFP        ;HLAFD+-
guardflag = MAFP
affectteam = E          ;B,E,F
animtype = hard          ;light,medium,hard,back,up,diagup
priority = 7,Hit   ;Hit,Miss,Dodge
damage = 30,25
pausetime = 2,5
sparkno = s22110
sparkxy = 40,-80
hitsound = s202,0
guardsound = 2,0
ground.type = low
air.type = High
ground.slidetime = 5
ground.hittime = 12
air.hittime = 12
ground.velocity = -2
air.velocity = -2,-3
supermovetime = 999999
pausemovetime = 999999

[State 210, explod]
type = explod
trigger1 = animelem = 3
anim = 241
id = 241
pos = 0, 0
postype = p1
bindtime = -1
sprpriority = -10
removetime = -2
removeongethit = 1
ignorehitpause = 1
ownpal = 1

[state 200,end]
trigger1 = animtime = 0
type = changestate
value = 0
ctrl = 1

[Statedef 209]
type    = S
physics = S
anim = 230
sprpriority = 1
ctrl = 1

[state 200,psnd]
type = playsnd
trigger1 = time = 0
value  = 200,0
channel = 0



[State 0, Projectile]
type = Projectile
trigger1 = animelem = 3
projanim = 231
projscale = 1,1
projremovetime = 12
offset = 60,-100
postype = p1
attr = S,SP
hitflag = MAFP        ;HLAFD+-
guardflag = MAFP
affectteam = E          ;B,E,F
animtype = hard          ;light,medium,hard,back,up,diagup
priority = 7,Hit   ;Hit,Miss,Dodge
damage = 20,10
pausetime = 0,0
sparkno = s22110
sparkxy = 0,0
hitsound = s202,0
guardsound = 2,0
ground.type = low
air.type = High
ground.slidetime = 5
ground.hittime = 12
air.hittime = 12
ground.velocity = -2
air.velocity = -2,-3
supermovetime = 999999
pausemovetime = 999999

[State 0, Projectile]
type = Projectile
trigger1 = animelem = 4
projanim = 231
projscale = 1,1
projremovetime = 12
offset = 10,-0
postype = p1
attr = S,SP
hitflag = MAFP        ;HLAFD+-
guardflag = MAFP
affectteam = E          ;B,E,F
animtype = hard          ;light,medium,hard,back,up,diagup
priority = 7,Hit   ;Hit,Miss,Dodge
damage = 25,10
pausetime = 0,0
sparkno = s22110
sparkxy = 0,0
hitsound = s202,0
guardsound = 2,0
ground.type = low
air.type = High
ground.slidetime = 5
ground.hittime = 12
air.hittime = 12
ground.velocity = -2
air.velocity = -2,-3
supermovetime = 999999
pausemovetime = 999999


[state 200,end]
trigger1 = animtime = 0
type = changestate
value = 0
ctrl = 1

[Statedef 430]
type    = S
physics = S
anim = 430
sprpriority = 1
ctrl = 0

[state 200,psnd]
type = playsnd
trigger1 = time = 0
value  = 200,0
channel = 0

[State 0, Projectile]
type = Projectile
trigger1 = animelem = 2
projanim = 431
projscale = 1,1
projremovetime = 4
offset = 0,0
postype = p1
attr = S,SP
guardflag = MA
hitflag = MAF       ;HLAFD+-
affectteam = E          ;B,E,F
animtype = light          ;light,medium,hard,back,up,diagup
priority = 7,Hit   ;Hit,Miss,Dodge
damage = 60,30
pausetime = 2,5
sparkno = s22110
sparkxy = 50,-40
hitsound = s202,0
guardsound = 2,0
ground.type = low
air.type = High
ground.slidetime = 3
ground.hittime = 25
air.hittime = 0
ground.velocity = -6
air.velocity = -2,-3
getpower = 20
supermovetime = 999999
pausemovetime = 999999

[state 430,end]
trigger1 = animtime = 0
type = changestate
value = 11
ctrl = 1

[Statedef 201]
type    = S
physics = S
anim = 240
sprpriority = 1
ctrl = 0

[state 200,psnd]
type = playsnd
trigger1 = time = 0
value  = 210,1
volume = 255
channel = 0


[state 200,psnd]
type = playsnd
trigger1 = time = 0
value  = 1150,0
channel = -1

[State 0, Projectile]
type = Projectile
trigger1 = time = [6,18]
trigger1 = timemod = 4,0
projanim = 242
projscale = 1,1
projremovetime = 4
offset = 0,0
postype = p1
attr = S,SP
hitflag = MAFP        ;HLAFD+-
guardflag = MAFP
affectteam = E          ;B,E,F
animtype = hard          ;light,medium,hard,back,up,diagup
priority = 7,Hit   ;Hit,Miss,Dodge
damage = 30,20
pausetime = 2,5
sparkno = s22109
sparkxy = 40,-80
hitsound = s202,0
guardsound = 2,0
ground.type = low
air.type = High
ground.slidetime = 5
ground.hittime = 12
air.hittime = 12
ground.velocity = -2
air.velocity = -2,-3
supermovetime = 999999
pausemovetime = 999999

[State 210, explod]
type = explod
trigger1 = animelem = 3
anim = 241
id = 241
pos = 0, 0
postype = p1
bindtime = -1
sprpriority = -10
removetime = -2
removeongethit = 1
ignorehitpause = 1
ownpal = 1


[state 200,end]
trigger1 = animtime = 0
type = changestate
value = 0
ctrl = 1

[Statedef 440]
type    = S
physics = S
anim = 440
sprpriority = 1
ctrl = 0

[state 200,psnd]
type = playsnd
trigger1 = time = 0
value  = 210,1
volume = 255
channel = 0

