;婎杮僨乕僞晹暘
[Data]
life              = 1000    ;懱椡僎乕僕偺嵟戝抣傪寛傔傑偡
power             = 5000    ;僷儚乕僎乕僕嵟戝抣乮僨僼僅儖僩偼 3000 = Lv.3 偵側傝傑偡丒僆僾僔儑儞乯
attack            = 75     ;峌寕椡僷乕僙儞僥乕僕乮僨僼僅儖僩偼 100% 偵側傝傑偡乯
defence           = 100     ;杊屼椡僷乕僙儞僥乕僕乮僨僼僅儖僩偼 100% 偵側傝傑偡乯
fall.defence_up   = 50      ;堦帪揑偵忋徃偡傞僟僂儞帪偺杊屼椡僷乕僙儞僥乕僕
liedown.time      = 20      ;搢傟偰偐傜婲偒忋偑傞傑偱偺帪娫
airjuggle         = 15      ;僕儍僌儖億僀儞僩尷奅抣丂仛侾
sparkno           = 2       ;僨僼僅儖僩偺僸僢僩僗僷乕僋斣崋乮fightfx.air偐丄僉儍儔偺air偐傜屇傃弌偡乯
guard.sparkno     = 40      ;僨僼僅儖僩偺僈乕僪僗僷乕僋斣崋乮fightfx.air偐丄僉儍儔偺air偐傜屇傃弌偡乯
KO.echo           = 0       ;俲俷帪偺惡偵僄僐乕傪妡偗傞偐偳偆偐乮0=偟側偄丒1=偡傞乯
volume            = 128     ;僉儍儔偺壒検丂255偑嵟崅
intpersistindex   = 20,29   ;Var傪師偺儔僂儞僪傊帩偪墇偟偑壜擻 (嵟彫=0, 嵟戝=59)  仛俀
floatpersistindex = 40      ;FVar傪師偺儔僂儞僪傊帩偪墇偟偑壜擻 (嵟彫=0, 嵟戝=39) 仛俀

;---------------------------------------------------------------------------
;僒僀僘愝掕
[Size]
xscale           = 1        ;僉儍儔夋憸偺墶偺僗働乕儖
yscale           = 1        ;僉儍儔夋憸偺廲偺僗働乕儖
ground.back      = 15       ;僉儍儔偺暆乮抧忋屻曽乯
ground.front     = 15       ;僉儍儔偺暆乮抧忋慜曽乯
air.back         = 15       ;僉儍儔偺暆乮嬻拞屻曽乯
air.front        = 15       ;僉儍儔偺暆乮嬻拞慜曽乯
height           = 60       ;挼傃墇偡憡庤偺偨傔偺僉儍儔偺崅偝
attack.dist      = 160      ;峌寕傪弌偟偨帪偵憡庤偑僈乕僪懱惃偵擖傞嵟掅偺嫍棧
proj.attack.dist = 90       ;憡庤偑僈乕僪懱惃偵擖傞敪幩暔偲偺嵟掅偺嫍棧
proj.doscale     = 0        ;xscale偲yscale偑敪幩暔偺僗働乕儖偵傕塭嬁偡傞偐偳偆偐乮0=偟側偄丒1=偡傞乯
head.pos         = -5, -70  ;BindToTarget偺帪偵昁梫側摢偺嵗昗
mid.pos          = -5, -60  ;BindToTarget偺帪偵昁梫側懱拞怱偺嵗昗
shadowoffset     = 0        ;塭偺悅捈曽岦偺埵抲
draw.offset      = 0,0      ;僉儍儔昤夋昞帵埵抲乮倃幉,倄幉乯

;---------------------------------------------------------------------------
;堏摦懍搙愝掕
[Velocity]
walk.fwd     = 8.9         ;慜恑曕峴懍搙
walk.back    = -8.9       ;屻戅曕峴懍搙
run.fwd      = 8.0, 0      ;慜偵憱傞帪偺懍搙乮倃幉,倄幉乯
run.back     = -8.0,0   ;屻傠偵憱傞帪偺懍搙乮倃幉,倄幉乯
jump.neu     = 0,-10      ;悅捈僕儍儞僾懍搙乮倃幉,倄幉乯
jump.back    = -5.5,0       ;屻僕儍儞僾懍搙
jump.fwd     = 5.5,0        ;慜僕儍儞僾懍搙
runjump.back = -6.5,0    ;屻傠偵憱傝側偑傜偺僕儍儞僾懍搙乮僆僾僔儑儞乯
runjump.fwd  = 6.5,0       ;慜偵憱傝側偑傜偺僕儍儞僾懍搙乮僆僾僔儑儞乯
airjump.neu  = 0,-9.6      ;嬻拞悅捈僕儍儞僾懍搙乮僆僾僔儑儞乯
airjump.back = -2.5        ;嬻拞屻僕儍儞僾懍搙乮僆僾僔儑儞乯
airjump.fwd  = 2.55        ;嬻拞慜僕儍儞僾懍搙乮僆僾僔儑儞乯

