; 棫偪庛僷儞僠
[Statedef 200]
type = S
movetype = A
physics = S
juggle = ifelse(var(12),16,3)
velset = 0,0
ctrl = 0
anim = 200
poweradd = 20
sprpriority = 2
facep2 = 1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 200,7

[State 200, 2]
type = PlaySnd
trigger1 = Time = 0 && Random < 500
value = 1,0
channel = 0
volume = 255


[State 201, HitDef]
type = Hitdef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 3
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Light
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 36, 0
guard.pausetime = 12, 12
sparkno = S10100
guard.sparkno = S10150 
sparkxy = -10, -85
hitsound = S200,0
guardsound = S200,5
ground.type = High
air.type = High
ground.slidetime = 8
ground.hittime = 8
air.hittime = 8
guard.hittime  = 8
;guard.ctrltime = 8
ground.velocity = -6.5,0
guard.velocity = -6.5
air.velocity = -3.5,-6
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -8
getpower = 50,50
givepower = 25,25
persistent = 0
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

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

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

;---------------------------------------------------------------------------
;嬤嫍棧 棫偪庛僷儞僠
[Statedef 201]
type     = S
movetype = A
physics  = S
juggle  = ifelse(var(12),16,3)
poweradd = 20
ctrl     = 0
velset   = 0,0
anim     = 201
sprpriority = 2
facep2 = 1

[State 201, 1]
type = PlaySnd
trigger1 = Time = 0
value = 200,7

[State 201, 2]
type = PlaySnd
trigger1 = Time = 0 && Random < 500
value = 1,0
channel = 0
volume = 255

[State 201, HitDef]
type = Hitdef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 3
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Light
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 27, 0
guard.pausetime = 12, 12
sparkno = S10100
guard.sparkno = S10150 
sparkxy = -10, -75
hitsound = S200,0
guardsound = S200,5
ground.type = High
air.type = High
ground.slidetime = 8
ground.hittime = 8
air.hittime = 8
guard.hittime  = 8
;guard.ctrltime = 8
ground.velocity = -6.5,0
guard.velocity = -6.5
air.velocity = -3.5,-6
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -8
getpower = 50,50
givepower = 25,25
persistent = 0
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

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

[State 201, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 棫偪嫮僷儞僠

[Statedef 210]
type     = S
movetype = A
physics  = S
juggle = ifelse(var(12),16,3)
poweradd = 50
ctrl     = 0
velset   = 0,0
anim     = 210
sprpriority = 2
facep2 = 1



[State 1000, 5];峌寕僄僼僃僋僩1
type = Explod
triggerall = palno = [7,12] 
triggerall = var(38)= 0
trigger1 = animelem = 7
anim = 15040
id = 200
sprpriority = 4
postype = p1
velset = 0,0
pos = 50,-65
scale = .45,.45
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
[State 1000, 5];峌寕僄僼僃僋僩1
type = Explod
triggerall = var(38)= 0
triggerall = palno = [7,12] 
trigger1 = animelem = 7
anim = 15040
id = 200
sprpriority = 4
postype = p1
velset = 0,0
pos = 50,-65
trans =sub
scale = .5,.5
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
[State 210, 1]
type = PlaySnd
triggerall = var(38)= 0
triggerall = palno = [7,12] 
trigger1 = AnimElem = 7
value = 333,4



[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 200,9

[State 201, 2]
type = PlaySnd
trigger1 = Time = 0 && Random < 500
value = 1,3
channel = 0
volume = 255

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 7
value = 5,6

[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 200

[State 200, ice]
type = Explod
trigger1 = AnimElem = 7, = 0
anim = 215
ID = 200
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 3
ownpal = 1
removeongethit = 1
removetime = -2
ignorehitpause = 1
persistent = 0


[State 210, 僸僢僩掕媊]
type = Hitdef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 8
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 8, 8
damage = 50, 0
guard.pausetime = 12, 12
sparkno = S10101
guard.sparkno = S10151
sparkxy = -10, -75
hitsound = S200,2
guardsound = S200,5
ground.type = Low
air.type = Low
ground.slidetime = 21
ground.hittime = 21
air.hittime = 21
guard.hittime  = 17
;guard.ctrltime = 9
ground.velocity = -4,0
guard.velocity = -4
air.velocity = -3.5,-6
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -4
guard.cornerpush.veloff = -4
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -4
getpower = 50,50
givepower = 25,25
persistent = 0
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

[State 210, 僸僢僩掕媊]
type = Hitdef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 9
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 50, 0
guard.pausetime = 12, 12
sparkno = S10101
guard.sparkno = S10151
sparkxy = -10, -75
hitsound = S200,2
guardsound = S200,5
ground.type = Low
air.type = Low
ground.slidetime = 21
ground.hittime = 21
air.hittime = 21
guard.hittime  = 17
;guard.ctrltime = 9
ground.velocity = -8.5,0
guard.velocity = -10
air.velocity = -3.5,-6
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -10
getpower = 50,50
givepower = 25,25
persistent = 0
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 10
Movetype = I

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

;---------------------------------------------------------------------------
; 嬤嫍棧 棫偪嫮僷儞僠

[Statedef 211]
type     = S
movetype = A
physics  = S
juggle = ifelse(var(12),16,3)
poweradd = 50
ctrl     = 0
velset   = 0,0
anim     = 211
sprpriority = 2
facep2 = 1

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 200,9

[State 201, 2]
type = PlaySnd
trigger1 = Time = 0 && Random < 500
value = 1,3
channel = 0
volume = 255

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 5,6

[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 200

[State 200, ice]
type = Explod
trigger1 = AnimElem = 6, = 0
anim = 215
ID = 200
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 3
ownpal = 1
removeongethit = 0
removetime = -2
ignorehitpause = 1
persistent = 0

[State 210, 僸僢僩掕媊]
type = Hitdef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 6
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 136, 0
guard.pausetime = 12, 12
sparkno = S10101
guard.sparkno = S10151
sparkxy = -10, -75
hitsound = S200,2
guardsound = S200,5
ground.type = Low
air.type = Low
ground.slidetime = 21
ground.hittime = 21
air.hittime = 21
guard.hittime  = 17
;guard.ctrltime = 9
ground.velocity = -8.5,0
guard.velocity = -10
air.velocity = -3.5,-6
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -10
getpower = 50,50
givepower = 25,25
persistent = 0
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 7
Movetype = I

[State 211, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 棫偪庛僉僢僋

[Statedef 230]
type     = S
movetype = A
physics  = S
juggle = ifelse(var(12),16,3)
poweradd = 20
ctrl     = 0
velset   = 0,0
anim     = 230
sprpriority = 2
facep2 = 1

[State 201, 1]
type = PlaySnd
trigger1 = Time = 0
value = 200,8

[State 201, 2]
type = PlaySnd
trigger1 = Time = 0 && Random < 500
value = 1,1
channel = 0
volume = 255

[State 200, ice]
type = Explod
trigger1 = AnimElem = 3
anim = 235
ID = 200
postype = p1
pos = 82,-80
bindtime = -1
sprpriority = 3
ownpal = 1
removeongethit = 1
removetime = -2
ignorehitpause = 1
persistent = 0

[State 200, ice]
type = Explod
trigger1 = AnimElem = 4
anim = 235
ID = 200
postype = p1
pos = 30,-25
bindtime = -1
sprpriority = 3
ownpal = 1
removeongethit = 1
removetime = -2
ignorehitpause = 1
persistent = 0


[State 230, 僸僢僩掕媊]
type = Hitdef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 3
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Medium
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 10, 10
damage = 18, 0
guard.pausetime = 10, 10
sparkno = S10100
guard.sparkno = S10150 
sparkxy = -20, -77
hitsound = S200,1
guardsound = S200,5
ground.type = Low
air.type = Low
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.hittime  = 9
;guard.ctrltime = 8
ground.velocity = -6.5,0
guard.velocity = -6.5
air.velocity = -3.5,-6
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -8
getpower = 50,50
givepower = 25,25
persistent = 0
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

[State 230, 僸僢僩掕媊]
type = Hitdef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 4
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Medium
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 18, 0
guard.pausetime = 12, 12
sparkno = S10100
guard.sparkno = S10150 
sparkxy = 10, -20
hitsound = S200,1
guardsound = S200,5
ground.type = Low
air.type = Low
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.hittime  = 9
;guard.ctrltime = 8
ground.velocity = -6.5,0
guard.velocity = -6.5
air.velocity = -3.5,-6
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -8
getpower = 50,50
givepower = 25,25
persistent = 0
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 5
Movetype = I

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


;---------------------------------------------------------------------------
; 嬤棫偪庛僉僢僋

[Statedef 231]
type     = S
movetype = A
physics  = S
juggle = ifelse(var(12),16,3)
poweradd = 20
ctrl     = 0
velset   = 0,0
anim     = 231
sprpriority = 2
facep2 = 1

[State 201, 1]
type = PlaySnd
trigger1 = Time = 0
value = 200,8

[State 201, 2]
type = PlaySnd
trigger1 = Time = 0 && Random < 500
value = 1,1
channel = 0
volume = 255

[State 200, ice]
type = Explod
trigger1 = AnimElem = 3
anim = 235
ID = 200
postype = p1
pos = 21,-25
bindtime = -1
sprpriority = 3
ownpal = 1
removeongethit = 1
removetime = -2
ignorehitpause = 1
persistent = 0

[State 200, ice]
type = Explod
trigger1 = AnimElem = 4
anim = 235
ID = 200
postype = p1
pos = 57,-65
bindtime = -1
sprpriority = 3
ownpal = 1
removeongethit = 1
removetime = -2
ignorehitpause = 1
persistent = 0


[State 230, 僸僢僩掕媊]
type = Hitdef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 3
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Medium
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 10, 10
damage = 14, 0
guard.pausetime = 10, 10
sparkno = S10100
guard.sparkno = S10150 
sparkxy = -10, -15
hitsound = S200,1
guardsound = S200,5
ground.type = Low
air.type = Low
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.hittime  = 9
;guard.ctrltime = 8
ground.velocity = -2.5,0
guard.velocity = -6.5
air.velocity = -3.5,-6
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -8
getpower = 50,50
givepower = 25,25
persistent = 0
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

[State 230, 僸僢僩掕媊]
type = Hitdef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 4
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Medium
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 14, 0
guard.pausetime = 12, 12
sparkno = S10100
guard.sparkno = S10150 
sparkxy = -35, -60
hitsound = S200,1
guardsound = S200,5
ground.type = Low
air.type = Low
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.hittime  = 9
;guard.ctrltime = 8
ground.velocity = -6.5,0
guard.velocity = -6.5
air.velocity = -3.5,-6
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -8
getpower = 50,50
givepower = 25,25
persistent = 0
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 5
Movetype = I

[State 231, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 棫偪嫮僉僢僋

[Statedef 240]
type     = S
movetype = A
physics  = S
juggle = ifelse(var(12),16,3)
poweradd = 50
ctrl     = 0
velset   = 0,0
anim     = 240
sprpriority = 2
facep2 = 1