[State 0, Projectile]
type = Projectile
trigger1 = time = [14,17]
projanim = 441
projscale = 1,1
projremovetime = 1
offset = 0,0
postype = p1
attr = S,SP
hitflag = MAFP        ;HLAFD+-
guardflag = HLAFD
affectteam = E          ;B,E,F
animtype = hard          ;light,medium,hard,back,up,diagup
priority = 7,Hit   ;Hit,Miss,Dodge
damage = 15,5
pausetime = 2,5
sparkno = s22109
sparkxy = 70,-40
hitsound = s202,0
guardsound = 2,0
ground.type = low
air.type = High
ground.slidetime = 5
ground.hittime = 12
air.hittime = 12
ground.velocity = -2
air.velocity = -2,-3
supermovetime = 999999
pausemovetime = 999999

[state 440,end]
trigger1 = animtime = 0
type = changestate
value = 11
ctrl = 1
;====================<HOLINESS>====================
[Statedef 77]
type=A
physics=N
anim=9741
ctrl=0

[state -2,nomusic]
trigger1 = 1
type = null
flag = nomusic

[State 77, nhb]
type=nothitby
trigger1= 1
value=SCA
time=-1
ignorehitpause=1

[State 77, noshadow]
type=assertspecial
trigger1= 1
flag=noshadow

[State 77, bind]
type=bindtoroot
trigger1= 1
pos= 0,0
facing=1

[State 77, scale]
type=angledraw
trigger1= 1
scale= 1.1,1.1

[State 77, trans]
type=trans
trigger1= 1
trans=addalpha
alpha = 256,150

[State 77, anim]
type=changeanim
trigger1= selfanimexist(root,anim)
value=(root,anim)
elem=(root,animelemno(0))


[State 181, palfx]
type = PalFX
trigger1 = time = 0
time = -1
add = 0,0,0
mul = 256,0,256
sinadd = 200,0,0,300
invertall = 1
color = 0
;ignorehitpause = 0
;persistent = 1


[State 77, spr]
type=sprpriority
trigger1= 1
value=-999999999999999999

[State 181, destroy]
type = destroyself
trigger1 = roundstate != 2
;====================<AURA>====================
[Statedef 78]
type=A
physics=N
anim=22106
ctrl=0

[State 78, bind]
type=bindtoroot
trigger1= 1
pos= 0,-90
facing=1

[State 77, trans]
type=trans
trigger1= 1
trans=add

[State 77, hide]
type=assertspecial
trigger1 = root,palno != [10,11]
trigger1 = root,stateno != 0
trigger2 = root,palno = [10,11]
trigger3 = root,anim = 1
flag=invisible

[State 77, nhb]
type=nothitby
trigger1= 1
value=SCA
time=-1
ignorehitpause=1

[State 77, noshadow]
type=assertspecial
trigger1= 1
flag=noshadow

[State -2, ligtnings]
type = Explod
triggerall = roundstate = 2
trigger1 = timemod = 70,0
anim = 8200
id = 8200
pos = 0,30
vfacing = 1
bindtime = -1
sprpriority = 250
removetime = -2
ownpal = 1

[State -2, ligtnings]
type = Explod
triggerall = roundstate = 2
trigger1 = timemod = 70,35
anim = 8201
id = 8201
pos = 0,30
vfacing = 1
bindtime = -1
sprpriority = 250
removetime = -2
ownpal = 1

[State -2, timer aura]
type = Explod
triggerall = root,anim = 0
triggerall = roundstate = 2
trigger1 = root,palno = [11,12]
trigger1 = numexplod(666) = 0
anim = 666
id = 666
pos = -285,-280
vfacing = 1
bindtime = -1
sprpriority = -600
removetime = -1
ownpal = 1

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = root,anim != 0 && root,palno = [11,12]
id = 666

[State -2,  aura 10]
type = Explod
triggerall = roundstate = 2
trigger1 = root,palno = 10
trigger1 = numexplod(182) = 0
trigger1 = root,stateno = 0
trigger2 = root,palno = 12
trigger2 = numexplod(182) = 0
trigger2 = root,stateno = 0
anim = 182
id = 182
pos = 0,90
facing = 1
bindtime = -1
sprpriority = -620
removetime = -1
ownpal = 0

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = root,stateno != 0 
trigger1 = root,palno = 10
trigger2 = root,stateno != 0 
trigger2 = root,palno = 12
trigger3 = root,prevstateno = [100,101]
trigger3 = root,time < 10
trigger4 = root,anim != 0
id = 182


[State 181, palfx]
type = PalFX
trigger1 = root,palno != 12
trigger1 = root,palno != 10
time = 1
add = 0,0,0
mul = 256,0,0
invertall = 0
color = 0

[State 181, palfx]
type = PalFX
trigger1 = root,palno = 12
trigger2 = root,palno = 10
time = 1
add = 0,0,0
mul = 256,0,256
invertall = 0
color = 0

[State 181, destroy]
type = null
trigger1 = root,stateno != 0


[Statedef 79]
type=A
physics=N
anim=2
ctrl=0

[State 78, bind]
type=bindtoroot
trigger1= 1
pos= 0,0
facing=1

[State -2,  aura bottom]
type = Explod
triggerall = root,anim = 0
triggerall = roundstate = 2
trigger1 = numexplod(3045) = 0
trigger1 = root,stateno = 0
anim = 3045
id = 3045
pos = 0,0
facing = 1
bindtime = -1
sprpriority = -600
removetime = -1
ownpal = 1

[State -2, Explod balls]
type = Explod
triggerall = roundstate = 2
trigger1 = root,palno != 12
trigger1 = timemod = 15,0
trigger1 = root,stateno = 0
trigger2 =root, palno = 12
trigger2 = timemod = 9,0
anim = 22127
ID = 22127
pos = (random/25)-20,0
vel = (random/250)-2,-3
postype = p1
removetime = 50
scale = .15,.15
bindtime = 1
supermove = 999999
pausemove = 999999
sprpriority = 300
removeongethit = 0


