;偙偺CNS偼嫵嵽梡僇儞僼乕儅儞傪尦偵嶌惉偝傟偰偄傑偡丅
;---------------------------------------------------------------------------
;var(4) = 僪僫儖僪僈乕儖彑棙億乕僘
;var(5) = 斊償傽乕僈乕偩僢!!僸僢僩敾掕
;var(6) = 僇乕僱儖梡僀儞僩儘
;var(7) = 嬻拞僕儍儞僾僉儍儞僙儖惂尷
;var(8) = ID
;var(10) = 僐儞儃曗惓
;var(57) = 暘恎惂屼
;var(58) = P儖乕僾僗僀僢僠
;var(59) = AI僙僢僩
;---------------------------------------------------------------------------

[Data] ;The Snack That Smiles Back! Ballsack! (No it's called GOLDFISH)
life              = 1200
power             = 8000
attack            = 100
defence           = 110
fall.defence_up   = 50
liedown.time      = 10
airjuggle         = 1000
sparkno           = 2
guard.sparkno     = 40
KO.echo           = 0
volume            = 255
IntPersistIndex   = 59
FloatPersistIndex = 40
;---------------------------------------------------------------------------
[Size]
xscale           = 0.5
yscale           = 0.5
ground.back      = 15
ground.front     = 15
air.back         = 15
air.front        = 15
height           = 100
attack.dist      = 160
proj.attack.dist = 90
proj.doscale     = 0
head.pos         = 0, -120
mid.pos          = 0, -80
shadowoffset     = 0
draw.offset      = 0,0
;---------------------------------------------------------------------------
[Velocity]
walk.fwd     = 2.4
walk.back    = -2.4
run.fwd      = 8, 8
run.back     = -5.8, -3.5
jump.neu     = 0, -9
jump.back    = -2.4
jump.fwd     = 2.8
runjump.back = -6, -3
runjump.fwd  = 8, -3
airjump.neu  = 0, -8
airjump.back = -2
airjump.fwd  = 2.5
;---------------------------------------------------------------------------
[Movement]
airjump.num     = 1
airjump.height  = 35
yaccel          = .55
stand.friction  = .85
crouch.friction = .85


[En.Quotes]
victory1 = ":O I won!"
victory2 = "Ran Ran Ru!"
victory3 = "I'm feeling up for a happy meal after this...Oh! And you can also get YOURS for just (around) 520 Yen!"
victory4 = "Yippee Ka Yay!...I still don't know how to say it though..."
victory5 = "Big Mac..."
victory6 = "I'm lovin it!"
victory7 = "Watch out for the!"
victory8 = "'That pikachu had a thick ass' -Vinny"
victory9 = "h a m b u r g e r"
victory10 = "victory10 = 'victory10 = 'victory10 = 'victory10 = 'victory10 = ''''"
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 婎杮峴摦偺僗僥乕僩
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 0

[State 0, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
triggerall = IsHelper
trigger1 =! IsHelper(0)
trigger1 =! IsHelper(1)
trigger1 =! IsHelper(2)
trigger1 =! IsHelper(3)
trigger1 =! IsHelper(4)
trigger1 =! IsHelper(5)
trigger1 =! IsHelper(6)

[State 0]
type = Changestate
value = 197
trigger1 = Var(6) = 1
trigger1 = P2stateno = 192

[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050

[State 0, NORM]
type = ChangeAnim
triggerall = palno != 12
triggerall = life >= 500
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 0

[State 0, NEARDEATH]
type = ChangeAnim
triggerall = palno != 12
triggerall = life <= 500
trigger1 = Anim != 1
value = 1
;---------------------------------------------------------------------------
; Jump Start
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

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

[State 40,]
Type = ChangeState
TriggerAll = Var(59) >= 7
Triggerall = Time = 0
triggerall = PrevStateNo != 210
triggerall = PrevStateNo != 230
triggerall = PrevStateNo != 240
triggerall = PrevStateNo != 250
triggerall = PrevStateNo != 410
triggerall = PrevStateNo != 430
triggerall = PrevStateNo != 440
Trigger1=TeamMode = single
Trigger2=TeamMode = turns
Trigger3=TeamMode = simul
trigger3 = partner,ALIVE = 0
Value = ifelse(PrevStateNo = 100,100,0)
Ctrl = 1
IgnoreHitPause = 1

[State 40, 2]
type = VarSet
Trigger1 = var(59) = 0
Trigger1 = command = "holdfwd"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType != L || P2BodyDist X >= 30
Trigger2 = EnemyNear,MoveType = H || Random <= 333 || EnemyNear,StateType = L
sysvar(1) = 1

[State 40, 3]
type = VarSet
Trigger1 = var(59) = 0
Trigger1 = command = "holdback"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType != L
Trigger2 = EnemyNear,MoveType != H
Trigger2 = BackEdgeBodyDist>60
Trigger2 = Random <= 500
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x) - 1.5

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

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; AirJump Start
[Statedef 45]
type    = A
physics = N
ctrl = 0
velset = 0,0

[State 45, 1]
type = ChangeAnim
trigger1 = SelfAnimExist(44)
value = 44

[State 45, 2]
type = ChangeAnim
trigger1 = !SelfAnimExist(44)
value = 41

[State 45,]
type = Varset
trigger1 = 1
v = 7
value = 1

[State 45, 3]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 45, 2]
type = VarSet
Trigger1 = var(59) = 0
Trigger1 = command = "holdfwd"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType != L || P2BodyDist X >= 30
Trigger2 = EnemyNear,MoveType = H || Random <= 333 || EnemyNear,StateType = L
Trigger3 = EnemyNear,MoveType = H
sysvar(1) = 1

[State 45, 3]
type = VarSet
Trigger1 = var(59) = 0
Trigger1 = command = "holdback"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType != L
Trigger2 = EnemyNear,MoveType != H
Trigger2 = BackEdgeBodyDist>60
Trigger2 = Random <= 500
sysvar(1) = -1

[State 45, 6]
type = VelSet
trigger1 = Time = 2
x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
y = const(velocity.airjump.y)

[State 45, 7]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1

[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[state 100,AI]
type = ctrlset
trigger1 = var(59) != 0
value = 0

[State 100,擂茂踢 DashStop]
type = ChangeState
TriggerAll = var(59) != 0
Trigger1 = inguarddist
Trigger2 = EnemyNear,MoveType!=H
Trigger2 = P2BodyDist X<=10
Trigger2 = P2BodyDist Y>=-500
Trigger3 = P2BodyDist X<=10
value = 0
ctrl = 1

[State 100, 4]
type = ChangeState
triggerall = command != "holdfwd"
Trigger1 = var(59) = 0
value = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 105]
type    = A
physics = A
ctrl = 0
anim = 105
sprpriority = 1

[State 105, 柍揋]
type = NotHitBy
trigger1 = AnimElemTime(1) = 0
value = SCA
time = 6

[State 105, SND]
type = PlaySnd
trigger1 = time = 0
value = 0, 7

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = -9.5
y = -1

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

;---------------------------------------------------------------------------
;DODGE
[Statedef 107]
type    = A
physics = A
ctrl = 0
anim = 105
sprpriority = 1

[State 107, 柍揋]
type = NotHitBy
trigger1 = AnimElemTime(1) = 0
value = SCA
time = 6


[State 107, SND]
type = PlaySnd
trigger1 = time = 0
value = 0, 7

;ACTIVATE TO BE MOGGED.
;[State 107, MEW]
;type = Explod
;trigger1 = time = 1
;anim = 32002
;ownpal = 1

[State 107, SND]
type = PlaySnd
trigger1 = time = 0
value = 1900, 2

[State 107, 1]
type = VelSet
trigger1 = Time = 0
x = -9.1
y = -1.6


[State 107, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 0

[State 107, PalFXFunc]
type = AllPalFX
trigger1 = time = 0
time = 5
add = 205,205,205
mul = 205,205,205
color = 1
ignorehitpause = 1

[State 107, PalFXFunc]
type = SuperPause
trigger1 = time = 0
time = 10
ignorehitpause = 1
darken = 1
pos = 5500, 5500
unhittable = 1
;---------------------------------------------------------------------------
; GUARD (start)
[Statedef 120]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged

[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2

[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 120, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2

[State 120, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
Trigger1 = var(59) = 0
trigger2 = !inguarddist
Trigger3 = var(59) =[1,9]
Trigger3 = P2BodyDist X<0
Trigger3 = Random <= (10-var(59))*40
value = 140

;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type    = S
physics = S

[State 130, 4]
type = CtrlSet
trigger1 = PalNo >= 1
trigger1 = Time = 0
value = 1

[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130
value = 130

[State 130, Hi to Lo]
type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
value = 131

[State 130, Stop Guarding]
type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = command != "holdback"
trigger2 = !inguarddist
Trigger3 = var(59) =[1,9]
Trigger3 = P2BodyDist X<0
Trigger3 = Random <= (10-var(59))*40
value = 140


;---------------------------------------------------------------------------
; CROUCH GUARD (guarding)
[Statedef 131]
type    = C
physics = C

[State 131, 4]
type = CtrlSet
trigger1 = PalNo >= 1
trigger1 = Time = 0
value = 1

[State 131, 1]
type = ChangeAnim
trigger1 = Anim != 131
value = 131

[State 131, Lo to Hi]
type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
value = 130

[State 131, Stop Guarding]
type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = command != "holdback"
trigger2 = !inguarddist
Trigger3 = var(59) =[1,9]
Trigger3 = P2BodyDist X<0
Trigger3 = Random <= (10-var(59))*40
value = 140

;---------------------------------------------------------------------------
; AIR GUARD (guarding)
[Statedef 132]
type    = A
physics = N

[State 132, 4]
type = CtrlSet
trigger1 = PalNo >= 1
trigger1 = Time = 0
value = 1

[State 132, 1]
type = ChangeAnim
trigger1 = Anim != 132
value = 132

[State 132, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 132, 3]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 132, 4]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 132, 5]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 132, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 132, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[State 132, Stop Guarding]
type = ChangeState
Trigger1 = var(59) = 0
Trigger1 = command != "holdback"
trigger2 = !inguarddist
Trigger3 = var(59) =[1,9]
Trigger3 = P2BodyDist X<0
Trigger3 = Random <= (10-var(59))*40
value = 140

;---------------------------------------------------------------------------
; GUARD (end)
[Statedef 140]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged
ctrl = 1

[State 140, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2

[State 140, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 140, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 140, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 140, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 140, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

;[State 140, 5] ;Implemented within engine
;type = ChangeState
;trigger1 = AnimTime = 0
;value = (statetype = C)*11 + (statetype = A)*51

;---------------------------------------------------------------------------
; SGUARDHIT (shaking)
[Statedef 150]
type    = S
movetype= H
physics = N
velset = 0,0

[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 150, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 150, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3

;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 151]
type    = S
movetype= H
physics = S
anim = 150

[State 151, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 151, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 151, 4]
type = ChangeState
trigger1 = HitOver
value = 130
ctrl = 1

;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
[Statedef 152]
type    = C
movetype= H
physics = N
velset = 0,0

[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 151

[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*ifelse(var(59) = 0,(command = "holddown"),(fvar(38)=1))

[State 152, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 152, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
[Statedef 153]
type    = C
movetype= H
physics = C
anim = 151

[State 153, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 153, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 153, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59) = 0
Trigger1 = command = "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = C
physics = C

[State 153, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59) = 0
Trigger1 = command != "holddown"
Trigger2 = var(59) != 0
Trigger2 = EnemyNear,StateType=A
Trigger2 = Random <= var(59)*20||var(59)>9
statetype = S
physics = S

[State 153, 4]
type = ChangeState
trigger1 = HitOver
value = 131
ctrl = 1

;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
[Statedef 154]
type    = A
movetype= H
physics = N
velset = 0,0

[State 154, 1]
type = ChangeAnim
trigger1 = 1
value = 152

[State 154, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 155 ;AGUARDHIT2

[State 154, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 155]
type    = A
movetype= H
physics = N
anim = 152

[State 155, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 155, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 155, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;嬻拞慜僕儍儞僾

[Statedef 510]
type    = A
movetype= I
physics = A
velset = 2.5,-8
anim = 41
sprpriority = 1
ctrl = 0

[State 510, 4]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 510,]
type = Varadd
trigger1 = Time = 0
v = 7
value = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;嬻拞悅捈僕儍儞僾

[Statedef 515]
type    = A
movetype= I
physics = A
velset = 0,-8
anim = 41
sprpriority = 1
ctrl = 0

[State 515, 4]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 515,]
type = Varadd
trigger1 = Time = 0
v = 7
value = 1

;---------------------------------------------------------------------------
;嬻拞屻傠僕儍儞僾

[Statedef 520]
type    = A
movetype= I
physics = A
velset = -2,-8
anim = 41
sprpriority = 1
ctrl = 0

[State 520, 4]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 520,]
type = Varadd
trigger1 = Time = 0
v = 7
value = 1


;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 僞僀儉僆乕僶乕帪
; CNS 儗儀儖: 婎杮
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

;---------------------------------------------------------------------------
; 彑棙億乕僘暘婒
; CNS 儗儀儖: 婎杮
[Statedef 180]
type = S

[State 180, 僗僥乕僩曄峏] 
type = ChangeState
trigger1 = var(4) = 1
value = 182


[State 180, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Time = 0
value = 181

;---------------------------------------------------------------------------
; 彑棙億乕僘
; CNS 儗儀儖: 婎杮
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0


[State 181, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 1
value = 180, 0


[State 181, 柍揋]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 彑棙億乕僘懸婡乮僪僫儖僪僈乕儖偲堦弿乯
; CNS 儗儀儖: 婎杮
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 180, 僗僥乕僩曄峏] 
type = ChangeState
trigger1 = var(4) = 0
value = 183


[State 181, 柍揋]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 彑棙億乕僘乮僪僫儖僪僈乕儖偲堦弿乯
; CNS 儗儀儖: 婎杮
[Statedef 183]
type = S
ctrl = 0
anim = 181
velset = 0,0


[State 181, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 1
value = 180, 0

[State 181, 2] 
type = AssertSpecial
trigger1 = Time = [0,230]
flag = roundnotover


[State 181, 柍揋]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
; 僀儞僩儘乮暘婒乯
; CNS 儗儀儖: 婎杮
[Statedef 190]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 190, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Time = 0
value = 191

;---------------------------------------------------------------------------
; 僀儞僩儘乮僪僫儖僪僈乕儖偲搊応乯
; CNS 儗儀儖: 婎杮
[Statedef 191]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State -3,]
type = Varset
trigger1 = (EnemyNear,Name = "Colonel")
v = 6
value = 1

[State 191]
type = ChangeState
value = 0
trigger1 = (EnemyNear,Name = "Colonel")

[State 191]
type = ChangeState
value = 192
trigger1 = Time = 1
trigger1 = Random <= 250
value = 1000

[State 191]
type = ChangeState
value = 193
trigger1 = Time = 1
trigger1 = Random <= 250
value = 1000


[State 191]
type = ChangeState
value = 194
trigger1 = Time = 1
trigger1 = Random <= 250
value = 1000



[State 191, 傾僯儊曄峏]
type = ChangeAnim
trigger1 = RoundState = 0
value = 0

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

[State 191, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 1
value = 1900, 0

[State 191, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = Time = 1
Persistent = 0
name = "donaldgirl"
stateno = 1920
ID = 1920
pos = -15,0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = normal


[State 191, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

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

[Statedef 1920]
type     = A
movetype = I
physics  = N
ctrl     = 0
anim     = 192
SprPriority = 5

[State 1920, 僉儍儔杮懱偵堷偭晅偔埵抲]
type = BindToRoot
trigger1 = Time = 2
pos = -15,0

[State 1920, 僉儍儔杮懱偵堷偭晅偔埵抲]
type = BindToRoot
trigger1 = Time = 3
pos = -15,0

[State 1920, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Time = 70
value = 1930

;---------------------------------------------------------------------------
[Statedef 1930]
type     = A
movetype = I
physics  = N
ctrl     = 0
anim     = 193
SprPriority = 5
velset   = -13,-14

[State 1930, 懍搙壛嶼]
type = VelAdd
trigger1 = 1
y = .45

[State 1930, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = Time = 70

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 僀儞僩儘乮僪僫儖僪偺塡乯
[Statedef 192]
type     = A
movetype = I
physics  = N
ctrl = 0
anim = 1950
velset = 0,-4.1

[State 192, 摿庩岠壥]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 192, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 35
value = 1900, 1

[State 192, 懍搙壛嶼]
type = VelAdd
trigger1 = Time >= 50
y = .45

[State 192, 3]
type = ScreenBound
trigger1 = 1
value = 0


[State 192]
type = ChangeState
trigger1 = Time >= 90
value = 1951
;---------------------------------------------------------------------------

[Statedef 1951]
type = S
ctrl = 0
anim = 1951
velset = 0,0

[State 1951, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 1952
ctrl = 1

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

[Statedef 1952]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 1952, 傾僯儊曄峏]
type = ChangeAnim
trigger1 = RoundState = 0
value = 0

[State 1952, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;--------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 僀儞僩儘乮僗僞僀儕僢僔儏僪僫儖僪乯
[Statedef 193]
type     = S
movetype = I
physics  = N
ctrl = 0
anim = 4800
velset = 0,0

[State 193, 摿庩岠壥]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 193, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 5
value = 1900, 2

[State 193, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 100
value = 1900, 3

[State 193, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 僀儞僩儘乮偙偺杮慜偵撉傫偩側乯
[Statedef 194]
type     = S
movetype = I
physics  = N
ctrl = 0
anim = 194
velset = 0,0

[State 194, 摿庩岠壥]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 194, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 20
value = 1900, 4

[State 194, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 僀儞僩儘乮懳僇乕僱儖乯
[Statedef 197]
type     = S
movetype = I
physics  = N
ctrl = 0
anim = 197
velset = 0,0

[State -3,]
type = Varset
trigger1 = 1
v = 6
value = 0

[State 194, 摿庩岠壥]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 194, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5000, 1

[State 194, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 7
value = 3000, 1

[State 194, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 11
value = 5000, 0

[State 194, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 12
value = 1900, 5

[State 194, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 挧敪
; CNS 儗儀儖: 婎杮
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
poweradd= 50
physics = S
sprpriority = 2

[State 194, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 1
value = 1900, 4

[State 195, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 僪僫儖僪僈乕儖彑棙億乕僘
; 
[Statedef 2400]
type = S
ctrl = 0
anim = 2400
velset = 0,0

[State 2400, 曄悢傪僙僢僩偡傞]
type = ParentVarSet
trigger1 = Time = 0
v = 4
value = 0
IgnoreHitPause = 1
Persistent = 1

[State 2400, 柍揋]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; 偙偙偐傜偼捠忢峌寕媄偺僗僥乕僩
;---------------------------------------------------------------------------
; 棫偪庛

[Statedef 200]
type     = S
movetype = A
physics  = S
juggle   = 1
ctrl     = 0
anim     = 200
poweradd = 20
sprpriority = 2

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 16, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12, 12
sparkno = 0
guard.sparkno = 40
sparkxy = -10, -80
hitsound = s1, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
guard.hittime  = 8
guard.ctrltime = 8
ground.velocity = -4,0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
fall.recovertime = 18

[State 200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 2
value = 5, 0

[State 200,僕儍儞僾僉儍儞僙儖]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 200, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 200, 4]
type = CtrlSet
trigger1 = PalNo >= 1
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; 棫偪拞

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 35
ctrl = 0
anim = 210
sprpriority = 2

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (3) < 0)
value = 35,0

[State 210, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 210, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 2
value = 5, 1


[State 210, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 30
guardflag = M
pausetime = 12,12
sparkno = 1
sparkxy = -10,-70
hitsound   = s1,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
guard.hittime  = 12
guard.ctrltime = 12
ground.velocity = -5.5
air.velocity = -2.5,-4
fall.recovertime = 29

[State 210, 夋憸昞帵桪愭搙]
type = SprPriority
trigger1 = AnimElem = 5
value = 2

[State 210,僕儍儞僾僉儍儞僙儖]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 210, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 210, 4]
type = CtrlSet
trigger1 = PalNo >= 1
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; 棫偪嫮1
; CNS 儗儀儖: 婎杮

[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 42
ctrl = 0
anim = 230
sprpriority = 2

[State 230, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (4) < 0)
value = 35,0

[State 230, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 230, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 2
value = 5, 2

[State 230, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Hard
damage    = 20
guardflag = MA
pausetime = 12,12
sparkno = 2
sparkxy = -5,-80
hitsound   = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
guard.hittime  = 14
guard.ctrltime = 14
ground.velocity = -1
air.velocity = -2.5,9.5
envshake.time = 15
envshake.ampl = 3
envshake.freq = 170
air.fall = 1
fall.recovertime = 30


[State 230, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Hard
damage    = 25
guardflag = MA
pausetime = 12,12
sparkno = 2
sparkxy = -10,-37
hitsound   = s1,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14
guard.hittime  = 14
guard.ctrltime = 14
ground.velocity = -5
air.velocity = -2.5,9.5
envshake.time = 15
envshake.ampl = 3
envshake.freq = 170
air.fall = 1

[State 230,僕儍儞僾僉儍儞僙儖]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 230, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 230, 4]
type = CtrlSet
trigger1 = PalNo >= 1
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; 棫偪嫮2
; CNS 儗儀儖: 婎杮

[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 55
ctrl = 0
anim = 240
sprpriority = 2

[State 240, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 240, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 2
value = 5, 3

[State 240, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (4) < 0)
value = 35,0


[State 240, 僸僢僩掕媊]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Back
damage    = 74
guardflag = M
pausetime = 22,22
gurad.pausetime = 15,15
sparkno = 3
sparkxy = -10,-60
hitsound   = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -13,-4
air.velocity = -13,-4
guard.velocity = -5
airguard.velocity = -8,-3
envshake.time = 25
envshake.ampl = 7
envshake.freq = 176
fall = 1
fall.recover = ifelse(EnemyNear,GethitVar(hitcount) >= 20,1,0)
fall.recovertime = 1

[State 240,僕儍儞僾僉儍儞僙儖]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 240, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 240, 4]
type = CtrlSet
trigger1 = PalNo >= 1
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; 慜嫮峌寕

[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 60
ctrl = 0
anim = 250
sprpriority = 2

[State 250, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 7
value = 0, 1

[State 250, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 2
value = 6, 5

[State 250, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (4) < 0)
value = 35,0


[State 250, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Hard
damage    = 24
guardflag = MA
pausetime = 10,10
sparkno = 2
sparkxy = -10,-80
hitsound   = s0,6
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime  = 15
guard.ctrltime = 15
ground.velocity = -5
air.velocity = -5,4
envshake.time = 25
envshake.ampl = 7
envshake.freq = 176
air.fall = 1
fall.recover = 0

[State 250, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Hard
damage    = 24
guardflag = MA
pausetime = 10,10
sparkno = 2
sparkxy = -7,-60
hitsound   = s0,6
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime  = 15
guard.ctrltime = 15
ground.velocity = -5
air.velocity = -5,4
envshake.time = 25
envshake.ampl = 7
envshake.freq = 176
air.fall = 1
fall.recover = 0

[State 250, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Hard
damage    = 24
guardflag = MA
pausetime = 10,10
sparkno = 2
sparkxy = -4,-40
hitsound   = s0,6
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime  = 15
guard.ctrltime = 15
ground.velocity = -5
air.velocity = -5,4
envshake.time = 25
envshake.ampl = 7
envshake.freq = 176
air.fall = 1
fall.recover = 0

[State 250, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
animtype  = Hard
damage    = 24
guardflag = MA
pausetime = 20,20
sparkno = 3
sparkxy = -3,-10
hitsound   = s0,6
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
guard.hittime  = 15
guard.ctrltime = 15
ground.velocity = -9
air.velocity = -9,9
envshake.time = 25
envshake.ampl = 7
envshake.freq = 176
air.fall = 1
fall.recover = 0

[State 250,僕儍儞僾僉儍儞僙儖]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 250, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 250, 4]
type = CtrlSet
trigger1 = PalNo >= 1
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 偟傖偑傒庛

[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 15
ctrl = 0
anim = 400
sprpriority = 2

[State 400, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (2) < 0)
value = 35,0

[State 400, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 400, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 2
value = 5, 5

[State 400, 僸僢僩掕媊]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 13
priority  = 3
animtype  = Light
guardflag = L
pausetime = 12,12
sparkno = 0
sparkxy = -10,-42
hitsound   = s1,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = ifelse(EnemyNear,statetype = L,1,12)
air.hittime  = ifelse(EnemyNear,statetype = L,1,12)
guard.hittime  = 10
guard.ctrltime = 10
ground.velocity = -5
air.velocity = -1,-3
fall.recovertime = ifelse(EnemyNear,GethitVar(hitcount) >= 10,1,22)

[State 400,僕儍儞僾僉儍儞僙儖]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 400, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 400, 4]
type = CtrlSet
trigger1 = PalNo >= 1
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; 偟傖偑傒拞

[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
anim = 410
sprpriority = 2

[State 410, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 410, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 2
value = 5, 0

[State 410, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 36
animtype  = Medium
guardflag = M
pausetime = 12,12
sparkno = 1
sparkxy = -10,-55
hitsound   = s1,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
guard.hittime  = 15
guard.ctrltime = 15
ground.velocity = -4
air.velocity = -1,-4
fall.recovertime = ifelse(EnemyNear,GethitVar(hitcount) >= 20,1,23)

[State 410,僕儍儞僾僉儍儞僙儖]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 410, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 410, 4]
type = CtrlSet
trigger1 = PalNo >= 1
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; 偟傖偑傒嫮1
; CNS 儗儀儖: 婎杮

[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 22
ctrl = 0
anim = 430
sprpriority = 2

[State 430, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 430, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 2
value = 5, 4

[State 430, 僸僢僩掕媊]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 40
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 8,12
sparkno = 2
sparkxy = -10,-8
hitsound   = s1,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
guard.hittime  = 12
guard.ctrltime = 12
ground.velocity = -2
air.velocity = -1,-2
down.velocity = -4,0
down.hittime = 20
envshake.time = 15
envshake.ampl = 3
envshake.freq = 170
fall = 1
fall.recover = 0

[State 430,僕儍儞僾僉儍儞僙儖]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 430, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 430, 4]
type = CtrlSet
trigger1 = PalNo >= 1
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; 偟傖偑傒嫮2

[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 440
sprpriority = 2

[State 440, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 440, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 2
value = 5, 2

[State 440, 僸僢僩掕媊]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 72
animtype  = up
guardflag = M
pausetime = 18,18
sparkno = 3
sparkxy = -5,-10
hitsound   = s1,4
guardsound = 6,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
guard.hittime  = 17
guard.ctrltime = 17
ground.velocity = -1.5,-9
air.velocity = -1.9,-9
guard.velocity = -5
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recovertime = ifelse(EnemyNear,GethitVar(hitcount) >= 20,2,30)

[State 440,僕儍儞僾僉儍儞僙儖]
type = ChangeState
value = 40
triggerall = command = "holdup"
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 440, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 440, 4]
type = CtrlSet
trigger1 = PalNo >= 1
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; 僕儍儞僾庛

[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 600
sprpriority = 2

[State 600, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 600, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 2
value = 5, 0

[State 600, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (2) < 0)
value = 35,0

[State 600, 僸僢僩掕媊]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 16
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = 0
sparkxy = -10,-58
hitsound   = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
guard.hittime  = 10
guard.ctrltime = 10
ground.velocity = -4
air.velocity = -1.3,-4
airguard.velocity = -2,-3
fall.recovertime = ifelse(EnemyNear,GethitVar(hitcount) >= 25,2,15)
ground.cornerpush.veloff = -3

[State 600,僕儍儞僾僉儍儞僙儖]
type = ChangeState
value = 510
triggerall = command = "aircombofwd"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 600,僕儍儞僾僉儍儞僙儖]
type = ChangeState
value = 515
triggerall = command = "aircombo"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 600,僕儍儞僾僉儍儞僙儖]
type = ChangeState
value = 520
triggerall = command = "aircomboback"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 600, 僐儞僩儘乕儖壜斲]
type = CtrlSet
trigger1 = Time = 17
value = 1

[State 600, 4]
type = CtrlSet
trigger1 = PalNo >= 1
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; 僕儍儞僾拞

[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 35
ctrl = 0
anim = 610
sprpriority = 2

[State 610, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 610, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 2
value = 5, 1

[State 610, 僸僢僩掕媊]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 35
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = 1
sparkxy = -10,-55
hitsound   = s1,2
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 13
ground.hittime  = 13
guard.hittime  = 13
guard.ctrltime = 13
ground.velocity = -5,0
air.velocity = -3,-6
airguard.velocity = -2,-3
ground.cornerpush.veloff = -4

[State 610,僕儍儞僾僉儍儞僙儖]
type = ChangeState
value = 510
triggerall = command = "aircombofwd"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 610,僕儍儞僾僉儍儞僙儖]
type = ChangeState
value = 515
triggerall = command = "aircombo"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 610,僕儍儞僾僉儍儞僙儖]
type = ChangeState
value = 520
triggerall = command = "aircomboback"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 610, 僐儞僩儘乕儖壜斲]
type = CtrlSet
trigger1 = AnimElem = 6
value = 1

