;===============================================================================
;EN ESTA SECCION SE ENCUENTRABN TODOS LOS MOVIMIETOS SUPERS E HYPERS
;DEL CHAR LA MODIFICACION SIN AUTORIZACION PUEDE SIGNIFICAR
;UNA FALLA TOTAL EN EL MISMO
;===============================================================================
;-------------------------------------------------------------------------------
[Statedef 2000]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = ifelse(command="y",2050,2000)
ctrl     = 0
sprpriority = 2

[State 170, 柍揋]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 810, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = 1
edge = 25,0

[State 2000, 挻昁嶦媄敪摦偺帪娫掆巭]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 32
time = 32

[State 100, EnvColor]
type = EnvColor
trigger1 = Time = [2,4]
value = 255,255,255
time = 1
under = 1

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = time = 5
anim = 7000
pos = 15,-120
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 5
anim = 7010
pos = 15,-120
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 5
value = s9,0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,32
channel = 10

[State 700, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = time = 0
anim = 2005
postype = P1
pos = 0,0
bindtime = -1
removetime = -1
sprpriority = 5
ownpal = 1
supermove = 1
removeongethit = 1
ID = 2000

[State 902, 3]
type = ChangeState
triggerall = var(50) != 0
trigger1 = AnimElemtime(6) > 0
value = 2010

[State 3000, 僗僥乕僩曄峏]
type = ChangeState
triggerall = AnimElemtime(6) >= 0
trigger1 = Anim = 2000
trigger1 = command != "holdx"
trigger2 = Anim = 2050
trigger2 = command != "holdy"
trigger3 = AnimTime = 0
value = 2010

;---------------------------------------------------------------------------
[Statedef 2010]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2010
ctrl     = 0
sprpriority = 2

[State 700,]
type = palfx
trigger1 = AnimElem = 5
time = 27
add = 230,170,110
mul = 240,180,100

[State 810, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = 1
edge = 25,0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 6
value = s10,22
channel = 10

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 7
value = s12,4

[State 1000, 幉埵抲堏摦]
type = Velset
triggerall = var(5) = 0
trigger1 = AnimElem = 5
x = 12

[State 1000, 幉埵抲堏摦]
type = Velset
triggerall = var(5) = 1
trigger1 = AnimElem = 5
x = 9

[State 1000, 幉埵抲堏摦]
type = Veladd
triggerall = var(5) = 1
trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(10) < 0
trigger1 = Vel X >= .4
x = -.4

[State 1000, 幉埵抲堏摦]
type = Velset
triggerall = var(5) = 1
trigger1 = AnimElem = 10
x = 0

[State 1000, ]
type = StateTypeSet
triggerall = var(5) = 1
trigger1 = AnimElem = 5
physics  = N

[State 1000, ]
type = StateTypeSet
triggerall = var(5) = 1
trigger1 = AnimElem = 10
physics  = S

[State 700, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = time = 0
anim = 2015
postype = P1
pos = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 700, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 7
anim = 6095
postype = P1
pos = -62,0
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 2000,]
type = RemoveExplod
trigger1 = time = 0
ID = 2000

[State 1000, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 7
name = "OROCHINAGI"
stateno = 2020
ID = 2000
helpertype = normal
pos = 60,15
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

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

;---------------------------------------------------------------------------
[Statedef 2020]
type     = S
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 6080
ctrl     = 0
sprpriority = 10

[State 1000, AfterImage]
type = AfterImage
trigger1 = time = 0
trans = add
PalMul = 0.9,0.9,0.9
PalBright = 10,-100,-120
paladd = 10,0,-50
time = -1
length  = 13
TimeGap = 1
FrameGap = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = A, HP
damage = 250,25
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAFP
priority = 3, Hit
pausetime = 0,12
sparkno = s4025
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s12,5
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -5,-5.5
air.velocity = -5,-5.5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 45
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

;Slow Down
[State -3, Slow Down]
type = SuperPause
triggerall = winko != 1
trigger1 = movehit && time = [0,20]
anim = -1
sound = -1
time = 1
darken = 0
p2defmul = 1