[State -2, Explod balls]
type = Explod
triggerall = roundstate = 2
trigger1 = root,palno != 12
trigger1 = timemod = 15,0
trigger1 = root,stateno = 0
trigger2 = root,palno = 12
trigger2 = timemod = 9,0
anim = 22127
ID = 22127
pos = (random/25)-20,0
vel = (random/250)-2,-3
postype = p1
removetime = 50
scale = .15,.15
bindtime = 1
supermove = 999999
pausemove = 999999
sprpriority = -300
removeongethit = 0
ownpal = 1

[State -2, RemoveExplod]
type = RemoveExplod 
trigger1 = root,stateno != 0
trigger2 = root,anim = 1
trigger3 = root,anim!= 0
id = 3045

[State 181, palfx]
type = PalFX
trigger1 = root,palno != 12
time = 1
add = 0,0,0
mul = 256,0,0
invertall = 0
color = 0

[State 181, palfx]
type = PalFX
trigger1 = root,palno = 12
time = 1
add = 0,0,0
mul = 256,0,256
invertall = 0
color = 0

[Statedef 90]
type=A
physics=N
anim= 2
ctrl=0

[State 0, SuperPause]
type = SuperPause
trigger1 = 1
time = 0
movetime = 0
anim = -1
darken = 0
ignorehitpause = 1
persistent = 1
[State 0, Pause]
type = Pause
trigger1 = 1
time = 0
movetime = 0
ignorehitpause = 1
persistent = 1



;====================<KILLER>====================

[Statedef 20000]
type=S
physics=S
anim=12347
ctrl=0
velset = 0,0

[state 20000,psnd]
type = playsnd
trigger1 = time = 0
value  = 210,1
volume = 255

[state 20000,psnd]
type = playsnd
trigger1 = animelem = 3
value  = 2200,1
volume = 255

[state 20000,super pause]
type = superpause
trigger1 = animelem = 2
time = 10
anim = s3038
sound = s3000,2
pos = 0,-60
movetime = 0
darken = 0
p2defmul = 1
poweradd = -9000

[State -2]
type=helper
trigger1 = animelem = 3
trigger1= !numhelper(1337)
helpertype=normal
stateno=1337
ID=1337
name="owned!"
postype=p1
ownpal = 1
pausemovetime=65535
supermovetime=65535

[state 20000,end]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 1337]
type=A
physics=N
anim=2
ctrl=0

[state 1337,envshake]
type = envshake
trigger1 = time = 0
time = 218
ampl = 30

[state 20000,psnd]
type = playsnd
trigger1 = time = 0
value  = 123456,0
volume = 255

[State 666,revdef]
type = reversaldef
trigger1 = root,palno = 12
reversal.attr = SCA,AA,AT,AP
hitflag = MAFDP
damage    = 999999999999999999999999999
sparkno = -1
priority = 7,Hit
pausetime = 0,0
p2stateno = 667
;hitsound = 1440,0
numhits = 999
pausemovetime = 99990000000
supermovetime = 99990000000
ignorehitpause = 1
persistent = 1

[State 0, Projectile]
type = Projectile
trigger1 = root,palno = 12
projremove = 0
projanim = 2
projscale = 1,1
projremovetime = 1
offset = 0,0
postype = p1
attr = S,SP
hitflag = MAFP        ;HLAFD+-
guardflag = 
affectteam = E          ;B,E,F
animtype = back         ;light,medium,hard,back,up,diagup
priority = 7,Hit   ;Hit,Miss,Dodge
damage = 9999999999999999999999999999,999999999999999999999999999
pausetime = 0,0
sparkno = -1
;sparkxy = 40,-80
;hitsound = s202,0
;guardsound = 2,0
ground.type = low
air.type = High
ground.slidetime = 0
ground.hittime = 12
air.hittime = 12
ground.velocity = 0
air.velocity = 0,0
p2stateno = 667
getpower = 9000
givepower = -9999999999999999999999999999999999
numhits = 999
supermovetime = 999999
pausemovetime = 999999

[State 0, Projectile]
type = Projectile
triggerall = root,palno != 12
trigger1 = timemod = 3,0
projremove = 0
projanim = 2
projscale = 1,1
projremovetime = 2
offset = 0,0
postype = p1
attr = S,SP
hitflag = MAFP        ;HLAFD+-
guardflag = 
affectteam = E          ;B,E,F
animtype = back         ;light,medium,hard,back,up,diagup
priority = 7,Hit   ;Hit,Miss,Dodge
damage = 10+(random%5),10
pausetime = 0,0
sparkno = -1
;sparkxy = 40,-80
;hitsound = s202,0
;guardsound = 2,0
ground.type = low
air.type = High
ground.slidetime = 0
ground.hittime = 12
air.hittime = 12
ground.velocity = 0
air.velocity = 0,0
getpower = 5
givepower = -30
numhits = 11
fall = ifelse(time > 212,1,0)
supermovetime = 999999
pausemovetime = 999999

[State 1337, targerstate]
type = targetstate
trigger1 = root,palno = 12
trigger1 = target,stateno!=667
value = 667


[State 1337, palfx]
type = PalFX
trigger1 = 1
time = 1
color = 256 - time

[State 1337, destroyed!]
type = Explod
trigger1 = time = 0
anim = 12348
id = 12348
pos = 0,0
postype = left
;vfacing = -1
bindtime = -1
sprpriority = -9999999999999999999999999999999999
removetime = -2
ownpal = 0