[State 210, 僿儖僷乕傪弌偡]
type = Helper
triggerall = NumHelper(2300) = 0
triggerall = palno = [7,12] 
trigger1 = Time = 10
name = "supia"
stateno = 11110
ID = 11110
pos = 60,-100
keyctrl = 0
postype = p1
supermovetime = 99999999
pausemovetime = 99999999
IgnoreHitPause = 1
Persistent = 0

;破
-------------------

[State 1000, 5]
type = Explod
triggerall = palno = [7,12]
trigger1 = time = 0
anim = 3427
sprpriority = 10
postype = p1
pos = 50,-20
bindtime = 1
under = 0
ownpal = 1
persistent = 1
scale = 0.3,0.3
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
triggerall = palno = [7,12]
trigger1 = time = 1
anim = 3427
sprpriority = 10
postype = p1
pos = 80,-60
bindtime = 1
under = 0
ownpal = 1
persistent = 1
scale = 0.3,0.3
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
triggerall = palno = [7,12]
trigger1 = time = 2
anim = 3427
sprpriority = 10
postype = p1
pos = 90,-100
bindtime = 1
under = 0
ownpal = 1
persistent = 1
scale = 0.3,0.3
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
triggerall = palno = [7,12]
trigger1 = time = 3
anim = 3427
sprpriority = 10
postype = p1
pos = 80,-130
bindtime = 1
under = 0
ownpal = 1
persistent = 1
scale = 0.3,0.3
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
triggerall = palno = [7,12]
trigger1 = time = 3
anim = 3427
sprpriority = 10
postype = p1
pos = 60,-145
bindtime = 1
under = 0
ownpal = 1
persistent = 1
scale = 0.3,0.3
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
triggerall = palno = [7,12]
trigger1 = time = 4
anim = 3427
sprpriority = 10
postype = p1
pos = 30,-160
bindtime = 1
under = 0
ownpal = 1
persistent = 1
scale = 0.3,0.3
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
triggerall = palno = [7,12]
trigger1 = time = 5
anim = 3427
sprpriority = 10
postype = p1
pos = 0,-160
bindtime = 1
under = 0
ownpal = 1
persistent = 1
scale = 0.3,0.3
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
triggerall = palno = [7,12]
trigger1 = time = 6
anim = 3427
sprpriority = 10
postype = p1
pos = -30,-160
bindtime = 1
under = 0
ownpal = 1
persistent = 1
scale = 0.3,0.3
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
triggerall = palno = [7,12]
trigger1 = time = 6
anim = 3427
sprpriority = 10
postype = p1
pos = -60,-130
bindtime = 1
under = 0
ownpal = 1
persistent = 1
scale = 0.3,0.3
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1000, 5]
type = Explod
triggerall = palno = [7,12]
trigger1 = time = 7
anim = 3427
sprpriority = 10
postype = p1
pos = -60,-100
bindtime = 1
under = 0
ownpal = 1
persistent = 1
scale = 0.3,0.3
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647
------------------


[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 200,10

[State 201, 2]
type = PlaySnd
trigger1 = Time = 0 && Random < 500
value = 1,4
channel = 0
volume = 255

[State 201, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5,2
volume = 255

[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 200

[State 200, ice]
type = Explod
trigger1 = AnimElem = 3
anim = 245
ID = 200
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 3
ownpal = 1
removeongethit = 0
removetime = -2
persistent = 0

[state 1000, posadd]
type = posadd
trigger1 = animelem = 3
x = 4

[State 241, HitDef]
type = HitDef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 3
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 6, 6
damage = 90, 0
guard.pausetime = 6, 6
sparkno = S10101
guard.sparkno = S10151
sparkxy = -10, -60
hitsound = S200,3
guardsound = S200,5
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.hittime  = 15
;guard.ctrltime = 9
ground.velocity = -2,-6
guard.velocity = -0
air.velocity = -2,-6
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 25,25
givepower = 10,10
persistent = 0
fall = 0
air.fall = 0
fall.recover = 0
air.recover = 0
yaccel = .5

[State 241, HitDef]
type = HitDef
;trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 4
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 54, 0
guard.pausetime = 12, 12
sparkno = S10101
guard.sparkno = S10151
sparkxy = -10, -60
hitsound = S200,3
guardsound = S200,5
ground.type = Low
air.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.hittime  = 15
;guard.ctrltime = 9
ground.velocity = -3,-6
guard.velocity = -10
air.velocity = -3.5,-6
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
air.cornerpush.veloff = -10
airguard.cornerpush.veloff = -10
getpower = 25,25
givepower = 10,10
persistent = 0
fall = 0
air.fall = 0
fall.recover = 0
air.recover = 0
yaccel = .5

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 5
Movetype = I

[State 3301,4]
type = ChangeState
triggerall = (animelem=3,>0 && animelem=7,<0)
trigger1 = var(59) != 1
trigger1 = command = "ukei"
trigger2 = var(59) = 1
trigger2 = animelem=4,>0
trigger2 = p2bodydist X = [0,60]
trigger2 = p2bodydist Y < -50
trigger2 = MoveContact = 1
trigger2 = p2statetype = A
trigger2 = Random <= 900
trigger3 = var(59) = 1
trigger3 =  (animelem=4,>0 && animelem=7,<0)
trigger3 = p2bodydist X = [0,40]
trigger3 = p2MoveType != H
trigger3 = P2StateNo != [120,155]
trigger3 = Random <= 200;僈乕僪僉儍儞僙儖懳嶔
value = 1100

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

;---------------------------------------------------------------------------
; 嬤棫偪嫮僉僢僋

[Statedef 241]
type     = S
movetype = A
physics  = S
juggle = ifelse(var(12),16,3)
poweradd = 50
ctrl     = 0
velset   = 0,0
anim     = 241
sprpriority = 2
facep2 = 1

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 200,10

[State 201, 2]
type = PlaySnd
trigger1 = Time = 0 && Random < 500
value = 1,3
channel = 0
volume = 255

[State 241, HitDef]
type = HitDef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 4
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 10, 10
damage = 90, 0
guard.pausetime = 8, 8
sparkno = S10101
guard.sparkno = S10151
sparkxy = -10, -60
hitsound = S200,3
guardsound = S200,5
ground.type = Low
air.type = Low
ground.slidetime = 22
ground.hittime = 22
air.hittime = 22
guard.hittime  = 18
;guard.ctrltime = 9
ground.velocity = 0,0
guard.velocity = 0
air.velocity = 0,6
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 25,25
givepower = 10,10
persistent = 0
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

[State 241, HitDef]
type = HitDef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 10
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 54, 0
guard.pausetime = 12, 12
sparkno = S10101
guard.sparkno = S10151
sparkxy = -10, -70
hitsound = S200,3
guardsound = S200,5
ground.type = Low
air.type = Low
ground.slidetime = 17
ground.hittime = 17
air.hittime = 17
guard.hittime  = 15
;guard.ctrltime = 9
ground.velocity = -8.5,0
guard.velocity = -10
air.velocity = 0,6
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -10
getpower = 25,25
givepower = 10,10
persistent = 0
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 11
Movetype = I

[State 3301,4]
type = ChangeState
triggerall = (animelem=3,>0 && animelem=11,<0)
trigger1 = var(59) != 1
trigger1 = command = "ukei"
trigger2 = var(59) = 1
trigger2 = (animelem=4,>0 && animelem=10,<0)
trigger2 = p2bodydist X = [0,40]
trigger2 = p2MoveType != H
trigger2 = P2StateNo != [120,155]
trigger2 = Random <= 200;僈乕僪僉儍儞僙儖懳嶔
value = 1100

[State 241, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 偟傖偑傒庛僷儞僠

[Statedef 400]
type     = C
movetype = A
physics  = C
juggle = ifelse(var(12),16,3)
poweradd = 20
ctrl     = 0
anim     = 400
sprpriority = 2
facep2 = 1

[State 400, 1]
type = PlaySnd
trigger1 = Time = 0
value = 200,7

[State 201, 2]
type = PlaySnd
trigger1 = Time = 0 && Random < 500
value = 1,0
channel = 0
volume = 255

[State 400, Hitdef]
type = Hitdef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 2
attr = C, NA
hitflag = MAF
guardflag = MA
animtype = Light
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 18, 0
guard.pausetime = 12, 12
sparkno = S10100
guard.sparkno = S10150 
sparkxy = -15, -30
hitsound = S200,0
guardsound = S200,5
ground.type = Low
air.type = Low
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.hittime  = 9
;guard.ctrltime = 9
ground.velocity = -6.5,0
guard.velocity = -6.5
air.velocity = -3.5,-6
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 50,50
givepower = 25,25
persistent = 0
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 3
Movetype = I

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

;---------------------------------------------------------------------------
; 偟傖偑傒嫮僷儞僠
[Statedef 410]
type     = C
movetype = A
physics  = C
juggle = ifelse(var(12),16,3)
poweradd = 50
ctrl     = 0
anim     = 410
sprpriority = 2
facep2 = 1

[State 210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 200,9

[State 201, 2]
type = PlaySnd
trigger1 = Time = 0 && Random < 500
value = 1,3
channel = 0
volume = 255

[State 410, HitDef]
type = HitDef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 6
attr = C, NA
hitflag = MAF
guardflag = MA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 8, 8
damage = 45, 0
guard.pausetime = 8, 8
sparkno = S10101
guard.sparkno = S10151
sparkxy = -10, -80
hitsound = S200,2
guardsound = S200,5
ground.type = High
air.type = High
ground.slidetime = 22
ground.hittime = 22
air.hittime = 22
guard.hittime  = 20
;guard.ctrltime = 18
ground.velocity = -8.5,0
guard.velocity = -8.5
air.velocity = -3.5,-6
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 50,50
givepower = 25,25
persistent = 0
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

[State 410, HitDef]
type = HitDef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 7
attr = C, NA
hitflag = MAF
guardflag = MA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 14, 14
damage = 45, 0
guard.pausetime = 14, 14
sparkno = S10101
guard.sparkno = S10151
sparkxy = -10, -80
hitsound = S200,2
guardsound = S200,5
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.hittime  = 20
;guard.ctrltime = 18
ground.velocity = -3.5,-7
guard.velocity = -8.5
air.velocity = -3.5,-7
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 50,50
givepower = 25,25
persistent = 0
fall = 0
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

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

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

;---------------------------------------------------------------------------
; 偟傖偑傒庛僉僢僋

[Statedef 430]
type     = C
movetype = A
physics  = C
juggle = ifelse(var(12),16,3)
poweradd = 20
ctrl     = 0
anim     = 430
sprpriority = 2
facep2 = 1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 200,8

[State 201, 2]
type = PlaySnd
trigger1 = Time = 0 && Random < 500
value = 1,1
channel = 0
volume = 255

[State 430, 僸僢僩掕媊]
type = Hitdef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 2
attr = C, NA
hitflag = M
guardflag = L
animtype = Light
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 18, 0
guard.pausetime = 12, 12
sparkno = S10100
guard.sparkno = S10150 
sparkxy = -15, 0
hitsound = S200,1
guardsound = S200,5
ground.type = Low
air.type = Low
ground.slidetime = 9
ground.hittime = 9
air.hittime = 9
guard.hittime  = 9
;guard.ctrltime = 9
ground.velocity = -6.5,0
guard.velocity = -6.5
air.velocity = -3.5,-6
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 50,50
givepower = 25,25
persistent = 0
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 5
Movetype = I

