;庛夝彍
[Statedef 1000]
type = S
movetype = A
physics = N
anim = 1000
poweradd = 50
ctrl = 0
velset = 0
facep2 = 1

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

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

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

[State 1000, ParentVarset]
type = ParentVarset
trigger1 = time = 0
var(25) = 0
ignorehitpause = 1
persistent = 0

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 2,0
channel = 0
volume = 0

[State 1100, 1051]
type = VelSet
trigger1 = AnimElem = 7
x = -2

[State 200, ice]
type = Explod
trigger1 = AnimElem = 8, = 0
anim = 215
ID = 200
postype = p1
pos = -30,-29
bindtime = 1
sprpriority = 3
ownpal = 1
removeongethit = 1
removetime = -2
ignorehitpause = 1
persistent = 0

[State 1000,4]
type = helper
trigger1 = AnimElem = 8,0
stateno = 1050
id = 1050
name = "harae"
pos = 55,-100
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0

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

[State 3301,4]
type = ChangeState
triggerall = animelem=13,>0
trigger1 = var(59) != 1
trigger1 = command = "ukei"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [0,40]
trigger2 = p2MoveType != H
trigger2 = P2StateNo != [120,155]
trigger2 = Random <= 200
value = 1100

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

;----------------------------------------------
;嫮夝彍
[Statedef 1010]
type = S
movetype = A
physics = N
anim = 1010
poweradd = 50
ctrl = 0
velset = 0
facep2 = 1

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

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

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

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 2,0
channel = 0
volume = 0

[State 1100, 1051]
type = VelSet
trigger1 = AnimElem = 7
x = -2

[State 200, ice]
type = Explod
trigger1 = AnimElem = 8, = 0
anim = 215
ID = 200
postype = p1
pos = -30,-29
bindtime = 1
sprpriority = 3
ownpal = 1
removeongethit = 1
removetime = -2
ignorehitpause = 1
persistent = 0

[State 1000,4]
type = helper
trigger1 = AnimElem = 8,0
stateno = 1051
id = 1050
name = "harae"
pos = 55,-100
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0

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

[State 3301,4]
type = ChangeState
triggerall = animelem=13,>0
trigger1 = var(59) != 1
trigger1 = command = "ukei"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [0,40]
trigger2 = p2MoveType != H
trigger2 = P2StateNo != [120,155]
trigger2 = Random <= 200
value = 1100

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


;----------------------------------------------
;庛夝彍乮旘傃摴嬶乯 僿儖僷乕
[Statedef 1050]
type = S
physics = N
movetype = A
ctrl = 0
anim = 1050
sprpriority = 3

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

[State 1000, 2]
type = PlaySnd
trigger1 = time = 0
value = 5,3
volume = 0

[State 1100, Velocity]
type = VelSet
trigger1 = time = 1
x = 3

[State 1051, 2]
type = Projectile
trigger1 = time = 1
projpriority = 1
attr = S, SP
projID = 1050
projanim = 1051
projshadow = 68,68,68;0,0,0;
projremovetime = -1
projhits = 1
projmisstime = 0
projremove = 1
projhitanim = -1
;projcancelanim = 1070
offset = 0,0
velocity = vel X, vel Y
hitflag = MA
damage = Ceil(27*root, fvar(0)),10
getpower = 50,50
givepower = 20,20
animtype = Hard
guardflag = MA
pausetime = 4,4
pausemovetime = 0
sparkno = S10102
guard.sparkno = S10152
sparkxy = 10,0
hitsound = S200,2
guardsound = S200,6
air.type = high
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -2,0
air.velocity = -4,-7
airguard.velocity = -3.6,-2
guard.hittime = 21
guard.velocity = -2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.juggle = ifelse(parent,var(12),16,3)
fall = 0
air.fall = 1
fall.recover = 0
ownpal = 1


[State 1000, ParentVarset]
type = null;Varset
trigger1 = root,ProjCancelTime(1050) = 1
var(25) = 1
ignorehitpause = 1
persistent = 0

[State 1000, ParentVarset]
type = null;Varset
trigger1 = root,projhittime(1050) = 1
var(25) = 2
ignorehitpause = 1
persistent = 0

[State 1010, end];root,
type = null;ChangeState
triggerall = time > 1
trigger1 = var(25) = 1
value = 1055
ignorehitpause = 1

[State 1010, end]
type = null;ChangeState
triggerall = time > 1
trigger1 = var(25) = 2
value = 1060
ignorehitpause = 1


[State 1010, end]
type = ChangeState
triggerall = time > 1
;trigger1 = !root,NumProjID(1050)
trigger1 = root,ProjCancelTime(1050) = 1
value = 1055
ignorehitpause = 1

[State 1010, end]
type = ChangeState
triggerall = time > 1
;trigger1 = !root,NumProjID(1050)
trigger1 = root,projhittime(1050) = 1;trigger1 = root,ProjHit(1050) = 1
value = 1060
ignorehitpause = 1

[state 1051, destroyself]
type = destroyself
triggerall = time > 1
trigger1 = FrontEdgeDist <= -40

;----------------------------------------------
;嫮夝彍乮旘傃摴嬶乯 僿儖僷乕
[Statedef 1051]
type = S
physics = N
movetype = A
ctrl = 0
anim = 1050
sprpriority = 3

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

[State 1000, 2]
type = PlaySnd
trigger1 = time = 0
value = 5,3
volume = 0

[State 1100, Velocity]
type = VelSet
trigger1 = time = 1
x = 5

[State 1051, 2]
type = Projectile
trigger1 = time = 1
projpriority = 1
attr = S, SP
projID = 1050
projanim = 1051
projshadow = 68,68,68;0,0,0;
projremovetime = -1
projhits = 1
projmisstime = 0
projremove = 1
projhitanim = -1
;projcancelanim = 1070
offset = 0,0
velocity = vel X, vel Y
hitflag = MA
damage = Ceil(27*root, fvar(0)),10
getpower = 50,50
givepower = 20,20
animtype = Hard
guardflag = MA
pausetime = 4,4
pausemovetime = 0
sparkno = S10102
guard.sparkno = S10152
sparkxy = 10,0
hitsound = S200,2
guardsound = S200,6
air.type = high
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -2,0
air.velocity = -4,-7
airguard.velocity = -3.6,-2
guard.hittime = 21
guard.velocity = -2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.juggle = ifelse(parent,var(12),16,3)
fall = 0
air.fall = 1
fall.recover = 0
ownpal = 1

[State 1010, end]
type = ChangeState
triggerall = time > 1
;trigger1 = !root,NumProjID(1050)
trigger1 = root,ProjCancelTime(1050) = 1
value = 1055
ignorehitpause = 1

[State 1010, end]
type = ChangeState
triggerall = time > 1
;trigger1 = !root,NumProjID(1050)
trigger1 = root,projhittime(1050) = 1;trigger1 = root,ProjHit(1050) = 1
value = 1060
ignorehitpause = 1

[state 1051, destroyself]
type = destroyself
triggerall = time > 1
trigger1 = FrontEdgeDist <= -40

;----------------------------------------------
;夝彍乮旘傃摴嬶偲憡嶦乯 僿儖僷乕
[Statedef 1055]
type = S
physics = N
movetype = A
ctrl = 0
anim = 1070
sprpriority = 3

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

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

[State 1000, ParentVarset]
type = null;ParentVarset
trigger1 = time = 0
var(25) = 0
persistent = 0

[state 1051, destroyself]
type = destroyself
trigger1 = AnimTime = 0

;----------------------------------------------
;夝彍乮懡抜僸僢僩旘傃摴嬶乯 僿儖僷乕
[Statedef 1060]
type = S
physics = N
movetype = A
ctrl = 0
anim = 1060
sprpriority = 3

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

[State 1000, 2]
type = PlaySnd
trigger1 = time = 5
value = 5,4
volume = 0

[State 1000, 2]
type = PlaySnd
trigger1 = time = 10
trigger2 = time = 20
trigger3 = time = 30
trigger4 = time = 40
value = 5,5
volume = 0

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

[State 1051, 2]
type = Projectile
trigger1 = time = 1
projpriority = 1
attr = S, SP
projID = 1060
projanim = 1061
projshadow = 68,68,68
projremovetime = 42
projhits = 7
projmisstime = 2
projremove = 1
projhitanim = -1
offset = 0,0
velocity = vel X, vel Y
hitflag = MAF
damage = Ceil(27*root, fvar(0)),10
getpower = 50,50
givepower = 20,20
animtype = Hard
guardflag = MA
pausetime = 4,5
pausemovetime = 0
sparkno = S10102
guard.sparkno = S10152
sparkxy = 10,10
hitsound = S200,2
guardsound = S200,6
air.type = high
ground.type = high
ground.slidetime = 4
ground.hittime = 4
ground.velocity = -2,0
air.velocity = -4,-0.5
airguard.velocity = -3,-2
guard.hittime = 4
guard.velocity = -2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.juggle = ifelse(parent,var(12),16,3)
fall = 0
air.fall = 1
fall.recover = 0
ownpal = 0

[State 1000, VarSet]
type = null;VarSet
trigger1 = time = 0
ignorehitpause = 1
var(10) = 0

[State 1000, VarSet]
type = null;VarSet
trigger1 = root,ProjContactTime(1060) = 1
ignorehitpause = 1
var(10) = 1

[State 3001, VarSet]
type = null;VarAdd
trigger1 = var(10)
ignorehitpause = 1
var(10) = 1

[State 1000, 0]
type = null;PosFreeze
trigger1 = var(10)
value = 1
ignorehitpause = 1
persistent = 1

[State 1010, end]
type = ChangeState
triggerall = time > 1
trigger1 = time = 42
trigger2 = FrontEdgeDist <= -40
value = 1065

[state 1051, destroyself]
type = null;destroyself
triggerall = time > 1
trigger1 = !root,NumProjID(1060)

;----------------------------------------------
;夝彍乮懡抜僸僢僩旘傃摴嬶乯 僿儖僷乕廔傢傝
[Statedef 1065]
type = S
physics = N
movetype = A
ctrl = 0
anim = 1065
sprpriority = 3

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

[state 1051, destroyself]
type = destroyself
trigger1 = AnimTime = 0


;---------------------------------------------------------------------------
;惥栺
[Statedef 1100]
type     = S
movetype = A
physics  = S
juggle = 3
poweradd = 50
ctrl     = 0
velset   = 0,0
anim  = 240
sprpriority = 2
facep2 = 1

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

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

[State 201, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5,1
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
accel = .1, 0
ownpal = 1
removeongethit = 0
removetime = -2
persistent = 0

[state 1000, posadd]
type = posadd
trigger1 = animelem = 3
x = 6

[State 241, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
hitflag = MAF
guardflag = MA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 126, 10
guard.pausetime = 12, 12
sparkno = S10101
guard.sparkno = S10151
sparkxy = -10, -60
hitsound = S200,3
guardsound = S200,6
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 = -10
air.velocity = -2,-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
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5

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

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

;---------------------------------------------------------------------------
;庛尠嵵
[Statedef 1200]
type     = S
movetype = A
physics  = S
juggle = ifelse(var(12),16,3)
poweradd = 50
ctrl     = 0
velset   = 0,0
anim  = 1200
sprpriority = 2
facep2 = 1

[State 201, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5,9
volume = 255

[State 200, ice]
type = Explod
trigger1 = Movehit
anim = 1250
ID = 200
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 3
ownpal = 1
removeongethit = 0
removetime = -2
persistent = 0
ignorehitpause = 1

[State 241, HitDef]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = var(16) = 0
attr = S, SA
hitflag = MAF
guardflag = MA
animtype = Up
priority = 3,Hit
pausetime = 30, 30
damage = 54, 10
fall.damage = 144
guard.pausetime = 12, 12
sparkno = S10101
guard.sparkno = S10151
sparkxy = -10, -67
hitsound = S200,3
guardsound = S200,6
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.hittime  = 15
;guard.ctrltime = 9
ground.velocity = 0,-13.5
guard.velocity = -9
air.velocity = 0,-13.5
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
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .51
ID = 1200
nochainID = 1200
kill = 0
fall.kill = 1