[State 181, destroy]
type = destroyself
trigger1 =  time = 218

;====================<SLASH>====================

[Statedef 1000]
type=S
physics=S
anim=11500
ctrl=0
velset = 0,0

[state 1000,poweradd]
type = poweradd
trigger1 = time = 0
value = -300

[state 1000,psnd]
type = playsnd
trigger1 = time = 0
value  = 1400,1
volume = 255

[State 1000,slash]
type=helper
trigger1= animelem = 5
helpertype=normal
stateno=1001
ID=1001
name="slashed"
postype=p1
ownpal = 1
pausemovetime=65535
supermovetime=65535

[state 1000,end]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 1001]
type=A
physics=N
anim=2
ctrl=0
velset = 0,0

[State 1001, slash]
type = Explod
trigger1 = time = 0
postype = left
anim = 22000
id = 22000
pos = 0,0
;vfacing = -1
bindtime = -1
ontop = 1
sprpriority = 250
removetime = -2
ownpal = 0

[State 1337, palfx]
type = PalFX
trigger1 = 1
time = 1
color = 0

[State 1337, psnd]
type = Playsnd
trigger1 = time = 0
value = 240,0
volume = 255
channel = -1


[State 0, Projectile]
type = Projectile
triggerall = root,palno != 12
trigger1 = time = 0
projremove = 0
projanim = 2
projscale = 1,1
projremovetime = 39
offset = 0,0
postype = p2
attr = S,SP
hitflag = MAFP        ;HLAFD+-
guardflag = MAFP
affectteam = E          ;B,E,F
animtype = back         ;light,medium,hard,back,up,diagup
priority = 7,Hit   ;Hit,Miss,Dodge
damage = 50+(random%100),50+(random%25)
pausetime = 39,0
sparkno = s22109
sparkxy = 40,-80
hitsound = s202,0
;guardsound = 2,0
ground.type = low
air.type = High
ground.slidetime = 0
ground.hittime = 12
air.hittime = 12
ground.velocity = 0
air.velocity = 0,0
getpower = 10
givepower = -50
numhits = 10
fall = 1
supermovetime = 999999
pausemovetime = 999999

[State 0, Projectile]
type = Projectile
trigger1 = root,palno = 12
trigger1 = timemod = 4,0
projremove = 0
projanim = 2
projscale = 1,1
projremovetime = 4
offset = 0,0
postype = p2
attr = S,SP
hitflag = MAFP        ;HLAFD+-
guardflag = MAFP
affectteam = E          ;B,E,F
animtype = back         ;light,medium,hard,back,up,diagup
priority = 7,Hit   ;Hit,Miss,Dodge
damage = 20+(random%30),10+(random%25)
pausetime = 39,0
sparkno = s22109
sparkxy = 40,-80
hitsound = s202,0
;guardsound = 2,0
ground.type = low
air.type = High
ground.slidetime = 0
ground.hittime = 12
air.hittime = 12
ground.velocity = 0
air.velocity = 0,0
getpower = 10
givepower = -50
numhits = 10
fall = 1
supermovetime = 999999
pausemovetime = 999999

[State 181, destroy]
type = destroyself
trigger1 =  time = 39


[Statedef 1100]
type=S
physics=S
anim=1151
ctrl=0
velset = 0,0

[State 1337, psnd]
type = Playsnd
trigger1 = time = 0
value = 200,1
volume = 255
channel = 0

[State 1337, psnd]
type = Poweradd
trigger1 = time = 0
value = -100

[State 1337, psnd]
type = Playsnd
trigger1 = animelem = 6
value = 2551,0
volume = 255
channel = -1

[State 1001, beam]
type = Explod
trigger1 = animelem = 6
postype = p1
anim = 29002
id = 29002
pos = 20,-90
;vfacing = -1
bindtime = -1
ontop = 1
sprpriority = 250
removetime = -2
ownpal = 1

[State 0, Projectile]
type = Projectile
trigger1 = animelem = 6
projremove = 0
projanim = 29003
projscale = 1,1
projremovetime = 30
offset = 20,-90
postype = p1
attr = S,SP
hitflag = MAFP        ;HLAFD+-
guardflag = MAFP
affectteam = E          ;B,E,F
animtype = back         ;light,medium,hard,back,up,diagup
priority = 7,Hit   ;Hit,Miss,Dodge
damage = 100,50
pausetime = 39,0
sparkno = -1
sparkxy = 40,-80
;hitsound = s202,0
;guardsound = 2,0
ground.type = low
air.type = High
ground.slidetime = 0
ground.hittime = 12
air.hittime = 12
ground.velocity = 0
air.velocity = 0,0
getpower = 10+(random%20)
givepower = -50
numhits = 3
fall = 1
supermovetime = 999999
pausemovetime = 999999

[state 1000,end]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 1200]
type=S
physics=S
anim=11500
ctrl=0
velset = 0,0

[State 1000,pillars]
type=helper
trigger1= animelem = 5
helpertype=normal
stateno=1201
ID=1201
name="pillars"
postype=p1
ownpal = 1
pausemovetime=65535
supermovetime=65535

[state 1000,end]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 1201]
type = A
ctrl = 0
anim = 2
velset = 0,0

[state a]
type = varadd
trigger1 = root,palno!=12
v = 50
value = 10

[state a]
type = varadd
trigger1 = root,palno=12
v = 50
value = 20

[State 0, Projectile]
type = Projectile
triggerall = root,palno != 12 
trigger1 = timemod = 5,0
projremove = 0
projanim = 22139
projscale = 1,1
projremovetime = 30
offset = var(50),30
postype = p1
attr = S,SP
hitflag = MAFP        ;HLAFD+-
guardflag = MAFP
affectteam = E          ;B,E,F
animtype = back         ;light,medium,hard,back,up,diagup
priority = 7,Hit   ;Hit,Miss,Dodge
damage = 70,30
pausetime = 0,0
sparkno = -1
sparkxy = 40,-80
;hitsound = s202,0
;guardsound = 2,0
ground.type = low
air.type = High
ground.slidetime = 0
ground.hittime = 12
air.hittime = 12
ground.velocity = -10
air.velocity = -10,-10
getpower = 10+(random%20)
givepower = -50
numhits = 5
fall = 1
supermovetime = 999999
pausemovetime = 999999

