 ;弱大神
[Statedef 3000]
type = S
movetype = A
physics = S
anim = 3000
poweradd = ifelse(Var(14) = 1,-1500,-1000)
ctrl = 0
velset = 0
facep2 = 1

[State 1000, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(14) = 1
anim = 6002
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(14) = 1
anim = 6000
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(14) = 1
anim = 6001
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA,AA,AP,AT
time = 32

[State 3000,5]
type = SuperPause
trigger1 = Time = 1
time = 31
anim = -1
p2defmul = 1
movetime = 31
darken = 0

[State 3000]
type = AssertSpecial
trigger1 = Time = [0,31]
flag = NoFG
flag2 = NOBG
flag3 = noshadow
ignorehitpause = 1

[State 3000, 5]
type = Explod
trigger1 = time = 1
anim = 10000
sprpriority = -1
postype = p1
pos = 0,-80
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3000, 5]
type = Explod
trigger1 = Time = 11
anim = 10001
sprpriority = 3
postype = p1
pos = 0,-80
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 0
value = 3000,0
volume = 0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,10
channel = 0
volume = 255

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
trigger1 = !var(14)
trigger1 = P2Stateno != 40
trigger1 = P2Stateno != [120,155]
attr = S, HT
animtype = Hard
getpower  = 0
givepower = 0
hitflag = M
priority = 7, Miss
numhits = 0
pausetime = 0,0
;hitsound = S800,0
sprpriority = 2
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 3020
p2stateno = 3030

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
trigger1 = var(14)
trigger1 = P2Stateno != 40
trigger1 = P2Stateno != [120,155]
attr = S, HT
animtype = Hard
getpower  = 0
givepower = 0
hitflag = MAF
priority = 7, Miss
numhits = 0
pausetime = 0,0
;hitsound = S800,0
sprpriority = 2
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 3020
p2stateno = 3030

[State 1305, 1]
type = VarSet
trigger1 = AnimElem = 4
var(14) = 0
ignorehitpause = 1

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 4
Movetype = I

[State 1000, end]
type = ChangeState
trigger1 = Time = 85
value = 0
ctrl = 1

;----------------------------------------------
;強大神
[Statedef 3010]
type = S
movetype = A
physics = S
anim = 3010
poweradd = ifelse(Var(14) = 1,-1500,-1000)
ctrl = 0
velset = 0
facep2 = 1

[State 1000, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(14) = 1
anim = 6002
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(14) = 1
anim = 6000
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(14) = 1
anim = 6001
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA,AA,AP,AT
time = 40

[State 3000,5]
type = SuperPause
trigger1 = Time = 1
time = 31
anim = -1
p2defmul = 1
movetime = 31
darken = 0

[State 3000]
type = AssertSpecial
trigger1 = Time = [0,31]
flag = NoFG
flag2 = NOBG
flag3 = noshadow
ignorehitpause = 1

[State 3000, 5]
type = Explod
trigger1 = time = 1
anim = 10000
sprpriority = -1
postype = p1
pos = 0,-80
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3000, 5]
type = Explod
trigger1 = Time = 11
anim = 10001
sprpriority = 3
postype = p1
pos = 0,-80
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 0
value = 3000,0
volume = 0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 3 = 3
value = 2,12
channel = 0
volume = 255

[State 1000, 2]
type = PlaySnd
trigger1 = time = 70
value = 2,13
channel = 0
volume = 255

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
trigger1 = !var(14)
trigger1 = P2Stateno != 40
trigger1 = P2Stateno != [120,155]
attr = S, HT
animtype = Hard
getpower  = 0
givepower = 0
hitflag = M
priority = 7, Miss
numhits = 0
pausetime = 0,0
;hitsound = S800,0
sprpriority = 2
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 3020
p2stateno = 3030

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
trigger1 = var(14)
trigger1 = P2Stateno != 40
trigger1 = P2Stateno != [120,155]
attr = S, HT
animtype = Hard
getpower  = 0
givepower = 0
hitflag = MAF
priority = 7, Miss
numhits = 0
pausetime = 0,0
;hitsound = S800,0
sprpriority = 2
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 3020
p2stateno = 3030

[State 1305, 1]
type = VarSet
trigger1 = AnimElem = 4
var(14) = 0
ignorehitpause = 1

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 4
Movetype = I

[State 1000, end]
type = ChangeState
trigger1 = Time = 85
value = 0
ctrl = 1


;----------------------------------------------
;大神攻撃
[Statedef 3020]
type = S
movetype = A
physics = S
anim = 3020
poweradd = 0
ctrl = 0
velset = 0
facep2 = 1

[State 1000, PosSet]
type = PosSet
trigger1 = Time = 0
x = 0

[State 1305, 1]
type = VarSet
trigger1 = time = 0
var(14) = 0
ignorehitpause = 1

[State 1305, 1]
type = VarSet
trigger1 = time = 0
var(15) = 1
ignorehitpause = 1

[State 3000]
type = AssertSpecial
trigger1 = animelem = 18,<=0
flag = NoFG
flag2 = NOBG
flag3 = noshadow
ignorehitpause = 1

[State -2, 1]
type = Stopsnd
trigger1 = Time = 0
channel = 0

[State 3000, 3]
type = PlaySnd
trigger1 = AnimElem = 7
value = 5,11
volume = 0

[State 3000, 3]
type = PlaySnd
trigger1 = AnimElem = 18
value = 5,12
volume = 0

[State 3000, 3]
type = null;PlaySnd
trigger1 = AnimElem = 8
value = 200,2
volume = 0

[State 3000, 3]
type = PlaySnd
trigger1 = AnimElem = 17
value = 2,11
volume = 0

[State 1360, Bind]
type = TargetBind
trigger1 = animelem = 1
pos = 40,0

[state 3000, pause]
type = pause
trigger1 = animelem = 18
time = 14
movetime = 14

[State 1000, 0]
type = HitAdd
trigger1 = animelem = 7
trigger2 = animelem = 18
value = 1

[State 3000, Targetstate]
type = Targetstate
trigger1 = AnimElem = 18
value = 3031

[State 1420, Damage2]
type = TargetLifeAdd
trigger1 = animelem = 7
value = -90
kill = 0

[State 1420, Damage2]
type = TargetLifeAdd
trigger1 = animelem = 8
value = -54
kill = 0

[State 1420, Damage2]
type = TargetLifeAdd
trigger1 = animelem = 18
value = -180

[State 200, ice]
type = Explod
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
anim = 10103
ID = 3050
postype = p2
pos = 0,-60
bindtime = 1
sprpriority = 3
ownpal = 1
removeongethit = 0
removetime = -2
ignorehitpause = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

[State 200, ice]
type = Explod
trigger1 = AnimElem = 8
anim = 3050
ID = 3050
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 3
ownpal = 1
removeongethit = 0
removetime = -2
ignorehitpause = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

[State 50, 3]
type = Afterimage
trigger1 = Time = 1
time = 130
PalBright = 0,0,0
PalContrast = 190,190,190
PalAdd = 0,0,0
PalMul = 1,1,1
Length = 10
FrameGap = 4
timegap = 2
trans = add1

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

;----------------------------------------------
;大神Ｐ２処理
[Statedef 3030]
type = S
movetype= H 
physics = N
ctrl = 0

[State 1000, Screenbound]
type = null;Screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 1000, Width]
type = Width
trigger1 = time >= 0
edge = 0,0

[State 1000, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3030

;----------------------------------------------
;大神Ｐ２処理２
[Statedef 3031]
type = A
movetype= H 
physics = N
ctrl = 0

[State 1000, VelSet]
type = VelSet
trigger1 = time = 0
x = -7
y = -8

[State 1000, VelAdd]
type = VelAdd
Trigger1 = 1
y = .5

[State 1000, ChangeAnim]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(5052) = 0
value = 5050