[State 1305, 1]
type = Varset
trigger1 = MoveHit = 1
var(12) = 0
ignorehitpause = 0

[State 240, 4]
type = ChangeState
trigger1 = MoveHit
trigger1 = numtarget
value = 1230
ignorehitpause = 0

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 6
Movetype = I

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

;---------------------------------------------------------------------------
;嫮尠嵵
[Statedef 1210]
type     = S
movetype = A
physics  = S
juggle = 0;ifelse(var(12),16,3)
poweradd = 50
ctrl     = 0
velset   = 0,0
anim  = 1210
sprpriority = 2
facep2 = 1

[State 201, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5,9
volume = 255

[State 1000,4]
type = helper
trigger1 = AnimElem = 5
stateno = 1220
id = 1220
name = "Dageki"
pos = 0,0
postype = P1
helpertype = normal
keyctrl = 0

[State 240, 4]
type = ChangeState
triggerall = AnimElem >= 5
trigger1 = NumHelper(1220) = 0
;trigger2 = NumProjID(1265) = 1
value = 1230
ignorehitpause = 0

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 6
Movetype = I

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

;---------------------------------------------------------------------------
;嫮尠嵵乮懪寕僄僼僃僋僩乯僿儖僷乕
[Statedef 1220]
type = S
physics = N
movetype = A
ctrl = 0
anim = 1255
sprpriority = 3

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

[State 241, HitDef]
type = HitDef
trigger1 = time = 0
trigger1 = parent,var(12) = 0
trigger1 = parent,var(16) < 5
attr = S, SA
hitflag = MAF
guardflag = MA
animtype = Up
priority = 3,Hit
pausetime = 6, 6
damage = 72, 10
fall.damage = 162
guard.pausetime = 6, 6
sparkno = S10101
guard.sparkno = S10151
sparkxy = -10, -67
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 = 0,-13.5
guard.velocity = -9
air.velocity = 0,-12.5
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
;air.juggle = ifelse(parent,var(12),16,8) 
persistent = 0
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .51
kill = 0
fall.kill = 1

[State 1305, 1]
type = ParentVarset
trigger1 = stateno = 1220
trigger1 = MoveHit = 1
var(12) = 0
ignorehitpause = 0

[State 1305, 1]
type = ParentVaradd
trigger1 = stateno = 1220
trigger1 = MoveHit = 1
var(16) = 1
ignorehitpause = 0

[State 1000,4]
type = helper
;trigger1 = AnimElem = 5,0
trigger1 = MoveHit
trigger1 = numtarget
stateno = 1250
id = 1250
name = "harae"
pos = 55,-100
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0
ignorehitpause = 0

[State 114, 3]
type = ReversalDef
trigger1 = AnimElem = 5
reversal.attr = SCA,NP,SP
hitflag = P
pausetime = 0,0
numhits = 0
sparkno = -1
sparkxy = 0,0
;hitsound = S4,9
persistent = 0
p1stateno = 1260

[state 1051, destroyself]
type = destroyself
triggerall = time > 0
trigger1 = parent, stateno != 1210
trigger2 = parent, movetype = H
trigger3 = Movehit
trigger4 = Time = 20


;---------------------------------------------------------------------------
;尠嵵僸僢僩廔椆
[Statedef 1230]
type     = S
movetype = I
physics  = S
juggle = 0
poweradd = 0
ctrl  = 0
velset   = 0,0
anim  = 1230
sprpriority = 2

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

;----------------------------------------------
;嫮尠嵵僸僢僩乮夝彍乯乮懡抜僸僢僩旘傃摴嬶乯 僿儖僷乕
[Statedef 1250]
type = S
physics = N
movetype = A
ctrl = 0
anim = 1060
sprpriority = 3

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

[State 1000, 2]
type = PlaySnd
trigger1 = time = 5
value = 5,4
volume = 0

[State 1000, 2]
type = PlaySnd
trigger1 = time = 10
trigger2 = time = 20
trigger3 = time = 30
trigger4 = time = 40
value = 5,5
volume = 0

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

[State 1051, 2]
type = Projectile
trigger1 = time = 1
projpriority = 1
attr = S, SP
projID = 1060
projanim = 1061
projshadow = 68,68,68
projremovetime = 42
projhits = 8
projmisstime = 2
projremove = 1
projhitanim = -1
offset = 0,0
velocity = vel X, vel Y
hitflag = MAF
damage = Ceil(27*root, fvar(0)),10
getpower = 50,50
givepower = 20,20
animtype = Up
guardflag = MA
pausetime = 4,6
pausemovetime = 0
sparkno = S10102
guard.sparkno = S10152
sparkxy = 10,10
hitsound = S200,2
guardsound = S200,6
air.type = high
ground.type = high
ground.slidetime = 4
ground.hittime = 4
ground.velocity = -4,-4.5
air.velocity = -4,-4.5
airguard.velocity = -3,-2
guard.hittime = 4
guard.velocity = -2
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.juggle = 0;ifelse(parent,var(12),16,3)
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
ownpal = 0

[State 1000, VarSet]
type = null;VarSet
trigger1 = time = 0
ignorehitpause = 1
var(10) = 0

[State 1000, VarSet]
type = null;VarSet
trigger1 = root,ProjContactTime(1060) = 1
ignorehitpause = 1
var(10) = 1

[State 3001, VarSet]
type = null;VarAdd
trigger1 = var(10)
ignorehitpause = 1
var(10) = 1

[State 1000, 0]
type = null;PosFreeze
trigger1 = var(10)
value = 1
ignorehitpause = 1
persistent = 1

[State 1010, end]
type = ChangeState
triggerall = time > 1
trigger1 = time = 42
trigger2 = FrontEdgeDist <= -40
value = 1065

[state 1051, destroyself]
type = null;destroyself
triggerall = time > 1
trigger1 = !root,NumProjID(1060)

;----------------------------------------------
;嫮尠嵵丂旘傃摴嬶斀幩 僿儖僷乕
[Statedef 1260]
type = A
movetype= I
physics = N
ctrl = 0
anim = 1260
sprpriority = 0
velset = 0,0

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

[State 1000,4]
type = helper
trigger1 = time = 0
stateno = 1250
id = 1250
name = "harae"
pos = 70,-100
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0
ignorehitpause = 0

[State 1000,4]
type = helper
trigger1 = time = 0
stateno = 1265
id = 1265
name = "hansya"
pos = 55,-80
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0
ignorehitpause = 0

[State 1115,1]
type = DestroySelf
trigger1 = time = 1

;----------------------------------------------
;嫮尠嵵丂斀幩偟偨旘傃摴嬶 僿儖僷乕
[Statedef 1265]
type = S
physics = N
movetype = A
ctrl = 0
anim = 1265
sprpriority = 3

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

[State 1000, 2]
type = PlaySnd
trigger1 = time = 0
value = 5,4
volume = 0

[State 1100, Velocity]
type = VelSet
trigger1 = time = 1
x = 10

[State 1051, 2]
type = Projectile
trigger1 = time = 1
projpriority = 1
attr = S, SP
projID = 1265
projanim = 1266
projshadow = 68,68,68
projremovetime = -1
projhits = 1
projremove = 1
projhitanim = -1
offset = 20,0
velocity = vel X, vel Y
hitflag = MAF
damage = Ceil(90*root, fvar(0)),10
getpower = 50,50
givepower = 20,20
animtype = Hard
guardflag = MA
pausetime = 4,4
pausemovetime = 0
sparkno = S10102
guard.sparkno = S10152
sparkxy = -25,-70
hitsound = S200,2
guardsound = S200,6
air.type = high
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -4,-6
air.velocity = -4,-6
airguard.velocity = -3.6,-2
guard.hittime = 16
guard.velocity = -9
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.juggle = ifelse(parent,var(12),16,3)
fall = 1
air.fall = 1
fall.recover = 0
ownpal = 1

[state 1051, destroyself]
type = destroyself
triggerall = time > 1
trigger1 = FrontEdgeDist <= -40

[State 900, 4]
type = ChangeState
triggerall = time > 1
trigger1 = !root,NumProjID(1265)
value = 1266

;---------------------------------------------------------------------------
;嫮尠嵵丂斀幩偟偨旘傃摴嬶 僿儖僷乕乮徚柵乯
[Statedef 1266]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 1070

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

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

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;庛恹
[Statedef 1300]
type     = S
movetype = A
physics  = S
juggle = ifelse(var(12),16,3)
poweradd = 50
ctrl     = 0
velset   = 0,0
anim  = 1300
sprpriority = 2
facep2 = 1

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

[State 201, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5,6
volume = 0

[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 114, 3]
type = ReversalDef
trigger1 = time <= 24;AnimElem <= 3
reversal.attr = SCA,AA
hitflag = MA
pausetime = 8,8
numhits = 0
sparkno = -1
sparkxy = 0,0
;hitsound = S4,9
persistent = 0
p1stateno = 1320

[State 241, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
hitflag = MAF
guardflag = MA
animtype = Up
priority = 3,Hit
pausetime = 12, 12
damage = 108, 10
guard.pausetime = 12, 12
sparkno = S10101
guard.sparkno = S10151
sparkxy = -10, -75
hitsound = S200,4
guardsound = S200,6
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.hittime  = 15
;guard.ctrltime = 9
ground.velocity = -6,-6.5
guard.velocity = -7
air.velocity = -6,-6.5
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -12
guard.cornerpush.veloff = -12
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -12
getpower = 25,25
givepower = 10,10
persistent = 0
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .51

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

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

;---------------------------------------------------------------------------
;嫮恹
[Statedef 1310]
type     = S
movetype = A
physics  = S
juggle = ifelse(var(12),16,3)
poweradd = 50
ctrl     = 0
velset   = 0,0
anim  = 1310
sprpriority = 2
facep2 = 1

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

[State 201, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5,6
volume = 0

[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 114, 3]
type = ReversalDef
trigger1 = time <= 13
reversal.attr = SCA,AA
hitflag = MA
pausetime = 8,8
numhits = 0
sparkno = -1
sparkxy = 0,0
;hitsound = S4,9
persistent = 0
p1stateno = 1320

[State 241, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
hitflag = MAF
guardflag = MA
animtype = Up
priority = 3,Hit
pausetime = 12, 12
damage = 90, 10
guard.pausetime = 12, 12
sparkno = S10101
guard.sparkno = S10151
sparkxy = -10, -75
hitsound = S200,4
guardsound = S200,6
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.hittime  = 15
;guard.ctrltime = 9
ground.velocity = -6,-6.5
guard.velocity = -7
air.velocity = -6,-6.5
airguard.velocity = -2.5,-2
ground.cornerpush.veloff = -12
guard.cornerpush.veloff = -12
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = -12
getpower = 25,25
givepower = 10,10
persistent = 0
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .51

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

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

;---------------------------------------------------------------------------
;恹丂僇僂儞僞乕峌寕
[Statedef 1320]
type = S
movetype = A
physics  = S
juggle = ifelse(var(12),16,3)
poweradd = 0
ctrl  = 0
velset  = 0,0
anim  = 1320
sprpriority = 2

[State 201, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,2
volume = 0

[State 201, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5,6
volume = 0

[State 200, ice]
type = Explod
trigger1 = AnimElem = 2, = 0
anim = 1350
ID = 1350
postype = p1
pos = 0,-20
bindtime = 1
sprpriority = 3
ownpal = 1
removeongethit = 1
removetime = -2
ignorehitpause = 1
persistent = 0

[State 241, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
hitflag = MAF
guardflag = MA
animtype = Up
priority = 3,Hit
pausetime = 12, 12
damage = 90, 10
guard.pausetime = 12, 12
sparkno = S10101
guard.sparkno = S10151
sparkxy = -10, -75
hitsound = S200,3
guardsound = S200,6
ground.type = High
air.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.hittime  = 15
;guard.ctrltime = 9
ground.velocity = -6,-6.5
guard.velocity = -7
air.velocity = -6,-6.5
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 = 1
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .51