[State 0, Projectile]
type = Projectile
triggerall = root,palno = 12 
trigger1 = timemod = 5,0
projremove = 0
projanim = 2552
projscale = 1,1
projremovetime = 52
offset = var(50),0
postype = p1
attr = S,SP
hitflag = MAFP        ;HLAFD+-
guardflag = MAFP
affectteam = E          ;B,E,F
animtype = back         ;light,medium,hard,back,up,diagup
priority = 7,Hit   ;Hit,Miss,Dodge
damage = 100,100
pausetime = 0,0
sparkno = -1
sparkxy = 40,-80
;hitsound = s202,0
;guardsound = 2,0
ground.type = low
air.type = High
ground.slidetime = 0
ground.hittime = 12
air.hittime = 12
ground.velocity = -10
air.velocity = -10,-10
getpower = 10+(random%20)
givepower = -50
numhits = 5
fall = 1
supermovetime = 999999
pausemovetime = 999999

[State 1001, pillar]
type = Explod
triggerall = root,palno = 12
trigger1 = timemod = 5,0
postype = p1
anim = 22102
id = 22102
scale = .75,.75
pos = var(50),0
;vfacing = -1
bindtime = -1
ontop = 0
sprpriority = 80
removetime = 35
ownpal = 1

[State 1001, effect]
type = Explod
triggerall = root,palno = 12
trigger1 = timemod = 5,0
postype = p1
anim = 22171
id = 22171
scale = .5,.5
pos = var(50),0
;vfacing = -1
bindtime = -1
ontop = 0
sprpriority = 81
removetime = -2
ownpal = 1

[State 1001, effect]
type = Explod
triggerall = root,palno = 12
trigger1 = timemod = 5,0
postype = p1
anim = 22177
id = 22177
scale = .5,.5
pos = var(50),0
;vfacing = -1
bindtime = -1
ontop = 0
sprpriority = 81
removetime = -2
ownpal = 1

[State 1001, skulls]
type = Explod
triggerall = root,palno != 12
trigger1 = timemod = 5,0
postype = p1
anim = 22108
id = 22108
pos = var(50),-60
;vfacing = -1
bindtime = -1
ontop = 0
sprpriority = 80
removetime = -2
ownpal = 1

[State 1337, psnd]
type = Playsnd
trigger1 = time = 0
value = 2562,21
volume = 255
channel = -1

[State 1337, psnd]
type = Playsnd
triggerall = root,palno !=12
trigger1 = timemod = 5,0
value = 2551,0
volume = 255
channel = -1

[State 1337, psnd]
type = Playsnd
triggerall = root,palno = 12
trigger1 = timemod = 5,0
value = 2552,0
volume = 255
channel = -1

[State 1337, die!]
type = destroyself
trigger1 = time > 59


[Statedef 1800]
type = A
ctrl = 0
anim = 1888
velset = 0,0

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

;---------------------[強弱判定]
[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


;---------------------[効果音]



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

;---------------------[エフェクト]

[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


;---------------------[位置設定]
[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

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



; ・・・　瞬間移動終わり
[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

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


[Statedef 10000]
type=S
physics=S
anim=22075
ctrl=0
velset = 0,0

[state 20000,super pause]
type = superpause
trigger1 = animelem = 7
time = 27
movetime = 16
anim = s3455
sound = s3000,3
pos = 0,-80
movetime = 0
darken = 1
p2defmul = 1
poweradd = -4000


[state 1000,end]
type = changestate
trigger1 = animtime = 0
value = 10001
ctrl = 0

[Statedef 10001]
type=S
physics=S
anim=22076
ctrl=0
velset = 0,0

[State 1001, lazer]
type = Explod
trigger1 = time = 0
postype = p1
anim = 22074
id = 22074
pos = 0,-80
;vfacing = -1
bindtime = -1
ontop = 0
sprpriority = 250
removetime = 300
ownpal = 1

[State 0, Projectile]
type = Projectile
triggerall = enemynear,alive
triggerall = palno != [11,12]
trigger1 = timemod = 10,0
projremove = 0
projanim = 22079
projscale = 1,1
projremovetime = 10
offset = 0,-80
postype = p1
attr = S,SP
hitflag = MAFP        ;HLAFD+-
guardflag = 
affectteam = E          ;B,E,F
animtype = back         ;light,medium,hard,back,up,diagup
priority = 7,Hit   ;Hit,Miss,Dodge
damage = 10,10
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
;hitsound = s202,0
;guardsound = 2,0
ground.type = low
air.type = High
ground.slidetime = 0
ground.hittime = 12
air.hittime = 12
ground.velocity = 0
air.velocity = 0,0
getpower = 10+(random%20)
givepower = -5
numhits = 1
fall = ifelse (time > 295 ,1,0)
supermovetime = 999999
pausemovetime = 999999


[State 0, Projectile]
type = Projectile
triggerall = enemynear,alive
triggerall = palno = 11
trigger1 = timemod = 5,0
projremove = 0
projanim = 22079
projscale = 1,1
projremovetime = 5
offset = 0,-80
postype = p1
attr = S,SP
hitflag = MAFP        ;HLAFD+-
guardflag = 
affectteam = E          ;B,E,F
animtype = back         ;light,medium,hard,back,up,diagup
priority = 7,Hit   ;Hit,Miss,Dodge
damage = 10,10
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
;hitsound = s202,0
;guardsound = 2,0
ground.type = low
air.type = High
ground.slidetime = 0
ground.hittime = 12
air.hittime = 12
ground.velocity = 0
air.velocity = 0,0
getpower = 10+(random%20)
givepower = -50
numhits = 10
fall = ifelse (time > 295 ,1,0)
supermovetime = 999999
pausemovetime = 999999