[State 610, 4]
type = CtrlSet
trigger1 = PalNo >= 1
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; 僕儍儞僾嫮1

[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 50
ctrl = 0
anim = 630
sprpriority = 2

[State 630, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 630, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 2
value = 5, 2

[State 630, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (2) < 0)
value = 35,0

[State 630, 僸僢僩掕媊]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 50
guardflag = HA
priority = 3
pausetime = 13,13
sparkno = 2
sparkxy = -5,-35
hitsound   = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
air.hittime  = 15
guard.hittime  = 15
guard.ctrltime = 15
ground.velocity = -4
air.velocity = -4,ifelse(EnemyNear,movetype = H && EnemyNear,GethitVar(hitcount) >= 8,12 + (EnemyNear,GethitVar(hitcount)/3),12)
envshake.time = 15
envshake.ampl = 3
envshake.freq = 170
fall.recovertime = ifelse(EnemyNear,movetype = H && EnemyNear,GethitVar(hitcount) >= 25,2,30)
ground.cornerpush.veloff = -4.3

[State 630,僕儍儞僾僉儍儞僙儖]
type = ChangeState
value = 510
triggerall = command = "aircombofwd"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 630,僕儍儞僾僉儍儞僙儖]
type = ChangeState
value = 515
triggerall = command = "aircombo"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 630,僕儍儞僾僉儍儞僙儖]
type = ChangeState
value = 520
triggerall = command = "aircomboback"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 630, 僐儞僩儘乕儖壜斲]
type = CtrlSet
trigger1 = AnimElem = 7
value = 1

[State 630, 4]
type = CtrlSet
trigger1 = PalNo >= 1
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; 僕儍儞僾嫮2

[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 640
sprpriority = 2

[State 640, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 640, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 2
value = 5, 3

[State 640, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (2) < 0)
value = 35,0

[State 640, 僸僢僩掕媊]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 60
guardflag = HA
priority = 4
pausetime = 10,14
sparkno = 3
sparkxy = -10,-40
hitsound   = s1,4
guardsound = 6,0
animtype = Hard
ground.type = High
ground.slidetime = 24
ground.hittime  = 24
air.hittime  = 75
guard.hittime  = 24
guard.ctrltime = 24
ground.velocity = -7,0
air.velocity = -9,-3.5
air.guardvelocity = -4,-4
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = -4

[State 640,僕儍儞僾僉儍儞僙儖]
type = ChangeState
value = 510
triggerall = command = "aircombofwd"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 640,僕儍儞僾僉儍儞僙儖]
type = ChangeState
value = 515
triggerall = command = "aircombo"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 640,僕儍儞僾僉儍儞僙儖]
type = ChangeState
value = 520
triggerall = command = "aircomboback"
triggerall = var(7) <= 0
TriggerAll=var(59) = 0
trigger1 = movecontact

[State 640, 僐儞僩儘乕儖壜斲]
type = CtrlSet
trigger1 = time = 27
value = 1

[State 640, 4]
type = CtrlSet
trigger1 = PalNo >= 1
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
; 搳偘捦傒儌乕僔儑儞

[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, 僸僢僩掕媊乮搳偘梡乯]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse(command = "holdfwd", 1, -1)
p2facing = 1
p1stateno = 810
p2stateno = 820
guard.dist = 0
fall = 1
fall.recover = 0
fall.envshake.ampl = 6
fall.envshake.freq = 178
fall.envshake.time = 15

[State 800, 僗僥乕僩曄峏]
type = ChangeState
Trigger1 = AnimTime = 0
value = 250
ctrl = 1

;---------------------------------------------------------------------------
; 搳偘惉岟儌乕僔儑儞

[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 60
sprpriority = 2

[State 810, 夋憸昞帵桪愭搙]
type = SprPriority
trigger1 = AnimElem = 2
value = -1

[State 810, 夋憸昞帵桪愭搙]
type = SprPriority
trigger1 = AnimElem = 3
value = -1

[State 810, 捦傫偩壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 1

[State 810, 曻傝搳偘偨帪偺壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = 800, 1

[State 810, 曻傝搳偘偨帪偺壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5, 6

[State 810, 捦傫偩憡庤偺埵抲侾]
type = TargetBind
trigger1 = animelem = 1
pos = 38, -120

[State 810, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(12) < 0
edge = 60,0

[State 810, 捦傫偩憡庤偺埵抲俀]
type = TargetBind
trigger1 = animelem = 2
pos = 8, -30

[State 810, 捦傫偩憡庤偺埵抲俁]
type = TargetBind
trigger1 = animelem = 3
pos = 0, 0

[State 810, 夋憸昞帵桪愭搙]
type = SprPriority
trigger1 = AnimElem = 4
value = -1

[State 810, 捦傫偩憡庤偺懱椡僎乕僕偺憹尭]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -110

[State 810, 捦傫偩憡庤偺僗僥乕僩曄峏]
type = TargetState
trigger1 = AnimElem = 3
value = 821

[State 810, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 憡庤懁偺搳偘傜傟儌乕僔儑儞侾

[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 惂屼偟偨憡庤偺傾僯儊曄峏]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820

;---------------------------------------------------------------------------
; 憡庤懁偺搳偘傜傟儌乕僔儑儞俀

[Statedef 821]
type    = A
movetype= H
physics = N
velset = 7,-1
poweradd = 0

[State 821, 懍搙壛嶼]
type = VelAdd
Trigger1 = 1
y = .4

[State 821, 惂屼夝彍偟偰憡庤偺僗僥乕僩偵栠偡]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 嬻拞搳偘捦傒儌乕僔儑儞

[Statedef 850]
type    = A
movetype= A
physics = A
juggle  = 0
ctrl = 0
anim = 850
sprpriority = 2

[State 850, 僸僢僩掕媊乮搳偘梡乯]
type = HitDef
Trigger1 = Time = 0
attr = A, NT          
hitflag = A-          
priority = 1, Miss
sparkno = -1
sprpriority = 4
p1facing = ifelse(command = "holdfwd", 1, -1)
p2facing = -1
p1stateno = 851
p2stateno = 855
guard.dist = 0
fall = 1
fall.recover = 0
fall.envshake.ampl = 6
fall.envshake.freq = 178
fall.envshake.time = 15

[State 850, 僗僥乕僩曄峏]
type = ChangeState
Trigger1 = AnimTime = 0
value = 640
ctrl = 0

;---------------------------------------------------------------------------
; 搳偘惉岟儌乕僔儑儞

[Statedef 851]
type    = A
movetype= A
physics = N
anim = 851
poweradd = 0
velset = 0,-8
sprpriority = 4
ctrl = 0

[State 851, 曻傝搳偘偨帪偺壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5, 6

[State 851, 懍搙壛嶼]
type = VelAdd
trigger1 = 1
y = .55

[State 851, 捦傫偩壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 1

[State 851, 捦傫偩憡庤偺埵抲侾]
type = TargetBind
trigger1 = animelem = 1
pos = 15, -150

[State 851, 捦傫偩憡庤偺僗僥乕僩曄峏]
type = TargetState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 855

[State 851, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 852
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 852]
type    = A
movetype= A
physics = N
anim = 852
velset = 0,0
poweradd = 60
sprpriority = 4
ctrl = 0

[State 852, 曻傝搳偘偨帪偺壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = 800, 1

[State 852]
type = EnvShake
trigger1 = AnimElem = 2
time = 50
freq = 100
ampl = 10

[State 852, 捦傫偩憡庤偺埵抲侾]
type = TargetBind
trigger1 = animelem = 1
pos = 38, -120

[State 852, 捦傫偩憡庤偺埵抲俀]
type = TargetBind
trigger1 = animelem = 2
pos = 58, -30

[State 852, 捦傫偩憡庤偺懱椡僎乕僕偺憹尭]
type = TargetLifeAdd
trigger1 = AnimElem = 2
value = -150

[State 852, 捦傫偩憡庤偺僗僥乕僩曄峏]
type = TargetState
trigger1 = AnimElem = 3
value = 856

[State 852, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 憡庤懁偺搳偘傜傟儌乕僔儑儞侾

[Statedef 855]
type    = A
movetype= H
physics = N
velset = 0,-8
ctrl = 0

[State 851, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 855, 懍搙壛嶼]
type = VelAdd
trigger1 = 1
y = .55

[State 855, 惂屼偟偨憡庤偺傾僯儊曄峏]
type = ChangeAnim2
Trigger1 = Time = 0
value = 855

;---------------------------------------------------------------------------
; 憡庤懁偺搳偘傜傟儌乕僔儑儞俀

[Statedef 856]
type    = L
movetype= H
physics = N
velset = 2,-7
poweradd = 40
ctrl = 0

[State 2120, 懍搙壛嶼]
type = VelAdd
trigger1 = 1
y = .45

[State 856, 僗僥乕僩曄峏]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 856, 惂屼夝彍偟偰憡庤偺僗僥乕僩偵栠偡]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 偙偙偐傜偼昁嶦媄偺僗僥乕僩
;---------------------------------------------------------------------------
; GO ACTIVE

[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 35
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 1
value = 0, 3

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 1
value = 6, 2

[State 1000, 堏摦懍搙]
type = VelSet
trigger1 = AnimElem = 1
x = 13

[State 1000, 堏摦懍搙]
type = VelSet
trigger1 = AnimElem = 2
x = 8

[State 1000, 堏摦懍搙]
type = VelSet
trigger1 = AnimElem = 3
x = 2

[State 1000, 堏摦懍搙]
type = VelSet
trigger1 = AnimElem = 4
x = 0

[State 1000, 僸僢僩掕媊] 
type = HitDef
trigger1 = Time = 8
attr = S, SA
animtype  = Hard
damage    = 25, 4
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-30
hitsound   = s1,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
guard.hittime  = 5
guard.ctrltime = 5
ground.velocity = -4,0
air.velocity = -4,-3
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 0

[State 1000, 僸僢僩掕媊] 
type = HitDef
trigger1 = Time = 12
attr = S, SA
animtype  = Up
damage    = 35, 4
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = s1,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
guard.hittime  = 5
guard.ctrltime = 5
ground.velocity = -4,-8
air.velocity = -4,-8
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recovertime = 20

[State 1000, 僸僢僩掕媊] 
type = HitDef
trigger1 = Time = 18
attr = S, SA
animtype  = Up
damage    = 35, 4
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-120
hitsound   = s1,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
guard.hittime  = 8
guard.ctrltime = 8
ground.velocity = -2,-10
guard.velocity = -10
air.velocity = -2,-10
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recovertime = 20

[State 1000, 幉埵抲堏摦]
type = PosAdd
trigger1 = AnimElem = 8
x = -5

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1000, 4]
type = CtrlSet
trigger1 = PalNo >= 1
trigger1 = movecontact
value = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; GO ACTIVE(嫮)
;
[Statedef 1020]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= 70
velset = 0,0
anim = 1020
ctrl = 0
sprpriority = 2

[State -1020, 崟僪僫儖僪]
type = ChangeState
triggerall = 1
trigger1 = PalNo >= 1
value = 1021

[State 1020, 巆憸]
type = AfterImage
trigger1 = Time = 0
length = 13
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2

[State 1020, 巆憸昞帵帪娫]
type = AfterImageTime
trigger1 = 1
time = 2

[State 1020, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 1020, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 5
value = 6, 2

[State 1020, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 25
value = 6, 7

[State 1020, 堏摦懍搙]
type = VelSet
trigger1 = AnimElem = 3
x = 60

[State 1020, 堏摦懍搙]
type = VelSet
trigger1 = AnimElem = 4
x = 0

[State 1020, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = up
damage    = 130, 5
getpower  = 30
priority  = 5
guardflag = M
pausetime = 30,30
gurad.pausetime = 12,12
sparkxy = -10,-60
sparkno = 3
hitsound   = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1,-20
guard.hittime  = 8
guard.ctrltime = 8
guard.velocity = -16
air.velocity = -1,-20
airguard.velocity = -7,-2
envshake.time = 30
envshake.ampl = 12
envshake.freq = 170
fall = 1
p2stateno = 1025

[State 200, 4]
type = CtrlSet
trigger1 = PalNo >= 1
trigger1 = movecontact
value = 1

[State 1020, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; GO ACTIVE(嫮)崟
;
[Statedef 1021]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= 70
velset = 0,0
anim = 10200
ctrl = 0
sprpriority = 2

[State 1020, 柍揋]
type = nothitby
trigger1 = 1
value = SCA,NASAHANPSPHPNTSTHT
time = 50

[State 1020, 巆憸]
type = AfterImage
trigger1 = Time = 0
length = 13
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2

[State 1020, 巆憸昞帵帪娫]
type = AfterImageTime
trigger1 = 1
time = 2

[State 1020, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 1020, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 5
value = 6, 2

[State 1020, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 25
value = 6, 7

[State 1020, 堏摦懍搙]
type = VelSet
trigger1 = AnimElem = 3
x = 60

[State 1020, 堏摦懍搙]
type = VelSet
trigger1 = AnimElem = 4
x = 0

[State 1020, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype  = up
damage    = 130, 5
getpower  = 30
priority  = 5
guardflag = MA
pausetime = 30,30
gurad.pausetime = 12,12
sparkxy = -10,-60
sparkno = 3
hitsound   = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1,-20
guard.hittime = 8
guard.velocity = -16
air.velocity = -1,-20
airguard.velocity = -7,-2
envshake.time = 30
envshake.ampl = 12
envshake.freq = 170
fall = 1
p2stateno = 1025

[State 1020, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1020, 4]
type = CtrlSet
trigger1 = PalNo >= 1
trigger1 = movecontact
value = 1

;------------------
[Statedef 1025]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1025, 惂屼偟偨憡庤偺傾僯儊曄峏]
type = ChangeAnim2
trigger1 = 1
value = 1030

[State 1025, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1030

;------------------
;-----------------
;---------------------------------------------------------------------------
[Statedef 1030]
type    = A
movetype= H
physics = N
velset = -5,-16

[State 1030, 懍搙壛嶼]
type = VelAdd
trigger1 = 1
y = .45

[State 1030, 傾僯儊曄峏]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1030, 傾僯儊曄峏]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 1030, 憡庤僗僥乕僩偵栠偡]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100
;---------------------------------------------------------------------------
;僪僫僒僀僪僇僢僞乕
;
; 
[Statedef 1050]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 80
velset = 0,0
anim = 1050
ctrl = 0
sprpriority = 2

[State 1050, 柍揋]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1050, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State 1050, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 1
value = 6, 3

[State 1050, 崟僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = PalNo >= 1
value = 10510

[State 1050, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 1051

;------------------
[Statedef 1051]
type    = A
movetype= A
physics = N
velset = 1.6,-11
anim = 1051

[State 1050, 柍揋]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) <= 0
value = SCA
time = 1

[State 1051, 僸僢僩掕媊]
type = HitDef
trigger1 = Time = 0
trigger2 = Time = 12
attr = A, SA
animtype  = Up
damage    = 40, 4
priority  = 5
guardflag = MA
pausetime = 15,15
sparkxy = -10,-70
sparkno = 3
hitsound   = s0,6
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = 0,-10
guard.velocity = -7
air.velocity = 0,-10
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recovertime = 20
ground.cornerpush.veloff = -5.5

[State 1051, 僸僢僩掕媊]
type = HitDef
trigger1 = Time = 2
trigger2 = Time = 16
attr = A, SA
animtype  = Up
damage    = 50, 4
priority  = 5
guardflag = MA
pausetime = 15,15
sparkxy = -10,-70
sparkno = 3
hitsound   = s0,6
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = -5.3,-3.2
guard.velocity = -7
air.velocity = -3.3,-9.2
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recovertime = 70
ground.cornerpush.veloff = -15.5

[State 1051, 懍搙壛嶼]
type = VelAdd
trigger1 = 1
y = .43

[State 1051, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 50


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

[Statedef 1052]
type    = S
movetype= I
physics = S
anim = 1052
sprpriority = 1
velset = 0,0

[State 1052, 幉埵抲愝掕]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1052, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 0
value = 40, 0

[State 1052, 僐儞僩儘乕儖壜斲]
type = CtrlSet
trigger1 = Time >= 5
value = 1

[State 1052, 幉埵抲堏摦]
type = PosAdd
trigger1 = AnimElem = 4
x = -15

[State 1052, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------
;------------------
[Statedef 10510]
type    = A
movetype= A
physics = N
velset = 1.6,-7
anim = 10510

[State 1051, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Up
damage    = 40, 4
priority  = 5
guardflag = MA
pausetime = 8,3
sparkxy = -10,-70
sparkno = 3
hitsound   = s0,6
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = 0,-10
guard.velocity = -7
air.velocity = 0,-10
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recover = 0

[State 1051, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
animtype  = Up
damage    = 50, 4
priority  = 5
guardflag = MA
pausetime = 25,25
sparkxy = -10,-70
sparkno = 3
hitsound   = s0,6
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = -2.3,-5.2
guard.velocity = -7
air.velocity = -2.3,-5.2
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recover = 0

[State 1020, 堏摦懍搙]
type = VelSet
trigger1 = AnimElem = 5
x = 1
y = -10

[State 1051, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
animtype  = Up
damage    = 40, 4
priority  = 5
guardflag = MA
pausetime = 8,3
sparkxy = -10,-70
sparkno = 3
hitsound   = s0,6
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = 0,-10
guard.velocity = -7
air.velocity = 0,-10
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recovertime = 20

[State 1051, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 6
attr = A, SA
animtype  = Up
damage    = 50, 4
priority  = 5
guardflag = MA
pausetime = 25,25
sparkxy = -10,-70
sparkno = 3
hitsound   = s0,6
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = -8.3,-8.2
guard.velocity = -7
air.velocity = -8.3,-8.2
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recovertime = 50

[State 1051, 懍搙壛嶼]
type = VelAdd
trigger1 = 1
y = .43

[State 1051, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1052

[State 200, 4]
type = CtrlSet
trigger1 = PalNo >= 1
trigger1 = movecontact
value = 1

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

[Statedef 1052]
type    = S
movetype= I
physics = S
anim = 1052
sprpriority = 1
velset = 0,0

[State 1052, 幉埵抲愝掕]
type = PosSet
trigger1 = 1
y = 0

[State 1052, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 0
value = 40, 0

[State 1052, 僐儞僩儘乕儖壜斲]
type = CtrlSet
trigger1 = AnimElem = 3, -1
value = 1

[State 1052, 幉埵抲堏摦]
type = PosAdd
trigger1 = AnimElem = 4
x = -15

[State 1052, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;嬻拞僪僫僒僀僪僇僢僞乕
[Statedef 1053]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 80
velset = 0,0
anim = 1050
ctrl = 0
sprpriority = 2

[State 1053, 柍揋]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1053, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State 1053, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 1
value = 6, 3

[State 1053, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 1054

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

[Statedef 1054]
type    = A
movetype= A
physics = N
velset = 0.6,-7
anim = 1051

[State 1054, 僸僢僩掕媊]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = Up
damage    = 30, 4
priority  = 5
guardflag = MA
pausetime = 5,0
sparkxy = -10,-70
sparkno = 3
hitsound   = s0,6
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = 0,-10
guard.velocity = -7
air.velocity = 0,-10
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recovertime = 20
ground.cornerpush.veloff = -5.5

[State 1054, 僸僢僩掕媊]
type = HitDef
trigger1 = Time = 2
attr = A, SA
animtype  = Up
damage    = 40, 4
priority  = 5
guardflag = MA
pausetime = 25,25
sparkxy = -10,-70
sparkno = 3
hitsound   = s0,6
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = -5,-4
guard.velocity = -7
air.velocity = -5,-4
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recovertime = 70
ground.cornerpush.veloff = -15.5

[State 1054, 懍搙壛嶼]
type = VelAdd
trigger1 = 1
y = .45

[State 200, 4]
type = CtrlSet
trigger1 = PalNo >= 1
trigger1 = movecontact
value = 1

[State 1054, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1055

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

[Statedef 1055]
type    = S
movetype= I
physics = S
anim = 1052
sprpriority = 1
velset = 0,0

[State 1055, 幉埵抲愝掕]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1055, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 0
value = 40, 0

[State 1055, 僐儞僩儘乕儖壜斲]
type = CtrlSet
trigger1 = AnimElem = 3, -1
value = 1

[State 1055, 幉埵抲堏摦]
type = PosAdd
trigger1 = AnimElem = 4
x = -15

[State 1055, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;僪僫儖僪僈乕儖屇傃弌偟 

[Statedef 1060]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 80
anim = 1060
ctrl = 0
sprpriority = 2

[State 1060, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 4
Persistent = 0
name = "donaldgirl"
stateno = 2100
ID = 2100
pos = 400,-80
postype = P2
facing = -1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = Normal

[State 1060, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = 6, 2

[State 1060, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 610, 4]
type = CtrlSet
trigger1 = PalNo >= 1
trigger1 = Time = 20
value = 1

;------------------
;僪僫儖僪僈乕儖 僇僇僩棊偲偟

[Statedef 2100]
type = A
movetype= A
physics = N
velset = 12,-12
ctrl = 0
anim = 2100

[State 2100, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 3

[State 2100, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 3,4
attr = A, SA
animtype  = Hard
damage    = 70, 4
priority  = 5
guardflag = MA
pausetime = 15,15
sparkxy = -10,-70
sparkno = 3
hitsound   = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = -2,19
guard.velocity = -7
air.velocity = -2,19
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recover = 0


[State 2100, 懍搙壛嶼]
type = VelAdd
trigger1 = 1
y = 1.0

[State 2100]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 2120
time = -1

[State 2100]
type = NotHitBy
trigger1 = Time = 0
value = , AT
time = -1

[State 2100]
type = Playerpush
trigger1 = time >= 0
value = 1

[State 2100, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = Time = 150

[State 2100,sift]
type = ChangeState
trigger1 = NumHelper(2100) >= 1
trigger1 = Pos Y >= -10
trigger1 = Vel Y > 0
value = 2110

;---------------------------------------------------------------------------
; 僪僫儖僪僈乕儖彑棙億乕僘傊
; 
[Statedef 2105]
type = S
ctrl = 0
anim = 2105
velset = 0,0

[State 2105, 曄悢傪僙僢僩偡傞]
type = ParentVarSet
trigger1 = Time = 0
v = 4
value = 1
IgnoreHitPause = 1
Persistent = 1

[State 2105, 僗僥乕僩曄峏] 
type = ChangeState
trigger1 = Time = 150
value = 2400

[State 2105, 柍揋]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
;僪僫儖僪僈乕儖婣傞

[Statedef 2110]
type = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 2110

[State 2100,sift]
type = posset
trigger1 = helper,Pos Y != 0
y=0

[State 2110]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 2120
time = -1

[State 2110]
type = NotHitBy
trigger1 = Time = 0
value = , AT
time = -1

[State 2110]
type = Playerpush
trigger1 = time >= 0
value = 1

[State 2110, 僗僥乕僩曄峏] 
type = ChangeState
trigger1 = WinKO = 1
value = 2105

[State 2110]
type = ChangeState
trigger1 = AnimTime = 0
value = 1930
ctrl = 1

;---------------------------------------------------------------------------
;僪僫儖僪僈乕儖嬺傜偄

[Statedef 2120]
type = S
movetype= H
physics = N
velset = -10,-7
ctrl = 0
anim = 2120

[State 2120, 懍搙壛嶼]
type = VelAdd
trigger1 = 1
y = .45

[State 2120, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = Time = 70

;---------------------------------------------------------------------------
;嬻拞斊償傽乕僈乕4屄暘

[Statedef 1100]
type    = A
movetype= A
physics = N
poweradd= 100
anim = 1100
velset = -1,-8
ctrl = 0
sprpriority = 2

[State -1205, 崟僪僫儖僪]
type = ChangeState
triggerall = 1
trigger1 = PalNo >= 1
value = 1101

[State 1100, 堏摦懍搙]
type = VelSet
trigger1 = AnimElem = 4
x = -3
y = -3

[State 1100, 懍搙壛嶼]
type = VelAdd
trigger1 = 1
y = .45

[State 1100, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1052

[State 1100, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = 800, 0

[State 1100, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1200, 0

[State 1100, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1200, 1

[State 1100, 旘傃摴嬶傪弌偡] 
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP 
damage = 50,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = -10,-60
velocity = 10,14
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recovertime = 25

[State 1100, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP 
damage = 50,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-60
velocity = 7,15
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recovertime = 25

[State 1100, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP 
damage = 50,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 20,-60
velocity = 4,16
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

fall.recovertime = 25

[State 1100, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP 
damage = 50,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 30,-60
velocity = 1,17
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recovertime = 25

[State 610, 4]
type = CtrlSet
trigger1 = PalNo >= 1
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;嬻拞斊償傽乕僈乕4屄暘崟

[Statedef 1101]
type    = A
movetype= A
physics = N
poweradd= 100
anim = 1100
velset = -1,-8
ctrl = 0
sprpriority = 2

[State 1011, 柍揋]
type = nothitby
trigger1 = AnimElem = 1
value = SCA,NASAHANPSPHPNTSTHT
time = 7


[State 1100, 堏摦懍搙]
type = VelSet
trigger1 = AnimElem = 4
x = -3
y = -3

[State 1100, 懍搙壛嶼]
type = VelAdd
trigger1 = 1
y = .45

[State 1100, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1052

[State 1100, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = 800, 0

[State 1100, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000, 7

[State 1100, 旘傃摴嬶傪弌偡] 
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP 
damage = 50,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = -10,-60
velocity = 13,13
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1100, 旘傃摴嬶傪弌偡] 
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP 
damage = 50,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = -10,-60
velocity = 10,14
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1100, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP 
damage = 50,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 0,-60
velocity = 7,15
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1100, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP 
damage = 50,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 20,-60
velocity = 4,16
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100


[State 1100, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP 
damage = 50,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 30,-60
velocity = 1,17
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1100, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 4
attr = A, SP 
damage = 50,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 30,-60
velocity = -2,16
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 610, 4]
type = CtrlSet
trigger1 = PalNo >= 1
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; 嬻拞斊償傽乕僈乕

[Statedef 1110]
type    = A
movetype= A
physics = A
poweradd= 50
anim = 1110
ctrl = 0
sprpriority = 2

[State -1205, 崟僪僫儖僪]
type = ChangeState
triggerall = 1
trigger1 = PalNo >= 1
value = 1111

[State 1110, 僸僢僩僶僢僋]
type = VelSet
trigger1 = 1
trigger1 = PrevStateNo = 640
Trigger1=EnemyNear,BackEdgeBodyDist <= 0
Trigger1=P2BodyDist X=[0,80]
trigger1 = EnemyNear,MoveType = H
x = -1.0 - (EnemyNear,GethitVar(hitcount) * 0.18)

[State 1110, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1200, 0

[State 1110, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = ((AnimElemTime(2) >= 0) && (AnimElemTime(10) < 0))
edge = 28,0
player = 15,0

[State 1110, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 2
attr = A, SP 
damage = 35,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 30,-70
velocity = 4.5,-4
accel = 0,0.4
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = -1
projstagebound = 80
projheightbound = -640,1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,2
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = ifelse(EnemyNear,GethitVar(hitcount) >= 20,6,16)
guard.hittime  = 16
guard.ctrltime = 16
air.hittime = ifelse(EnemyNear,GethitVar(hitcount) >= 25,3,16)
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recovertime = ifelse(EnemyNear,GethitVar(hitcount) >= 20,1,40)

[State 610, 4]
type = CtrlSet
trigger1 = PalNo >= 1
trigger1 = Time = 12
value = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 嬻拞斊償傽乕僈乕崟

[Statedef 1111]
type    = A
movetype= A
physics = A
poweradd= 50
anim = 1110
ctrl = 0
sprpriority = 2

[State 1111, 柍揋]
type = nothitby
trigger1 = AnimElem = 1
value = SCA,NASAHANPSPHPNTSTHT
time = 7

[State 1110, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = 800, 0

[State 1110, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1200, 0

[State 1110, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = ((AnimElemTime(2) >= 0) && (AnimElemTime(10) < 0))
edge = 28,0
player = 15,0

[State 1110, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 2
attr = A, SP 
damage = 35,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 30,-70
velocity = 4.5,-4
accel = 0,0.4
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100


[State 1200, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 2
attr = S, SP
damage = 35,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 30,-70
velocity = 3.5,-5.5
accel = 0,0.4
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1200, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 2
attr = S, SP
damage = 35,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 30,-70
velocity = 4.5,-6.5
accel = 0,0.4
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1200, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 2
attr = S, SP
damage = 35,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 30,-70
velocity = 2.5,-1.5
accel = 0,0.4
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1200, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 2
attr = S, SP
damage = 35,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 30,-70
velocity = 6.5,-2.5
accel = 0,0.4
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1200, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 2
attr = S, SP
damage = 35,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 30,-70
velocity = 4.5,-3.5
accel = 0,0.4
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 610, 4]
type = CtrlSet
trigger1 = PalNo >= 1
trigger1 = Time = 12
value = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 傇偪傑偗億僥僩