;---------------------------------------------------------------------------
;摦嶌愝掕
[Movement]
airjump.num     = 1      ;嬻拞僕儍儞僾偑弌棃傞夞悢乮僆僾僔儑儞乯
airjump.height  = 35     ;嬻拞僕儍儞僾偡傞偨傔偵昁梫側嵟掅尷偺崅偝乮僆僾僔儑儞乯
yaccel          = .61     ;廳椡乮悅捈壓崀壛懍搙乯
stand.friction  = .8    ;棫偪忬懺偺杸嶤學悢
crouch.friction = .8    ;偟傖偑傒忬懺偺杸嶤學悢

;----------------------------------------------------------
;var巊梡昞
; var(0)  - 戝僕儍儞僾敾掕
; var(1)  - 彫僕儍儞僾敾掕
; var(2)  - 
; var(3)  -
; var(4)  - 惗懚敾掕
; var(5)  - 搳偘偸偗敾掕
; var(6)  - 
; var(7)  - 
; var(8)  - 
; var(9)  - 
; var(10) - 壩鑼崀攈惗敾掕
; var(11) - 壩鑼崀夞悢敾掕
; var(12) - 摿掕媄僸僢僩屻僕儍僌儖憹戝敾掕
; var(13) - 崿僸僢僩夞悢敾掕
; var(14) - 僗乕僷乕僉儍儞僙儖敾掕
; var(15) - 僪儕乕儉僉儍儞僙儖敾掕
; var(16) - 嫮尠嵵乮懪寕僄僼僃僋僩乯僿儖僷乕僸僢僩夞悢敾掕
; var(58) - 俙俬僐儞儃梡
; var(59) - 俙俬


; fvar(0) - 峌寕椡曗惓乮僟儊乕僕曗惓乯
; fvar(1) - 僱僶儕曗惓
; fvar(2) - 嬻拞暅婣桿摫

;----------------------------------------------------------
;僿儖僷乕var巊梡昞
; var(0)  - 僼僃乕僪傾僂僩張棟

;---------------------------------------------------------------------------
; 婎杮峴摦偺僗僥乕僩
;---------------------------------------------------------------------------
; 僞僀儉僆乕僶乕帪
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0
sprpriority = 2

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

[State 170, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

;---------------------------------------------------------------------------
; 彑棙億乕僘暘婒
[Statedef 180]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 180, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 180,1]
type = ChangeState
trigger1 = time = 0
value = ifelse((random <= 400),181,183)

;---------------------------------------------------------------------------
; 彑棙億乕僘
;揤忋揤壓

[Statedef 181]
type = S
movetype = I
physics = S
anim = 181
ctrl = 0
velset = 0,0
sprpriority = 2

[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0,180]
flag = RoundNotOver

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

[State 170, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 202, 0]
type = PlaySnd
trigger1 = time = 50
value = 3,1
volume = 255

[State 200, ice]
type = Explod
trigger1 = AnimElem = 1
anim = 182
ID = 182
postype = p1
pos = 0,0
bindtime = 1
sprpriority = -5
ownpal = 1
removeongethit = 1
removetime = -1
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
; 彑棙億乕僘
;壓偺壓偩側

[Statedef 183]
type = S
movetype = I
physics = S
anim = 183
ctrl = 0
velset = 0,0
sprpriority = 2

[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0,220]
flag = RoundNotOver

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

[State 170, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 202, 0]
type = PlaySnd
trigger1 = AnimElem = 7
value = 5,7
volume = 255

[State 202, 0]
type = PlaySnd
trigger1 = AnimElem = 57
value = 3,2
volume = 255

;---------------------------------------------------------------------------
; 僀儞僩儘暘婒

;僀儞僩儘慖戰
[Statedef 190]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 190, 1]
type = null;ChangeState
triggerall = Time = 0
trigger1 = (P2Name = "kyoXI" || P4Name = "kyoXI") && EnemyNear,AuthorName = "beppu"
trigger2 = (P2Name = "kyoXI_EX" || P4Name = "kyoXI_EX") && EnemyNear,AuthorName = "beppu"
trigger3 = (P2Name = "kyo99" || P4Name = "kyo99") && EnemyNear,AuthorName = "beppu"
value = 191

[State 190, 1]
type = ChangeState
trigger1 = Time = 0
value = 191

;---------------------------------------------------------------------------
; 僀儞僩儘丂搢偟偰傒偣傛
[Statedef 191]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 191, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 202, 0]
type = PlaySnd
trigger1 = AnimElem = 11
value = 0,0
volume = 255

[State 202, 0]
type = PlaySnd
trigger1 = AnimElem = 12 = 5
value = 5,7

[State 202, 0]
type = PlaySnd
trigger1 = AnimElem = 13
value = 5,5

[State 200, ice]
type = Explod
trigger1 = AnimElem = 11
anim = 192
ID = 192
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 1
ownpal = 1
removeongethit = 1
removetime = 125
ignorehitpause = 1
persistent = 0

