;---------------------------------------------------------------------------
; イントロ1
[Statedef 191]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 191]
type = Helper
trigger1 = Time = 0 && !var(56)
trigger1 = numhelper(8550) = 0
id = 8550
name = "top"
sprpriority = 4
pos = 0,0
postype = p1
stateno = 8550
helpertype = normal
pausemovetime = 0
keyctrl = 1 
ownpal = 1
ontop = 1

[State 191, 3]
type = Helper
trigger1 = AnimElem = 13
id = 6000
name = "intro"
sprpriority = 4
pos = 0,0
postype = p1
stateno = 6000
helpertype = normal
pausemovetime = 0
keyctrl = 1 
ownpal = 1
ontop = 1

[State 191, 3]
type = Helper
trigger1 = time = 0
stateno = 13300
helpertype = normal
ownpal = 1

[State 191, 2] 
type = offset
trigger1 = time = [0,99]
x = ifelse(facing = 1,-330 + 3*time,330 - 3*time)
y = 0+ifelse(gametime%2 = 0,-1,0)
[State 191, 2] 
type = offset
trigger1 = time = [100,129]
x = ifelse(facing = 1,-30 + 1*(time - 100),30 - 1*(time - 100))
y = 0+ifelse(gametime%2 = 0,-1,0)

[State 191, 2] 
type = posset
trigger1 = time = 0
y = -93

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 2] 
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 17

[State 191, 2] 
type = PlaySnd
trigger1 = AnimElem = 12
value = 0, 18

[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 1910

;---------------------------------------------------------------------------
; Jump Start
[Statedef 13300]
anim = 13300

[State 191, 2] 
type = angledraw
trigger1 = 1
scale = 1,1+ifelse(gametime%2 = 0,.02,0)

[State 191, 2] 
type = AssertSpecial
trigger1 = var(0) > 0
trigger1 = gametime%4 < 2
flag = invisible

[State 191, 2] 
type = offset
trigger1 = time = [0,99]
x = ifelse(facing = 1,-330 + 3*time,330 - 3*time)
[State 191, 2] 
type = offset
trigger1 = time = [100,129]
x = ifelse(facing = 1,-30 + 1*(time - 100),30 - 1*(time - 100))

[State 191, 2] 
type = posset
trigger1 = 1
y = 0

[State 191, 2] 
type = PlaySnd
trigger1 = time = 0
value = 13300,0
[State 191, 2] 
type = PlaySnd
trigger1 = time = 100
value = 13300,1

[State 191, 2] 
type = varadd
trigger1 = root,stateno != 191
var(0) = 1

[State 191, 2] 
type = destroyself
trigger1 = var(0) = 60

;---------------------------------------------------------------------------
; Jump Start
[Statedef 1910]
type    = S
physics = S
ctrl = 0
velset = 0,0
anim = 40

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 40, VelSet]
type = VelSet
trigger1 = AnimTime = 0
x = 0
y = const(velocity.jump.y)*fvar(11)

[State 40, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 19100

;---------------------------------------------------------------------------
; Jump Up
[Statedef 19100]
type    = A
anim = 41

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

[State 650, gravity]
Type = Gravity
Trigger1 = 1

[State -3]
type = PlaySnd
trigger1 = time = 0
value = 1,2

[State 40, ChangeState]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = 191000

;---------------------------------------------------------------------------
; Jump Land
[Statedef 191000]
type= S
movetype = I
physics = S
anim = 47
velset = 0,0

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

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

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

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

;---------------------------------------------------------------------------
; イントロ2
[Statedef 194]
anim = 9999

[State 191, 4] 
type = ChangeState
trigger1 = numhelper(193) = 1
trigger1 = helper(193),var(2) = 1
value = 1940

[State 1000]
type = Explod
trigger1 = time = 0
anim = 13800
id = 13800
postype = Left
sprpriority = 2147483646
ownpal = 1
scale = .5,.5
removetime = -1
pausemovetime = 2147483647

[State 191]
type = Helper
trigger1 = time = 0
id = 194
stateno = 1942
pausemovetime = 2147483647

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = nobardisplay
flag3 = nofg

[State 3000];    
type = pause
trigger1 = 1
movetime = 2
time = 2

;---------------------------------------------------------------------------
; イントロ2
[Statedef 1940]
anim = 9999

[State 191, 4] 
type = ChangeState
trigger1 = numhelper(1930) = 1
trigger1 = helper(1930),var(2) = 1
value = 1941

[State 1000]
type = Explod
trigger1 = time = 0
anim = 13801
id = 13801
postype = Left
sprpriority = 2147483646
ownpal = 1
scale = .5,.5
removetime = -1
pausemovetime = 2147483647

[State 191]
type = Helper
trigger1 = time = 0
id = 1940
stateno = 1942
pausemovetime = 2147483647

[State 1000]
type = removeExplod
trigger1 = time = 0
id = 13800

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = nobardisplay
flag3 = nofg

[State 3000];    
type = pause
trigger1 = 1
movetime = 2
time = 2

;---------------------------------------------------------------------------
; イントロ2
[Statedef 1941]
anim = 1941

[State 191, 4] 
type = ChangeState
trigger1 = animtime = 0
value = 0

[State 181, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 190,0

[State 1000]
type = removeExplod
trigger1 = time = 0
id = 13801

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 3]
type = Explod
trigger1 = AnimElem = 1
anim = 60100
postype = p1
pos = 0,0
sprpriority = 1
ownpal = 1
bindtime = -1
shadow = 0
scale = fvar(10),fvar(11)
ID = 6010

[State 3000];    
type = pause
trigger1 = time = 0
movetime = 0
time = 0

;---------------------------------------------------------------------------
; イントロ2h
[Statedef 1942]
anim = 9999

[State 191]
type = turn
trigger1 = time = 0
trigger1 = facing != 1

[State 191]
type = Helper
trigger1 = time = 0
pos = floor(-screenpos x + 270),floor(-screenpos y + 210)
stateno = 1943
ownpal = 1
Size.XScale = .5*root,fvar(10)
Size.YScale = .5*root,fvar(11)
id = ifelse(ishelper(194) = 1,193,1930)
pausemovetime = 2147483647

[State 191, 2] 
type = posset
trigger1 = ishelper(194) = 1
x = 0
y = pos y - screenpos y + 72
[State 191, 2] 
type = posset
trigger1 = ishelper(1940) = 1
trigger1 = root,palno = 1
x = pos x - screenpos x + 41
y = pos y - screenpos y + 48
[State 191, 2] 
type = posset
trigger1 = ishelper(1940) = 1
trigger1 = root,palno = 2
x = pos x - screenpos x + 100
y = pos y - screenpos y + 48
[State 191, 2] 
type = posset
trigger1 = ishelper(1940) = 1
trigger1 = root,palno = 3
x = pos x - screenpos x + 160
y = pos y - screenpos y + 48
[State 191, 2] 
type = posset
trigger1 = ishelper(1940) = 1
trigger1 = root,palno = 4
x = pos x - screenpos x + 220
y = pos y - screenpos y + 48
[State 191, 2] 
type = posset
trigger1 = ishelper(1940) = 1
trigger1 = root,palno = 5
x = pos x - screenpos x + 274
y = pos y - screenpos y + 48
[State 191, 2] 
type = posset
trigger1 = ishelper(1940) = 1
trigger1 = root,palno = 6
x = pos x - screenpos x + 41
y = pos y - screenpos y + 79

[State 191, 2] 
type = destroyself
trigger1 = var(1) = 60

;---------------------------------------------------------------------------
; イントロ2h
[Statedef 1943]
anim = 1943
sprpriority = 2147483647

[State 191, 2]
type = changestate
trigger1 = var(2) = 1
value = 19430

[State 191, 3]
type = Explod
trigger1 = 1
angle = 90
anim = 13100
facing = -1
pos = 80,0
sprpriority = 2147483647
ownpal = 1
scale = .5*root,fvar(11),.5*root,fvar(11)
pausemovetime = 2147483647

[State 191, 2]
type = parentvarset
trigger1 = parentdist x = [-1,1]
trigger1 = parentdist y = [-1,1]
var(0) = 1

[State -3]
type = PlaySnd
trigger1 = parent,var(1) = 10
value = 13800,0

[State 191, 2] 
type = posadd
trigger1 = time > 59
trigger1 = parentdist x < 0
x = -1
[State 191, 2] 
type = posadd
trigger1 = time > 59
trigger1 = parentdist x > 0
x = 1
[State 191, 2] 
type = posadd
trigger1 = time > 59
trigger1 = parentdist y < 0
y = -1
[State 191, 2] 
type = posadd
trigger1 = time > 59
trigger1 = parentdist y > 0
y = 1
[State 191, 2]
type = posset
trigger1 = ishelper(193) = 1
trigger1 = parent,var(0) = 1
x = 0
y = pos y - screenpos y + 72
[State 191, 2]
type = posset
trigger1 = ishelper(1930) = 1
trigger1 = root,palno = 1
trigger1 = parent,var(0) = 1
x = pos x - screenpos x + 41
y = pos y - screenpos y + 48
[State 191, 2]
type = posset
trigger1 = ishelper(1930) = 1
trigger1 = root,palno = 2
trigger1 = parent,var(0) = 1
x = pos x - screenpos x + 100
y = pos y - screenpos y + 48
[State 191, 2]
type = posset
trigger1 = ishelper(1930) = 1
trigger1 = root,palno = 3
trigger1 = parent,var(0) = 1
x = pos x - screenpos x + 160
y = pos y - screenpos y + 48
[State 191, 2]
type = posset
trigger1 = ishelper(1930) = 1
trigger1 = root,palno = 4
trigger1 = parent,var(0) = 1
x = pos x - screenpos x + 220
y = pos y - screenpos y + 48
[State 191, 2]
type = posset
trigger1 = ishelper(1930) = 1
trigger1 = root,palno = 5
trigger1 = parent,var(0) = 1
x = pos x - screenpos x + 274
y = pos y - screenpos y + 48
[State 191, 2]
type = posset
trigger1 = ishelper(1930) = 1
trigger1 = root,palno = 6
trigger1 = parent,var(0) = 1
x = pos x - screenpos x + 41
y = pos y - screenpos y + 79

[State 191, 2]
type = parentvaradd
trigger1 = parent,var(0) = 1
var(1) = 1
[State 191, 2]
type = varset
trigger1 = parent,var(1) = 60
var(2) = 1

;---------------------------------------------------------------------------
; イントロ2h
[Statedef 19430]

[State 191, 2]
type = destroyself
trigger1 = 1

;---------------------------------------------------------------------------
;弱・シュワルツフレイム
[Statedef 1000]
type = S
movetype = A
physics = N
anim = 1000
sprpriority = 1
velset = 0,0
ctrl = 0

[State 1000]
type = Turn
trigger1 = prevstateno = 57 || (prevstateno = [5001,5120]) || (prevstateno = [150,153]) || (prevstateno = [2000,2030])
trigger1 = Time = 0
trigger1 = p2dist X < 0

[State 1000]
type = PowerAdd
trigger1 = prevstateno != [150,153]
trigger1 = Time = 0
value = ceil(100*fvar(6))

[State 1000]
type = StateTypeSet
trigger1 = AnimElem = 12
StateType = A

[State 1000]
type = velset
trigger1 = AnimElem = 12, = 1
x = ceil(-2*fvar(10))
y = ceil(-5*fvar(11))

[State 1000]
type = veladd
trigger1 = AnimElem = 14, >= 0
y = .5*fvar(11)

[State 1000]
type = Helper
trigger1 = AnimElem = 12
trigger1 = fvar(39) := .8+(random%21)*.01
ID = 1005
postype = p1
pos = 0,ceil(-50*fvar(11))
stateno = 1005
ownpal = 1
Size.XScale = fvar(39)*fvar(10)
Size.YScale = fvar(39)*fvar(11)
[State 1000]
type = Helper
trigger1 = AnimElem = 12
trigger1 = fvar(39) := .8+(random%21)*.01
ID = 1005
postype = p1
pos = 0,ceil(-50*fvar(11))
stateno = 1005
ownpal = 1
Size.XScale = fvar(39)*fvar(10)
Size.YScale = fvar(39)*fvar(11)
[State 1000]
type = Helper
trigger1 = AnimElem = 12
trigger1 = fvar(39) := .8+(random%21)*.01
ID = 1005
postype = p1
pos = 0,ceil(-50*fvar(11))
stateno = 1005
ownpal = 1
Size.XScale = fvar(39)*fvar(10)
Size.YScale = fvar(39)*fvar(11)
[State 1000]
type = Helper
trigger1 = AnimElem = 12 && random%2 = 0
trigger1 = fvar(39) := .8+(random%21)*.01
ID = 1005
postype = p1
pos = 0,ceil(-50*fvar(11))
stateno = 1005
ownpal = 1
Size.XScale = fvar(39)*fvar(10)
Size.YScale = fvar(39)*fvar(11)
[State 1000]
type = Helper
trigger1 = AnimElem = 12 && random%3 = 0
trigger1 = fvar(39) := .8+(random%21)*.01
ID = 1005
postype = p1
pos = 0,ceil(-50*fvar(11))
stateno = 1005
ownpal = 1
Size.XScale = fvar(39)*fvar(10)
Size.YScale = fvar(39)*fvar(11)
[State 1000]
type = Helper
trigger1 = AnimElem = 12 && random%12 = 0
ID = 13200
postype = p1
pos = 0,ceil(-50*fvar(11))
stateno = 13200
ownpal = 1
Size.XScale = .5*fvar(10)
Size.YScale = .5*fvar(11)
[State 1000]
type = Helper
trigger1 = AnimElem = 12 && random%24 = 0 && numhelper(13500) = 0
ID = 13500
postype = p1
pos = floor(-screenpos x + random%360),0
stateno = 13500
ownpal = 1
Size.XScale = 1*fvar(10)
Size.YScale = 1*fvar(11)
[State 1000]
type = PlaySnd
trigger1 = animelem = 12
value = 1000, 0
channel = 0

[State 1000]
type = Explod
trigger1 = AnimElem = 12
anim = 6060
id = 6060
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 0
removeongethit = 1
scale = fvar(10),fvar(11)
under = 0

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

[State 1000]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1006

;----------------------------------
[Statedef 1006]
type = S
movetype = A
physics = S
anim = 1005
velset = 0,0
ctrl = 0

[State 1000]
type = posset
trigger1 = Time = 0
y = 0

[State 1000]
type = ChangeState
trigger1 = AnimTime = 0
value = 99
ctrl = 1

;----------------------------------
[Statedef 1005]
type = A
movetype = A
physics = N
anim = 13000+random%6
velset = (3+(random%31)*.1)*root,fvar(10),(-6-(random%61)*.1)*root,fvar(11)
sprpriority = 5

[State 1000]
type = varset
trigger1= ishelper(181) = 1
trigger1= time = 0
var(2) = random%2
[State 1000]
type = varset
trigger1= ishelper(181) = 1
trigger1= time = 0
fvar(0) = ((1+(random%11)*.1)*root,fvar(10))*ifelse(var(2)=0,-1,1)
[State 1000]
type = velset
trigger1= ishelper(181) = 1
trigger1= time = 0
x = fvar(0)
y = (-2-(random%21)*.1)*root,fvar(11)
[State 1000]
type = velset
trigger1= ishelper(1205) = 1
trigger1= time = 0
x = (2.5+(random%11)*.1)*root,fvar(10)
y = (1.5+(random%11)*.1)*root,fvar(11)
[State 1000]
type = velset
trigger1= ishelper(1305) = 1
trigger1= time = 0
x = (6+(random%21)*.1)*root,fvar(10)
y = (2-(random%41)*.1)*root,fvar(11)
[State 1000]
type = velset
trigger1= ishelper(3350) = 1
trigger1= time = 0
trigger1= fvar(2) := 2+(random%11)*.1 || 1
trigger1= var(2) := random%360 || 1
x = sin(var(2)/(180/pi))*fvar(2)
y = cos(var(2)/(180/pi))*fvar(2)