[State 1000, ChangeAnim]
type = ChangeAnim
Trigger1 = Time = 0
Trigger1 = SelfAnimExist(5052) = 1
value = 5052

[State 3031, end]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100


;---------------------------------------------------------------------------
;混
[Statedef 3100]
type = S
movetype = A
physics = S
anim = 3100
poweradd =ifelse(Var(14) = 1 || Var(15) = 1,-2500,-2000)
juggle = 0;ifelse(Var(14) = 1 || Var(15) = 1,0,16)
ctrl = 0
velset = 0
facep2 = 1

[State 1000, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State -2, VarSet]
type = varadd
trigger1 = time = 0
v = 1
value = 0
ignorehitpause = 0

[State 1305, 1]
type = null;VarSet
triggerall = Time = 0
trigger1 = var(14) = 1
trigger1 = var(15) = 1
var(14) = 0
ignorehitpause = 1

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(14) = 1
anim = 6002
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(14) = 1
anim = 6000
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(14) = 1
anim = 6001
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(15) = 1
anim = 6052
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(15) = 1
anim = 6050
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(15) = 1
anim = 6051
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA,AA,AP,AT
time = 31

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = Time = 37
value = SCA,AA,AP,AT
time = 96

[State 3000,5]
type = SuperPause
trigger1 = Time = 1
time = 31
anim = -1
p2defmul = 1
movetime = 31
darken = 0

[State 3000]
type = AssertSpecial
trigger1 = Time = [0,133]
flag = NoFG
flag2 = NOBG
flag3 = noshadow
ignorehitpause = 1

[State 3000, 5]
type = Explod
trigger1 = time = 1
anim = 10010
sprpriority = -1
postype = p1
pos = 0,-80
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3000, 5]
type = Explod
trigger1 = Time = 11
anim = 10011
sprpriority = 3
postype = p1
pos = 0,-80
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 0
value = 3000,1
volume = 0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,8
channel = 0
volume = 255

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,9
channel = 0
volume = 255

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 7 = 68
value = 2,14
channel = 0
volume = 255

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 7
value = 5,10
volume = 0

[State 1000,4]
type = helper
trigger1 = AnimElem = 7
stateno = 3150
id = 3150
name = "Marokare"
pos = 0,0
postype = P1
helpertype = normal
facing = 1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1305, 1]
type = VarSet
trigger1 = time = 1
var(14) = 0
ignorehitpause = 1

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 8
Movetype = I

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

;----------------------------------------------
;混 飛び道具 ヘルパー
[Statedef 3150]
type = S
physics = N
movetype = A
ctrl = 0
anim = 3152
sprpriority = 3

[State 1170, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1000, 0]
type = PosSet
trigger1 = 1
x = enemynear,pos x
y = enemynear,pos y

[State 1000, 2]
type = PlaySnd
trigger1 = root,ProjContactTime(3150) = 1
value = 5,5
volume = 0
ignorehitpause = 1

[State 1305, 1]
type = ParentVarset
trigger1 = Time = 0
var(13) = 0
ignorehitpause = 1

[State 1305, 1]
type = ParentVarAdd
trigger1 = root,ProjContacttime(3150) = 1
var(13) = 1
ignorehitpause = 1

[State 1100, Velocity]
type = null;VelSet
trigger1 = 1
x = ifelse((EnemyNear,BackEdgeBodyDist = [-5,5]), 0,(enemynear,vel X)*(-1))
y = enemynear,vel y

[State 200, ice];Contact
type = Explod
trigger1 = root,Projhittime(3150) = 1
anim = 3150
ID = 3050
postype = p2
pos = -20,-50
bindtime = 1
sprpriority = 3
ownpal = 1
removeongethit = 0
removetime = -2
;facing = -1
ignorehitpause = 1
persistent = 1
supermovetime = 99999
pausemovetime = 99999

[State 200, ice]
type = Explod
trigger1 = root,ProjGuardedTime(3150) = 1
trigger2 = root,ProjCancelTime(3150) = 1
anim = 1070
ID = 3050
postype = p2
pos = -10,-50
bindtime = 1
sprpriority = 3
ownpal = 1
removeongethit = 0
removetime = -2
ignorehitpause = 1
persistent = 1
supermovetime = 99999
pausemovetime = 99999

[State 1051, 2]
type = Projectile
trigger1 = time = 0
trigger2 = time >= 1
trigger2 = time%9 = 0
projpriority = 7
attr = S, SP
projID = 3150
projanim = 3151
projshadow = 68,68,68
projremovetime = 1
projhits = 1
projmisstime = 1
projremove = 0
projremovetime = 1  ;00
projhitanim = 3152
projremanim = -1
projcancelanim = 1070
offset = 0,0
velocity = 0,0;(enemynear,vel X), (enemynear,vel y)
hitflag = MAF
damage = Ceil(63*root, fvar(0)),10
getpower = 0,0
givepower = 0,0
animtype = Up
guardflag = MA
pausetime = 0,1
pausemovetime = 0
sparkno = -1;S10102
guard.sparkno = S10152
sparkxy = -10,(ceil(p2bodydist Y)-50)
hitsound = -1
guardsound = S200,6
air.type = high
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -3,-4.7
air.velocity = -3,ifelse(root,var(13) = 7,-12,-4.7)
airguard.velocity = -3.6,-2
guard.hittime = 16
guard.velocity = -3
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.juggle = 0;1
fall = 1
air.fall = 1
fall.recover = 0
ownpal = 1
yaccel = .5
;ignorehitpause = 0

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = time = 100
trigger2 = root,var(13) = 8
trigger2 = time%3 = 0;即消滅したら、８ヒット目のみ混のエフェクトが発生しないため。


-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


[Statedef 11500]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 80
ctrl = 0
velset = 0,0
anim = 10502
sprpriority = 2

[state 11101]
type = playsnd
trigger1 = animelem = 1
value = 1200,0

[state 11101]
type = playsnd
trigger1 = animelem = 7
value = 190,2
volume = 200


[State ]
type = Playsnd
trigger1 = time = 15 || time = 30 || time = 45 || time = 60 || time = 75
value = 1200,0
volume = 255

[State ]
type = Playsnd
trigger1 = time = 70 || time = 85 || time = 100 || time = 115 || time = 130
value = 801,1
volume = 255


[State 240, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 2562, 14

[state 11101]
type = posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8



[State ]
type = Projectile
trigger1 = time = 15
projanim = 9624
projid = 9624
projremove = 0
projpriority = 1
projhitanim = -1
projscale = 0.95,1.3
projremanim = -1
projsprpriority = 999999
projshadow = 0,0,0
projremovetime = 57
projheightbound = -10000,10000
ownpal = 0
offset = -70,-140
sparkno = -1
getpower = 30
velocity = 0,0
attr = S, SP
animtype = Hard
damage = 500 ,20
hitflag = MAFPD
guardflag = M
hitsound = S5001,18
guardsound = s120,0
pausetime = 0,10
sparkxy = -1
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.fall = 1
scale = 0.6,0.6
[State ]
type = Projectile
trigger1 = time = 30
projanim = 9624
projid = 9624
projremove = 0
projscale = 0.95,1.3
projpriority = 1
projhitanim = -1
projremanim = -1
projsprpriority = 999999
projshadow = 0,0,0
projremovetime = 57
projheightbound = -10000,10000
ownpal = 0
offset = -70,-30
sparkno = -1
getpower = 30
velocity = 0,0
attr = S, SP
animtype = Hard
damage = 500 ,20
hitflag = MAFPD
guardflag = M
hitsound = S5001,18
guardsound = s120,0
pausetime = 0,10
sparkxy = -1
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.fall = 1
scale = 0.6,0.6
[State ]
type = Projectile
trigger1 = time = 45
projanim = 9624
projid = 9624
projremove = 0
projpriority = 1
projhitanim = -1
projscale = 0.94,1.295
projremanim = -1
projsprpriority = 9
projshadow = 0,0,0
projremovetime = 57
projheightbound = -10000,10000
ownpal = 0
offset = -10,-80
sparkno = -1
getpower = 30
velocity = 0,0
attr = S, SP
animtype = Hard
damage = 500 ,20
hitflag = MAFPD
guardflag = M
hitsound = S5001,18
guardsound = s120,0
pausetime = 0,10
sparkxy = -1
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.fall = 1
scale = 0.6,0.6
[State ]
type = Projectile
trigger1 = time = 60
projanim = 9624
projid = 9624
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projsprpriority = -999
projscale = 0.93,1.29
projshadow = 0,0,0
projremovetime = 57
projheightbound = -10000,10000
ownpal = 0
offset = 59,-115
sparkno = -1
getpower = 30
velocity = 0,0
attr = S, SP
animtype = Hard
damage = 500 ,20
hitflag = MAFPD
guardflag = M
hitsound = S5001,18
guardsound = s120,0
pausetime = 0,10
sparkxy = -1
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.fall = 1
scale = 0.6,0.6