[State 200, ice]
type = Explod
trigger1 = AnimElem = 13 = 1
anim = 193
ID = 193
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 3
ownpal = 1
removeongethit = 1
removetime = -2
ignorehitpause = 1
persistent = 0

[State 193, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 挧敪
[Statedef 195]
type     = S
movetype = I
physics  = S
anim     = 195
velset   = 0,0
ctrl     = 0
sprpriority = 2
facep2 = 1

[State 195, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 195, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,0
channel = 2
volume = 255

[State 195, 2]
type = CtrlSet
trigger1 = time = 44
value = 1

[State 195, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Jump Start
[Statedef 39]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 1]
type = VarSet
triggerall = var(59)
triggerall = PrevStateNo != 100
trigger1 = Random = [0,60]
sysvar(1) = 0

[State 40, 2]
type = VarSet
triggerall = var(59)
trigger1 = Random = [61,900]
trigger2 = PrevStateNo = 100
sysvar(1) = 1

[State 40, 3]
type = VarSet
triggerall = var(59)
triggerall = PrevStateNo != 100
trigger1 = Random = [901,999]
sysvar(1) = -1


[State 40, 4];戝僕儍儞僾敾掕
type = VarSet
trigger1 = Time = 0
var(0) = 0

[State 40, 4];彫,拞僕儍儞僾敾掕
type = VarSet
trigger1 = Time = 0
var(1) = 0

[State 40, 7]
type = VarSet
triggerall = Time = 0
triggerall =var(59)
trigger1 = PrevStateNo = 100
trigger2 = Random <= 450
var(0) = 1

[State 40, 8]
type = VarSet
triggerall = Time = 0
triggerall = var(59)
trigger1 = Random = [451,999]
var(0) = -1

[State 40, 10];彫,拞僕儍儞僾敾掕
type = VarSet
;triggerall = AnimTime = 0
trigger1 = Command != "holdup"
var(1) = 1

[State 40, 8]
type = VarSet
triggerall = Time = 0
triggerall = var(59)
trigger1 = Random = [0,140]
var(1) = 1

[State 40, norm倢];僲乕儅儖僕儍儞僾敾掕x
type = VelSet
triggerall = AnimTime = 0
trigger1 = !var(0)
trigger1 = !var(1)
x = ifelse(sysvar(1) = 0, Const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, ];戝僕儍儞僾敾掕x
type = VelSet
triggerall = AnimTime = 0
trigger1 = var(0)
trigger1 = !var(1)
x =  ifelse(sysvar(1) = 0, Const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.runjump.fwd.x), const(velocity.runjump.back.x)))


[State 40, 4];拞僕儍儞僾敾掕x
type = VelSet
triggerall = AnimTime = 0 
trigger1 = var(0)
trigger1 = var(1)
x =  ifelse(sysvar(1) = 0, Const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.runjump.fwd.x)*.92, const(velocity.runjump.back.x)*.92))

[State 40, 4];彫僕儍儞僾敾掕x
type = VelSet
triggerall = AnimTime = 0
trigger1 = !var(0)
trigger1 = var(1)
x = ifelse(sysvar(1) = 0, Const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.runjump.fwd.x)*.62, const(velocity.runjump.back.x)*.62))

[State 40, 4];僕儍儞僾敾掕y
type = VelSet
triggerall = AnimTime = 0
trigger1 = !var(0)
trigger1 = !var(1)    ;僲乕儅儖僕儍儞僾
trigger2 = var(0)
trigger2 = !var(1)   ;戝僕儍儞僾
y = const(velocity.jump.y)

[State 40, 4];僕儍儞僾敾掕y
type = VelSet
triggerall = AnimTime = 0
trigger1 = var(0)
trigger1 = var(1)    ;拞僕儍儞僾
trigger2 = !var(0)
trigger2 = var(1)    ;彫僕儍儞僾
y = const(velocity.jump.y)*.75

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Jump Start
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 6]
type = ChangeState
trigger1 = var(59)
trigger1 = Time = 0
value = 0
ctrl = 1
IgnoreHitPause = 1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
triggerall = !var(59)
triggerall = Time = 0
trigger1 = command = "holdfwd"
trigger2 = PrevStateNo = 100
sysvar(1) = 1

[State 40, 3]
type = VarSet
triggerall = !var(59)
triggerall = Time = 0
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40, 4];戝僕儍儞僾敾掕
type = VarSet
trigger1 = Time = 0
var(0) = 0

[State 40, 4];彫,拞僕儍儞僾敾掕
type = VarSet
trigger1 = Time = 0
var(1) = 0

[State 40, 7]
type = VarSet
triggerall = Time = 0
triggerall = !var(59)
;triggerall = Command = "holdfwd"
trigger1 = Command = "longjump"
trigger2 = PrevStateNo = 100 ;僟僢僔儏
trigger3 = Prevstateno = [10,12]
var(0) = 1