;KO Flash Effect
[State 1000, Sp Finish]
type = Explod
triggerall = numexplod(9910) <= 0
trigger1 = winKo = 1 && movehit
anim = 9910
removetime = -2
id = 9910
sprpriority = -9
pos = 0,0
postype = left
bindtime = -1
ignorehitpause = 1
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
ownpal = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 200
trigger1 = Movehit
anim = 4130
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 200
trigger1 = Movehit
anim = 4135
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 2100,]
type = Envcolor
trigger1 = Movehit = 1
time = 1
value = 255,255,255
under = 0

[State 2001, 峌寕傪庴偗偨傜徚柵僗僥乕僩偵堏摦]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NT, ST, HT, NA, SA, HA, NP, SP, HP
stateno = 2025
time = -1

[State 1001, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,Stateno != 2010

;---------------------------------------------------------------------------
[Statedef 2025]
type     = S
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 9999
ctrl     = 0
sprpriority = 0

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

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

[State 1001, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = AnimTime = 0
;---------------------------------------------------------------------------
[Statedef 2200]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2200
ctrl     = 0
sprpriority = 5

[State 1000, HitBy]
type = HitBy
trigger1 = time = [0,45]
value = SCA

[State 700,]
type = palfx
trigger1 = AnimElemtime(11) >= 0 && AnimElemtime(22) < 1
time = 10
add = 230,170,110
mul = 240,180,100

[State 2000, 挻昁嶦媄敪摦偺帪娫掆巭]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 32
time = 32

[State 100, EnvColor]
type = EnvColor
trigger1 = Time = [2,4]
value = 255,255,255
time = 1
under = 1

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = time = 5
anim = 7000
pos = 10,-65
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 5
anim = 7010
pos = 10,-65
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000,]
type = PlaySnd
trigger1 = time = 5
value = s9,0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 8
value = s12,5

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,23
persistent = 9

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 11
value = s10,24
persistent = 9

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 19
value = s0,4

[State 700, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = time = 0
anim = 3005
postype = P1
pos = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
supermove = 1
removeongethit = 1

[State 700, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 20
anim = 8185
postype = P1
pos=70, -70
sprpriority = 5
ownpal = 1



[State 10000, Helper]
type = Helper
trigger1 = animelem = 8
helpertype = normal
ID = 1000
stateno = 6090
velset = 0,0
pos = 80,0
sprpriority = 5
postype = p1
facing = 1
keyctrl = 0
ownpal = 1



[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElem = 8
edge = 60,0

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemtime(12) >= 0 && AnimElemtime(14) < 0
edge = 40,0

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemtime(14) >= 0 && AnimElemtime(21) < 0
edge = 30,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 12 | AnimElem = 14 | AnimElem = 15 | AnimElem = 16
trigger2 = AnimElem = 18 | AnimElem = 20 | AnimElem = 21 | AnimElem = 25
x = 10

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 18
x = 20

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 13
x = 30

[State 810,]
type = EnvShake
trigger1 = AnimElem = 8
ampl = 8
freq = 95
time = 20

[State 1000, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElemtime(11) = 0
trigger2 = AnimElemtime(11) = 10
trigger3 = AnimElemtime(11) = 20
name = "01"
stateno = 2205
ID = 2205
helpertype = Player
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
pausemovetime = 0
ignorehitpause = 1

[State 2100,Envcolor]
type = Envcolor
trigger1 = Movehit
time = 1
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1000]
type = Projectile
trigger1 = AnimElem = 6
projID = 2200
projanim = 3011
projremove = 0
projpriority = 5
projsprpriority = 10
projshadow = 0,0,0
projhitanim = -1
projremanim = -1
projhits = 1
projremovetime = 16
getpower = 0
ownpal = 1
offset = 70, 0
velocity = 0, 0
attr = S, HP
animtype = Hard
damage = 130 ,26
hitflag = MA
guardflag = M
hitsound = s12,8
guardsound = s2,1
pausetime = 0,2
sparkno = s4025
guard.sparkno = s4120
sparkxy = (floor(p2bodydist X)),-65 + (floor(p2bodydist Y))
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -12
air.velocity = -3, -6
air.juggle = 0
air.fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 21
attr = S, HA
damage = 30,3
getpower = 0
animtype = Diagup
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 24,26
sparkno = s4025
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -7,-7.5
air.velocity = -7,-7.5
yaccel = .4
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 30
envshake.ampl = 6
envshake.freq = 90