[Statedef 1600]
type    = S
movetype= A
physics = S
poweradd= 90
anim = 1600
ctrl = 0
sprpriority = 2

[State -1600, 崟僪僫儖僪]
type = ChangeState
triggerall = 1
triggerall = Life <= 500
trigger1 = PalNo >= 1
value = 1601

[State 1600, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = 800, 0

[State 1600, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = 6, 6

[State 1600, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = ((AnimElemTime(2) >= 0) && (AnimElemTime(10) < 0))
edge = 28,0
player = 15,0

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 17
attr = S, SP
damage = 5
animtype = Light
pausetime = 0,7
offset = 105,-60
velocity = 0.1,0
accel = 0,0
projID = 1600
projanim = 4011
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 10
projmisstime = 1
projpriority = 1
projremovetime = 50
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
guard.hittime  = 5
guard.ctrltime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 18
attr = S, SP
damage = 5
animtype = Light
pausetime = 0,7
offset = 103,-70
velocity = 0.1,-0
accel = 0,0
projID = 1600
projanim = 4012
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 10
projmisstime = 1
projpriority = 1
projremovetime = 50
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
guard.hittime  = 5
guard.ctrltime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 19
attr = S, SP
damage = 5
animtype = Light
pausetime = 0,7
offset = 100,-80
velocity = 0.1,-0
accel = 0,0
projID = 1600
projanim = 4013
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 10
projmisstime = 1
projpriority = 1
projremovetime = 50
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
guard.hittime  = 5
guard.ctrltime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 21
attr = S, SP
damage = 5
animtype = Light
pausetime = 0,7
offset = 95,-88
velocity = 0.1,-0.1
accel = 0,0
projID = 1600
projanim = 4014
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 10
projmisstime = 1
projpriority = 1
projremovetime = 50
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
guard.hittime  = 5
guard.ctrltime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 22
attr = S, SP
damage = 5
animtype = Light
pausetime = 0,7
offset = 91,-100
velocity = 0.1,-0.1
accel = 0,0
projID = 1600
projanim = 4011
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 10
projmisstime = 1
projpriority = 1
projremovetime = 50
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
guard.hittime  = 5
guard.ctrltime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 24
attr = S, SP
damage = 5
animtype = Light
pausetime = 0,7
offset = 84,-110
velocity = 0.1,-0.2
accel = 0,0
projID = 1600
projanim = 4012
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 10
projmisstime = 1
projpriority = 1
projremovetime = 50
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
guard.hittime  = 5
guard.ctrltime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 25
attr = S, SP
damage = 5
animtype = Light
pausetime = 0,7
offset = 65,-120
velocity = 0.1,-0.2
accel = 0,0
projID = 1600
projanim = 4013
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 10
projmisstime = 1
projpriority = 1
projremovetime = 50
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
guard.hittime  = 5
guard.ctrltime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 26
attr = S, SP
damage = 5
animtype = Light
pausetime = 0,7
offset = 52,-122
velocity = 0,-0.2
accel = 0,0
projID = 1600
projanim = 4014
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 10
projmisstime = 1
projpriority = 1
projremovetime = 50
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
guard.hittime  = 5
guard.ctrltime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 610, 4]
type = CtrlSet
trigger1 = PalNo >= 1
trigger1 = Time = 30
value = 1

;------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 傇偪傑偗億僥僩崟

[Statedef 1601]
type    = S
movetype= A
physics = S
poweradd= 90
anim = 16000
ctrl = 0
sprpriority = 2

[State 1600, 柍揋]
type = nothitby
trigger1 = AnimElem = 1
value = SCA,NASAHANPSPHPNTSTHT
time = 7

[State 1600, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = 800, 0

[State 1600, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = 6, 6

[State 1600, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = ((AnimElemTime(2) >= 0) && (AnimElemTime(10) < 0))
edge = 28,0
player = 15,0

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 15
attr = S, SP
damage = 50
animtype = Light
pausetime = 0,7
offset = 135,-90
velocity = 0.1,0
accel = 0,0
projID = 1600
projanim = 4011
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1


[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 15
attr = S, SP
damage = 50
animtype = Light
pausetime = 0,7
offset = 105,-60
velocity = 0.1,0
accel = 0,0
projID = 1600
projanim = 4011
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 17
attr = S, SP
damage = 50
animtype = Light
pausetime = 0,7
offset = 103,-70
velocity = 0.1,-0
accel = 0,0
projID = 1600
projanim = 4012
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 17
attr = S, SP
damage = 50
animtype = Light
pausetime = 0,7
offset = 133,-100
velocity = 0.1,-0
accel = 0,0
projID = 1600
projanim = 4012
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 19
attr = S, SP
damage = 50
animtype = Light
pausetime = 0,7
offset = 100,-80
velocity = 0.1,-0
accel = 0,0
projID = 1600
projanim = 4013
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 19
attr = S, SP
damage = 50
animtype = Light
pausetime = 0,7
offset = 130,-110
velocity = 0.1,-0
accel = 0,0
projID = 1600
projanim = 4013
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 21
attr = S, SP
damage = 50
animtype = Light
pausetime = 0,7
offset = 95,-88
velocity = 0.1,-0.1
accel = 0,0
projID = 1600
projanim = 4014
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 21
attr = S, SP
damage = 50
animtype = Light
pausetime = 0,7
offset = 125,-118
velocity = 0.1,-0.1
accel = 0,0
projID = 1600
projanim = 4014
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 23
attr = S, SP
damage = 50
animtype = Light
pausetime = 0,7
offset = 91,-100
velocity = 0.1,-0.1
accel = 0,0
projID = 1600
projanim = 4011
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 23
attr = S, SP
damage = 50
animtype = Light
pausetime = 0,7
offset = 121,-130
velocity = 0.1,-0.1
accel = 0,0
projID = 1600
projanim = 4011
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 25
attr = S, SP
damage = 50
animtype = Light
pausetime = 0,7
offset = 84,-110
velocity = 0.1,-0.2
accel = 0,0
projID = 1600
projanim = 4012
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 25
attr = S, SP
damage = 50
animtype = Light
pausetime = 0,7
offset = 114,-140
velocity = 0.1,-0.2
accel = 0,0
projID = 1600
projanim = 4012
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1


[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 27
attr = S, SP
damage = 50
animtype = Light
pausetime = 0,7
offset = 65,-120
velocity = 0.1,-0.2
accel = 0,0
projID = 1600
projanim = 4013
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1
[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 27
attr = S, SP
damage = 50
animtype = Light
pausetime = 0,7
offset = 95,-150
velocity = 0.1,-0.2
accel = 0,0
projID = 1600
projanim = 4013
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 29
attr = S, SP
damage = 50
animtype = Light
pausetime = 0,7
offset = 52,-122
velocity = 0,-0.2
accel = 0,0
projID = 1600
projanim = 4014
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1

[State 1600, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = Time = 29
attr = S, SP
damage = 50
animtype = Light
pausetime = 0,7
offset = 82,-152
velocity = 0,-0.2
accel = 0,0
projID = 1600
projanim = 4014
projhitanim = 4015
projremanim = 4015
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = 60
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -2,0
air.velocity = -2,-2
air.juggle = 1


[State 1600, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 610, 4]
type = CtrlSet
trigger1 = PalNo >= 1
trigger1 = Time = 30
value = 1

;------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;儕儞僑敋抏 

[Statedef 1800]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 120
anim = 1800
ctrl = 0
sprpriority = 2

[State 1800, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 2
Persistent = 0
name = "applebom"
stateno = 1810
ID = 1810
pos = 60,-110
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
helpertype = Normal

[State 1800, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6, 4

[State 1800, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 1810]
type = A
movetype= A
physics = N
velset = 7,17
ctrl = 0
anim = 4200
sprpriority = 5

[State 1810, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Light
damage    = 10, 4
priority  = 5
guardflag = MA
pausetime = 0,0
sparkxy = 0,0
sparkno = 3
hitsound   = s1,0
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = -2
guard.velocity = -2
air.velocity = -2,-2
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 0
p1stateno = 1813


[State 1810]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 1820
time = -1

[State 1810]
type = NotHitBy
trigger1 = Time = 0
value = , AT
time = -1

[State 1810,sift]
type = ChangeState
trigger1 = NumHelper(1810) >= 1
trigger1 = Pos Y >= -6
trigger1 = Vel Y > 0
value = 1811

;---------------------------------------------------------------------------
; 儕儞僑挼偹傞
; 
[Statedef 1811]
type = A
ctrl = 0
anim = 4200
velset = 1,-6
sprpriority = 5

[State 1811, 懍搙壛嶼]
type = VelAdd
trigger1 = 1
y = .45

[State 1811]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 1820
time = -1


[State 1811]
type = NotHitBy
trigger1 = Time = 0
value = , AT
time = -1

[State 1811, 僗僥乕僩曄峏] 
type = ChangeState
trigger1 = NumHelper(1810) >= 1
trigger1 = Pos Y >= -6
trigger1 = Vel Y > 0
value = 1812

;---------------------------------------------------------------------------
; 儕儞僑惷巭
; 
[Statedef 1812]
type = A
ctrl = 0
anim = 4200
velset = 0,0
sprpriority = 5

[State 1812]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 1820
time = -1

[State 1812]
type = NotHitBy
trigger1 = Time = 0
value = , AT
time = -1

[State 1820]
type = Playerpush
trigger1 = time >= 0
value = 1

[State 1812, 僗僥乕僩曄峏] 
type = ChangeState
trigger1 = Time = 300
value = 1820


;---------------------------------------------------------------------------
; 儕儞僑HIT
; 
[Statedef 1813]
type = A
ctrl = 0
anim = 4200
velset = -1,-8
sprpriority = 5


[State 1811, 懍搙壛嶼]
type = VelAdd
trigger1 = 1
y = .45

[State 1811]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 1820
time = -1


[State 1811]
type = NotHitBy
trigger1 = Time = 0
value = , AT
time = -1

[State 1811, 僗僥乕僩曄峏] 
type = ChangeState
trigger1 = NumHelper(1810) >= 1
trigger1 = Pos Y >= -6
trigger1 = Vel Y > 0
value = 1812

;---------------------------------------------------------------------------
;儕儞僑敋敪

[Statedef 1820]
type = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 4210

[State 1820]
type = EnvShake
trigger1 = AnimElem = 1
time = 50
freq = 100
ampl = 10

[State 1820, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = 800, 2

[State 1820, 僸僢僩掕媊]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = up
damage    = 120, 4
affectteam = B
priority  = 5
guardflag = MA
pausetime = 0,15
sparkxy = 0,0
sparkno = 3
hitsound   = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = 0,-13
guard.velocity = -7
air.velocity = 0,-13
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
palfx.time = 80
palfx.add = 150,0,-100
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
fall = 1
fall.recover = 0

[State 1820, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = AnimElem = 8

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 偙偙偐傜偼挻昁嶦媄偺僗僥乕僩
;---------------------------------------------------------------------------
; 僟儞僗偵柌拞側傫偩
;
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
poweradd = 0
anim = 3000
ctrl = 0
sprpriority = 2

[State 3000, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElem = 2, >= 0
value = 15,0

[State 3000, 挻昁嶦媄敪摦偺帪娫掆巭]
type = SuperPause
trigger1 = AnimElem = 1
time = 50
pos = 25, -57
anim = 0
sound = s6000, 0
poweradd = -700

[State 3000]
type = explod
trigger1 = AnimElem = 1
anim = 7200
pos = ceil(46*const(size.xscale)),ceil(-110*const(size.yscale))
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
scale = const(size.xscale) + 0.15,const(size.yscale) + 0.15

[State 3000, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "cutin"
stateno = 6000
ID = 6000
pos = -200,-250
postype = back
keyctrl = 0
ownpal = 0
size.xscale = 0.66
size.yscale = 0.66
supermovetime = 70
helpertype = normal


[State 3000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
value = 0, 3

[State 3000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000, 0

[State 3000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000, 3

[State 3000, 堏摦懍搙]
type = VelSet
trigger1 = AnimElem = 2
trigger2 = AnimElem = 8
x = 15


[State 3000, 堏摦懍搙]
type = VelSet
trigger1 = AnimElem = 5
trigger2 = AnimElem = 15
x = 8

[State 3000, 堏摦懍搙]
type = VelSet
trigger1 = AnimElem = 11
x = 0

[State 3000, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 8
attr = S, HA
animtype  = Medium
damage    = 38,35
getpower  = 0
priority  = 6
guardflag = MAL
pausetime = 6,7
sparkxy = -10,-60
hitsound   = s1,10
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime  = 15
guard.ctrltime = 15
ground.velocity = -3
air.velocity = -3,-2
air.fall = 1
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall.animtype = Hard
fall.recover = 0
kill = 0

[State 3000, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 11
attr = S, HA
animtype  = Hard
damage    = 38,35
getpower  = 0
priority  = 6
guardflag = MAL
pausetime = 6,7
sparkxy = -10,-60
hitsound   = s1,11
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime  = 15
guard.ctrltime = 15
ground.velocity = -3
air.velocity = -3,-2
air.fall = 1
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall.animtype = Hard
fall.recover = 0
kill = 0

[State 3000, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 15
attr = S, HA
animtype  = Up
damage    = 50,36
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 6,7
sparkxy = -10,-60
hitsound   = s1,12
guardsound = 6,0
ground.type = Low
ground.slidetime = 40
ground.hittime  = 40
guard.hittime  = 10
guard.ctrltime = 10
ground.velocity = -1, -4
guard.velocity = -12
air.velocity = -1,-4
airguard.velocity = -3,-2
fall.animtype = Hard
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recover = 0
kill = 0

[State 3000, SFX]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 8
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 11
trigger6 = AnimElem = 12
trigger7 = AnimElem = 15
triggerall = MoveContact
value = 1,13


[State 3000, Helper]
type = Helper
trigger1 = AnimElem = 2
trigger2 = AnimElem = 8
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 11
trigger7 = AnimElem = 15
trigger8 = AnimElem = 16
trigger9 = AnimElem = 17
helpertype = normal ;player
name = "Badaboom!"
ID = 8040
stateno = 8040
pos = 36+random%20,-51-random%20
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State 3000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 3001
ctrl = 1

[State 3000, a]
type = AssertSpecial
flag = Unguardable
trigger1 = 1

[State 200, 4]
type = CtrlSet
trigger1 = PalNo >= 1
trigger1 = movecontact
value = 1

;------------------
;挻昁嶦屻敿僪僫僒僀僪僇僢僞乕

[Statedef 3001]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
velset = 0,0
anim = 3001
ctrl = 0
sprpriority = 2

[State 3001, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 1
value = 0, 2

[State 3001, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 3002

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

[Statedef 3002]
type    = A
movetype= A
physics = N
velset = 1.6,-9
anim = 3002

[State 3002, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
animtype  = Up
damage    = 40, 4
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 9,9
sparkxy = -10,-70
sparkno = 3
hitsound   = s1,11
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = 0,-10
guard.velocity = -7
air.velocity = 0,-10
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recover = 0
kill = 0

[State 3002, a]
type = AssertSpecial
trigger1 = 1
flag = Unguardable


[State 3000, Helper]
type = Helper
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 8
trigger5 = animelem = 9
trigger6 = animelem = 11
trigger7 = animelem = 12
trigger8 = animelem = 15
trigger9 = animelem = 16
trigger10 = animelem = 17
helpertype = normal ;player
name = "Badaboom!"
ID = 8040
stateno = 8040
pos = 36+random%20,-51-random%20
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State 3000, SFX]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 8
trigger4 = animelem = 9
value = 1,13

[State 3002, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 2
attr = A, HA
animtype  = Up
damage    = 40, 4
priority  = 5
getpower  = 0
guardflag = MA
pausetime = 5,5
sparkxy = -10,-70
sparkno = 3
hitsound   = s1,12
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = -2,-7
guard.velocity = -7
air.velocity = -2,-7
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recover = 0
kill = 0

[State 3002, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 8
attr = A, HA
animtype  = Hard
damage    = 40, 4
priority  = 5
getpower  = 0
guardflag = MA
pausetime = 5,5
sparkxy = -10,-70
sparkno = 3
hitsound   = s1,14
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = -2,3
guard.velocity = -7
air.velocity = -2,3
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recover = 0
kill = 0

[State 3002, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 9
attr = A, HA
animtype  = Hard
damage    = 140, 90
priority  = 5
getpower  = 0
guardflag = MA
pausetime = 37,43
sparkxy = -10,-70
sparkno = 4
hitsound   = s1,15
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = -2,50
guard.velocity = -7
air.velocity = -2,50
envshake.time = 45
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recover = 0

[State 3002, 懍搙壛嶼]
type = VelAdd
trigger1 = 1
y = .44

[State 3002, 僗僥乕僩曄峏]
type = ChangeState
Trigger1 =  Vel Y > 0 && Pos Y >= -10
value = 50

[State 200, 4]
type = CtrlSet
trigger1 = AnimElem <= 9
trigger1 = movecontact
value = 1

;------------------
; 
[Statedef 3003]
type    = S
movetype= I
physics = S
anim = 1052
sprpriority = 1
velset = 0,0

[State 3003, 幉埵抲愝掕]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3003, 壒傪柭傜偡] ;拝抧壒
type = PlaySnd
trigger1 = Time = 0
value = 40, 0

[State 3003, 僐儞僩儘乕儖壜斲]
type = CtrlSet
trigger1 = AnimElem = 3, -1
value = 1

[State 3003, 幉埵抲堏摦]
type = PosAdd
trigger1 = AnimElem = 4
x = -15

[State 3003, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;挻昁嶦僪僫儖僪僈乕儖屇傃弌偟 

[Statedef 3050]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
velset = 0,0
anim = 1060
ctrl = 0
sprpriority = 2

[State 3050, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 2
Persistent = 0
name = "donaldgirl"
stateno = 2200
ID = 2200
pos = -30,0
postype = back
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = Normal

[State 3050, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = 6, 2

[State 3050, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------
;僪僫儖僪僈乕儖 儔僢僔儏

[Statedef 2200]
type = S
movetype= A
physics = N
velset = 3,0
ctrl = 0
anim = 2200
sprpriority = 3

[State 2200, 挻昁嶦媄敪摦偺帪娫掆巭]
type = SuperPause
trigger1 = AnimElem = 2
time = 50
pos = 3, -80
anim = 100
sound = s6000, 0
poweradd = -2000

[State 2200, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 2
Persistent = 0
name = "cutin"
stateno = 6001
ID = 6001
pos = -200,-250
postype = back
keyctrl = 0
ownpal = 0
size.xscale = 0.7
size.yscale = 0.7
supermovetime = 70
helpertype = normal

[State 2200]
type = explod
trigger1 = AnimElem = 2
anim = 7200
pos = ceil(10*const(size.xscale)),ceil(-168*const(size.yscale))
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
scale = const(size.xscale) + 0.15,const(size.yscale) + 0.15

[State 2200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 9
trigger8 = AnimElem = 10
trigger9 = AnimElem = 11
trigger10 = AnimElem = 12
trigger11 = AnimElem = 13
trigger12 = AnimElem = 14
trigger13 = AnimElem = 15
trigger14 = AnimElem = 16
trigger15 = AnimElem = 17
trigger16 = AnimElem = 18
trigger17 = AnimElem = 19
trigger18 = AnimElem = 20
trigger19 = AnimElem = 21
trigger20 = AnimElem = 22
trigger21 = AnimElem = 23
trigger22 = AnimElem = 24
trigger23 = AnimElem = 25
trigger24 = AnimElem = 26
trigger25 = AnimElem = 27
trigger26 = AnimElem = 28
trigger27 = AnimElem = 29
trigger28 = AnimElem = 30
trigger29 = AnimElem = 31
trigger30 = AnimElem = 32
trigger31 = AnimElem = 33
trigger32 = AnimElem = 34
trigger33 = AnimElem = 35
trigger34 = AnimElem = 36
trigger35 = AnimElem = 37
trigger36 = AnimElem = 38
trigger37 = AnimElem = 39
trigger38 = AnimElem = 40
trigger39 = AnimElem = 41
trigger40 = AnimElem = 42
trigger41 = AnimElem = 43
trigger42 = AnimElem = 44
trigger43 = AnimElem = 45
trigger44 = AnimElem = 46
trigger45 = AnimElem = 47
trigger46 = AnimElem = 48
trigger47 = AnimElem = 49
trigger48 = AnimElem = 50
trigger49 = AnimElem = 51
trigger50 = AnimElem = 52
trigger51 = AnimElem = 53
trigger52 = AnimElem = 54
trigger53 = AnimElem = 55
trigger54 = AnimElem = 56
trigger55 = AnimElem = 57
trigger56 = AnimElem = 58
trigger57 = AnimElem = 59
trigger58 = AnimElem = 60
trigger59 = AnimElem = 61
trigger60 = AnimElem = 62
trigger61 = AnimElem = 63
trigger62 = AnimElem = 64
trigger63 = AnimElem = 65
trigger64 = AnimElem = 66
trigger65 = AnimElem = 67
trigger66 = AnimElem = 68
trigger67 = AnimElem = 69
trigger68 = AnimElem = 70
trigger69 = AnimElem = 71
trigger70 = AnimElem = 72
trigger71 = AnimElem = 73
value = 0, 3

[State 2200, 堏摦懍搙]
type = VelSet
trigger1 = AnimElem = 2
x = 0

[State 2200, 堏摦懍搙]
type = VelSet
trigger1 = AnimElem = 3
x = 4

[State 2200, 堏摦懍搙]
type = VelSet
trigger1 = AnimElem = 75
x = 0

[State 2200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 9
trigger8 = AnimElem = 10
trigger9 = AnimElem = 11
trigger10 = AnimElem = 12
trigger11 = AnimElem = 13
trigger12 = AnimElem = 14
trigger13 = AnimElem = 15
trigger14 = AnimElem = 16
trigger15 = AnimElem = 17
trigger16 = AnimElem = 18
trigger17 = AnimElem = 19
trigger18 = AnimElem = 20
trigger19 = AnimElem = 21
trigger20 = AnimElem = 22
trigger21 = AnimElem = 23
trigger22 = AnimElem = 24
trigger23 = AnimElem = 25
trigger24 = AnimElem = 26
trigger25 = AnimElem = 27
trigger26 = AnimElem = 28
trigger27 = AnimElem = 29
trigger28 = AnimElem = 30
trigger29 = AnimElem = 31
trigger30 = AnimElem = 32
trigger31 = AnimElem = 33
trigger32 = AnimElem = 34
trigger33 = AnimElem = 35
trigger34 = AnimElem = 36
trigger35 = AnimElem = 37
trigger36 = AnimElem = 38
trigger37 = AnimElem = 39
trigger38 = AnimElem = 40
trigger39 = AnimElem = 41
trigger40 = AnimElem = 42
trigger41 = AnimElem = 43
trigger42 = AnimElem = 44
trigger43 = AnimElem = 45
trigger44 = AnimElem = 46
trigger45 = AnimElem = 47
trigger46 = AnimElem = 48
trigger47 = AnimElem = 49
trigger48 = AnimElem = 50
trigger49 = AnimElem = 51
trigger50 = AnimElem = 52
trigger51 = AnimElem = 53
trigger52 = AnimElem = 54
trigger53 = AnimElem = 55
trigger54 = AnimElem = 56
trigger55 = AnimElem = 57
trigger56 = AnimElem = 58
trigger57 = AnimElem = 59
trigger58 = AnimElem = 60
trigger59 = AnimElem = 61
trigger60 = AnimElem = 62
trigger61 = AnimElem = 63
trigger62 = AnimElem = 64
trigger63 = AnimElem = 65
trigger64 = AnimElem = 66
trigger65 = AnimElem = 67
trigger66 = AnimElem = 68
trigger67 = AnimElem = 69
trigger68 = AnimElem = 70
trigger69 = AnimElem = 71
trigger70 = AnimElem = 72
trigger71 = AnimElem = 73
attr = S, HA
animtype  = Hard
damage    = 5, 1
priority  = 5
guardflag = MA
pausetime = 0,0
sparkxy = -10,-70
sparkno = 2
hitsound   = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime  = 5
guard.ctrltime = 5
ground.velocity = -4,0
guard.velocity = -7
air.velocity = -4,-1
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 0

[State 2200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 74
attr = S, HA
animtype  = Hard
damage    = 4, 1
priority  = 5
guardflag = MA
pausetime = 20,20
sparkxy = -10,-70
sparkno = 3
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime  = 15
guard.ctrltime = 15
ground.velocity = -10,0
guard.velocity = -7
air.velocity = -10,-6
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1

[State 2200]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NA, SA, HA, NP, SP, HP 
stateno = 2120
time = -1

[State 2200]
type = NotHitBy
trigger1 = Time = 0
value = , AT
time = -1

[State 2200]
type = Playerpush
trigger1 = time >= 0
value = 1

[State 2200, 僗僥乕僩曄峏] 
type = ChangeState
trigger1 = WinKO = 1
trigger1 = Time = 170
value = 2401

[State 2200,]
type = ChangeState
trigger1 = AnimTime = 0
value = 1930
ctrl = 1

;---------------------------------------------------------------------------
; 僪僫儖僪僈乕儖彑棙億乕僘傊
; 
[Statedef 2401]
type = S
ctrl = 0
anim = 2401
velset = 0,0

[State 2401, 曄悢傪僙僢僩偡傞]
type = ParentVarSet
trigger1 = Time = 0
v = 4
value = 1
IgnoreHitPause = 1
Persistent = 1

[State 2401, 僗僥乕僩曄峏] 
type = ChangeState
trigger1 = Time = 150
value = 2400

[State 2401, 柍揋]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; 斊償傽乕僈乕偩僢!!乮旘傃忋偑傝乯
;
[Statedef 3100]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = 3100
ctrl = 0
sprpriority = 2

[State 3100, 堏摦懍搙]
type = VelSet
trigger1 = AnimElem = 2
y = -40

[State 3100, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 3100, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(16) < 0
value = 5,0


[State 3100, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 3101
ctrl = 1

;------------------
;斊償傽乕僈乕偩僢!!乮棊壓乯
[Statedef 3101]
type    = A
movetype= A
physics = N
velset = 9,40
anim = 3101
ctrl = 0

[State 3101, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 3101, 挻昁嶦媄敪摦偺帪娫掆巭]
type = SuperPause
trigger1 = AnimElem = 1
time = 50
pos = 25, -57
anim = 0
sound = 20, 0
poweradd = -3000

[State 3101, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000, 0

[State 3101, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 1
value = 3000, 4

[State 3101, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "cutin"
stateno = 6000
ID = 6000
pos = -200,-250
postype = back
keyctrl = 0
ownpal = 0
size.xscale = 0.66
size.yscale = 0.66
supermovetime = 70
helpertype = normal

[State 3101, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "hamva-ga-"
stateno = 3500
ID = 3500
pos = 25,20
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.65
size.yscale = 0.65
helpertype = Normal

[State 3101, 僗僥乕僩曄峏] 
type = ChangeState
trigger1 = var(5) = 1
value = 3102

[State 3101, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -0
value = 3105

;---------------------------------------------------------------------------
[Statedef 3102]
type    = A
movetype= A
physics = N
velset = 8,30
ctrl     = 0
anim = 3101

[State 3102, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 3102, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -110
value = 3103

;------------------
;---------------------------------------------------------------------------
[Statedef 3103]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl     = 0
anim = 3101


[State 3103, 3]
type = ScreenBound
trigger1 = 1
value = 0


[State 3103, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Time = 50
value = 3104
ctrl = 0

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

[Statedef 3104]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl     = 0
anim = 3105

[State 3104, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000, 1

[State 3104, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3000, 2

[State 3104]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 8
trigger4 = AnimElem = 10
trigger5 = AnimElem = 12
trigger6 = AnimElem = 14
trigger7 = AnimElem = 16
trigger8 = AnimElem = 18
trigger9 = AnimElem = 20
trigger10 = AnimElem = 22
trigger11 = AnimElem = 24
trigger12 = AnimElem = 26
trigger13 = AnimElem = 28
trigger14 = AnimElem = 30
trigger15 = AnimElem = 32
trigger16 = AnimElem = 34
trigger17 = AnimElem = 36
trigger18 = AnimElem = 38
trigger19 = AnimElem = 40
trigger20 = AnimElem = 42
trigger21 = AnimElem = 44
trigger22 = AnimElem = 46
trigger23 = AnimElem = 48
trigger24 = AnimElem = 50
trigger25 = AnimElem = 52
trigger26 = AnimElem = 54
trigger27 = AnimElem = 56
trigger28 = AnimElem = 58
trigger29 = AnimElem = 60
trigger30 = AnimElem = 62
trigger31 = AnimElem = 64
trigger32 = AnimElem = 66
trigger33 = AnimElem = 68
trigger34 = AnimElem = 70
trigger35 = AnimElem = 72
trigger36 = AnimElem = 74
trigger37 = AnimElem = 76
trigger38 = AnimElem = 78
value = 3100,1