[State ]
type = Projectile
trigger1 = time = 75
projanim = 9624
projid = 9624
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projsprpriority = -999
projscale = 0.93,1.29
projshadow = 0,0,0
projremovetime = 57
projheightbound = -10000,10000
ownpal = 0
offset = 59,-45
sparkno = -1
getpower = 30
velocity = 0,0
attr = S, SP
animtype = Hard
damage = 500 ,20
hitflag = MAFPD
guardflag = M
hitsound = S5001,18
guardsound = s120,0
pausetime = 0,10
sparkxy = -1
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.fall = 1
scale = 0.6,0.6

[State ]
type = Projectile
trigger1 = time = 70
projanim = 96241
projid = 96241
projremove = -1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.95,1.3
projsprpriority = 999999
projshadow = 0,0,0
projremovetime = -1
ownpal = 0
offset = -70,-140
velocity = 20,0
attr = S, SP
animtype = Hard
damage = 500 ,20
sparkno = S95751
getpower = 30
guardflag = M
hitsound = S193,2
hitflag = MAFPD
guardsound = s120,0
pausetime = 0,10
sparkxy = -1
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
scale = 0.6,0.6


[State a]
type = Explod
triggerall = time >= 70
trigger1 = (GameTime%4) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = -70,-140
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -5,-1 + (random%3)
PauseMoveTime = 9999
scale = 0.6,0.6





[State ]
type = Projectile
trigger1 = time = 85
projanim = 96241
projid = 96241
projremove = -1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.95,1.3
projsprpriority = 999999
projshadow = 0,0,0
projremovetime = -1
ownpal = 0
offset = -70,-30
velocity = 20,0
attr = S, SP
animtype = Hard
damage = 500 ,20
sparkno = S95751
getpower = 30
guardflag = M
hitsound = S193,2
hitflag = MAFPD
guardsound = s120,0
pausetime = 0,10
sparkxy = -1
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
scale = 0.6,0.6


[State a]
type = Explod
triggerall = time >= 85
trigger1 = (GameTime%4) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = -70,-30
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -5,-1 + (random%3)
PauseMoveTime = 9999
scale = 0.6,0.6



[State ]
type = Projectile
trigger1 = time = 100
projanim = 96241
projid = 96241
projremove = -1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.94,1.295
projsprpriority = 9
projshadow = 0,0,0
projremovetime = -1
ownpal = 0
offset = -10,-80
velocity = 500 ,20
attr = S, SP
animtype = Hard
damage = 20 ,5
sparkno = S95751
getpower = 30
guardflag = M
hitsound = S193,2
hitflag = MAFPD
guardsound = s120,0
pausetime = 0,10
sparkxy = -1
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
scale = 0.6,0.6


[State a]
type = Explod
triggerall = time >= 100
trigger1 = (GameTime%4) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = -10,-80
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -5,-1 + (random%3)
PauseMoveTime = 9999
scale = 0.6,0.6


[State ]
type = Projectile
trigger1 = time = 115
projanim = 96241
projid = 96241
projremove = -1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.93,1.29
projsprpriority = -999
projshadow = 0,0,0
projremovetime = -1
ownpal = 0
offset = 59,-115
velocity = 20,0
attr = S, SP
animtype = Hard
damage = 500 ,20
sparkno = S95751
getpower = 30
guardflag = M
hitsound = S193,2
hitflag = MAFPD
guardsound = s120,0
pausetime = 0,10
sparkxy = -1
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
scale = 0.6,0.6



[State a]
type = Explod
triggerall = time >= 115
trigger1 = (GameTime%4) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 59,-115
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -5,-1 + (random%3)
PauseMoveTime = 9999
scale = 0.6,0.6


[State ]
type = Projectile
trigger1 = time = 130
projanim = 96241
projid = 96241
projremove = -1
projpriority = 1
projhitanim = -1
projremanim = -1
projscale = 0.93,1.29
projsprpriority = -999
projshadow = 0,0,0
projremovetime = -1
ownpal = 0
offset = 59,-45
velocity = 20,0
attr = S, SP
animtype = Hard
damage = 500 ,20
sparkno = S95751
getpower = 30
guardflag = M
hitsound = S193,2
hitflag = MAFPD
guardsound = s120,0
pausetime = 0,10
sparkxy = -1
ground.type = High
ground.hittime = 21
ground.slidetime = 21
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
envshake.time = 4
envshake.freq = 180
envshake.ampl = 3
scale = 0.6,0.6


[State a]
type = Explod
triggerall = time >= 130
trigger1 = (GameTime%4) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 59,-45
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -5,-1 + (random%3)
PauseMoveTime = 9999
scale = 0.6,0.6


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


--------------------------------------------------------------------------


[Statedef 7700]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 3014
poweradd = 0                    ;このステートを使った時のパワー増加量(0で変化無し)

[State 3200, 0]
type = PlaySnd
trigger1 = time = 0
value = 911,5

[state 0, helper]
type = helper
trigger1 = time = 44
id = 3013
stateno = 3013
name = "wa2"
postype = p1
pos = 5,-150
pausemovetime = 0
persistent = 0
ownpal = 1

[state 0, helper]
type = helper
trigger1 = time = 44
id = 3015
stateno = 3015
name = "wa3"
postype = p1
pos = 5,-150
pausemovetime = 0
persistent = 0
ownpal = 1

[State 200, 1]
type = PlaySnd
trigger1 = time = 24
value = 801, 1

[State 200, 7]
type = ChangeState
trigger1 = time = 60
value = 3011



[Statedef 3011]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 3015
poweradd = 0                    ;このステートを使った時のパワー増加量(0で変化無し)

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




[Statedef 3013]
type    = A
movetype= A
physics = S
sprpriority = 3
anim = 31021

[State 1000,0]
type = Trans
trigger1 = 1
trans = add


[state 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 1000, 0]
Type = Angleadd
Trigger1 = 1
Value = 200

[state 1]
type = AngleDraw
trigger1 = 1
scale = 0.4,0.4

[state 0, helper]
type = helper
trigger1 = time = 10
id = 19004
stateno = 19004
name = "wa2"
postype = p1
pos = 0,0
pausemovetime = 0
persistent = 0
ownpal = 1

[state 0, helper]
type = helper
trigger1 = time = 20
id = 19000
stateno = 19000
name = "wa2"
postype = p1
pos = 0,0
pausemovetime = 0
persistent = 0
ownpal = 1

[state 0, helper]
type = helper
trigger1 = time = 40
id = 19005
stateno = 19005
name = "wa2"
postype = p1
pos = 0,0
pausemovetime = 0
persistent = 0
ownpal = 1

[state 0, helper]
type = helper
trigger1 = time = 50
id = 19001
stateno = 19001
name = "wa2"
postype = p1
pos = 0,0
pausemovetime = 0
persistent = 0
ownpal = 1