[State 1000]
type = veladd
trigger1= ishelper(181) = 1
x = -.05*fvar(0)
[State 1000]
type = veladd
trigger1= ishelper(181) = 1
y = -.01
[State 1000]
type = veladd
trigger1= ishelper(3350) = 1
trigger1= time < 300
trigger1= p2dist x < 0
x = -.1
[State 1000]
type = veladd
trigger1= ishelper(3350) = 1
trigger1= time < 300
trigger1= p2dist x > 0
x = .1
[State 1000]
type = veladd
trigger1= ishelper(3350) = 1
trigger1= time < 300
trigger1= p2dist y + .5*enemynear,Const(Size.Head.Pos.Y) < 0
y = -.1
[State 1000]
type = veladd
trigger1= ishelper(3350) = 1
trigger1= time < 300
trigger1= p2dist y + .5*enemynear,Const(Size.Head.Pos.Y) > 0
y = .1
[State 1000]
type = velmul
trigger1= ishelper(3350) = 1
trigger1= time > 299
x = 1.05
y = 1.05
[State 1000]
type = velset
trigger1= ishelper(3350) = 1
trigger1= vel x != [-5,5]
x = ifelse(vel x < 0,-5,5)
[State 1000]
type = velset
trigger1= ishelper(3350) = 1
trigger1= vel y != [-5,5]
y = ifelse(vel y < 0,-5,5)

[State 1000]
type = Explod
triggerall = NumTarget
trigger1 = Target,StateNo = [5000,5099]
trigger1 = root,var(4) = 2 && NumExplod(8640) = 0
trigger1 = root,TeamSide = 1
anim = 8640
id = 8640
sprpriority = 1
pos = -60,60
postype = right
ontop = 1
bindtime = -1
pausemovetime = 0
ignorehitpause = 1
persistent = 0
ownpal = 1
[State 1000]
type = Explod
triggerall = NumTarget
trigger1 = Target,StateNo = [5000,5099]
trigger1 = root,var(4) = 2 && NumExplod(8645) = 0
trigger1 = root,TeamSide = 2
anim = 8645
id = 8645
sprpriority = 1
pos = 60,60
postype = left
ontop = 1
bindtime = -1
pausemovetime = 0
ignorehitpause = 1
persistent = 0
ownpal = 1
[State 1000]
type = ParentVarSet
trigger1 = NumTarget && root,var(4) = 2
trigger1 = movehit
var(6) = 1

[State 1000]
type = AssertSpecial
trigger1= 1
flag = noshadow

[State 1000]
type = varset
trigger1= time = 0
var(0) = 10 + random%11
[State 1000]
type = varadd
trigger1= 1
var(1) = var(0)

[State 1000]
type = angledraw
trigger1= 1
scale = ifelse(time < 10,.1*time,1),ifelse(time < 10,.1*time,1)
value = var(1)

[State 1000]
type = Explod
trigger1 = gameTime%6 = 0
trigger1 = fvar(1) := .2+(random%11)*.01 || 1
angle = random%360
anim = 6065
ownpal = 1
sprpriority = ifelse(random%2 = 0,4,6)
scale = fvar(1)*root,fvar(10),fvar(1)*root,fvar(11)
trans = add1
[State 1000]
type = Explod
trigger1 = gameTime%4 = 0
trigger1 = fvar(1) := .3+(random%21)*.01 || 1
angle = random%360
anim = 60660
ownpal = 1
sprpriority = ifelse(random%2 = 0,4,6)
scale = fvar(1)*root,fvar(10),fvar(1)*root,fvar(11)
trans = add1
[State 1000]
type = Explod
trigger1 = gameTime%4 = 0
trigger1 = fvar(1) := .6+(random%31)*.01 || 1
angle = random%360
anim = 6067
random = 20,20
ownpal = 1
sprpriority = ifelse(random%2 = 0,4,6)
scale = fvar(1)*root,fvar(10),fvar(1)*root,fvar(11)
trans = add1

[State 1000]
type = HitDef
trigger1 = 1
attr = A,AA
hitflag = 
[State 1000]
type = HitDef
trigger1 = time > 9
trigger1 = movecontact = 0
attr = ,SP
animtype  = Hard
damage = ceil(120*root,fvar(6)*root,fvar(7)*root,fvar(3)), 12 
hitflag = MAF
guardflag = M
pausetime = 0,8
sparkno = S-1
guard.sparkno = S8010
sparkxy = 25,0
hitsound   = S1,0
getpower = 50,20
givepower = 50,50
guardsound = S3,1
ground.type = High
ground.slidetime = ceil(19*root,fvar(5))
ground.hittime = ceil(26*root,fvar(5))
guard.slidetime = 19
guard.hittime = 26
guard.velocity = ceil(-6*root,fvar(10))
ground.velocity = ceil(-6*root,fvar(10))
air.type = High
air.velocity = ifelse(root,var(4) = 2,ceil(-1.3*root,fvar(10)),ceil(-3*root,fvar(10))),ifelse(root,var(4) = 2,ceil(-9.5*root,fvar(11)),ceil(-5*root,fvar(11)))
air.fall = root,var(4) - 1
fall.recover = 0
yaccel = .4
palfx.time = 28*root,var(4)
palfx.invertall = 1 
palfx.mul = 142,142,142
palfx.sinadd = 88,88,88,14
palfx.add = 80,30,180
palfx.color = 1

[State 1000]
type = ParentVarAdd
trigger1 = hitpausetime = 1
trigger1 = moveguarded && root,var(41) = 0
ignorehitpause = 1
fvar(4) = 16
[State 1000]
type = ParentVarSet
trigger1 = Numexplod(8030)
trigger2 = root,fvar(4) >= 110
trigger2 = enemy,stateno = 4121
ignorehitpause = 1
fvar(4) = 0
[State 1000]
type = ParentVarSet
triggerall = NumTarget
trigger1 = root,var(4) = 2
trigger1 = Target,stateno = [5000,5099]
ignorehitpause = 1
var(6) = 1
[State 1000]
type = ParentVarSet
triggerall = NumTarget
trigger1 = root,var(6) = 1
trigger1 = Target,stateno = [5000,5099]
ignorehitpause = 1
var(4) = 1
[State 1000]
type = ParentVarSet
type = varset
trigger1 = root,var(6) = 2 && movehit
ignorehitpause = 1
var(6) = 0
[State 1000]
type = TargetState
triggerall = NumTarget
triggerall = (stateno = [200,3999]) && moveguarded
trigger1 = root,fvar(4) >= 110 && target,statetype != A && root,var(41) = 0
trigger1 = (target,stateno = [150,153]) && (enemy,anim != [160,163]) && enemy,time > 1
ignorehitpause = 1
value = 4121
[State 1000]
type = Explod
triggerall = RoundState = 2
trigger1 = NumExplod(8030) = 1
trigger1 = NumExplod(8650) = 0
trigger1 = root,TeamSide = 1
anim = 8650
id = 8650
sprpriority = 99
postype = right
pos = -60,60
supermove = 1
ontop = 1
bindtime = -1
pausemovetime = 30
supermovetime = 99999999
ignorehitpause = 1
persistent = 0
ownpal = 1
[State 1000]
type = Explod
triggerall = RoundState = 2
trigger1 = NumExplod(8030) = 1
trigger1 = NumExplod(8655) = 0
trigger1 = root,TeamSide = 2
anim = 8655
id = 8655
sprpriority = 99
postype = left
pos = 60,60
supermove = 1
ontop = 1
bindtime = -1
pausemovetime = 30
supermovetime = 99999999
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 650, gravity]
Type = Gravity
Trigger1 = ishelper(181) = 0 && ishelper(1305) = 0 && ishelper(3350) = 0

[State 4000]
type = DestroySelf
Trigger1 = ishelper(3350) = 0
trigger1 = FrontEdgeDist < -80
Trigger2 = ishelper(3350) = 0
trigger2 = screenpos y > 360
Trigger3 = ishelper(181) = 1 || ishelper(3350) = 1
trigger3 = (screenpos x != [-120,480]) || (screenpos y != [-120,360])

[State 1000]
type = ChangeState
trigger1 = movecontact
value = 1020

;---------------------------------------------------------------------------
;強・シュワルツフレイム
[Statedef 1010]
type = S
movetype = A
physics = N
anim = 1000
sprpriority = 1
velset = 0,0
ctrl = 0

[State 1000]
type = Turn
trigger1 = prevstateno = 57 || (prevstateno = [5001,5120]) || (prevstateno = [150,153]) || (prevstateno = [2000,2030])
trigger1 = Time = 0
trigger1 = p2dist X < 0

[State 1000]
type = PowerAdd
trigger1 = prevstateno != [150,153]
trigger1 = Time = 0
value = ceil(100*fvar(6))

[State 1000]
type = StateTypeSet
trigger1 = AnimElem = 12
StateType = A

[State 1000]
type = velset
trigger1 = AnimElem = 12, = 1
x = ceil(-2*fvar(10))
y = ceil(-5.5*fvar(11))

[State 1000]
type = veladd
trigger1 = AnimElem = 13, >= 3
y = .5*fvar(11)

[State 1000]
type = Helper
trigger1 = AnimElem = 12
trigger1 = fvar(39) := .8+(random%21)*.01
ID = 1005
postype = p1
pos = ceil(20*fvar(10)),ceil(-80*fvar(11))
stateno = 1005
ownpal = 1
Size.XScale = fvar(39)*fvar(10)
Size.YScale = fvar(39)*fvar(11)
[State 1000]
type = Helper
trigger1 = AnimElem = 12
trigger1 = fvar(39) := .8+(random%21)*.01
ID = 1005
postype = p1
pos = ceil(20*fvar(10)),ceil(-80*fvar(11))
stateno = 1005
ownpal = 1
Size.XScale = fvar(39)*fvar(10)
Size.YScale = fvar(39)*fvar(11)
[State 1000]
type = Helper
trigger1 = AnimElem = 12
trigger1 = fvar(39) := .8+(random%21)*.01
ID = 1005
postype = p1
pos = ceil(20*fvar(10)),ceil(-80*fvar(11))
stateno = 1005
ownpal = 1
Size.XScale = fvar(39)*fvar(10)
Size.YScale = fvar(39)*fvar(11)
[State 1000]
type = Helper
trigger1 = AnimElem = 12
trigger1 = fvar(39) := .8+(random%21)*.01
ID = 1005
postype = p1
pos = ceil(20*fvar(10)),ceil(-80*fvar(11))
stateno = 1005
ownpal = 1
Size.XScale = fvar(39)*fvar(10)
Size.YScale = fvar(39)*fvar(11)
[State 1000]
type = Helper
trigger1 = AnimElem = 12
trigger1 = fvar(39) := .8+(random%21)*.01
ID = 1005
postype = p1
pos = ceil(20*fvar(10)),ceil(-80*fvar(11))
stateno = 1005
ownpal = 1
Size.XScale = fvar(39)*fvar(10)
Size.YScale = fvar(39)*fvar(11)
[State 1000]
type = Helper
trigger1 = AnimElem = 12 && random%2 = 0
trigger1 = fvar(39) := .8+(random%21)*.01
ID = 1005
postype = p1
pos = ceil(20*fvar(10)),ceil(-80*fvar(11))
stateno = 1005
ownpal = 1
Size.XScale = fvar(39)*fvar(10)
Size.YScale = fvar(39)*fvar(11)
[State 1000]
type = Helper
trigger1 = AnimElem = 12 && random%3 = 0
trigger1 = fvar(39) := .8+(random%21)*.01
ID = 1005
postype = p1
pos = ceil(20*fvar(10)),ceil(-80*fvar(11))
stateno = 1005
ownpal = 1
Size.XScale = fvar(39)*fvar(10)
Size.YScale = fvar(39)*fvar(11)
[State 1000]
type = Helper
trigger1 = AnimElem = 12 && random%4 = 0
trigger1 = fvar(39) := .8+(random%21)*.01
ID = 1005
postype = p1
pos = ceil(20*fvar(10)),ceil(-80*fvar(11))
stateno = 1005
ownpal = 1
Size.XScale = fvar(39)*fvar(10)
Size.YScale = fvar(39)*fvar(11)
[State 1000]
type = Helper
trigger1 = AnimElem = 12 && random%12 = 0
ID = 13200
postype = p1
pos = ceil(20*fvar(10)),ceil(-80*fvar(11))
stateno = 13200
ownpal = 1
Size.XScale = .5*fvar(10)
Size.YScale = .5*fvar(11)
[State 1000]
type = Helper
trigger1 = AnimElem = 12 && random%24 = 0 && numhelper(13500) = 0
ID = 13500
postype = p1
pos = floor(-screenpos x + random%360),0
stateno = 13500
ownpal = 1
Size.XScale = 1*fvar(10)
Size.YScale = 1*fvar(11)
[State 1000]
type = PlaySnd
trigger1 = animelem = 12
value = 1000, 0
channel = 0

[State 1000]
type = Explod
trigger1 = AnimElem = 12
anim = 6060
id = 6060
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
ignorehitpause = 0
removeongethit = 1
scale = fvar(10),fvar(11)
under = 0

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

[State 1000]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1016

;----------------------------------
[Statedef 1016]
type = S
movetype = A
physics = S
anim = 1015
velset = 0,0
ctrl = 0

[State 1000]
type = posset
trigger1 = Time = 0
y = 0

[State 1000]
type = ChangeState
trigger1 = AnimTime = 0
value = 99
ctrl = 1

;----------------------------------
[Statedef 1020]
type = A
movetype = I
velset = -.75*vel x,-.75*vel y

[State 1000]
type = AssertSpecial
trigger1= 1
flag = noshadow

[State 1000]
type = varadd
trigger1= 1
var(1) = var(0)

[State 1000]
type = angledraw
trigger1= 1
value = -2*var(1)

[State 1000]
type = Helper
triggerall = NumTarget
trigger1 = NumHelper(10000) = 0
trigger1 = root,win
id = 10000
sprpriority = -99
name = "KO"
pos = 0,0
postype = p1
stateno = 10500
helpertype = normal
pausemovetime = 99999999
supermovetime = 99999999
keyctrl = 1 
ownpal = 1
ignorehitpause = 1
[State 1000]
type = Explod
triggerall = NumTarget
trigger1 = Target,StateNo = [5000,5099]
trigger1 =  root,var(4) = 2 && NumExplod(8640) = 0
trigger1 = root,TeamSide = 1
anim = 8640
id = 8640
sprpriority = 1
pos = -60,60
postype = right
ontop = 1
bindtime = -1
pausemovetime = 0
ignorehitpause = 1
persistent = 0
ownpal = 1
[State 1000]
type = Explod
triggerall = NumTarget
trigger1 = Target,StateNo = [5000,5099]
trigger1 =  root,var(4) = 2 && NumExplod(8645) = 0
trigger1 = root,TeamSide = 2
anim = 8645
id = 8645
sprpriority = 1
pos = 60,60
postype = left
ontop = 1
bindtime = -1
pausemovetime = 0
ignorehitpause = 1
persistent = 0
ownpal = 1
[State 1000]
type = Explod
triggerall = NumTarget
triggerall = (stateno = [200,3999]) && NumExplod(8030) = 0
trigger1 = target,statetype != A && !root,var(41)
trigger1 = target,stateno = 4121 && target,time = 1
anim = 8030
id = 8030
sprpriority = 99
postype = p2
pos = -10,ceil(-60*root,fvar(11))
supermove = 1
ontop = 1
bindtime = 1
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 1000]
type = Explod
trigger1 = gameTime%9 = 0
trigger1 = fvar(1) := .2+(random%11)*.01 || 1
angle = random%360
anim = 6065
ownpal = 1
sprpriority = ifelse(random%2 = 0,4,6)
scale = fvar(1)*root,fvar(10),fvar(1)*root,fvar(11)
trans = add1
[State 1000]
type = Explod
trigger1 = gameTime%6 = 0
trigger1 = fvar(1) := .3+(random%21)*.01 || 1
angle = random%360
anim = 60660
ownpal = 1
sprpriority = ifelse(random%2 = 0,4,6)
scale = fvar(1)*root,fvar(10),fvar(1)*root,fvar(11)
trans = add1
[State 1000]
type = Explod
trigger1 = gameTime%6 = 0
trigger1 = fvar(1) := .6+(random%31)*.01 || 1
angle = random%360
anim = 6067
random = 20,20
ownpal = 1
sprpriority = ifelse(random%2 = 0,4,6)
scale = fvar(1)*root,fvar(10),fvar(1)*root,fvar(11)
trans = add1