[State 1000,4]
type = helper
trigger1 = AnimElem = 3
stateno = 1265
id = 1265
name = "hansya"
pos = 55,-80
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0
ignorehitpause = 0

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

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

;---------------------------------------------------------------------------
; 庛屼戝
[Statedef 1400]
type = A
movetype = A
physics  = N
juggle = 0
poweradd = 50
ctrl  = 0
anim  = 1400
velset = 0,0
sprpriority = 2

[State 201, 2]
type = PlaySnd
trigger1 = AnimElem = 2
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(1) = 1
x = 1.8

[State 1210, Velocity]
type = VelSet
trigger1 = AnimElemTime(4) = 1
x = -2
y = -3.5

[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 114, 3]
type = ReversalDef
trigger1 = time <= 5
reversal.attr = SCA,AA,AP
hitflag = MA
pausetime = 8,8
numhits = 0
sparkno = -1
sparkxy = 0,0
;hitsound = S4,9
persistent = 0

[State 640, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
hitflag = MAF
guardflag = MA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 154, 10
guard.pausetime = 12, 12
sparkno = S10101
guard.sparkno = S10151
sparkxy = -15, -55
hitsound = S200,4
guardsound = S200,6
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 = 1420
ctrl = 0

;---------------------------------------------------------------------------
; 嫮屼戝
[Statedef 1410]
type = A
movetype = A
physics  = N
juggle = 0
poweradd = 50
ctrl  = 0
anim  = 1410
velset = 0,0
sprpriority = 2

[State 201, 2]
type = PlaySnd
trigger1 = AnimElem = 2
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(1) = 1
x = 1.8

[State 1210, Velocity]
type = VelSet
trigger1 = AnimElemTime(4) = 1
x = -2
y = -3.5

[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 114, 3]
type = ReversalDef
trigger1 = time <= 5
reversal.attr = SCA,AA,AP
hitflag = MA
pausetime = 8,8
numhits = 0
sparkno = -1
sparkxy = 0,0
;hitsound = S4,9
persistent = 0

[State 640, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
hitflag = MAF
guardflag = MA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime = 12, 12
damage = 154, 10
guard.pausetime = 12, 12
sparkno = S10101
guard.sparkno = S10151
sparkxy = -15, -55
hitsound = S200,4
guardsound = S200,6
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 = 1420
ctrl = 0

;----------------------------------------------
;屼戝拝抧
[Statedef 1420]
type = S
movetype = I
physics = S
anim = 1420
velset = 0,0

[State 1002, 1]
type = PosSet
trigger1 = Time = 0
y = 0

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

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

[State 1002, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;----------------------------------------------
; 壩鑼崀A
[Statedef 1500]
type = S
movetype = A
physics = N
anim = 1500
poweradd = 50
ctrl = 0
velset = 0
facep2 = 0

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

[State 1305, 1]
type = VarSet
trigger1 = time = 0
var(10) = 0
ignorehitpause = 1

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

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

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,6
channel = 0
volume = 0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,4
volume = 0

[State 1000,4]
type = helper
trigger1 = AnimElem = 1;,0
stateno = 1595
id = 1595
name = "Honosusori"
pos = 65, 0
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 6
Movetype = I

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori1"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [20,40]
trigger2 = p2MoveType = I
trigger2 = Random = [81,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [40,130]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 50
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType = H
trigger4 = p2StateNo = [120,155]
trigger4 = Random <= 20
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [40,130]
trigger5 = p2MoveType != H
trigger5 = enemynear,Vel X > 0
trigger5 = Random <= 50
var(10) = 1
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori2"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [131,190]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [191,220]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 20
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random <= 50
var(10) = 2
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori3"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [191,220]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [221,280]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 20
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [191,220]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random <= 50
var(10) = 3
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori4"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [221,280]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [221,280]
trigger3 = p2MoveType != H
trigger3 = enemynear,Vel X > 0
trigger3 = Random <= 50
var(10) = 4
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori5"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [0,40]
trigger2 = Random <= 80
var(10) = 5
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori6"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [40,130]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [131,190]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [40,130]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [0,90]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
trigger6 = var(59) = 1
trigger6 = p2MoveType = H
trigger6 = enemynear,numproj
trigger6 = enemynear,HitDefAttr = SCA, NP,SP
trigger6 = random%5 = 0
var(10) = 6
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori7"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [131,190]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [191,220]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [91,160]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
var(10) = 7
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori8"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [191,220]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [211,280]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [191,240]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [161,210]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
var(10) = 8
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori9"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [221,280]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [241,280]
trigger3 = p2MoveType != H
trigger3 = enemynear,Vel X > 0
trigger3 = Random = [51,100]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [211,280]
trigger4 = p2bodydist Y = [-190,0]
trigger4 = enemynear,Vel X < 0
trigger4 = p2MoveType = H
trigger4 = p2StateType = A
trigger4 = p2StateNo = [5000,5999]
trigger4 = random%5 = 0
var(10) = 9
ignorehitpause = 1

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 1
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1500

[State 1000, end2]
type = ChangeState
trigger1 = var(10) = 2
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1510

[State 1000, end3]
type = ChangeState
trigger1 = var(10) = 3
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1520

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 4
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1530

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 5
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1540

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 6
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1550

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 6
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1555

[State 1000, end2]
type = ChangeState
trigger1 = var(10) = 7
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1560

[State 1000, end3]
type = ChangeState
trigger1 = var(10) = 8
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1570

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 9
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1580

[State 1000, end]
type = ChangeState
trigger1 = !var(10)
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------
; 壩鑼崀B
[Statedef 1510]
type = S
movetype = A
physics = N
anim = 1500
poweradd = 50
ctrl = 0
velset = 0
facep2 = 0

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

[State 1305, 1]
type = VarSet
trigger1 = time = 0
var(10) = 0
ignorehitpause = 1

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

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

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,3
channel = 0
volume = 0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,4
volume = 0

[State 1000,4]
type = helper
trigger1 = AnimElem = 1;,0
stateno = 1595
id = 1595
name = "Honosusori"
pos = 130, 0
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 6
Movetype = I

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori1"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [20,40]
trigger2 = p2MoveType = I
trigger2 = Random = [81,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [40,130]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 50
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType = H
trigger4 = p2StateNo = [120,155]
trigger4 = Random <= 20
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [40,130]
trigger5 = p2MoveType != H
trigger5 = enemynear,Vel X > 0
trigger5 = Random <= 50
var(10) = 1
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori2"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [131,190]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [191,220]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 20
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random <= 50
var(10) = 2
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori3"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [191,220]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [221,280]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 20
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [191,220]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random <= 50
var(10) = 3
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori4"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [221,280]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [221,280]
trigger3 = p2MoveType != H
trigger3 = enemynear,Vel X > 0
trigger3 = Random <= 50
var(10) = 4
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori5"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [0,40]
trigger2 = Random <= 80
var(10) = 5
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori6"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [40,130]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [131,190]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [40,130]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [0,90]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
trigger6 = var(59) = 1
trigger6 = p2MoveType = H
trigger6 = enemynear,numproj
trigger6 = enemynear,HitDefAttr = SCA, NP,SP
trigger6 = random%5 = 0
var(10) = 6
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori7"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [131,190]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [191,220]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [91,160]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
var(10) = 7
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori8"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [191,220]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [211,280]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [191,240]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [161,210]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
var(10) = 8
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori9"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [221,280]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [241,280]
trigger3 = p2MoveType != H
trigger3 = enemynear,Vel X > 0
trigger3 = Random = [51,100]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [211,280]
trigger4 = p2bodydist Y = [-190,0]
trigger4 = enemynear,Vel X < 0
trigger4 = p2MoveType = H
trigger4 = p2StateType = A
trigger4 = p2StateNo = [5000,5999]
trigger4 = random%5 = 0
var(10) = 9
ignorehitpause = 1

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 1
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1500

[State 1000, end2]
type = ChangeState
trigger1 = var(10) = 2
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1510

[State 1000, end3]
type = ChangeState
trigger1 = var(10) = 3
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1520

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 4
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1530

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 5
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1540

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 6
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1550

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 6
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1555

[State 1000, end2]
type = ChangeState
trigger1 = var(10) = 7
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1560

[State 1000, end3]
type = ChangeState
trigger1 = var(10) = 8
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1570

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 9
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1580

[State 1000, end]
type = ChangeState
trigger1 = !var(10)
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------
; 壩鑼崀C
[Statedef 1520]
type = S
movetype = A
physics = N
anim = 1500
poweradd = 50
ctrl = 0
velset = 0
facep2 = 0

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

[State 1305, 1]
type = VarSet
trigger1 = time = 0
var(10) = 0
ignorehitpause = 1

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

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

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,5
channel = 0
volume = 0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,4
volume = 0

[State 1000,4]
type = helper
trigger1 = AnimElem = 1;,0
stateno = 1595
id = 1595
name = "Honosusori"
pos = 195, 0
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 6
Movetype = I

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori1"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [20,40]
trigger2 = p2MoveType = I
trigger2 = Random = [81,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [40,130]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 50
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType = H
trigger4 = p2StateNo = [120,155]
trigger4 = Random <= 20
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [40,130]
trigger5 = p2MoveType != H
trigger5 = enemynear,Vel X > 0
trigger5 = Random <= 50
var(10) = 1
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori2"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [131,190]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [191,220]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 20
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random <= 50
var(10) = 2
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori3"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [191,220]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [221,280]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 20
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [191,220]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random <= 50
var(10) = 3
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori4"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [221,280]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [221,280]
trigger3 = p2MoveType != H
trigger3 = enemynear,Vel X > 0
trigger3 = Random <= 50
var(10) = 4
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori5"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [0,40]
trigger2 = Random <= 80
var(10) = 5
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori6"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [40,130]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [131,190]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [40,130]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [0,90]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
trigger6 = var(59) = 1
trigger6 = p2MoveType = H
trigger6 = enemynear,numproj
trigger6 = enemynear,HitDefAttr = SCA, NP,SP
trigger6 = random%5 = 0
var(10) = 6
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori7"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [131,190]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [191,220]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [91,160]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
var(10) = 7
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori8"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [191,220]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [211,280]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [191,240]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [161,210]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
var(10) = 8
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori9"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [221,280]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [241,280]
trigger3 = p2MoveType != H
trigger3 = enemynear,Vel X > 0
trigger3 = Random = [51,100]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [211,280]
trigger4 = p2bodydist Y = [-190,0]
trigger4 = enemynear,Vel X < 0
trigger4 = p2MoveType = H
trigger4 = p2StateType = A
trigger4 = p2StateNo = [5000,5999]
trigger4 = random%5 = 0
var(10) = 9
ignorehitpause = 1

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 1
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1500

[State 1000, end2]
type = ChangeState
trigger1 = var(10) = 2
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1510

[State 1000, end3]
type = ChangeState
trigger1 = var(10) = 3
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1520

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 4
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1530

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 5
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1540

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 6
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1550

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 6
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1555

[State 1000, end2]
type = ChangeState
trigger1 = var(10) = 7
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1560

[State 1000, end3]
type = ChangeState
trigger1 = var(10) = 8
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1570

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 9
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1580

[State 1000, end]
type = ChangeState
trigger1 = !var(10)
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------
; 壩鑼崀D
[Statedef 1530]
type = S
movetype = A
physics = N
anim = 1500
poweradd = 50
ctrl = 0
velset = 0
facep2 = 0

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

[State 1305, 1]
type = VarSet
trigger1 = time = 0
var(10) = 0
ignorehitpause = 1

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

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

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,4
channel = 0
volume = 0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,4
volume = 0

[State 1000,4]
type = helper
trigger1 = AnimElem = 1;,0
stateno = 1595
id = 1595
name = "Honosusori"
pos = 260, 0
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 6
Movetype = I