[State 40, 8]
type = VarSet
triggerall = Time = 0
triggerall = !var(59)
triggerall = Command = "holdback"
trigger1 = Command = "longjump"
trigger2 = Prevstateno = [10,12]
var(0) = -1

[State 40, 10];彫,拞僕儍儞僾敾掕
type = VarSet
;triggerall = AnimTime = 0
trigger1 = Command != "holdup"
var(1) = 1


[State 40, norm倢];僲乕儅儖僕儍儞僾敾掕x
type = VelSet
triggerall = AnimTime = 0
trigger1 = !var(0)
trigger1 = !var(1)
x = ifelse(sysvar(1) = 0, Const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))

[State 40, ];戝僕儍儞僾敾掕x
type = VelSet
triggerall = AnimTime = 0
trigger1 = var(0)
trigger1 = !var(1)
x =  ifelse(sysvar(1) = 0, Const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.runjump.fwd.x), const(velocity.runjump.back.x)))


[State 40, 4];拞僕儍儞僾敾掕x
type = VelSet
triggerall = AnimTime = 0 
trigger1 = var(0)
trigger1 = var(1)
x =  ifelse(sysvar(1) = 0, Const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.runjump.fwd.x)*.92, const(velocity.runjump.back.x)*.92))

[State 40, 4];彫僕儍儞僾敾掕x
type = VelSet
triggerall = AnimTime = 0
trigger1 = !var(0)
trigger1 = var(1)
x = ifelse(sysvar(1) = 0, Const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.runjump.fwd.x)*.62, const(velocity.runjump.back.x)*.62))


[State 40, 4];僕儍儞僾敾掕y
type = VelSet
triggerall = AnimTime = 0
trigger1 = !var(0)
trigger1 = !var(1)    ;僲乕儅儖僕儍儞僾
trigger2 = var(0)
trigger2 = !var(1)   ;戝僕儍儞僾
y = const(velocity.jump.y)

[State 40, 4];僕儍儞僾敾掕y
type = VelSet
triggerall = AnimTime = 0
trigger1 = var(0)
trigger1 = var(1)    ;拞僕儍儞僾
trigger2 = !var(0)
trigger2 = var(1)    ;彫僕儍儞僾
y = const(velocity.jump.y)*.75

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Jump Up
[Statedef 50]
type    = A
physics = A

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State -3, 2];彫僕儍儞僾壒
type = null;PlaySnd
triggerall = time = 0
trigger1 = !var(0)
trigger1 = var(1)
trigger2 = vel x = 0
trigger2 = var(0)
trigger2 = var(1)
value = 40, 1

[State -3, 2];僲乕儅儖僕儍儞僾壒
type = null;PlaySnd
triggerall = time = 0
trigger1 = !var(0)
trigger1 = !var(1)
value = 40, 2

[State -3, 2];拞丄戝僕儍儞僾壒
type = null;PlaySnd
triggerall = time = 0
trigger1 = var(0)
trigger1 = !var(1)
trigger2 = var(0)
trigger2 = var(1)
value = 40, 3

[State 50, 3]
type = Afterimage
triggerall = Time = 1
trigger1 = var(0)
trigger1 = !var(1)
trigger2 = var(0)
trigger2 = var(1)
time = 30
PalBright = 0,0,0
PalContrast = 190,190,190
PalAdd = 0,0,0
PalMul = 1,1,1
Length = 10
FrameGap = 4
timegap = 2
trans = add1


[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = var(1) = 1
value = 50

[State 201, 15] ;Short
type = null;Changestate
;trigger1 = !var(1)
trigger1 = vel y > 0 && pos y >= 0
value = 52
ctrl = 0

[State 201, 15] ;Short
type = null;Changestate
trigger1 = var(1)
trigger1 = vel y > 0 && pos y >= -11
value = 52
ctrl = 0

;---------------------------------------------------------------------------
; Jump Down (empty state for compatibility)
[Statedef 51]
type    = A
physics = A

[State 51, 1]
type = Null
trigger1 = 1

;---------------------------------------------------------------------------
; Jump Land
[Statedef 52]
type    = S
physics = S
anim = 47
ctrl = 0
velset = 0,0
facep2 = 1

;[State 52, 2]
;type = Ctrlset
;trigger1 = Time = 2
;value = 1

[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 201, 4]
type = Afterimage
trigger1 = Time = 1
time = 0

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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


[Statedef 125]
type = S
movetype = I
physics = S
anim = 125
ctrl = 0
velset = 0,0
sprpriority = 2

[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0,180]
flag = RoundNotOver

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

[State 170, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 202, 0]
type = PlaySnd
triggerall=var(38) = 1
trigger1 = time = 50
value = 3,1
volume = 255

[State 202, 0]
type = PlaySnd
triggerall=var(38) = 0
trigger1 = time = 50
value = 8881,38
volume = 255

[State 200, ice]
type = Explod
trigger1=var(38) = 1
trigger1 = AnimElem = 1
anim = 182
ID = 182
postype = p1
pos = 0,0
bindtime = 1
sprpriority = -5
ownpal = 1
removeongethit = 1
removetime = -1
ignorehitpause = 1
persistent = 0