[state 0, helper]
type = helper
trigger1 = time = 70
id = 19006
stateno = 19006
name = "wa2"
postype = p1
pos = 0,0
pausemovetime = 0
persistent = 0
ownpal = 1

[state 0, helper]
type = helper
trigger1 = time = 80
id = 19002
stateno = 19002
name = "wa2"
postype = p1
pos = 0,0
pausemovetime = 0
persistent = 0
ownpal = 1

[state 0, helper]
type = helper
trigger1 = time = 100
id = 19007
stateno = 19007
name = "wa2"
postype = p1
pos = 0,0
pausemovetime = 0
persistent = 0
ownpal = 1

[state 0, helper]
type = helper
trigger1 = time = 110
id = 19003
stateno = 19003
name = "wa2"
postype = p1
pos = 0,0
pausemovetime = 0
persistent = 0
ownpal = 1


[State 6009, DestroySelf]
type = DestroySelf
triggerall = time > 0
trigger1 = time = 150
;trigger2 = Root,StateNo != 3010




[Statedef 3015]
type    = A
movetype= A
physics = S
sprpriority = 3
anim = 31022

[State 1000,0]
type = Trans
trigger1 = 1
trans = add


[state 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 1000, 0]
Type = Angleadd
Trigger1 = 1
Value = 200

[state 1]
type = AngleDraw
trigger1 = 1
scale = 0.4,0.4

[State 6009, DestroySelf]
type = DestroySelf
triggerall = time > 0
trigger1 = time = 150
;trigger2 = Root,StateNo != 3010


--------------------------------------------------------------------------------------------



[Statedef 19000]
type    = A
movetype= A
physics = S
sprpriority = 3
anim = 3103

[State 1000,0]
type = null;Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[state 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 6011, VelSet]
type = null;lvelset
trigger1 = time = 0
x = 9.5
;y = 6.5

[State 6011, VelSet]
type = velset
trigger1 = time; = 0
x = 13.5;0+(0.014*time)
y = 4;1.9*((p2dist y - 0)/(abs(p2dist x - 0) + abs(p2dist y + 20) + 0.0000001))

[State 6011, VelSet]
type = null;posadd
trigger1 = P2BodyDist y > -10
y = 1

[State 6011, VelSet]
type = null;posadd
trigger1 = P2BodyDist y < 0
y = -1

[state 1]
type = AngleDraw
trigger1 = 1
scale = 0.6,0.7

[state 1,angleset]
type = Angleset
trigger1 = vel x <=0
value = atan(vel y/vel x)*(150/pi)

[state 1,angleset]
type = Angleset
trigger1 = vel x >=0
value = atan(vel y/vel x)*(-100/pi)

[State 200, 7]
type = ChangeState
;triggerall = time >= 50
trigger1 = P2BodyDist X < 5
value = 19100

[State 6009, DestroySelf]
type = DestroySelf
triggerall = time > 0
trigger3 = time = 500
trigger1 = !(screenpos x = [-130,400])
trigger2 = !(screenpos y = [-130,400])



[Statedef 19001]
type    = A
movetype= A
physics = S
sprpriority = 3
anim = 3103

[State 1000,0]
type = null;Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[state 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 6011, VelSet]
type = null;lvelset
trigger1 = time = 0
x = 9.5
;y = 6.5

[State 6011, VelSet]
type = velset
trigger1 = time; = 0
x = 13.5;0+(0.014*time)
y = 8;1.9*((p2dist y - 0)/(abs(p2dist x - 0) + abs(p2dist y + 20) + 0.0000001))

[State 6011, VelSet]
type = null;posadd
trigger1 = P2BodyDist y > -10
y = 1

[State 6011, VelSet]
type = null;posadd
trigger1 = P2BodyDist y < 0
y = -1

[state 1]
type = AngleDraw
trigger1 = 1
scale = 0.6,0.7

[state 1,angleset]
type = Angleset
trigger1 = vel x <=0
value = atan(vel y/vel x)*(150/pi)

[state 1,angleset]
type = Angleset
trigger1 = vel x >=0
value = atan(vel y/vel x)*(-100/pi)

[State 200, 7]
type = ChangeState
;triggerall = time >= 50
trigger1 = P2BodyDist X < 5
value = 19100

[State 6009, DestroySelf]
type = DestroySelf
triggerall = time > 0
trigger3 = time = 500
trigger1 = !(screenpos x = [-130,400])
trigger2 = !(screenpos y = [-130,400])



[Statedef 19003]
type    = A
movetype= A
physics = S
sprpriority = 3
anim = 3103

[State 1000,0]
type = null;Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[state 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 6011, VelSet]
type = null;lvelset
trigger1 = time = 0
x = 9.5
;y = 6.5

[State 6011, VelSet]
type = velset
trigger1 = time; = 0
x = 13.5;0+(0.014*time)
y = 12;1.9*((p2dist y - 0)/(abs(p2dist x - 0) + abs(p2dist y + 20) + 0.0000001))

[State 6011, VelSet]
type = null;posadd
trigger1 = P2BodyDist y > -10
y = 1

[State 6011, VelSet]
type = null;posadd
trigger1 = P2BodyDist y < 0
y = -1

[state 1]
type = AngleDraw
trigger1 = 1
scale = 0.6,0.7

[state 1,angleset]
type = Angleset
trigger1 = vel x <=0
value = atan(vel y/vel x)*(150/pi)

[state 1,angleset]
type = Angleset
trigger1 = vel x >=0
value = atan(vel y/vel x)*(-100/pi)

[State 200, 7]
type = ChangeState
;triggerall = time >= 50
trigger1 = P2BodyDist X < 5
value = 19100

[State 6009, DestroySelf]
type = DestroySelf
triggerall = time > 0
trigger3 = time = 500
trigger1 = !(screenpos x = [-130,400])
trigger2 = !(screenpos y = [-130,400])


[Statedef 19002]
type    = A
movetype= A
physics = S
sprpriority = 3
anim = 3103

[State 1000,0]
type = null;Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[state 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 6011, VelSet]
type = null;lvelset
trigger1 = time = 0
x = 9.5
;y = 6.5

[State 6011, VelSet]
type = velset
trigger1 = time; = 0
x = 13.5;0+(0.014*time)
y = 16;1.9*((p2dist y - 0)/(abs(p2dist x - 0) + abs(p2dist y + 20) + 0.0000001))

[State 6011, VelSet]
type = null;posadd
trigger1 = P2BodyDist y > -10
y = 1

[State 6011, VelSet]
type = null;posadd
trigger1 = P2BodyDist y < 0
y = -1

[state 1]
type = AngleDraw
trigger1 = 1
scale = 0.6,0.7

[state 1,angleset]
type = Angleset
trigger1 = vel x <=0
value = atan(vel y/vel x)*(150/pi)

[state 1,angleset]
type = Angleset
trigger1 = vel x >=0
value = atan(vel y/vel x)*(-100/pi)

[State 200, 7]
type = ChangeState
;triggerall = time >= 50
trigger1 = P2BodyDist X < 5
value = 19100

[State 6009, DestroySelf]
type = DestroySelf
triggerall = time > 0
trigger3 = time = 500
trigger1 = !(screenpos x = [-130,400])
trigger2 = !(screenpos y = [-130,400])

[Statedef 19100]
type    = A
movetype= A
physics = S
sprpriority = 3
anim = 3104

[State 200, 5]
type = PlaySnd
trigger1 = time = 0
value = 4000,36

[State 1020, 4]
type = EnvShake
trigger1 = time = 0
time = 12
ampl = -12
freq = 95
phase = 95

[State 1000,0]
type = null;Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[state 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 6011, VelSet]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 1000, 2]
type = Projectile
trigger1 = time = 0
attr = S, HA
projanim =3105
projhitanim = -1
projid = 3105
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 1
postype = p1
velocity = 0
animtype  = diagup
damage    = 90000 ,90000
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,15
sparkno = -1
sparkxy = -15,-77
hitsound   = 4000,21
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4.5
air.velocity = -1,-1.5
fall = 1
fall.recover = 0
juggle = 15