[State 0, Projectile]
type = Projectile
triggerall = enemynear,alive
triggerall = palno = 12
trigger1 = timemod = 2,0
projremove = 0
projanim = 22079
projscale = 1,1
projremovetime = 2
offset = 0,-80
postype = p1
attr = S,SP
hitflag = MAFP        ;HLAFD+-
guardflag = 
affectteam = E          ;B,E,F
animtype = back         ;light,medium,hard,back,up,diagup
priority = 7,Hit   ;Hit,Miss,Dodge
damage = 30,30
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
;hitsound = s202,0
;guardsound = 2,0
ground.type = low
air.type = High
ground.slidetime = 0
ground.hittime = 12
air.hittime = 12
ground.velocity = 0
air.velocity = 0,0
getpower = 10+(random%20)
givepower = -500
numhits = 20
fall = ifelse (time > 295 ,1,0)
supermovetime = 999999
pausemovetime = 999999

[State 1337, psnd]
type = Playsnd
trigger1 = time = 0
value = 2562,24
volume = 255
channel = -1

[state -2,timerfreeze]
trigger1 = 1
type = assertspecial
flag = nobg
flag2 = nofg
flag3 = nobardisplay
ignorehitpause = 1

[state 1000,end]
type = changestate
trigger1 = time > 299
value = 0
ctrl = 1

[Statedef 10400]
type=S
physics=S
anim=1151
ctrl=0
velset = 0,0

[state 1000,end]
type = playsnd
trigger1 = time = 0
value = 2000,0
ctrl = 0

[state 195,playsnd]
type = playsnd
trigger1 = animelem = 6
value = 700,0
channe = -1

[State 181, flash]
type = allPalFX
trigger1 = animelem = 6
time = 10
add = 256,256,256
mul = 256,256,256
invertall = 0
color = 256
;ignorehitpause = 0
;persistent = 1

[State -2]
type=helper
triggerall= !numhelper(10500)
trigger1 = animelem = 6
helpertype=player
stateno= 10497
ID= 10500
name="clone"
pos = 100,0
postype=p1
ownpal = 1
pausemovetime=65535
supermovetime=65535

[state 1000,end]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 10497]
type=S
physics=S
anim=192
ctrl=0
velset = 0,0

[state 1000,end]
type = playsnd
trigger1 = animelem = 2
value = 192,0

[state 1000,end]
type = changestate
trigger1 = animtime = 0
value = 10498
ctrl = 0

[Statedef 10498]
type=S
physics=S
anim=191
ctrl=0
velset = 0,0

[state 195,playsnd]
type = playsnd
trigger1 = time = 0
value = 192,1
channe = -1

[state 195,playsnd]
type = playsnd
trigger1 = time = 0
value = 193,2
channe = -1

[state 195,playsnd]
type = playsnd
trigger1 = animelem = 60
value = 190,2
channe = -1

[State 1000, 5]
type = Explod
trigger1 = animelem = 60
anim = 802
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
removetime = -2
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[state 1000,end]
type = changestate
trigger1 = animtime = 0
value = 10500
ctrl = 0

[Statedef 10500]
type=S
physics=S
anim=2200
ctrl=0
velset = 0,0

[State 1337, psnd]
type = Playsnd
trigger1 = time = 0
value = 190,0
volume = 255
channel = -1

[state 1000,end]
type = changestate
trigger1 = animtime = 0
value = 10501
ctrl = 0


[Statedef 10501]
type=S
physics=S
anim=2205
ctrl=0
velset = 0,0

[State 1337, psnd]
type = Playsnd
trigger1 = timemod = 15,0
value = 2551,0
volume = 255
channel = -1

[State 10500, VarRandom]
type = VarRandom
trigger1 = 1
range = 0,200
v = 20

[State 10500, VarRandom]
type = VarRandom
trigger1 = 1
range = -200,0
v = 21


[State 1001, skull]
type = Explod
trigger1 = timemod = 15,0
postype = p1
anim = 22108
id = 22108
pos = var(20),-60
;vfacing = -1
bindtime = -1
ontop = 0
sprpriority = 250
removetime = -2
ownpal = 1

[State 1001, skull]
type = Explod
trigger1 = timemod = 15,0
postype = p1
anim = 22108
id = 22109
pos = var(21),-60
;vfacing = -1
bindtime = -1
ontop = 0
sprpriority = 250
removetime = -2
ownpal = 1

[State 0, Projectile]
type = Projectile
trigger1 = ishelper
trigger1 = timemod = 15,0
projremove = 0
projanim = 22114
projscale = 1,1
projremovetime = 30
offset = var(20),30
postype = p1
attr = S,SP
hitflag = MAFP        ;HLAFD+-
guardflag = 
affectteam = E          ;B,E,F
animtype = back         ;light,medium,hard,back,up,diagup
priority = 7,Hit   ;Hit,Miss,Dodge
damage = 60,60
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
;hitsound = s202,0
;guardsound = 2,0
ground.type = low
air.type = High
ground.slidetime = 0
ground.hittime = 12
air.hittime = 12
ground.velocity = 0
air.velocity = 0,0
getpower = 10+(random%20)
givepower = -10
numhits = 1
fall = ifelse (time > 695 ,1,0)
supermovetime = 999999
pausemovetime = 999999