---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
超必杀


;==================================================================================
[Statedef 1987022]
type = S
movetype= A
physics = S
velset = 0,0
juggle = 25
ctrl = 0
anim =1987022

[State -2]
type = assertspecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[state 1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 310000
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2632]
type = Explod
trigger1 = Time = 0
anim = 8016
id = 8016
sprpriority = -999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State ]
type = Explod
trigger1 = time <= 70
anim = 8019
id = 8019
sprpriority = 999999999
scale = abs(0.035*(time-30)),abs(0.035*(time-30))
removetime = 16
ontop = 1
pos = 0,-115
supermovetime = 99999
pausemovetime = 99999

[State ]
type = RemoveExplod
trigger1 = time = 70
id = 8019
supermovetime = 99999
pausemovetime = 99999

[state 0]
type = turn
triggerall = time = 0
triggerall = enemynear,alive || numenemy = 1
trigger1 = enemynear,facing = -facing
trigger1 = frontedgedist<enemynear,backedgedist
trigger2 = enemynear,facing = facing
trigger2 = frontedgedist<enemynear,frontedgedist

[State 0]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 52
movetime = 52
anim = -1
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 2
value = 2562,2
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,3
ignorehitpause = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 8
value = 2563,2
ignorehitpause = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2
ignorehitpause = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 50
value = 0,0,0
under = 2
ignorehitpause = 1

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S5,7



[state helper]
type = helper
trigger1 = animelem = 58
name = "剑"
helpertype = normal
ID = 1987033
postype = p1
pos = -2,-120
facing = 1
stateno = 1987033
keyctrl = 0
ownpal = 0
supermovetime = 8888
pausemovetime = 9999

[state helper]
type = helper
trigger1 = animelem = 65
name = "剑"
helpertype = normal
ID = 1987034
postype = back
pos = 150,0
facing = 1
stateno = 1987034
keyctrl = 0
ownpal = 0
supermovetime = 8888
pausemovetime = 9999

[state helper]
type = helper
trigger1 = time = 500
name = "剑"
helpertype = normal
ID = 1987035
postype = P2
pos = 0,-350
facing = 1
stateno = 1987035
keyctrl = 0
ownpal = 0
supermovetime = 8888
pausemovetime = 9999

[State 3234]
type = Explod
trigger1 = time =71
anim = 8888
id = 8888
sprpriority = -5
postype = back
bindtime = -1
pos = 0,0
under = 0
ownpal = 1
persistent = 0
removetime = 602
ignorehitpause = 99999999
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 71
value = S8881,6

[State 800, 2]
type = ChangeState
Trigger1 =Time = 600
value = 2987022

[Statedef 2987022]
type = S
movetype= A
physics = S
velset = 0,0
juggle = 25
ctrl = 0
anim =2987022

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

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




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

[Statedef 1987033]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 50
velset = 0,0
anim = 2335022
sprpriority = 88
ctrl = 0

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

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = -5

[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 0, DestroySelf]
type = DestroySelf
trigger1 = time = 100



[Statedef 1987034]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 50
velset = 0,0
anim = 8000
sprpriority = 88
ctrl = 0

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

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

[State 2244]
type = Projectile
trigger1 = gametime%4 = 0
attr = S, HT
damage    = 10
animtype = Hard
projhitanim = -1
projscale = .6,.55
Guard.pausetime = 12,14
offset = 10-(random%100),-300-(random%180)
PosType = back
velocity = 0,20
projID = 1000
projanim = 23350
projscale = 0.1,0.5
HitSound  = -1
projhits = 1
projpriority = 7
projsprpriority = 3-random%6
projremove = 0
projremovetime = 60
projedgebound = 100
projstagebound = 40
projheightbound = -400,1
SparkNo   = -1
SparkXY     = 92-random%21,0
ground.slidetime = 13
ground.hittime = 23
ground.velocity = 0
Guard.velocity = 0
air.velocity = 0,1
fall = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 30
envshake.phase = 100
ownpal = 1
guard.kill = 0
p2stateno =303022
kill = 0




[State 2244]
type = Projectile
trigger1 = gametime%4 = 0
attr = S, HT
damage    = 10
animtype = Hard
projhitanim = -1
projscale = .6,.55
Guard.pausetime = 12,14
offset = 100-(random%100),-300-(random%180)
PosType = back
velocity = 0,20
projID = 1000
projanim = 23350
projscale = 0.1,0.5
HitSound  = -1
projhits = 1
projpriority = 7
projsprpriority = 3-random%6
projremove = 0
projremovetime = 60
projedgebound = 100
projstagebound = 40
projheightbound = -400,1
SparkNo   = -1
SparkXY     = 92-random%21,0
ground.slidetime = 13
ground.hittime = 23
ground.velocity = 0
Guard.velocity = 0
air.velocity = 0,1
fall = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 30
envshake.phase = 100
ownpal = 1
guard.kill = 0
p2stateno =303022
kill = 0