[State 6009, DestroySelf]
type = DestroySelf
triggerall = time > 0
trigger3 = animtime = 0
trigger1 = !(screenpos x = [-130,400])
trigger2 = !(screenpos y = [-130,400])


[Statedef 19004]
type    = A
movetype= A
physics = S
sprpriority = 3
anim = 3103

[State 1000,0]
type = null;Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[state 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 6011, VelSet]
type = null;lvelset
trigger1 = time = 0
x = 9.5
;y = 6.5

[State 6011, VelSet]
type = velset
trigger1 = time; = 0
x = 13.5;0+(0.014*time)
y = 4;1.9*((p2dist y - 0)/(abs(p2dist x - 0) + abs(p2dist y + 20) + 0.0000001))

[State 6011, VelSet]
type = null;posadd
trigger1 = P2BodyDist y > -10
y = 1

[State 6011, VelSet]
type = null;posadd
trigger1 = P2BodyDist y < 0
y = -1

[state 1]
type = AngleDraw
trigger1 = 1
scale = 0.6,0.7

[state 1,angleset]
type = Angleset
trigger1 = vel x <=0
value = atan(vel y/vel x)*(150/pi)

[state 1,angleset]
type = Angleset
trigger1 = vel x >=0
value = atan(vel y/vel x)*(-100/pi)

[State 200, 7]
type = ChangeState
;triggerall = time >= 50
trigger1 = P2BodyDist X < 5
value = 19100

[State 6009, DestroySelf]
type = DestroySelf
triggerall = time > 0
trigger3 = time = 500
trigger1 = !(screenpos x = [-130,400])
trigger2 = !(screenpos y = [-130,400])



[Statedef 19005]
type    = A
movetype= A
physics = S
sprpriority = 3
anim = 3103

[State 1000,0]
type = null;Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[state 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 6011, VelSet]
type = null;lvelset
trigger1 = time = 0
x = 9.5
;y = 6.5

[State 6011, VelSet]
type = velset
trigger1 = time; = 0
x = 13.5;0+(0.014*time)
y = 8;1.9*((p2dist y - 0)/(abs(p2dist x - 0) + abs(p2dist y + 20) + 0.0000001))

[State 6011, VelSet]
type = null;posadd
trigger1 = P2BodyDist y > -10
y = 1

[State 6011, VelSet]
type = null;posadd
trigger1 = P2BodyDist y < 0
y = -1

[state 1]
type = AngleDraw
trigger1 = 1
scale = 0.6,0.7

[state 1,angleset]
type = Angleset
trigger1 = vel x <=0
value = atan(vel y/vel x)*(150/pi)

[state 1,angleset]
type = Angleset
trigger1 = vel x >=0
value = atan(vel y/vel x)*(-100/pi)

[State 200, 7]
type = ChangeState
;triggerall = time >= 50
trigger1 = P2BodyDist X < 5
value = 19100

[State 6009, DestroySelf]
type = DestroySelf
triggerall = time > 0
trigger3 = time = 500
trigger1 = !(screenpos x = [-130,400])
trigger2 = !(screenpos y = [-130,400])



[Statedef 19006]
type    = A
movetype= A
physics = S
sprpriority = 3
anim = 3103

[State 1000,0]
type = null;Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[state 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 6011, VelSet]
type = null;lvelset
trigger1 = time = 0
x = 9.5
;y = 6.5

[State 6011, VelSet]
type = velset
trigger1 = time; = 0
x = 13.5;0+(0.014*time)
y = 12;1.9*((p2dist y - 0)/(abs(p2dist x - 0) + abs(p2dist y + 20) + 0.0000001))

[State 6011, VelSet]
type = null;posadd
trigger1 = P2BodyDist y > -10
y = 1

[State 6011, VelSet]
type = null;posadd
trigger1 = P2BodyDist y < 0
y = -1

[state 1]
type = AngleDraw
trigger1 = 1
scale = 0.6,0.7

[state 1,angleset]
type = Angleset
trigger1 = vel x <=0
value = atan(vel y/vel x)*(150/pi)

[state 1,angleset]
type = Angleset
trigger1 = vel x >=0
value = atan(vel y/vel x)*(-100/pi)

[State 200, 7]
type = ChangeState
;triggerall = time >= 50
trigger1 = P2BodyDist X < 5
value = 19100

[State 6009, DestroySelf]
type = DestroySelf
triggerall = time > 0
trigger3 = time = 500
trigger1 = !(screenpos x = [-130,400])
trigger2 = !(screenpos y = [-130,400])


[Statedef 19007]
type    = A
movetype= A
physics = S
sprpriority = 3
anim = 3103

[State 1000,0]
type = null;Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[state 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 6011, VelSet]
type = null;lvelset
trigger1 = time = 0
x = 9.5
;y = 6.5

[State 6011, VelSet]
type = velset
trigger1 = time; = 0
x = 13.5;0+(0.014*time)
y = 16;1.9*((p2dist y - 0)/(abs(p2dist x - 0) + abs(p2dist y + 20) + 0.0000001))

[State 6011, VelSet]
type = null;posadd
trigger1 = P2BodyDist y > -10
y = 1

[State 6011, VelSet]
type = null;posadd
trigger1 = P2BodyDist y < 0
y = -1

[state 1]
type = AngleDraw
trigger1 = 1
scale = 0.6,0.7

[state 1,angleset]
type = Angleset
trigger1 = vel x <=0
value = atan(vel y/vel x)*(150/pi)

[state 1,angleset]
type = Angleset
trigger1 = vel x >=0
value = atan(vel y/vel x)*(-100/pi)

[State 200, 7]
type = ChangeState
;triggerall = time >= 50
trigger1 = P2BodyDist X < 5
value = 19100

[State 6009, DestroySelf]
type = DestroySelf
triggerall = time > 0
trigger3 = time = 500
trigger1 = !(screenpos x = [-130,400])
trigger2 = !(screenpos y = [-130,400])

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
[Statedef 44440]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 40
velset = 0,0
anim = 1200
ctrl = 0
sprpriority = 2

[State 900]
Type = Helper
trigger1 = animelem = 4
Stateno = 1205
ID = 1205
Pos = 0,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0
Size.XScale = 0.16
Size.YScale = 0.16

[State 900]
Type = Helper
trigger1 = animelem = 4
Stateno = 1205
ID = 1205
Pos = 30,30
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0
Size.XScale = 0.16
Size.YScale = 0.16

[State 900]
Type = Helper
trigger1       = animelemtime(7) = 2
Stateno = 1201
ID = 1211
pos = 80 ,-90
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0

[State 900]
Type = Helper
trigger1       = animelemtime(7) = 2
Stateno = 1201
ID = 1211
pos = 80,-60
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0

[State 900]
Type = Helper
trigger1       = animelemtime(7) = 2
Stateno = 1201
ID = 1211
pos = 80,-30
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0

[State 1200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1





[Statedef 1205]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 7601

[State -1]
Type = sprpriority
Trigger1 = Time = 0
value = 3

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = Add
Length         = 17
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 210 , 210 , 210
PalAdd         = 0 , 0 , 0
PalMul         = .7 , .7 , .7

[State 6670, AngleDraw]
Type = trans
Trigger1 = 1
trans = add

[State 100, 4]
type           = Explod
Trigger1 = Root,AnimElemtime(5) >= 6
Trigger1 = Root,AnimElemtime(7) <= 0
anim           = 6900;6603
sprpriority    = 6
postype        = p1
scale          = 1,1
pos = 0,0
vel = 4+ ((random%4)*0.6),2.5- ((random%6)*0.6)
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 10050]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 1200
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 4
Time = 10
Pos = -24,-75
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 1200
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 5
Time = 10
Pos = -22,-75
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Trigger1 = Root,Anim = 1200
Trigger1 = Root,MoveType = A
Trigger1 = Root,AnimElem = 6
Time = 10
Pos = 37,-53
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1, BindToRoot]
Type = BindToRoot
Triggerall = Root,Anim = 1200
Triggerall = Root,MoveType = A
Trigger1 = Root,AnimElemtime(7) >= 0
Time = 10
Pos = 39,-52
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1051, 2] ;設定した値に達したらチェンジステート
type = destroyself
trigger1 = root,stateno != [1200,1210]
Trigger2 = Root,Anim = 1200
Trigger2 = Root,MoveType = A
Trigger2 = Root,AnimElem = 8