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori1"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [20,40]
trigger2 = p2MoveType = I
trigger2 = Random = [81,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [40,130]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 50
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType = H
trigger4 = p2StateNo = [120,155]
trigger4 = Random <= 20
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [40,130]
trigger5 = p2MoveType != H
trigger5 = enemynear,Vel X > 0
trigger5 = Random <= 50
var(10) = 1
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori2"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [131,190]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [191,220]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 20
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random <= 50
var(10) = 2
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori3"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [191,220]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [221,280]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 20
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [191,220]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random <= 50
var(10) = 3
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori4"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [221,280]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [221,280]
trigger3 = p2MoveType != H
trigger3 = enemynear,Vel X > 0
trigger3 = Random <= 50
var(10) = 4
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori5"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [0,40]
trigger2 = Random <= 80
var(10) = 5
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori6"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [40,130]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [131,190]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [40,130]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [0,90]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
trigger6 = var(59) = 1
trigger6 = p2MoveType = H
trigger6 = enemynear,numproj
trigger6 = enemynear,HitDefAttr = SCA, NP,SP
trigger6 = random%5 = 0
var(10) = 6
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori7"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [131,190]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [191,220]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [91,160]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
var(10) = 7
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori8"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [191,220]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [211,280]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [191,240]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [161,210]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
var(10) = 8
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori9"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [221,280]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [241,280]
trigger3 = p2MoveType != H
trigger3 = enemynear,Vel X > 0
trigger3 = Random = [51,100]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [211,280]
trigger4 = p2bodydist Y = [-190,0]
trigger4 = enemynear,Vel X < 0
trigger4 = p2MoveType = H
trigger4 = p2StateType = A
trigger4 = p2StateNo = [5000,5999]
trigger4 = random%5 = 0
var(10) = 9
ignorehitpause = 1

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 1
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1500

[State 1000, end2]
type = ChangeState
trigger1 = var(10) = 2
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1510

[State 1000, end3]
type = ChangeState
trigger1 = var(10) = 3
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1520

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 4
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1530

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 5
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1540

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 6
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1550

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 6
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1555

[State 1000, end2]
type = ChangeState
trigger1 = var(10) = 7
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1560

[State 1000, end3]
type = ChangeState
trigger1 = var(10) = 8
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1570

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 9
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1580

[State 1000, end]
type = ChangeState
trigger1 = !var(10)
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------
; 壩鑼崀E
[Statedef 1540]
type = S
movetype = A
physics = N
anim = 1500
poweradd = 50
ctrl = 0
velset = 0
facep2 = 0

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

[State 1305, 1]
type = VarSet
trigger1 = time = 0
var(10) = 0
ignorehitpause = 1

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

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

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,6
channel = 0
volume = 0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,4
volume = 0

[State 1000,4]
type = helper
trigger1 = AnimElem = 1;,0
stateno = 1595
id = 1595
name = "Honosusori"
pos = 0, 0
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 6
Movetype = I

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori1"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [20,40]
trigger2 = p2MoveType = I
trigger2 = Random = [81,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [40,130]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 50
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType = H
trigger4 = p2StateNo = [120,155]
trigger4 = Random <= 20
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [40,130]
trigger5 = p2MoveType != H
trigger5 = enemynear,Vel X > 0
trigger5 = Random <= 50
var(10) = 1
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori2"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [131,190]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [191,220]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 20
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random <= 50
var(10) = 2
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori3"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [191,220]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [221,280]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 20
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [191,220]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random <= 50
var(10) = 3
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori4"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [221,280]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [221,280]
trigger3 = p2MoveType != H
trigger3 = enemynear,Vel X > 0
trigger3 = Random <= 50
var(10) = 4
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori5"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [0,40]
trigger2 = Random <= 80
var(10) = 5
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori6"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [40,130]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [131,190]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [40,130]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [0,90]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
trigger6 = var(59) = 1
trigger6 = p2MoveType = H
trigger6 = enemynear,numproj
trigger6 = enemynear,HitDefAttr = SCA, NP,SP
trigger6 = random%5 = 0
var(10) = 6
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori7"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [131,190]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [191,220]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [91,160]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
var(10) = 7
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori8"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [191,220]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [211,280]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [191,240]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [161,210]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
var(10) = 8
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori9"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [221,280]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [241,280]
trigger3 = p2MoveType != H
trigger3 = enemynear,Vel X > 0
trigger3 = Random = [51,100]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [211,280]
trigger4 = p2bodydist Y = [-190,0]
trigger4 = enemynear,Vel X < 0
trigger4 = p2MoveType = H
trigger4 = p2StateType = A
trigger4 = p2StateNo = [5000,5999]
trigger4 = random%5 = 0
var(10) = 9
ignorehitpause = 1

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 1
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1500

[State 1000, end2]
type = ChangeState
trigger1 = var(10) = 2
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1510

[State 1000, end3]
type = ChangeState
trigger1 = var(10) = 3
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1520

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 4
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1530

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 5
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1540

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 6
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1550

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 6
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1555

[State 1000, end2]
type = ChangeState
trigger1 = var(10) = 7
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1560

[State 1000, end3]
type = ChangeState
trigger1 = var(10) = 8
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1570

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 9
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1580

[State 1000, end]
type = ChangeState
trigger1 = !var(10)
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------
; 壩鑼崀A'
[Statedef 1550]
type = S
movetype = A
physics = N
anim = 1500
poweradd = 50
ctrl = 0
velset = 0
facep2 = 0


[State 1000, 5]
type = Explod
trigger1 = AnimElem = 5
anim = 10045
sprpriority = 97
postype = p1
pos = 0,10
scale = .3,1
bindtime = 1
supermove = 1
under = 0
ownpal = 0



[State 1000, 5]
type = Explod
trigger1 = AnimElem = 5
anim = 10045
sprpriority = 97
postype = p1
pos = 0,-10
scale = .3,1
bindtime = 1
supermove = 1
under = 0
ownpal = 0


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

[State 1305, 1]
type = VarSet
trigger1 = time = 0
var(10) = 0
ignorehitpause = 1

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

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

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,6
channel = 0
volume = 0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,4
volume = 0

[State 1000,4]
type = helper
trigger1 = AnimElem = 1;,0
stateno = 1595
id = 1595
name = "Honosusori"
pos = 65, 0
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1000,4]
type = helper
trigger1 = AnimElem = 2
stateno = 1595
id = 1595
name = "Honosusori"
pos = 85, 0
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 6
Movetype = I

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori1"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [20,40]
trigger2 = p2MoveType = I
trigger2 = Random = [81,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [40,130]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 50
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType = H
trigger4 = p2StateNo = [120,155]
trigger4 = Random <= 20
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [40,130]
trigger5 = p2MoveType != H
trigger5 = enemynear,Vel X > 0
trigger5 = Random <= 50
var(10) = 1
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori2"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [131,190]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [191,220]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 20
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random <= 50
var(10) = 2
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori3"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [191,220]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [221,280]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 20
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [191,220]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random <= 50
var(10) = 3
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori4"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [221,280]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [221,280]
trigger3 = p2MoveType != H
trigger3 = enemynear,Vel X > 0
trigger3 = Random <= 50
var(10) = 4
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori5"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [0,40]
trigger2 = Random <= 80
var(10) = 5
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori6"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [40,130]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [131,190]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [40,130]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [0,90]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
trigger6 = var(59) = 1
trigger6 = p2MoveType = H
trigger6 = enemynear,numproj
trigger6 = enemynear,HitDefAttr = SCA, NP,SP
trigger6 = random%5 = 0
var(10) = 6
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori7"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [131,190]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [191,220]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [91,160]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
var(10) = 7
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori8"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [191,220]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [211,280]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [191,240]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [161,210]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
var(10) = 8
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori9"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [221,280]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [241,280]
trigger3 = p2MoveType != H
trigger3 = enemynear,Vel X > 0
trigger3 = Random = [51,100]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [211,280]
trigger4 = p2bodydist Y = [-190,0]
trigger4 = enemynear,Vel X < 0
trigger4 = p2MoveType = H
trigger4 = p2StateType = A
trigger4 = p2StateNo = [5000,5999]
trigger4 = random%5 = 0
var(10) = 9
ignorehitpause = 1

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 1
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1500

[State 1000, end2]
type = ChangeState
trigger1 = var(10) = 2
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1510

[State 1000, end3]
type = ChangeState
trigger1 = var(10) = 3
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1520

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 4
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1530

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 5
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1540

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 6
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1550

[State 1000, end2]
type = ChangeState
trigger1 = var(10) = 7
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1560

[State 1000, end3]
type = ChangeState
trigger1 = var(10) = 8
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1570

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 9
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1580

[State 1000, end]
type = ChangeState
trigger1 = !var(10)
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------

;----------------------------------------------
; 壩鑼崀A'
[Statedef 1555]
type = S
movetype = A
physics = N
anim = 10045
poweradd = 50
ctrl = 0
velset = 0
facep2 = 0


[State 1000, 5]
type = Explod
trigger1 = AnimElem = 5
anim = 10045
sprpriority = 97
postype = p1
pos = 0,10
scale = .3,1
bindtime = 1
supermove = 1
under = 0
ownpal = 0



[State 1000, 5]
type = Explod
trigger1 = AnimElem = 5
anim = 10045
sprpriority = 97
postype = p1
pos = 0,-10
scale = .3,1
bindtime = 1
supermove = 1
under = 0
ownpal = 0


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

[State 1305, 1]
type = VarSet
trigger1 = time = 0
var(10) = 0
ignorehitpause = 1

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

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

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,6
channel = 0
volume = 0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,4
volume = 0

[State 1000,4]
type = helper
trigger1 = AnimElem = 1;,0
stateno = 1595
id = 1595
name = "Honosusori"
pos = 65, 0
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1000,4]
type = helper
trigger1 = AnimElem = 2
stateno = 1595
id = 1595
name = "Honosusori"
pos = 85, 0
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 6
Movetype = I

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori1"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [20,40]
trigger2 = p2MoveType = I
trigger2 = Random = [81,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [40,130]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 50
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType = H
trigger4 = p2StateNo = [120,155]
trigger4 = Random <= 20
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [40,130]
trigger5 = p2MoveType != H
trigger5 = enemynear,Vel X > 0
trigger5 = Random <= 50
var(10) = 1
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori2"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [131,190]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [191,220]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 20
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random <= 50
var(10) = 2
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori3"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [191,220]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [221,280]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 20
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [191,220]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random <= 50
var(10) = 3
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori4"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [221,280]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [221,280]
trigger3 = p2MoveType != H
trigger3 = enemynear,Vel X > 0
trigger3 = Random <= 50
var(10) = 4
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori5"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [0,40]
trigger2 = Random <= 80
var(10) = 5
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori6"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [40,130]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [131,190]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [40,130]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [0,90]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
trigger6 = var(59) = 1
trigger6 = p2MoveType = H
trigger6 = enemynear,numproj
trigger6 = enemynear,HitDefAttr = SCA, NP,SP
trigger6 = random%5 = 0
var(10) = 6
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori7"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [131,190]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [191,220]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [91,160]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
var(10) = 7
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori8"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [191,220]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [211,280]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [191,240]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [161,210]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
var(10) = 8
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori9"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [221,280]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [241,280]
trigger3 = p2MoveType != H
trigger3 = enemynear,Vel X > 0
trigger3 = Random = [51,100]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [211,280]
trigger4 = p2bodydist Y = [-190,0]
trigger4 = enemynear,Vel X < 0
trigger4 = p2MoveType = H
trigger4 = p2StateType = A
trigger4 = p2StateNo = [5000,5999]
trigger4 = random%5 = 0
var(10) = 9
ignorehitpause = 1

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 1
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1500

[State 1000, end2]
type = ChangeState
trigger1 = var(10) = 2
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1510

[State 1000, end3]
type = ChangeState
trigger1 = var(10) = 3
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1520

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 4
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1530

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 5
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1540