[State 3104, POWER]
type = PowerAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 8
trigger4 = AnimElem = 10
trigger5 = AnimElem = 12
trigger6 = AnimElem = 14
trigger7 = AnimElem = 16
trigger8 = AnimElem = 18
trigger9 = AnimElem = 20
trigger10 = AnimElem = 22
trigger11 = AnimElem = 24
trigger12 = AnimElem = 26
trigger13 = AnimElem = 28
trigger14 = AnimElem = 30
trigger15 = AnimElem = 32
trigger16 = AnimElem = 34
trigger17 = AnimElem = 36
trigger18 = AnimElem = 38
trigger19 = AnimElem = 40
trigger20 = AnimElem = 42
trigger21 = AnimElem = 44
trigger22 = AnimElem = 46
trigger23 = AnimElem = 48
trigger24 = AnimElem = 50
trigger25 = AnimElem = 52
trigger26 = AnimElem = 54
trigger27 = AnimElem = 56
trigger28 = AnimElem = 58
trigger29 = AnimElem = 60
trigger30 = AnimElem = 62
trigger31 = AnimElem = 64
trigger32 = AnimElem = 66
trigger33 = AnimElem = 68
trigger34 = AnimElem = 70
trigger35 = AnimElem = 72
trigger36 = AnimElem = 74
trigger37 = AnimElem = 76
trigger38 = AnimElem = 78
value = 15

[State 3104, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 3104]
type = EnvShake
trigger1 = AnimElem = 4
time = 160
freq = 100
ampl = 5

[State 3104, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 76
value = 3000, 5

[State 3104, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Time = 320
value = 3105
ctrl = 0

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

;斊償傽乕僈乕偩僢!!乮扙弌乯
[Statedef 3105]
type    = A
movetype= I
physics = A
velset = -5,-10
ctrl     = 0
anim = 5200


[State 3105, 懍搙壛嶼]
type = VelAdd
trigger1 = 1
y = .25

;---------------------------------------------------------------------------
;------------------
;嫄戝斊償傽乕僈乕

[Statedef 3500]
type = A
movetype= A
physics = N
velset = 9,40
ctrl = 0
anim = 3500

[State 3500, 懍搙壛嶼]
type = VelAdd
trigger1 = 1
y = .45

[State 3500, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = helper,Pos Y <= -50
attr = A, HA
hitflag = HLAFD
animtype  = Hard
damage    = Floor((Enemy,LifeMax)*0.11),Floor((Enemy,LifeMax)*0.09)
priority  = 7
pausetime = 5,5
sparkxy = -10,-70
sparkno = 3
hitsound   = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
guard.hittime  = 18
guard.ctrltime = 18
ground.velocity = -2,19
guard.velocity = -7
air.velocity = -2,19
p1stateno = 3505
p2stateno = 4000
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recover = 0
kill = 0


[State 3500,sift]
type = ChangeState
trigger1 = helper,Pos Y >= 0
trigger1 = helper,Vel Y > 0
value = 3501

;---------------------------------------------------------------------------
;忋僷儞

[Statedef 3501]
type = A
movetype= A
physics = N
velset = -3,-12
ctrl = 0
anim = 3501

[State 3501]
type = EnvShake
trigger1 = AnimElem = 1
time = 50
freq = 100
ampl = 10

[State 3501, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3100, 0

[State 3501, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = 800, 2

[State 3501, 曄悢傪僙僢僩偡傞]
type = ParentVarSet
trigger1 = 1
v = 5
value = 0
IgnoreHitPause = 1
Persistent = 1

[State 3501, 懍搙壛嶼]
type = VelAdd
trigger1 = 1
y = .25

[State 3501]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow


[State 3501, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "retasu"
stateno = 3502
ID = 3502
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.7
size.yscale = 0.7
helpertype = Normal


[State 3501, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "nikul"
stateno = 3503
ID = 3503
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.7
size.yscale = 0.7
helpertype = Normal


[State 3501, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "shitapan"
stateno = 3504
ID = 3504
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.7
size.yscale = 0.7
helpertype = Normal


[State 3501, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = Time = 100

;---------------------------------------------------------------------------
[Statedef 3502]
type = A
movetype= A
physics = N
velset = 5,-9
ctrl = 0
anim = 3502

[State 3502]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 3502, 懍搙壛嶼]
type = VelAdd
trigger1 = 1
y = .25

[State 3502, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = Time = 100

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

[Statedef 3503]
type = A
movetype= A
physics = N
velset = -3,-4
ctrl = 0
anim = 3503

[State 3503]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 3503, 懍搙壛嶼]
type = VelAdd
trigger1 = 1
y = .25

[State 3503, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = Time = 70

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

[Statedef 3504]
type = A
movetype= A
physics = N
velset = 4,-6
ctrl = 0
anim = 3504

[State 3504]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 3504, 懍搙壛嶼]
type = VelAdd
trigger1 = 1
y = .25

[State 3504, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = Time = 70

;---------------------------------------------------------------------------
;嫄戝斊償傽乕僈乕拝抧惉岟
[Statedef 3505]
type = S
movetype= A
physics = N
velset = 8,30
ctrl = 0
anim = 3500

[State 3505, 曄悢傪僙僢僩偡傞]
type = ParentVarSet
trigger1 = 1
v = 5
value = 1
IgnoreHitPause = 1
Persistent = 1

[State 3505,sift]
type = ChangeState
trigger1 = helper,Pos Y >= -50
trigger1 = helper,Vel Y > 0
value = 3506

;---------------------------------------------------------------------------
[Statedef 3506]
type = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 3500

[State 3506, 捦傫偩憡庤偺懱椡僎乕僕偺憹尭]
type = TargetLifeAdd
trigger1 = Time = 144
trigger2 = TIme = 146
trigger3 = Time = 148
trigger4 = TIme = 150
trigger5 = Time = 152
trigger6 = Time = 154
trigger7 = Time = 156
trigger8 = Time = 158
trigger9 = Time = 160
trigger10 = Time = 162
trigger11 = Time = 164
trigger12 = Time = 166
trigger13 = Time = 168
trigger14 = Time = 170
trigger15 = Time = 172
trigger16 = Time = 174
trigger17 = Time = 176
trigger18 = Time = 178
trigger19 = Time = 180
trigger20 = Time = 182
trigger21 = Time = 184
trigger22 = Time = 186
trigger23 = Time = 188
trigger24 = Time = 190
trigger25 = Time = 192
trigger26 = Time = 194
trigger27 = Time = 196
trigger28 = Time = 198
trigger29 = Time = 200
trigger30 = Time = 202
trigger31 = Time = 204
trigger32 = Time = 206
trigger33 = Time = 208
trigger34 = Time = 210
trigger35 = Time = 212
trigger36 = Time = 214
trigger37 = Time = 216
trigger38 = Time = 218
trigger39 = Time = 220
trigger40 = Time = 222
trigger41 = Time = 224
trigger42 = Time = 226
trigger43 = Time = 228
trigger44 = Time = 230
trigger45 = Time = 232
trigger46 = Time = 234
trigger47 = Time = 236
trigger48 = Time = 238
trigger49 = Time = 240
trigger50 = Time = 242
trigger51 = Time = 244
trigger52 = Time = 246
trigger53 = Time = 248
trigger54 = Time = 250
trigger55 = Time = 252
trigger56 = Time = 254
trigger57 = Time = 256
trigger58 = Time = 258
trigger59 = Time = 260
trigger60 = Time = 262
trigger61 = Time = 264
trigger62 = Time = 266
trigger63 = Time = 268
trigger64 = Time = 270
trigger65 = Time = 272
trigger66 = Time = 274
trigger67 = Time = 276
trigger68 = Time = 278
trigger69 = Time = 280
trigger70 = Time = 282
trigger71 = Time = 284
trigger72 = Time = 286
value = -6
kill = 0
absolute = 1

[State 3106, COMBO]
trigger1 = Time = 144
trigger2 = TIme = 146
trigger3 = Time = 148
trigger4 = TIme = 150
trigger5 = Time = 152
trigger6 = Time = 154
trigger7 = Time = 156
trigger8 = Time = 158
trigger9 = Time = 160
trigger10 = Time = 162
trigger11 = Time = 164
trigger12 = Time = 166
trigger13 = Time = 168
trigger14 = Time = 170
trigger15 = Time = 172
trigger16 = Time = 174
trigger17 = Time = 176
trigger18 = Time = 178
trigger19 = Time = 180
trigger20 = Time = 182
trigger21 = Time = 184
trigger22 = Time = 186
trigger23 = Time = 188
trigger24 = Time = 190
trigger25 = Time = 192
trigger26 = Time = 194
trigger27 = Time = 196
trigger28 = Time = 198
trigger29 = Time = 200
trigger30 = Time = 202
trigger31 = Time = 204
trigger32 = Time = 206
trigger33 = Time = 208
trigger34 = Time = 210
trigger35 = Time = 212
trigger36 = Time = 214
trigger37 = Time = 216
trigger38 = Time = 218
trigger39 = Time = 220
trigger40 = Time = 222
trigger41 = Time = 224
trigger42 = Time = 226
trigger43 = Time = 228
trigger44 = Time = 230
trigger45 = Time = 232
trigger46 = Time = 234
trigger47 = Time = 236
trigger48 = Time = 238
trigger49 = Time = 240
trigger50 = Time = 242
trigger51 = Time = 244
trigger52 = Time = 246
trigger53 = Time = 248
trigger54 = Time = 250
trigger55 = Time = 252
trigger56 = Time = 254
trigger57 = Time = 256
trigger58 = Time = 258
trigger59 = Time = 260
trigger60 = Time = 262
trigger61 = Time = 264
trigger62 = Time = 266
trigger63 = Time = 268
trigger64 = Time = 270
trigger65 = Time = 272
trigger66 = Time = 274
trigger67 = Time = 276
trigger68 = Time = 278
trigger69 = Time = 280
trigger70 = Time = 282
trigger71 = Time = 284
trigger72 = Time = 286
type = HitAdd
value = 2

[State 3106, POWERADD]
trigger1 = Time = 144
trigger2 = TIme = 146
trigger3 = Time = 148
trigger4 = TIme = 150
trigger5 = Time = 152
trigger6 = Time = 154
trigger7 = Time = 156
trigger8 = Time = 158
trigger9 = Time = 160
trigger10 = Time = 162
trigger11 = Time = 164
trigger12 = Time = 166
trigger13 = Time = 168
trigger14 = Time = 170
trigger15 = Time = 172
trigger16 = Time = 174
trigger17 = Time = 176
trigger18 = Time = 178
trigger19 = Time = 180
trigger20 = Time = 182
trigger21 = Time = 184
trigger22 = Time = 186
trigger23 = Time = 188
trigger24 = Time = 190
trigger25 = Time = 192
trigger26 = Time = 194
trigger27 = Time = 196
trigger28 = Time = 198
trigger29 = Time = 200
trigger30 = Time = 202
trigger31 = Time = 204
trigger32 = Time = 206
trigger33 = Time = 208
trigger34 = Time = 210
trigger35 = Time = 212
trigger36 = Time = 214
trigger37 = Time = 216
trigger38 = Time = 218
trigger39 = Time = 220
trigger40 = Time = 222
trigger41 = Time = 224
trigger42 = Time = 226
trigger43 = Time = 228
trigger44 = Time = 230
trigger45 = Time = 232
trigger46 = Time = 234
trigger47 = Time = 236
trigger48 = Time = 238
trigger49 = Time = 240
trigger50 = Time = 242
trigger51 = Time = 244
trigger52 = Time = 246
trigger53 = Time = 248
trigger54 = Time = 250
trigger55 = Time = 252
trigger56 = Time = 254
trigger57 = Time = 256
trigger58 = Time = 258
trigger59 = Time = 260
trigger60 = Time = 262
trigger61 = Time = 264
trigger62 = Time = 266
trigger63 = Time = 268
trigger64 = Time = 270
trigger65 = Time = 272
trigger66 = Time = 274
trigger67 = Time = 276
trigger68 = Time = 278
trigger69 = Time = 280
trigger70 = Time = 282
trigger71 = Time = 284
trigger72 = Time = 286
type = TargetPowerAdd
value = -Floor((Enemy,PowerMax)*0.004)

[State 3506, 捦傫偩憡庤偺懱椡僎乕僕偺憹尭]
type = TargetLifeAdd
trigger1 = Time = 370
value = -400

[State 3506, 捦傫偩憡庤偺僗僥乕僩曄峏]
type = TargetState
trigger1 = Time = 370
value = 4001

[State 3506, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Time = 370
value = 3501
ctrl = 0

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

[Statedef 4000]
type    = A
movetype= H
physics = N
velset = 0,0

[State 4000, 惂屼偟偨憡庤偺傾僯儊曄峏]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4000

[State 4000, REKTBTICH]
type = PowerAdd
trigger1 = Time = 144
trigger2 = TIme = 146
trigger3 = Time = 148
trigger4 = TIme = 150
trigger5 = Time = 152
trigger6 = Time = 154
trigger7 = Time = 156
trigger8 = Time = 158
trigger9 = Time = 160
trigger10 = Time = 162
trigger11 = Time = 164
trigger12 = Time = 166
trigger13 = Time = 168
trigger14 = Time = 170
trigger15 = Time = 172
trigger16 = Time = 174
trigger17 = Time = 176
trigger18 = Time = 178
trigger19 = Time = 180
trigger20 = Time = 182
trigger21 = Time = 184
trigger22 = Time = 186
trigger23 = Time = 188
trigger24 = Time = 190
trigger25 = Time = 192
trigger26 = Time = 194
trigger27 = Time = 196
trigger28 = Time = 198
trigger29 = Time = 200
trigger30 = Time = 202
trigger31 = Time = 204
trigger32 = Time = 206
trigger33 = Time = 208
trigger34 = Time = 210
trigger35 = Time = 212
trigger36 = Time = 214
trigger37 = Time = 216
trigger38 = Time = 218
trigger39 = Time = 220
trigger40 = Time = 222
trigger41 = Time = 224
trigger42 = Time = 226
trigger43 = Time = 228
trigger44 = Time = 230
trigger45 = Time = 232
trigger46 = Time = 234
trigger47 = Time = 236
trigger48 = Time = 238
trigger49 = Time = 240
trigger50 = Time = 242
trigger51 = Time = 244
trigger52 = Time = 246
trigger53 = Time = 248
trigger54 = Time = 250
trigger55 = Time = 252
trigger56 = Time = 254
trigger57 = Time = 256
trigger58 = Time = 258
trigger59 = Time = 260
trigger60 = Time = 262
trigger61 = Time = 264
trigger62 = Time = 266
trigger63 = Time = 268
trigger64 = Time = 270
trigger65 = Time = 272
trigger66 = Time = 274
trigger67 = Time = 276
trigger68 = Time = 278
trigger69 = Time = 280
trigger70 = Time = 282
trigger71 = Time = 284
trigger72 = Time = 286
trigger73 = Time = 288
value = -10

;---------------------------------------------------------------------------
[Statedef 4001]
type    = S
movetype= H
physics = N
velset = -5,-15
poweradd = 0

[State 4001, 懍搙壛嶼]
type = VelAdd
Trigger1 = 1
y = .4

[State 4000, 惂屼偟偨憡庤偺傾僯儊曄峏]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4001

[State 4001, 惂屼夝彍偟偰憡庤偺僗僥乕僩偵栠偡]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
; 僪僫儖僪儅僕僢僋

[Statedef 3200]
type    = S
movetype= A
physics = S
poweradd= 0
anim = 3200
ctrl = 0
sprpriority = 2

[State 1205,]
type = AttackDist
trigger1 = 1
value = 360


[State -3200, 崟僪僫儖僪]
type = ChangeState
triggerall = 1
trigger1 = PalNo >= 1
value = 3201

[State 3200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000, 0

[State 3200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3100, 2

[State 3200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3100, 3

[State 3200, SHAKE]
type = EnvShake
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
ampl = 65
freq = 7
time = 3

[State 3200, 挻昁嶦媄敪摦偺帪娫掆巭]
type = SuperPause
trigger1 = AnimElem = 1
time = 47
pos = 10, -105
anim = 100
sound = 20, 0
poweradd = -2000

[State 3200, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "cutin"
stateno = 6000
ID = 6000
pos = -200,-250
postype = back
keyctrl = 0
ownpal = 0
size.xscale = 0.66
size.yscale = 0.66
supermovetime = 70
helpertype = normal



[State 3200, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = ((AnimElemTime(2) >= 0) && (AnimElemTime(10) < 0))
edge = 28,0
player = 15,0


[State 3200, 旘傃摴嬶傪弌偡] 
type = Projectile
trigger1 = AnimElem = 3
attr = S, HP
damage = 240
getpower = 0
animtype = Up
pausetime = 0,12
offset = 37,-87
velocity = 0,0
accel = 0,0
projID = 4600
projanim = 4600
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 5
projremove = 0
projremovetime = 14
guard.dist = 800
guardflag = MA
priority = 3
sparkno = -1
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
pausetime = 0,0
envshake.time = 8
envshake.ampl = 6
envshake.freq = 60
palfx.time = 60
palfx.add = 50,-50,200
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
fall = 1
fall.recover = 0
p2stateno = 3210 

[State 3200, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 610, 4]
type = CtrlSet
trigger1 = PalNo >= 1
trigger1 = Time = 15
value = 1

;------------------
; 僪僫儖僪儅僕僢僋崟

[Statedef 3201]
type    = S
movetype= A
physics = S
poweradd= 0
anim = 32000
ctrl = 0
sprpriority = 2

[State 1205,]
type = AttackDist
trigger1 = 1
value = 320

[State 3200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3100, 4

[State 3200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
value = 3100, 2

[State 3200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
value = 3100, 3

[State 3200, 挻昁嶦媄敪摦偺帪娫掆巭]
type = SuperPause
trigger1 = AnimElem = 1
time = 49
pos = 10, -105
anim = 0
sound = s6000, 0
poweradd = -1500

[State 3200, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "cutin"
stateno = 6000
ID = 6000
pos = -200,-250
postype = back
keyctrl = 0
ownpal = 0
size.xscale = 0.66
size.yscale = 0.66
supermovetime = 70
helpertype = normal

[State 3200]
type = explod
trigger1 = AnimElem = 1
anim = 7200
pos = ceil(16*const(size.xscale)),ceil(-213*const(size.yscale))
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
scale = const(size.xscale) + 0.15,const(size.yscale) + 0.15

[State 3200, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = ((AnimElemTime(2) >= 0) && (AnimElemTime(10) < 0))
edge = 28,0
player = 15,0

[State 3200, 旘傃摴嬶傪弌偡] 
type = Projectile
trigger1 = AnimElem = 3
attr = S, HA
damage = ifelse(Life <= 250, 500, 200)
getpower = 0
animtype = Up
pausetime = 0,12
offset = 37,-67
velocity = 0,0
accel = 0,0
projID = 4600
projanim = 4600
projscale = 2,2
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 5
projremovetime = 14
projremove = 0
guardflag = MA
priority = 3
sparkno = -1
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
pausetime = 0,0
envshake.time = 8
envshake.ampl = 6
envshake.freq = 60
palfx.time = 60

palfx.add = 50,-50,200
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
fall = 1
fall.recover = 0
p2stateno = 3210 

[State 3200, 旘傃摴嬶傪弌偡] 
type = Projectile
trigger1 = AnimElem = 7
attr = S, HP
damage = ifelse(Life <= 250, 500, 200)
getpower = 0
animtype = Up
pausetime = 0,12
offset = 37,-87
velocity = 0,0
accel = 0,0
projID = 4600
projanim = 4600
projscale = 2,2
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 5
projremovetime = 14
projremove = 0
guardflag = MA
priority = 3
sparkno = -1
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
pausetime = 0,0
envshake.time = 8
envshake.ampl = 6
envshake.freq = 60
palfx.time = 60
palfx.add = 50,-50,200
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
fall = 1
fall.recover = 0
p2stateno = 3210 

palfx.add = 50,-50,200
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
fall = 1
fall.recover = 0
p2stateno = 3210 

[State 3200, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 610, 4]
type = CtrlSet
trigger1 = PalNo >= 1
trigger1 = Time = 15
value = 1

;------------------
;---------------------------------------------------------------------------
[Statedef 3210]
type    = A
movetype= H
physics = N
velset = -1.5,-6

[State 3210, 懍搙壛嶼]
type = VelAdd
trigger1 = 1
y = .25

[State 3210, 傾僯儊曄峏]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 3210, 傾僯儊曄峏]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 3210, 憡庤僗僥乕僩偵栠偡]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;---------------------------------------------------------------------------
;傾儞僴僢僺乕僙僢僩

[Statedef 3300]
type    = S
movetype= A
physics = S
juggle  = 6
poweradd= 0
anim = 3300
ctrl = 0
sprpriority = 2


[State 3300, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = (AnimElemTime (1) >= 0) && (AnimElemTime (8) < 0)
value = 25,0

[State 3300, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 3
Persistent = 0
name = "cutin"
stateno = 6000
ID = 6000
pos = -200,-250
postype = back
keyctrl = 0
ownpal = 0
size.xscale = 0.7
size.yscale = 0.7
supermovetime = 70
helpertype = normal



[State 3300, 柍揋]
type = NotHitBy
trigger1 = time= [0,16]
value = SCA
time = 1

[State 3300, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000, 0

[State 3300, 挻昁嶦媄敪摦偺帪娫掆巭]
type = SuperPause
trigger1 = AnimElem = 3
time = 50
pos = 0, -80
anim = 100
sound = s6000, 0
poweradd = -3000


[State 3300]
type = explod
trigger1 = AnimElem = 3
anim = 7200
pos = ceil(14*const(size.xscale)),ceil(-148*const(size.yscale))
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
scale = const(size.xscale) + 0.15,const(size.yscale) + 0.15


[State 3300, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
attr = S, HA
animtype  = up
damage    = 100, 5
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 30,30
sparkxy = -10,-60
sparkno = 3
hitsound   = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.hittime  = 20
guard.ctrltime = 20
ground.velocity = -1,-20
guard.velocity = -7
air.velocity = -1,-20
airguard.velocity = -7,-2
envshake.time = 30
envshake.ampl = 12
envshake.freq = 170
fall = 1
kill = 0
p1stateno = 3301      
p2stateno = 3310 

[State 3300, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 3301]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
velset = 0,0
anim = 3301
ctrl = 0
sprpriority = 10

[State 3301, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "donaldgirl"
stateno = 2300
ID = 2300
pos = 160,0
postype = flont
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
facing = -1
helpertype = Normal

[State 3301, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = Time = 50
Persistent = 0
name = "sheiku"
stateno = 2309
ID = 2309
pos = 15,-400
postype = flont
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
facing = -1
helpertype = Normal

[State 3301, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = Time = 50
Persistent = 0
name = "poteto"
stateno = 2310
ID = 2310
pos = 40,-400
postype = flont
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
facing = -1
helpertype = Normal

[State 3301, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 80
value = 3000, 8


[State 3301, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Time = 200
value = 3302
ctrl = 1

;------------------
[Statedef 3302]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
velset = 0,0
anim = 3302
ctrl = 0
sprpriority = 10

[State 3302, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000, 1

[State 3506, 捦傫偩憡庤偺懱椡僎乕僕偺憹尭]
type = TargetLifeAdd
trigger1 = Time = 60
value = -180
kill = 0

[State 3302, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "retasu"
stateno = 2303
ID = 2303
pos = 30,-400
postype = flont
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
facing = -1
helpertype = Normal

[State 3302, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "uepan"
stateno = 2304
ID = 2304
pos = 30,-440
postype = flont
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
facing = -1
helpertype = Normal

[State 3302, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Time = 130
value = 3303
ctrl = 1

;---------------------------------------------------------------------------
;------------------
[Statedef 3303]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
velset = 0,0
anim = 3303
ctrl = 0
sprpriority = 10

[State 3303, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000, 6

[State 3303, 捦傫偩憡庤偺僗僥乕僩曄峏]
type = TargetState
trigger1 = Time = 70
value = 4001

[State 3503,]
type = TargetLifeAdd
trigger1 = Time = 70
value = -250

[State 3303, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Time = 120
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;僪僫儖僪僈乕儖僴儞僶乕僈乕帩偭偰偔傞

[Statedef 2300]
type = S
movetype= I
physics = N
velset = 4
ctrl = 0
anim = 2300
sprpriority = 6

[State 2300, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "shitapan"
stateno = 2301
ID = 2301
pos = 130,-30
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
helpertype = Normal

[State 2300, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "niku"
stateno = 2302
ID = 2302
pos = 130,-70
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
helpertype = Normal

[State 2300, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Time = 50
value = 1930
ctrl = 1

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

;---------------------------------------------------------------------------
;壓僷儞
[Statedef 2301]
type = A
movetype= A
physics = N
velset = 4
ctrl = 0
anim = 3504
sprpriority = 4


[State 2301]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 2301, 堏摦懍搙]
type = VelSet
trigger1 = Time = 50
x = 0

[State 2301, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Time = 400
value = 2305
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;擏
[Statedef 2302]
type = A
movetype= A
physics = N
velset = 4
ctrl = 0
anim = 3503
sprpriority = 5

[State 2302]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 2302, 堏摦懍搙]
type = VelSet
trigger1 = Time = 50
x = 0

[State 2302, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Time = 400
value = 2306
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;儗僞僗
[Statedef 2303]
type = A
movetype= A
physics = N
velset = 4
ctrl = 0
anim = 3502
sprpriority = 8

[State 2303]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 2303, 堏摦懍搙]
type = VelSet
trigger1 = Time = 50
x = 0
y = 47

[State 2303, 堏摦懍搙]
type = VelSet
trigger1 = Time = 57
y = 0

[State 2303, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Time = 200
value = 2307
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;忋僷儞
[Statedef 2304]
type = A
movetype= A
physics = N
velset = 4
ctrl = 0
anim = 3501
sprpriority = 9

[State 2304]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 2304, 堏摦懍搙]
type = VelSet
trigger1 = Time = 50
x = 0
y = 47

[State 2304, 堏摦懍搙]
type = VelSet
trigger1 = Time = 57
y = 0

[State 2304]
type = EnvShake
trigger1 = Time = 57
time = 50
freq = 100
ampl = 10

[State 2304, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 57
value = 3100, 0

[State 2304, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Time = 200
value = 2308
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;壓僷儞
[Statedef 2305]
type = A
movetype= A
physics = N
velset = 14,-4
ctrl = 0
anim = 3504
sprpriority = 4


[State 2305]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 2305, 懍搙壛嶼]
type = VelAdd
trigger1 = 1
y = .25


[State 2305, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = Time = 200

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;擏
[Statedef 2306]
type = A
movetype= A
physics = N
velset = -12,-8
ctrl = 0
anim = 3503
sprpriority = 5

[State 2306]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 2306, 懍搙壛嶼]
type = VelAdd
trigger1 = 1
y = .25


[State 2306, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = Time = 200

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;儗僞僗
[Statedef 2307]
type = A
movetype= A
physics = N
velset = 5,-13
ctrl = 0
anim = 3502
sprpriority = 8

[State 2307]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 2307, 懍搙壛嶼]
type = VelAdd
trigger1 = 1
y = .25


[State 2307, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = Time = 200

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;忋僷儞
[Statedef 2308]
type = A
movetype= A
physics = N
velset = -10,-15
ctrl = 0
anim = 3501
sprpriority = 9

[State 2308]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 2308, 懍搙壛嶼]
type = VelAdd
trigger1 = 1
y = .25


[State 2308, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = Time = 200

[State 2308]
type = EnvShake
trigger1 = Time = 0
time = 70
freq = 150
ampl = 17

[State 2308, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 0
value = 3100, 0
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;僔僃僀僋
[Statedef 2309]
type = A
movetype= A
physics = N
velset = 4
ctrl = 0
anim = 3505
sprpriority = 7

[State 2309]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 2309, 堏摦懍搙]
type = VelSet
trigger1 = Time = 45
x = 0
y = 47

[State 2309, 堏摦懍搙]
type = VelSet
trigger1 = Time = 50
y = 0

[State 2309, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = Time = 220

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;億僥僩
[Statedef 2310]
type = A
movetype= A
physics = N
velset = 4
ctrl = 0
anim = 3506
sprpriority = 7

[State 2310]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 2310, 堏摦懍搙]
type = VelSet
trigger1 = Time = 45
x = 0
y = 47

[State 2310, 堏摦懍搙]
type = VelSet
trigger1 = Time = 50
y = 0

[State 2310, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = Time = 220

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 3503]
type = A
movetype= A
physics = N
velset = -3,-4
ctrl = 0
anim = 3503

[State 3503]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 3503, 懍搙壛嶼]
type = VelAdd
trigger1 = 1
y = .25

[State 3503, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = Time = 70

;---------------------------------------------------------------------------
;------------------
[Statedef 3310]
type    = A
movetype= H
physics = N
velset = 0,0

[State 3310, 惂屼偟偨憡庤偺傾僯儊曄峏]
type = ChangeAnim2
trigger1 = 1
value = 1030

[State 3310, 柍揋]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1


[State 3310, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 3311

;------------------
;---------------------------------------------------------------------------
[Statedef 3311]
type    = A
movetype= H
physics = N
velset = -0,-40
sprpriority = 7