[Statedef 1201]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 9999
sprpriority = 6

[State 6300]
type = Turn
trigger1 = ishelper(1201)
trigger1 = time = 0

[State 100, 4]
type           = Explod
trigger1 = (GameTime%7) = 1
anim           = 6400
sprpriority    = 6
postype        = p1
scale          = 1,1
pos = 0,0
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 100, 4]
type           = Explod
trigger1 = time = [5,30]
trigger1 = (GameTime%4) = 1
anim           = 6603
sprpriority    = 6
postype        = p1
scale          = 1,1
pos = 0,0
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 2383]
Type = Veladd
Trigger1 = Time >= 15
Y = 0.01

[State 2383]
Type = VarRandom
Trigger1 = Time >= 0
V = 17
Range = 0,1

[State 100, 4]
type           = Explod
trigger1 = time = 5
anim           = 6601+Var(17)
sprpriority    = 6
postype        = p1
scale          = 1,1
pos = 0,0
bindtime       = 1
ownpal         = 1
ignorehitpause = 1
removeongethit = 1
trans = add

[State 1010, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 5
value = 1100, 1

[State 1010, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 0
freqmul = 1

[State 900]
Type = Helper
trigger1       = time = 5
Stateno = 1202
ID = 1202
pos = 0,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 1

[State 900]
Type = Helper
trigger1       = time = 1
Stateno = 1203
ID = 1203
pos = 0,0
PosType = P1
Keyctrl = 0
helpertype = normal
ownpal = 0

[State 1051, 2] ;設定した値に達したらチェンジステート
type = destroyself
trigger1 = time >= 8
trigger1 = numhelper(1202) = 0

[Statedef 1202]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 6606
sprpriority = 3

[State 1110, ヒット定義]
type = HitDef
trigger1 = (GameTime%6) = 1
attr = S, SA
animtype  = hard
damage    = 15, 2
priority  = 5
guardflag = MA
pausetime = 0,2
sparkxy = -40-random%21,-2-random%21
SparkNo = s8000
Guard.SparkNo = s8500
hitsound   = S1,1
guardsound = S120,1
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -7
guard.velocity = -3
air.velocity = -6,5
airguard.velocity = -2.5,5
air.hittime = 12
p2facing = 1
forcestand = 1
fall = 0
air.fall = 1
fallrecover = 0
envshake.time = 8
envshake.ampl = 7
envshake.freq = 90
envshake.phase = 90
Guard.Dist = 305

[State 10050]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State 6100, fadeout]
type = trans
trigger1 = 1
trans = add

[State -1, BindToRoot]
Type = BindToparent
Trigger1 = 1
Pos = 0,0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1051, 2] ;設定した値に達したらチェンジステート
type = destroyself
trigger1 = animtime = 0

[Statedef 1203]
type    = A
movetype= I
physics = N
juggle  = 0
anim = 7500
ctrl = 0
sprpriority = -15
velset = 0,0

[State 450000]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,NA,SA,HA,NP,SP,HP
slot = 0
stateno = 1203
ignorehitpause = 1
pausemovetime = 9999999999999999999
supermovetime = 9999999999999999999

[State 1051, 2] ;設定した値に達したらチェンジステート
type = destroyself
trigger1 = time >= 35



---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------




[Statedef 3060]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 3014
poweradd = 0                    ;このステートを使った時のパワー増加量(0で変化無し)

[State 200, 1]
type = PlaySnd
trigger1 = time = 24
value = 801, 1

[State 1000, 5]
type = Explod
trigger1 = time = 24
anim = 3001
sprpriority = 4
postype = p1
pos = 5,-100
scale = 0.7,0.7
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[state 0, helper]
type = helper
trigger1 = time = 30
id = 3050
stateno = 3050
name = "wa2"
postype = p1
pos = 5,-190
pausemovetime = 0
persistent = 0
ownpal = 1

[state 0, helper]
type = null;helper
trigger1 = time = 30
id = 3050
stateno = 3050
name = "wa2"
postype = p1
pos = 75,-190
pausemovetime = 0
persistent = 0
ownpal = 1

[state 0, helper]
type = helper
trigger1 = time = 30
id = 3050
stateno = 3050
name = "wa2"
postype = p1
pos = 150,-190
pausemovetime = 0
persistent = 0
ownpal = 1

;----------------------------------------------------
[State 200, 7]
type = ChangeState
trigger1 = time = 120
value = 3011
;^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[Statedef 3050]
type    = A
movetype= A
physics = S
sprpriority = 3
anim = 3060

[State 200, 1]
type = PlaySnd
trigger1 = (GameTime%40) = 1
value = 4000, 11

[State 1000, 5]
type = Explod
trigger1 = (GameTime%30) = 1
anim = 3069
id = 3064
sprpriority = 8
postype = p1
pos = 0,0
scale = 1,1
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[state 1]
type = AngleDraw
trigger1 = 1
scale = 0.7,0.7

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 3061
id = 3061
sprpriority = 5
postype = p1
pos = 0,8
scale = 0.8,0.8
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 250

[state 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[state 1]
type = velset
trigger1 = time >= 40
y = 1.5

[state 1]
type = velset
trigger1 = Vel Y > 0 && Pos Y >= -40
y = 0

[State 200, 7]
type = ChangeState
triggerall = time >= 150
trigger1 = P2BodyDist X < 5
value = 3051

[State 6009, DestroySelf]
type = DestroySelf
triggerall = time > 0
trigger1 = time = 500




;-------------------
[Statedef 3051]
type    = A
movetype= A
physics = S
sprpriority = 5
anim = 3059

[state a]
type = removeexplod
trigger1 = time = 0
id = 3061

[state 1]
type = velset
trigger1 = time = 0
y = 0

[state 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 1]
type = varrandom
trigger1 = 1
range = -15,15
v = 49

[State 1]
type = varrandom
trigger1 = 1
range = -15,15
v = 48

[State 200, 1]
type = PlaySnd
trigger1 = time = 0
value = 4000, 2

[State 200, 1]
type = PlaySnd
trigger1 = time = 0
value = 4000, 36

[State 200, 1]
type = PlaySnd
trigger1 = time = 0
value = 4000, 3

[State 1020, 4]
type = EnvShake
trigger1 = (gametime%10) = 1
time = 12
ampl = -3
freq = 95
phase = 95

[State 1000, 5]
type = Explod
trigger1 = time = 0|| time = 15 || time = 30
anim = 3058
sprpriority = 5
postype = p1
pos = var(49),var(48)
;scale = 0.8,0.8
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0 || time = 15 || time = 30
anim = 3059
sprpriority = 4
postype = p1
pos = var(49),var(48)
scale = 0.9,0.9
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0 || time = 15 || time = 30
anim = 3104
sprpriority = 5
postype = p1
pos = var(49),var(48)
;scale = 0.8,0.8
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 2]
type = Projectile
trigger1 = time = 0 || time = 15 || time = 30
trigger2 = (GameTime%15) = 1
attr = S, SP
projanim = 3063
projhitanim = -1
projid = 3063
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 1
postype = p1
offset = var(49),var(48)
velocity = 0
animtype  = back
damage = 40
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,4
sparkno = -1
sparkxy = -5,-60
hitsound   = -1;S222,0
guard.sparkno = -1
guardsound = S121,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 2,-4
air.velocity = 2,-4
juggle = 15