[State 1000, p2GCRUSH]
type = targetstate
trigger1 = moveguarded
trigger1 = p2statetype != A
persistent = 0
ignorehitpause = 1
value = 5255
ctrl = 0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8
persistent = 0
ignorehitpause = 1

[State 1000, ]
type = Varset
trigger1 = time = 0
var(32) = 0

[State 1000, ]
type = Varadd
triggerall = AnimElemtime(21) > 0
trigger1 = command = "y"
trigger2 = command = "x"
var(32) = 1

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
triggerall = Movehit
trigger1 = var(32) > 4
trigger1 = AnimTime = 0
value = 2210

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


[StateDef 6090]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 6090
poweradd = 0
sprpriority = 9999



[State 1000, AfterImage]
type = AfterImage
trigger1 = time = 0
trans = add
PalBright = 10,-100,-120
paladd = 10,0,-50
time = -1
length  = 5
TimeGap = 1
FrameGap = 1

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;---------------------------------------------------------------------------
[Statedef 2205]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2210
ctrl     = 0
sprpriority = 0

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

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = 1
edge = 20,0

[State 1100, ]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 200,256

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 8
value = s0,4

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 3 | AnimElem = 4 | AnimElem = 5
trigger2 = AnimElem = 7 | AnimElem = 9 | AnimElem = 10
x = 10

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 8
x = 20

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 2
x = 30

[State 2100,Envcolor]
type = Envcolor
trigger1 = Movehit
time = 1
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 10
attr = S, HA
damage = 30,3
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8,12
sparkno = s4025
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,1
guardsound = s2,1
ground.type = Low
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = 0
air.velocity = -5,-6
air.type = Low
air.hittime = 12
air.fall = 1
fall.recover = 0
palfx.time = 50
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1001, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,Anim != 2200

;---------------------------------------------------------------------------
[Statedef 2210]
type     = S
movetype = I
physics  = S
anim     = 2215
velset   = 0,0
ctrl     = 0
sprpriority = 3

[State 1000, ]
type = Varset
trigger1 = time = 0
var(32) = 0

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,17

[State 2000]
type = Explod
trigger1 = AnimElem = 2
anim = 2220
pos = 0,0
sprpriority = 10
ownpal = 1
bindtime = 1

[State 195, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Doble Orochinagi
[Statedef 2500]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2500
ctrl     = 0
sprpriority = 3

[State 170, 柍揋]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 50

[State 810, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = 1
edge = 25,0

[State 2000, 挻昁嶦媄敪摦偺帪娫掆巭]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -2000
movetime = 32
time = 32

[State 100, EnvColor]
type = EnvColor
trigger1 = Time = [2,4]
value = 255,255,255
time = 1
under = 1

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = time = 5
anim = 7100
pos = 15,-120
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 5
anim = 7110
pos = 15,-120
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 5
value = s9,1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,32
channel = 10

[State 700, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = time = 0
anim = 2005
postype = P1
pos = 0,0
bindtime = -1
removetime = -1
sprpriority = 5
ownpal = 1
supermove = 1
removeongethit = 1
ID = 2000

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 4 | AnimElem = 6 | AnimElem = 8 | AnimElem = 10
trigger2 = AnimElem = 12 | AnimElem = 14 | AnimElem = 16 | AnimElem = 18
trigger3 = AnimElem = 20 | AnimElem = 22 | AnimElem = 24 | AnimElem = 26
trigger4 = AnimElem = 28 | AnimElem = 31 | AnimElem = 34 | AnimElem = 38
trigger5 = AnimElem = 43 | AnimElem = 48
attr = S, HA
damage = 10,2
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 0,4
sparkno = s4025
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s12,8
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -3,-7
air.velocity = -3,-7
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "colicion"
ID = 2511
stateno = 2511
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0

[State 1000, ]
type = Varset
trigger1 = time = 0
trigger1 = command = "c"
var(31) = 1

[State 902, 3]
type = ChangeState
triggerall = var(50) != 0
triggerall = p2statetype = A
trigger1 = AnimElemtime(4) > 40
value = 2510

[State 902, 3]
type = ChangeState
triggerall = var(50) != 0
triggerall = p2statetype != A
trigger1 = AnimElemtime(4) > 0
value = 2510