[State 1000]
type = PlaySnd
trigger1 = Time = 0
freqmul = .7+(random%61)*.01
value = 13000,0

[State 1000]
type = ParentVarSet
trigger1 = Numexplod(8030)
trigger2 = root,fvar(4) >= 110
trigger2 = enemy,stateno = 4121
ignorehitpause = 1
fvar(4) = 0
[State 1000]
type = ParentVarSet
triggerall = NumTarget
trigger1 = root,var(4) = 2
trigger1 = Target,stateno = [5000,5099]
ignorehitpause = 1
var(6) = 1
[State 1000]
type = ParentVarSet
triggerall = NumTarget
trigger1 = root,var(6) = 1
trigger1 = Target,stateno = [5000,5099]
ignorehitpause = 1
var(4) = 1
[State 1000]
type = TargetState
triggerall = NumTarget
triggerall = moveguarded
trigger1 = root,fvar(4) >= 110 && target,statetype != A && root,var(41) = 0
trigger1 = (target,stateno = [150,153]) && (enemy,anim != [160,163]) && enemy,time > 1
ignorehitpause = 1
value = 4121
[State 1000]
type = Explod
triggerall = RoundState = 2
trigger1 = NumExplod(8030) = 1
trigger1 = NumExplod(8650) = 0
trigger1 = root,TeamSide = 1
anim = 8650
id = 8650
sprpriority = 99
postype = right
pos = -60,60
supermove = 1
ontop = 1
bindtime = -1
pausemovetime = 30
supermovetime = 99999999
ignorehitpause = 1
persistent = 0
ownpal = 1
[State 1000]
type = Explod
triggerall = RoundState = 2
trigger1 = NumExplod(8030) = 1
trigger1 = NumExplod(8655) = 0
trigger1 = root,TeamSide = 2
anim = 8655
id = 8655
sprpriority = 99
postype = left
pos = 60,60
supermove = 1
ontop = 1
bindtime = -1
pausemovetime = 30
supermovetime = 99999999
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 650, gravity]
Type = Gravity
Trigger1 = 1

[State 4000]
type = DestroySelf
trigger1 = screenpos y > 360

;---------------------------------------------------------------------------
;弱・シュワルツランツェ
[Statedef 1200]
type = S
movetype = A
physics = N
velset = 0,0
juggle  = 3
anim = 1200
ctrl = 0

[State 1000]
type = Turn
trigger1 = prevstateno = 57 || (prevstateno = [5001,5120]) || (prevstateno = [150,153]) || (prevstateno = [2000,2030])
trigger1 = Time = 0
trigger1 = p2dist X < 0

[State 1000]
type = PowerAdd
trigger1 = prevstateno != [150,153]
trigger1 = Time = 0
value = ceil(100*fvar(6))

[State 1000]
type = NotHitby
trigger1 = time = 0
time = ifelse(var(20),18,9)
value = SCA

[State 1100]
type = StateTypeSet
trigger1 = AnimElem = 8, = 1
statetype = A

[State 1100]
type = velset
trigger1 = AnimElem = 8, = 1
x = 1*fvar(10)
y = ceil(-5*fvar(11))

[State 1100]
type = veladd
trigger1 = Time = [27,46]
x = .02*fvar(10)
y = .47*fvar(11)

[State 800]
type = PlaySnd
trigger1 = AnimElem = 7
value = 0, 7
channel = 4

[State 800]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1200, 0
channel = 0

[State 1000]
type = HitDef
trigger1 = AnimElem = 7 && var(6)
attr = S, SA
animtype  = Up
id = 1200
damage = ceil(70*fvar(6)*fvar(7)), 7
hitflag = MAF
guardflag = M
priority = 5, Hit
pausetime = 8,8
sparkno = S6040
guard.sparkno = S8000
sparkxy = -10, ceil(-50*fvar(11))
hitsound   = S1, 0
getpower = 50,20
givepower = 50,50
guardsound = S3, 1
ground.type = Low
ground.slidetime = ceil(19*fvar(5))
ground.hittime  = ceil(26*fvar(5))
guard.slidetime = 19
guard.hittime = 26
guard.velocity = ceil(-6.5*fvar(10))
ground.velocity = ifelse(var(4) = 2,ceil(-1.3*fvar(10)),ceil(-3*fvar(10))),ifelse(var(4) = 2,ceil(-9.5*fvar(11)),ceil(-8*fvar(11)))
air.type = Low
air.velocity = ifelse(var(4) = 2,ceil(-1.3*fvar(10)),ceil(-3*fvar(10))),ifelse(var(4) = 2,ceil(-9.5*fvar(11)),ceil(-8*fvar(11)))
guard.cornerpush.veloff = -12
fall = 1
fall.recover = 0
yaccel = .4
palfx.time = 42*var(4)
palfx.invertall = 1 
palfx.mul = 142,142,142
palfx.sinadd = 88,88,88,14
palfx.add = 80,30,180
palfx.color = 1

[State 1000]
type = HitDef
trigger1 = AnimElem = 7 && !var(6) && !var(16)
attr = S, SA
animtype  = Up
id = 1200
damage = ceil(70*fvar(6)*fvar(7)), 7
hitflag = MA
guardflag = M
priority = 5, Hit
pausetime = 8,8
sparkno = S6040
guard.sparkno = S8000
sparkxy = -10, ceil(-50*fvar(11))
hitsound   = S1, 0
getpower = 50,20
givepower = 50,50
guardsound = S3, 1
ground.type = Low
ground.slidetime = ceil(19*fvar(5))
ground.hittime  = ceil(26*fvar(5))
guard.slidetime = 19
guard.hittime = 26
guard.velocity = ceil(-6.5*fvar(10))
ground.velocity = ifelse(var(4) = 2,ceil(-1.3*fvar(10)),ceil(-3*fvar(10))),ifelse(var(4) = 2,ceil(-9.5*fvar(11)),ceil(-8*fvar(11)))
air.type = Low
air.velocity = ifelse(var(4) = 2,ceil(-1.3*fvar(10)),ceil(-3*fvar(10))),ifelse(var(4) = 2,ceil(-9.5*fvar(11)),ceil(-8*fvar(11)))
guard.cornerpush.veloff = -12
fall = 1
fall.recover = 0
yaccel = .4
palfx.time = 42*var(4)
palfx.invertall = 1 
palfx.mul = 142,142,142
palfx.sinadd = 88,88,88,14
palfx.add = 80,30,180
palfx.color = 1

[State 1000]
type = HitDef
trigger1 = AnimElem = 8 && movecontact = 0 && !var(16)
attr = A, SA
animtype  = Up
id = 1200
damage = ceil(70*fvar(6)*fvar(7)), 7
hitflag = MAF
guardflag = M
priority = 5, Hit
pausetime = 8,8
sparkno = S6040
guard.sparkno = S8000
sparkxy = -10, ceil(-50*fvar(11))
hitsound   = S1, 0
getpower = 50,20
givepower = 50,50
guardsound = S3, 1
ground.type = Low
ground.slidetime = ceil(19*fvar(5))
ground.hittime  = ceil(26*fvar(5))
guard.slidetime = 19
guard.hittime = 26
guard.velocity = ceil(-6.5*fvar(10))
ground.velocity = ifelse(var(4) = 2,ceil(-1.3*fvar(10)),ceil(-3*fvar(10))),ifelse(var(4) = 2,ceil(-9.5*fvar(11)),ceil(-9*fvar(11)))
air.type = Low
air.velocity = ifelse(var(4) = 2,ceil(-1.3*fvar(10)),ceil(-3*fvar(10))),ifelse(var(4) = 2,ceil(-9.5*fvar(11)),ceil(-9*fvar(11)))
fall = 1
fall.recover = 0
yaccel = .4
palfx.time = 42*var(4)
palfx.invertall = 1 
palfx.mul = 142,142,142
palfx.sinadd = 88,88,88,14
palfx.add = 80,30,180
palfx.color = 1

[State 1000]
type = VarAdd
trigger1 = hitpausetime = 5
trigger1 = moveguarded && !var(41)
ignorehitpause = 1
fvar(4) = 10

[State 1000]
type = Helper
trigger1 = AnimElem = 20
trigger1 = fvar(39) := .8+(random%21)*.01
ID = 1205
postype = p1
pos = ceil(25*fvar(10)),ceil(-90*fvar(11))
stateno = 1005
ownpal = 1
Size.XScale = fvar(39)*fvar(10)
Size.YScale = fvar(39)*fvar(11)
[State 1000]
type = Helper
trigger1 = AnimElem = 20
trigger1 = fvar(39) := .8+(random%21)*.01
ID = 1205
postype = p1
pos = ceil(25*fvar(10)),ceil(-90*fvar(11))
stateno = 1005
ownpal = 1
Size.XScale = fvar(39)*fvar(10)
Size.YScale = fvar(39)*fvar(11)
[State 1000]
type = Helper
trigger1 = AnimElem = 20
trigger1 = fvar(39) := .8+(random%21)*.01
ID = 1205
postype = p1
pos = ceil(25*fvar(10)),ceil(-90*fvar(11))
stateno = 1005
ownpal = 1
Size.XScale = fvar(39)*fvar(10)
Size.YScale = fvar(39)*fvar(11)
[State 1000]
type = Helper
trigger1 = AnimElem = 20 && random%2 = 0
trigger1 = fvar(39) := .8+(random%21)*.01
ID = 1205
postype = p1
pos = ceil(25*fvar(10)),ceil(-90*fvar(11))
stateno = 1005
ownpal = 1
Size.XScale = fvar(39)*fvar(10)
Size.YScale = fvar(39)*fvar(11)
[State 1000]
type = Helper
trigger1 = AnimElem = 20 && random%3 = 0
trigger1 = fvar(39) := .8+(random%21)*.01
ID = 1205
postype = p1
pos = ceil(25*fvar(10)),ceil(-90*fvar(11))
stateno = 1005
ownpal = 1
Size.XScale = fvar(39)*fvar(10)
Size.YScale = fvar(39)*fvar(11)
[State 1000]
type = Helper
trigger1 = AnimElem = 20 && random%10 = 0
ID = 132000
postype = p1
pos = ceil(25*fvar(10)),ceil(-90*fvar(11))
stateno = 13200
ownpal = 1
Size.XScale = .5*fvar(10)
Size.YScale = .5*fvar(11)
[State 1000]
type = Helper
trigger1 = AnimElem = 20 && random%20 = 0 && numhelper(13500) = 0
ID = 13500
postype = p1
pos = floor(-screenpos x + random%360),0
stateno = 13500
ownpal = 1
Size.XScale = 1*fvar(10)
Size.YScale = 1*fvar(11)

[State 100, 3]
type = Explod
trigger1 = AnimElem = 7
anim = 6065
postype = p1
pos = 0,0
sprpriority = 0
ownpal = 1
bindtime = 1
shadow = 0
vel = 0,0
ignorehitpause = 1
removeongethit = 1
scale = fvar(10),fvar(11)
ID = 6065

[State 1000]
type = Helper
trigger1 = numtarget(1200)
trigger1 = numhelper(6030) = 0
trigger1 = target(1200),stateno = [5000,5099]
id = 6030
name = "fire"
postype = p2
pos = 0,0
stateno = 6030
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 20
value = 1200, 1
chanel = 0

[State 1000]
type = varset
trigger1 = Time = 0
var(12) = 0

[State 1200]
type = varset
trigger1 = Time = [2,10]
trigger1 = command = "ax" || command = "z"
var(12) = 1

[State 1200]
type = ChangeState
triggerall = AnimElem = 8
trigger1 = var(12) = 1 && !var(9)
trigger2 = var(9) && movecontact && Random <= 150*var(9) && var(9) > 3
trigger3 = var(9) && movecontact = 0 && var(9) > 5
trigger4 = var(9) && moveguarded && Random <= 100*var(9) && var(9) = [4,6]
trigger5 = var(9) && moveguarded && var(9) > 6
trigger6 = var(9) && prevstateno = 812
trigger7 = var(9) && prevstateno = 710
value = 1250

[State 1000]
type = varset
trigger1 = Time = 0
var(14) = 0

[State 1000]
type = varset
trigger1 = movehit = 1
trigger1 = var(9)
ignorehitpause = 1
var(14) = 1

[State 1000]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1210

;---------------------------------------------------------------------------
;強・シュワルツランツェ
[Statedef 1220]
type = S
movetype = A
physics = N
velset = 0,0
juggle  = 3
anim = 1220
ctrl = 0

[State 1000]
type = Turn
trigger1 = prevstateno = 57 || (prevstateno = [5001,5120]) || (prevstateno = [150,153]) || (prevstateno = [2000,2030])
trigger1 = Time = 0
trigger1 = p2dist X < 0

[State 1000]
type = PowerAdd
trigger1 = prevstateno != [150,153]
trigger1 = Time = 0
value = ceil(100*fvar(6))

[State 1100]
type = StateTypeSet
trigger1 = AnimElem = 8, = 1
statetype = A

[State 1100]
type = velset
trigger1 = AnimElem = 8, = 1
x = ceil(2.5*fvar(10))
y = ceil(-5*fvar(11))

[State 1100]
type = veladd
trigger1 = Time = [21,47]
y = .3*fvar(11)

[State 1100]
type = velset
trigger1 = AnimElem = 15, >= 0 && movehit
trigger1 = FrontEdgeDist <= 15*fvar(10)
x = 0

[State 800]
type = PlaySnd
trigger1 = AnimElem = 7
value = 0, 7
channel = 4

[State 800]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1200, 0
channel = 0

[State 1000]
type = HitDef
trigger1 = AnimElem = 7 && var(6)
attr = S, SA
animtype  = Up
id = 1220
damage = ceil(50*fvar(6)*fvar(7)), 5
hitflag = MAF
guardflag = M
priority = 5, Hit
pausetime = 8,8
sparkno = S6040
guard.sparkno = S8000
sparkxy = -10, ceil(-50*fvar(11))
hitsound   = S1, 0
getpower = 50,20
givepower = 50,50
guardsound = S3, 1
ground.type = Low
ground.slidetime = ceil(19*fvar(5))
ground.hittime  = ceil(26*fvar(5))
guard.slidetime = 19
guard.hittime = 26
guard.velocity = ceil(-6.5*fvar(10))
ground.velocity = ifelse(var(4) = 2,ceil(-1.3*fvar(10)),ceil(-3*fvar(10))),ifelse(var(4) = 2,ceil(-9.5*fvar(11)),ceil(-8*fvar(11)))
air.type = Low
air.velocity = ifelse(var(4) = 2,ceil(-1.3*fvar(10)),ceil(-3*fvar(10))),ifelse(var(4) = 2,ceil(-9.5*fvar(11)),ceil(-8*fvar(11)))
guard.cornerpush.veloff = -12
fall = 1
fall.recover = 0
yaccel = .4
palfx.time = 42*var(4)
palfx.invertall = 1 
palfx.mul = 142,142,142
palfx.sinadd = 88,88,88,14
palfx.add = 80,30,180
palfx.color = 1