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

;---------------------------------------------------------------------------
; 偟傖偑傒嫮僉僢僋
[Statedef 440]
type     = C
movetype = A
physics  = C
juggle = 15
poweradd = 50
ctrl     = 0
anim     = 440
sprpriority = 2
facep2 = 1

[State 440, 1]
type = PlaySnd
trigger1 = Time = 0
value = 200,10

[State 201, 2]
type = PlaySnd
trigger1 = Time = 0 && Random < 500
value = 1,4
channel = 0
volume = 255

[State 114, 3]
type = ReversalDef
trigger1 = p2Movetype != H
trigger1 = AnimElem = 3 || AnimElem = 4 || AnimElem = 5
reversal.attr = SCA,AA,AP
numhits = 0
hitflag = MAP
sparkno = 10150
pausetime = 8,14
sparkxy = -10,-25
hitsound = S200,5

[State 440, HitDef]
type = HitDef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 8
attr = C, NA
hitflag = M
guardflag = L
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 144, 0
guard.pausetime = 12, 12
sparkno = S10101
guard.sparkno = S10151
sparkxy = -10, -10
hitsound = S200,3
guardsound = S200,5
ground.type = Trip
air.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.hittime  = 20
;guard.ctrltime = 18
ground.velocity = -2.5,-4.3
guard.velocity = -10
air.velocity = -1.2,-4
airguard.velocity = -3.7,-1.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -12
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 50,50
givepower = 25,25
persistent = 0
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 9
Movetype = I

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


;---------------------------------------------------------------------------
;僕儍儞僾庛僷儞僠

[Statedef 600]
type     = A
movetype = A
physics  = A
juggle = ifelse(var(12),16,3)
poweradd = 20
ctrl     = 0
anim     = 600
sprpriority = 2

[State 600, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 200,7

[State 201, 2]
type = PlaySnd
trigger1 = Time = 0 && Random < 500
value = 1,0
channel = 0
volume = 255

[State 600, Hitdef]
type = Hitdef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 2
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Light
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 36, 0
guard.pausetime = 12, 12
sparkno = S10100
guard.sparkno = S10150 
sparkxy = -20, -70
hitsound = S200,0
guardsound = S200,5
ground.type = High
air.type = High
ground.slidetime = 13
ground.hittime = 13
air.hittime = 13
guard.hittime  = 13
;guard.ctrltime = 13
ground.velocity = -5.1,0
guard.velocity = -6.5
air.velocity = -3.5,-6
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -5.5
guard.cornerpush.veloff = -5.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 50,50
givepower = 25,25
persistent = 0
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

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

;---------------------------------------------------------------------------
;僕儍儞僾嫮僷儞僠

[Statedef 610]
type     = A
movetype = A
physics  = A
juggle = ifelse(var(12),16,3)
poweradd = 50
ctrl     = 0
anim     = 610
sprpriority = 2

[State 1000, Width]
type = Width
trigger1 = 1
player = 1,0

[State 600,1]
type = PlaySnd
trigger1 = Time = 1
value = 200,9

[State 201, 2]
type = PlaySnd
trigger1 = Time = 0 && Random < 500
value = 1,4
channel = 0
volume = 255


[State 610, 僸僢僩掕媊]
type = HitDef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 2
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 117, 0
guard.pausetime = 12, 12
sparkno = S10101
guard.sparkno = S10151
sparkxy = -10, -70
hitsound = S200,2
guardsound = S200,5
ground.type = High
air.type = High
ground.slidetime = 14
ground.hittime = 14
air.hittime = 14
guard.hittime  = 14
;guard.ctrltime = 14
ground.velocity = -7,0
guard.velocity = -7
air.velocity = -3.5,-6
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -8.5
guard.cornerpush.veloff = -8.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 50,50
givepower = 25,25
persistent = 0
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

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

;---------------------------------------------------------------------------
;僕儍儞僾庛僉僢僋

[Statedef 630]
type     = A
movetype = A
physics  = A
juggle = ifelse(var(12),16,3)
poweradd = 20
ctrl     = 0
anim     = 630
sprpriority = 2

[State 600,1]
type = PlaySnd
trigger1 = Time = 1
value = 200,8

[State 201, 2]
type = PlaySnd
trigger1 = Time = 0 && Random < 500
value = 1,2
channel = 0
volume = 255

[State 630, HitDef]
type = HitDef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 2
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Light
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 36, 0
guard.pausetime = 12, 12
sparkno = S10100
guard.sparkno = S10150 
sparkxy = -10, -43
hitsound = S200,1
guardsound = S200,5
ground.type = High
air.type = High
ground.slidetime = 13
ground.hittime = 13
air.hittime = 13
guard.hittime  = 13
;guard.ctrltime = 13
ground.velocity = -5.1,0
guard.velocity = -5.1
air.velocity = -3.5,-6
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -5.5
guard.cornerpush.veloff = -5.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 50,50
givepower = 25,25
persistent = 0
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 7
Movetype = I

;---------------------------------------------------------------------------
;幬傔僕儍儞僾嫮僉僢僋
[Statedef 640]
type     = A
movetype = A
physics  = A
juggle = ifelse(var(12),16,3)
poweradd = 50
ctrl     = 0
anim     = 640
sprpriority = 2

[State 600,1]
type = PlaySnd
trigger1 = Time = 1
value = 200,10

[State 201, 2]
type = PlaySnd
trigger1 = Time = 0 && Random < 500
value = 1,3
channel = 0
volume = 255

[State 645, HitDef]
type = HitDef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 2
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 126, 0
guard.pausetime = 12, 12
sparkno = S10101
guard.sparkno = S10151
sparkxy = -15, -45
hitsound = S200,3
guardsound = S200,5
ground.type = High
air.type = High
ground.slidetime = 14
ground.hittime = 14
air.hittime = 14
guard.hittime  = 14
;guard.ctrltime = 14
ground.velocity = -7,0
guard.velocity = -7
air.velocity = -3.5,-6
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -8.5
guard.cornerpush.veloff = -8.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 50,50
givepower = 25,25
persistent = 0
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

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

;---------------------------------------------------------------------------
;傆偭旘偽偟峌寕
[Statedef 250]
type     = S
movetype = A
physics  = S
juggle = 16
poweradd = 50
ctrl     = 0
anim     = 250
sprpriority = 2

[State 201, 2]
type = PlaySnd
trigger1 = AnimElem = 4 && Random < 500
value = 2,7
channel = 0
volume = 255

[State 600,1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5,6

[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 200

[State 200, ice]
type = Explod
trigger1 = AnimElem = 4, = 0
anim = 215
ID = 200
postype = p1
pos = -27,-20
bindtime = 1
sprpriority = 3
ownpal = 1
removeongethit = 1
removetime = -2
ignorehitpause = 1
persistent = 0

[State 250, HitDef]
type = Hitdef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 4
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 117, 0
guard.pausetime = 12, 12
sparkno = S10101
guard.sparkno = S10151
sparkxy = -10, -76
hitsound = S200,4
guardsound = S200,5
ground.type = High
air.type = High
ground.slidetime = 19
ground.hittime = 19
air.hittime = 19
guard.hittime  = 19
;guard.ctrltime = 9
ground.velocity = -4,-9
guard.velocity = -10.1
air.velocity = -4,-6
airguard.velocity = -6.5,-3
guard.slidetime = 15
guard.hittime = 15
guard.ctrltime = 15
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 50,50
givepower = 25,25
persistent = 0
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .55

[State 1000, 0]
type = null;EnvShake
trigger1 = AnimElem = 3
time = 8
freq = 120
ampl = -3
phase = 90
ignorehitpause = 1
;persistent = 0

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 5
Movetype = I

[State 245, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------------
;僈乕僪僉儍儞僙儖傆偭偲偽偟峌寕
[Statedef 255]
type = S
movetype = A
physics  = S
juggle = 16
poweradd = -1000
ctrl = 0
anim = 255
sprpriority = 2

[State 3000,2]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 8

[State 1990, 3]
type = Pause
trigger1 = Time = 0
time = 4
pausemovetime = 4

[State 1990, Envcolor];堦弖岝傞
type = Envcolor
trigger1 = Time = 0
value = 255, 255, 255
time = 1
under = 1
supermove = 1
persistent = 0
ignorehitpause = 1

[State 201, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 11,1
channel = 0
volume = 255

[State 600,1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5,6

[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 200

[State 200, ice]
type = Explod
trigger1 = AnimElem = 4, = 0
anim = 215
ID = 200
postype = p1
pos = -27,-20
bindtime = 1
sprpriority = 3
ownpal = 1
removeongethit = 1
removetime = -2
ignorehitpause = 1
persistent = 0


[State 250, HitDef]
type = Hitdef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 4
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 35, 0
guard.pausetime = 12, 12
sparkno = S10101
guard.sparkno = S10151
sparkxy = -10, -76
hitsound = S200,4
guardsound = S200,5
ground.type = High
air.type = High
ground.slidetime = 19
ground.hittime = 19
air.hittime = 19
guard.hittime  = 19
;guard.ctrltime = 9
ground.velocity = -4,-9
guard.velocity = -10.1
air.velocity = -4,-6
airguard.velocity = -6.5,-3
guard.slidetime = 15
guard.hittime = 15
guard.ctrltime = 15
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 0,0
givepower = 0,0
persistent = 0
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .55
kill = 0

[State 1000, 0]
type = null;EnvShake
trigger1 = AnimElem = 3
time = 8
freq = 120
ampl = -3
phase = 90
ignorehitpause = 1
;persistent = 0

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 5
Movetype = I

[State 245, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;僕儍儞僾傇偭偲偽偟峌寕
[Statedef 650]
type     = A
movetype = A
physics  = N
juggle = 16
poweradd = 50
ctrl     = 0
anim     = 650
velset = 0,0
sprpriority = 2

[State 201, 2]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 500
value = 2,7
channel = 0
volume = 255

[State 600,1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5,6

[State 1210, Velocity]
type = VelSet
trigger1 = AnimElemTime(4) = 1
x = 0
y = -2.4

[State 1210, Velocity]
type = VelAdd
trigger1 = AnimElemTime(4) > 1
y = .45

[State 200, ice]
type = RemoveExplod
trigger1 = time = 0
ID = 200

[State 200, ice]
type = Explod
trigger1 = AnimElem = 2, = 0
anim = 215
ID = 200
postype = p1
pos = -25,-20
bindtime = 1
sprpriority = 3
ownpal = 1
removeongethit = 1
removetime = -2
ignorehitpause = 1
persistent = 0

[State 640, HitDef]
type = HitDef
trigger1 = (p2stateno != [5020,5040])
trigger1 = AnimElem = 2
attr = A, NA
hitflag = MAF
guardflag = MA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 117, 0
guard.pausetime = 12, 12
sparkno = S10101
guard.sparkno = S10151
sparkxy = -15, -55
hitsound = S200,4
guardsound = S200,5
ground.type = High
air.type = High
ground.slidetime = 14
ground.hittime = 14
air.hittime = 14
guard.hittime  = 14
;guard.ctrltime = 14
ground.velocity = -4,-6
guard.velocity = -12
guard.slidetime = 17
guard.hittime = 17
guard.ctrltime = 17
air.velocity = -3.5,-6
airguard.velocity = -6.5,-3
ground.cornerpush.veloff = -8.5
guard.cornerpush.veloff = -8.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 50,50
givepower = 25,25
persistent = 0
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