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
triggerall = AnimElemtime(4) >= 0
trigger1 = var(31) = 0
trigger1 = command != "holdxy"
trigger2 = var(31) = 1
trigger2 = command != "holdc"
trigger3 = AnimTime = 0
value = 2510
;---------------------------------------------------------------------------
;Soltar
[Statedef 2510]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2510
ctrl     = 0
sprpriority = 3

[State 700,]
type = palfx
trigger1 = time = 0
time = 48
add = 230,170,110
mul = 240,180,100

[State 810, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = 1
edge = 25,0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 6
value = s10,22
channel = 10

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 8 | AnimElem = 9 | AnimElem = 10
value = s12,4

[State 1000, 幉埵抲堏摦]
type = Velset
triggerall = var(5) = 0
trigger1 = AnimElem = 5
x = 12

[State 1000, 幉埵抲堏摦]
type = Velset
triggerall = var(5) = 1
trigger1 = AnimElem = 5
x = 9

[State 1000, 幉埵抲堏摦]
type = Veladd
triggerall = var(5) = 1
trigger1 = AnimElemtime(5) >= 0 && AnimElemtime(12) < 0
trigger1 = Vel X >= .4
x = -.4

[State 1000, 幉埵抲堏摦]
type = Velset
triggerall = var(5) = 1
trigger1 = AnimElem = 12
x = 0

[State 1000, ]
type = StateTypeSet
triggerall = var(5) = 1
trigger1 = AnimElem = 5
physics  = N

[State 1000, ]
type = StateTypeSet
triggerall = var(5) = 1
trigger1 = AnimElem = 12
physics  = S

[State 700, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = time = 0
anim = 2515
postype = P1
pos = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 700, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 7
anim = 6095
postype = P1
pos = -62,0
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 1000, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 8
name = "MAX OROCHINAGI01"
stateno = 2520
ID = 2500
helpertype = normal
pos = 60,15
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 9
name = "MAX OROCHINAGI02"
stateno = 2525
ID = 2505
helpertype = normal
pos = 65,15
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 10
name = "MAX OROCHINAGI03"
stateno = 2530
ID = 2510
helpertype = normal
pos = 70,15
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[State 2000,]
type = RemoveExplod
trigger1 = time = 0
ID = 2000

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

;---------------------------------------------------------------------------
[Statedef 2520]
type     = S
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 6080
ctrl     = 0
sprpriority = 10


[State 1000, AfterImage]
type = AfterImage
trigger1 = time = 0
trans = add
PalMul = 0.9,0.9,0.9
PalBright = 10,-100,-120
paladd = 10,0,-50
time = -1
length  = 13
TimeGap = 1
FrameGap = 1


[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = A, HP
damage = 200,20
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAFP
priority = 3, Hit
pausetime = 0,12
sparkno = s4025
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s12,5
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -5,-5.5
air.velocity = -5,-5.5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 45
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

;Slow Down
[State -3, Slow Down]
type = SuperPause
triggerall = RoundState = 2
trigger1 = movehit && time = [0,20]
anim = -1
sound = -1
time = 1
darken = 0
p2defmul = 1

;KO Flash Effect
[State 1000, Sp Finish]
type = Explod
triggerall = numexplod(9910) <= 0
trigger1 = winKo = 1 && movehit
anim = 9910
removetime = -2
id = 9910
sprpriority = -9
pos = 0,0
postype = left
bindtime = -1
ignorehitpause = 1
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
ownpal = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 100
trigger1 = Movehit
anim = 4130
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 100
trigger1 = Movehit
anim = 4135
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 2100,]
type = Envcolor
trigger1 = Movehit = 1
time = 1
value = 255,255,255
under = 0

[State 2001, 峌寕傪庴偗偨傜徚柵僗僥乕僩偵堏摦]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NT, ST, HT, NA, SA, HA, NP, SP, HP
stateno = 2025
time = -1

[State 1001, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,Anim != 2510

;---------------------------------------------------------------------------
[Statedef 2525]
type     = S
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 6080
ctrl     = 0
sprpriority = 9