[State 1000]
type = HitDef
trigger1 = AnimElem = 7 && !var(6) && !var(16)
attr = S, SA
animtype  = Up
id = 1220
damage = ceil(50*fvar(6)*fvar(7)), 5
hitflag = MA
guardflag = M
priority = 5, Hit
pausetime = 8,8
sparkno = S6040
guard.sparkno = S8000
sparkxy = -10, ceil(-50*fvar(11))
hitsound   = S1, 0
getpower = 50,20
givepower = 50,50
guardsound = S3, 1
ground.type = Low
ground.slidetime = ceil(19*fvar(5))
ground.hittime  = ceil(26*fvar(5))
guard.slidetime = 19
guard.hittime = 26
guard.velocity = ceil(-6.5*fvar(10))
ground.velocity = ifelse(var(4) = 2,ceil(-1.3*fvar(10)),ceil(-3*fvar(10))),ifelse(var(4) = 2,ceil(-9.5*fvar(11)),ceil(-8*fvar(11)))
air.type = Low
air.velocity = ifelse(var(4) = 2,ceil(-1.3*fvar(10)),ceil(-3*fvar(10))),ifelse(var(4) = 2,ceil(-9.5*fvar(11)),ceil(-8*fvar(11)))
guard.cornerpush.veloff = -12
fall = 1
fall.recover = 0
yaccel = .4
palfx.time = 42*var(4)
palfx.invertall = 1 
palfx.mul = 142,142,142
palfx.sinadd = 88,88,88,14
palfx.add = 80,30,180
palfx.color = 1

[State 1000]
type = HitDef
triggerall = !var(16) || var(6)
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
attr = A, SA
animtype  = Up
id = 1220
damage = ceil(50*fvar(6)*fvar(7)), 5
hitflag = MAF
guardflag = M
priority = 5, Hit
pausetime = 6,6
sparkno = S6040
guard.sparkno = S8000
sparkxy = -10, ceil(-60*fvar(11))
hitsound   = S1, 0
getpower = 50,20
givepower = 50,50
guardsound = S3, 1
ground.type = Low
ground.slidetime = ceil(19*fvar(5))
ground.hittime  = ceil(26*fvar(5))
guard.slidetime = 19
guard.hittime = 26
guard.velocity = ceil(-8*fvar(10))
ground.velocity = ifelse(var(4) = 2,ceil(-1.3*fvar(10)),ceil(-3*fvar(10))),ifelse(var(4) = 2,ceil(-9.5*fvar(11)),ceil(-8*fvar(11)))
air.type = Low
air.velocity = ifelse(var(4) = 2,ceil(-1.3*fvar(10)),ceil(-3*fvar(10))),ifelse(var(4) = 2,ceil(-9.5*fvar(11)),ceil(-8*fvar(11)))
fall = 1
fall.recover = 0
yaccel = .4
palfx.time = 42*var(4)
palfx.invertall = 1 
palfx.mul = 142,142,142
palfx.sinadd = 88,88,88,14
palfx.add = 80,30,180
palfx.color = 1

[State 1000]
type = VarAdd
trigger1 = hitpausetime = 5 && AnimElem = 7, <= 1
trigger1 = moveguarded && !var(41)
ignorehitpause = 1
fvar(4) = 16

[State 1000]
type = VarAdd
trigger1 = hitpausetime = 5 && AnimElem = 7, > 1
trigger1 = moveguarded && !var(41)
ignorehitpause = 1
fvar(4) = 10

[State 1000]
type = Helper
trigger1 = AnimElem = 20
trigger1 = fvar(39) := .8+(random%21)*.01
ID = 1205
postype = p1
pos = ceil(20*fvar(10)),ceil(-80*fvar(11))
stateno = 1005
ownpal = 1
Size.XScale = fvar(39)*fvar(10)
Size.YScale = fvar(39)*fvar(11)
[State 1000]
type = Helper
trigger1 = AnimElem = 20
trigger1 = fvar(39) := .8+(random%21)*.01
ID = 1205
postype = p1
pos = ceil(20*fvar(10)),ceil(-80*fvar(11))
stateno = 1005
ownpal = 1
Size.XScale = fvar(39)*fvar(10)
Size.YScale = fvar(39)*fvar(11)
[State 1000]
type = Helper
trigger1 = AnimElem = 20
trigger1 = fvar(39) := .8+(random%21)*.01
ID = 1205
postype = p1
pos = ceil(20*fvar(10)),ceil(-80*fvar(11))
stateno = 1005
ownpal = 1
Size.XScale = fvar(39)*fvar(10)
Size.YScale = fvar(39)*fvar(11)
[State 1000]
type = Helper
trigger1 = AnimElem = 20
trigger1 = fvar(39) := .8+(random%21)*.01
ID = 1205
postype = p1
pos = ceil(20*fvar(10)),ceil(-80*fvar(11))
stateno = 1005
ownpal = 1
Size.XScale = fvar(39)*fvar(10)
Size.YScale = fvar(39)*fvar(11)
[State 1000]
type = Helper
trigger1 = AnimElem = 20
trigger1 = fvar(39) := .8+(random%21)*.01
ID = 1205
postype = p1
pos = ceil(20*fvar(10)),ceil(-80*fvar(11))
stateno = 1005
ownpal = 1
Size.XScale = fvar(39)*fvar(10)
Size.YScale = fvar(39)*fvar(11)
[State 1000]
type = Helper
trigger1 = AnimElem = 20 && random%2 = 0
trigger1 = fvar(39) := .8+(random%21)*.01
ID = 1205
postype = p1
pos = ceil(20*fvar(10)),ceil(-80*fvar(11))
stateno = 1005
ownpal = 1
Size.XScale = fvar(39)*fvar(10)
Size.YScale = fvar(39)*fvar(11)
[State 1000]
type = Helper
trigger1 = AnimElem = 20 && random%3 = 0
trigger1 = fvar(39) := .8+(random%21)*.01
ID = 1205
postype = p1
pos = ceil(20*fvar(10)),ceil(-80*fvar(11))
stateno = 1005
ownpal = 1
Size.XScale = fvar(39)*fvar(10)
Size.YScale = fvar(39)*fvar(11)
[State 1000]
type = Helper
trigger1 = AnimElem = 20 && random%4 = 0
trigger1 = fvar(39) := .8+(random%21)*.01
ID = 1205
postype = p1
pos = ceil(20*fvar(10)),ceil(-80*fvar(11))
stateno = 1005
ownpal = 1
Size.XScale = fvar(39)*fvar(10)
Size.YScale = fvar(39)*fvar(11)
[State 1000]
type = Helper
trigger1 = AnimElem = 20 && random%10 = 0
ID = 132000
postype = p1
pos = ceil(20*fvar(10)),ceil(-80*fvar(11))
stateno = 13200
ownpal = 1
Size.XScale = .5*fvar(10)
Size.YScale = .5*fvar(11)
[State 1000]
type = Helper
trigger1 = AnimElem = 20 && random%20 = 0 && numhelper(13500) = 0
ID = 13500
postype = p1
pos = floor(-screenpos x + random%360),0
stateno = 13500
ownpal = 1
Size.XScale = 1*fvar(10)
Size.YScale = 1*fvar(11)

[State 100, 3]
type = Explod
trigger1 = AnimElem = 7
anim = 6065
postype = p1
pos = 0,0
sprpriority = 0
ownpal = 1
bindtime = 1
shadow = 0
vel = 0,0
ignorehitpause = 1
removeongethit = 1
scale = fvar(10),fvar(11)
ID = 6065

[State 1000]
type = Helper
trigger1 = numtarget(1220)
trigger1 = numhelper(6030) = 0
trigger1 = target(1220),stateno = [5000,5099]
id = 6030
name = "fire"
postype = p2
pos = 0,0
stateno = 6030
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 20
value = 1200, 1
chanel = 0

[State 1000]
type = varset
trigger1 = Time = 0
var(12) = 0

[State 1200]
type = varset
trigger1 = Time = [2,10]
trigger1 = command = "ax" || command = "z"
var(12) = 1

[State 1200]
type = ChangeState
triggerall = AnimElem = 8
trigger1 = var(12) = 1 && !var(9)
trigger2 = var(9) && moveguarded && Random <= 150*var(9) && var(9) = [4,6]
trigger3 = var(9) && moveguarded && var(9) > 6
trigger4 = var(9) && movecontact = 0 && p2statetype != A && var(9) > 5
trigger5 = var(9) && movecontact = 0 && (p2bodydist X != [-10*fvar(10),60*fvar(10)]) && var(9) > 5
trigger6 = var(9) && p2dist X < 0
value = 1250

[State 1000]
type = varset
trigger1 = Time = 0
var(14) = 0

[State 1000]
type = varset
trigger1 = movehit = 1
trigger1 = var(9)
ignorehitpause = 1
var(14) = 1

[State 1000]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1230

;---------------------------------------------------------------------------
;シュワルツシュトゥース
[Statedef 1300]
type    = S
movetype = A
physics = N
juggle  = 0
ctrl = 0
anim = 1300
sprpriority = 2

[State 1000]
type = Turn
trigger1 = prevstateno = 57 || (prevstateno = [5001,5120]) || (prevstateno = [150,153]) || (prevstateno = [2000,2030])
trigger1 = Time = 0
trigger1 = p2dist X < 0

[State 1000]
type = velset
trigger1 = AnimElem = 1
x = 0

[State 1000]
type = StateTypeSet
trigger1 = AnimElem = 9
StateType = A

[State 1000]
type = velset
trigger1 = AnimElem = 9
x = ceil(12*fvar(10))
y = ceil(-4*fvar(11))

[State 1000]
type = veladd
trigger1 = AnimElem = 10, >= 0
y = .6*fvar(11)

[State 1000]
type = HitDef
trigger1 = AnimElem = 9
trigger2 = AnimElem = 9, > 0 && !var(23)
trigger2 = var(54) = 1
attr = S, SA
animtype  = Hard
id = 1300
damage = ceil(190*fvar(6)*fvar(7)), 19
hitflag = MAF
guardflag = M
priority = 5, Hit
pausetime = 18,18
sparkno = S6040
guard.sparkno = S8010
sparkxy = -10, ceil(-60*fvar(11))
hitsound   = S1, 0
getpower = 25,10
givepower = 30,30
guardsound = S3, 1
ground.type = High
ground.slidetime = ceil(19*fvar(5))
ground.hittime  = ceil(26*fvar(5))
guard.slidetime = 19
guard.hittime  = 26
guard.velocity = ceil(-7*fvar(10))
ground.velocity = ifelse(var(4) = 2,ceil(-1.3*fvar(10)),ceil(-5*fvar(10))),ifelse(var(4) = 2,ceil(-9.5*fvar(11)),ceil(-4.6*fvar(11)))
air.type = Low
air.velocity = ifelse(var(4) = 2,ceil(-1.3*fvar(10)),ceil(-5*fvar(10))),ifelse(var(4) = 2,ceil(-9.5*fvar(11)),ceil(-4.6*fvar(11)))
fall = 1
fall.recover = 0
yaccel = .4
palfx.time = 42*var(4)
palfx.invertall = 1 
palfx.mul = 142,142,142
palfx.sinadd = 88,88,88,14
palfx.add = 80,30,180
palfx.color = 1

[State 1000]
type = Helper
trigger1 = AnimElem = 9 ,>= 0
trigger1 = fvar(39) := .8+(random%21)*.01
ID = 1305
postype = p1
pos = 80,ceil(-68*fvar(11))
stateno = 1005
ownpal = 1
Size.XScale = fvar(39)*fvar(10)
Size.YScale = fvar(39)*fvar(11)
persistent = 3
[State 1000]
type = Helper
trigger1 = AnimElem = 9 && random%12 = 0
ID = 13200
postype = p1
pos = 0,ceil(-50*fvar(11))
stateno = 13200
ownpal = 1
Size.XScale = .5*fvar(10)
Size.YScale = .5*fvar(11)
[State 1000]
type = Helper
trigger1 = AnimElem = 9 && random%24 = 0 && numhelper(13500) = 0
ID = 13500
postype = p1
pos = floor(-screenpos x + random%360),0
stateno = 13500
ownpal = 1
Size.XScale = 1*fvar(10)
Size.YScale = 1*fvar(11)

[State 1000]
type = VarSet
trigger1 = time = 0
ignorehitpause = 1
var(23) = 0

[State 1000]
type = VarSet
trigger1 = movecontact
trigger2 = movereversed
ignorehitpause = 1
var(23) = 1

[State 1000]
type = VarAdd
trigger1 = hitpausetime = 17
trigger1 = moveguarded && !var(41)
ignorehitpause = 1
fvar(4) = 50

[State 1000]
type = AfterImage
trigger1 = AnimElem = 1
time = 14
palbright = 0,0,0
palcontrast = 156,156,256
paladd = 0,0,0
palmul = 1.0,1.0,1.0
length = 10
framegap = 4
timegap = 1
persistent = 0
ignorehitpause = 1

[State 1000]
type = Explod
trigger1 = AnimElem = 9
trigger1 = numexplod(6075) = 0
anim = 6075
postype = p1
pos = 0,0
sprpriority = -1
ownpal = 1
bindtime = 1
shadow = 0
vel = 0,0
ignorehitpause = 1
;removeongethit = 1
scale = fvar(10),fvar(11)
ID = 6075

[State 1000]
type = Explod
trigger1 = AnimElem = 9
trigger1 = numexplod(6076) = 0
anim = 6076
postype = p1
pos = ceil(-30*fvar(10)),ceil(-10*fvar(11))
sprpriority = 4
ownpal = 1
bindtime = -1
shadow = 0
vel = 0,0
ignorehitpause = 1
removeongethit = 1
scale = fvar(10),fvar(11)
ID = 6076

[State 1000]
type = Helper
trigger1 = numtarget(1300)
trigger1 = numhelper(6030) = 0
trigger1 = target(1300),stateno = [5000,5099]
id = 6030
name = "fire"
postype = p2
pos = 0,0
stateno = 6030
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 7
value = 0, 13
channel = 4

[State 1000]
type = PlaySnd
trigger1 = AnimElem = 9
value = 1100, 0

[State 1100]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1000]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
ignorehitpause = 1
value = 1310

;----------------------------------
[Statedef 1310]
type = S
physics = S
anim = 1310
ctrl = 0

[State 800]
type = PlaySnd
trigger1 = time = 1
value = 1, 3

[State 1100]
type = posset
trigger1 = time = 0
y = 0

[State 1100]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 1100]
type = ChangeState
trigger1 = AnimTime = 0
value = 99
ctrl = 1

;--------------------------------------------------------------------------------
;ヒムリッシュアーテム
[Statedef 3000]
type    = S
movetype = A
physics = S
velset = 0,0
anim = 3000
poweradd = -1000
sprpriority = 2
ctrl = 0

[State 1000]
type = Turn
trigger1 = prevstateno = 57 || (prevstateno = [5001,5120]) || (prevstateno = [150,153]) || (prevstateno = [2000,2030])
trigger1 = Time = 0
trigger1 = p2dist X < 0

[State 3000]
type = NotHitby
trigger1 = Time = 0
time = 46
value = SCA

[State 3000]
type = SuperPause
trigger1 = AnimElem = 4
time = 35
anim = -1
sound = S3000,0
sprpriority = -2
pos = ceil(15*fvar(10)),ceil(-120*fvar(10))
movetime = 35
darken = 0
p2defmul = 1
unhittable = 1

[State 3000]
type = Explod
trigger1 = AnimElem = 5
anim = 8300
sprpriority = -99
postype = p1
pos = ceil(15*fvar(10)),ceil(-120*fvar(10))
supermove = 1
bindtime = -1
pausemovetime = 31
supermovetime = 99999999
ignorehitpause = 0
ownpal = 1
scale = fvar(10),fvar(11)