[State 3311, 柍揋]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3311, 懍搙壛嶼]
type = VelAdd
trigger1 = 1
y = .45

[State 3311, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 3311, 傾僯儊曄峏]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 3311, 傾僯儊曄峏]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 3102, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -110
value = 4000

;---------------------------------------------------------------------------
;斊償傽乕僈乕偑偀偙傟偔傜偄

[Statedef 3400]
type    = A
movetype= A
physics = N
poweradd= 0
anim = 3400
velset = -1,-8
ctrl = 0
sprpriority = 2

[State 3400, 堏摦懍搙]
type = VelSet
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
x = -0.5
y = -3

[State 3400, 堏摦懍搙]
type = VelSet
trigger1 = AnimElem = 16
x = -3
y = -2

[State 3400, 懍搙壛嶼]
type = VelAdd
trigger1 = 1
y = .25

[State 3400, 挻昁嶦媄敪摦偺帪娫掆巭]
type = SuperPause
trigger1 = AnimElem = 1
time = 50
pos = 30, -40
anim = 0
sound = s6000, 0
poweradd = -1000


[State 3400]
type = explod
trigger1 = AnimElem = 1
anim = 7200
pos = ceil(70*const(size.xscale)),ceil(-66*const(size.yscale))
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
scale = const(size.xscale) + 0.15,const(size.yscale) + 0.15

[State 3400, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "cutin"
stateno = 6000
ID = 6000
pos = -200,-250
postype = back
keyctrl = 0
ownpal = 0
size.xscale = 0.66
size.yscale = 0.66
supermovetime = 70
helpertype = normal

[State 3400, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1052

[State 3400, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000, 7

[State 3400, 旘傃摴嬶傪弌偡] 
type = Projectile
trigger1 = AnimElem = 4
attr = A, HP 
damage = 37
hitflag = HLAFD
getpower = 0,0
animtype = Hard
pausetime = 0,12
offset = -10,-60
velocity = 10,14
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recover = 0

[State 3400, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 4
attr = A, HP 
damage = 37
hitflag = HLAFD
getpower = 0,0
animtype = Hard
pausetime = 0,12
offset = 0,-60
velocity = 7,15
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recover = 0


[State 3400, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 4
attr = A, HP 
damage = 37
getpower = 0,0
animtype = Hard
hitflag = HLAFD
pausetime = 0,12
offset = 20,-60
velocity = 4,16
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

fall.recover = 0

[State 3400, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 4
attr = A, HP 
damage = 37
getpower = 0,0
hitflag = HLAFD
animtype = Hard
pausetime = 0,12
offset = 30,-60
velocity = 1,17
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

fall.recover = 0

[State 3400, 旘傃摴嬶傪弌偡] 
type = Projectile
trigger1 = AnimElem = 10
attr = A, HP 
damage = 37
getpower = 0,0
animtype = Hard
hitflag = HLAFD
pausetime = 0,12
offset = -10,-60
velocity = 10,14
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recover = 0

[State 3400, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 10
attr = A, HP 
damage = 37
getpower = 0,0
hitflag = HLAFD
animtype = Hard
pausetime = 0,12
offset = 0,-60
velocity = 7,15
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recover = 0

[State 3400, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 10
attr = A, HP 
damage = 37
hitflag = HLAFD
getpower = 0,0
animtype = Hard
pausetime = 0,12
offset = 20,-60
velocity = 4,16
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

fall.recover = 0

[State 3400, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 10
attr = A, HP 
damage = 37
getpower = 0,0
hitflag = HLAFD
animtype = Hard
pausetime = 0,12
offset = 30,-60
velocity = 1,17
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

fall.recover = 0

[State 3400, 旘傃摴嬶傪弌偡] 
type = Projectile
trigger1 = AnimElem = 16
attr = A, HP 
damage = 37
getpower = 0,0
animtype = Hard
pausetime = 0,12
offset = -10,-60
velocity = 10,14
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
hitflag = HLAFD
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recover = 0

[State 3400, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 16
attr = A, HP 
damage = 37
getpower = 0,0
animtype = Hard
pausetime = 0,12
offset = 0,-60
velocity = 7,15
accel = 0,0
projID = 1200
hitflag = HLAFD
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100
fall.recover = 0

[State 3400, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 16
attr = A, HP 
damage = 37
getpower = 0,0
animtype = Hard
pausetime = 0,12
offset = 20,-60
velocity = 4,16
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
hitflag = HLAFD
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

fall.recover = 0

[State 3400, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 16
attr = A, HP 
damage = 37
getpower = 0,0
animtype = Hard
pausetime = 0,12
offset = 30,-60
velocity = 1,17
accel = 0,0
projID = 1200
hitflag = HLAFD
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = HA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100


fall.recover = 0

[State 3400, CNT]
type = CtrlSet
trigger1 = AnimElem = 16
value = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 斊償傽乕僈乕

[Statedef 1200]
type    = S
movetype= A
physics = S
poweradd= 50
anim = 1200
ctrl = 0
sprpriority = 2

[State 1205,]
type = AttackDist
trigger1 = 1
value = 280

[State -1205, 崟僪僫儖僪]
type = ChangeState
triggerall = 1
trigger1 = PalNo >= 1
value = 1201

[State 1200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = 800, 0

[State 1200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1200, 0

[State 1200, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = ((AnimElemTime(2) >= 0) && (AnimElemTime(10) < 0))
edge = 28,0
player = 15,0


[State 1200, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP
damage = 35,3
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 75,-60
velocity = 6.5,-3.5
accel = 0,0.4
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
guard.hittime  = 15
guard.ctrltime = 15
ground.velocity = -8,0
guard.hittime = 13
air.velocity = -6,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100


[State 1200, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 610, 4]
type = CtrlSet
trigger1 = PalNo >= 1
trigger1 = Time = 10
value = 1

;------------------
;---------------------------------------------------------------------------
; 斊償傽乕僈乕崟

[Statedef 1201]
type    = S
movetype= A
physics = S
poweradd= 50
anim = 12000
ctrl = 0
sprpriority = 2

[State 1205,]
type = AttackDist
trigger1 = 1
value = 280

[State 1200, 柍揋]
type = nothitby
trigger1 = AnimElem = 1
value = SCA,NASAHANPSPHPNTSTHT
time = 7


[State 1200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = 800, 0

[State 1200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1200, 0

[State 1200, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = ((AnimElemTime(2) >= 0) && (AnimElemTime(10) < 0))
edge = 28,0
player = 15,0


[State 1200, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP
damage = 35,8
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 75,-60
velocity = 6.5,-5.5
accel = 0,0.4
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1200, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP
damage = 35,8
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 75,-60
velocity = 7.5,-6.5
accel = 0,0.4
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1200, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 3
attr = S, SP
damage = 35,8
getpower = 10
animtype = Hard
pausetime = 0,12
offset = 75,-60
velocity = 8.5,-1.5
accel = 0,0.4
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 1
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -6,0
guard.hittime = 5
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100


[State 1200, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 610, 4]
type = CtrlSet
trigger1 = PalNo >= 1
trigger1 = Time = 10
value = 1

;------------------
;---------------------------------------------------------------------------
;斊償傽乕僈乕4屄暘
[Statedef 1205]
type    = S
movetype= A
physics = S
poweradd= 100
anim = 1205
ctrl = 0
sprpriority = 2

[State 1205,]
type = AttackDist
trigger1 = 1
value = 360

[State -1205, 崟僪僫儖僪]
type = ChangeState
triggerall = 1
trigger1 = PalNo >= 1
value = 1208

[State 1205, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = 800, 0

[State 1205, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1200, 0

[State 1205, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1200, 1

[State 1205, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = ((AnimElemTime(2) >= 0) && (AnimElemTime(10) < 0))
edge = 28,0
player = 15,0

[State 1205, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElemTime(2) = 1
Persistent = 0
name = "Wood-Board"
stateno = 1206
ID = 1200
pos = -25,-90
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = normal

[State 1205, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElemTime(2) = 1
Persistent = 0
name = "Wood-Board"
stateno = 1207
ID = 1200
pos = 25,-90
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = normal

[State 1205, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 4
attr = S, SP
damage = 30,3
getpower = 10
animtype = Hard
pausetime = 0,18
offset = 60,-80
velocity = 18,0
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
guard.hittime = 5
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1205, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 5
attr = S, SP
damage = 30,3
getpower = 10
animtype = Hard
pausetime = 0,18
offset = 60,-40
velocity = 18,0
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
guard.hittime = 5
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1205, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 9
attr = S, SP
damage = 30,3
getpower = 10
animtype = Hard
pausetime = 0,18
offset = 60,-20
velocity = 18,0
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
guard.hittime = 5
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1205, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 10
attr = S, SP
damage = 30,3
getpower = 10
animtype = Hard
pausetime = 0,18
offset = 60,-60
velocity = 18,0
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,3
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime  = 16
guard.ctrltime = 16
guard.hittime = 5
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1205, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 610, 4]
type = CtrlSet
trigger1 = PalNo >= 1
trigger1 = Time = 65
value = 1

;------------------
; 曻傝搳偘傞傑偱偺償傽乕僈乕
;
[Statedef 1206]
type     = A
movetype = I
physics  = N
ctrl     = 0
anim     = 1206
SprPriority = 5

[State 1206, 摿庩岠壥]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 1206, 僉儍儔杮懱偵堷偭晅偔埵抲]
type = BindToRoot
trigger1 = Time = 2
pos = -25,-90

[State 1206, 僉儍儔杮懱偵堷偭晅偔埵抲]
type = BindToRoot
trigger1 = Time = 3
pos = -37,-70

[State 1206, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = Time = 20
trigger2 = Root,MoveType != A
;trigger2 = Parent,MoveType != A

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

[Statedef 1207]
type     = A
movetype = I
physics  = N
ctrl     = 0
anim     = 1206
SprPriority = 5

[State 1207, 摿庩岠壥]
type = AssertSpecial
trigger1 = 1
flag = NoShadow ;塭傪徚偡

[State 1207, 僉儍儔杮懱偵堷偭晅偔埵抲]
type = BindToRoot
trigger1 = Time = 2
pos = 25,-90 

[State 1207, 僉儍儔杮懱偵堷偭晅偔埵抲]
type = BindToRoot
trigger1 = Time = 3
pos = 33,-65

[State 1207, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = Time = 20
trigger2 = Root,MoveType != A
;trigger2 = Parent,MoveType != A
;---------------------------------------------------------------------------
;斊償傽乕僈乕4屄暘崟
[Statedef 1208]
type    = S
movetype= A
physics = S
poweradd= 100
velset = 0,0
anim = 12050
ctrl = 0
sprpriority = 2

[State 1205,]
type = AttackDist
trigger1 = 1
value = 320

[State 1205, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = 800, 0

[State 1205, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000, 7

[State 1205, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = ((AnimElemTime(2) >= 0) && (AnimElemTime(10) < 0))
edge = 28,0
player = 15,0

[State 1205, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElemTime(2) = 1
Persistent = 0
name = "Wood-Board"
stateno = 1209
ID = 1200
pos = -25,-90
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = normal

[State 1205, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElemTime(2) = 1
Persistent = 0
name = "Wood-Board"
stateno = 1210
ID = 1200
pos = 25,-90
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = normal

[State 1205, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 4
attr = S, SP
damage = 30,8
getpower = 10
animtype = Hard
pausetime = 0,18
offset = 60,-80
velocity = 18,0
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime = 5
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1205, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 5
attr = S, SP
damage = 30,8
getpower = 10
animtype = Hard
pausetime = 0,18
offset = 60,-40
velocity = 18,0
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime = 5
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1205, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 4
attr = S, SP
damage = 30,8
getpower = 10
animtype = Hard
pausetime = 0,18
offset = 60,-80
velocity = 18,-2
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime = 5
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1205, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 5
attr = S, SP
damage = 30,8
getpower = 10
animtype = Hard
pausetime = 0,18
offset = 60,-40
velocity = 18,-4
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime = 5
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1205, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 4
attr = S, SP
damage = 30,8
getpower = 10
animtype = Hard
pausetime = 0,18
offset = 60,-80
velocity = 18,-6
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime = 5
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1205, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 5
attr = S, SP
damage = 30,8
getpower = 10
animtype = Hard
pausetime = 0,18
offset = 60,-40
velocity = 18,-8
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime = 5
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1205, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 9
attr = S, SP
damage = 30,8
getpower = 10
animtype = Hard
pausetime = 0,18
offset = 60,-20
velocity = 18,0
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime = 5
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1205, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 10
attr = S, SP
damage = 30,8
getpower = 10
animtype = Hard
pausetime = 0,18
offset = 60,-60
velocity = 18,0
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime = 5
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1205, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 9
attr = S, SP
damage = 30,8
getpower = 10
animtype = Hard
pausetime = 0,18
offset = 60,-20
velocity = 18,-2
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime = 5
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1205, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 10
attr = S, SP
damage = 30,8
getpower = 10
animtype = Hard
pausetime = 0,18
offset = 60,-60
velocity = 18,-4
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime = 5
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1205, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 9
attr = S, SP
damage = 30,8
getpower = 10
animtype = Hard
pausetime = 0,18
offset = 60,-20
velocity = 18,-6
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime = 5
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1205, 旘傃摴嬶傪弌偡]
type = Projectile
trigger1 = AnimElem = 10
attr = S, SP
damage = 30,8
getpower = 10
animtype = Hard
pausetime = 0,18
offset = 60,-60
velocity = 18,-8
accel = 0,0
projID = 1200
projanim = 1202
projhitanim = 1203
projremanim = 1204
projscale = 0.5,0.5
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 3
projremovetime = -1
guardflag = MA
priority = 3
sparkno = 2
sparkxy = 0,0
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.hittime = 5
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
envshake.time = 8
envshake.ampl = 6
envshake.freq = 100

[State 1205, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 610, 4]
type = CtrlSet
trigger1 = PalNo >= 1
trigger1 = Time = 65
value = 1

;------------------
; 曻傝搳偘傞傑偱偺償傽乕僈乕
;
[Statedef 1209]
type     = A
movetype = I
physics  = N
ctrl     = 0
anim     = 1206
SprPriority = 5

[State 1206, 摿庩岠壥]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 1206, 僉儍儔杮懱偵堷偭晅偔埵抲]
type = BindToRoot
trigger1 = Time = 2
pos = -25,-90

[State 1206, 僉儍儔杮懱偵堷偭晅偔埵抲]
type = BindToRoot
trigger1 = Time = 3
pos = -37,-70


[State 1206, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = Time = 5
trigger2 = Root,MoveType != A
;trigger2 = Parent,MoveType != A

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

[Statedef 1210]
type     = A
movetype = I
physics  = N
ctrl     = 0
anim     = 1206
SprPriority = 5

[State 1207, 摿庩岠壥]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 1207, 僉儍儔杮懱偵堷偭晅偔埵抲]
type = BindToRoot
trigger1 = Time = 2
pos = 25,-90 

[State 1207, 僉儍儔杮懱偵堷偭晅偔埵抲]
type = BindToRoot
trigger1 = Time = 3
pos = 33,-65

[State 1207, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = Time = 5
trigger2 = Root,MoveType != A
;trigger2 = Parent,MoveType != A

;---------------------------------------------------------------------------
;僇僢僩僀儞
;---------------------------------------------------------------------------

[Statedef 6000]
type     = A
movetype = I
physics  = N
velset = 16,0
ctrl     = 0
anim     = 6000
sprpriority = -1  

[State 6000, 堏摦懍搙]
type = VelSet
trigger1 = Time = 10
x = 0

[State 6000, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = Time = 50

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

[Statedef 6001]
type     = A
movetype = I
physics  = N
velset = 16,0
ctrl     = 0
anim     = 6001
SprPriority = -1

[State 6000, 堏摦懍搙]
type = VelSet
trigger1 = Time = 10
x = 0

[State 6000, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = Time = 50

;---------------------------------------------------------------------------
;僶乕僨傿乕
[Statedef 4008]
type     = S
movetype = I
physics  = N
ctrl     = 0
anim     = 4008
SprPriority = -3
velset = 20

[State 4008, 堏摦懍搙]
type = VelSet
trigger1 = Time = 15
x = 0

---------------------------------------------------------------------------
;僴儞僶乕僌儔乕
[Statedef 4009]
type     = S
movetype = I
physics  = N
ctrl     = 0
anim     = 4009
SprPriority = -3
velset = 20

[State 4009, 堏摦懍搙]
type = VelSet
trigger1 = Time = 15
x = 0

;---------------------------------------------------------------------------
;僌儕儅僗
[Statedef 4010]
type     = S
movetype = I
physics  = N
ctrl     = 0
anim     = 4010
SprPriority = -3
velset = 20

[State 4010, 堏摦懍搙]
type = VelSet
trigger1 = Time = 15
x = 0

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; HIT_FALLRECOVER (still falling)
[Statedef 5200]
type    = A
movetype= H
physics = N

[State 5200, 1] ;Change anim if done with transition
type = ChangeAnim
trigger1 = Anim = 5035
trigger1 = AnimTime = 0
value = 5050

[State 5200, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5200, 3]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 5201

;---------------------------------------------------------------------------
; HIT_FALLRECOVER (on the ground)
[Statedef 5201]
type    = A
movetype= H
physics = A
anim = 5200

[State 5201, 1] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -5

[State 5201, 2]
type = VelSet
trigger1 = Time = 0
x = -.15
y = -3.5

[State 5201, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5201, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5201, 6]
type = GameMakeAnim
trigger1 = Time = 1
value = 60
pos = 0, 0
under = 1

;---------------------------------------------------------------------------
; HIT_AIRFALLRECOVER
[Statedef 5210]
type    = A
movetype= I
physics = N
anim = 5210
ctrl = 0

[State 5210, 1]
type = PosFreeze
trigger1 = Time = 0
value = 4

[State 5210, 2] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -20

[State 5210, 2] ;Go fwd
type = Velset
triggerall = Time = 4
trigger1 = Command = "holdfwd"
Trigger1 = Var(59) = 0
trigger2 = BackEdgeBodyDist <= 20
Trigger2 = Var(59) != 0
x = 3
y = -5

[State 5210, 2] ;Go back
type = Velset
triggerall = Time = 4
trigger1 = Command = "holdback"
Trigger1 = Var(59) = 0
trigger2 = BackEdgeBodyDist >= 20
Trigger2 = Var(59) != 0
x = -3
y = -5

[State 5210, 3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15

[State 5210, 4]
type = CtrlSet
trigger1 = Time = 20
value = 1

[State 5210, 5]
type = VelAdd;Gravity
trigger1 = Time >= 4
y = .35

[State 5210, 5] ;Land on ground
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMP_LAND
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 儅僢僋僶乕僗僩
[Statedef 16500]
type    = A
movetype= A
physics = A
juggle  = 6
poweradd= 250
velset = 0,-6
anim = 16500
ctrl = 0
sprpriority = 2

[State 16500, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 1
value = 5, 7

[State 16500, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 1
value = 1, 6

[State 16500, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 1
value = 1, 9
volume = 255

[State 16500, 壒傪柭傜偡]
type = AllPalFX
trigger1 = AnimElem = 1
add = 255, 255, 255
color = 1
time = 2

[State 1160, 埵抲挷惍]
type = PosSet
trigger1 = Time = 30
y = 0

[State 16500, 懍搙壛嶼]
type = VelAdd
trigger1 = AnimElem = 7
y = .43

[State 16500, LOLZ]
type = TargetState
trigger1 = time = 0
value = 5000

[State 16500, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = A, HA
animtype  = Hard
damage    = 50, 50
getpower  = 0
priority  = 5
pausetime = 0,75
gurad.pausetime = 12,12
sparkxy = -10,-60
sparkno = 3
hitsound   = s1,7
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -7,0
guard.hittime = 8
guard.velocity = -16
air.velocity = -7,-13
airguard.velocity = -7,-2
envshake.time = 12
envshake.ampl = 21
envshake.freq = 590
fall = 1

[State 16500, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1052

[State 16500, AfterimageRandom]
type = AfterImage
Trigger1 = stateno = 16500
time = -1
length = 17
palcontrast = -random, -random, -random
paladd = -random,-random,-random
palmul = 0,0,0
ignorehitpause = 1
trans = add1

;---------------------------------------------------------------------------
[Statedef 46501]
type    = A
movetype= A
physics = A
juggle  = 6
poweradd= 250
velset = 0,-6
anim = 16500
ctrl = 1
sprpriority = 2

[State 46501, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 1
value = 5, 7

[State 46501, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 1
value = 1, 6

[State 46501, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 1
value = 1, 9
volume = 255

[State 1160, 埵抲挷惍]
type = PosSet
trigger1 = Time = 30
y = 0

[State 46501, 懍搙壛嶼]
type = VelAdd
trigger1 = AnimElem = 7
y = .3

[State 46501, LOLZ]
type = TargetState
trigger1 = time = 0
value = 4000

[State 46501, 僸僢僩掕媊]
type = HitAdd
trigger1 =1
value = -5

[State 46501, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
attr = A, HA
animtype  = Hard
damage    = 170, 170
fall.kill = 1
getpower  = 1000
priority  = 7
pausetime = 0,1200
gurad.pausetime = 12,12
sparkxy = -10,-60
sparkno = 3
hitsound   = s1,7
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -0,0
guard.hittime = 8
guard.velocity = -16
air.velocity = -0,-0
airguard.velocity = -0,-0
envshake.time = 12
envshake.ampl = 21
envshake.freq = 590
p1stateno = 45601
p2stateno = 5209
kill = 1
fall = 1

[State 46501, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 46501

[State 46501, AfterimageRandom]
type = AfterImage
Trigger1 = stateno = 16500
time = -1
length = 17
palcontrast = -random, -random, -random
paladd = -random,-random,-random
palmul = 0,0,0
ignorehitpause = 1
trans = add1
;---------------------------------------------------------------------------
; 斊償傽乕僈乕棊偲偟
;
;
; 
[Statedef 17000]
type    = A
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = 17000
ctrl = 0
sprpriority = 2

[State 3101, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = time = 35
Persistent = 0
name = "hamva-ga-"
stateno = 17001
ID = 17001
pos = 160,-500
postype = back
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1
helpertype = Normal

[State 3100, 堏摦懍搙]
type = VelSet
trigger1 = AnimElem = 2
y = -30

[State 3100, 堏摦懍搙]
type = VelSet
trigger1 = AnimElem = 3
x = -8

[State 3100, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 3100, 堏摦懍搙]
type = VelSet
trigger1 = AnimElem = 4
y = 1

[State 1160, 埵抲挷惍]
type = PosSet
trigger1 = AnimElem = 4
y = 0

[State 16500, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1052

;------------------
;------------------
;嫄戝斊償傽乕僈乕

[Statedef 17001]
type = A
movetype= A
physics = N
velset = 1.5,30
ctrl = 0
anim = 17001
sprpriority = 5

[State 3500, 懍搙壛嶼]
type = VelAdd
trigger1 = 1
y = .4

[State 3500, 僸僢僩掕媊]
type = HitDef
trigger1 = 1
attr = A, HA
animtype  = Hard
damage    = ifelse(Life <= 200, 10000, 1000)
priority  = 7
pausetime = 5,5
sparkxy = -10,-70
sparkno = 3
hitsound   = s1,4
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-6
guard.velocity = -7
air.velocity = -2,-6
envshake.time = 20
envshake.ampl = 5
envshake.freq = 170
fall = 1
fall.recover = 0

[State 3501]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3501, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = Time = 100

[State 3500,sift]
type = ChangeState
trigger1 = helper,Pos Y >= 0
trigger1 = helper,Vel Y > 0
value = 17002

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;忋僷儞

[Statedef 17002]
type = A
movetype= A
physics = N
velset = -3,-12
ctrl = 0
anim = 3501
sprpriority = 5

[State 3501]
type = EnvShake
trigger1 = AnimElem = 1
time = 50
freq = 100
ampl = 10

[State 3501,00]
type = AllPalFx
trigger1 = time = 1
add = 200,50,50
sinadd = 10, 10, 10
time = 5

[State 3501, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3100, 0

[State 3501, 懍搙壛嶼]
type = VelAdd
trigger1 = 1
y = .25

[State 3501]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3501, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "retasu"
stateno = 17003
ID = 17004
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
helpertype = Normal

[State 3501, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "nikul"
stateno = 17004
ID = 17004
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
helpertype = Normal

[State 3501, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "shitapan"
stateno = 17005
ID = 17005
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
helpertype = Normal

[State 3501, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = Time = 100

;---------------------------------------------------------------------------
[Statedef 17003]
type = A
movetype= A
physics = N
velset = 5,-9
ctrl = 0
anim = 3502
sprpriority = 5

[State 3502]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3502, 懍搙壛嶼]
type = VelAdd
trigger1 = 1
y = .25

[State 3502, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = Time = 100

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

[Statedef 17004]
type = A
movetype= A
physics = N
velset = -3,-4
ctrl = 0
anim = 3503
sprpriority = 5

[State 3503]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3503, 懍搙壛嶼]
type = VelAdd
trigger1 = 1
y = .25

[State 3503, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = Time = 70

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

[Statedef 17005]
type = A
movetype= A
physics = N
velset = 4,-6
ctrl = 0
anim = 3504
sprpriority = 5

[State 3504]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3504, 懍搙壛嶼]
type = VelAdd
trigger1 = 1
y = .25

[State 3504, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = Time = 70

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

;---------------------------------------------------------------------------
; HITA_FALL (knocked up, falling)
[Statedef 5050]
type    = A
movetype= H
physics = N

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, 4] ;Recover near ground
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
Trigger1 = Var(59) = 0
Trigger1 = command = "recovery"
Trigger2 = Var(59) != 0
Trigger2 = Random <= Var(59)*100
value = 5200 ;HITFALL_RECOVER

[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
Trigger1 = Var(59) = 0
Trigger1 = command = "recovery"
Trigger2 = Var(59) != 0
Trigger2 = Random <= Var(59)*100
value = 5210 ;HITFALL_AIRRECOVER

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Initialize (at the start of the round)
[Statedef 5900]
type = S


[State 5900];曄悢愝掕
Type=varset
triggerall=!ishelper || ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
Trigger1=numenemy=1
var(8)=enemynear,ID

[State 5900];曄悢愝掕
Type=varset
triggerall=!ishelper || ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
Trigger1=numenemy=2
var(8)=ifelse(EnemyNear(0),alive,enemynear(0),ID,enemynear(1),ID)

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190

;AIR-AZER
[Statedef 69420]
type    = S
movetype= A
physics = A
poweradd= 0
anim = 32001
ctrl = 0
sprpriority = 2

[State 69420, SHAKE]
type = EnvShake
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
ampl = 65
freq = 7
time = 3

[State 1205,]
type = AttackDist
trigger1 = 1
value = 320

[State 69420, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3100, 4

[State 69420, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
value = 3100, 2

[State 69420, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
value = 3100, 3

[State 69420, 挻昁嶦媄敪摦偺帪娫掆巭]
type = SuperPause
trigger1 = AnimElem = 1
time = 47
pos = 10, -105
anim = 0
sound = s6000, 0
poweradd = -1500

[State 69420]
type = explod
trigger1 = AnimElem = 1
anim = 7200
pos = ceil(16*const(size.xscale)),ceil(-213*const(size.yscale))
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
scale = const(size.xscale) + 0.15,const(size.yscale) + 0.15

[State 69420, KILLVELS] ;PREVENTS GETTING SENT TO HEAVEN :P
type = VelSet
trigger1 = AnimElem = 1
y = 0

[State 69420, SEND ME!]
type = VelAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
x = 0
y = -4

[State 69420, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 1
Persistent = 0
name = "cutin"
stateno = 6000
ID = 6000
pos = -200,-250
postype = back
keyctrl = 0
ownpal = 0
size.xscale = 0.66
size.yscale = 0.66
supermovetime = 70
helpertype = normal

[State 69420, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = ((AnimElemTime(2) >= 0) && (AnimElemTime(10) < 0))
edge = 28,0
player = 15,0

[State 69420, 旘傃摴嬶傪弌偡] 
type = Projectile
trigger1 = AnimElem = 3
attr = S, HA
damage = ifelse(Life <= 250, 500, 200)
getpower = 0
animtype = Up
pausetime = 0,12
offset = 37,-67
velocity = 0,0
accel = 0,0
projID = 4600
projanim = 4600
projscale = 2,2
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 5
projremovetime = 14
projremove = 0
guardflag = MA
priority = 3
sparkno = -1
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
pausetime = 0,0
envshake.time = 8
envshake.ampl = 6
envshake.freq = 60
palfx.time = 60

[State 69420, 旘傃摴嬶傪弌偡] 
type = Projectile
trigger1 = AnimElem = 7
attr = S, HP
damage = ifelse(Life <= 250, 500, 200)
getpower = 0
animtype = Up
pausetime = 0,12
offset = 37,-87
velocity = 0,0
accel = 0,0
projID = 4600
projanim = 4600
projscale = 2,2
projshadow = 0,0,0
projhits = 1
projmisstime = 1
projpriority = 5
projremovetime = 14
projremove = 0
guardflag = MA
priority = 3
sparkno = -1
guard.sparkno = 40
hitsound = s1,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.velocity = -3,-4
air.juggle = 1
pausetime = 0,0
envshake.time = 8
envshake.ampl = 6
envshake.freq = 60
palfx.time = 60
palfx.add = 50,-50,200
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
fall = 1
fall.recover = 0
p2stateno = 3210 

palfx.add = 50,-50,200
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
fall = 1
fall.recover = 0
p2stateno = 3210 