[State 2244]
type = Projectile
trigger1 = gametime%4 = 0
attr = S, HT
damage    = 10
animtype = Hard
projhitanim = -1
projscale = .6,.55
Guard.pausetime = 12,14
offset = 160-(random%100),-300-(random%180)
PosType = back
velocity = 0,20
projID = 1000
projanim = 23350
projscale = 0.1,0.5
HitSound  = -1
projhits = 1
projpriority = 7
projsprpriority = 3-random%6
projremove = 0
projremovetime = 60
projedgebound = 100
projstagebound = 40
projheightbound = -400,1
SparkNo   = -1
SparkXY     = 92-random%21,0
ground.slidetime = 13
ground.hittime = 23
ground.velocity = 0
Guard.velocity = 0
air.velocity = 0,1
fall = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 30
envshake.phase = 100
ownpal = 1
guard.kill = 0
p2stateno =303022
kill = 0

[State 2244]
type = Projectile
trigger1 = gametime%4 = 0
attr = S, HT
damage    = 10
animtype = Hard
projhitanim = -1
projscale = .6,.55
Guard.pausetime = 12,14
offset = 210-(random%100),-300-(random%180)
PosType = back
velocity = 0,20
projID = 1000
projanim = 23350
projscale = 0.1,0.5
HitSound  = -1
projhits = 1
projpriority = 7
projsprpriority = 3-random%6
projremove = 0
projremovetime = 60
projedgebound = 100
projstagebound = 40
projheightbound = -400,1
SparkNo   = -1
SparkXY     = 92-random%21,0
ground.slidetime = 13
ground.hittime = 23
ground.velocity = 0
Guard.velocity = 0
air.velocity = 0,1
fall = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 30
envshake.phase = 100
ownpal = 1
guard.kill = 0
kill = 0
p2stateno =303022

[State 2244]
type = Projectile
trigger1 = gametime%4 = 0
attr = S, HT
damage    = 10
animtype = Hard
projhitanim = -1
projscale = .6,.55
Guard.pausetime = 12,14
offset = 260-(random%100),-300-(random%180)
PosType = back
velocity = 0,20
projID = 1000
projanim = 23350
projscale = 0.1,0.5
HitSound  = -1
projhits = 1
projpriority = 7
projsprpriority = 3-random%6
projremove = 0
projremovetime = 60
projedgebound = 100
projstagebound = 40
projheightbound = -400,1
SparkNo   = -1
SparkXY     = 92-random%21,0
ground.slidetime = 13
ground.hittime = 23
ground.velocity = 0
Guard.velocity = 0
air.velocity = 0,1
fall = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 30
envshake.phase = 100
ownpal = 1
guard.kill = 0
p2stateno =303022
kill = 0

[State 2244]
type = Projectile
trigger1 = gametime%4 = 0
attr = S, HT
damage    = 10
animtype = Hard
projhitanim = -1
projscale = .6,.55
Guard.pausetime = 12,14
offset = 310-(random%100),-300-(random%180)
PosType = back
velocity = 0,20
projID = 1000
projanim = 23350
projscale = 0.1,0.5
HitSound  = -1
projhits = 1
projpriority = 7
projsprpriority = 3-random%6
projremove = 0
projremovetime = 60
projedgebound = 100
projstagebound = 40
projheightbound = -400,1
SparkNo   = -1
SparkXY     = 92-random%21,0
ground.slidetime = 13
ground.hittime = 23
ground.velocity = 0
Guard.velocity = 0
air.velocity = 0,1
fall = 0
envshake.time = 15
envshake.ampl = 5
envshake.freq = 30
envshake.phase = 100
ownpal = 1
guard.kill = 0
p2stateno =303022
kill = 0

[State 1000, 5]
type = Explod
trigger1 = time = [0,300]
trigger1 = (gametime%6) = 1
anim = F12
sprpriority = 9
postype = p2
pos = 0,-65
random = 20,20
bindtime = 1
supermove = 1
under = 0
ownpal = 1
persistent = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = [0,300]
trigger1 = (gametime%8) = 1
value = S111,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = [0,300]
trigger1 = (gametime%8) = 1
value = S333,0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 300



[Statedef 1987035]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 50
velset = 0,0
anim = 23351
sprpriority = 0
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 10
value = S566,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 26
value = S566,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 30
value = S8881,8

[State 0, VelSet]
type = VelSet
trigger1 = time = [0,25]
x = 0
y = 10

[State 0, VelSet]
type = VelSet
trigger1 = time = 26
x = 0
y = 0

[State 1000, 5]
type = Explod
trigger1 = time = 26
anim = 1323
sprpriority = 10
postype = p2
pos = 0,0
scale =.6,.6
removetime = 200
bindtime = 1
supermove = 1
under = 0
ownpal = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 26
time =30
freq = 60
ampl = -8
phase = 90
;ignorehitpause =
;persistent =

[State 0, EnvColor]
type = EnvColor
trigger1 = time = 26
value = 255,255,255
time = 1
under = 0
;ignorehitpause =
;persistent =