[State 0, Projectile]
type = Projectile
trigger1 = ishelper
trigger1 = timemod = 15,0
projremove = 0
projanim = 22114
projscale = 1,1
projremovetime = 30
offset = var(21),30
postype = p1
attr = S,SP
hitflag = MAFP        ;HLAFD+-
guardflag = 
affectteam = E          ;B,E,F
animtype = back         ;light,medium,hard,back,up,diagup
priority = 7,Hit   ;Hit,Miss,Dodge
damage = 60,60
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
;hitsound = s202,0
;guardsound = 2,0
ground.type = low
air.type = High
ground.slidetime = 0
ground.hittime = 12
air.hittime = 12
ground.velocity = 0
air.velocity = 0,0
getpower = 10+(random%20)
givepower = -10
numhits = 1
fall = ifelse (time > 695 ,1,0)
supermovetime = 999999
pausemovetime = 999999


[state 1000,end]
type = changestate
trigger1 = time > 699
value = 10502
ctrl = 0

[Statedef 10502]
type=S
physics=S
anim=2210
ctrl=0
velset = 0,0

[state 1000,end]
type = changestate
trigger1 = animtime = 0
value = 10503
ctrl = 0

[Statedef 10503]
type=S
physics=S
anim=195
ctrl=0
velset = 0,0

[State 1337, psnd]
type = Playsnd
trigger1 = time = 0
value = 7000,6
volume = 255
channel = -1

[state 195,playsnd]
type = playsnd
trigger1 = animelem = 24
value = 700,0
channe = -1

[State 181, flash]
type = allPalFX
trigger1 = animelem = 24
time = 10
add = 256,256,256
mul = 256,256,256
invertall = 0
color = 256
;ignorehitpause = 0
;persistent = 1

[state 195,playsnd]
type = destroyself
trigger1 = animelem = 25

[statedef -2]

[State -2]
type = null
triggerall = palno != [10,12]
triggerall  = roundstate = 2
trigger1 = TIME = 0
trans = add
paladd = 100,0,0
PalContrast =  0,0,0
PalBright = 256,0,0
time    =  -1
length  = 13
TimeGap = 1
FrameGap = 1

[State 1337, palfx]
type = PalFX
triggerall = palno = 11
trigger1 = TIME = 0 && roundstate = [0,1]
time = -1
sinadd = 100,100,100,100
color = 256


[State -2]
type = Afterimage
triggerall = palno = 12
triggerall  = roundstate = 2
trigger1 = TIME = 0
trans = add
paladd = 150,0,150
PalContrast =  0,0,0
PalBright = 256,0,256
time    =  -1
length  = 13
TimeGap = 1
FrameGap = 1

[State -2, palfx]
type = bgPalFX
triggerall = palno = 12
trigger1 = roundstate != [0,1]
trigger1 = roundno = 1
trigger2 = roundno !=1
time = 1
color = 0


[state -2,trans]
trigger1 = palno = 11
type = trans
trans = addalpha
alpha = 256,100

[state 190,changeanim]
type = changeanim
trigger1 = anim != 1 && roundstate = [0,1]
trigger1 = roundno != 1
value = 1

[state 195,playsnd]
type = null
triggerall = palno = 12
trigger1 = time = 0 && roundstate = [0,1]
value = 666,666
channel = 10
loop = 1 
volume = 255

[State -2, no throw]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = -1
ignorehitpause = 1


[State -2, VarSet]
type = VarSet
trigger1 = Life > Var(50)
trigger1 = palno != 11
ignorehitpause = 1
var(50) = Life

[State -2, LifeSet]
type = LifeSet
trigger1 = loseko<=0
trigger1 = palno != 11
ignorehitpause = 1
value = var(50)
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999
ignorehitpause = 1


[State -2, VarAdd]
type = VarAdd
trigger1 = MoveType = H
ignorehitpause = 1
var(50) = (-GetHitVar(Damage))


[state -2,poweradd]
triggerall = palno != 12
triggerall = life > 500
trigger1 = timemod = 5,0
type = poweradd
value = 2

[state -2,poweradd]
triggerall = palno != [11,12]
triggerall = life > 500
trigger1 = timemod = 10,0
type = lifeadd
value = 3


[state -2,poweradd]
triggerall = palno != 12
trigger1 = life = [250,500] ;life < 500
trigger1 = timemod = 2,0
type = poweradd
value = 2

[state -2,lifeadd]
triggerall = palno != [11,12]
trigger1 = life = [250,500] ;life < 500
trigger1 = timemod = 5,0
type = lifeadd
value = 3


[state -2,poweradd]
triggerall = palno != 12
trigger1 = life < 250
type = poweradd
value = 9

[state -2,lifeadd]
triggerall = palno !=[11,12]
trigger1 = life = [5,250]
trigger1 = timemod = 3,0
type = lifeadd
value = 2

[state -2,lifeadd]
triggerall = palno !=[11,12]
trigger1 = life = 1
trigger1 = stateno = 0
type = lifeadd
value = 20

[state -2,lifeadd]
triggerall = palno = 10
trigger1 = life = 0
trigger1 = stateno = 0
type = lifeadd
value = 20

[state -2,lifeadd]
triggerall = palno = 11
trigger1 = life = 0 && alive  = 1
trigger1 = var(11) != [0,1]
type = lifeset
value = lifemax
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999
ignorehitpause = 1

[state -2,lifeadd]
triggerall = palno = 11
trigger1 = life = 0 && alive  = 1
trigger1 = var(11) != [0,1]
type = varset
var(11) = 51
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = var(11) = 0
trigger1 = palno = 11
ignorehitpause = 1
var(11) = 51

[State -2, Varadd]
type = Varadd
trigger1 = var(11) != 0
trigger1 = palno = 11
trigger1 = (gametime%500)=0
ignorehitpause = 1
var(11) = -1

[state -2,lifeset]
trigger1 = palno = 12
trigger2 = roundstate = 3 && life != 0
type = lifeset
value = lifemax
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999
ignorehitpause = 1