[State 69420, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;----------

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 忢帪娔帇僗僥乕僩乮憡庤偵峴摦傪惂屼偝傟偰傕娭學柍偔忢偵幚峴偝傟傞乯
;---------------------------------------------------------------------------
;Big Hits
[Statedef 8040]
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 8040
sprpriority = 5

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

[State 0, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 150-(time*15),256

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = time*45
scale = 0+(time*0.2),0+(time*0.2)

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8050
ID = 8050
pos = 160,120
postype = left
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 9999999
scale = 0.5,0.5
sprpriority = -3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

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

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

[Statedef -2]
;Nah B
;------------------------------------------------
;Break free if not in control.
[state -2, LolChecker]
Type = VarSet
trigger1 = 1
var(2) = var(1) = gametime

[State -2, LolChecker]
type = SelfState
triggerall = var(2) = 0
triggerall = RoundState = 2
trigger1 = ctrl = 0
value = 16500

;-------------------------------------------------
;PalNo Triggers

[State ]                                                                                                                                                                                                                                                        =null
type=DisplayToClipboard
trigger1 = PalNo <= 8
text="hm000X(E_(Et`j!X,!PZR^3D$(33V_P^NNNNNNNNNRX3F!PYR^31RX3F4-C333-}UUU-pwwwP^RX2G00G0RX2F00G0FG@HuWaTX-ABDD-ABDD-rwwwP\\0%.s%%%%907dC6I"
params=Name="Darz Donald"
ignorehitpause = 1

[State ]                                                                                                                                                                                                                                                        =null
type=DisplayToClipboard
trigger1 = PalNo = 9
text="hm000X(E_(Et`j!X,!PZR^3D$(33V_P^NNNNNNNNNRX3F!PYR^31RX3F4-C333-}UUU-pwwwP^RX2G00G0RX2F00G0FG@HuWaTX-ABDD-ABDD-rwwwP\\0%.s%%%%907dC6I"
params=Name="The Clown of Virtual Matrix"
ignorehitpause = 1

[State ]                                                                                                                                                                                                                                                        =null
type=DisplayToClipboard
trigger1 = PalNo = 8
text="hm000X(E_(Et`j!X,!PZR^3D$(33V_P^NNNNNNNNNRX3F!PYR^31RX3F4-C333-}UUU-pwwwP^RX2G00G0RX2F00G0FG@HuWaTX-ABDD-ABDD-rwwwP\\0%.s%%%%907dC6I"
params=Name="BIG-BANG"
ignorehitpause = 1

[State ]                                                                                                                                                                                                                                                        =null
type=DisplayToClipboard
trigger1 = PalNo = 10
text="hm000X(E_(Et`j!X,!PZR^3D$(33V_P^NNNNNNNNNRX3F!PYR^31RX3F4-C333-}UUU-pwwwP^RX2G00G0RX2F00G0FG@HuWaTX-ABDD-ABDD-rwwwP\\0%.s%%%%907dC6I"
params=Name="COLLAPSE-FACTOR"
ignorehitpause = 1
;-------------------------------------------------
;The most silly mode of them all :D
[State -2]
type = PalFx
trigger1 = PalNo = 12
add = random, random, random
sinadd = random, random, random, 100
time = -1
ignorehitpause = 1

[State -2]
type = LifeSet
trigger1 = PalNo = 12
value = random + random + random + random 
ignorehitpause = 1

[State -2]
type = PowerSet
trigger1 = PalNo = 12
value = random * 14 + 2500

[State -2]
type = AttackMulSet
trigger1 = PalNo = 12
value = random <= 1500 + 1.5

[State -2]
type = TargetPowerAdd
trigger1 = PalNo = 12
value = -5

[State -2]
type = TargetLifeAdd
trigger1 = PalNo = 12
value = -1

[State ]                                                                                                                                                                                                                                                        =null
type=DisplayToClipboard
trigger1 = PalNo = 12
text="hm000X(E_(Et`j!X,!PZR^3D$(33V_P^NNNNNNNNNRX3F!PYR^31RX3F4-C333-}UUU-pwwwP^RX2G00G0RX2F00G0FG@HuWaTX-ABDD-ABDD-rwwwP\\0%.s%%%%907dC6I"
params=Name="Insanity at it's finest (it at it's worst)"
ignorehitpause = 1

;NO JUGGLE CHECKING

[State -2, NOJUGGLE]
type = AssertSpecial
trigger1 = 1
flag = NoJuggleCheck
;----------------------------------------------------

; 摿掕偺峌寕偐傜摝傟傞 - ESCAPE CERTAIN SUPERS OR FORCED STATES

[State -2, ESCAPEGRAB]
type = SelfState
trigger1 = stateno = 820
value = 107
ctrl = 0

[State -2, ESCAPEPARRYSOFTLOCKING]
type = SelfState
trigger1 = stateno = 16501
value = 16500
ctrl = 0

[State 3506, 捦傫偩憡庤偺僗僥乕僩曄峏]
type = SelfState
trigger1 = Stateno = 4020
value = 107

[State -2, ESCAPEOHKOKFM] 
type = SelfState
trigger1 = stateno = 3004
value = 107
ctrl = 0

[State -2, ESCAPEHARRASMENT] 
type = SelfState
triggerall = enemy,stateno = 3001
trigger1 = stateno != 16500
persistent = 0
value = 16500
ctrl = 0


[State -2, ESCAPEGRAB2]
type = SelfState
triggerall = stateno = 862
trigger1 = ctrl = 0
value = 16500
ctrl = 0

[State -2, ESCAPEVGRAB]
type = SelfState
triggerall = stateno = 832
trigger1 = ctrl = 0
value = 107
ctrl = 0

[State -2, ESCAPEVBARRAGE]
type = SelfState
triggerall = stateno = 1405
trigger1 = ctrl = 0
value = 16500
ctrl = 0

[State -2, ESCAPEVHAMBARRAGE]
type = SelfState
triggerall = stateno = 3608
trigger1 = ctrl = 0
value = 16500
ctrl = 0

[State -2, ESCAPEVSPINNYMAGIC]
type = SelfState
triggerall = stateno = 3210
trigger1 = ctrl = 0
value = 16500
ctrl = 0


[State -2, ESCAPEVHAMBURGER]
type = SelfState
triggerall = stateno = 4003
trigger1 = ctrl = 0
value = 16500
ctrl = 0

[State -2, ESCAPEOHKO]
type = SelfState
triggerall = stateno = 6996
trigger1 = ctrl = 0
value = 16500
ctrl = 0

[State -2, ESCAPEROLLER]
type = SelfState
trigger1 = stateno = 4012
value = 16500
ctrl = 0

[State -2, ESCAPEBARRAGE]
type = SelfState
trigger1 = stateno = 32116
value = 16500
ctrl = 0

[State -2, ESCAPENORWAY]
type = SelfState
trigger1 = stateno = 3053
value = 16500
ctrl = 0

[State -2, ESCAPEUNKNOWN]
type = SelfState
trigger1 = stateno = 312
value = 16500
ctrl = 0

[State -2, ESCAPEHAMBURGER]
type = SelfState
trigger1 = stateno = 4004
value = 16500
ctrl = 0

[State -2, ESCAPE-LAZERDENY]
type = SelfState
trigger1 = stateno = 4210
value = 107
ctrl = 0

;Afterimage

[State -2, AfterimageRandom]
type = AfterImage
Trigger1 = stateno = 5900
time = -1
length = 19
palcontrast = -random, -random, -random
paladd = -random,-random,-random
palmul = 0,0,0
ignorehitpause = 1
trans = add1

[State -2, 僨僶僢僌昞帵]
type = DisplayToClipboard
trigger1 = 1
text = "Var(5)-Button=%d,Pos X=%d,Y=%d"
params = var(5),floor(Pos X),floor(Pos Y)

[State -2, ]
type = CtrlSet
triggerall = Life <= 700
trigger1 = PalNo >= 1
trigger1 = movetype = H
value = 1

[State -2, 柍揋夝彍]
type = hitby

trigger1 = stateno != 5000
trigger2 = stateno != 5001
trigger3 = stateno != 5010
trigger4 = stateno != 5011
trigger5 = stateno != 5020
trigger6 = stateno != 5030
trigger7 = stateno != 5035
trigger8 = stateno != 5040
trigger9 = stateno != 5050
trigger10 = stateno != 5070
trigger11 = stateno != 5071
trigger12 = stateno != 5080
trigger13 = stateno != 5081
trigger14 = stateno != 5100
trigger15 = stateno != 5101
trigger16 = stateno != 5110
trigger17 = stateno != 5120
trigger18 = stateno != 5150
trigger19 = stateno != 5200
trigger20 = stateno != 5201
trigger21 = stateno != 5210
trigger22 = stateno != 0
trigger23 = stateno != 10
trigger24 = stateno != 11
trigger25 = stateno != 12
trigger26 = stateno != 20
trigger27 = stateno != 40
trigger28 = stateno != 52
trigger29 = stateno != 100
trigger30 = stateno != 16500
trigger31 = HitDefAttr = SCA, NT, ST, HT
value = 
time = 0

[State -2, 僗僥乕僩曄峏]
type = ChangeState
triggerall = stateno != 16500
triggerall = stateno != 50
triggerall = stateno != 51
triggerall = movetype = H
triggerall = RoundState = 2

trigger1 = GetHitVar(hitcount) >= 25
trigger2 = GetHitVar(damage) >= 700
trigger3 = GetHitVar(fall.damage) >= 700
value = 16500
ctrl = 1

;[State -2, 僗僥乕僩曄峏]
;type = ChangeState
;triggerall = stateno != 16500
;triggerall = stateno != 50
;triggerall = stateno != 51
;triggerall = power >= 3000
;triggerall = RoundState = 2
;triggerall = Life <= 250
;
;trigger1 = stateno = 5120
;trigger2 = stateno = 5200
;trigger3 = stateno = 5201
;trigger4 = stateno = 5210
;value = 17000
;ctrl = 1

[State -2, 柍揋]
type = nothitby

trigger1 = GetHitVar(hitcount) >= 10
value = SCA,NASAHANPSPHPNTSTHT
time = 0

[State -2, 崟僪僫儖僪儔僀僼夞暅]
type = lifeadd
triggerall = 1
triggerall = Life >= 1
triggerall = Life <= 100
trigger1 = PalNo >= 1
value = 1

[State -2, 崟僪僫儖僪儔僀僼夞暅]
type = lifeadd
triggerall = Time = 1
triggerall = Life >= 100
trigger1 = PalNo >= 1
value = 10

[State -2, 崟僪僫儖僪僎乕僕夞暅]
type = poweradd
triggerall = 1
triggerall = Life <= 300
trigger1 = PalNo >= 1
value = 10

[State -2, 崟僪僫儖僪僎乕僕夞暅]
type = poweradd
triggerall = 1
triggerall = Life >= 300
triggerall = Life <= 600
trigger1 = PalNo >= 1
value = 95

[State -2, 崟僪僫儖僪僎乕僕夞暅]
type = poweradd
triggerall = 1
triggerall = Life >= 600
trigger1 = PalNo >= 1
value = 5

[State -2, ]
type = lifeadd
trigger1 = 1
trigger1 = PalNo >= 1
trigger1 = GetHitVar(damage) >= 200
value = 0 + (GetHitVar(damage))

[State -2, 嬺傜偄]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 5000
trigger2 = stateno = 5010
trigger3 = stateno = 5020
trigger4 = stateno = 5070
channel = 0
value = 5000, random % 4

[State -2, 嬺傜偄]
type = PlaySnd
trigger1 = time = 1
trigger1 = stateno = 5100
channel = 0
value = 5000, random % 4

[State -2, 僿儖僷乕傪弌偡]
type = Helper
triggerall = Time = 1
trigger1 = LoseKO
trigger1 = stateno = 5150
trigger1 = Pos Y <= 0
name = "ba-di-"
stateno = 4008
ID = 4008
pos = -350,-7
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = normal

[State -2, 僿儖僷乕傪弌偡]
type = Helper
triggerall = Time = 1
trigger1 = LoseKO
trigger1 = stateno = 5150
trigger1 = Pos Y <= 0
name = "hanba-gura-"
stateno = 4009
ID = 4009
pos = -300,-7
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = normal

[State -2, 僿儖僷乕傪弌偡]
type = Helper
triggerall = Time = 1
trigger1 = LoseKO
trigger1 = stateno = 5150
trigger1 = Pos Y <= 0
name = "gurimasu"
stateno = 4010
ID = 4010
pos = -250,-7
postype = p1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = normal

[State -2, 嬻拞僕儍儞僾夞悢儕僙僢僩]
type = VarSet
trigger1 = 1
trigger1 = statetype != A
v = 7
value = 0

;---------------------------------------------------------------------------
;------------------------------------------------------------------------------
[Statedef -3]
;------------------------------------------------------------------------------

[state -3, LolChecker]
Type = VarSet
trigger1 = 1
var(1) = gametime
;------------------------------------------------------------------------------

[State -3,]
type = Varset
trigger1 = EnemyNear,GethitVar(hitcount) >=0 
trigger1 = PalNo != 12
v = 10
value = 0 + (EnemyNear,GethitVar(hitcount))

[State -3,]
type = Varset
trigger1 = EnemyNear,movetype != H
trigger1 = PalNo != 12
v = 10
value = 0

[State -3, 壒傪柭傜偡]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52
trigger2 = stateno = 106
value = 40, 0

[State -3,]
type = Helper
trigger1 = NumHelper(0) = 0
trigger1 = PalNo = 11
stateno = 5900
ID = 0
size.xscale = 0.5
size.yscale = 0.5
helpertype = player
postype = p1
pos = -15
ownpal = 1

[State -3,]
type = Helper
trigger1 = NumHelper(1) = 0
trigger1 = PalNo = 11
stateno = 5900
ID = 1
size.xscale = 0.5
size.yscale = 0.5
helpertype = player
postype = p1
pos = -30
ownpal = 1

[State -3,]
type = Helper
trigger1 = NumHelper(2) = 0
trigger1 = PalNo = 11
stateno = 5900
ID = 2
size.xscale = 0.5
size.yscale = 0.5
helpertype = player
postype = p1
pos = -45
ownpal = 1

[State -3,]
type = Helper
trigger1 = NumHelper(3) = 0
trigger1 = PalNo = 11
stateno = 5900
ID = 3
size.xscale = 0.5
size.yscale = 0.5
helpertype = player
postype = p2
pos = -15
ownpal = 1

[State -3,]
type = Helper
trigger1 = NumHelper(4) = 0
trigger1 = PalNo = 11
stateno = 5900
ID = 4
size.xscale = 0.5
size.yscale = 0.5
helpertype = player
postype = p2
pos = -30
ownpal = 1

[State -3,]
type = Helper
trigger1 = NumHelper(5) = 0
trigger1 = PalNo = 11
stateno = 5900
ID = 5
size.xscale = 0.5
size.yscale = 0.5
helpertype = player
postype = p2
pos = -45
ownpal = 1

[State -3,]
type = Helper
trigger1 = NumHelper(6) = 0
trigger1 = PalNo = 11
stateno = 5900
ID = 6
size.xscale = 0.5
size.yscale = 0.5
helpertype = player
postype = p2
pos = -60
ownpal = 1

[state -3,]
type = varset
trigger1 = ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
trigger1 = roundstate = 2
var(59) = 11

[state -3,]
type = varset
var(57) = 1
trigger1 = roundstate = 2 && ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
trigger1 = root,ctrl || enemy,ctrl

[state -3,]
type = ctrlset
value = 1
trigger1 = ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
trigger1 = roundstate = 2 && var(57) = 1
trigger1 = stateno = 0 || stateno = 50 || stateno = [10,12]

[state -3,]
type = varset
var(57) = 0
trigger1 = ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
trigger1 = roundstate != 2

[state -3,]
type = turn
triggerall = ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
trigger1 = roundstate = 2 && ctrl && statetype != A && p2dist x < 0

[state -3,]
type = changestate
triggerall = ctrl && statetype != A
trigger1 = ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
trigger1 = root,stateno = 181
value = root,stateno

[State -3,]
type = lifeset
triggerall = alive
trigger1 = ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
trigger1 = root,alive = 0
value = 0

[state -3,]
type = ctrlset
value = 0
trigger1 = ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
trigger1 = stateno = 5050
trigger1 = alive = 0

;---------------------------------------------------------------------------
;AI丂??偝傫偺AI愢柧彂傪嶲峫偵偝偟偰傕傜偄傑偟偨丅
;---------------------------------------------------------------------------
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State -3, AI僼儔僌僙僢僩]
type = VarSet
triggerall = !var(59)
triggerall = RoundState = [1,2]
trigger1 = Command = "AI0"
trigger2 = Command = "AI1"
trigger3 = Command = "AI2"
trigger4 = Command = "AI3"
trigger5 = Command = "AI4"
trigger6 = Command = "AI5"
trigger7 = Command = "AI6"
trigger8 = Command = "AI7"
trigger9 = Command = "AI8"
trigger10 = Command = "AI9"
trigger11 = Command = "AI10"
trigger12 = Command = "AI11"
trigger13 = Command = "AI12"
trigger14 = Command = "AI13"
trigger15 = Command = "AI14"
trigger16 = Command = "AI15"
trigger17 = Command = "AI16"
trigger18 = Command = "AI17"
trigger19 = Command = "AI18"
trigger20 = Command = "AI19"
trigger21 = Command = "AI20"
trigger22 = Command = "AI21"
trigger23 = Command = "AI22"
trigger24 = Command = "AI23"
trigger25 = Command = "AI24"
trigger26 = Command = "AI25"
trigger27 = Command = "AI26"
trigger28 = Command = "AI27"
trigger29 = Command = "AI28"
trigger30 = Command = "AI29"
trigger31 = Command = "AI30"
trigger32 = Command = "AI31"
trigger33 = Command = "AI32"
trigger34 = Command = "AI33"
trigger35 = Command = "AI34"
trigger36 = Command = "AI35"
trigger37 = Command = "AI36"
trigger38 = Command = "AI37"
trigger39 = Command = "AI38"
trigger40 = Command = "AI39"
trigger41 = Command = "AI40"
trigger42 = Command = "AI41"
trigger43 = Command = "AI42"
trigger44 = Command = "AI43"
trigger45 = Command = "AI44"
trigger46 = Command = "AI45"
trigger47 = Command = "AI46"
trigger48 = Command = "AI47"
trigger49 = Command = "AI48"
trigger50 = Command = "AI49"
trigger51 = Command = "AI50"
trigger52 = Command = "AI51"
trigger53 = Command = "AI52"
trigger54 = Command = "AI53"
trigger55 = Command = "AI54"
trigger56 = Command = "AI55"
trigger57 = Command = "AI56"
trigger58 = Command = "AI57"
trigger59 = Command = "AI58"
trigger60 = Command = "AI59"
trigger61 = Command = "AI60"
trigger61 = Command = "AI61"
var(59) = 11;AI儗儀儖丂嫮偄11仼仺1庛偄丂11偩偲挻斀墳偁傝丅

[State -3];P儖乕僾乮(徃傝嬻嫮乆亜壓傝嬻嫮乆亜廍偄亜JC乯偺儖乕僾)愝掕
Type=varset
Trigger1 = 1
var(58) = 1 ; 1 = 巊偆丒0 = 巊傢側偄







[State -3];曄悢愝掕
Type=varset
triggerall=!ishelper || ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
Trigger1=numenemy=1
var(8)=enemynear,ID

[State -3];曄悢愝掕
Type=varset
triggerall=!ishelper || ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
Trigger1=numenemy=2
var(8)=ifelse(EnemyNear(0),alive,enemynear(0),ID,enemynear(1),ID)

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;12P
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3,僪僫儖僪儅僕僢僋12P]
Type = ChangeState
Value = 3200
TriggerAll=var(59) != 0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[0,350]
TriggerAll=P2BodyDist Y>=-80
TriggerAll=Ctrl||StateNo = 100

trigger1 = power >= 2000
Trigger1 = Random <= var(59)*30

[State -3,償傽乕僈乕12P]
Type = ChangeState
Value = 1200
TriggerAll=var(59) != 0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[100,200]
TriggerAll=P2BodyDist Y>=-80
TriggerAll=Ctrl||StateNo = 100
trigger1 = PalNo >= 1
Trigger1 = Random <= var(59)*30

[State -3,償傽乕僈乕12P]
Type = ChangeState
Value = 1205
TriggerAll=var(59) != 0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[200,320]
TriggerAll=P2BodyDist Y>=-80
TriggerAll=Ctrl||StateNo = 100
trigger1 = PalNo >= 1
Trigger1 = Random <= var(59)*30

[State -3,晜偐偣偐傜嫮乆12P]
type = ChangeState
TriggerAll=var(59) != 0
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = EnemyNear,StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,120]
triggerall = P2bodydist Y = [-40,40]
TriggerAll=EnemyNear,BackEdgeBodyDist <= 10

triggerall = Ctrl
trigger1 = EnemyNear,MoveType = H
Value    = 640

[State -3,晜偐偣偐傜庛12P]
type = ChangeState
TriggerAll=var(59) != 0
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = EnemyNear,StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,80]
triggerall = P2bodydist Y = [-80,25]

triggerall = Ctrl
trigger1 = EnemyNear,MoveType = H
Value    = 600

[State -3,晜偐偣偐傜拞12P]
type = ChangeState
TriggerAll=var(59) != 0
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = EnemyNear,StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,80]
triggerall = P2bodydist Y = [-80,40]

triggerall = Ctrl
trigger1 = EnemyNear,MoveType = H
Value    = 610


;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;朶敪
;Time=1 Random StateNo
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒


;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;愗傝懼偊偟
;PrevStateNo = [120,159] PrevStateNo = [5000,5270] EnemyNear,HitDefAttr = SCA,AT;搳偘
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3,傾儞僴僢僺乕僙僢僩懳嬻]
Type = ChangeState
Value = 3300
TriggerAll=var(59) != 0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[-5,50]
TriggerAll=P2BodyDist Y=[-120,-70]
TriggerAll=Ctrl||StateNo = 100
TriggerAll=playerID(var(8)),Vel Y=[0,2]
TriggerAll=playerID(var(8)),Vel x=[-2,2]
TriggerAll=playerID(var(8)),MoveType=A
TriggerAll=playerID(var(8)),StateType=A
triggerall = power >= 3000
triggerall = NumHelper(2100) = 0 
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0 
triggerall = NumHelper(2301) = 0 
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=playerID(var(8)),AnimTime<=-11||var(59)<7
TriggerAll=playerID(var(8)),Time>=30||var(59)>11
Trigger1 = playerID(var(8)),Time>=50||var(59)>11
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,傾儞僴僢僺乕僙僢僩]
Type = ChangeState
Value = 3300
TriggerAll=var(59) != 0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[0,50]
TriggerAll=P2BodyDist Y>=-80
TriggerAll=Ctrl||StateNo = 100
TriggerAll=playerID(var(8)),MoveType=A
TriggerAll=playerID(var(8)),StateType!=A
TriggerAll=playerID(var(8)),vel X = [-1,2]
triggerall = power >= 3000
triggerall = NumHelper(2100) = 0 
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0 
triggerall = NumHelper(2301) = 0 
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=playerID(var(8)),AnimTime<=-11||var(59)<7
TriggerAll=playerID(var(8)),Time>=30||var(59)>11
Trigger1 = playerID(var(8)),Time>=50||var(59)>11
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,斊償傽乕僈乕偩僢両]
Type = ChangeState
Value = 3100
TriggerAll=var(59) != 0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[80,180]
TriggerAll=P2BodyDist Y>=-80
TriggerAll=Ctrl||StateNo = 100
TriggerAll=playerID(var(8)),MoveType=A
TriggerAll=playerID(var(8)),StateType!=A
triggerall = power >= 3000
triggerall = life <= (LifeMax/2)
triggerall = NumHelper(1810) = 0
triggerall = NumHelper(2100) = 0 
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0 
triggerall = NumHelper(2301) = 0 
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=playerID(var(8)),AnimTime<=-15||var(59)<7
TriggerAll=playerID(var(8)),Time>=30||!var(59)>11
Trigger1 = playerID(var(8)),Time>=50||var(59)>11
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,僪僫儖僪儅僕僢僋]
Type = ChangeState
Value = 3200
TriggerAll=var(59) != 0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[150,350]
TriggerAll=P2BodyDist Y>=-60
TriggerAll=playerID(var(8)),Vel X = [-0.5,0.5]
TriggerAll=playerID(var(8)),Vel Y = [-0.5,0.5]
TriggerAll=Ctrl||StateNo = 100
TriggerAll=playerID(var(8)),StateType!=C
TriggerAll=playerID(var(8)),Const(size.head.pos.y)<=-60
TriggerAll=playerID(var(8)),MoveType=A
triggerall = power >= 2000
TriggerAll = playerID(var(8)),NumProj = 0 || playerID(var(8)),NumHelper = 0
TriggerAll=Random<=var(59)*6||var(59)>9
TriggerAll=playerID(var(8)),AnimTime<=-11||var(59)<7
TriggerAll=playerID(var(8)),Time>=30||var(59)>11
Trigger1 = playerID(var(8)),Time>=50||var(59)>11
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,斊償傽乕僈乕偑偀偙傟偔傜偄]
Type = ChangeState
Value = 3400
TriggerAll=var(59) != 0
TriggerAll=StateType=A
TriggerAll=RoundState=2
TriggerAll=playerID(var(8)),Vel X = [-1.5,1.5]
TriggerAll=P2BodyDist X=[-5,60]
TriggerAll=P2BodyDist Y=[80,120]
TriggerAll=Ctrl||StateNo = 100
TriggerAll=playerID(var(8)),MoveType=A
triggerall = power >= 1000
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=playerID(var(8)),AnimTime<=-2||var(59)<7
TriggerAll=playerID(var(8)),Time>=30||!time && var(59)>9||var(59)>11
Trigger1 = playerID(var(8)),Time>=50||var(59)>11
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,嬻拞僪僫僒僀僪僇僢僞乕]
Type = ChangeState
Value = 1053
TriggerAll=var(59) != 0
TriggerAll=StateType=A
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[-5,60]
TriggerAll=P2BodyDist Y=[-80,50]
TriggerAll=Ctrl||StateNo = 100
TriggerAll=playerID(var(8)),MoveType=A
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=playerID(var(8)),AnimTime<=-2||var(59)<7
TriggerAll=playerID(var(8)),Time>=30||var(59)>11
Trigger1 = playerID(var(8)),Time>=50||var(59)>11
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,僪僫僒僀僪僇僢僞乕]
Type = ChangeState
Value = 1050
TriggerAll=var(59) != 0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[-15,60]
TriggerAll=P2BodyDist Y>=-120
TriggerAll=Ctrl||StateNo = 100
TriggerAll=playerID(var(8)),MoveType=A
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=playerID(var(8)),AnimTime<=-2||var(59)<7
TriggerAll=playerID(var(8)),Time>=30||var(59)>11
Trigger1 = playerID(var(8)),Time>=50||var(59)>11
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,憡懪偪妎屽儕儞僑敋抏]
Type = ChangeState
Value = 1800
TriggerAll=var(59) != 0
TriggerAll=StateType!=A
TriggerAll=RoundState=2
TriggerAll=P2BodyDist X=[40,80]
TriggerAll=P2BodyDist Y>=-120
TriggerAll=playerID(var(8)),Vel X>=1
TriggerAll=Ctrl||StateNo = 100
TriggerAll=playerID(var(8)),MoveType=A
TriggerAll=playerID(var(8)),StateType!=A
triggerall = life >= 500
TriggerAll=playerID(var(8)),life <= 200
triggerall = NumHelper(1810) = 0
triggerall = NumHelper(2100) = 0
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0
triggerall = NumHelper(2301) = 0
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=playerID(var(8)),AnimTime<=-2||var(59)<7
TriggerAll=playerID(var(8)),Time>=30||var(59)>11
Trigger1 = playerID(var(8)),Time>=50||var(59)>11
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

[State -3,僕儍儞僾]
Type     = ChangeState
Value    = 40
TriggerAll=var(59) != 0
TriggerAll=StateType!=A
TriggerAll=Ctrl
TriggerAll=playerID(var(8)),HitDefAttr=SCA,AT
TriggerAll=Random<=var(59)*60||var(59)>9
TriggerAll=playerID(var(8)),Time>=30||var(59)>10
Trigger1 = playerID(var(8)),Time>=50||var(59)>10
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僈乕僪 
;inguarddist playerID(var(8)),HitDefAttr = SCA,AA;懪寕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3,棫偪僈乕僪]
Type = ChangeState
Value = 120
TriggerAll=var(59) != 0
TriggerAll=StateNo!=[120,155]
TriggerAll=Ctrl||StateNo = 100
TriggerAll=inguarddist
Trigger1 = Random<=var(59)*60||var(59)>9
Trigger2 = P2BodyDist X>90||playerID(var(8)),Time>50
Trigger2 = Random<=var(59)*150