[State 3000]
type = Explod
trigger1 = AnimElem = 5
anim = 6085
sprpriority = 3
postype = p1
pos = 0,0
supermove = 1
bindtime = -1
pausemovetime = 31
supermovetime = 99999999
ignorehitpause = 0
ownpal = 1
scale = fvar(10),fvar(11)

[State 3000]
type = Explod
trigger1 = AnimElem = 9, = 10
anim = 8310
sprpriority = 99
postype = p1
pos = ceil(15*fvar(10)),ceil(-120*fvar(10))
supermove = 1
bindtime = -1
pausemovetime = 19
supermovetime = 99999999
ignorehitpause = 0
ontop = 1
ownpal = 1
scale = fvar(10),fvar(11)

[State 1000]
type = Helper
trigger1 = AnimElem = 10
postype = p1
pos = ceil((p2dist x + 50 - random%101)*fvar(10)),ceil(-screenpos y - (340 * fvar(11)))
stateno = 3050
ownpal = 1
Size.XScale = .5*fvar(10)
Size.YScale = .5*fvar(11)
[State 1000]
type = Helper
trigger1 = AnimElem = 10
postype = p1
pos = ceil((p2dist x + 50 - random%101)*fvar(10)),ceil(-screenpos y - (460 * fvar(11)))
stateno = 3050
ownpal = 1
Size.XScale = .5*fvar(10)
Size.YScale = .5*fvar(11)
[State 1000]
type = Helper
trigger1 = AnimElem = 10
postype = p1
pos = ceil((p2dist x + 50 - random%101)*fvar(10)),ceil(-screenpos y - (580 * fvar(11)))
stateno = 3050
ownpal = 1
Size.XScale = .5*fvar(10)
Size.YScale = .5*fvar(11)
[State 1000]
type = Helper
trigger1 = AnimElem = 10 && random%20 = 0 && numhelper(13500) = 0
ID = 13500
postype = p1
pos = floor(-screenpos x + random%360),0
stateno = 13500
ownpal = 1
Size.XScale = 1*fvar(10)
Size.YScale = 1*fvar(11)

[State 1000]
type = AfterImage
trigger1 = AnimElem = 10
time = 22
palbright = 0,0,0
palcontrast = 156,156,256
paladd = 0,0,0
palmul = 1.0,1.0,1.0
length = 10
framegap = 1
timegap = 1
persistent = 0
ignorehitpause = 1

[State 3000]
type = PlaySnd
trigger1 = AnimElem = 10
value = 3000, 2

[State 3000]
type = PlaySnd
trigger1 = AnimElem = 10
value = 0, 8
channel = 4

[State 3000]
type = EnvColor
trigger1 = Time = [0,31]
value = 0,0,0
time = 1
ignorehitpause = 1
under = 1

[State 3000]
type = ChangeState
trigger1 = AnimTime = 0
value = 99
ctrl = 1

;----------------------------------
[Statedef 3050]
type = A
movetype = A
velset = 0,ceil(7.5*root,fvar(11))
sprpriority = 5
anim = ifelse(random%10 = 0,13101,13100)

[State 1000]
type = Explod
triggerall = NumTarget
trigger1 = Target,StateNo = [5000,5099]
trigger1 = root,var(4) = 2 && NumExplod(8640) = 0
trigger1 = root,TeamSide = 1
anim = 8640
id = 8640
sprpriority = 1
pos = -60,60
postype = right
ontop = 1
bindtime = -1
pausemovetime = 0
ignorehitpause = 1
persistent = 0
ownpal = 1
[State 1000]
type = Explod
triggerall = NumTarget
trigger1 = Target,StateNo = [5000,5099]
trigger1 = root,var(4) = 2 && NumExplod(8645) = 0
trigger1 = root,TeamSide = 2
anim = 8645
id = 8645
sprpriority = 1
pos = 60,60
postype = left
ontop = 1
bindtime = -1
pausemovetime = 0
ignorehitpause = 1
persistent = 0
ownpal = 1
[State 1000]
type = ParentVarSet
trigger1 = NumTarget && root,var(4) = 2
trigger1 = movehit
var(6) = 1
[State 1000]
type = ParentVarSet
trigger1 = NumTarget && root,var(4) = 2
trigger1 = movehit
ignorehitpause =1
var(4) = 1

[State 1000]
type = AssertSpecial
trigger1= 1
flag = noshadow

[State 1000]
type = Projectile
trigger1 = anim = 13100
attr = A,HT
damage = 2147483647
hitflag = MAFD
guardflag = 
sparkno = S-1
palfx.mul = 0,0,0
palfx.time = 1
AffectTeam = B
numhits = 0
elem=animelemno(0)
ownadmin=1
p2stateno=30500
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projid=stateno
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y
[State 1000]
type = Projectile
trigger1 = anim = 13101
attr = A,HT
damage = 2147483647
hitflag = MAFD
guardflag = 
sparkno = S-1
palfx.mul = 0,0,0
palfx.time = 1
numhits = 0
elem=animelemno(0)
ownadmin=1
p2stateno=30500
projanim=anim
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projid=stateno
projremove=1
projremovetime=1
projstagebound=2000000000
projscale=0,0
projpriority=2147483647
velocity=(vel x)*(vel x>0),vel y

[State 1000]
type = ParentVarAdd
trigger1 = hitpausetime = 1
trigger1 = moveguarded && root,var(41) = 0
ignorehitpause = 1
fvar(4) = 30
[State 1000]
type = ParentVarSet
trigger1 = Numexplod(8030)
trigger2 = root,fvar(4) >= 110
trigger2 = enemy,stateno = 4121
ignorehitpause = 1
fvar(4) = 0
[State 1000]
type = ParentVarSet
triggerall = NumTarget
trigger1 = NumExplod(8640) || NumExplod(8645)
trigger1 = Target,stateno = [5000,5099]
trigger1 = Target,GetHitVar(hitcount) = 1
ignorehitpause = 1
var(6) = 1
[State 1000]
type = ParentVarSet
triggerall = NumTarget
trigger1 = root,var(6) = 1
trigger1 = Target,stateno = [5000,5099]
ignorehitpause = 1
var(4) = 1
[State 1000]
type = ParentVarSet
trigger1 = root,var(6) = 2 && movehit
ignorehitpause = 1
var(6) = 0

[State 1000]
type = Targetbind
trigger1 = 1
pos = -2,47

[State 1000]
type = Explod
triggerall = RoundState = 2
trigger1 = NumExplod(8030) = 1
trigger1 = NumExplod(8650) = 0
trigger1 = root,TeamSide = 1
anim = 8650
id = 8650
sprpriority = 99
postype = right
pos = -60,60
supermove = 1
ontop = 1
bindtime = -1
pausemovetime = 30
supermovetime = 99999999
ignorehitpause = 1
persistent = 0
ownpal = 1
[State 1000]
type = Explod
triggerall = RoundState = 2
trigger1 = NumExplod(8030) = 1
trigger1 = NumExplod(8655) = 0
trigger1 = root,TeamSide = 2
anim = 8655
id = 8655
sprpriority = 99
postype = left
pos = 60,60
supermove = 1
ontop = 1
bindtime = -1
pausemovetime = 30
supermovetime = 99999999
ignorehitpause = 1
persistent = 0
ownpal = 1
[State 3000]
type = ParentVarSet
trigger1 = !NumTarget
trigger1 = enemy,movetype != H
fvar(3) = 1.0
[State 3000]
type = ParentVarSet
trigger1 = NumTarget
trigger1 = Target,GetHitVar(hitcount) = [1,2]
fvar(3) = .9
[State 3000]
type = ParentVarSet
trigger1 = NumTarget
trigger1 = Target,GetHitVar(hitcount) = [3,4]
fvar(3) = .8
[State 3000]
type = ParentVarSet
trigger1 = NumTarget
trigger1 = Target,GetHitVar(hitcount) = [5,6]
fvar(3) = .7
[State -2, VarSet]
type = ParentVarSet
trigger1 = NumTarget
trigger1 = target,GetHitVar(hitcount) = [7,8]
fvar(3) = .6
[State -2, VarSet]
type = ParentVarSet
trigger1 = NumTarget
trigger1 = target,GetHitVar(hitcount) >= 9
fvar(3) = .5

[State 4000]
type = DestroySelf
trigger1 = pos y > 240

[State 1000]
type = ChangeState
trigger1 = numtarget
value = 3060

;----------------------------------
[Statedef 3060]
type = A
movetype = I
velset = 0,-.5*vel y

[State 1000]
type = bgpalfx
trigger1= 1
add = 32,32,32
time = 1

[State 1000]
type = posadd
trigger1= time = 0
y = 47

[State 1000]
type = angledraw
trigger1= 1
value = 180

[State 1000]
type = Helper
triggerall = NumTarget
trigger1 = NumHelper(10000) = 0
trigger1 = root,win
id = 10000
sprpriority = -99
name = "KO"
pos = 0,0
postype = p1
stateno = 11000
helpertype = normal
pausemovetime = 99999999
supermovetime = 99999999
keyctrl = 1 
ownpal = 1
ignorehitpause = 1
[State 1000]
type = ParentVarSet
trigger1 = NumTarget
ignorehitpause = 1
var(15) = 1
[State 1000]
type = Explod
triggerall = NumTarget
trigger1 = Target,StateNo = [5000,5099]
trigger1 =  root,var(4) = 2 && NumExplod(8640) = 0
trigger1 = root,TeamSide = 1
anim = 8640
id = 8640
sprpriority = 1
pos = -60,60
postype = right
ontop = 1
bindtime = -1
pausemovetime = 0
ignorehitpause = 1
persistent = 0
ownpal = 1
[State 1000]
type = Explod
triggerall = NumTarget
trigger1 = Target,StateNo = [5000,5099]
trigger1 =  root,var(4) = 2 && NumExplod(8645) = 0
trigger1 = root,TeamSide = 2
anim = 8645
id = 8645
sprpriority = 1
pos = 60,60
postype = left
ontop = 1
bindtime = -1
pausemovetime = 0
ignorehitpause = 1
persistent = 0
ownpal = 1
[State 1000]
type = Explod
triggerall = NumTarget
triggerall = (stateno = [200,3999]) && NumExplod(8030) = 0
trigger1 = target,statetype != A && !root,var(41)
trigger1 = target,stateno = 4121 && target,time = 1
anim = 8030
id = 8030
sprpriority = 99
postype = p2
pos = -10,ceil(-60*root,fvar(11))
supermove = 1
ontop = 1
bindtime = 1
persistent = 0
ignorehitpause = 1
ownpal = 1
[State 1000]
type = ParentVarSet
trigger1 = Numexplod(8030)
trigger2 = root,fvar(4) >= 110
trigger2 = enemy,stateno = 4121
ignorehitpause = 1
fvar(4) = 0
[State 1000]
type = ParentVarSet
triggerall = NumTarget
trigger1 = NumExplod(8640) || NumExplod(8645)
trigger1 = Target,stateno = [5000,5099]
trigger1 = Target,GetHitVar(hitcount) = 1
ignorehitpause = 1
var(6) = 1
[State 1000]
type = ParentVarSet
triggerall = NumTarget
trigger1 = NumExplod(8640) || NumExplod(8645)
trigger1 = root,var(6)
trigger1 = Target,stateno = [5000,5099]
trigger1 = Target,GetHitVar(hitcount) > 1
ignorehitpause = 1
var(6) = 0
[State 1000]
type = ParentVarSet
triggerall = NumTarget
trigger1 = root,var(6) = 1
trigger1 = Target,stateno = [5000,5099]
ignorehitpause = 1
var(4) = 1
[State 1000]
type = ParentVarSet
trigger1 = root,var(6) = 2 && movehit
ignorehitpause = 1
var(6) = 0

[State 1000]
type = Targetbind
trigger1 = 1
pos = 2,-47

[State 1000]
type = Explod
triggerall = RoundState = 2
trigger1 = NumExplod(8030) = 1
trigger1 = NumExplod(8650) = 0
trigger1 = root,TeamSide = 1
anim = 8650
id = 8650
sprpriority = 99
postype = right
pos = -60,60
supermove = 1
ontop = 1
bindtime = -1
pausemovetime = 30
supermovetime = 99999999
ignorehitpause = 1
persistent = 0
ownpal = 1
[State 1000]
type = Explod
triggerall = RoundState = 2
trigger1 = NumExplod(8030) = 1
trigger1 = NumExplod(8655) = 0
trigger1 = root,TeamSide = 2
anim = 8655
id = 8655
sprpriority = 99
postype = left
pos = 60,60
supermove = 1
ontop = 1
bindtime = -1
pausemovetime = 30
supermovetime = 99999999
ignorehitpause = 1
persistent = 0
ownpal = 1
[State 3000]
type = ParentVarSet
trigger1 = !NumTarget
trigger1 = enemy,movetype != H
fvar(3) = 1.0
[State 3000]
type = ParentVarSet
trigger1 = NumTarget
trigger1 = Target,GetHitVar(hitcount) = [1,2]
fvar(3) = .9
[State 3000]
type = ParentVarSet
trigger1 = NumTarget
trigger1 = Target,GetHitVar(hitcount) = [3,4]
fvar(3) = .8
[State 3000]
type = ParentVarSet
trigger1 = NumTarget
trigger1 = Target,GetHitVar(hitcount) = [5,6]
fvar(3) = .7
[State -2, VarSet]
type = ParentVarSet
trigger1 = NumTarget
trigger1 = target,GetHitVar(hitcount) = [7,8]
fvar(3) = .6
[State -2, VarSet]
type = ParentVarSet
trigger1 = NumTarget
trigger1 = target,GetHitVar(hitcount) >= 9
fvar(3) = .5

[State 1000]
type = DestroySelf
trigger1 = screenpos y < -240

;----------------------------------
[Statedef 30500]
type = A
movetype = H
velset = 0,0
sprpriority = 0
ctrl = 0

[State 1000]
type = selfstate
trigger1 = (authorname = "SAMSARA") = 1 && (name = "Kain R. Heinlein") = 1
trigger1 = sysvar(0) = 1
trigger1 = screenpos y < -120 || screenpos y > 360
value = 52000
[State 1000]
type = changestate
trigger1 = screenpos y < -120 || screenpos y > 360
value = 30501

[State 1000]
type = afterimagetime
trigger1 = 1
time = 0

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = nokosnd

[State 1000]
type = ChangeAnim
trigger1 = 1
value = 5170

[State 1000]
type = hitby
trigger1 = (authorname = "SAMSARA") = 1 && (name = "Kain R. Heinlein") = 1
value = 