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

[State 1000,end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52
ctrl = 0

;--------------------------------------------------------
;嬞媫夞旔
[Statedef 700]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 700
ctrl     = 0

[State 1401, 2]
type = null;PlaySnd
trigger1 = time = 0 && Random < 200
value = 2,1
channel = 0
volume = 255

[State 700, 巆憸]
type = AfterImage
trigger1 = AnimElem = 1
time = 17
length = 6      ;巆憸偺昞帵帪娫
timegap = 2     ;帪娫嵎
framegap = 4    ;僼儗乕儉嵎
palbright = 1, 1, 1
palcontrast = 128, 128, 128
paladd = 0, 0, 0
palmul = 1, 1, 1
trans = Add1

[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = Animelem = 6,<= 0
value =  SCA, AA, AP

[State 700, 堏摦検]
type = VelSet
trigger1 = AnimElemTime(3) >= 0
x = 4

[State 700, 堏摦廔椆]
type = VelSet
trigger1 = AnimElem = 6
x = 0

[State 700, 憡庤偲廳側偭偨応崌]
type = PlayerPush
trigger1 = AnimElemTime(2) > 0
value = 0

[State 700, 廔椆]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------
;嬞媫夞旔屻傠
[Statedef 710]
type     = S
movetype = I
physics  = S
velset   = 0,0
ctrl     = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 106

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 21
value = 107

[State 1401, 2]
type = null;PlaySnd
trigger1 = time = 0 && Random < 200
value = 2,1
channel = 0
volume = 255

[State 710, AfterImage]
type = AfterImage
trigger1 = Anim = 106
trigger1 = AnimElem = 1
time = 19
length = 7
timeGap = 2
frameGap = 4
palBright = 0, 0, 0
palContrast = 128, 128, 128
palAdd = 0, 0, 0
palMul = 1, 1, 1	
trans = Add1

[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = Anim = 106
value =  SCA, AA, AP

[State 710, VelSet]
type = VelSet
trigger1 = Anim = 106
trigger1 = AnimElemTime(1) > 0
x = -4

[State 710, VelSet]
type = VelSet
trigger1 = Anim = 107
x = 0

[State 710, PlayerPush]
type = PlayerPush
trigger1 = Anim = 106
trigger1 = AnimElemTime(1) > 0
value = 0

[State 710, end]
type = ChangeState
trigger1 = Anim = 107
trigger1 = AnimTime = 3
value = 0
ctrl = 1

;------------------------------------------------------------------
;僈乕僪僉儍儞僙儖慜揮
[Statedef 720]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 720
poweradd = -1000
ctrl     = 0

[State 1990, 堦弖巭傑傞]
type = Pause
trigger1 = Time = 0
time = 8
pausemovetime = 16

[State 1990, 堦弖岝傞]
type = Envcolor
trigger1 = Time = 0
value = 255, 255, 255
time = 1
under = 1
supermove = 1
persistent = 0
ignorehitpause = 1

[State 1401, 2]
type = null;PlaySnd
trigger1 = time = 0 && Random < 200
value = 2,1
channel = 0
volume = 255

[State 700, 巆憸]
type = AfterImage
trigger1 = AnimElem = 1
time = 17
length = 6      ;巆憸偺昞帵帪娫
timegap = 2     ;帪娫嵎
framegap = 4    ;僼儗乕儉嵎
palbright = 1, 1, 1
palcontrast = 128, 128, 128
paladd = 0, 0, 0
palmul = 1, 1, 1
trans = Add1

[State 700, 堏摦検]
type = VelSet
trigger1 = AnimElemTime(3) >= 0
x = 4

[State 700, 堏摦廔椆]
type = VelSet
trigger1 = AnimElem = 6
x = 0

[State 700, 憡庤偲廳側偭偨応崌]
type = PlayerPush
trigger1 = AnimElemTime(2) > 0
value = 0

[State 700, 廔椆]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------------
;僈乕僪僉儍儞僙儖屻揮
[Statedef 730]
type     = S
movetype = I
physics  = S
velset   = 0,0
poweradd = -1000
ctrl     = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 106

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 21
value = 107

[State 1990, 堦弖巭傑傞]
type = Pause
trigger1 = Time = 0
time = 8
pausemovetime = 16

[State 1990, 堦弖岝傞]
type = Envcolor
trigger1 = Time = 0
value = 255, 255, 255
time = 1
under = 1
supermove = 1
persistent = 0
ignorehitpause = 1

[State 1401, 2]
type = null;PlaySnd
trigger1 = time = 0 && Random < 200
value = 2,1
channel = 0
volume = 255

[State 710, AfterImage]
type = AfterImage
trigger1 = Anim = 106
trigger1 = AnimElem = 1
time = 19
length = 7
timeGap = 2
frameGap = 4
palBright = 0, 0, 0
palContrast = 128, 128, 128
palAdd = 0, 0, 0
palMul = 1, 1, 1	
trans = Add1

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

[State 710, VelSet]
type = VelSet
trigger1 = Anim = 106
trigger1 = AnimElemTime(1) > 0
x = -4

[State 710, VelSet]
type = VelSet
trigger1 = Anim = 107
x = 0

[State 710, PlayerPush]
type = PlayerPush
trigger1 = Anim = 106
trigger1 = AnimElemTime(1) > 0
value = 0

[State 710, end]
type = ChangeState
trigger1 = Anim = 107
trigger1 = AnimTime = 3
value = 0
ctrl = 1

;--------AC 僞僋僥傿僇儖僗僥僢僾----------------------
[Statedef 740]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 102
poweradd = -1000
ctrl     = 0

[State 730, 1];惵揰柵
type = palfx
trigger1 = time = 0
time = 6
add = 0,0,176
mul = 0,0,176
color = 1
ignorehitpause = 1

[State 200, 2]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 4,1
channel = 0

[State 700, 巆憸]
type = AfterImage
trigger1 = AnimElem = 1
time = 26
length = 6      ;巆憸偺昞帵帪娫
timegap = 2     ;帪娫嵎
framegap = 4    ;僼儗乕儉嵎
palbright = 1, 1, 1
palcontrast = 128, 128, 128
paladd = 0, 0, 0
palmul = 1, 1, 1
trans = Add1


[State 700, 堏摦検]
type = VelSet
trigger1 = AnimElemTime(2) >= 0
x = 4.5

[State 700, 堏摦廔椆]
type = VelSet
trigger1 = AnimElem = 8, >= 0
x = 0

;[State 700, 憡庤偲廳側偭偨応崌]
;type = PlayerPush
;trigger1 = AnimElemTime(2) > 0
;value = 0

[State 700, 廔椆]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;------  僷儞僠搳偘[敪摦]  ------
[Statedef 800]
type = S
movetype= A
physics = S
velset = 0,0
juggle = 25
ctrl = 0
anim = 800

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
;trigger1 = P2Stateno != [120,155]
attr = S, NT
animtype = Hard
getpower  = 0
givepower = 0
hitflag = M-
numhits = 0
pausetime = 0,0
;hitsound = S800,0
sprpriority = 2
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 801
p2stateno = 850

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

;------  僉僢僋搳偘[敪摦]  ------
[Statedef 810]
type = S
movetype= A
physics = S
velset = 0,0
juggle = 15
ctrl = 0
anim = 800

[State 850, 1]
type = HitDef
Trigger1 = Time = 0
;trigger1 = P2Stateno != [120,155]
attr = S, NT
animtype = Hard
getpower  = 0
givepower = 0
hitflag = M-
numhits = 0
pausetime = 0,0
;hitsound = S800,0
sprpriority = 2
sparkno = -1
p1facing = 1;-1
p2facing = 1
p1stateno = 801
p2stateno = 850

[State 850, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------  搳偘[偮偐傒]  ------
[Statedef 801]
type = S
movetype= A
physics = S
anim = 801

[State 10000, 1]
type = VarSet
trigger1 = Time = 0
var(5) = 0

[State 10000, 1]
type = null;VarSet
triggerall = Time < 3
triggerall = !var(5)
trigger1 = Prevstateno = 800
trigger1 = (Target,Command = "y")
trigger1 = (Target,Command != "b")
trigger2 = Prevstateno = 810
trigger2 = (Target,Command = "b")
trigger2 = (Target,Command != "y")
var(5) = 1

[State 1000, 0]
type = Turn
trigger1 = time = 0
trigger1 = Prevstateno = 810
trigger1 = !var(5)

[State 1000, 0]
type = TargetFacing
trigger1 = time = 0
trigger1 = Prevstateno = 810;trigger1 =  enemynear,facing = 1
trigger1 = !var(5) 
value = -1
ID = -1


[State 2160, 33]
type = Explod
trigger1 = animelem = 2
anim = 800
sprpriority = 2
postype = p1
pos = 42,-85
bindtime = 1
ownpal = 1

[State 106, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 800,0
volume = 0

[State 1000, 2]
type = Width
trigger1 = AnimElem = 1
value = 30,0

[State 1360, Bind1]
type = TargetBind
trigger1 = animelem = 1, >= 0
pos = 30,0

[State 810,TargetBind]
type = null;ChangeState
trigger1 = Time <= 3
trigger1 = var(5)
value = 890

[State 905, 13]
type = ChangeState
trigger1 = AnimTime = 0
value = 802

;------  搳偘[峌寕]  ------
[Statedef 802]
type = S
movetype= A
physics = N
anim = 802
sprpriority = 1

[State 1000, 0]
type = null;PosAdd
triggerall = time = 0
trigger1 = BackEdgeBodyDist <= 30
x = 100

[State 1000, 2]
type = Width
trigger1 = AnimElem = 1, >= 0
value = 30,0

[State 1360, Bind1]
type = TargetBind
trigger1 = AnimElem = 1 = 0
pos = 30, 0

[State 106, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 5,8
volume = 0

[State 106, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 5,5
volume = 0

[State 106, 1]
type = PlaySnd
trigger1 = animelem = 6 = 6
value = 200,2
volume = 0

[State 2160, 33]
type = Explod
trigger1 = animelem = 2
anim = 805
id = 805
sprpriority = 1
postype = p1
pos = 60,0
bindtime = 1
ownpal = 1
removetime = -1

[State -2, RemoveExplod]
type = RemoveExplod
triggerall = NumExplod(805) > 0
trigger1 = AnimElem = 5
ID = 805

[State 2160, 33]
type = Explod
trigger1 = animelem = 5
anim = 806
id = 806
sprpriority = 1
postype = p1
pos = 60,0
bindtime = 1
ownpal = 1
removetime = -2

[State 2160, 33]
type = Explod
trigger1 = animelem = 6
anim = 807
id = 807
sprpriority = 3
postype = p1
pos = 60,0
bindtime = 1
ownpal = 1
removetime = -2

[State 2160, 33]
type = Explod
trigger1 = animelem = 6 = 6
anim = 10101
id = 808
sprpriority = 4
postype = p1
pos = 60,-130
bindtime = 1
ownpal = 1
removetime = -2

[State 2210, 19]
type = targetstate
trigger1 = AnimElem = 6 = 6
value = 851

[State 1420, Damage2]
type = TargetLifeAdd
trigger1 = animelem = 6 = 7
value = -162