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 6
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1550

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 6
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1555

[State 1000, end2]
type = ChangeState
trigger1 = var(10) = 7
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1560

[State 1000, end3]
type = ChangeState
trigger1 = var(10) = 8
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1570

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 9
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1580

[State 1000, end]
type = ChangeState
trigger1 = !var(10)
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------
; 壩鑼崀B'
[Statedef 1560]
type = S
movetype = A
physics = N
anim = 1500
poweradd = 50
ctrl = 0
velset = 0
facep2 = 0

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

[State 1305, 1]
type = VarSet
trigger1 = time = 0
var(10) = 0
ignorehitpause = 1

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

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

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,3
channel = 0
volume = 0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,4
volume = 0

[State 1000,4]
type = helper
trigger1 = AnimElem = 1;,0
stateno = 1595
id = 1595
name = "Honosusori"
pos = 130, 0
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1000,4]
type = helper
trigger1 = AnimElem = 2
stateno = 1595
id = 1595
name = "Honosusori"
pos = 150, 0
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 6
Movetype = I

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori1"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [20,40]
trigger2 = p2MoveType = I
trigger2 = Random = [81,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [40,130]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 50
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType = H
trigger4 = p2StateNo = [120,155]
trigger4 = Random <= 20
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [40,130]
trigger5 = p2MoveType != H
trigger5 = enemynear,Vel X > 0
trigger5 = Random <= 50
var(10) = 1
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori2"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [131,190]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [191,220]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 20
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random <= 50
var(10) = 2
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori3"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [191,220]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [221,280]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 20
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [191,220]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random <= 50
var(10) = 3
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori4"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [221,280]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [221,280]
trigger3 = p2MoveType != H
trigger3 = enemynear,Vel X > 0
trigger3 = Random <= 50
var(10) = 4
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori5"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [0,40]
trigger2 = Random <= 80
var(10) = 5
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori6"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [40,130]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [131,190]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [40,130]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [0,90]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
trigger6 = var(59) = 1
trigger6 = p2MoveType = H
trigger6 = enemynear,numproj
trigger6 = enemynear,HitDefAttr = SCA, NP,SP
trigger6 = random%5 = 0
var(10) = 6
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori7"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [131,190]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [191,220]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [91,160]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
var(10) = 7
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori8"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [191,220]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [211,280]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [191,240]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [161,210]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
var(10) = 8
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori9"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [221,280]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [241,280]
trigger3 = p2MoveType != H
trigger3 = enemynear,Vel X > 0
trigger3 = Random = [51,100]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [211,280]
trigger4 = p2bodydist Y = [-190,0]
trigger4 = enemynear,Vel X < 0
trigger4 = p2MoveType = H
trigger4 = p2StateType = A
trigger4 = p2StateNo = [5000,5999]
trigger4 = random%5 = 0
var(10) = 9
ignorehitpause = 1

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 1
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1500

[State 1000, end2]
type = ChangeState
trigger1 = var(10) = 2
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1510

[State 1000, end3]
type = ChangeState
trigger1 = var(10) = 3
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1520

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 4
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1530

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 5
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1540

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 6
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1550

[State 1000, end2]
type = ChangeState
trigger1 = var(10) = 7
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1560

[State 1000, end3]
type = ChangeState
trigger1 = var(10) = 8
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1570

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 9
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1580

[State 1000, end]
type = ChangeState
trigger1 = !var(10)
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------
; 壩鑼崀C'
[Statedef 1570]
type = S
movetype = A
physics = N
anim = 1500
poweradd = 50
ctrl = 0
velset = 0
facep2 = 0

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

[State 1305, 1]
type = VarSet
trigger1 = time = 0
var(10) = 0
ignorehitpause = 1

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

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

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,5
channel = 0
volume = 0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,4
volume = 0

[State 1000,4]
type = helper
trigger1 = AnimElem = 1;,0
stateno = 1595
id = 1595
name = "Honosusori"
pos = 195, 0
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1000,4]
type = helper
trigger1 = AnimElem = 2
stateno = 1595
id = 1595
name = "Honosusori"
pos = 215, 0
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 6
Movetype = I

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori1"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [20,40]
trigger2 = p2MoveType = I
trigger2 = Random = [81,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [40,130]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 50
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType = H
trigger4 = p2StateNo = [120,155]
trigger4 = Random <= 20
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [40,130]
trigger5 = p2MoveType != H
trigger5 = enemynear,Vel X > 0
trigger5 = Random <= 50
var(10) = 1
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori2"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [131,190]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [191,220]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 20
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random <= 50
var(10) = 2
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori3"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [191,220]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [221,280]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 20
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [191,220]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random <= 50
var(10) = 3
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori4"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [221,280]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [221,280]
trigger3 = p2MoveType != H
trigger3 = enemynear,Vel X > 0
trigger3 = Random <= 50
var(10) = 4
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori5"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [0,40]
trigger2 = Random <= 80
var(10) = 5
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori6"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [40,130]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [131,190]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [40,130]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [0,90]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
trigger6 = var(59) = 1
trigger6 = p2MoveType = H
trigger6 = enemynear,numproj
trigger6 = enemynear,HitDefAttr = SCA, NP,SP
trigger6 = random%5 = 0
var(10) = 6
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori7"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [131,190]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [191,220]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [91,160]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
var(10) = 7
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori8"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [191,220]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [211,280]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [191,240]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [161,210]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
var(10) = 8
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori9"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [221,280]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [241,280]
trigger3 = p2MoveType != H
trigger3 = enemynear,Vel X > 0
trigger3 = Random = [51,100]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [211,280]
trigger4 = p2bodydist Y = [-190,0]
trigger4 = enemynear,Vel X < 0
trigger4 = p2MoveType = H
trigger4 = p2StateType = A
trigger4 = p2StateNo = [5000,5999]
trigger4 = random%5 = 0
var(10) = 9
ignorehitpause = 1

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 1
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1500

[State 1000, end2]
type = ChangeState
trigger1 = var(10) = 2
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1510

[State 1000, end3]
type = ChangeState
trigger1 = var(10) = 3
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1520

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 4
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1530

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 5
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1540

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 6
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1550

[State 1000, end2]
type = ChangeState
trigger1 = var(10) = 7
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1560

[State 1000, end3]
type = ChangeState
trigger1 = var(10) = 8
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1570

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 9
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1580

[State 1000, end]
type = ChangeState
trigger1 = !var(10)
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------
; 壩鑼崀D'
[Statedef 1580]
type = S
movetype = A
physics = N
anim = 1500
poweradd = 50
ctrl = 0
velset = 0
facep2 = 0

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

[State 1305, 1]
type = VarSet
trigger1 = time = 0
var(10) = 0
ignorehitpause = 1

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

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

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,4
channel = 0
volume = 0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,4
volume = 0

[State 1000,4]
type = helper
trigger1 = AnimElem = 1;,0
stateno = 1595
id = 1595
name = "Honosusori"
pos = 260, 0
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1000,4]
type = helper
trigger1 = AnimElem = 2
stateno = 1595
id = 1595
name = "Honosusori"
pos = 280, 0
postype = P1
helpertype = normal
ownpal = 1
keyctrl = 0

[State 1000, StateType]
type = StateTypeSet
trigger1 = AnimElem = 6
Movetype = I

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori1"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [20,40]
trigger2 = p2MoveType = I
trigger2 = Random = [81,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [40,130]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 50
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType = H
trigger4 = p2StateNo = [120,155]
trigger4 = Random <= 20
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [40,130]
trigger5 = p2MoveType != H
trigger5 = enemynear,Vel X > 0
trigger5 = Random <= 50
var(10) = 1
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori2"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [131,190]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [191,220]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 20
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random <= 50
var(10) = 2
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori3"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [191,220]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [221,280]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random <= 20
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [191,220]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random <= 50
var(10) = 3
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori4"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [221,280]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [221,280]
trigger3 = p2MoveType != H
trigger3 = enemynear,Vel X > 0
trigger3 = Random <= 50
var(10) = 4
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori5"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [0,40]
trigger2 = Random <= 80
var(10) = 5
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori6"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [40,130]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [21,50]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [131,190]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [40,130]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [0,90]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
trigger6 = var(59) = 1
trigger6 = p2MoveType = H
trigger6 = enemynear,numproj
trigger6 = enemynear,HitDefAttr = SCA, NP,SP
trigger6 = random%5 = 0
var(10) = 6
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori7"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [131,190]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [191,220]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [131,190]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [91,160]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
var(10) = 7
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori8"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [191,220]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [211,280]
trigger3 = p2MoveType = H
trigger3 = p2StateNo = [120,155]
trigger3 = Random = [51,70]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [191,240]
trigger4 = p2MoveType != H
trigger4 = enemynear,Vel X > 0
trigger4 = Random = [51,100]
trigger5 = var(59) = 1
trigger5 = p2bodydist X = [161,210]
trigger5 = p2bodydist Y = [-190,0]
trigger5 = enemynear,Vel X < 0
trigger5 = p2MoveType = H
trigger5 = p2StateType = A
trigger5 = p2StateNo = [5000,5999]
trigger5 = random%5 = 0
var(10) = 8
ignorehitpause = 1

[State 1305, 1]
type = VarSet
triggerall = time > 1
triggerall = var(11) < 7
trigger1 = var(59) != 1
trigger1 = command = "Honosusori9"
trigger2 = var(59) = 1
trigger2 = p2bodydist X = [221,280]
trigger2 = p2MoveType = H
trigger2 = p2StateNo = [120,155]
trigger2 = Random = [71,100]
trigger3 = var(59) = 1
trigger3 = p2bodydist X = [241,280]
trigger3 = p2MoveType != H
trigger3 = enemynear,Vel X > 0
trigger3 = Random = [51,100]
trigger4 = var(59) = 1
trigger4 = p2bodydist X = [211,280]
trigger4 = p2bodydist Y = [-190,0]
trigger4 = enemynear,Vel X < 0
trigger4 = p2MoveType = H
trigger4 = p2StateType = A
trigger4 = p2StateNo = [5000,5999]
trigger4 = random%5 = 0
var(10) = 9
ignorehitpause = 1

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 1
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1500

[State 1000, end2]
type = ChangeState
trigger1 = var(10) = 2
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1510

[State 1000, end3]
type = ChangeState
trigger1 = var(10) = 3
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1520

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 4
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1530

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 5
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1540

[State 1000, end1]
type = ChangeState
trigger1 = var(10) = 6
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1550

[State 1000, end2]
type = ChangeState
trigger1 = var(10) = 7
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1560

[State 1000, end3]
type = ChangeState
trigger1 = var(10) = 8
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1570

[State 1000, end4]
type = ChangeState
trigger1 = var(10) = 9
trigger1 = animelem=3,>0 && animelem=6,<20
value = 1580

[State 1000, end]
type = ChangeState
trigger1 = !var(10)
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;----------------------------------------------
;壩鑼崀 旘傃摴嬶 僿儖僷乕
[Statedef 1595]
type = S
physics = N
movetype = A
ctrl = 0
anim = 1550
sprpriority = 3



[State 1000, 5]
type = Explod
trigger1 = AnimElem = 5
triggerall = palno = [7,12] 
anim = 10045
sprpriority = 97
postype = p1
pos = 0,30
scale = .3,1
bindtime = 1
supermove = 99999999
under = 0
ownpal = 0




[State 1000, 5]
type = Explod
trigger1 = AnimElem = 5
triggerall = palno = [7,12] 
anim = 10045
sprpriority = 97
postype = p1
pos = 50,0
scale = .3,1
bindtime = 1
supermove = 1
under = 0
ownpal = 0



[State 1000, 5]
type = Explod
trigger1 = AnimElem = 5
triggerall = palno = [7,12] 
anim = 10045
sprpriority = 97
postype = p1
pos = -50,0
scale = .3,1
bindtime = 1
supermove = 1
under = 0
ownpal = 0