[State 0, AllPalFX]
type = AllPalFX
trigger1 = time = 100
time = 150
;add = 0,0,0
;mul = 256,256,256
sinadd = -255,-255,-255,480 ;
;invertall = 0
;color = 256
;ignorehitpause =
;persistent =

[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, AssertSpecial]
;type = AssertSpecial
;trigger1 = 1
;flag = nobardisplay

[State 0, AngleDraw]
type = AngleDraw
trigger1 =1
scale = .8,.6

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 250



[Statedef 303022]
type    = A
movetype= H
physics = N
velset = 0,0

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

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time =300
freq = 60
ampl = -4
phase = 90
;ignorehitpause =
;persistent =

[State 52, 1]
type = VelSet
trigger1 = 1
x = 0
y = 0


[State 52, 2]
type = PosSet
trigger1 = 1
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 303022

[State 1830]
type = ChangeState
trigger1 =time = 315
value = 303033



[Statedef 303033]
type    = A
movetype= H
physics = N
velset = 0,0
SprPriority =5

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

[State 52, 1]
type = VelSet
trigger1 = 1
x = 0
y = 0


[State 52, 2]
type = PosSet
trigger1 = 1
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 303033

[State 1830]
type = SelfState
trigger1 =time = 250
value = 5110






;======================================================================
;龙群诏
;======================================================================
[Statedef 30000]
type    = S
movetype= I
physics = S
juggle  = 15
poweradd= -3000
velset = 0,0
anim = 3000
ctrl = 0
sprpriority = 1



[State 240, 4]
type = envcolor
trigger1 = Time = 0
time = 2
value = 255,255,255
under = -1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [3,28]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[State 170, 1]
type = notHitBy
trigger1 = animelem = 9,<0
value = SCA, AP,AA,AT
time = 5
ignorehitpause = 1

[state 190]
type = superpause
trigger1 = time = 0
time = 28
movetime = 28
anim = -1
darken = 0
unhittable = 1
sound = f9000,2

[State 240, 4]
type = Explod
trigger1 = time = 4
anim = f7300
postype = p1
pos = 6,-165
sprpriority = -1
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 4
anim = f7310
postype = p1
pos = 6,-165
sprpriority = 5
supermove = 1
ownpal = 1

[State 3020, 1]
type = AssertSpecial
trigger1 = 1
flag = NoFG
ignorehitpause = 1

[State 3000, bg]
type = Explod
trigger1 = time = 28
anim = F22020
id = 22020
postype = back
pos = 0, 0
bindtime = -1
removetime = -1
sprpriority = -999
pausemovetime = 999999
supermovetime = 999999
trans = addalpha
alpha = 245,200



[State 3000,红龙蓝龙]
type = Explod
trigger1 = animelem = 7,>0
trigger1 = timemod = 15,0
anim = 1190
pos = -200,-240
vel = 9,5
random = 200,50
scale = .5,.5
sprpriority = -1
ownpal = 1
removetime = 100

[State 3000,红龙蓝龙]
type = Explod
trigger1 = animelem = 7,>0
trigger1 = timemod = 15,0
anim = 1195
pos = -200,-240
vel = 9,5
random = 200,50
scale = .5,.5
sprpriority = -1
ownpal = 1
removetime = 100


[State 3000,灰龙黄龙]
type = Explod
trigger1 = animelem = 7,>0
trigger1 = timemod = 13,0
anim = 1170
pos = -150,-220
vel = 8,5
random = 200,50
scale = .4,.4
sprpriority = -2
ownpal = 1
removetime = 200


[State 3000,灰龙黄龙]
type = Explod
trigger1 = animelem = 7,>0
trigger1 = timemod = 13,0
anim = 1180
pos = -150,-220
vel = 8,5
random = 200,50
scale = .4,.4
sprpriority = -2
ownpal = 1
removetime = 200






[State 2351]
type = varrandom
trigger1 = 1
range = -400,50
v = 36

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 7,>0
trigger1 = timemod = 70,0
value = s3000,2

[State 4100,1]
type = Helper
trigger1 = Animelem = 7,>0
trigger1 = timemod = 20,0
ID = 305000
name = "dragon1"
postype = p1
pos = var(36),-205
sprpriority = 2
stateno = 305000
helpertype = normal
keyctrl = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 7,>2
trigger1 = timemod = 17,0
ID = 305100
name = "dragon2"
postype = p1
pos = var(36),-250
sprpriority = 2
stateno = 305100
helpertype = normal
keyctrl = 0
ignorehitpause = 1
ownpal = 1

[State 1000, 7]
type = ChangeState
trigger1 = Time = 300
value = 300100
ctrl = 1

;-----------------------------------------------------------------------
[Statedef 300100]
type    = S
movetype= I
physics = S
juggle  = 15
velset = 0,0
anim = 3001
ctrl = 0
sprpriority = 2