[State -2, Combo]
type = VarSet
trigger1 = time = 1
var(12) = 1
ignorehitpause = 1

[State 905, 13]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------  搳偘偮偐傒[俀俹張棟]  ------
[Statedef 850]
type    = S
movetype= H 
physics = N
ctrl = 0
facing = enemy,facing

[State 850, 1]
type = Width
trigger1 = time >= 0
edge = 0,0

[State 850, 2]
type = ScreenBound
Trigger1 = Time >= 0
value = 0

[State 850, 3]
type = ChangeAnim2
Trigger1 = Time = 0
value = 810

[State 1100, Velocity]
type = VelSet
trigger1 = time = 12
x = -2
y = -3

[State 1100, 4]
type = VelAdd
trigger1 = time >= 12
trigger1 = time < 36
x = .1
y = .1

[State 1100, 4]
type = VelSet
trigger1 = time = 36
x = 0
y = 0

;------  搳偘[俀P張棟俀]  ------
[Statedef 851]
type = A
movetype = H
physics = N
velset = 0

[State 851, 1]
type = VelSet
trigger1 = time = 0
x = -2.5
y = -9.8

[State 851, 2]
type = VelAdd
Trigger1 = 1
y = .5

[State 851, 4]
type = ChangeAnim
trigger1 = Time = 0
value = 5050

[State 1005, 1]
type = null;PlaySnd
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 800,1
volume = 255

[State 851, 3]
type = null;ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = Alive
triggerall = CanRecover
trigger1 = command = "recovery"
value = 5200

[State 851, end]
type = null;SelfState
triggerall = Vel Y > 0
triggerall = Alive
triggerall = CanRecover
trigger1 = command = "recovery"
value = 5210

[State 851, end]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100


;---------------------------------------------------------------------------
;搳偘敳偗
[Statedef 890]
type = S
movetype= I
physics = N
anim = 5945
ctrl = 0
sprpriority = 1

[State 810,TargetState]
type = TargetState
trigger1 = Time = 0
value = 895

[State 810,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 106, 1]
type = null;PlaySnd
trigger1 = animelem = 1
value = 5,2
volume = 0

[State 194, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1100, Velocity]
type = VelSet
trigger1 = time = 7
x = -3

[State 1100, Velocity]
type = VelSet
trigger1 = time = 18
x = 0

[State 1100,PlayerPush]
type = PlayerPush
trigger1 = P2BodyDist X < 0
value = 0

[State 905, 13]
type = ChangeState
trigger1 = time >= 23
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;搳偘敳偗倫俀張棟
[Statedef 895]
type = S
movetype= I
physics = N
sprpriority = 1
facing = enemy,facing

[State 895,ChangeAnim]
type = ChangeAnim
triggerall = Time = 0
triggerall = SelfAnimExist(5940)
trigger1 = authorname = "Beppu"
value = 5940

[State 895,ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = anim != 5940
value = 5007

[State 810,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 106, 1]
type = null;PlaySnd
trigger1 = animelem = 1
value = 5,2
volume = 0

[State 194, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1100, Velocity]
type = VelSet
trigger1 = time = 7
x = -3

[State 1100, Velocity]
type = VelSet
trigger1 = time = 18
x = 0

[State 1100,PlayerPush]
type = PlayerPush
trigger1 = P2BodyDist X < 0
value = 0

[State 851, end]
type = SelfState
trigger1 = time >= 23
value = 0
ctrl = 1

;------------------------------------------------------------------------------
;嬻拞暅婣桿摫
[Statedef 950]
type    = A
movetype= H
physics = N

[State 1000, 0]
type = HitFallSet
trigger1 = time = 0
value = 0

[State 5040, 1]
type = SelfState
trigger1 = time = 0
value = 5040


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


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


[Statedef 1301]
movetype = A
anim  = 22163
ctrl = 0
velset = 0
[State ]
type = VelSet
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State ]
type = PlaySnd
trigger1 = animelem = 8
value = s2555,0

[state ]
type = changestate
trigger1 = animtime = 0
trigger1 = pos Y >= 0
value = 0
ctrl = 1
[state ]
type = changestate
trigger1 = animtime = 0
trigger1 = pos Y < 0
trigger1 = var(11) = 0
value = 650
ctrl = 1
[State ]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = pos Y < 0
trigger1 = var(11) > 0
value = 71
ctrl = 1

[State ]
type = helper
trigger1 = !numhelper(1506)
trigger1 = time > 23
trigger1 = time <= 34
id = 1506
name = "Hitdef"
pos = 55,-80
postype = p1
stateno = 1506
helpertype = player
keyctrl = 0
ownpal = 0
ignorehitpause = 1

[State ];55,-95
type = Projectile
trigger1 = time > 23
trigger1 = time <= 34
Projanim = 2558
ProjID = 2556
Velocity = 0,0
Projremove = 0
Projremovetime = 1
Projepriority = 99999999
Projespriority = 99999999
postype = p1
offset = 55,-95
attr = S, SA
animtype = light
damage = Ceil(0.005 * enemy,Const(data.life)),Ceil(0.001 * enemy,Const(data.life)) * var(39)
priority  = 7
guardflag = M
pausetime = 1,10
priority = 7
hitflag = MAFDP
guard.pausetime = 1,4
guard.velocity = 0
sparkxy = ceil((p2dist X)-50), ceil((p2dist Y)-1)
sparkno = -1;hit
guard.sparkno = s22113
hitsound = S220,1
guardsound = S120, 0
sprpriority = 2
ground.slidetime = 18
ground.hittime = 1
ground.velocity = -1,-10
air.velocity = -1,-10
guard.velocity = -3
fall = 1
fall.recover = 0
sprpriority = 3
[State ]
type = Explod
trigger1 = animelem = 8
anim = 2556
sprpriority = 3
postype = p1
pos = 55,-95
bindtime = 1
supermove = 0
ownpal = 1
trans = add
ignorehitpause =1
[State ]
type = Explod
trigger1 = animelem = 8
anim = 2557
sprpriority = 3
postype = p1
pos = 45,-95
scale = 0.2,0.7
bindtime = 1
ignorehitpause =1
ownpal = 1
[State ]
type = Explod
trigger1 = animelem = 8
anim = 2557
sprpriority = 3
postype = p1
pos = 65,-95
scale = 0.15,0.5
bindtime = 1
ignorehitpause =1
ownpal = 1

[State ];30,-125
type = Projectile
trigger1 = time > 23
trigger1 = time <= 34
Projanim = 2558
ProjID = 2556
Velocity = 0,0
Projremove = 0
Projremovetime = 1
Projepriority = 99999999
Projespriority = 99999999
postype = p1
offset = 30,-125
attr = S, SA
animtype = light
damage = Ceil(0.005 * enemy,Const(data.life)),Ceil(0.001 * enemy,Const(data.life)) * var(39)
priority  = 7
guardflag = M
pausetime = 1,10
priority = 7
hitflag = MAFDP
guard.pausetime = 1,4
guard.velocity = 0
sparkxy = ceil((p2dist X)-50), ceil((p2dist Y)-1)
sparkno = -1;hit
guard.sparkno = s22113
hitsound = S220,1
guardsound = S120, 0
sprpriority = 2
ground.slidetime = 18
ground.hittime = 1
ground.velocity = -1,-10
air.velocity = -1,-10
guard.velocity = -3
fall = 1
fall.recover = 0
sprpriority = 3
[State ]
type = Explod
trigger1 = animelem = 8
anim = 2556
sprpriority = 3
postype = p1
pos = 30,-125
bindtime = 1
supermove = 0
ownpal = 1
trans = sub
ignorehitpause =1
[State ]
type = Explod
trigger1 = animelem = 8
anim = 2557
sprpriority = 3
postype = p1
pos = 20,-125
trans = sub
scale = 0.2,0.7
bindtime = 1
ignorehitpause =1
ownpal = 1
[State ]
type = Explod
trigger1 = animelem = 8
anim = 2557
sprpriority = 3
postype = p1
pos = 40,-125
scale = 0.15,0.5
bindtime = 1
ignorehitpause =1
ownpal = 1
[State ]
type = Explod
trigger1 = animelem = 8
anim = 2557
sprpriority = 3
postype = p1
pos = 60,-125
scale = 0.15,0.5
bindtime = 1
ignorehitpause =1
ownpal = 1

[State ];30,-55
type = Projectile
trigger1 = time > 23
trigger1 = time <= 34
Projanim = 2558
ProjID = 2556
Velocity = 0,0
Projremove = 0
Projremovetime = 1
Projepriority = 99999999
Projespriority = 99999999
postype = p1
offset = 30,-55
attr = S, SA
animtype = light
damage = Ceil(0.005 * enemy,Const(data.life)),Ceil(0.001 * enemy,Const(data.life)) * var(39)
priority  = 7
guardflag = M
pausetime = 1,10
priority = 7
hitflag = MAFDP
guard.pausetime = 1,4
guard.velocity = 0
sparkxy = ceil((p2dist X)-50), ceil((p2dist Y)-1)
sparkno = -1;hit
guard.sparkno = s22113
hitsound = S220,1
guardsound = S120, 0
sprpriority = 2
ground.slidetime = 18
ground.hittime = 1
ground.velocity = -1,-10
air.velocity = -1,-10
guard.velocity = -3
fall = 1
fall.recover = 0
sprpriority = 3
[State ]
type = Explod
trigger1 = animelem = 8
anim = 2556
sprpriority = 3
postype = p1
pos = 30,-55
bindtime = 1
supermove = 0
ownpal = 1
trans = add
ignorehitpause =1
[State ]
type = Explod
trigger1 = animelem = 8
anim = 2557
sprpriority = 3
postype = p1
pos = 20,-55
scale = 0.2,0.7
bindtime = 1
ignorehitpause =1
ownpal = 1
[State ]
type = Explod
trigger1 = animelem = 8
anim = 2557
sprpriority = 3
postype = p1
pos = 40,-55
scale = 0.15,0.5
bindtime = 1
ignorehitpause =1
ownpal = 1
[State ]
type = Explod
trigger1 = animelem = 8
anim = 2557
sprpriority = 3
postype = p1
pos = 60,-55
scale = 0.15,0.5
bindtime = 1
ignorehitpause =1
ownpal = 1