[State 1000]
type = screenbound
trigger1 = 1
Value = 1
MoveCamera = 1,0

[State 1000]
type = palfx
trigger1 = 1
mul = 0,0,0
time = 1

[State 1000]
type = playerpush
trigger1 = 1
value = 0

[State 1000]
type = removeexplod
trigger1 = 1

[State 1000]
type = lifeset
trigger1 = 1
value = 0

[State 1000]
type = stopsnd
trigger1 = 1
channel = 0
[State 1000]
type = stopsnd
trigger1 = 1
channel = 1
[State 1000]
type = stopsnd
trigger1 = 1
channel = 2
[State 1000]
type = stopsnd
trigger1 = 1
channel = 3
[State 1000]
type = stopsnd
trigger1 = 1
channel = 4
[State 1000]
type = stopsnd
trigger1 = 1
channel = 5
[State 1000]
type = stopsnd
trigger1 = 1
channel = 6
[State 1000]
type = stopsnd
trigger1 = 1
channel = 7
[State 1000]
type = stopsnd
trigger1 = 1
channel = 8
[State 1000]
type = stopsnd
trigger1 = 1
channel = 9
[State 1000]
type = stopsnd
trigger1 = 1
channel = 10
[State 1000]
type = stopsnd
trigger1 = 1
channel = 11
[State 1000]
type = stopsnd
trigger1 = 1
channel = 12
[State 1000]
type = stopsnd
trigger1 = 1
channel = 13
[State 1000]
type = stopsnd
trigger1 = 1
channel = 14
[State 1000]
type = stopsnd
trigger1 = 1
channel = 15
[State 1000]
type = stopsnd
trigger1 = 1
channel = 16
[State 1000]
type = stopsnd
trigger1 = 1
channel = 17
[State 1000]
type = stopsnd
trigger1 = 1
channel = 18
[State 1000]
type = stopsnd
trigger1 = 1
channel = 19
[State 1000]
type = stopsnd
trigger1 = 1
channel = 20
[State 1000]
type = stopsnd
trigger1 = 1
channel = 21
[State 1000]
type = stopsnd
trigger1 = 1
channel = 22
[State 1000]
type = stopsnd
trigger1 = 1
channel = 23
[State 1000]
type = stopsnd
trigger1 = 1
channel = 24
[State 1000]
type = stopsnd
trigger1 = 1
channel = 25
[State 1000]
type = stopsnd
trigger1 = 1
channel = 26
[State 1000]
type = stopsnd
trigger1 = 1
channel = 27
[State 1000]
type = stopsnd
trigger1 = 1
channel = 28
[State 1000]
type = stopsnd
trigger1 = 1
channel = 29
[State 1000]
type = stopsnd
trigger1 = 1
channel = 30
[State 1000]
type = stopsnd
trigger1 = (name = "Kain R. Heinlein") = 0
channel = 31

[State 1000]
type = Projectile
trigger1 = numprojid(51500) = 0
attr = A,AA
hitflag = 
ProjAnim = 0
ProjScale = 0,0
ProjRemove = 0
ProjRemoveTime = 0
ProjEdgeBound = 2000000000
ProjHeightBound = 2000000000,2000000000
ProjStageBound = 2000000000
ProjID = 5150
persistent = 0
[State 1000]
type = Projectile
trigger1 = 1
attr = A,AA
hitflag = 
ProjAnim = 0
ProjScale = 0,0
ProjRemove = 0
ProjRemoveTime = 1
ProjEdgeBound = 2000000000
ProjHeightBound = 2000000000,2000000000
ProjStageBound = 2000000000
ProjID = 51500

[State 132, 3]
type = varset
trigger1 = (authorname = "SAMSARA") = 1 && (name = "Kain R. Heinlein") = 1
trigger1 = time = 0
sysvar(0) = ifelse(random%ifelse(palno = 1,2,ifelse(palno = 2,5,ifelse(palno = 3,15,ifelse(palno = 4,25,ifelse(palno = 5,50,100))))) = 0,0,1)
[State 1000]
type = varset
trigger1 = (authorname = "SAMSARA") = 1 && (name = "Kain R. Heinlein") = 1
trigger1 = sysvar(0) = 0
sysfvar(0) = 0

;----------------------------------
[Statedef 30501]
movetype = H
velset = 0,0

[State 1000]
type = afterimagetime
trigger1 = 1
time = 0

[State 1000]
type = ChangeAnim2
trigger1 = 1
value = 9999

[State 1000]
type = screenbound
trigger1 = 1
Value = 0

[State 1000]
type = palfx
trigger1 = 1
mul = 0,0,0
time = 1

[State 1000]
type = playerpush
trigger1 = 1
value = 0

[State 1000]
type = removeexplod
trigger1 = 1

[State 1000]
type = lifeset
trigger1 = 1
value = 0

[State 1000]
type = posset
trigger1 = 1
y = 0

[State 1000]
type = stopsnd
trigger1 = 1
channel = 0
[State 1000]
type = stopsnd
trigger1 = 1
channel = 1
[State 1000]
type = stopsnd
trigger1 = 1
channel = 2
[State 1000]
type = stopsnd
trigger1 = 1
channel = 3
[State 1000]
type = stopsnd
trigger1 = 1
channel = 4
[State 1000]
type = stopsnd
trigger1 = 1
channel = 5
[State 1000]
type = stopsnd
trigger1 = 1
channel = 6
[State 1000]
type = stopsnd
trigger1 = 1
channel = 7
[State 1000]
type = stopsnd
trigger1 = 1
channel = 8
[State 1000]
type = stopsnd
trigger1 = 1
channel = 9
[State 1000]
type = stopsnd
trigger1 = 1
channel = 10
[State 1000]
type = stopsnd
trigger1 = 1
channel = 11
[State 1000]
type = stopsnd
trigger1 = 1
channel = 12
[State 1000]
type = stopsnd
trigger1 = 1
channel = 13
[State 1000]
type = stopsnd
trigger1 = 1
channel = 14
[State 1000]
type = stopsnd
trigger1 = 1
channel = 15
[State 1000]
type = stopsnd
trigger1 = 1
channel = 16
[State 1000]
type = stopsnd
trigger1 = 1
channel = 17
[State 1000]
type = stopsnd
trigger1 = 1
channel = 18
[State 1000]
type = stopsnd
trigger1 = 1
channel = 19
[State 1000]
type = stopsnd
trigger1 = 1
channel = 20
[State 1000]
type = stopsnd
trigger1 = 1
channel = 21
[State 1000]
type = stopsnd
trigger1 = 1
channel = 22
[State 1000]
type = stopsnd
trigger1 = 1
channel = 23
[State 1000]
type = stopsnd
trigger1 = 1
channel = 24
[State 1000]
type = stopsnd
trigger1 = 1
channel = 25
[State 1000]
type = stopsnd
trigger1 = 1
channel = 26
[State 1000]
type = stopsnd
trigger1 = 1
channel = 27
[State 1000]
type = stopsnd
trigger1 = 1
channel = 28
[State 1000]
type = stopsnd
trigger1 = 1
channel = 29
[State 1000]
type = stopsnd
trigger1 = 1
channel = 30
[State 1000]
type = stopsnd
trigger1 = 1
channel = 31

[State 1000]
type = destroyself
trigger1 = 1

;----------------------------------
[Statedef 3150]
type = A
movetype = A
physics = N
anim = 6090
juggle  = 1
velset = ceil(2.5*root,fvar(10)),0
ctrl = 0
sprpriority = 3

[State 1000]
type = ChangeAnim2
trigger1 = Anim = 6090
trigger1 = AnimTime = 0
value = 6091

[State 1000]
type = Explod
trigger1 = time < 9
anim = 13701
ownpal = 1
pos = 40,0
sprpriority = 5
scale = .125*time,.125*time
trans = add1
[State 1000]
type = Explod
trigger1 = time > 8
anim = 13701
ownpal = 1
pos = 40,0
sprpriority = 5
scale = 1 + .05*(gametime%5),1 + .05*(gametime%5)
trans = add1

[State 1000]
type = Projectile
trigger1 = time > 8
trigger1 = time%2 = 0
sparkno = S7010
guard.sparkno = S8000
hitsound = S2,root,var(31)
guardsound = S3,0
air.hittime=12
air.type=high
air.velocity=-1.4,-3
airguard.velocity=-1.9,-.8
animtype=light
attr=s,na
damage=23,0
ground.hittime=12
ground.slidetime=5
ground.type=high
ground.velocity=-4
guardflag=ma
hitflag=maf
pausetime=0,8
offset=38+random%5,5-random%11
ownpal=1
projanim=130130
projheightbound=-2147483647,2147483647
projhits=2147483647
projmisstime=6
projremove=0
projscale=.5,.5
projstagebound=2000000000
projspriority=1
projpriority=2147483647
velocity=2+(.01*(random%101))+vel x,1-(.01*(random%201))

[State 1000]
type = Explod
trigger1 = Anim = 6091
trigger1 = gameTime%3 = 0
trigger1 = fvar(1) := .3+(random%21)*.01 || 1
angle = random%360
anim = 13705
ownpal = 1
sprpriority = ifelse(random%2 = 0,2,4)
scale = fvar(1)*root,fvar(10),fvar(1)*root,fvar(11)
trans = add1
[State 1000]
type = Explod
trigger1 = Anim = 6091
trigger1 = gameTime%2 = 0
trigger1 = fvar(1) := .4+(random%31)*.01 || 1
angle = random%360
anim = 13706
ownpal = 1
sprpriority = ifelse(random%2 = 0,2,4)
scale = fvar(1)*root,fvar(10),fvar(1)*root,fvar(11)
trans = add1
[State 1000]
type = Explod
trigger1 = Anim = 6091
trigger1 = gameTime%2 = 0
trigger1 = fvar(1) := .8+(random%41)*.01 || 1
angle = random%360
anim = 13707
random = 40,40
ownpal = 1
sprpriority = ifelse(random%2 = 0,2,4)
scale = fvar(1)*root,fvar(10),fvar(1)*root,fvar(11)
trans = add1

[State 1000]
type = Helper
trigger1 = Anim = 6091
trigger1 = gametime%15 = 0
trigger1 = fvar(39) := .8+(random%21)*.01
ID = 3350
stateno = 1005
ownpal = 1
ignorehitpause = 1
Size.XScale = fvar(39)*root,fvar(10)
Size.YScale = fvar(39)*root,fvar(11)
[State 1000]
type = Helper
trigger1 = Anim = 6091
trigger1 = gametime%15 = 0 && random%15 = 0
ID = 3350
stateno = 13200
ownpal = 1
ignorehitpause = 1
Size.XScale = .5*root,fvar(10)
Size.YScale = .5*root,fvar(11)
[State 1000]
type = Helper
trigger1 = Anim = 6091
trigger1 = gametime%15 = 0 && random%30 = 0 && numhelper(13500) = 0
ID = 13500
postype = p1
pos = floor(-screenpos x + random%360),0
stateno = 13500
ownpal = 1
[State 1000]
type = PlaySnd
trigger1 = Anim = 6091
trigger1 = gametime%15 = 0
value = 1000, 0
channel = 0

[State 1000]
type = PlayerPush
trigger1 = 1
value = 0

[State 1000]
type = VelSet
trigger1 = movecontact
x = ceil(1*root,fvar(10))
ignorehitpause = 1

[State 1000]
type = Explod
triggerall = NumTarget
trigger1 = Target,StateNo = [5000,5099]
trigger1 = root,var(4) = 2 && NumExplod(8640) = 0
trigger1 = root,TeamSide = 1
anim = 8640
id = 8640
sprpriority = 1
pos = -60,60
postype = right
ontop = 1
bindtime = -1
pausemovetime = 0
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 1000]
type = Explod
triggerall = NumTarget
trigger1 = Target,StateNo = [5000,5099]
trigger1 = root,var(4) = 2 && NumExplod(8645) = 0
trigger1 = root,TeamSide = 2
anim = 8645
id = 8645
sprpriority = 1
pos = 60,60
postype = left
ontop = 1
bindtime = -1
pausemovetime = 0
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 1000]
type = Helper
trigger1 = Time = 11
ID = 4000
name= "sousai"
ignorehitpause = 1
postype = p1
pos = 0,0
stateno = 4000
ownpal = 1
sprpriority = 4

[State 1000]
type = ParentVarSet
trigger1 = NumTarget && root,var(4) = 2
trigger1 = movehit
var(6) = 1

[State 1000]
type = ParentVarSet
trigger1 = NumTarget && root,var(4) = 2
trigger1 = movehit
ignorehitpause =1
var(4) = 1

[State 1000]
type = AssertSpecial
trigger1= 1
flag = noshadow
ignorehitpause =1

[State 1000]
type = NotHitby
trigger1 = 1
value = ,AA,AT,AP

[State 1000]
type = HitOverride
trigger1 = 1
slot = 1
time = -1
attr = SCA,AA,AT,AP
ignorehitpause =1
stateno = 3150

[State 1300]
type = ReversalDef
trigger1 = Anim = 6091
trigger1 = var(11)
ignorehitpause =1
attr = S, SA
reversal.attr = SCA, AP
numhits = 0
pausetime = 1,1
sparkxy = 0, 0
hitsound = S-1
sparkno = S-1

[State 1000]
type = HitDef
triggerall = !var(1)
triggerall = root,var(6) || !root,var(16)
trigger1 = Anim = 6091 && !root,var(11) && var(0) = [5,7]
attr = S, HP
animtype  = Hard
damage = ceil(50*root,fvar(6)*root,fvar(7)*root,fvar(3)), 5
hitflag = MAF
guardflag = M
pausetime = 2,6
sparkno = S7020
guard.sparkno = S8010
sparkxy = -10, ceil(-5*root,fvar(11))
hitsound   = S3000, 7
getpower = 0,0
givepower = 15,15
guardsound = S3, 1
ground.type = High
ground.slidetime = ceil(19*root,fvar(5))
ground.hittime  = ceil(26*root,fvar(5))
guard.slidetime = 19
guard.hittime  = 26
ground.velocity = ceil(-5*root,fvar(10))
air.type = High
air.velocity = ceil(-4.8*root,fvar(10)),ceil(-5.7*root,fvar(11))
air.fall = 1
fall.recover = 0
yaccel = .4
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 1000]
type = HitDef
triggerall = !var(1)
triggerall = root,var(6) || !root,var(16)
trigger1 = Anim = 6091 && root,var(11) && var(0) = [5,7]
attr = S, HP
animtype  = Hard
damage = ceil(50*root,fvar(6)*root,fvar(7)*root,fvar(3)), 5
hitflag = MA
guardflag = M
pausetime = 2,6
sparkno = S7020
guard.sparkno = S8010
sparkxy = -10, ceil(-5*root,fvar(11))
hitsound   = S3000, 7
getpower = 0,0
givepower = 15,15
guardsound = S3, 1
ground.type = High
ground.slidetime = ceil(19*root,fvar(5))
ground.hittime  = ceil(26*root,fvar(5))
guard.slidetime = 19
guard.hittime  = 26
ground.velocity = ceil(-5*root,fvar(10))
air.type = High
air.velocity = ceil(-2.7*root,fvar(10)),ceil(-5.7*root,fvar(11))
air.fall = 1
fall.recover = 0
yaccel = .4
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 1000]
type = HitDef
triggerall = !var(1)
triggerall = root,var(6) || !root,var(16)
trigger1 = Anim = 6091 && var(0) = [1,4]
attr = S, HP
animtype  = Hard
damage = ceil(50*root,fvar(6)*root,fvar(7)*root,fvar(3)), 5
hitflag = MAF
guardflag = M
pausetime = 2,6
sparkno = S7020
guard.sparkno = S8010
sparkxy = -10, ceil(-5*root,fvar(11))
hitsound   = S3000, 7
getpower = 0,0
givepower = 15,15
guardsound = S3, 1
ground.type = High
ground.slidetime = ceil(19*root,fvar(5))
ground.hittime  = ceil(26*root,fvar(5))
guard.slidetime = 19
guard.hittime  = 26
guard.velocity = ceil(-5.5*root,fvar(10))
ground.velocity = ceil(-4.8*root,fvar(10)),ceil(-5.7*root,fvar(11))
air.type = High
air.velocity = ceil(-4.8*root,fvar(10)),ceil(-5.7*root,fvar(11))
fall = 1
fall.recover = 0
yaccel = .4
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 3000]
type = EnvColor
trigger1 = movehit = 1
trigger1 = hitpausetime = 1
trigger1 = enemy,stateno = [5000,5030]
value = 255,255,255
time = 1
ignorehitpause = 1
under = 1

[State 1000]
type = Helper
triggerall = NumTarget
trigger1 = NumHelper(10000) = 0
trigger1 = root,win
id = 10000
sprpriority = -99
name = "KO"
pos = 0,0
postype = p1
stateno = 11000
helpertype = normal
pausemovetime = 99999999
supermovetime = 99999999
keyctrl = 1 
ownpal = 1
ignorehitpause = 1

[State 1000]
type = ParentVarSet
trigger1 = NumTarget
ignorehitpause = 1
var(15) = 1