[State 1000, 5]
type = Explod
trigger1 = AnimElem = 5
triggerall = palno = [7,12] 
anim = 10045
sprpriority = 97
postype = p1
pos = 0,-10
scale = .3,1
bindtime = 1
supermove = -99999999
under = 0
ownpal = 0



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

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 13
value = 5,5
volume = 0

[State 1051, 2]
type = Projectile
trigger1 = AnimElem = 13
projpriority = 7
attr = S, SP
projID = 1550
projanim = 1551
projshadow = 68,68,68
projremovetime = 10
projhits = 1
projremove = 1
projhitanim = -1
offset = 0,0
velocity = 0, 0
hitflag = MAF
damage = Ceil(54*root, fvar(0)),10
getpower = 50,50
givepower = 20,20
animtype = Up
guardflag = MA
pausetime = 4,4
pausemovetime = 0
sparkno = S10102
guard.sparkno = S10152
sparkxy = 0,(ceil(p2bodydist Y)-50)
hitsound = S200,2
guardsound = S200,6
air.type = high
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -2,-9
air.velocity = -2,-7.5
airguard.velocity = -3.6,-2
guard.hittime = 16
guard.velocity = -9
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.juggle = ifelse(parent,var(12),16,1)
fall = 1
air.fall = 1
fall.recover = 0
ownpal = 1
yaccel = .52

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0





--------------------------------------------------齿轮


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 丠丒旘傃摴嬶
[Statedef 1052]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd = 1050
velset = 0,0
anim = 1052
ctrl = 0

;---------------------[岠壥壒]
[state a];敪幩
type = playsnd
trigger1 = animelem = 7
value = 1050,0

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


;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1050
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1066
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[棫偪僗僥乕僩偵栠傞]
[State 1305, 1]
type = VarSet
trigger1 = AnimElem = 4
var(14) = 0
ignorehitpause = 1

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


; 旘傃摴嬶僿儖僷乕
[Statedef 1066]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 6,0
anim = 1066
ctrl = 0
;---------------------[柍揋張棟]
;---------------------[僄僼僃僋僩]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 2
anim = 1050
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
;persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1
scale = 1.3,1.3

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animtime = 0
anim = 1053
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
;persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, AfterImage]
type = AfterImage
trigger1 = time = 0
trans = add
PalContrast =  256, 256, 256
PalBright = 0,0,0
time = -1
length  = 15
TimeGap = 1
FrameGap = 1
sprpriority = 6
---------------------------上段



[State a]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%4) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = -100,-40
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -5,-1 + (random%3)
PauseMoveTime = 9999
scale = 0.8,0.8

[State a]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%4) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,-40
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -5,-1 + (random%3)
PauseMoveTime = 9999
scale = 0.4,0.4

[State a]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%4) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = -50,-40
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -5,-1 + (random%3)
PauseMoveTime = 9999
scale = 0.6,0.6

--------------------------中段



[State a]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%4) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = -100,0
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -5,-1 + (random%3)
PauseMoveTime = 9999
scale = 0.8,0.8

[State a]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%4) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,0
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -5,-1 + (random%3)
PauseMoveTime = 9999
scale = 0.4,0.4

[State a]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%4) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = -50,0
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -5,-1 + (random%3)
PauseMoveTime = 9999
scale = 0.6,0.6

-------------------------------------下段


;散落的光
[State a]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%4) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = -100,40
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -5,-1 + (random%3)
PauseMoveTime = 9999
scale = 0.8,0.8


[State a]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%4) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,40
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -5,-1 + (random%3)
PauseMoveTime = 9999
scale = 0.4,0.4

[State a]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%4) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = -50,40
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -5,-1 + (random%3)
PauseMoveTime = 9999
scale = 0.6,0.6

;---------------------[峌寕偺巜掕]
[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
attr = S, SP
projanim = 1062
;projhitanim = 2011
projremovetime = 16
projid = 1050
projpriority = 16
projsprpriority = 16
projedgebound = 220
;hitflag =HA,MA,LA,AA
air.juggle = 2
postype = p1
getpower = 0,0
offset = 0,0
velocity = 0
damage = 50,10
animtype = hard
guardflag = M
pausetime = 2,2
sparkno = 3
guard.sparkno = S7012
sparkxy = 0,0
hitsound = S222,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1
;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300


--------------------------------------------------
;气柱

;==================================================================================

[Statedef 40930]
type     = S
movetype = A
physics  = S
juggle   = 3
velset   = 0,0
anim     = 1500
ctrl     = 0
sprpriority = 2

[State 193]
type = Explod
triggerall = animelemtime(1) >= 1
trigger1 = gametime%3 = 0
anim = 6012
sprpriority = 99999
postype = back
pos = 160,240
random = 320,20
vel = 2,-3 + (random%2)
facing = -1
scale =0.1,0.1
under = 0
ownpal = 1
trans = add
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 193]
type = Explod
triggerall = animelemtime(1) >= 1
trigger1 = gametime%3 = 0
anim = 6012
sprpriority = 99999
postype = back
pos = 160,240
random = 320,20
vel = 0,-4 + (random%2)
facing = -1
scale =0.1,0.1
under = 0
ownpal = 1
trans = sub
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 193]
type = Explod
triggerall = animelemtime(1) >= 1
trigger1 = gametime%3 = 0
anim = 6012
sprpriority = 99999
postype = back
pos = 160,240
random = 320,20
vel = 0,-5 + (random%2)
facing = -1
scale =0.1,0.1
under = 0
ownpal = 1
trans = add
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 193]
type = Explod
triggerall = animelemtime(1) >= 1
trigger1 = gametime%3 = 0
anim = 6012
sprpriority = 99999
postype = back
pos = 160,240
random = 320,20
vel = 0,-5 + (random%2)
facing = -1
scale =0.1,0.1
under = 0
ownpal = 1
trans = sub
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 193]
type = Explod
triggerall = animelemtime(1) >= 1
trigger1 = gametime%3 = 0
anim = 6012
sprpriority = 99999
postype = back
pos = 160,220
random = 320,20
vel = 0,-5 + (random%2)
facing = -1
scale =0.1,0.1
under = 0
ownpal = 1
trans = add
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 193]
type = Explod
triggerall = animelemtime(1) >= 1
trigger1 = gametime%3 = 0
anim = 6012
sprpriority = 99999
postype = back
pos = 160,220
random = 320,20
bindtime = -1
removetime = 13
supermove = 0
ownpal = 1
scale =0.1,0.1
under = 0
ownpal = 1
trans = sub
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 193]
type = Explod
triggerall = animelemtime(1) >= 1
trigger1 = gametime%3 = 0
anim = 6012
sprpriority = 99999
postype = back
pos = 160,220
random = 320,20
vel = 0,-6 + (random%3)
facing = -1
scale = .1,.1
under = 0
ownpal = 1
trans = add
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 193]
type = Explod
triggerall = animelemtime(1) >= 1
trigger1 = gametime%3 = 0
anim = 6012
sprpriority = 99999
postype = back
pos = 160,220
random = 320,20
vel = -3+ (random%6),-3
facing = -1
scale = .1,.1
under = 0
ownpal = 1
trans = sub
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

[State 193]
type = Explod
triggerall = animelemtime(1) >= 1
trigger1 = gametime%3 = 0
anim = 6012
sprpriority = 99999
postype = back
pos = 160,220
random = 320,20
vel = 0,-3 + (random%3)
facing = -1
scale = .1,.1
under = 0
ownpal = 1
trans = add
ignorehitpause = 1
supermovetime = 9999999999
pausemovetime = 9999999999

;====================================================================================


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S8881,10

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S555,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S555,2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 20
value = S555,0

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

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 5
anim = 322
sprpriority = 97
postype = p1
pos = 50,2
scale = .3,1
bindtime = 1
supermove = 1
under = 0
ownpal = 0


[State 1000, 5]
type = Explod
trigger1 = AnimElem = 5
anim = 10045
sprpriority = 97
postype = p1
pos = 65,2
scale = .3,1
bindtime = 1
supermove = 1
under = 0
ownpal = 0



[State 1000, 5]
type = Explod
trigger1 = AnimElem = 5
anim = 322
sprpriority = 96
postype = p1
pos = 50,2
trans =sub
scale = .35,1
bindtime = 1
supermove = 1
under = 0
ownpal = 0

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 5
anim = 10045
sprpriority = 96
postype = p1
pos = 65,2
trans =sub
scale = .35,1
bindtime = 1
supermove = 1
under = 0
ownpal = 0

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 5
anim = 322
sprpriority = 96
postype = p1
pos = 60,5
trans =sub
scale = .35,1
bindtime = 1
supermove = 1
under = 0
ownpal = 0



[State 1000, 5]
type = Explod
trigger1 = AnimElem = 5
anim = 322
sprpriority = 96
postype = p1
pos = 60,4
trans =sub
scale = .35,1
bindtime = 1
supermove = 1
under = 0
ownpal = 0



[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 323
sprpriority = 95
postype = p1
pos = 50,0
scale = .5,0.1
removetime = 45
bindtime = 1
supermove = 1
under = 0
ownpal = 0



[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 323
sprpriority = 94
postype = p1
pos = 50,0
trans = sub
scale = .55,0.1
removetime = 45
bindtime = 1
supermove = 1
under = 0
ownpal = 0



[State 1051, 2]
type = Projectile
trigger1 = AnimElem = 5
projpriority = 7
attr = S, SP
projID = 1550
projanim = 3221
projremovetime = 28
projscale = .3,1
projhits = 1
projremove = 0
projhitanim = -1
offset = 50,0
velocity = 0, 0
hitflag = MAF
damage = 100
animtype =hard
pausetime = 4,4
pausemovetime = 0
sparkno = S7
sparkxy = 0,-90
hitsound = S200,2
air.type = high
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = 0,-10
air.velocity = 0,-10
airguard.velocity = -3.6,-2
guard.hittime = 16
guard.velocity = -1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.juggle = ifelse(parent,var(12),16,1)
fall = 1
air.fall = 1
fall.recover = 0
ownpal = 1


;====================================================================================
[State 1000, 5]
type = Explod
trigger1 = AnimElem = 5
anim = 322
sprpriority = 97
postype = p1
pos = 150,2
scale = .3,1
bindtime = 1
supermove = 1
under = 0
ownpal = 0

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 5
anim = 10045
sprpriority = 97
postype = p1
pos = 165,2
scale = .3,1
bindtime = 1
supermove = 1
under = 0
ownpal = 0

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 5
anim = 322
sprpriority = 96
postype = p1
pos = 150,2
trans =sub
scale = .35,1
bindtime = 1
supermove = 1
under = 0
ownpal = 0

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 5
anim = 10045
sprpriority = 96
postype = p1
pos = 165,2
trans =sub
scale = .35,1
bindtime = 1
supermove = 1
under = 0
ownpal = 0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 323
sprpriority = 95
postype = p1
pos = 150,0
scale = .5,0.1
removetime = 45
bindtime = 1
supermove = 1
under = 0
ownpal = 0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 323
sprpriority = 94
postype = p1
pos = 150,0
trans = sub
scale = .55,0.1
removetime = 45
bindtime = 1
supermove = 1
under = 0
ownpal = 0



[State 1051, 2]
type = Projectile
trigger1 = AnimElem = 5
projpriority = 7
attr = S, SP
projID = 1550
projanim = 3221
projremovetime = 28
projscale = .3,1
projhits = 1
projremove = 0
projhitanim = -1
offset = 150,0
velocity = 0, 0
hitflag = MAF
damage = 100
animtype =hard
pausetime = 4,4
pausemovetime = 0
sparkno = S7
sparkxy = 0,-90
hitsound = S200,2
air.type = high
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = 0,-10
air.velocity = 0,-10
airguard.velocity = -3.6,-2
guard.hittime = 16
guard.velocity = -1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.juggle = ifelse(parent,var(12),16,1)
fall = 1
air.fall = 1
fall.recover = 0
ownpal = 1