[State ];90,-160
type = Projectile
trigger1 = time > 23
trigger1 = time <= 34
Projanim = 2558
ProjID = 2556
Velocity = 0,0
Projremove = 0
Projremovetime = 1
Projepriority = 99999999
Projespriority = 99999999
postype = p1
offset = 90,-160
attr = S, SA
animtype = light
damage = Ceil(0.005 * enemy,Const(data.life)),Ceil(0.001 * enemy,Const(data.life)) * var(39)
priority  = 7
guardflag = M
pausetime = 1,10
priority = 7
hitflag = MAFDP
guard.pausetime = 1,4
guard.velocity = 0
sparkxy = ceil((p2dist X)-50), ceil((p2dist Y)-1)
sparkno = -1;hit
guard.sparkno = s22113
hitsound = S220,1
guardsound = S120, 0
sprpriority = 2
ground.slidetime = 18
ground.hittime = 1
ground.velocity = -1,-10
air.velocity = -1,-10
guard.velocity = -3
fall = 1
fall.recover = 0
sprpriority = 3
[State ]
type = Explod
trigger1 = animelem = 8
anim = 2556
sprpriority = 3
postype = p1
pos = 90,-160
bindtime = 1
supermove = 0
ownpal = 1
trans = add
ignorehitpause =1
[State ]
type = Explod
trigger1 = animelem = 8
anim = 2557
sprpriority = 3
postype = p1
pos = 80,-160
scale = 0.2,0.7
bindtime = 1
ignorehitpause =1
ownpal = 1
[State ]
type = Explod
trigger1 = animelem = 8
anim = 2557
sprpriority = 3
postype = p1
pos = 100,-160
scale = 0.15,0.5
bindtime = 1
ignorehitpause =1
ownpal = 1
[State ]
type = Explod
trigger1 = animelem = 8
anim = 2557
sprpriority = 3
postype = p1
pos = 120,-160
scale = 0.15,0.5
bindtime = 1
ignorehitpause =1
ownpal = 1

[State ];90,-10
type = Projectile
trigger1 = time > 23
trigger1 = time <= 34
Projanim = 2558
ProjID = 2556
Velocity = 0,0
Projremove = 0
Projremovetime = 1
Projepriority = 99999999
Projespriority = 99999999
postype = p1
offset = 90,-10
attr = S, SA
animtype = light
damage = Ceil(0.005 * enemy,Const(data.life)),Ceil(0.001 * enemy,Const(data.life)) * var(39)
priority  = 7
guardflag = M
pausetime = 1,10
priority = 7
hitflag = MAFDP
guard.pausetime = 1,4
guard.velocity = 0
sparkxy = ceil((p2dist X)-50), ceil((p2dist Y)-1)
sparkno = -1;hit
guard.sparkno = s22113
hitsound = S220,1
guardsound = S120, 0
sprpriority = 2
ground.slidetime = 18
ground.hittime = 1
ground.velocity = -1,-10
air.velocity = -1,-10
guard.velocity = -3
fall = 1
fall.recover = 0
sprpriority = 3
[State ]
type = Explod
trigger1 = animelem = 8
anim = 2556
sprpriority = 3
postype = p1
pos = 90,-10
bindtime = 1
ownpal = 1
trans = sub
ignorehitpause =1
[State ]
type = Explod
trigger1 = animelem = 8
anim = 2557
sprpriority = 3
postype = p1
pos = 80,-10
scale = 0.2,0.7
bindtime = 1
trans = sub
ignorehitpause =1
ownpal = 1
[State ]
type = Explod
trigger1 = animelem = 8
anim = 2557
sprpriority = 3
postype = p1
pos = 100,-10
scale = 0.15,0.5
bindtime = 1
ignorehitpause =1
ownpal = 1
[State ]
type = Explod
trigger1 = animelem = 8
anim = 2557
sprpriority = 3
postype = p1
pos = 120,-10
scale = 0.15,0.5
bindtime = 1
ignorehitpause =1
ownpal = 1
[State ]
type = PlaySnd
trigger1 = projcontact(2556) = 1
value = 220,1
channel = 5
Persistent = 1





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

[Statedef 1506]
type = A
movetype = A
physics = N
anim = 2558
velset = 0
sprpriority = 3

[State 1]
type = AttackDist
trigger1 = 1
value = 0
ignorehitpause = 1

[state 1]
type = hitdef
triggerall = ishelper
trigger1 = 1
damage = 1
attr = A,AA
hitflag = MAFPD
sparkno = -1
hitsound = -1
ground.type = none
air.type = none
getpower = 0,0
givepower = 0,0
ignorehitpause = 1

[state 1]
type = destroyself
trigger1 = root,stateno = 1301 && root,time > 34
trigger2 = root,stateno != 1301
ignorehitpause = 1


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


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 儘僕僃儗僼
[Statedef 1100]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 80
velset = 0,0
anim = 1100
ctrl = 0

;---------------------[僄僼僃僋僩徚嫀]
[state a];
type = removeexplod
trigger1 = time = 0

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

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

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

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

;---------------------[岠壥壒]
[state a];偆偍偋偋偋
type = playsnd
trigger1 = time =55
value = 1100,0
channel = 0

[State 200, var]
type = Varset
trigger1 = time = 0
var(35) = 0

[State 200, var]
type = Varset
trigger1 = time = 60
var(35) = 1

[State 200, var]
type = Varset
trigger1 = time = 120
var(35) = 2


[State 13000];僗僷僉儍儞
type = NULL;PalFx
trigger1 = TIME = 120
trigger2 = time = 60
add = 255,255,255
time = 2
ignorehitpause = 1

;---------------------[棫偪僗僥乕僩偵栠傞]


[State 200, 3]
type = ChangeState
trigger1 = time >= 9
trigger1 = command = "z"
value = 1109


[State 200, 3]
type = ChangeState
trigger1 = time = 130
trigger2 = command != "hold_x" && command != "hold_y" && command != "hold_a" && command != "hold_b"
trigger2 = time >=9
value = 1190




;----------------------------
; 儘僕僃儗僼
[Statedef 1190]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1190
ctrl = 0

[state a];偆偍偋偋偋
type = stopsnd
trigger1 = time = 0
channel = 0

;----------------------不蓄力 单发剑----------
[State 2900, 1];
type = helper
trigger1 = Animelemtime(4) = 1
id = 1000
persistent = 0
name = "yari"
pos = 50 + 55*var(5),0
postype = P1
stateno = 1111;1110+var(35)
helpertype = normal
keyctrl = 0
ownpal = 1
;----------------------蓄力第二段 两剑齐发----------
[State 2900, 1];
type = helper
trigger1 = Animelemtime(4) = 1
trigger1 = var(35) = 1
trigger1 = var(5) = 0
id = 1000
persistent = 0
name = "yari"
pos = 105,0
postype = P1
stateno = 1111;1110+var(35)
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelemtime(4) = 1
trigger1 = var(35) = 1
trigger1 = var(5) = 1
id = 1000
persistent = 0
name = "yari"
pos = 160,0
postype = P1
stateno = 1111;1110+var(35)
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelemtime(4) = 1
trigger1 = var(35) = 1
trigger1 = var(5) = 2
id = 1000
persistent = 0
name = "yari"
pos = 215,0
postype = P1
stateno = 1111;1110+var(35)
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelemtime(4) = 1
trigger1 = var(35) = 1
trigger1 = var(5) = 3
id = 1000
persistent = 0
name = "yari"
pos = 270,0
postype = P1
stateno = 1111;1110+var(35)
helpertype = normal
keyctrl = 0
ownpal = 1
;----------------------蓄力第三段 四剑齐发----------
[State 2900, 1];
type = helper
trigger1 = Animelemtime(4) = 1
trigger1 = var(35) = 2
id = 1000
persistent = 0
name = "yari"
pos = 50,0
postype = P1
stateno = 1111;1110+var(35)
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelemtime(4) = 1
trigger1 = var(35) = 2
id = 1000
persistent = 0
name = "yari"
pos = 105,0
postype = P1
stateno = 1111;1110+var(35)
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelemtime(4) = 1
trigger1 = var(35) = 2
id = 1000
persistent = 0
name = "yari"
pos = 160,0
postype = P1
stateno = 1111;1110+var(35)
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelemtime(4) = 1
trigger1 = var(35) = 2
id = 1000
persistent = 0
name = "yari"
pos = 215,0
postype = P1
stateno = 1111;1110+var(35)
helpertype = normal
keyctrl = 0
ownpal = 1
;---------------------------------------
[STate 3000]
type = Explod
trigger1=animelem = 4
anim = F25100
sprpriority = -5
pos = -27,3
ownpal = 1

[STate 3000]
type = Explod
trigger1=animelem = 4
anim = F25150
sprpriority = 5
pos = -25,9
ownpal = 1


[State 820, 1]
type = EnvShake
trigger1=animelem = 4
time = 10
freq = 60
ampl = -5
;---------------------[棫偪僗僥乕僩偵栠傞]

[State 200, 3]
type = ChangeState
trigger1 = ANIMtime = 0
value = 0
CTRL = 1




;----------------------------
; 儘僕僃儗僼
[Statedef 1109]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1109
ctrl = 0

[state a];偆偍偋偋偋
type = stopsnd
trigger1 = time = 0
channel = 0


;---------------------[棫偪僗僥乕僩偵栠傞]

[State 200, 3]
type = ChangeState
trigger1 = ANIMtime = 0
value = 0
CTRL = 1



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

; 憚僿儖僷乕1
[Statedef 1110]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1110

;---------------------[柍揋張棟]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[岠壥壒]
[state a];僔儍僉乕儞
type = playsnd
trigger1 = animelem = 1
value = 1100,1

[state a];
type = playsnd
trigger1 = animelem = 1
value = 850,2


[State 2];峌寕偺巜掕
type = HitDef
trigger1 = time = 0
attr = S, SP
animtype  = diagup
damage    = 90,10
getpower = 61,61
hitflg = MAF
guardflag = M
numhits = 1
pausetime = 0,6
sparkno = 9
sparkxy = -10,floor(ENEMY,pos y/2 -65)
hitsound   = s350,3
guard.sparkno = 6
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-7
air.velocity = -2,-7.5
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 1120
;nochainID = 1200
ID = 1200


[State 1000, 1]
type = Projectile
trigger1 = time = 0
ProjAnim = 1191
ProjID = 1191
sprpriority = -5
afterimage.time = 60
afterimage.length = 8
afterimage.palbright = 10,0,80
afterimage.PalContrast =  50,30,80
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.sprpriority = 5
afterimage.trans = add
ProjRemoveTime = 34
offset = 0,-3
projscale = 0.4,0.4
;---------------------[僄僼僃僋僩]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = time = 0
anim = 1115
id = 1100
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,-5
bindtime = 1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1


[State 1000, 1]
type = Projectile
trigger1 = time = 0
ProjAnim = 1115
ProjID = 1100
sprpriority = 5
afterimage.time = 60
afterimage.length = 6
afterimage.palbright = 10,0,40
afterimage.PalContrast =  70,60,80
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.sprpriority = 5
afterimage.trans = add
ProjRemoveTime = 34
offset = 0,-5
projscale = 1,1
;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = animtime = 0




; 憚僿儖僷乕2
[Statedef 1111]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1111

;---------------------[柍揋張棟]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[岠壥壒]
[state a];僔儍僉乕儞
type = playsnd
trigger1 = animelem = 1
value = 1100,1

[state a];
type = playsnd
trigger1 = animelem = 1
value = 850,2

;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = time = 1
attr = S, SP
animtype  = diagup
damage    = 40,8
getpower = 40,40
guardflag = M
numhits = 1
pausetime = 0,2
sparkno = 9
sparkxy = -10,floor(ENEMY,pos y/2 -65)
hitsound   = s350,3
guard.sparkno = 6
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-3
air.velocity = -2,-3.5
fall = 1
air.fall = 1
fall.recover = 0
nochainID = 1200