[State 1000, AfterImage]
type = AfterImage
trigger1 = time = 0
trans = add
PalMul = 0.9,0.9,0.9
PalBright = 10,-100,-120
paladd = 10,0,-50
time = -1
length  = 13
TimeGap = 1
FrameGap = 1


[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = A, HP
damage = 150,15
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAFP
priority = 3, Hit
pausetime = 0,12
sparkno = s4025
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s12,5
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -5,-5.5
air.velocity = -5,-5.5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 45
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

;Slow Down
[State -3, Slow Down]
type = SuperPause
triggerall = RoundState = 2
trigger1 = movehit && time = [0,20]
anim = -1
sound = -1
time = 1
darken = 0
p2defmul = 1

;KO Flash Effect
[State 1000, Sp Finish]
type = Explod
triggerall = numexplod(9910) <= 0
trigger1 = winKo = 1 && movehit
anim = 9910
removetime = -2
id = 9910
sprpriority = -9
pos = 0,0
postype = left
bindtime = -1
ignorehitpause = 1
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
ownpal = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 100
trigger1 = Movehit
anim = 4130
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 100
trigger1 = Movehit
anim = 4135
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 2100,]
type = Envcolor
trigger1 = Movehit = 1
time = 1
value = 255,255,255
under = 0

[State 2001, 峌寕傪庴偗偨傜徚柵僗僥乕僩偵堏摦]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NT, ST, HT, NA, SA, HA, NP, SP, HP
stateno = 2025
time = -1

[State 1001, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,Anim != 2510

;---------------------------------------------------------------------------
[Statedef 2530]
type     = S
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 6080
ctrl     = 0
sprpriority = 8


[State 1000, AfterImage]
type = AfterImage
trigger1 = time = 0
trans = add
PalMul = 0.9,0.9,0.9
PalBright = 10,-100,-120
paladd = 10,0,-50
time = -1
length  = 13
TimeGap = 1
FrameGap = 1


[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = A, HP
damage = 50,10
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAFP
priority = 3, Hit
pausetime = 0,12
sparkno = s4025
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s12,5
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -5,-5.5
air.velocity = -5,-5.5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 45
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

;Slow Down
[State -3, Slow Down]
type = SuperPause
triggerall = RoundState = 2
trigger1 = movehit && time = [0,20]
anim = -1
sound = -1
time = 1
darken = 0
p2defmul = 1

;KO Flash Effect
[State 1000, Sp Finish]
type = Explod
triggerall = numexplod(9910) <= 0
trigger1 = winKo = 1 && movehit
anim = 9910
removetime = -2
id = 9910
sprpriority = -9
pos = 0,0
postype = left
bindtime = -1
ignorehitpause = 1
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
ownpal = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 100
trigger1 = Movehit
anim = 4130
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 100
trigger1 = Movehit
anim = 4135
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 2100,]
type = Envcolor
trigger1 = Movehit = 1
time = 1
value = 255,255,255
under = 0

[State 2001, 峌寕傪庴偗偨傜徚柵僗僥乕僩偵堏摦]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NT, ST, HT, NA, SA, HA, NP, SP, HP
stateno = 2025
time = -1

[State 1001, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,Anim != 2510
;-------------------------------------------------------------------------------
;Colicion Helper
[StateDef 2511]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2501
poweradd = 0

[State 3110, 2]
type = BindToParent
trigger1 = time >= 0
facing = ifelse(parent, p2bodydist x <= 0, -1, 1)
pos = -6,0

[state 1000]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 1000]
type = hitby
trigger1 = 1
value = SCA,NP,SP
time = -1

[state 1000]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP
stateno = 2511

[state 1000, destroyself]
type = destroyself
trigger1 = parent,stateno != 2500
;-------------------------------------------------------------------------------
[Statedef 3000]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3000
ctrl     = 0
sprpriority = 5

[State 1000, HitBy]
type = HitBy
trigger1 = time = [0,50]
value = SCA

[State 700,]
type = palfx
trigger1 = AnimElemtime(11) >= 0 && AnimElemtime(37) < 1
time = 22
add = 230,170,110
mul = 240,180,100
ignorehitpause = 1

[State 2000, 挻昁嶦媄敪摦偺帪娫掆巭]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -2000
movetime = 32
time = 32

[State 100, EnvColor]
type = EnvColor
trigger1 = Time = [2,4]
value = 255,255,255
time = 1
under = 1