;===================================================================================
[State 1000, 5]
type = Explod
trigger1 = AnimElem = 5
anim = 322
sprpriority = 97
postype = p1
pos = 250,2
scale = .3,1
bindtime = 1
supermove = 1
under = 0
ownpal = 0

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 5
anim = 10045
sprpriority = 97
postype = p1
pos = 265,2
scale = .3,1
bindtime = 1
supermove = 1
under = 0
ownpal = 0

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 5
anim = 322
sprpriority = 96
postype = p1
pos = 250,2
trans =sub
scale = .35,1
bindtime = 1
supermove = 1
under = 0
ownpal = 0

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 5
anim = 10045
sprpriority = 96
postype = p1
pos = 265,2
trans =sub
scale = .35,1
bindtime = 1
supermove = 1
under = 0
ownpal = 0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 323
sprpriority = 95
postype = p1
pos = 250,0
scale = .5,0.1
removetime = 45
bindtime = 1
supermove = 1
under = 0
ownpal = 0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 323
sprpriority = 94
postype = p1
pos = 250,0
trans = sub
scale = .55,0.1
removetime = 45
bindtime = 1
supermove = 1
under = 0
ownpal = 0



[State 1051, 2]
type = Projectile
trigger1 = AnimElem = 5
projpriority = 7
attr = S, SP
projID = 1550
projanim = 3221
projremovetime = 28
projscale = .3,1
projhits = 1
projremove = 0
projhitanim = -1
offset = 250,0
velocity = 0, 0
hitflag = MAF
damage = 100
animtype =hard
pausetime = 4,4
pausemovetime = 0
sparkno = S7
sparkxy = 0,-90
hitsound = S200,2
air.type = high
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = 0,-10
air.velocity = 0,-10
airguard.velocity = -3.6,-2
guard.hittime = 16
guard.velocity = -1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.juggle = ifelse(parent,var(12),16,1)
fall = 1
air.fall = 1
fall.recover = 0
ownpal = 1


;====================================================================================
;后
[State 1000, 5]
type = Explod
trigger1 = AnimElem = 5
anim = 322
sprpriority = 97
postype = p1
pos = -50,2
scale = .3,1
bindtime = 1
supermove = 1
under = 0
ownpal = 0

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 5
anim = 10045
sprpriority = 97
postype = p1
pos = -35,2
scale = .3,1
bindtime = 1
supermove = 1
under = 0
ownpal = 0

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 5
anim = 322
sprpriority = 96
postype = p1
pos = -50,2
trans =sub
scale = .35,1
bindtime = 1
supermove = 1
under = 0
ownpal = 0

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 5
anim = 10045
sprpriority = 96
postype = p1
pos = -35,2
trans =sub
scale = .35,1
bindtime = 1
supermove = 1
under = 0
ownpal = 0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 323
sprpriority = 95
postype = p1
pos = -50,0
scale = .5,0.1
removetime = 45
bindtime = 1
supermove = 1
under = 0
ownpal = 0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 323
sprpriority = 94
postype = p1
pos = -50,0
trans = sub
scale = .55,0.1
removetime = 45
bindtime = 1
supermove = 1
under = 0
ownpal = 0



[State 1051, 2]
type = Projectile
trigger1 = AnimElem = 5
projpriority = 7
attr = S, SP
projID = 1550
projanim = 3221
projremovetime = 28
projscale = .3,1
projhits = 1
projremove = 0
projhitanim = -1
offset = -50,0
velocity = 0, 0
hitflag = MAF
damage = 100
animtype =hard
pausetime = 4,4
pausemovetime = 0
sparkno = S7
sparkxy = 0,-90
hitsound = S200,2
air.type = high
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = 0,-10
air.velocity = 0,-10
airguard.velocity = -3.6,-2
guard.hittime = 16
guard.velocity = -1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.juggle = ifelse(parent,var(12),16,1)
fall = 1
air.fall = 1
fall.recover = 0
ownpal = 1


;====================================================================================
[State 1000, 5]
type = Explod
trigger1 = AnimElem = 5
anim = 322
sprpriority = 97
postype = p1
pos = -150,2
scale = .3,1
bindtime = 1
supermove = 1
under = 0
ownpal = 0

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 5
anim = 10045
sprpriority = 97
postype = p1
pos = -135,2
scale = .3,1
bindtime = 1
supermove = 1
under = 0
ownpal = 0

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 5
anim = 322
sprpriority = 96
postype = p1
pos = -150,2
trans =sub
scale = .35,1
bindtime = 1
supermove = 1
under = 0
ownpal = 0

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 5
anim = 10045
sprpriority = 96
postype = p1
pos = -135,2
trans =sub
scale = .35,1
bindtime = 1
supermove = 1
under = 0
ownpal = 0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 323
sprpriority = 95
postype = p1
pos = -150,0
scale = .5,0.1
removetime = 45
bindtime = 1
supermove = 1
under = 0
ownpal = 0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 323
sprpriority = 94
postype = p1
pos = -150,0
trans = sub
scale = .55,0.1
removetime = 45
bindtime = 1
supermove = 1
under = 0
ownpal = 0



[State 1051, 2]
type = Projectile
trigger1 = AnimElem = 5
projpriority = 7
attr = S, SP
projID = 1550
projanim = 3221
projremovetime = 28
projscale = .3,1
projhits = 1
projremove = 0
projhitanim = -1
offset = -150,0
velocity = 0, 0
hitflag = MAF
damage = 100
animtype =hard
pausetime = 4,4
pausemovetime = 0
sparkno = S7
sparkxy = 0,-90
hitsound = S200,2
air.type = high
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = 0,-10
air.velocity = 0,-10
airguard.velocity = -3.6,-2
guard.hittime = 16
guard.velocity = -1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.juggle = ifelse(parent,var(12),16,1)
fall = 1
air.fall = 1
fall.recover = 0
ownpal = 1


;===================================================================================
[State 1000, 5]
type = Explod
trigger1 = AnimElem = 5
anim = 322
sprpriority = 97
postype = p1
pos = -250,2
scale = .3,1
bindtime = 1
supermove = 1
under = 0
ownpal = 0

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 5
anim = 10045
sprpriority = 97
postype = p1
pos = -235,2
scale = .3,1
bindtime = 1
supermove = 1
under = 0
ownpal = 0

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 5
anim = 322
sprpriority = 96
postype = p1
pos = -250,2
trans =sub
scale = .35,1
bindtime = 1
supermove = 1
under = 0
ownpal = 0

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 5
anim = 10045
sprpriority = 96
postype = p1
pos = -235,2
trans =sub
scale = .35,1
bindtime = 1
supermove = 1
under = 0
ownpal = 0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 323
sprpriority = 95
postype = p1
pos = -250,0
scale = .5,0.1
removetime = 45
bindtime = 1
supermove = 1
under = 0
ownpal = 0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 323
sprpriority = 94
postype = p1
pos = -250,0
trans = sub
scale = .55,0.1
removetime = 45
bindtime = 1
supermove = 1
under = 0
ownpal = 0



[State 1051, 2]
type = Projectile
trigger1 = AnimElem = 5
projpriority = 7
attr = S, SP
projID = 1550
projanim = 3221
projremovetime = 28
projscale = .3,1
projhits = 1
projremove = 0
projhitanim = -1
offset = -250,0
velocity = 0, 0
hitflag = MAF
damage = 100
animtype = hard
pausetime = 4,4
pausemovetime = 0
sparkno = S7
sparkxy = 0,-90
hitsound = S200,2
air.type = high
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = 0,-10
air.velocity = 0,-10
airguard.velocity = -3.6,-2
guard.hittime = 16
guard.velocity = -1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.juggle = ifelse(parent,var(12),16,1)
fall = 1
air.fall = 1
fall.recover = 0
ownpal = 1


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




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


;==================================================================================
;剑
[Statedef 77880]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 50
velset = 0,0
anim = 77880
sprpriority = 2
ctrl = 0

[State 202, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,7

[State 202, 0]
type = PlaySnd
trigger1 = time = 56
value = 5,8

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 10
value = S8881,40

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 61
value = S8881,31

[State 1051, 2]
type = Projectile
trigger1 = time = [96,170]
trigger1 = (GameTime%5) = 1
projpriority = 7
attr = S, SP
projID = 23352
projanim = 23353
projremovetime = 1
projremove = 1
projhitanim = -1
offset = 0,-140
velocity = 0, 0
hitflag = MAF
damage = 100
animtype = hard
pausetime = 4,4
pausemovetime = 0
sparkno = 12
sparkxy = 70,50
hitsound = S111,0
air.type = high
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -5,0
air.velocity = -5,0
airguard.velocity = -3.6,-2
guard.hittime = 16
guard.velocity = -1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.juggle = -1
fall = 1
air.fall = 1
fall.recover = 0
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = [96,170]
trigger1 = (GameTime%7) = 1
value = S40,2

;角度1
[state helper]
type = helper
trigger1 = time = 56
name = "剑"
helpertype = normal
ID = 87880
postype = p1
pos = -2,-120
facing = 1
stateno = 87880
keyctrl = 0
ownpal = 0
supermovetime = 8888
pausemovetime = 9999

;角度2
[state helper]
type = helper
trigger1 = time = 96
name = "剑"
helpertype = normal
ID = 97881
postype = p1
pos = -2,-160
facing = 1
stateno = 97881
keyctrl = 0
ownpal = 0
supermovetime = 8888
pausemovetime = 9999

;角度3
[state helper]
type = helper
trigger1 = time = 98
name = "剑"
helpertype = normal
ID = 107881
postype = p1
pos = -2,-160
facing = 1
stateno = 107881
keyctrl = 0
ownpal = 0
supermovetime = 8888
pausemovetime = 9999

;角度4
[state helper]
type = helper
trigger1 = time = 100
name = "剑"
helpertype = normal
ID = 117881
postype = p1
pos = -2,-160
facing = 1
stateno = 117881
keyctrl = 0
ownpal = 0
supermovetime = 8888
pausemovetime = 9999

;角度5
[state helper]
type = helper
trigger1 = time = 102
name = "剑"
helpertype = normal
ID = 127881
postype = p1
pos = -2,-160
facing = 1
stateno = 127881
keyctrl = 0
ownpal = 0
supermovetime = 8888
pausemovetime = 9999

;角度6
[state helper]
type = helper
trigger1 = time = 104
name = "剑"
helpertype = normal
ID = 137881
postype = p1
pos = -2,-160
facing = 1
stateno = 137881
keyctrl = 0
ownpal = 0
supermovetime = 8888
pausemovetime = 9999

;角度7
[state helper]
type = helper
trigger1 = time = 106
name = "剑"
helpertype = normal
ID = 147881
postype = p1
pos = -2,-160
facing = 1
stateno = 147881
keyctrl = 0
ownpal = 0
supermovetime = 8888
pausemovetime = 9999

;角度8
[state helper]
type = helper
trigger1 = time = 108
name = "剑"
helpertype = normal
ID = 157881
postype = p1
pos = -2,-160
facing = 1
stateno = 157881
keyctrl = 0
ownpal = 0
supermovetime = 8888
pausemovetime = 9999

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA

[State 3330, 廔椆]
type = ChangeState
trigger1 =animTime = 0
value = 0
ctrl = 1



;======================================================================================
;角度1
[Statedef 87880]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 50
velset = 0,0
anim = 23350
sprpriority = 88
ctrl = 0

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

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA


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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =1
flag = noshadow

[State 0, AngleDraw]
type = AngleDraw
trigger1 =1
scale = .6,.55

[State 3330, 廔椆]
type = ChangeState
trigger1 =Time = 40
value = 87881



[Statedef 87881]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 50
velset = 0,0
anim = 23350
sprpriority = 88
ctrl = 0

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

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA


[State 1000]
type = AngleAdd
trigger1 =1
value = 13
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999


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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =1
flag = noshadow

[State 1000]
type = AngleDraw
trigger1 =1
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999


[State 1000]
type = AngleDraw
trigger1 =1
scale = .6,.55
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999