[State 2];峌寕偺巜掕
type = HitDef
trigger1 = animelem = 5
attr = S, SP
animtype  = diagup
damage    = 60,8
getpower = 30,30
hitflg = MAF
guardflag = M
numhits = 1
pausetime = 0,6
sparkno = 9
sparkxy = -10,floor(ENEMY,pos y/2 -80)
hitsound   = s350,3
guard.sparkno = 6
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-7
air.velocity = -2,-7.5
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 1120
;nochainID = 1200
ID = 1200



[State 1000, 1]
type = Projectile
trigger1 = time = 0
ProjAnim = 1192
ProjID = 1192
sprpriority = -5
afterimage.time = 60
afterimage.length = 8
afterimage.palbright = 10,0,80
afterimage.PalContrast =  50,30,80
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.sprpriority = 5
afterimage.trans = add
ProjRemoveTime = 37
offset = 0,-3
projscale = 0.4,0.4
;---------------------[僄僼僃僋僩]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = time = 0
anim = 1116
id = 1100
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,-5
bindtime = 1
supermove = 1
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1


[State 1000, 1]
type = Projectile
trigger1 = time = 0
ProjAnim = 1116
ProjID = 1100
sprpriority = 5
afterimage.time = 60
afterimage.length = 6
afterimage.palbright = 10,0,40
afterimage.PalContrast =  70,60,80
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.sprpriority = 5
afterimage.trans = add
ProjRemoveTime = 37
offset = 0,-5
projscale = 1,1
;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = animtime = 0




;---------------------------------------------------------------------------
;搳偘傜傟偰偄傞憡庤
[Statedef 1120]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

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

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
trigger1 = animexist(5052) = 1
value = 5052

[State 1];
type = NotHitBy
trigger1 = enemy,stateno != 2000
value = SCA

[state a]
type = velset
trigger1 = time = 0
x = -3.5
y = -7

[state a]
type = veladd
trigger1 = 1
y = 0.45

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











;------------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 挧敪偺摦嶌  尒傛偆尒傑偹偱傗偭偨偗偳抏枊偺惂屼偺偟偨偐偨偑傢偐傜側偄
;---------------------------------------------------------------------------
[Statedef 195000]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 18100
sprpriority = 5

[State 195]
type = helper
triggerall = !ishelper
trigger1 = AnimElem = 6
id = 16500
persistent = 0
name = "monsyou"
pos = 0,-100
size.xscale = 1
size.yscale = 1
postype = p1
stateno = 16500
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 195]
type = PlaySnd
trigger1 = animelem = 6
value = 195,0
volume = 255
freqmul = 0.9

[State 195]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1





;-------------------------------
;僿儖僷乕
[Statedef 16500]
type    = S
movetype= I
physics = N
anim = 40000
velset = 0,0
ctrl = 0

[State 16500]
type = SelfState
triggerall = !ishelper(16500)
trigger1 = var(55)!=gametime+123456789
value = 24640
ctrl = 1
ignorehitpause = 1

[State 16500]
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1

[State 16500]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 16500]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 16500

[State 16500]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1

[State 16500]
type = posset
trigger1 = 1
x = 0
y = -90
ignorehitpause = 1

[State 16500]
type = AngleAdd
trigger1 = 1
value = -7
[State 16500]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 16500]
type = PlaySnd
trigger1 = Time = 0
value = 2300,0
volume = 255
freqmul = 0.4
[State 16500]
type = Explod
trigger1 = numexplod(26000) = 0
trigger1 = time = 0
anim = 26000
id = 26000
sprpriority = 2147483647
postype = p1
pos = 0,0
scale = 0.7,0.7
trans = add1
removetime = 280
bindtime = -1
ontop = 1
ownpal = 1
pausemovetime = 2147483647
supermovetime = 2147483647



[State 16500]
type = Explod
trigger1 = numexplod(3064)=0&&time=0
anim = 3064
id = 3064
sprpriority = 214
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
removetime = 280
supermovetime = 2147483647
pausemovetime = 2147483647

[State 16500]
type = Explod
trigger1 = numexplod(221380)=0&&time=10
anim = 3064
id = 221380
sprpriority = 214
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
removetime = 270
supermovetime = 2147483647
pausemovetime = 2147483647
[State 16500]
type = Explod
trigger1 = numexplod(221381)=0&&time=20
anim = 3064
id = 221381
sprpriority = 214
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
removetime = 260
supermovetime = 2147483647
pausemovetime = 2147483647
[State 16500]
type = Explod
trigger1 = numexplod(221382)=0&&time=30
anim = 3064
id = 221382
sprpriority = 214
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
removetime = 250
supermovetime = 2147483647
pausemovetime = 2147483647
[State 16500]
type = Projectile
triggerall = (GameTime%6) = 1
trigger1 = time >= 33
trigger1 = time <= 270
projanim = 26150
projid = 26150
projremove = 1
projpriority = 1
projscale = 0.15,0.15
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
velocity = 3.5,-5
attr = S, SP
animtype = Hard
damage    = 90000,90000
numhits = 1
guardflag = M
hitsound = s10000,43
guardsound = s121,0
pausetime = 0,10
sparkno = s911
guard.sparkno = s912
sparkxy = 20,0
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
supermovetime = 2147483647
pausemovetime = 2147483647

[State 16500]
type = Projectile
triggerall = (GameTime%6) = 1
trigger1 = time >= 33
trigger1 = time <= 270
projanim = 26150
projid = 26150
projremove = 1
projpriority = 1
projscale = 0.15,0.15
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
velocity = -3.5,5
attr = S, SP
animtype = Hard
damage    = 90000,90000
numhits = 1
guardflag = M
hitsound = s10000,43
guardsound = s121,0
pausetime = 0,10
sparkno = s911
guard.sparkno = s912
sparkxy = 20,0
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
supermovetime = 2147483647
pausemovetime = 2147483647

[State 16500]
type = Projectile
triggerall = (GameTime%6) = 1
trigger1 = time >= 33
trigger1 = time <= 270
projanim = 26150
projid = 26150
projremove = 1
projpriority = 1
projscale = 0.15,0.15
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
velocity = -3.5,-5
attr = S, SP
animtype = Hard
damage    = 90000,90000
numhits = 1
guardflag = M
hitsound = s10000,43
guardsound = s121,0
pausetime = 0,10
sparkno = s911
guard.sparkno = s912
sparkxy = 20,0
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
supermovetime = 2147483647
pausemovetime = 2147483647

[State 16500]
type = Projectile
triggerall = (GameTime%6) = 1
trigger1 = time >= 33
trigger1 = time <= 270
projanim = 26150
projid = 26150
projremove = 1
projpriority = 1
projscale = 0.15,0.15
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
velocity = 3.5,5
attr = S, SP
animtype = Hard
damage    = 90000,90000
numhits = 1
guardflag = M
hitsound = s10000,43
guardsound = s121,0
pausetime = 0,10
sparkno = s911
guard.sparkno = s912
sparkxy = 20,0
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
supermovetime = 2147483647
pausemovetime = 2147483647

[State 16500]
type = Projectile
triggerall = (GameTime%6) = 1
trigger1 = time >= 33
trigger1 = time <= 270
projanim = 26150
projid = 26150
projremove = 1
projpriority = 1
projscale = 0.15,0.15
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
velocity = 0,5
attr = S, SP
animtype = Hard
damage    = 90000,90000
numhits = 1
guardflag = M
hitsound = s10000,43
guardsound = s121,0
pausetime = 0,10
sparkno = s911
guard.sparkno = s912
sparkxy = 20,0
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
supermovetime = 2147483647
pausemovetime = 2147483647

[State 16500]
type = Projectile
triggerall = (GameTime%6) = 1
trigger1 = time >= 33
trigger1 = time <= 270
projanim = 26150
projid = 26150
projremove = 1
projpriority = 1
projscale = 0.15,0.15
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
velocity = 0,-5
attr = S, SP
animtype = Hard
damage    = 90000,90000
numhits = 1
guardflag = M
hitsound = s10000,43
guardsound = s121,0
pausetime = 0,10
sparkno = s911
guard.sparkno = s912
sparkxy = 20,0
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
supermovetime = 2147483647
pausemovetime = 2147483647

[State 16500]
type = Projectile
triggerall = (GameTime%6) = 1
trigger1 = time >= 33
trigger1 = time <= 270
projanim = 26150
projid = 26150
projremove = 1
projpriority = 1
projscale = 0.15,0.15
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
velocity = 10,-5
attr = S, SP
animtype = Hard
damage    = 90000,90000
numhits = 1
guardflag = M
hitsound = s10000,43
guardsound = s121,0
pausetime = 0,10
sparkno = s911
guard.sparkno = s912
sparkxy = 20,0
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
supermovetime = 2147483647
pausemovetime = 2147483647

[State 16500]
type = Projectile
triggerall = (GameTime%6) = 1
trigger1 = time >= 33
trigger1 = time <= 270
projanim = 26150
projid = 26150
projremove = 1
projpriority = 1
projscale = 0.15,0.15
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
velocity = -10,0
attr = S, SP
animtype = Hard
damage    = 90000,90000
numhits = 1
guardflag = M
hitsound = s10000,43
guardsound = s121,0
pausetime = 0,10
sparkno = s911
guard.sparkno = s912
sparkxy = 20,0
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
supermovetime = 2147483647
pausemovetime = 2147483647

[State 16500]
type = Projectile
triggerall = (GameTime%6) = 1
trigger1 = time >= 33
trigger1 = time <= 270
projanim = 26150
projid = 26150
projremove = 1
projpriority = 1
projscale = 0.15,0.15
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
velocity = 10,0
attr = S, SP
animtype = Hard
damage    = 90000,90000
numhits = 1
guardflag = M
hitsound = s10000,43
guardsound = s121,0
pausetime = 0,10
sparkno = s911
guard.sparkno = s912
sparkxy = 20,0
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
supermovetime = 2147483647
pausemovetime = 2147483647

[State 16500]
type = Projectile
triggerall = (GameTime%6) = 1
trigger1 = time >= 33
trigger1 = time <= 270
projanim = 26150
projid = 26150
projremove = 1
projpriority = 1
projscale = 0.15,0.15
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
velocity = -10,5
attr = S, SP
animtype = Hard
damage    = 90000,90000
numhits = 1
guardflag = M
hitsound = s10000,43
guardsound = s121,0
pausetime = 0,10
sparkno = s911
guard.sparkno = s912
sparkxy = 20,0
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
supermovetime = 2147483647
pausemovetime = 2147483647

[State 16500]
type = Projectile
triggerall = (GameTime%6) = 1
trigger1 = time >= 33
trigger1 = time <= 270
projanim = 26150
projid = 26150
projremove = 1
projpriority = 1
projscale = 0.15,0.15
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
velocity = -10,-5
attr = S, SP
animtype = Hard
damage    = 90000,90000
numhits = 1
guardflag = M
hitsound = s10000,43
guardsound = s121,0
pausetime = 0,10
sparkno = s911
guard.sparkno = s912
sparkxy = 20,0
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
supermovetime = 2147483647
pausemovetime = 2147483647

[State 16500]
type = Projectile
triggerall = (GameTime%6) = 1
trigger1 = time >= 33
trigger1 = time <= 270
projanim = 26150
projid = 26150
projremove = 1
projpriority = 1
projscale = 0.15,0.15
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
velocity = 10,5
attr = S, SP
animtype = Hard
damage    = 90000,90000
numhits = 1
guardflag = M
hitsound = s10000,43
guardsound = s121,0
pausetime = 0,10
sparkno = s911
guard.sparkno = s912
sparkxy = 20,0
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
supermovetime = 2147483647
pausemovetime = 2147483647