[State 1000]
type = VarSet
trigger1 = time = 0
ignorehitpause = 1
var(0) = 7

[State 1000]
type = VarSet
trigger1 = hitpausetime = 1
trigger1 = movecontact
ignorehitpause = 1
var(1) = 4

[State 1000]
type = VarAdd
trigger1 = var(1) > 0
ignorehitpause = 1
var(1) = -1

[State 1000]
type = VarAdd
trigger1 = hitpausetime = 1
trigger1 = movecontact
ignorehitpause = 1
var(0) = -1

[State 1000]
type = ParentVarAdd
trigger1 = hitpausetime = 1
trigger1 = moveguarded && root,var(41) = 0
ignorehitpause = 1
fvar(4) = 4

[State 1000]
type = ParentVarSet
trigger1 = Numexplod(8030)
trigger2 = root,fvar(4) >= 110
trigger2 = enemy,stateno = 4121
ignorehitpause = 1
fvar(4) = 0

[State 1000]
type = TargetState
triggerall = NumTarget
triggerall = moveguarded
trigger1 = root,fvar(4) >= 110 && target,statetype != A && root,var(41) = 0
trigger1 = (target,stateno = [150,153]) && (enemy,anim != [160,163]) && enemy,time > 1
ignorehitpause = 1
value = 4121

[State 1000]
type = Explod
triggerall = movehit = 1 && var(0) = [5,7]
triggerall = numtarget && !root,var(5)
triggerall = target,stateno = [5000,5010]
triggerall = target,statetype != A
trigger1 = hitpausetime = 1
anim = 7060
ID = 7060
ignorehitpause = 1
facing = -1
postype = p2
pos = -25,ceil(-70*root,fvar(11))
sprpriority = -1

[State 1000]
type = Explod
triggerall = movehit = 1 && var(0) = [5,7]
triggerall = numtarget && root,var(5)
triggerall = target,stateno = [5000,5010]
triggerall = target,statetype != A
trigger1 = hitpausetime = 1
anim = 7060
ID = 7060
ignorehitpause = 1
facing = 1
postype = p2
pos = 25,ceil(-70*root,fvar(11))
sprpriority = -1

[State 1000]
type = Explod
triggerall = NumTarget
triggerall = (stateno = [200,3999]) && NumExplod(8030) = 0
trigger1 = target,statetype != A && !var(41)
trigger1 = target,stateno = 4121 && target,time = 1
anim = 8030
id = 8030
sprpriority = 99
postype = p2
pos = -10,ceil(-50*root,fvar(11))
supermove = 1
ontop = 1
bindtime = 1
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 1000]
type = Explod
triggerall = RoundState = 2
trigger1 = NumExplod(8030) = 1
trigger1 = NumExplod(8650) = 0
trigger1 = root,TeamSide = 1
anim = 8650
id = 8650
sprpriority = 99
postype = right
pos = -60,60
supermove = 1
ontop = 1
bindtime = -1
pausemovetime = 30
supermovetime = 99999999
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 1000]
type = Explod
triggerall = RoundState = 2
trigger1 = NumExplod(8030) = 1
trigger1 = NumExplod(8655) = 0
trigger1 = root,TeamSide = 2
anim = 8655
id = 8655
sprpriority = 99
postype = left
pos = 60,60
supermove = 1
ontop = 1
bindtime = -1
pausemovetime = 30
supermovetime = 99999999
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 3000]
type = ParentVarSet
trigger1 = !NumTarget
trigger1 = enemy,movetype != H
fvar(3) = 1.0

[State 3000]
type = ParentVarSet
trigger1 = NumTarget
trigger1 = Target,GetHitVar(hitcount) = [1,2]
fvar(3) = .9

[State 3000]
type = ParentVarSet
trigger1 = NumTarget
trigger1 = Target,GetHitVar(hitcount) = [3,4]
fvar(3) = .8

[State 3000]
type = ParentVarSet
trigger1 = NumTarget
trigger1 = Target,GetHitVar(hitcount) = [5,6]
fvar(3) = .7

[State -2, VarSet]
type = ParentVarSet
trigger1 = NumTarget
trigger1 = target,GetHitVar(hitcount) = [7,8]
fvar(3) = .6

[State -2, VarSet]
type = ParentVarSet
trigger1 = NumTarget
trigger1 = target,GetHitVar(hitcount) >= 9
fvar(3) = .5

[State 3000]
type = PlaySnd
trigger1 = Time = 5
value = 3000, 5
channel = 5

[State 1000]
type = ChangeState
triggerall = Anim = 6091 
trigger1 = AnimTime = 0
trigger1 = time >= 120
trigger2 = var(0) <= 0
ignorehitpause = 1
value = 3160

;--------------------------------------------------------------------------------
;潜在ヒムリッシュアーテム
[Statedef 3200]
type    = S
movetype = A
physics = S
velset = 0,0
anim = 3200
poweradd = -2000
sprpriority = 2
ctrl = 0

[State 1000]
type = Turn
trigger1 = prevstateno = 57 || (prevstateno = [5001,5120]) || (prevstateno = [150,153]) || (prevstateno = [2000,2030])
trigger1 = Time = 0
trigger1 = p2dist X < 0

[State 3000]
type = NotHitby
trigger1 = Time = 0
time = 73
value = SCA

[State 3000]
type = SuperPause
trigger1 = AnimElem = 4
time = 63
anim = -1
sound = S3000,1
sprpriority = -2
pos = ceil(15*fvar(10)),ceil(-120*fvar(10))
movetime = 63
darken = 0
p2defmul = 1
unhittable = 1

[State 3000]
type = Explod
trigger1 = AnimElem = 5
anim = 6085
sprpriority = 3
postype = p1
pos = 0,0
supermove = 1
bindtime = -1
pausemovetime = 61
supermovetime = 99999999
ignorehitpause = 0
ownpal = 1
scale = fvar(10),fvar(11)

[State 3000]
type = Explod
trigger1 = AnimElem = 9, = 16
anim = 8330
sprpriority = -99
postype = p1
pos = ceil(15*fvar(10)),ceil(-120*fvar(10))
supermove = 1
bindtime = -1
pausemovetime = 60
supermovetime = 99999999
ignorehitpause = 0
ownpal = 1
scale = fvar(10),fvar(11)

[State 3000]
type = Explod
trigger1 = AnimElem = 9, = 16
anim = 8340
sprpriority = 99
postype = p1
pos = ceil(15*fvar(10)),ceil(-120*fvar(10))
supermove = 1
bindtime = -1
pausemovetime = 60
supermovetime = 99999999
ignorehitpause = 0
ontop = 1
ownpal = 1
scale = fvar(10),fvar(11)

[State 3100]
type = Explod
trigger1 = time = 0
anim = 8320
sprpriority = -8
postype = left
pos = 0,0
supermove = 1
bindtime = -1
pausemovetime = 60
supermovetime = 99999999
ignorehitpause = 0
under = 0
ownpal = 1
scale = ifelse(var(35),1.375,1.1),1.1

[State 1000]
type = Helper
trigger1 = AnimElem = 10
postype = p1
pos = ceil((p2dist x + 75 - random%151)*fvar(10)),ceil(-screenpos y - (340 * fvar(11)))
stateno = 3050
ownpal = 1
Size.XScale = .5*fvar(10)
Size.YScale = .5*fvar(11)
[State 1000]
type = Helper
trigger1 = AnimElem = 10
postype = p1
pos = ceil((p2dist x + 75 - random%151)*fvar(10)),ceil(-screenpos y - (460 * fvar(11)))
stateno = 3050
ownpal = 1
Size.XScale = .5*fvar(10)
Size.YScale = .5*fvar(11)
[State 1000]
type = Helper
trigger1 = AnimElem = 10
postype = p1
pos = ceil((p2dist x + 75 - random%151)*fvar(10)),ceil(-screenpos y - (580 * fvar(11)))
stateno = 3050
ownpal = 1
Size.XScale = .5*fvar(10)
Size.YScale = .5*fvar(11)
[State 1000]
type = Helper
trigger1 = AnimElem = 10
postype = p1
pos = ceil((p2dist x + 75 - random%151)*fvar(10)),ceil(-screenpos y - (700 * fvar(11)))
stateno = 3050
ownpal = 1
Size.XScale = .5*fvar(10)
Size.YScale = .5*fvar(11)
[State 1000]
type = Helper
trigger1 = AnimElem = 10
postype = p1
pos = ceil((p2dist x + 75 - random%151)*fvar(10)),ceil(-screenpos y - (820 * fvar(11)))
stateno = 3050
ownpal = 1
Size.XScale = .5*fvar(10)
Size.YScale = .5*fvar(11)
[State 1000]
type = Helper
trigger1 = AnimElem = 10 && random%20 = 0 && numhelper(13500) = 0
ID = 13500
postype = p1
pos = floor(-screenpos x + random%360),0
stateno = 13500
ownpal = 1
Size.XScale = 1*fvar(10)
Size.YScale = 1*fvar(11)

[State 1000]
type = AfterImage
trigger1 = AnimElem = 10
time = 22
palbright = 0,0,0
palcontrast = 156,156,256
paladd = 0,0,0
palmul = 1.0,1.0,1.0
length = 10
framegap = 1
timegap = 1
persistent = 0
ignorehitpause = 1

[State 3000]
type = PlaySnd
trigger1 = AnimElem = 10
value = 3000, 3

[State 3000]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 9

[State 3000]
type = PlaySnd
trigger1 = AnimElem = 10
value = 0, 10
channel = 4

[State 3000]
type = EnvColor
trigger1 = Time = [0,56]
value = 0,0,0
time = 1
ignorehitpause = 1
under = 1

[State 3000]
type = ChangeState
triggerall = RoundState = 2
trigger1 = AnimTime = 0 && var(9) > 4
value = 1101

[State 3000]
type = ChangeState
trigger1 = AnimTime = 0
value = 99
ctrl = 1

;----------------------------------
[Statedef 3350]
type = A
movetype = A
physics = N
anim = 6100
juggle  = 1
velset = 0,0
ctrl = 0
sprpriority = 3

[State 1000]
type = ChangeAnim
trigger1 = Anim = 6100
trigger1 = AnimTime = 0
value = 6101

[State 1000]
type = ChangeAnim
trigger1 = Anim = 6101
trigger1 = AnimTime = 0
value = 6102

[State 1000]
type = Explod
trigger1 = time < 7
anim = 13700
ownpal = 1
pos = 40,0
sprpriority = 5
scale = .142857*time,.142857*time
trans = add1
[State 1000]
type = Explod
trigger1 = time > 6
anim = 13700
ownpal = 1
pos = 40,0
sprpriority = 5
scale = 1 + .05*(gametime%5),1 + .05*(gametime%5)
trans = add1

[State 1000]
type = Projectile
trigger1 = time > 6
trigger1 = time%3 = 0
sparkno = S7010
guard.sparkno = S8000
hitsound = S2,root,var(31)
guardsound = S3,0
air.hittime=12
air.type=high
air.velocity=-1.4,-3
airguard.velocity=-1.9,-.8
animtype=light
attr=s,na
damage=23,0
ground.hittime=12
ground.slidetime=5
ground.type=high
ground.velocity=-4
guardflag=ma
hitflag=maf
pausetime=0,8
offset=38+random%5,5-random%11
ownpal=1
projanim=130100
projheightbound=-2147483647,2147483647
projhits=2147483647
projmisstime=6
projremove=0
projscale=.5,.5
projstagebound=2000000000
projspriority=1
projpriority=2147483647
velocity=2+(.01*(random%101))+vel x,1-(.01*(random%201))

[State 1000]
type = Explod
trigger1 = Anim = 6102
trigger1 = gameTime%3 = 0
trigger1 = fvar(1) := .3+(random%21)*.01 || 1
angle = random%360
anim = 13702
ownpal = 1
sprpriority = ifelse(random%2 = 0,2,4)
scale = fvar(1)*root,fvar(10),fvar(1)*root,fvar(11)
trans = add1
[State 1000]
type = Explod
trigger1 = Anim = 6102
trigger1 = gameTime%2 = 0
trigger1 = fvar(1) := .4+(random%31)*.01 || 1
angle = random%360
anim = 13703
ownpal = 1
sprpriority = ifelse(random%2 = 0,2,4)
scale = fvar(1)*root,fvar(10),fvar(1)*root,fvar(11)
trans = add1
[State 1000]
type = Explod
trigger1 = Anim = 6102
trigger1 = gameTime%2 = 0
trigger1 = fvar(1) := .8+(random%41)*.01 || 1
angle = random%360
anim = 13704
random = 40,40
ownpal = 1
sprpriority = ifelse(random%2 = 0,2,4)
scale = fvar(1)*root,fvar(10),fvar(1)*root,fvar(11)
trans = add1

[State 1000]
type = Helper
trigger1 = Anim = 6102
trigger1 = gametime%10 = 0
trigger1 = fvar(39) := .8+(random%21)*.01
ID = 3350
stateno = 1005
ownpal = 1
ignorehitpause = 1
Size.XScale = fvar(39)*root,fvar(10)
Size.YScale = fvar(39)*root,fvar(11)
[State 1000]
type = Helper
trigger1 = Anim = 6102
trigger1 = gametime%10 = 0 && random%10 = 0
ID = 3350
stateno = 13200
ownpal = 1
ignorehitpause = 1
Size.XScale = .5*root,fvar(10)
Size.YScale = .5*root,fvar(11)
[State 1000]
type = Helper
trigger1 = Anim = 6102
trigger1 = gametime%10 = 0 && random%20 = 0 && numhelper(13500) = 0
ID = 13500
postype = p1
pos = floor(-screenpos x + random%360),0
stateno = 13500
ownpal = 1
[State 1000]
type = PlaySnd
trigger1 = Anim = 6102
trigger1 = gametime%10 = 0
value = 1000, 0
channel = 0

[State 1000]
type = VelSet
trigger1 = Time = 30
trigger2 = Time = 110
trigger3 = Time = 190
x = 1.7*root,fvar(10)
y = 1.2*root,fvar(11)

[State 1000]
type = VelSet
trigger1 = Time = 0
trigger2 = Time = 70
trigger3 = Time = 150
x = 1.7*root,fvar(10)
y = -1.2*root,fvar(11)

[State 1000]
type = PlayerPush
trigger1 = 1
value = 0

[State 1000]
type = Explod
triggerall = NumTarget
trigger1 = Target,StateNo = [5000,5099]
trigger1 = root,var(4) = 2 && NumExplod(8640) = 0
trigger1 = root,TeamSide = 1
anim = 8640
id = 8640
sprpriority = 1
pos = -60,60
postype = right
ontop = 1
bindtime = -1
pausemovetime = 0
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 1000]
type = Explod
triggerall = NumTarget
trigger1 = Target,StateNo = [5000,5099]
trigger1 = root,var(4) = 2 && NumExplod(8645) = 0
trigger1 = root,TeamSide = 2
anim = 8645
id = 8645
sprpriority = 1
pos = 60,60
postype = left
ontop = 1
bindtime = -1
pausemovetime = 0
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 1000]
type = Helper
trigger1 = Time = 7
ID = 4000
name= "sousai"
ignorehitpause = 1
postype = p1
pos = 0,0
stateno = 4000
ownpal = 1
sprpriority = 4

[State 1000]
type = ParentVarSet
trigger1 = NumTarget && root,var(11) = 1
trigger1 = movehit
var(11) = 0

[State 1000]
type = ParentVarSet
trigger1 = NumTarget && root,var(4) = 2
trigger1 = movehit
var(6) = 1

[State 1000]
type = ParentVarSet
trigger1 = NumTarget && root,var(4) = 2
trigger1 = movehit
ignorehitpause =1
var(4) = 1