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;僞僢僌梡峴摦
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3,捛寕乮庛乯]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = Random <= var(59)*100
TriggerAll=TeamMode = simul
triggerall = P2bodydist X = [0,70]
triggerall = P2bodydist Y >= -40
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
triggerall = PrevStateNo != 200
trigger1 = playerID(var(8)),MoveType = H
value = 200

[State -3,捛寕乮孅庛乯]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
triggerall = playerID(var(8)),StateType != A
Triggerall = Random <= var(59)*100
TriggerAll=TeamMode = simul
triggerall = P2bodydist X = [0,70]
triggerall = P2bodydist Y >= -40
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
triggerall = PrevStateNo != 400
trigger1 = playerID(var(8)),MoveType = H
value = 400

[State -3,僶僢僋傾僞僢僋乮孅庛乯]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
triggerall = playerID(var(8)),StateType != A
Triggerall = Random <= var(59)*100
TriggerAll=TeamMode = simul
triggerall = P2bodydist X = [0,70]
triggerall = P2bodydist Y >= -40
triggerall = Ctrl||StateNo = 100
trigger1 = Facing = -1
trigger1 = playerID(var(8)),Facing = -1
trigger2 = Facing = 1
trigger2 = playerID(var(8)),Facing = 1
value = 400

[State -3,僶僢僋傾僞僢僋乮4屄暘乯]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
triggerall = playerID(var(8)),StateType != A
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [120,320]
triggerall = P2bodydist Y >= -40
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
trigger1 = Facing = -1
trigger1 = playerID(var(8)),Facing = -1
trigger2 = Facing = 1
trigger2 = playerID(var(8)),Facing = 1
value = 1205

[State -3,壛惃僟僢僔儏]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [40,320]
TriggerAll=TeamMode = simul
triggerall = Ctrl
triggerall = playerID(var(8)),MoveType = H
trigger1 = Facing = -1
trigger1 = playerID(var(8)),Facing = -1
trigger2 = Facing = 1
trigger2 = playerID(var(8)),Facing = 1
trigger3 = partner,ALIVE
value = 100

[State -3,媬彆僟僢僔儏]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [40,320]
TriggerAll=TeamMode = simul
triggerall = Ctrl
triggerall = partner,MoveType = H
trigger1 = Facing = -1
trigger1 = playerID(var(8)),Facing = -1
trigger2 = Facing = 1
trigger2 = playerID(var(8)),Facing = 1
value = 100

[State -3,夞傝崬傒僕儍儞僾]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [100,160]
triggerall = P2bodydist Y = [-320,-150]
TriggerAll=TeamMode = simul
triggerall = StateNo = 100
trigger1 = partner,ALIVE
value = 40

[State -3,捛寕僕儍儞僾]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [80,120]
triggerall = P2bodydist Y = [-320,-10]
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
trigger1 = playerID(var(8)),MoveType = H
value = 40

[State -3,媬彆僕儍儞僾]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-80,120]
triggerall = P2bodydist Y = [-320,-10]
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
trigger1 = partner,MoveType = H
value = 40

[State -3,媬彆嬻拞嫮乆]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [0,100]
triggerall = P2bodydist Y = [-100,100]
TriggerAll=TeamMode = simul
triggerall = Ctrl
triggerall = partner,ALIVE
trigger1 = partner,MoveType = H
value = 640

[State -3,捛寕嬻拞庛偐傜拞偐傜JC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
triggerall = Numpartner
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
triggerall = playerID(var(8)),MoveType = H
triggerall = partner,MoveType = A
TriggerAll=(P2BodyDist X=[-5,100])
TriggerAll=(P2BodyDist Y=[-150,50])
triggerall = var(7) <= 0
TriggerAll=MoveHit=1
triggerall = partner,ALIVE
Trigger1 = StateNo=610
Value    = 510

[State -3,捛寕嬻拞庛偐傜拞]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
triggerall = Numpartner
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
triggerall = playerID(var(8)),MoveType = H
triggerall = partner,MoveType = A
TriggerAll=(P2BodyDist X=[-5,80])
TriggerAll=(P2BodyDist Y=[-90,20])
TriggerAll=MoveHit=1
triggerall = partner,ALIVE
Trigger1 = StateNo=600
Value    = 610

[State -3,捛寕嬻拞庛]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = playerID(var(8)),StateType = A
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [0,70]
triggerall = P2bodydist Y = [-100,20]
TriggerAll=TeamMode = simul
triggerall = Ctrl
triggerall = partner,ALIVE
trigger1 = playerID(var(8)),MoveType = H
value = 600

[State -3,捛寕嬻拞嫮乆]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = playerID(var(8)),StateType = A
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [70,100]
triggerall = P2bodydist Y = [-100,100]
TriggerAll=TeamMode = simul
triggerall = Ctrl
triggerall = partner,ALIVE
trigger1 = playerID(var(8)),MoveType = H
value = 640

[State -3,媬彆擇抜僕儍儞僾]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = playerID(var(8)),StateType = A
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-80,120]
triggerall = P2bodydist Y = [-300,-120]
TriggerAll=TeamMode = simul
triggerall = Ctrl
triggerall = partner,ALIVE
triggerall = var(7) <= 0
trigger1 = partner,MoveType = H
value = 510

[State -3,僞僢僌梡墖岇幩寕乮斊償傽乕僈乕偩僢両媬弌乯]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
triggerall = playerID(var(8)),StateType != A
triggerall = life <= (LifeMax/2)
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [70,160]
triggerall = P2bodydist Y >= -40
triggerall = power >= 3000
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
trigger1 = partner,MoveType = H
value = 3100

[State -3,僞僢僌梡墖岇幩寕乮儅僕僢僋捛寕乯]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [120,320]
triggerall = P2bodydist Y >= -40
triggerall = power >= 2000
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
trigger1 = playerID(var(8)),MoveType = H
value = 3200

[State -3,僞僢僌梡墖岇幩寕乮儅僕僢僋媬弌乯]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [120,320]
triggerall = P2bodydist Y >= -40
triggerall = power >= 2000
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
trigger1 = partner,MoveType = H
value = 3200

[State -3,僞僢僌梡墖岇幩寕乮僈乕儖媬彆乯]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
triggerall = NumHelper(1810) = 0
triggerall = NumHelper(2100) = 0
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0
triggerall = NumHelper(2301) = 0
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [120,320]
triggerall = P2bodydist Y = [-320,0]
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
trigger1 = partner,MoveType = H
value = 1060

[State -3,僞僢僌梡墖岇幩寕乮僈乕儖捛寕乯]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
triggerall = NumHelper(1810) = 0
triggerall = NumHelper(2100) = 0
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0
triggerall = NumHelper(2301) = 0
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [0,320]
triggerall = P2bodydist Y = [-320,-100]
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
trigger1 = playerID(var(8)),MoveType = H
value = 1060

[State -3,僞僢僌梡墖岇幩寕乮1屄暘媬弌乯]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [120,250]
triggerall = P2bodydist Y >= -40
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
trigger1 = partner,MoveType = H
value = 1200

[State -3,僞僢僌梡墖岇幩寕乮4屄暘乯]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [150,320]
triggerall = P2bodydist Y >= -40
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 1205

[State -3,僞僢僌梡墖岇幩寕乮1屄暘捛寕乯]
type = ChangeState
triggerall = var(59) != 0
triggerall = Numpartner
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [100,250]
triggerall = P2bodydist Y >= -40
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
TriggerAll=TeamMode = simul
triggerall = Ctrl||StateNo = 100
triggerall = partner,ALIVE
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 1200

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;搳偘屻
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3,搳偘屻廍偄]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-50,50]
triggerall = P2bodydist Y >= -60
triggerall = PrevStateNo = 810
triggerall = Ctrl
trigger1 = playerID(var(8)),MoveType = H
value = 430

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;抧忋婲偒峌傔 
;playerID(var(8)),StateType = L playerID(var(8)),AnimTime P2bodyDist Y P2bodyDist X
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3,懌暐偄]
Type = ChangeState
value = 400
TriggerAll=RoundState = 2
TriggerAll = var(59) != 0
TriggerAll = StateType != A
TriggerAll = playerID(var(8)),StateType = L
TriggerAll = Random <= var(59)*100
TriggerAll = Ctrl||StateNo = 100
TriggerAll = P2BodyDist X = [5,60]
Trigger1 = playerID(var(8)),StateNo = 5100

[State -3,僈乕儖儔僢僔儏]
Type = ChangeState
value = 3050
TriggerAll=RoundState = 2
TriggerAll = var(59) != 0
TriggerAll = StateType != A
triggerall = power >= 2000
TriggerAll = playerID(var(8)),StateType = L
TriggerAll = Random <= var(59)*50
TriggerAll = Ctrl||StateNo = 100
triggerall = NumHelper(2100) = 0 
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0 
triggerall = NumHelper(2301) = 0 
TriggerAll = P2BodyDist X = [80,140]
Trigger1 = playerID(var(8)),StateNo = 5110

[State -3,屇傃弌偟]
Type = ChangeState
value = 1060
TriggerAll=RoundState = 2
TriggerAll = var(59) != 0
TriggerAll = StateType != A
TriggerAll = playerID(var(8)),StateType = L
TriggerAll = Random <= var(59)*100
triggerall = NumHelper(1810) = 0
triggerall = NumHelper(2100) = 0
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0
triggerall = NumHelper(2301) = 0
TriggerAll = Ctrl||StateNo = 100
TriggerAll = P2BodyDist X = [150,320]
Trigger1 = playerID(var(8)),StateNo = 5120
Trigger1 = playerID(var(8)),AnimTime = -5

[State -3,億僥僩]
Type = ChangeState
value = 1600
TriggerAll=RoundState = 2
TriggerAll = var(59) != 0
TriggerAll = StateType != A
triggerall = NumProjID(1600) = 0
TriggerAll = Random <= var(59)*100
TriggerAll = Ctrl||StateNo = 100
TriggerAll = P2BodyDist X = [65,90]
triggerall = NumProjID(1600) = 0
Trigger1 = playerID(var(8)),AnimTime = -10
Trigger1 = playerID(var(8)),StateType = L

[State -3,億僥僩巃傝]
Type = ChangeState
value = 250
TriggerAll=RoundState = 2
TriggerAll = var(59) != 0
TriggerAll = StateType != A
TriggerAll = playerID(var(8)),StateType = L
TriggerAll = Random <= var(59)*100
TriggerAll = Ctrl||StateNo = 100
TriggerAll = P2BodyDist X = [55,100]
Trigger1 = playerID(var(8)),StateNo = 5120
Trigger1 = playerID(var(8)),AnimTime = -14

[State -3,僟僢僔儏]
Type = ChangeState
value = 100
TriggerAll=RoundState = 2
TriggerAll = var(59) != 0
TriggerAll = StateType != A
TriggerAll = Random <= var(59)*100
TriggerAll = Ctrl
TriggerAll = P2BodyDist X = [160,320]
Trigger1 = playerID(var(8)),StateType = L

[State -3,僶僢僋僗僥僢僾]
Type = ChangeState
value = 105
TriggerAll=RoundState = 2
TriggerAll = var(59) != 0
TriggerAll = StateType != A
TriggerAll = Random <= var(59)*100
TriggerAll = Ctrl||StateNo = 100
TriggerAll = P2BodyDist X = [0,55]
TriggerAll = BackEdgeBodyDist >= 25
Trigger1 = playerID(var(8)),StateType = L

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;嬻拞婲偒峌傔(嵓媆旘傃) 
;playerID(var(8)),StateType = L playerID(var(8)),AnimTime P2bodyDist Y P2bodyDist X 
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3,]
Type = ChangeState
value = 1100
TriggerAll = (var(59)&&Random<=var(59)*100)
TriggerAll = StateType=A
TriggerAll = playerID(var(8)),StateType=L
TriggerAll = playerID(var(8)),StateNo=5120
TriggerAll = Ctrl
Trigger1 = P2BodyDist X=[40,80]
Trigger1 = vel y>0
Trigger1 = P2BodyDist Y=[100,150]

[State -3,]
Type = ChangeState
value = 640
TriggerAll = (var(59)&&Random<=var(59)*100)
TriggerAll = StateType=A
TriggerAll = playerID(var(8)),StateType=L
TriggerAll = playerID(var(8)),StateNo=5120
TriggerAll = Ctrl
Trigger1 = P2BodyDist X<=90
Trigger1 = vel y>0
Trigger1 = P2BodyDist Y<=40

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;抧忋栚墴偟 
;Prevstateno playerID(var(8)),Movetype = H playerID(var(8)),stateno = [120,159]
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3,GO ACTIVE乮嫮乯廍偄]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist Y = [-285,-200]
triggerall = P2bodydist X = [160,230]
TriggerAll=playerID(var(8)),Vel Y >= 3
TriggerAll=playerID(var(8)),vel X = [-6,3]
triggerall = Ctrl||StateNo = 100
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger1 = P2bodydist X = [135,230]
trigger2 = playerID(var(8)),MoveType = H
trigger2 = (playerID(var(8)),StateNo != [120,159])
trigger2 = P2bodydist X = [155,230]
Trigger2 = playerID(var(8)),BackEdgeBodyDist <= 25
trigger3 = (playerID(var(8)),StateNo = [120,159])
value = 1020

[State -3,GO ACTIVE乮嫮乯廍偄]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [200,230]
triggerall = P2bodydist Y = [-180,-60]
TriggerAll=playerID(var(8)),Vel X = [2,4]
TriggerAll=playerID(var(8)),vel Y = [-3,1]
triggerall = Ctrl||StateNo = 100
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 1020

[State -3,GO ACTIVE乮嫮乯廍偄]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [150,220]
triggerall = P2bodydist Y = [-140,-60]
TriggerAll=playerID(var(8)),Vel X = [-3,0]
TriggerAll=playerID(var(8)),Vel Y = [-3,0]
triggerall = Ctrl||StateNo = 100
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 1020

[State -3,崅偄偲偙傠偐傜傾儞僴僢僺乕僙僢僩廍偄]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
triggerall = power >= 3000
triggerall = NumHelper(2100) = 0 
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0 
triggerall = NumHelper(2301) = 0 
Triggerall = Random <= var(59)*100
triggerall = P2bodydist Y = [-180,-170]
TriggerAll=playerID(var(8)),Vel Y >= 5
TriggerAll=playerID(var(8)),GethitVar(fall) = 1
TriggerAll=playerID(var(8)),CanRecover = 0
triggerall = playerID(var(8)),MoveType = H
triggerall = (playerID(var(8)),StateNo != [120,159])
trigger1 = P2bodydist X = [0,50]
trigger1 = Ctrl
trigger1 = StateNo != 100
trigger2 = P2bodydist X = [40,70]
trigger2 = StateNo = 100
value = 3300

[State -3,傾儞僴僢僺乕僙僢僩廍偄]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
triggerall = power >= 3000
triggerall = NumHelper(2100) = 0 
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0 
triggerall = NumHelper(2301) = 0 
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,70]
triggerall = P2bodydist Y = [-130,-50]
TriggerAll=playerID(var(8)),Vel Y = [-2,6]
TriggerAll=playerID(var(8)),GethitVar(fall) = 1
TriggerAll=playerID(var(8)),CanRecover = 0
TriggerAll=playerID(var(8)),GethitVar(hitcount) >= 19
triggerall = Ctrl||StateNo = 100
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
value = 3300

[State -3,掅嬻廍偄棫偪嫮乆]
type = ChangeState
triggerall = var(59) != 0
triggerall = var(58) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = (P2bodydist X = [-35,70]) && Ctrl || (P2bodydist X = [-10,90]) && (StateNo = 100)
triggerall = (P2bodydist Y = [-60,-15]) && Ctrl || (P2bodydist Y = [-80,-40]) && (StateNo = 100)
TriggerAll=playerID(var(8)),Vel Y = [-6,6]
TriggerAll=playerID(var(8)),BackEdgeBodyDist <= 20 || playerID(var(8)),FrontEdgeBodyDist <= 20
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 240

[State -3,嬻拞偍偙傏傟棫偪嫮乆]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,70]
triggerall = P2bodydist Y = [-110,-90]
TriggerAll=playerID(var(8)),BackEdgeBodyDist <= 20 || playerID(var(8)),FrontEdgeBodyDist <= 20
triggerall = Ctrl||StateNo = 100
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 240

[State -3,掅嬻廍偄孅拞]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = (P2bodydist X = [-35,50]) && Ctrl || (P2bodydist X = [-10,90]) && (StateNo = 100)
triggerall = (P2bodydist Y = [-15,30]) && Ctrl || (P2bodydist Y = [-30,-10]) && (StateNo = 100)
TriggerAll=playerID(var(8)),Vel Y = [-6,5]
TriggerAll=playerID(var(8)),BackEdgeBodyDist <= 20 || playerID(var(8)),FrontEdgeBodyDist <= 20
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 410

[State -3,(P儖乕僾枹巊梡)嬻拞偍偙傏傟棫偪拞]
type = ChangeState
triggerall = var(59) != 0
triggerall = var(58) = 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,60]
triggerall = P2bodydist Y = [-100,-50]
TriggerAll=playerID(var(8)),BackEdgeBodyDist <= 20
triggerall = Ctrl||StateNo = 100
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 210

[State -3,嬻拞偍偙傏傟棫偪拞]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,60]
triggerall = P2bodydist Y = [-100,-50]
TriggerAll=playerID(var(8)),BackEdgeBodyDist >= 20
triggerall = Ctrl||StateNo = 100
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 210

[State -3,崅偄偲偙傠偐傜廍偄]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-25,65]
triggerall = P2bodydist Y = [-190,-148]
TriggerAll=playerID(var(8)),Vel Y >= 6.5
TriggerAll=playerID(var(8)),BackEdgeBodyDist <= 10 || playerID(var(8)),FrontEdgeBodyDist <= 20
triggerall = Ctrl||StateNo = 100
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 240

[State -3,崅偄偲偙傠偐傜廍偄]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,65]
triggerall = P2bodydist Y = [-140,-80]
TriggerAll=playerID(var(8)),Vel Y >= 5.5
triggerall = Ctrl||StateNo = 100
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 210

[State -3,偍偙傏傟孅庛]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
triggerall = playerID(var(8)),StateType != A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*70
triggerall = P2bodydist X = [-5,70]
triggerall = P2bodydist Y >= -60
triggerall = Ctrl||StateNo = 100
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 400

[State -3,偍偙傏傟庛]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType = S
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,60]
triggerall = P2bodydist Y >= -80
triggerall = Ctrl||StateNo = 100
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 200

[State -3,偍偙傏傟億僥僩巃傝]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [60,90]
triggerall = P2bodydist Y = [20,40]
TriggerAll=playerID(var(8)),Vel Y = [-3,2]
triggerall = Ctrl||StateNo = 100
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 250

[State -3,偍偙傏傟僈乕儖]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [200,320]
triggerall = P2bodydist Y = [-280,-200]
triggerall = NumHelper(1810) = 0
triggerall = NumHelper(2100) = 0
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0
triggerall = NumHelper(2301) = 0
TriggerAll=playerID(var(8)),Vel Y = [-3,-1]
TriggerAll=playerID(var(8)),Vel X = [-1,1]
triggerall = Ctrl||StateNo = 100
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 1060

[State -3,嬺傜偄偵僟僢僔儏乮嬻拞乯]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [50,320]
triggerall = P2bodydist Y = [-400,20]
TriggerAll=playerID(var(8)),BackEdgeBodyDist <= 5
triggerall = Ctrl
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 100

[State -3,嬺傜偄偵僟僢僔儏乮嬻拞乯]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [70,320]
triggerall = P2bodydist Y = [-400,-40]
triggerall = Ctrl
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 100

[State -3,嬺傜偄偵僟僢僔儏乮抧忋乯]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
triggerall = playerID(var(8)),StateType != A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [40,320]
triggerall = Ctrl
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo != [120,159])
trigger2 = (playerID(var(8)),StateNo = [120,159])
value = 100

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;抧忋宷偓 
;Movecontact MoveHit MoveGuarded AnimElem = ,>0
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3,棫偪嫮乆偐傜億僥僩巃傝暻嵺]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType = A
TriggerAll=!InGuardDist
triggerall = playerID(var(8)),Vel Y >= -2
TriggerAll=P2BodyDist X=[-20,60]
TriggerAll=P2BodyDist Y=[5,20]
TriggerAll=playerID(var(8)),BackEdgeBodyDist <= 20 || playerID(var(8)),FrontEdgeBodyDist <= 20
TriggerAll=MoveContAct=1
Trigger1 = StateNo=240
Value    = 250

[State -3,棫偪拞偐傜孅嫮乆暻嵺]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType = A
TriggerAll=!InGuardDist
triggerall = playerID(var(8)),Vel Y >= -2
TriggerAll=P2BodyDist X=[0,60]
TriggerAll=P2BodyDist Y=[-35,40]
TriggerAll=playerID(var(8)),BackEdgeBodyDist <= 10 || playerID(var(8)),FrontEdgeBodyDist <= 20
TriggerAll=MoveContAct=1
Trigger1 = StateNo=210
Trigger2 = StateNo=410
Value    = 440

[State -3,棫偪拞偐傜孅嫮乆]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType = A
TriggerAll=!InGuardDist
triggerall = playerID(var(8)),Vel Y >= -2
TriggerAll=P2BodyDist X=[0,50]
TriggerAll=P2BodyDist Y=[-45,0]
TriggerAll=MoveContAct=1
Trigger1 = StateNo=210
Value    = 440

[State -3,棫偪拞偐傜JC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType = A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,120]
TriggerAll=P2BodyDist Y=[-160,0]
TriggerAll=MoveContAct=1
Trigger1 = StateNo=210
Trigger2 = StateNo=410
Value    = 40

[State -3,孅嫮乆偐傜JC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,120]
TriggerAll=Movehit
Trigger1 = StateNo=440
Trigger1=P2BodyDist Y = [-150,-50]
Trigger2 = StateNo=440
Trigger2=AnimElemTime(3) >= 5
Trigger2=P2BodyDist Y = [-50,0]
Value    = 40

[State -3,庛偐傜孅拞]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,35]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=MoveContAct=1
Trigger1 = StateNo=200
Trigger2 = StateNo=400
Value    = 410

[State -3,庛偐傜棫偪拞]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,75]
TriggerAll=P2BodyDist Y>=-80
TriggerAll=playerID(var(8)),StateType=A
TriggerAll=MoveContAct=1
Trigger1 = StateNo=200
Value    = 210

[State -3,拞偐傜棫偪嫮]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,40]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=playerID(var(8)),StateType=S
TriggerAll=MoveContAct=1
Trigger1 = StateNo=210
Trigger2 = StateNo=410
Value    = 230

[State -3,嫮偐傜孅嫮乆]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,40]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=playerID(var(8)),StateType!=A
TriggerAll=MoveContAct=1
Trigger1 = StateNo=230
Value    = 440

[State -3,嫮偐傜棫偪嫮乆]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,42]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=playerID(var(8)),StateType!=A
TriggerAll=MoveContAct=1
Trigger1 = StateNo=230
Trigger1=AnimElemTime(2) >= 3
Value    = 240

[State -3,棫偪嫮乆偐傜JC暻嵺]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,120]
TriggerAll=playerID(var(8)),BackEdgeBodyDist <= 30 || playerID(var(8)),FrontEdgeBodyDist <= 30
TriggerAll=P2BodyDist Y=[-180,0]
TriggerAll=playerID(var(8)),StateType=A
TriggerAll=Movehit=1
Trigger1 = StateNo=240
Value    = 40

[State -3,棫偪嫮乆偐傜儅僕僢僋]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
triggerall = power >= 2000
TriggerAll=P2BodyDist X=[40,300]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=MoveHit=1
Trigger1 = StateNo=240
Value    = 3200

[State -3,嫮偐傜JC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[42,120]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=MoveContAct=1
Trigger1 = StateNo=230
Trigger1=AnimElemTime(2) >= 3
Value    = 40

[State -3,庛偐傜孅嫮]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[35,53]
TriggerAll=P2BodyDist Y>=-15
TriggerAll=MoveContAct=1
Trigger1 = StateNo=200
Trigger2 = StateNo=400
Trigger3 = StateNo=210
Value    = 430

[State -3,庛偐傜GO庛]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[53,120]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=Movehit=1
Trigger1 = StateNo=200
Trigger2 = StateNo=400
Trigger3 = StateNo=210
Value    = 1000

[State -3,孅拞偐傜孅嫮乆]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,35]
TriggerAll=P2BodyDist Y>=-80
TriggerAll=Movehit=1
Trigger1 = StateNo=410
Value    = 440

[State -3,孅嫮偐傜JC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,80]
TriggerAll=P2BodyDist Y>=-40
Trigger1 = MoveGuarded=1
Trigger1 = StateNo=430
Value    = 40

[State -3,孅拞丒嫮偐傜億僥僩巃傝]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,80]
TriggerAll=P2BodyDist Y>=-40
Trigger1 = MoveContAct=1
Trigger1 = StateNo=410
Trigger2 = MoveGuarded=1
Trigger2 = StateNo=430
Trigger3 = MoveGuarded=1
Trigger3 = StateNo=240
Trigger4 = MoveGuarded=1
Trigger4 = StateNo=440
Value    = 250

[State -3,懌暐偄偐傜棫偪嫮乆]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType = A
TriggerAll=!InGuardDist
triggerall = power >= 2000
triggerall = NumProjID(1600) = 0
TriggerAll=P2BodyDist X=[0,50]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=Movehit=1
Trigger1 = StateNo=430
Value    = 240

[State -3,懌暐偄偐傜僪僫僒僀僪]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType = A
TriggerAll=!InGuardDist
triggerall = NumProjID(1600) = 0
TriggerAll=P2BodyDist X=[0,50]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=Movehit=1
Trigger1 = StateNo=430
Value    = 1050

[State -3,懌暐偄偐傜億僥僩]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
triggerall = NumProjID(1600) = 0
TriggerAll=P2BodyDist X=[40,120]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=Movehit=1
Trigger1 = StateNo=430
Value    = 1600

[State -3,孅拞偐傜孅嫮]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[20,80]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=playerID(var(8)),StateType!=A
TriggerAll=MoveContAct=1
Trigger1 = StateNo=410
Value    = 430

[State -3,億僥僩巃傝偐傜儅僕僢僋]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType = S
TriggerAll=!InGuardDist
triggerall = power >= 2000
TriggerAll=P2BodyDist X=[40,200]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=playerID(var(8)),Const(size.head.pos.y)<=-60
TriggerAll=MoveHit=1
TriggerAll=AnimElemTime(5) >= 0
Trigger1 = StateNo=250
Value    = 3200

[State -3,億僥僩巃傝偐傜僟儞僗]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,110]
TriggerAll=P2BodyDist Y>=-40
triggerall = power >= 1000
TriggerAll=Movehit=1
TriggerAll=playerID(var(8)),StateType!=A
Trigger1 = StateNo=250
Value    = 3000

[State -3,億僥僩巃傝偐傜GO庛]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,100]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=Movehit=1
TriggerAll=AnimElemTime(5) >= 1
TriggerAll=playerID(var(8)),StateType!=A
Trigger1 = StateNo=250
Value    = 1000

[State -3,億僥僩巃傝偐傜億僥僩怘偭偰傠]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[50,140]
TriggerAll=P2BodyDist Y>=-40
triggerall = NumProjID(1600) = 0
TriggerAll=Movehit=1
TriggerAll=AnimElemTime(5) >= 1
TriggerAll=playerID(var(8)),StateType=A
Trigger1 = StateNo=250
Value    = 1600

[State -3,億僥僩巃傝偐傜斊償傽乕僈乕]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[80,200]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=MoveContAct=1
Trigger1 = StateNo=250
Trigger1=AnimElemTime(5) >= 1
Value    = 1200

[State -3,棫偪嫮丒億僥僩巃傝偐傜JC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*50)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,80]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=MoveGuarded=1
Trigger1 = StateNo=250
Value    = 40

[State -3,棫偪嫮丒億僥僩巃傝偐傜JC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,80]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=MoveGuarded=1
Trigger1 = StateNo=240
Trigger2 = StateNo=250
Trigger2=AnimElemTime(5) >= 1
Value    = 40

[State -3,億僥僩宷偓庛]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
triggerall = playerID(var(8)),StateType != A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,50]
TriggerAll=P2BodyDist Y>=-40
TriggerAll=ProjContactTime(1600)= 1 
Trigger1 = ctrl
Value    = 400

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;嬻拞栚墴偟 
;AnimTime=0 Prevstateno playerID(var(8)),Movetype = H playerID(var(8)),stateno = [120,159]
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3,壓傝億僥僩]
type = ChangeState
triggerall = var(59) != 0
triggerall = var(58) != 0
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,120]
triggerall = P2bodydist Y = [-80,40]
triggerall = Vel Y >= 1
TriggerAll = playerID(var(8)),BackEdgeBodyDist <= 20 || playerID(var(8)),FrontEdgeBodyDist <= 20
TriggerAll = PrevStateNo = 640
triggerall = Ctrl
triggerall = var(7) <= 0
trigger1 = playerID(var(8)),MoveType = H
Value    = 640