[state 11311]
type = destroyself
trigger1 = time = 280








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




;------------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 挧敪偺摦嶌  尒傛偆尒傑偹偱傗偭偨偗偳抏枊偺惂屼偺偟偨偐偨偑傢偐傜側偄
;---------------------------------------------------------------------------
[Statedef 195001]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 18100
sprpriority = 5

[State 1000,Super]
type = helper
trigger1 = AnimElemTime(2) = 1
id = 3010
name = "DIANA WILL KILL YOU"
pos = 0,0
postype = P1
stateno = 13010
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 195]
type = PlaySnd
trigger1 = animelem = 6
value = 195,0
volume = 255
freqmul = 0.9

[State 195]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1




[Statedef 13010]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 3013
sprpriority = 4

[State 200, snd]
type=playsnd
trigger1= !time
value=1000,16

[State 9000, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1100, Velocity]
type = VelSet
trigger1 = time = 1
x = 16

[State 1000, 5]
type = Projectile
trigger1 = time = 1
ProjAnim = 3014
Projhitanim = -1
ProjStageBound = 40
ProjEdgeBound = 40
ProjHeightBound = -240, 1
ProjID = 3010
projpriority = 5
offset = 0, 0        
velocity = 16
hitflag = MAF    
attr = S, HP
damage = 200,10
animtype  = Up
guardflag = M
pausetime = 0,13
guard.pausetime = 0,2
guardsound = -1
sparkno = -1
sparkxy = -10, -49    
guard.sparkno = -1
guard.sparkxy = 0, -49
hitsound = s3+(parent,var(32)*2),20
ground.type = High
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -4,-7.77564102564102564102564102563869
air.type = High
air.velocity = -4,-7.77564102564102564102564102563869
air.hittime = 13
air.juggle = 0
fall = 1
fall.recover = 1
fall.recovertime = 120
getpower = 0,0
givepower = 0,0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5
id = 3100
nochainID = 3100

[State 805, hitspark]
type = Explod
trigger1 = root,projhittime(3010) = 1
anim = 17004+(parent,var(31)*10001)
pos = 103, -65
postype = p1
ontop = 1
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 805, hitspark]
type = Explod
trigger1 = root,ProjGuardedTime(3010) = 1
anim = 17502+(parent,var(31)*10000)
pos = 103, -65
postype = p1
ontop = 1
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 4110, DestroySelf]
type = DestroySelf
triggerall = time > 1
trigger1 = FrontEdgeDist <= -40 && !var(1)



=

[Statedef 11110]
type    = S
movetype= I
physics = N
anim = 11101
velset = 0,0
ctrl = 0
ownpal = 1
sprpriority = 2

[State 1000, 5];僿儖僷乕曐岇係偮
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1

ignorehitpause = 1
[State 1000, 5]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 1000, 5]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 11100
ignorehitpause = 1

[State 11100]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1110]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1

[State 1]
type = AngleDraw
trigger1 = 1
scale = 1.0,1.0

[State 1]
type = AngleAdd
trigger1 = 1
value = -7

[State a]
type = varset
trigger1 = enemy,pos x=[-320,320]
trigger1 = enemy,pos y=[-480,60]
trigger1 = enemy,pos x-pos x<0
trigger2 = enemy,pos x!=[-320,320]
trigger2 = enemy,pos y!=[-480,60]
trigger2 = enemynear,pos x-pos x<0
v = 0
value = 1
ignorehitpause = 1

[State a]
type = varset
trigger1 = enemy,pos x=[-320,320]
trigger1 = enemy,pos y=[-480,60]
trigger1 = enemy,pos x-pos x>=0
trigger2 = enemy,pos x!=[-320,320]
trigger2 = enemy,pos y!=[-480,60]
trigger2 = enemynear,pos x-pos x>=0
v = 0
value = 0
ignorehitpause = 1

[State 1]
Type = Turn
Trigger1 = facing = -1
ignorehitpause = 1

[State 1]
type = VelSet
trigger1 = var(0)=0
x = time%40 * 0.1

[State 1]
type = VelSet
trigger1 = var(0) =1
x = -time%40 * 0.1

[State 1]
type = VelSet
trigger1 = p2bodydist Y <= 0
y = Sin((-gameTime*3)*Pi/180) - 0.5

[State 1]
type = VelSet
trigger1 = p2bodydist Y > 0
y = -Sin((gameTime*3)*Pi/180) + 0.5

[State 11100]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 11205
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.5

[state 11100]
type = posset
trigger1 = !ishelper
y = 0

[state 11100]
type = changestate
trigger1 = !ishelper
value = 0
ctrl = 1

[state a]
type = changestate
trigger1 = MoveContAct = 1
value = 11125

[state a]
type = changestate
trigger1 = time >= 80
trigger2 = p2bodydist X<20&&p2bodydist X>-20
trigger2 = p2bodydist Y<20&&p2bodydist Y>-20
value = 11125


;==========================================================================================
;徴撍
;==========================================================================================

[Statedef 11125]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22162
ownpal = 1

[state 11125]
type = playsnd
trigger1 = time = 0
value = 10000,2
volume = 255

[state 11125]
type = nothitby
trigger1 = 1
value = SCA


[State 11125]
type = Explod
trigger1 = 1
anim = 3058
sprpriority = 5
postype = p1
pos = 0,0
random = 30,30
vel = -7+ (random%14),-7 + (random%14)
facing = -1
trans = add
ownpal = 1
scale = 0.25,0.25
ignorehitpause = 1

[State 11125]
type = Explod
trigger1 = 1
anim = 2810
sprpriority = 5
postype = p1
pos = 0,0
random = 30,30
vel = -7+ (random%14),-7 + (random%14)
facing = -1
trans = add
ownpal = 1
scale = 0.25,0.25
ignorehitpause = 1

[State 11125]
type = Explod
trigger1 = 1
anim = 22131
postype = p1
pos = 0,0
vel = -7+ (random%14),-7 + (random%14)
facing = -1
id = 22131
ownpal = 1
scale = 0.25,0.25
ignorehitpause = 1

[State 11125]
type = Explod
trigger1 = 1
anim = 22131
postype = p1
pos = 0,0
vel = -6+ (random%12),-6 + (random%12)
facing = -1
id = 22131
ownpal = 1
scale = 0.25,0.25
ignorehitpause = 1

[State 11125]
type = Explod
trigger1 = 1
anim = 22131
postype = p1
pos = 0,0
vel = -5+ (random%10),-5 + (random%10)
facing = -1
id = 22131
scale = 0.25,0.25
ownpal = 1
ignorehitpause = 1

[State 11125]
type = Explod
trigger1 = time = 0
anim = 22196
sprpriority = 7
postype = p1
pos = 0,0
scale = 0.5,0.5
ignorehitpause = 1

[State 11125]
type = Helper
triggerall = numhelper(22101) < 3
trigger1 = time = 0
trigger3 = time = 20
id = 22101
stateno = 22101
pos = 0,0
ownpal = 0
helpertype = player
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 11125]
type = Explod
trigger1 = time = 0
anim = 22138
sprpriority = 7
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1

[State 11125]
type = Projectile
trigger1 = time = 0
attr = S, NA
projanim = 22179
projhitanim = -1
projid = 35902
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.08 * enemy,Const(data.life)) ,Ceil(0.025 * enemy,Const(data.life)) * var(39)
getpower = 10,5
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,4
sparkno = s22138
sparkxy = 0,0
hitsound   = s10000,43
guard.sparkno = s22184
guardsound = s120,0
ground.type = hard
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.5
fall = 1
fall.recover = 0
juggle = 15

[state 11125]
type = destroyself
trigger1 = animtime = 0
ignorehitpause = 1


;---------------------------------------------------------------------------
;挻昁墘弌僿儖僷
;---------------------------------------------------------------------------

[Statedef 22101]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22175
ownpal = 1

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

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

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

[State a]
type = Trans
trigger1 = 1
trans = add

[state a]
type = varset
trigger1 = time = 0
v = 56
value = 0

[State a]
type = VarAdd
trigger1 = Var(56) <= 40
var(56) = 1

[State a]
Type = AngleDraw
Trigger1 = Time >= 0
scale = 0.2 + Var(56)/10.0 , 0.2 + Var(56)/10.0

[State a]
Type = AngleAdd
Trigger1 = Time >= 0
Value = -3

[state a]
type = destroyself
trigger1 = Time >= 25


=
;嬍
;==========================================================================================
;==========================================================================================

[Statedef 11100]
type    = S
movetype= I
physics = N
anim = 11101
velset = 0,0
ctrl = 0
ownpal = 1
sprpriority = 2

[State 1000, 5];僿儖僷乕曐岇係偮
type = changestate
trigger1 =!ishelper
value = 0
ctrl=1
ignorehitpause = 1

[State 1000, 5]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 1000, 5]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 11100
ignorehitpause = 1

[State 11100]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1110]
type = trans
trigger1 = 1
trans = add
ignorehitpause = 1

[State 1]
type = AngleDraw
trigger1 = 1
scale = 1.0,1.0

[State 1]
type = AngleAdd
trigger1 = 1
value = -7

[State a]
type = varset
trigger1 = enemy,pos x=[-320,320]
trigger1 = enemy,pos y=[-480,60]
trigger1 = enemy,pos x-pos x<0
trigger2 = enemy,pos x!=[-320,320]
trigger2 = enemy,pos y!=[-480,60]
trigger2 = enemynear,pos x-pos x<0
v = 0
value = 1
ignorehitpause = 1

[State a]
type = varset
trigger1 = enemy,pos x=[-320,320]
trigger1 = enemy,pos y=[-480,60]
trigger1 = enemy,pos x-pos x>=0
trigger2 = enemy,pos x!=[-320,320]
trigger2 = enemy,pos y!=[-480,60]
trigger2 = enemynear,pos x-pos x>=0
v = 0
value = 0
ignorehitpause = 1

[State 1]
Type = Turn
Trigger1 = facing = -1
ignorehitpause = 1

[State 1]
type = VelSet
trigger1 = var(0)=0
x = time%40 * 0.2

[State 1]
type = VelSet
trigger1 = var(0) =1
x = -time%40 * 0.2

[State 1]
type = VelSet
trigger1 = p2bodydist Y <= 0
y = Sin((-gameTime*3)*Pi/180) - 1

[State 1]
type = VelSet
trigger1 = p2bodydist Y > 0
y = -Sin((gameTime*3)*Pi/180) + 1 

[State 11100]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 11205
projpriority = 2147483647
projsprpriority = 2147483647
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 0,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.5

[state 11100]
type = posset
trigger1 = !ishelper
y = 0

[state 11100]
type = changestate
trigger1 = !ishelper
value = 0
ctrl = 1

[state a]
type = changestate
trigger1 = MoveContAct = 1
value = 11125

[state a]
type = changestate
trigger1 = time >= 80
trigger2 = p2bodydist X<20&&p2bodydist X>-20
trigger2 = p2bodydist Y<20&&p2bodydist Y>-20
value = 11125