[state -2,noko]
triggerall = enemynear,life !=0
trigger1 = palno = 10
trigger1 = var(10) = 0
trigger2 = palno = 11 && var(11)!=[0,1]
trigger3 = palno = 12
type = assertspecial
flag = noko
ignorehitpause = 1

[state -2,timerfreeze]
trigger1 = p2name = "chuck_norris"
type = assertspecial
flag = timerfreeze
ignorehitpause = 1

[state -2,noguard];seriously,do you think an invincible char need to guard?
trigger1 = palno = [10,12]
type = assertspecial
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard

ignorehitpause = 1
[state -2,nokoslow]
trigger1 = 1
type = assertspecial
flag = nokoslow
ignorehitpause = 1

[state -2,nomusic]
trigger1 = palno = 12
type = null
flag = nomusic

[State -2, VarSet]
type = VarSet
trigger1 = Life = [1,10]
ignorehitpause = 1
var(10) = 1

[State -2, VarSet]
type = VarSet
trigger1 = Life != [1,10]
ignorehitpause = 1
var(10) = 0

[state -2,poweradd]
trigger1 = palno = 12
type = powerset
value = 9000

[State -2, NotHitBy]
type = NotHitBy
trigger1 = palno = [11,12]
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT

[State -2, NotHitBy]
type = NotHitBy
trigger1 = palno = 10
trigger1 = MoveType = H
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 110

[state -2,lifeadd]
triggerall = palno = 11
trigger1 = (gametime%500)=0
type = lifeadd
value = -20-(random%20)


[State -2]
type=helper
triggerall = stateno = 0
trigger1= !numhelper(79)
helpertype=normal
stateno= 79
ID= 79
name="aura 2nd"
pos = 0,0
postype=p1
ownpal = 1
pausemovetime=65535
supermovetime=65535

[State -2]
type=helper
triggerall = stateno = 0
trigger1= !numhelper(78)
helpertype=normal
stateno= 78
ID= 78
name="aura"
pos = 0,-90
postype=p1
ownpal = 1
pausemovetime=65535
supermovetime=65535


[State -2]
type=helper
triggerall = palno = 12
trigger1 = roundstate = 2
trigger1= !numhelper(77)
helpertype=normal
stateno=77
ID=77
name="Holiness"
postype=p1
ownpal = 1
pausemovetime=65535
supermovetime=65535

[State -2]
type=null
triggerall = palno = 12
trigger1= !numhelper(90)
helpertype=normal
stateno=90
ID=90
name="anti pause"
postype=p1
ownpal = 1
pausemovetime=65535
supermovetime=65535

[Statedef 5120]
type    = L
movetype= I
physics = N

[State 5120, 1a] ;Get up anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 5120, 1b] ;Get up anim (for hit up/diag-up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 5120, 2]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5120, 3]
type = NotHitBy
trigger1  = palno != [7,12]
value = SCA
time = 1

[State 5120, 4]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 5120, 5] ;Can't be thrown right after getting up
type = NotHitBy
triggerall  = palno != [7,12]
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 5120, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
triggerall  = palno != [7,12]
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 5120, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[statedef 667]
type = A
movetype = H
physics = N
ctrl = 0



;type    = A
;movetype= A
;physics = N
;juggle  = 0
;ctrl = 0
;velset = 0,0
;anim = 9995

[State 667, 2]
type = VelSet
triggerall = name != "death"
trigger1 = ishelper
x = 0
y = 0

[state 667 ,posset]
type = posset
trigger1 = name != "death" && !ishelper
y = 999999

[state 667 ,protection]
type = selfstate
trigger1 = name = "death"
value = 0
ctrl = 1

[State 0]
type = statetypeset
trigger1 = name != "death"
statetype = S
movetype = H
physics = N

[State 667, VarRangeSet]
type = VarRangeSet
triggerall = name != "death"
trigger1 = ishelper
value = 0
first = 0
last = 69
ignorehitpause = 1


[state 667,die!]
type = lifeset
trigger1 = name !="death"
value = 0

[state 667,no]
type = ctrlset
trigger1 = name !="death"
value = 0

[state 667,protection]
type = ctrlset
trigger1 = name ="death"
value = 1

[state 667,yes]
type = powerset
trigger1 = name !="death"
value = 0

[State 667]
type = changeanim2
trigger1 = ishelper
trigger1 = time > 0
value = 9995

[State 0]
type = Projectile
trigger1 = ishelper
projanim = anim
projremove = 1
projremovetime = 1
affectteam = F
attr = A,HA
hitflag = MAFPD
P1stateno = prevstateno


[State 667, ParentVarSet]
type = ParentVarSet
trigger1 = ishelper
trigger1 = parent,name = "Death Star"
var(20) = 1

[State 667, ParentVarSet]
type = ParentVarSet
trigger1 = ishelper
trigger1 = parent,name = "Death Star"
var(10) = 0

[State 667, ParentVarSet]
type = ParentVarSet
trigger1 = ishelper
trigger1 = parent,name = "Death Star"
var(11) = 1

[State 667, ParentVarSet]
type = ParentVarSet
trigger1 = ishelper
trigger1 = parent,name = "Death Star"
var(12) = 1

[State 667, ParentVarSet]
type = ParentVarSet
trigger1 = ishelper
trigger1 = parent,name = "Death Star"
var(15) = 0

[State 667, ParentVarSet]
type = ParentVarSet
trigger1 = ishelper
trigger1 = parent,name = "Death Star"
var(16) = 0

[state 667,end]
type = destroyself
trigger1 = time>1

[State 0, SelfState]
type = changestate
trigger1 = name !="death"
trigger1 = !ishelper
value = 5150
;anim =
;ctrl =
;ignorehitpause = 0
;persistent = 1