[State 3000, bg]
type = RemoveExplod
trigger1 = AnimTime = 0
id = 22020

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;-----------------------------------------------------------------------
[statedef 305000]
type    = A
movetype= A
physics = N
anim = 3050
juggle  = IfElse((root,stateno = 3000),0,8)
poweradd= 0
velset = 0,0
sprpriority = 2
ctrl = 0
ownpal = 1

[State 3050,红龙黄龙]
type = Explod
trigger1 = time = 0
anim = 1190
pos = 0,0
vel = 11,6
scale = 1,1
sprpriority = 3
ownpal = 1
removetime = 100

[State 3050,红龙黄龙]
type = Explod
trigger1 = time = 0
anim = 1180
pos = 0,0
vel = 11,6
scale = 1,1
sprpriority = 3
ownpal = 1
removetime = 100

[state 3050,0]
type = velset
trigger1 = 1
x = 11
y = 6

[state 3050,1]
type = nothitby
trigger1 = 1
value = SCA

[state 3050,2]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 305500

[State 3050,3]
type = HitDef
triggerall = root,stateno = 3000
trigger1 = timemod = 5,0
attr = S, HP
animtype  = hard
damage    = 30,3
getpower = 0,0
hitflag = MAFD
guardflag = MA
numhits = 1
pausetime = 5,5
guard.pausetime = 5,5
sparkno = 3
guard.sparkno = 42
sparkxy = -14,-49
hitsound = s3000,1
guardsound = 6,1
ground.type = high
ground.velocity = -4,-7
ground.cornerpush.veloff = 0
guard.velocity = -12
air.velocity = -4,-5
airguard.velocity = -5,-4
air.juggle = 0
air.recover = 0
air.animtype = back
fall.recover = 0
yaccel = 0.5
ownpal = 1
fall = 1
palfx.time = 45
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
envshake.time = 10
envshake.ampl = 6
envshake.freq = 80

[State -2,]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 20
trigger1 = Movehit
anim = f400
pos = -20,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 80,80
ownpal = 1
supermove = 1

[State -2,]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 50
trigger1 = Movehit
anim = f401
pos = -20,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State -2,]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 30
trigger1 = Movehit
anim = f402
pos = -20,-40
postype = p2
sprpriority = 9
bindtime = 1
random = 90,90
ownpal = 1
supermove = 1

[State -2,]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 40
trigger1 = Movehit
anim = f403
pos = -20,-40
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 3050, 4]
type = destroyself
trigger1 = time = 100


;-----------------------------------------------------------------------
[statedef 30510]
type    = A
movetype= A
physics = N
anim = 3050
juggle  = IfElse((root,stateno = 3000),0,8)
poweradd= 0
velset = 0,0
sprpriority = 2
ctrl = 0
ownpal = 1

[State 3051,灰龙蓝龙]
type = Explod
trigger1 = time = 0
anim = 1195
pos = 0,0
vel = 13,7
scale = 1,1
sprpriority = 4
ownpal = 1
removetime = 100

[State 3051,灰龙蓝龙]
type = Explod
trigger1 = time = 0
anim = 1170
pos = 0,0
vel = 13,7
scale = 1,1
sprpriority = 4
ownpal = 1
removetime = 100

[state 3051,0]
type = velset
trigger1 = 1
x = 13
y = 7

[state 3051,1]
type = nothitby
trigger1 = 1
value = SCA

[state 3051,2]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 305500

[State 3051,3]
type = HitDef
triggerall = root,stateno = 3000
trigger1 = timemod = 5,0
attr = S, HP
animtype  = hard
damage    = 20,2
getpower = 0,0
hitflag = MAFD
guardflag = MA
numhits = 1
pausetime = 5,5
guard.pausetime = 5,5
sparkno = 3
guard.sparkno = 42
sparkxy = -14,-49
hitsound = s3000,1
guardsound = 6,1
ground.type = high
ground.velocity = -4,-7
ground.cornerpush.veloff = 0
guard.velocity = -12
air.velocity = -4,-5
airguard.velocity = -5,-4
air.juggle = 0
air.recover = 0
air.animtype = back
fall.recover = 0
yaccel = 0.5
ownpal = 1
fall = 1
palfx.time = 45
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
envshake.time = 10
envshake.ampl = 6
envshake.freq = 80

[State -2,]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 20
trigger1 = Movehit
anim = f450
pos = -20,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 80,80
ownpal = 1
supermove = 1

[State -2,]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 50
trigger1 = Movehit
anim = f451
pos = -20,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State -2,]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 30
trigger1 = Movehit
anim = f452
pos = -20,-40
postype = p2
sprpriority = 9
bindtime = 1
random = 90,90
ownpal = 1
supermove = 1

[State -2,]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 40
trigger1 = Movehit
anim = f453
pos = -20,-40
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 3051, 4]
type = destroyself
trigger1 = time = 100



;-----------------------------------------------------------------------
[statedef 305500]
type = A
movetype = A
physics = N
anim = 99999
sprpriority = 2
ctrl = 0

[State 3055, 0]
type = destroyself
trigger1 = time = 1