[State -3,徃傝億僥僩]
type = ChangeState
triggerall = var(59) != 0
triggerall = var(58) != 0
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,120]
triggerall = P2bodydist Y = [-80,40]
triggerall = Vel Y <= 0
triggerall = var(7) <= 0
TriggerAll = playerID(var(8)),BackEdgeBodyDist <= 20 || playerID(var(8)),FrontEdgeBodyDist <= 20
triggerall = Ctrl
TriggerAll=playerID(var(8)),GethitVar(hitcount) <= 15
trigger1 = playerID(var(8)),MoveType = H
Value    = 640

[State -3,晜偐偣偐傜庛]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,80]
triggerall = P2bodydist Y = [-80,10]
triggerall = Vel Y <= 0
triggerall = Ctrl
trigger1 = playerID(var(8)),MoveType = H
Value    = 600

[State -3,晜偐偣偐傜僪僫僒僀僪]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = playerID(var(8)),StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,70]
triggerall = P2bodydist Y = [-100,-50]
triggerall = Vel Y >= -0.8
triggerall = playerID(var(8)),Vel Y <= 0
triggerall = Ctrl
trigger1 = playerID(var(8)),MoveType = H
Value    = 1053

[State -3,晜偐偣偐傜嫮乆]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = playerID(var(8)),StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,120]
triggerall = P2bodydist Y = [-80,80]
triggerall = Ctrl
trigger1 = playerID(var(8)),MoveType = H
Value    = 640

[State -3,壓傝堦屄暘]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType = A
triggerall = playerID(var(8)),StateType = A
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,120]
triggerall = P2bodydist Y >= -40
triggerall = Vel Y >= 2
TriggerAll = PrevStateNo = 640
triggerall = Ctrl
trigger1 = playerID(var(8)),MoveType = H
trigger1 = (playerID(var(8)),StateNo = [120,159])
Value    = 1110
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;寗晅偒
;playerID(var(8)),MoveType=I !playerID(var(8))Ctrl playerID(var(8)),StateType=A
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3,傾儞僴僢僺乕僙僢僩]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
Triggerall = !inguarddist
triggerall = power >= 3000
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [0,50]
triggerall = P2bodydist Y >= -40
triggerall = Ctrl||StateNo = 100
TriggerAll = playerID(var(8)),AnimTime <= -11
triggerAll = playerID(var(8)),MoveType = I
trigger1 = (playerID(var(8)),StateNo = [200,649])
Trigger2 = playerID(var(8)),StateType != A
Trigger2 = !playerID(var(8)),Ctrl
value = 3300

[State -3,僪僫儅僕]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
Triggerall = !inguarddist
triggerall = power >= 2000
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [120,260]
triggerall = P2bodydist Y >= -40
triggerall = Ctrl||StateNo = 100
TriggerAll = playerID(var(8)),AnimTime <= -11
TriggerAll=playerID(var(8)),Const(size.head.pos.y)<=-60
TriggerAll = playerID(var(8)),NumProj = 0 || playerID(var(8)),NumHelper = 0
triggerAll = playerID(var(8)),MoveType = I
trigger1 = (playerID(var(8)),StateNo = [200,649])
Trigger2 = playerID(var(8)),StateType = S
Trigger2 = !playerID(var(8)),Ctrl
value = 3200

[State -3,GO ACTIVE嫮]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [200,230]
triggerall = P2bodydist Y >= -60
triggerall = Ctrl||StateNo = 100
TriggerAll = playerID(var(8)),AnimTime <= -11
triggerAll = playerID(var(8)),MoveType = I
trigger1 = (playerID(var(8)),StateNo = [200,649])
Trigger2 = !playerID(var(8)),Ctrl
value = 1020

[State -3,孅嫮乆]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,40]
triggerall = P2bodydist Y >= -40
triggerall = Ctrl||StateNo = 100
TriggerAll = playerID(var(8)),AnimTime <= -12
triggerAll = playerID(var(8)),MoveType = I
trigger1 = (playerID(var(8)),StateNo = [200,649])
Trigger2 = playerID(var(8)),StateType = A
Trigger2 = !playerID(var(8)),Ctrl
value = 440

[State -3,孅庛]
type = ChangeState
triggerall = var(59) != 0
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = playerID(var(8)),StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
triggerall = P2bodydist X = [-5,60]
triggerall = P2bodydist Y >= -40
triggerall = Ctrl||StateNo = 100
TriggerAll = playerID(var(8)),AnimTime <= -5
triggerAll = playerID(var(8)),MoveType = I
trigger1 = (playerID(var(8)),StateNo = [200,649])
Trigger2 = playerID(var(8)),StateType = A
Trigger2 = !playerID(var(8)),Ctrl
value = 400

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;嬻拞宷偓 
;Movecontact MoveHit MoveGuarded AnimElem = ,>0
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3,悺慜僪僫僒僀僪暻嵺]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,70])
TriggerAll=playerID(var(8)),BackEdgeBodyDist <= 10 || playerID(var(8)),FrontEdgeBodyDist <= 10
TriggerAll=(P2BodyDist Y=[-120,70])
TriggerAll=MoveHit=1
Triggerall=playerID(var(8)),GethitVar(hitcount) >= 24
Trigger1 = StateNo=600
Trigger2 = StateNo=610
Trigger3 = StateNo=630
Value    = 1053

[State -3,庛偐傜拞]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,80])
TriggerAll=(P2BodyDist Y=[-90,20])
TriggerAll=MoveHit=1
Trigger1 = StateNo=600
Value    = 610

[State -3,庛偐傜嫮]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,80])
TriggerAll=(P2BodyDist Y=[-80,10])
TriggerAll=MoveContAct=1
Trigger1 = StateNo=600
Value    = 630

[State -3,庛偐傜嫮乆]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,100])
TriggerAll=(P2BodyDist Y=[-50,70])
TriggerAll=MoveGuarded=1
Trigger1 = StateNo=600
Value    = 640

[State -3,嫮乆偐傜斊償傽乕僈乕偑偀偙傟偔傜偄]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
triggerall = power >= 1000
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
TriggerAll=(P2BodyDist X=[-5,30])
TriggerAll=(P2BodyDist Y=[0,80])
TriggerAll=playerID(var(8)),BackEdgeBodyDist <= 10
TriggerAll=playerID(var(8)),GethitVar(hitcount) >= 19
TriggerAll=MoveHit=1
Trigger1 = StateNo=640
Value    = 3400

[State -3,拞偐傜JC12P]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,100])
TriggerAll=(P2BodyDist Y=[-150,50])
triggerall = var(7) <= 4
TriggerAll=MoveHit=1

Trigger1 = StateNo=610
Value    = 510

[State -3,拞偐傜JC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,100])
TriggerAll=(P2BodyDist Y=[-150,50])
triggerall = var(7) <= 0
TriggerAll=MoveHit=1
Trigger1 = StateNo=610
Value    = 510

[State -3,拞偐傜嫮]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,70])
TriggerAll=(P2BodyDist Y=[-120,70])
TriggerAll=MoveContAct=1
Trigger1 = StateNo=610
Value    = 630

[State -3,嫮偐傜嫮乆]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,75])
TriggerAll=(P2BodyDist Y=[-120,70])
TriggerAll=MoveHit=1
Trigger1 = StateNo=630
Value    = 640

[State -3,嫮偐傜僪僫僒僀僪]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType = A
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,60])
TriggerAll=(P2BodyDist Y=[-120,70])
TriggerAll=MoveHit=1
TriggerAll=Vel Y >= 2
Trigger1 = StateNo=630
Value    = 1053

[State -3,嫮乆偐傜僪僫僒僀僪]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType = A
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,40])
TriggerAll=playerID(var(8)),BackEdgeBodyDist >= 20
TriggerAll=(P2BodyDist Y=[-120,70])
TriggerAll=MoveHit=1
Trigger1 = StateNo=640
Value    = 1053

[State -3,嫮偐傜僪僫僒僀僪暻嵺]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=!InGuardDist
TriggerAll=(P2BodyDist X=[-5,70])
TriggerAll=playerID(var(8)),BackEdgeBodyDist <= 10
TriggerAll=(P2BodyDist Y=[-120,70])
TriggerAll=MoveHit=1
Triggerall = StateNo=630
Trigger1=playerID(var(8)),GethitVar(hitcount) >= 20 || playerID(var(8)),FrontEdgeBodyDist >= 20
trigger2 = P2bodydist Y = [-60,80]
Trigger2=Vel Y <= 1
Value    = 1053

[State -3,嫮乆偐傜1屄暘]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*65)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType != A
TriggerAll=!InGuardDist
TriggerAll=Vel Y >= 3
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
TriggerAll=(P2BodyDist X=[0,150])
TriggerAll=(P2BodyDist Y=[-50,50])
TriggerAll=MoveContAct
Trigger1 = StateNo=640
Value    = 1110

[State -3,嫮乆偐傜巐屄暘]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*100)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType != A
TriggerAll=!InGuardDist
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
TriggerAll=(P2BodyDist X=[-5,80])
TriggerAll=(P2BodyDist Y=[-120,120])
TriggerAll=Movehit=1
Trigger1 = StateNo=640
Value    = 1100

[State -3,嫮乆偐傜巐屄暘]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*45)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType != A
TriggerAll=!InGuardDist
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
TriggerAll=(P2BodyDist X=[-5,50])
TriggerAll=(P2BodyDist Y=[-120,120])
TriggerAll=MoveContAct=1
Trigger1 = StateNo=640
Value    = 1100

[State -3,嫮乆偐傜JC]
Type     = ChangeState
TriggerAll=(var(59)&&Random<=var(59)*80)
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),Alive
TriggerAll=playerID(var(8)),MoveType=H
TriggerAll=playerID(var(8)),StateType != A
TriggerAll=!InGuardDist
triggerall = var(7) <= 0
TriggerAll=(P2BodyDist X=[-5,150])
TriggerAll=(P2BodyDist Y=[-120,120])
TriggerAll=MoveGuarded=1
Trigger1 = StateNo=640
Value    = 520

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;傇偭傁
;playerID(var(8)),Ctrl playerID(var(8)),MoveType=A P2BodyDist X
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3,傇偭傁斊償傽乕僈乕偩僢両]
Type = ChangeState
value = 3100
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
triggerall = power >= 3000
triggerall = life <= (LifeMax/2)
triggerall = NumHelper(1810) = 0
triggerall = NumHelper(2100) = 0 
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0 
triggerall = NumHelper(2301) = 0 
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=playerID(var(8)),MoveType=A||playerID(var(8)),Ctrl
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*7
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*7

[State -3,傇偭傁傾儞僴僢僺乕僙僢僩]
Type = ChangeState
value = 3300
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
triggerall = power >= 3000
triggerall = NumHelper(2100) = 0 
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0 
triggerall = NumHelper(2301) = 0 
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=playerID(var(8)),MoveType=A||playerID(var(8)),Ctrl
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*7
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*7

[State -3,傇偭傁僟儞僗偵柌拞]
Type = ChangeState
value = 3000
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
triggerall = power >= 1000
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=playerID(var(8)),MoveType=A||playerID(var(8)),Ctrl
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*7
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*7

[State -3,傇偭傁僪僫儖僪儅僕僢僋]
Type = ChangeState
value = 3200
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
triggerall = power >= 2000
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=playerID(var(8)),MoveType=A||playerID(var(8)),Ctrl
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*7
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*7


[State -3,傇偭傁斊償傽乕僈乕]
Type = ChangeState
value = 1200
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=playerID(var(8)),MoveType=A||playerID(var(8)),Ctrl
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*7
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*7

[State -3,傇偭傁斊償傽乕僈乕4屄暘]
Type = ChangeState
value = 1205
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=playerID(var(8)),MoveType=A||playerID(var(8)),Ctrl
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*7
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*7

[State -3,傇偭傁GOACTIVE嫮]
Type = ChangeState
value = 1020
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=playerID(var(8)),MoveType=A||playerID(var(8)),Ctrl
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*7
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*7

[State -3,傇偭傁GOACTIVE庛]
Type = ChangeState
value = 1000
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=playerID(var(8)),MoveType=A||playerID(var(8)),Ctrl
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*7
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*7

[State -3,傇偭傁儕儞僑敋抏]
Type = ChangeState
value = 1800
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=playerID(var(8)),MoveType=A||playerID(var(8)),Ctrl
triggerall = NumHelper(1810) = 0
triggerall = NumHelper(2100) = 0
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0
triggerall = NumHelper(2301) = 0
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*7
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*7

[State -3,傇偭傁僪僫儖僪僈乕儖]
Type = ChangeState
value = 1060
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=playerID(var(8)),MoveType=A||playerID(var(8)),Ctrl
triggerall = NumHelper(1810) = 0
triggerall = NumHelper(2100) = 0
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0
triggerall = NumHelper(2301) = 0
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*7
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*7

[State -3,傇偭傁億僥僩]
Type = ChangeState
value = 1600
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=playerID(var(8)),MoveType=A||playerID(var(8)),Ctrl
triggerall = NumProjID(1600) = 0
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*7
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*7

[State -3,挧敪]
Type = ChangeState
value = 195
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=playerID(var(8)),MoveType=A||playerID(var(8)),Ctrl
TriggerAll=Ctrl
Trigger1 = var(59)<6
Trigger1 = Random<=var(59)*7
Trigger2 = var(59)=[5,9]
Trigger2 = Random<=(10-var(59))*7

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;抧忋堏摦 
;Ctrl Random P2bodyDist X
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3,偟傖偑傒(掇澳迱貞謧鄬搨藗膫�)]
Type = ChangeState
value = 11
Ctrl = 0
TriggerAll=RoundState=2
TriggerAll=var(59)
TriggerAll=StateType != A
TriggerAll=fvar(38)=1
TriggerAll=StateNo=0
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*20||var(59)>9

[State -3,偟傖偑傒夝彍(掇澳迱貞謧鄬搨藗膫�)]
Type = ChangeState
value = 0
Ctrl = 1
TriggerAll=RoundState=2
TriggerAll=var(59)
TriggerAll=StateType != A
TriggerAll=fvar(38)=2
TriggerAll=StateNo = 11
Trigger1 = Random <= var(59)*20||var(59)>9

[State -3,僟僢僔儏]
Type     = ChangeState
Value    = 100
Triggerall = var(59) != 0
Triggerall = StateType != A
Triggerall = playerID(var(8)),StateType != L
Triggerall = playerID(var(8)),MoveType = I
Triggerall = !inguarddist
Triggerall = Ctrl
trigger1 = Random <= var(59)*20
Trigger1 = P2BodyDist X >= 80

[State -3,兽矫遌
Type     = ChangeState
Value    = 105
Triggerall = var(59) != 0
Triggerall = StateType != A
Triggerall = playerID(var(8)),StateType != L
Triggerall = playerID(var(8)),MoveType != H
Triggerall = playerID(var(8)),Stateno != [120,159]
Triggerall = Ctrl||StateNo = 100
Triggerall = backedgebodydist > 62
Trigger1 = P2BodyDist X <= 140
trigger1 = Random <= var(59)*3

[State -3,嫁踢]
Type     = ChangeState
Value    = 40
Triggerall = var(59) != 0
Triggerall = StateType != A
Triggerall = playerID(var(8)),StateType != L
Triggerall = playerID(var(8)),MoveType != H
Triggerall = !inguarddist
Triggerall = Ctrl||StateNo = 100
trigger1 = Random <= var(59)*2

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;抧忋棫偪夞傝媄怳傝 
;Ctrl Random playerID(var(8)),Movetype = I丂inguarddist  P2bodyDist Y P2bodyDist X
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3,搳偘]
Type = ChangeState
value = 800
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=P2BodyDist X=[0,10]
TriggerAll=playerID(var(8)),StateType!=A
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*80
Trigger2 = (playerID(var(8)),StateNo=[120,159])

[State -3,懳嬻億僥僩]
Type = ChangeState
value = 1600
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
triggerall = NumProjID(1600) = 0
TriggerAll=P2BodyDist X=[180,220]
TriggerAll=P2BodyDist Y>-80
TriggerAll=playerID(var(8)),StateType=A
TriggerAll=playerID(var(8)),vel X = [1,3.5]
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*50

[State -3,尅惂棫偪庛]
Type = ChangeState
value = 200
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X = [0,72]
TriggerAll=P2BodyDist Y >= -70
TriggerAll=(playerID(var(8)),StateNo != [120,159])
TriggerAll=playerID(var(8)),Const(size.head.pos.y)<=-60
TriggerAll=Ctrl||StateNo = 100
triggerall = PrevStateNo != 200
Trigger1 = Random <= var(59)*12

[State -3,壓庛]
Type = ChangeState
value = 400
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[20,80]
TriggerAll=playerID(var(8)),StateType!=A
TriggerAll=Ctrl||StateNo = 100
triggerall = PrevStateNo != 400
Trigger1 = Random <= var(59)*12

[State -3,壓拞]
Type = ChangeState
value = 410
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[5,50]
TriggerAll=playerID(var(8)),StateType=S
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*12

[State -3,壓嫮乆]
Type = ChangeState
value = 440
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,40]
TriggerAll=P2BodyDist Y>=-80
TriggerAll=playerID(var(8)),Vel X = [0,3]
TriggerAll=playerID(var(8)),StateType!=A
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*12

[State -3,懳嬻棫偪嫮乆]
Type = ChangeState
value = 240
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[40,70]
TriggerAll=P2BodyDist Y=[-120,-70]
TriggerAll=playerID(var(8)),Vel X = [2,5]
TriggerAll=playerID(var(8)),Vel Y >= 1
TriggerAll=playerID(var(8)),StateType=A
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*12

[State -3,尅惂棫偪嫮乆]
Type = ChangeState
value = 240
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X = [20,60]
TriggerAll=P2BodyDist Y >= -50
TriggerAll=(playerID(var(8)),StateNo != [120,159])
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*15

[State -3,懳嬻壓嫮乆]
Type = ChangeState
value = 440
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,40]
TriggerAll=P2BodyDist Y=[-160,-70]
TriggerAll=playerID(var(8)),Vel X = [0,3]
TriggerAll=playerID(var(8)),Vel Y >= 1
TriggerAll=playerID(var(8)),StateType=A
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*12

[State -3,壓嫮]
Type = ChangeState
value = 430
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[55,75]
TriggerAll=playerID(var(8)),StateType=S
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*6

[State -3,尅惂棫偪拞]
Type = ChangeState
value = 210
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X = [10,50]
TriggerAll=P2BodyDist Y >= -50
TriggerAll=(playerID(var(8)),StateNo != [120,159])
TriggerAll=playerID(var(8)),StateType!=A
TriggerAll=playerID(var(8)),Const(size.head.pos.y)<=-60
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*7

[State -3,尅惂斊償傽乕僈乕乮梋桾帪乯]
Type = ChangeState
value = 1200
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),StateType != A
TriggerAll=!InGuardDist
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
triggerall = life >= 700
TriggerAll=P2BodyDist X = [180,250]
TriggerAll=P2BodyDist Y >= -60
TriggerAll=(playerID(var(8)),StateNo != [120,159])
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*7
Trigger1=TeamMode = single
Trigger2 = Random <= var(59)*7
Trigger2=TeamMode = turns

[State -3,尅惂斊償傽乕僈乕4屄暘乮梋桾帪乯]
Type = ChangeState
value = 1205
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=!InGuardDist
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
triggerall = life >= 700
TriggerAll=P2BodyDist X = [200,350]
TriggerAll=P2BodyDist Y >= -40
TriggerAll=(playerID(var(8)),StateNo != [120,159])
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*7
Trigger1=TeamMode = single
Trigger2 = Random <= var(59)*7
Trigger2=TeamMode = turns

[State -3,尅惂斊償傽乕僈乕]
Type = ChangeState
value = 1200
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),StateType != A
TriggerAll=playerID(var(8)),MoveType!=A
TriggerAll=!InGuardDist
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
triggerall = life <= 700
TriggerAll=playerID(var(8)),vel X <= 4
TriggerAll=playerID(var(8)),vel Y = [0,2]
TriggerAll=P2BodyDist X = [180,250]
TriggerAll=P2BodyDist Y >= -60
TriggerAll=(playerID(var(8)),StateNo != [120,159])
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*7
Trigger1=TeamMode = single
Trigger2 = Random <= var(59)*7
Trigger2=TeamMode = turns

[State -3,尅惂斊償傽乕僈乕4屄暘]
Type = ChangeState
value = 1205
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType!=A
TriggerAll=!InGuardDist
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
triggerall = life <= 700
TriggerAll=P2BodyDist X = [200,350]
TriggerAll=playerID(var(8)),vel X <= 4
TriggerAll=playerID(var(8)),vel Y = [0,2]
TriggerAll=P2BodyDist Y >= -40
TriggerAll=(playerID(var(8)),StateNo != [120,159])
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*6
Trigger1=TeamMode = single
Trigger2 = Random <= var(59)*6
Trigger2=TeamMode = turns

[State -3,GO ACTIVE 嫮乮慜僕儍儞僾乯]
Type = ChangeState
value = 1020
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType = A
TriggerAll=playerID(var(8)),MoveType!=A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X = [240,270]
TriggerAll=P2BodyDist Y = [-180,-80]
TriggerAll=playerID(var(8)),vel X = [0,3]
TriggerAll=playerID(var(8)),vel Y = [-2,2]
TriggerAll=(playerID(var(8)),StateNo != [120,159])
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*80


[State -3,GO ACTIVE 嫮乮屻傠僕儍儞僾乯]
Type = ChangeState
value = 1020
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType = A
TriggerAll=playerID(var(8)),MoveType!=A
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X = [180,240]
TriggerAll=P2BodyDist Y = [-180,-80]
TriggerAll=playerID(var(8)),vel X = [-2,0]
TriggerAll=playerID(var(8)),vel Y = [-2,2]
TriggerAll=(playerID(var(8)),StateNo != [120,159])
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*80


[State -3,僪僫儖僪僈乕儖]
Type = ChangeState
value = 1060
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),Vel X <= 2
TriggerAll=!InGuardDist
triggerall = NumHelper(1810) = 0
triggerall = NumHelper(2100) = 0
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0
triggerall = NumHelper(2301) = 0
TriggerAll=P2BodyDist X=[220,320]
TriggerAll=P2BodyDist Y>-80
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*50

[State -3,儕儞僑敋抏]
Type = ChangeState
value = 1800
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=!InGuardDist
TriggerAll=playerID(var(8)),MoveType != H
triggerall = NumHelper(1810) = 0
triggerall = NumHelper(2100) = 0
triggerall = NumHelper(2200) = 0
triggerall = NumHelper(3500) = 0
triggerall = NumHelper(2301) = 0
TriggerAll=P2BodyDist X=[60,300]
TriggerAll=P2BodyDist Y>-80
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*5

[State -3,儕儞僑敋抏(暘恎)]
Type = ChangeState
value = 1800
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=!InGuardDist
TriggerAll=playerID(var(8)),MoveType != H
triggerall = ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
TriggerAll=P2BodyDist X=[60,300]
TriggerAll=P2BodyDist Y>-80
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*5

[State -3,僪僫儖僪僈乕儖(暘恎)]
Type = ChangeState
value = 1060
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType != A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),Vel X <= 2
TriggerAll=!InGuardDist
triggerall = ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
TriggerAll=P2BodyDist X=[220,320]
TriggerAll=P2BodyDist Y>-80
TriggerAll=Ctrl||StateNo = 100
Trigger1 = Random <= var(59)*50

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;嬻拞堏摦 
;Ctrl Random P2bodyDist X
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;嬻拞棫偪夞傝媄怳傝 
;Ctrl Random playerID(var(8)),Movetype = I inguarddist P2bodyDist Y P2bodyDist X
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State -3,嬻拞搳偘]
Type = ChangeState
value = 850
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType = A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
triggerall = p2bodydist X =[0,10]
triggerall = p2bodydist Y =[-30,30]
TriggerAll=playerID(var(8)),StateType=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*80
Trigger2 = (playerID(var(8)),StateNo=[120,159])

[State -3,嬻拞嫮乆嫮廝]
Type = ChangeState
value = 640
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=Vel X >= 5
TriggerAll=P2BodyDist X=[10,120]
TriggerAll=P2BodyDist Y=[0,50]
TriggerAll=Pos Y <= -60
TriggerAll=(playerID(var(8)),StateNo != [120,159])||playerID(var(8)),StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*70

[State -3,嬻拞嫮乆]
Type = ChangeState
value = 640
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=Vel Y >= 0
TriggerAll=P2BodyDist X=[-40,90]
TriggerAll=P2BodyDist Y=[-20,50]
TriggerAll=Pos Y <= -30
TriggerAll=(playerID(var(8)),StateNo != [120,159])||playerID(var(8)),StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*70

[State -3,嬻拞嫮]
Type = ChangeState
value = 630
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=Vel Y >= 0
TriggerAll=P2BodyDist X=[0,80]
TriggerAll=P2BodyDist Y=[-90,30]
TriggerAll=(playerID(var(8)),StateNo != [120,159])||playerID(var(8)),StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*70

[State -3,嬻拞拞]
Type = ChangeState
value = 610
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,80]
TriggerAll=P2BodyDist Y=[-50,20]
TriggerAll=(playerID(var(8)),StateNo != [120,159])||playerID(var(8)),StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*20

[State -3,嬻拞庛]
Type = ChangeState
value = 600
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=P2BodyDist X=[0,70]
TriggerAll=P2BodyDist Y=[-60,10]
TriggerAll=(playerID(var(8)),StateNo != [120,159])||playerID(var(8)),StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*30

[State -3,嬻拞斊償傽乕僈乕4屄暘]
Type = ChangeState
value = 1100
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=playerID(var(8)),Vel X <= 3
TriggerAll=!InGuardDist
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
triggerall = BackEdgeBodyDist >= 45
TriggerAll=P2BodyDist X=[-5,80]
TriggerAll=P2BodyDist Y=[-30,150]
TriggerAll=playerID(var(8)),Vel X<= 3
TriggerAll=(playerID(var(8)),StateNo != [120,159])||playerID(var(8)),StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*40

[State -3,嬻拞斊償傽乕僈乕]
Type = ChangeState
value = 1110
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != A
TriggerAll=!InGuardDist
TriggerAll=Vel Y >= 2
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
TriggerAll=P2BodyDist X=[0,130]
TriggerAll=P2BodyDist Y=[-30,120]
TriggerAll=(playerID(var(8)),StateNo != [120,159])||playerID(var(8)),StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*60

[State -3,嬻拞斊償傽乕僈乕]
Type = ChangeState
value = 1110
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=Vel Y >= 2
TriggerAll=Vel X <= -2
triggerall = NumHelper(1200) = 0
triggerall = NumProjID(1200) = 0
TriggerAll=P2BodyDist X=[130,250]
TriggerAll=P2BodyDist Y=[-30,120]
TriggerAll=(playerID(var(8)),StateNo != [120,159])||playerID(var(8)),StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*50

[State -3,嬻拞斊償傽乕僈乕4屄暘(暘恎)]
Type = ChangeState
value = 1100
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=playerID(var(8)),Vel X <= 3
TriggerAll=!InGuardDist
triggerall = ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
triggerall = BackEdgeBodyDist >= 45
TriggerAll=P2BodyDist X=[-5,80]
TriggerAll=P2BodyDist Y=[-30,150]
TriggerAll=playerID(var(8)),Vel X<= 3
TriggerAll=(playerID(var(8)),StateNo != [120,159])||playerID(var(8)),StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*40


[State -3,嬻拞斊償傽乕僈乕(暘恎)]
Type = ChangeState
value = 1110
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != A
TriggerAll=!InGuardDist
TriggerAll=Vel Y >= 2
triggerall = ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
TriggerAll=P2BodyDist X=[0,130]
TriggerAll=P2BodyDist Y=[-30,120]
TriggerAll=(playerID(var(8)),StateNo != [120,159])||playerID(var(8)),StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*60

[State -3,嬻拞斊償傽乕僈乕(暘恎)]
Type = ChangeState
value = 1110
TriggerAll=var(59) != 0
TriggerAll=RoundState = 2
TriggerAll=StateType=A
TriggerAll=playerID(var(8)),StateType != L
TriggerAll=playerID(var(8)),MoveType != H
TriggerAll=!InGuardDist
TriggerAll=Vel Y >= 2
TriggerAll=Vel X <= -2
triggerall = ishelper(0) || ishelper(1) || ishelper(2) || ishelper(3) || ishelper(4) || ishelper(5) || ishelper(6)
TriggerAll=P2BodyDist X=[130,250]
TriggerAll=P2BodyDist Y=[-30,120]
TriggerAll=(playerID(var(8)),StateNo != [120,159])||playerID(var(8)),StateType!=A
TriggerAll=Ctrl
Trigger1 = Random <= var(59)*50