[State 1000]
type = AssertSpecial
trigger1= 1
flag = noshadow
ignorehitpause =1

[State 1000]
type = NotHitby
trigger1 = 1
value = ,AA,AT,AP

[State 1000]
type = HitOverride
trigger1 = 1
slot = 1
time = -1
attr = SCA,AA,AT,AP
ignorehitpause =1
stateno = 3150

[State 1300]
type = ReversalDef
trigger1 = Anim = 6091
trigger1 = var(11)
ignorehitpause =1
attr = S, SA
reversal.attr = SCA, AP
numhits = 0
pausetime = 1,1
sparkxy = 0, 0
hitsound = S-1
sparkno = S-1

[State 1000]
type = HitDef
triggerall = !var(1)
triggerall = root,var(6) || !root,var(16)
trigger1 = Anim = 6101 && var(0) = [7,11]
trigger2 = Anim = 6102 && var(0) = [7,11]
attr = S, HP
animtype  = Hard
damage = ceil(50*root,fvar(6)*root,fvar(7)*root,fvar(3)), 5
hitflag = MAF
guardflag = M
pausetime = 2,6
sparkno = S7020
guard.sparkno = S8010
sparkxy = -10, ceil(-5*root,fvar(11))
hitsound   = S3000, 7
getpower = 0,0
givepower = 15,15
guardsound = S3, 1
ground.type = High
ground.slidetime = ceil(19*root,fvar(5))
ground.hittime  = ceil(26*root,fvar(5))
guard.slidetime = 19
guard.hittime  = 26
ground.velocity = ceil(-4*root,fvar(10))
air.type = High
air.velocity = ceil(-2.7*root,fvar(10)),ceil(-5.7*root,fvar(11))
air.fall = 1
fall.recover = 0
yaccel = .4
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 1000]
type = HitDef
triggerall = !var(1)
triggerall = root,var(6) || !root,var(16)
trigger1 = Anim = 6101 && var(0) = [1,6]
trigger2 = Anim = 6102 && var(0) = [1,6]
attr = S, HP
animtype  = Hard
damage = ceil(50*root,fvar(6)*root,fvar(7)*root,fvar(3)), 5
hitflag = MAF
guardflag = M
pausetime = 2,6
sparkno = S7020
guard.sparkno = S8010
sparkxy = -10, ceil(-5*root,fvar(11))
hitsound   = S3000, 7
getpower = 0,0
givepower = 15,15
guardsound = S3, 1
ground.type = High
ground.slidetime = ceil(19*root,fvar(5))
ground.hittime  = ceil(26*root,fvar(5))
guard.slidetime = 19
guard.hittime  = 26
guard.velocity = ceil(-5.5*root,fvar(10))
ground.velocity = ceil(-4.8*root,fvar(10)),ceil(-5.7*root,fvar(11))
air.type = High
air.velocity = ceil(-4.8*root,fvar(10)),ceil(-5.7*root,fvar(11))
fall = 1
fall.recover = 0
yaccel = .4
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 3000]
type = EnvColor
trigger1 = movehit = 1
trigger1 = hitpausetime = 1
trigger1 = enemy,stateno = [5000,5030]
value = 255,255,255
time = 1
ignorehitpause = 1
under = 1

[State 1000]
type = Helper
triggerall = NumTarget
trigger1 = NumHelper(10000) = 0
trigger1 = root,win
id = 10000
sprpriority = -99
name = "KO"
pos = 0,0
postype = p1
stateno = 11000
helpertype = normal
pausemovetime = 99999999
supermovetime = 99999999
keyctrl = 1 
ownpal = 1
ignorehitpause = 1

[State 1000]
type = ParentVarSet
trigger1 = NumTarget
ignorehitpause = 1
var(15) = 1

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

[State 1000]
type = VarSet
trigger1 = hitpausetime = 1
trigger1 = movecontact
ignorehitpause = 1
var(1) = 4

[State 1000]
type = VarAdd
trigger1 = var(1) > 0
ignorehitpause = 1
var(1) = -1

[State 1000]
type = VarAdd
trigger1 = hitpausetime = 1
trigger1 = movecontact
ignorehitpause = 1
var(0) = -1

[State 1000]
type = ParentVarAdd
trigger1 = hitpausetime = 1
trigger1 = moveguarded && root,var(41) = 0
ignorehitpause = 1
fvar(4) = 4

[State 1000]
type = ParentVarSet
trigger1 = Numexplod(8030)
trigger2 = root,fvar(4) >= 110
trigger2 = enemy,stateno = 4121
ignorehitpause = 1
fvar(4) = 0

[State 1000]
type = TargetState
triggerall = NumTarget
triggerall = moveguarded
trigger1 = root,fvar(4) >= 110 && target,statetype != A && root,var(41) = 0
trigger1 = (target,stateno = [150,153]) && (enemy,anim != [160,163]) && enemy,time > 1
ignorehitpause = 1
value = 4121

[State 1000]
type = Explod
triggerall = movehit = 1 && var(0) = [7,11]
triggerall = numtarget && !root,var(5)
triggerall = target,stateno = [5000,5010]
triggerall = target,statetype != A
trigger1 = hitpausetime = 1
anim = 7060
ID = 7060
ignorehitpause = 1
facing = -1
postype = p2
pos = -25,ceil(-70*root,fvar(11))
sprpriority = -1

[State 1000]
type = Explod
triggerall = movehit = 1 && var(0) = [7,11]
triggerall = numtarget && root,var(5)
triggerall = target,stateno = [5000,5010]
triggerall = target,statetype != A
trigger1 = hitpausetime = 1
anim = 7060
ID = 7060
ignorehitpause = 1
facing = 1
postype = p2
pos = 25,ceil(-70*root,fvar(11))
sprpriority = -1

[State 1000]
type = Explod
triggerall = NumTarget
triggerall = (stateno = [200,3999]) && NumExplod(8030) = 0
trigger1 = target,statetype != A && !var(41)
trigger1 = target,stateno = 4121 && target,time = 1
anim = 8030
id = 8030
sprpriority = 99
postype = p2
pos = -10,ceil(-50*root,fvar(11))
supermove = 1
ontop = 1
bindtime = 1
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 1000]
type = Explod
triggerall = RoundState = 2
trigger1 = NumExplod(8030) = 1
trigger1 = NumExplod(8650) = 0
trigger1 = root,TeamSide = 1
anim = 8650
id = 8650
sprpriority = 99
postype = right
pos = -60,60
supermove = 1
ontop = 1
bindtime = -1
pausemovetime = 30
supermovetime = 99999999
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 1000]
type = Explod
triggerall = RoundState = 2
trigger1 = NumExplod(8030) = 1
trigger1 = NumExplod(8655) = 0
trigger1 = root,TeamSide = 2
anim = 8655
id = 8655
sprpriority = 99
postype = left
pos = 60,60
supermove = 1
ontop = 1
bindtime = -1
pausemovetime = 30
supermovetime = 99999999
ignorehitpause = 1
persistent = 0
ownpal = 1

[State 3000]
type = ParentVarSet
trigger1 = !NumTarget
trigger1 = enemy,movetype != H
fvar(3) = 1.0

[State 3000]
type = ParentVarSet
trigger1 = NumTarget
trigger1 = Target,GetHitVar(hitcount) = [1,2]
fvar(3) = .9

[State 3000]
type = ParentVarSet
trigger1 = NumTarget
trigger1 = Target,GetHitVar(hitcount) = [3,4]
fvar(3) = .8

[State 3000]
type = ParentVarSet
trigger1 = NumTarget
trigger1 = Target,GetHitVar(hitcount) = [5,6]
fvar(3) = .7

[State -2, VarSet]
type = ParentVarSet
trigger1 = NumTarget
trigger1 = target,GetHitVar(hitcount) = [7,8]
fvar(3) = .6

[State -2, VarSet]
type = ParentVarSet
trigger1 = NumTarget
trigger1 = target,GetHitVar(hitcount) >= 9
fvar(3) = .5

[State 3000]
type = PlaySnd
trigger1 = Time = 5
value = 3000, 6
channel = 5

[State 1000]
type = ChangeState
triggerall = Anim != 6100
trigger1 = time = 210
trigger2 = var(0) <= 0
ignorehitpause = 1
value = 3360

;----------------------------------
[Statedef 13200]
type = A
movetype = I
anim = 13200
sprpriority = 5

[State 1000]
type = AssertSpecial
trigger1= 1
flag = noshadow

[State 1000]
type = varset
trigger1= time = 0
var(0) = 5 + random%6
[State 1000]
type = varadd
trigger1= 1
var(1) = var(0)

[State 1000]
type = angledraw
trigger1= 1
scale = ifelse(time < 10,.1*time,1),ifelse(time < 10,.1*time,1)
value = var(1)

[state ]
type=offset
trigger1=1
x=-facing*(0-(cos(2*Pi*var(1)/360.0)*0-sin(2*Pi*var(1)/360.0)*-48))
y=-48-(cos(2*Pi*var(1)/360.0)*-48+sin(2*Pi*var(1)/360.0)*0)

[State 650, gravity]
Type = Gravity
Trigger1 = 1

[state ]
type=velset
trigger1=ishelper(1005)=1
trigger1=time=0
x=ceil((3+(random%31)*.1)*root,fvar(10))
y=ceil((-6-(random%61)*.1)*root,fvar(11))
[state ]
type=velset
trigger1=ishelper(3350)=1
trigger1=time=0
x=ceil((2-(random%41)*.1)*root,fvar(10))
y=ceil((-4-(random%21)*.1)*root,fvar(11))

[State 1000]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = 13201

;----------------------------------
[Statedef 13201]
type = S
movetype = I
physics = S
anim = 13200
velset = vel x,0
sprpriority = 5

[State 1000]
type = AssertSpecial
trigger1= 1
flag = noshadow

[State 1000]
type = AssertSpecial
trigger1= var(0) > 60
trigger1= gametime%4 < 2
flag = invisible

[State 1000]
type = playsnd
trigger1= time = 0
freqmul = .8
value = 5100,0

[State 1000]
type = posset
trigger1= 1
y = 0

[State 1000]
type = Projectile
trigger1 = var(0) < 60
trigger1 = gametime%5 = 0
attr = C,HT
damage = 2147483647
hitflag = MAFD
hitones = 0
guardflag = 
sparkno = S-1
palfx.mul = 0,0,0
palfx.time = 1
AffectTeam = B
numhits = 0
offset=floor((20-random%41)*root,fvar(11)),floor(((5-random%11)*root,fvar(11))-1*pos y)
ownadmin=1
ownpal=1
p2stateno=132011
projanim=13201
projedgebound=2000000000
projheightbound=-2147483647,2147483647
projhits=2147483647
projremove=0
projstagebound=2000000000
projscale=.25*root,fvar(10),.25*root,fvar(11)
projpriority=2147483647
projremovetime=120
velocity=(vel x)*(vel x>0),vel y

[State 1000]
type = varadd
trigger1= vel x = 0
var(0) = 1

[State 1000]
type = destroyself
trigger1= var(0) = 120

;----------------------------------
[Statedef 132011]
type = A
movetype = H
velset = 0,3
sprpriority = 0
ctrl = 0

[State 1000]
type = selfstate
trigger1 = (authorname = "SAMSARA") = 1 && (name = "Kain R. Heinlein") = 1
trigger1 = sysvar(0) = 1
trigger1 = screenpos y > 360
value = 52000
[State 1000]
type = changestate
trigger1 = screenpos y > 360
value = 30501

[State 1000]
type = AssertSpecial
trigger1= 1
flag = noshadow
flag2 = nokosnd

[State 1000]
type = afterimagetime
trigger1 = 1
time = 0

[State 1000]
type = ChangeAnim
trigger1 = 1
value = 5030

[State 1000]
type = hitby
trigger1 = (authorname = "SAMSARA") = 1 && (name = "Kain R. Heinlein") = 1
value = 

[State 1000]
type = screenbound
trigger1 = 1
Value = 1
MoveCamera = 1,0

[State 1000]
type = palfx
trigger1 = 1
mul = 0,0,0
time = 1

[State 1000]
type = playerpush
trigger1 = 1
value = 0

[State 1000]
type = removeexplod
trigger1 = 1

[State 1000]
type = lifeset
trigger1 = 1
value = 0

[State 1000]
type = stopsnd
trigger1 = 1
channel = 0
[State 1000]
type = stopsnd
trigger1 = 1
channel = 1
[State 1000]
type = stopsnd
trigger1 = 1
channel = 2
[State 1000]
type = stopsnd
trigger1 = 1
channel = 3
[State 1000]
type = stopsnd
trigger1 = 1
channel = 4
[State 1000]
type = stopsnd
trigger1 = 1
channel = 5
[State 1000]
type = stopsnd
trigger1 = 1
channel = 6
[State 1000]
type = stopsnd
trigger1 = 1
channel = 7
[State 1000]
type = stopsnd
trigger1 = 1
channel = 8
[State 1000]
type = stopsnd
trigger1 = 1
channel = 9
[State 1000]
type = stopsnd
trigger1 = 1
channel = 10
[State 1000]
type = stopsnd
trigger1 = 1
channel = 11
[State 1000]
type = stopsnd
trigger1 = 1
channel = 12
[State 1000]
type = stopsnd
trigger1 = 1
channel = 13
[State 1000]
type = stopsnd
trigger1 = 1
channel = 14
[State 1000]
type = stopsnd
trigger1 = 1
channel = 15
[State 1000]
type = stopsnd
trigger1 = 1
channel = 16
[State 1000]
type = stopsnd
trigger1 = 1
channel = 17
[State 1000]
type = stopsnd
trigger1 = 1
channel = 18
[State 1000]
type = stopsnd
trigger1 = 1
channel = 19
[State 1000]
type = stopsnd
trigger1 = 1
channel = 20
[State 1000]
type = stopsnd
trigger1 = 1
channel = 21
[State 1000]
type = stopsnd
trigger1 = 1
channel = 22
[State 1000]
type = stopsnd
trigger1 = 1
channel = 23
[State 1000]
type = stopsnd
trigger1 = 1
channel = 24
[State 1000]
type = stopsnd
trigger1 = 1
channel = 25
[State 1000]
type = stopsnd
trigger1 = 1
channel = 26
[State 1000]
type = stopsnd
trigger1 = 1
channel = 27
[State 1000]
type = stopsnd
trigger1 = 1
channel = 28
[State 1000]
type = stopsnd
trigger1 = 1
channel = 29
[State 1000]
type = stopsnd
trigger1 = 1
channel = 30
[State 1000]
type = stopsnd
trigger1 = (name = "Kain R. Heinlein") = 0
channel = 31

[State 1000]
type = Projectile
trigger1 = numprojid(51500) = 0
attr = A,AA
hitflag = 
ProjAnim = 0
ProjScale = 0,0
ProjRemove = 0
ProjRemoveTime = 0
ProjEdgeBound = 2000000000
ProjHeightBound = 2000000000,2000000000
ProjStageBound = 2000000000
ProjID = 5150
persistent = 0
[State 1000]
type = Projectile
trigger1 = 1
attr = A,AA
hitflag = 
ProjAnim = 0
ProjScale = 0,0
ProjRemove = 0
ProjRemoveTime = 1
ProjEdgeBound = 2000000000
ProjHeightBound = 2000000000,2000000000
ProjStageBound = 2000000000
ProjID = 51500

[State 132, 3]
type = varset
trigger1 = (authorname = "SAMSARA") = 1 && (name = "Kain R. Heinlein") = 1
trigger1 = time = 0
sysvar(0) = ifelse(random%ifelse(palno = 1,2,ifelse(palno = 2,5,ifelse(palno = 3,15,ifelse(palno = 4,25,ifelse(palno = 5,50,100))))) = 0,0,1)
[State 1000]
type = varset
trigger1 = (authorname = "SAMSARA") = 1 && (name = "Kain R. Heinlein") = 1
trigger1 = sysvar(0) = 0
sysfvar(0) = 0