[State 3330, 廔椆]
type = ChangeState
trigger1 =Time = 80
value = 87882

[Statedef 87882]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 50
velset = 0,0
anim = 23350
sprpriority = 88
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1212,2

[State 1051, 2]
type = Projectile
trigger1 = time = [0,50]
trigger1 = (GameTime%3) = 1
projpriority = 7
attr = S, SP
projID = 23352
projanim = 23352
projremovetime = 1
projremove = 1
projhitanim = -1
offset = 0,0
velocity = 0, 0
hitflag = MAF
damage = 100
animtype = hard
pausetime = 4,4
pausemovetime = 0
sparkno = 12
sparkxy = 100,50
hitsound = S111,0
air.type = high
ground.type = high
ground.slidetime = 12
ground.hittime = 12
ground.velocity = 0,-3
air.velocity = 0,-3
airguard.velocity = -3.6,-2
guard.hittime = 16
guard.velocity = -1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.juggle = -1
fall = 1
air.fall = 1
fall.recover = 0
ownpal = 1


[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 15
y = 4


[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA


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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =1
flag = noshadow


[State 0, AngleDraw]
type = AngleDraw
trigger1 =1
value = 60.0
scale = .6,.55

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 50




;==============================================================================
;角度2
[Statedef 97881]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 50
velset = 0,0
anim = 23350
sprpriority = 88
ctrl = 0


[State 1000]
type = AngleDraw
trigger1 =time = 0
VALUE = 90.0
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999


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

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA

[State 1000]
type = AngleAdd
trigger1 =1
value = 13
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999

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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =1
flag = noshadow

[State 1000]
type = AngleDraw
trigger1 =1
scale = .6,.55
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999

[State 3330, 廔椆]
type = ChangeState
trigger1 =Time = 100
value = 87882




;====================================================================================
;角度3
[Statedef 107881]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 50
velset = 0,0
anim = 23350
sprpriority = 88
ctrl = 0

[State 1000]
type = AngleDraw
trigger1 =time = 0
VALUE = 200.0
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999


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

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA

[State 1000]
type = AngleAdd
trigger1 =1
value = 13
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999

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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =1
flag = noshadow

[State 1000]
type = AngleDraw
trigger1 =1
scale = .6,.55
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999

[State 3330, 廔椆]
type = ChangeState
trigger1 =Time = 120
value = 87882



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

;角度4
[Statedef 117881]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 50
velset = 0,0
anim = 23350
sprpriority = 88
ctrl = 0


[State 1000]
type = AngleDraw
trigger1 =time = 0
VALUE = 320.0
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999


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

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA

[State 1000]
type = AngleAdd
trigger1 =1
value = 13
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999

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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =1
flag = noshadow

[State 1000]
type = AngleDraw
trigger1 =1
scale = .6,.55
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999

[State 3330, 廔椆]
type = ChangeState
trigger1 =Time = 140
value = 87882

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



;角度5
[Statedef 127881]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 50
velset = 0,0
anim = 23350
sprpriority = 88
ctrl = 0


[State 1000]
type = AngleDraw
trigger1 =time = 0
VALUE = 210.0
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999


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

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA

[State 1000]
type = AngleAdd
trigger1 =1
value = 13
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999

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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =1
flag = noshadow

[State 1000]
type = AngleDraw
trigger1 =1
scale = .6,.55
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999

[State 3330, 廔椆]
type = ChangeState
trigger1 =Time = 160
value = 87882

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


;角度6
[Statedef 137881]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 50
velset = 0,0
anim = 23350
sprpriority = 88
ctrl = 0


[State 1000]
type = AngleDraw
trigger1 =time = 0
VALUE = 150.0
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999


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

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA

[State 1000]
type = AngleAdd
trigger1 =1
value = 13
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999

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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =1
flag = noshadow

[State 1000]
type = AngleDraw
trigger1 =1
scale = .6,.55
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999

[State 3330, 廔椆]
type = ChangeState
trigger1 =Time = 180
value = 87882


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


;角度7
[Statedef 147881]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 50
velset = 0,0
anim = 23350
sprpriority = 88
ctrl = 0


[State 1000]
type = AngleDraw
trigger1 =time = 0
VALUE = 360.0
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999


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

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA

[State 1000]
type = AngleAdd
trigger1 =1
value = 13
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999

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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =1
flag = noshadow

[State 1000]
type = AngleDraw
trigger1 =1
scale = .6,.55
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999

[State 3330, 廔椆]
type = ChangeState
trigger1 =Time = 200
value = 87882

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


;角度8
[Statedef 157881]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 50
velset = 0,0
anim = 23350
sprpriority = 88
ctrl = 0

[State 1000]
type = AngleDraw
trigger1 =time = 0
VALUE = 110.0
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999


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

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA

[State 1000]
type = AngleAdd
trigger1 =1
value = 13
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999

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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =1
flag = noshadow

[State 1000]
type = AngleDraw
trigger1 =1
scale = .6,.55
SuperMoveTime = 99999999999999999
PauseMoveTime = 99999999999999999

[State 3330, 廔椆]
type = ChangeState
trigger1 =Time = 220
value = 87882


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


;腿
[Statedef 66550]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 50
velset = 0,0
anim = 66550
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 11
value = S8881,27

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 19
value = S8881,25

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 27
value = S8881,24

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 30
value = S8881,31

[State 240]
type = Explod
trigger1 = AnimElem = 21
anim = 22068
sprpriority = 4
postype = p1
pos = -20,10
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 240]
type = Explod
trigger1 = AnimElem = 21
anim = 22068
sprpriority = 3
postype = p1
pos = -15,10
vel = 0,0
bindtime = -1
trans = sub
supermove = 0
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 240]
type = PlaySnd
trigger1 = AnimElem = 19
value = 2562, 11

[State 240]
type = Explod
trigger1 = animelem = 19
anim = 22171
id = 22171
sprpriority = 5
postype = p1
pos = 0,-20
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 240]
type = Explod
trigger1 = animelem = 19
anim = 22171
id = 22171
sprpriority = 4
postype = p1
pos = -5,-20
bindtime = 1
supermove = 1
trans =sub
ignorehitpause = 0
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 6
trigger2 = AnimElem = 14
anim = 3234
id = 87654
sprpriority = 5
postype = p1
facing = 1
vfacing = -1
pos = 65,-220
bindtime = 1
supermovetime = 8
ignorehitpause = 0
under = 0
ownpal = 1

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 6
trigger2 = AnimElem = 14
anim = 3234
id = 87654
sprpriority = 4
postype = p1
facing = 1
vfacing = -1
trans =sub
pos = 65,-220
scale = 1.05,1.05
bindtime = 1
supermovetime = 8
ignorehitpause = 0
under = 0
ownpal = 1

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 6
trigger2 = AnimElem = 14
trigger3 = AnimElem = 28
value = 222,4

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 28
anim = 3234
id = 87654
sprpriority = 5
postype = p1
pos = 40,30
bindtime = 1
supermovetime = 8
ignorehitpause = 0
under = 0
ownpal = 1

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 28
anim = 3234
id = 87654
sprpriority = 4
postype = p1
pos = 40,30
trans =sub
scale = 1.05,1.05
bindtime = 1
supermovetime = 8
ignorehitpause = 0
under = 0
ownpal = 1


[State 241, HitDef]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 14
trigger3 = AnimElem = 20
trigger4 = AnimElem = 21
attr = S, NA
hitflag = MAF
animtype = back
pausetime = 0, 10
damage = 90, 0
sparkno = 12
sparkxy = -10, -60
hitsound   = s111,0
ground.type = low
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.hittime  = 15
;guard.ctrltime = 9
ground.velocity = -1,0
guard.velocity = -0
air.velocity = -1,0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120

[State 241, HitDef]
type = HitDef
trigger1 = AnimElem = 28
attr = S, NA
hitflag = MAF
animtype = hard
pausetime = 20, 10
damage = 90, 0
sparkno = 12
sparkxy = -10, -60
hitsound   = s111,0
ground.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.hittime  = 15
;guard.ctrltime = 9
ground.velocity = 0,-9
guard.velocity = -0
air.velocity = 0,-9
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120

[State 0, Pause]
type = Pause
triggerall =movehit
trigger1 =time = [76,100]
time = 5


[State 210, 1]
type = PlaySnd
triggerall =movehit
trigger1 =time = 76
value = 1212,0


[State 241, HitDef]
type = HitDef
trigger1 = AnimElem = 37
attr = S, NA
hitflag = MAF
animtype = back
pausetime = 0, 10
damage = 90, 0
sparkno = s7
sparkxy = -10, -60
hitsound   = s200,2
ground.type = low
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.hittime  = 15
;guard.ctrltime = 9
ground.velocity = -3,0
guard.velocity = -0
air.velocity = -3,0
p2stateno = 101000
envshake.time = 30
envshake.ampl = -8
envshake.freq = 60
envshake.phase = 90

[State 1000, EnvColor]
type = EnvColor
triggerall = movehit
trigger1 = 1
value = 255,255,255
time = 1
under = 1
ignorehitpause = 1
persistent = 0

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = AnimElem = 36
anim = 66551
id = 66551
scale = .6,.6
sprpriority = 5
removetime =13
postype = p1
pos = 20,-70
bindtime = 1
supermovetime = 8
ignorehitpause = 0

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = AnimElem = 36
anim = 66551
id = 66551
scale = .65,.65
sprpriority = 4
trans =sub
removetime =13
postype = p1
pos = 20,-70
bindtime = 1
supermovetime = 8
ignorehitpause = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 36
value = S1212,1

;==============================================================================
[State 0, VelSet]
type = VelSet
trigger1 = time = [10,20]
x = 2
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time = 21
x = 0
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time = [29,44]
x = 2
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time = 45
x = 0
y = 0

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA


[State 3330, 廔椆]
type = ChangeState
trigger1 =animTime = 0
value = 0
ctrl = 1







;=====================================================================================
;(ENEMY)悂偒旘傃
[Statedef 101000]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 0

[state a]
type = velset
trigger1 = time = 5
x = -15
y = -2

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 101000


[state a]
type = changestate
triggerall = animelem = 2,>=0
trigger1 = backEdgebodydist <=10
trigger2 = time >=100
value = 101100


;暻傇偮偐傝
[Statedef 101100]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 0


[State 1020, 4]
type = EnvShake
trigger1 = time = 0
time = 15
ampl = -10
freq = 70
phase = 70

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -100



[State 1027, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 0
value = F7,2

[State 1000, Explod]
type = Explod
trigger1 = time = 0
anim = F1545
pos = -10,-70
postype = p1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 9


[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 101100

[State 1];僇儊儔屌掕
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,1

[state a]
type = changestate
trigger1 = animtime = 0
trigger1 = prevstateno = 101400
value = 101300

[state a]
type = changestate
trigger1 = animtime = 0
value = 101200

;---------------------------------------------------------------------------
;棊偪傞
[Statedef 101200]
type    = A
movetype= H
physics = N
velset = 1.5,-5.5
sprpriority = 0

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5052

[state a]
type = null;turn
trigger1 = time = 0


[State 1];僇儊儔屌掕
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,1

[State 1]
type = NOTHITBY
trigger1 = 1
value = SCA

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

[State 821, 3]
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
;---------------------------------------------------------------------------
;挼偹曉傝
[Statedef 101300]
type    = A
movetype= H
physics = N
velset = 2.5,-7.5
sprpriority = 0

[state a]
type = null;turn
trigger1 = time = 0

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5052

[State 1];僇儊儔屌掕
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,1

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

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


;---------------------------------------------------------------------------
;(ENEMY)悂偒旘傃2
[Statedef 101400]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 0

[state a]
type = velset
trigger1 = animelem = 2
x = -16
y = -1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 101000

控制屏幕移动
;[State 1];僇儊儔屌掕
;type = screenbound
;trigger1 = 1
;value = 1
;movecamera = 0,1

[state a]
type = changestate
triggerall = animelem = 2,>=0
trigger1 = backEdgebodydist <=10
trigger2 = time >=100
value = 101100


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