[State 6009, DestroySelf]
type = DestroySelf
triggerall = time > 0
trigger1 = animtime = 0




[Statedef 3011]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 3015
poweradd = 0                    ;このステートを使った時のパワー増加量(0で変化無し)

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


-----------------------------------------------


[Statedef 1519]
type = U
physics = N
ctrl = 0
anim = 1200
velset = 0,0

[state ]
type=playsnd
trigger1=time=0
value=s12346,0
freq =.7

[state ]
type=playsnd
trigger1=time=0
value=s18000,3
freq =.6

[State ]
type = Explod
trigger1 = time > 24
trigger1 = time < 80
trigger1 = gametime%10=0
anim = 70210
sprpriority = 1
ignorehitpause = 1
pos = 16,-43
scale = .5,.5
ownpal = 1
PauseMoveTime = 9999999

[State ]
type = Helper
trigger1 = time = 24
stateno = 14220
id = 1422
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1

[state ]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[state ]
type = changestate
trigger1 = animtime = 0
value = 10800
ctrl = 1



[Statedef 14200]
anim = 11111

[State ]
Type = PosSet
Trigger1 = 1
Y = 0

[State ]
type = playsnd
trigger1 = time = 0
value = 12346,1

[State ]
type = playsnd
trigger1 = time = 0
value = 12346,2

[state ]
type=explod
trigger1 = time < 16
anim=54322
ownpal=1
sprpriority=2
pos=0,-15
random=40,50
vel=0,-3-random%2
scale=0.37,0.37

[state ]
type=explod
trigger1 = time = 0
anim=54321
ownpal=1
sprpriority=2
pos=0,-15

[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10003
postype = p1
pos = 0,-10
random = 90,60
scale = .4,.4
vel = 0,-4
sprpriority = 18
ownpal = 1

[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10003
postype = p1
pos = 0,-10
random = 90,40
scale = .3,.3
vel = 0,-6
sprpriority = 18
ownpal = 1

[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10003
postype = p1
pos = 0,-10
random = 90,10
scale = .2,.2
vel = 0,-8
sprpriority = 18
ownpal = 1

[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10025
postype = p1
pos = 0,-10
random = 90,60
scale = .4,.4
vel = 0,-4
sprpriority = 18
ownpal = 1

[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10025
postype = p1
pos = 0,-10
random = 90,40
scale = .3,.3
vel = 0,-6
sprpriority = 18
ownpal = 1

[State ]
type = Explod
trigger1 = gametime%2=0
anim = 10025
postype = p1
pos = 0,-10
random = 90,10
scale = .2,.2
vel = 0,-8
sprpriority = 18

[State ]
type = Explod
trigger1 = time = 0
anim = 10002
postype = p1
pos = 0,10
scale = 0.8,0.15
sprpriority = 18
ownpal = 1

[State ]
type = Explod
trigger1 = time = 0
anim = 10041
postype = p1
pos = 0,10
scale = 0.4,0.07
sprpriority = 18
ownpal = 1
ignorehitpause = 1

[state ]
type=explod
trigger1 = time = 0
anim=10045
ownpal=1
sprpriority=4
pos=0,10
scale=.5,.5
ignorehitpause=1

[state ]
type=explod
trigger1 = time = 0
anim=3510
ownpal=1
sprpriority=3
pos=0,10
scale=.9,1.1
ignorehitpause=1

[state ]
type=explod
trigger1 = time = 0
anim=3520
ownpal=1
sprpriority=5
pos=0,-20
scale=.5,.5
ignorehitpause=1

[State ]
Type = projectile
trigger1 = GameTime%2 = 0
projanim = 11111
projid = 10078
offset = 0,0
postype = p1
projscale = 1,1
projremove = 0
projremovetime = 1
Attr = A, NP
GuardFlag = MA
AnimType  = Midium
Air.AnimType = Back
Priority = 99, Hit
Damage = 10
PauseTime = 20, 20
Ground.Type = High
Ground.SlideTime = 12
Ground.HitTime  = 18
Guard.Dist = 45
Ground.Velocity = 0.5
Air.Velocity = 0,-6
P1SprPriority = 9
SparkNo     = -1
SparkXY = -25, 0
Fall = 1
Air.Fall = 1
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
Ground.Velocity = 5,-4
Air.Velocity = 5,-4

[State ]
type = destroyself
trigger1 = time = 30








[Statedef 14210]
anim = 11111

[state ]
type=playsnd
trigger1=time = 90
value=s300,1

[state ]
type = velset
trigger1 = time = 0
y=-4-Random%2
x=3+random%4

[state ]
type = velset
trigger1 = time = 30
y=-0.1-Random%2
x=random%3-random%3

[state ]
type = velset
trigger1 = time = 100
y=7
x=random%5-random%5

[state ]
type = velset
trigger1 = time = 125
y=0
x=0

[State ]
type = playsnd
trigger1 = time = 0
value = 300,3

[State ]
type = playsnd
trigger1 = time = 0
value = 12345,2
freqmul=1.3

[state ]
type=explod
trigger1 = time = 0
anim=20044
ownpal=1
sprpriority=4
scale=.8,.8
removetime = 125
bindtime = -1
ignorehitpause=1

[state ]
type=explod
trigger1 = time < 50
anim=70210
ownpal=1
pos = 0,0
sprpriority=4
scale=.14,.14
ignorehitpause=1

[state ]
type=explod
trigger1 = time < 50
trigger1 = gametime%3 = 0
anim=10042
ownpal=1
pos = 0,0
sprpriority=4
scale=.14,.14
ignorehitpause=1

[state ]
type=explod
trigger1 = time < 50
trigger1 = gametime%4 = 0
anim=9887
ownpal=1
pos = 0,0
sprpriority=4
scale=.14,.04
ignorehitpause=1

[state ]
type=explod
trigger1 = time < 110
trigger1 = gametime%10 = 0
anim=10041
ownpal=1
sprpriority=4
scale=.105,.105
bindtime = -1
ignorehitpause=1

[state ]
type=explod
trigger1 = time < 57
anim=10025
ownpal=1
sprpriority=4
random=40,40
scale=.3,.3
ignorehitpause=1

[state ]
type=explod
trigger1 = time < 57
anim=10025
ownpal=1
sprpriority=4
random=30,30
scale=.2,.2
ignorehitpause=1

[state ]
type=explod
trigger1 = time < 57
anim=10025
ownpal=1
sprpriority=4
random=20,20
scale=.1,.1
ignorehitpause=1

[state ]
type=explod
trigger1 = time < 57
anim=10003
ownpal=1
sprpriority=4
random=40,40
scale=.3,.3
ignorehitpause=1

[State ]
type = changestate
trigger1 = Vel Y = 0
value = 14200





















[Statedef 14220]
anim = 11111

[State -2]
type = Helper
trigger1 = gametime%9=0
stateno = 14210
pos = 16,-43
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1

[State ]
type = destroyself
trigger1 = time = 71








----------------------------------

;Changestate Do not change!!
[Statedef 10800]
type    = S
physics = N
ctrl = 0
anim = 0
velset = 0,0

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

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

[State ]
type = ChangeState
trigger1 = Time = 1
value = 0
ctrl = 1
;12P Costume


-------------------------------------------------------------------

-------------------------------------------
--
--
-
-
-

[Statedef 1527]
type = U
physics = N
ctrl = 0
anim = 1200
velset = 0,0

[State ]
type = helper
trigger1 = time = 0
stateno = 2423
postype = p1
sprpriority = 4
ownpal = 1

[state ]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[state ]
type = changestate
trigger1 = animtime = 0
value = 10800
ctrl = 1




-----------------------------------------------


[Statedef 2423]
statetype = S
movetype = I
physics = N
anim = 1415
sprpriority = 5

[state ]
type=playsnd
trigger1=time=18
value=s1243,0

[State ]
type = Explod
trigger1 = time = 18
anim = 70210
sprpriority = 1
ignorehitpause = 1
pos = 31,-47
scale = .2,.5
ownpal = 1
PauseMoveTime = 9999999

[State ]
type = Explod
trigger1 = time = 18
anim = 70210
sprpriority = 1
ignorehitpause = 1
pos = 31,-47
scale = .1,.3
ownpal = 1
PauseMoveTime = 9999999

[State ]
type = Explod
trigger1 = time = 18
anim = 10047
sprpriority = 1
ignorehitpause = 1
pos = 31,-47
scale = .2,.5
ownpal = 1
PauseMoveTime = 9999999

[State ]
type = helper
trigger1 = root,palno = 1
trigger1 = time = 18
stateno = 1423
id = 1000
postype = p1
pos = 31,-47
sprpriority = 4
ownpal = 1

[State ]
type = helper
trigger1 = time = 18
stateno = 1423
id = 1001
postype = p1
pos = 31,-47
sprpriority = 4
ownpal = 1

;
[State ]
type = helper
trigger1 = time = 18
stateno = 1423
id = 1002
postype = p1
pos = 31,-47
sprpriority = 4
ownpal = 1

[State ]
type = helper
trigger1 = root,palno = 1
trigger1 = time = 18
stateno = 1423
id = 1003
postype = p1
pos = 31,-47
sprpriority = 4
ownpal = 1

[state ]
type = destroyself
trigger1 = time = 20
;||||||||||||||||||Moves||||||||||||||||||||||||||||


[Statedef 1423]
type = S
movetype = A
physics = N
ctrl = 0
anim = 1415
sprpriority = 5

[State ]
type = Explod
trigger1 = 1
anim = 22349
postype = p1
scale = .7,.7
ownpal = 1
sprpriority = 8
ignorehitpause = 1

[State ]
type = Explod
trigger1 = 1
anim = 10031
postype = p1
scale = .3,.3
random = 22,8
ownpal = 1
sprpriority = 8
ignorehitpause = 1

[State ]
type = Explod
trigger1 = 1
anim = 70210
postype = p1
scale = .08,.08
random = 42,8
ownpal = 1
sprpriority = 8
ignorehitpause = 1

[State ]
type = Explod
trigger1 = 1
anim = 70210
postype = p1
scale = .04,.04
random = 52,8
ownpal = 1
sprpriority = 8
ignorehitpause = 1

[State ]
type = Explod
trigger1 = 1
anim = 10003
postype = p1
scale = .3,.3
random = 42,8
ownpal = 1
sprpriority = 8
ignorehitpause = 1

[State ]
type = Explod
trigger1 = 1
anim = 10003
postype = p1
scale = .1,.1
random = 52,8
ownpal = 1
sprpriority = 8
ignorehitpause = 1

[State ]
type = Explod
trigger1 = 1
anim = 70210
postype = p1
scale = .08,.08
random = 42,8
ownpal = 1
sprpriority = 8
ignorehitpause = 1

[State ]
type = Explod
trigger1 = 1
anim = 70210
postype = p1
scale = .04,.04
random = 52,8
ownpal = 1
sprpriority = 8
ignorehitpause = 1

[State ]
type = Explod
trigger1 = 1
anim = 10003
postype = p1
scale = .3,.3
random = 42,8
ownpal = 1
sprpriority = 8
ignorehitpause = 1

[State ]
type = Explod
trigger1 = 1
anim = 10003
postype = p1
scale = .1,.1
random = 52,8
ownpal = 1
sprpriority = 8
ignorehitpause = 1

[State ]
type = velset
triggerall = ishelper(1000)
trigger1 = time = 0
x = 1.5
y = 4.5
ignorehitpause = 1

[State ]
type = velset
triggerall = ishelper(1001)
trigger1 = time = 0
x = 1.5
y = -4.5
ignorehitpause = 1

[State ]
type = velset
triggerall = ishelper(1002)
trigger1 = time = 0
x = 1.5
y = 8.5
ignorehitpause = 1

[State ]
type = velset
triggerall = ishelper(1003)
trigger1 = time = 0
x = 1.5
y = -8.5
ignorehitpause = 1

[state ]
type = veladd
trigger1 = p2bodydist X < 0 && time >= 5
x = -0.1
ignorehitpause = 1

[state ]
type = veladd
trigger1 = p2bodydist X > 0 && time >= 5
x = 0.1
ignorehitpause = 1

[state ]
type = veladd
trigger1 = p2bodydist y < 50 && time >= 5
y = -0.3
ignorehitpause = 1

[state ]
type = veladd
trigger1 = p2bodydist y > 50 && time >= 5
y = 0.3
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = p2bodydist x = [-20,20]
trigger1 = p2bodydist y = [-50,50]
value = 1424

[state ]
type=destroyself
trigger1 = root,palno = 12
trigger1=time=300

[state ]
type=destroyself
trigger1 = root,palno = 1
trigger1=time=500

-------------------------------------------

[Statedef 1424]
type = S
movetype = A
physics = N
ctrl = 0
anim = 1415
sprpriority = 5

[state ]
type=velset
trigger1=time=0
x=0
y=0

[state ]
type=playsnd
trigger1=time=0
value=s1243,1

[state ]
type=playsnd
trigger1=time=0
value=s300,2
freqmul=.6

[State ]
type = Helper
trigger1 = time = 0
stateno = 8003
id = 8003
ownpal = 1
keyctrl = 0
ignorehitpause = 1

[State ]
type = Explod
trigger1 = time = 0
anim = 10041
postype = p1
scale = .5,.5
ownpal = 1
sprpriority = 8
ignorehitpause = 1

[State ]
type = Explod
trigger1 = gametime%9=0
trigger1 = time < 16
anim = 10042
postype = p1
scale = .7,.7
ownpal = 1
sprpriority = 8
ignorehitpause = 1

[State ]
type = Explod
trigger1 = time = 0
anim = 54325
postype = p1
scale = .2,.2
ownpal = 1
sprpriority = 8
ignorehitpause = 1

[State ]
type = Explod
trigger1 = time = 0
anim = 54326
postype = p1
scale = .7,.7
ownpal = 1
sprpriority = 7
ignorehitpause = 1

[State ]
type = Explod
trigger1 = time = 0
anim = 100466
postype = p1
scale = .8,.8
ownpal = 1
sprpriority = 7
ignorehitpause = 1

[State ]
Type = projectile
trigger1 = GameTime%2 = 0
projanim = 1415
projid = 10078
offset = 0,0
postype = p1
projscale = 1,1
projremove = 0
projremovetime = 1
Attr = A, NP
GuardFlag = MA
AnimType  = Midium
Air.AnimType = Back
Priority = 99, Hit
Damage = 11
PauseTime = 20, 20
Ground.Type = High
Ground.SlideTime = 12
Ground.HitTime  = 18
Guard.Dist = 45
Ground.Velocity = 0.5
Air.Velocity = 0,-6
P1SprPriority = 9
SparkNo     = -1
SparkXY = -25, 0
Fall = 1
Air.Fall = 1
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Guard.CornerPush.VelOff = 0
AirGuard.CornerPush.VelOff = 0
Ground.Velocity = 5,-4
Air.Velocity = 5,-4

[State ]
type = destroyself
trigger1 = time = 30



=======================


[Statedef 8003]
statetype = S
movetype = I
physics = N
anim = 12349

[state ]
type = Sprpriority
trigger1 = time = 0
value = 20

[state ]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[state ]
type = AngleDraw
trigger1 = 1
scale = 0.3 + fvar(0),0.3 + fvar(0)

[state ]
type = AngleAdd
trigger1 = 1
value = 2

[state ]
type = trans
trigger1 = 1
Trans = AddAlpha
Alpha = 256 - var(0),256

[state ]
type = varadd
trigger1 = 1
var(0) = 12

[state ]
type = varadd
trigger1 = 1
fvar(0) = 0.015

[state ]
type = destroyself
trigger1 = time = 70