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = time = 5
anim = 7100
pos = 10,-65
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 5
anim = 7110
pos = 10,-65
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000,]
type = PlaySnd
trigger1 = time = 0
value = s9,1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 8
value = s12,5

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,23
persistent = 9

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 12
value = s10,24
persistent = 9

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 19 | AnimElem = 28
value = s0,4

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 33
value = s3,1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 36
value = s12,2

[State 700, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = time = 0
anim = 3005
postype = P1
pos = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
supermove = 1
removeongethit = 1



[State 1001, 5]
type = Projectile
trigger1 = AnimElem = 20
projanim = 2205
projshadow = 68,68,68
projremovetime = 25
offset = 60,0
velocity = 0,0
postype = p1
;------------余影参数----------
AfterImage.time = -1
AfterImage.TimeGap = 1
AfterImage.FrameGap = 1
AfterImage.length = 13
AfterImage.paladd = 10,0,-50
AfterImage.PalBright = 10,-100,-120
AfterImage.trans = add
AfterImage.PalMul = 0.9,0.9,0.9
AfterImage.sprpriority = 15


[State 1001, 5]
type = Projectile
trigger1 = AnimElem = 28
projanim = 1615
projshadow = 68,68,68
projremovetime = 31
offset = 35,-65
velocity = 0,0
postype = p1
;------------余影参数----------
AfterImage.time = -1
AfterImage.TimeGap = 1
AfterImage.FrameGap = 1
AfterImage.length = 13
AfterImage.paladd = 10,0,-50
AfterImage.PalBright = 10,-100,-120
AfterImage.trans = add
AfterImage.PalMul = 0.9,0.9,0.9
AfterImage.sprpriority = 15

[State 1001, 5]
type = Projectile
trigger1 = AnimElem = 36
projanim = 1110
projshadow = 68,68,68
projremovetime = 29
offset = -10,10
velocity = 0,0
postype = p1
;------------余影参数----------
AfterImage.time = -1
AfterImage.TimeGap = 1
AfterImage.FrameGap = 1
AfterImage.length = 13
AfterImage.paladd = 10,0,-50
AfterImage.PalBright = 10,-100,-120
AfterImage.trans = add
AfterImage.PalMul = 0.9,0.9,0.9
AfterImage.sprpriority = 15

[State 1001, 5]
type = Projectile
trigger1 = AnimElem = 41
projanim = 1115
projshadow = 68,68,68
projremovetime = 29
offset = -10,15
velocity = 0,0
postype = p1
;------------余影参数----------
AfterImage.time = -1
AfterImage.TimeGap = 1
AfterImage.FrameGap = 1
AfterImage.length = 13
AfterImage.paladd = 10,0,-50
AfterImage.PalBright = 10,-100,-120
AfterImage.trans = add
AfterImage.PalMul = 0.9,0.9,0.9
AfterImage.sprpriority = 15

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 8
persistent = 0
anim = 8186
postype = P1
pos = 80,20
sprpriority = 10
ownpal = 1

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElem = 8
edge = 60,0

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemtime(11) >= 0 && AnimElemtime(13) < 0
edge = 40,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 11 | AnimElem = 13 | AnimElem = 14 | AnimElem = 15
trigger2 = AnimElem = 17 | AnimElem = 19 | AnimElem = 20 | AnimElem = 24
trigger3 = AnimElem = 26 | AnimElem = 27 | AnimElem = 28 | AnimElem = 32
trigger4 = AnimElem = 33 | AnimElem = 34
x = 10

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 18
x = 20

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 12
x = 30

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElem = 33
x = 3
y = -5.5

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElem = 36
y = -2

[State 1000, 幉埵抲堏摦]
type = VelAdd
trigger1 = AnimElemtime(33) >= 0
y = .23

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 33
statetype = A

[State 810,]
type = EnvShake
trigger1 = AnimElem = 8
ampl = 8
freq = 95
time = 20

[State 1000, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElemtime(11) = 0
name = "01"
stateno = 3005
ID = 3005
helpertype = Player
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
pausemovetime = 0
ignorehitpause = 1

[State 1000, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElemtime(11) = 0
name = "02"
stateno = 3010
ID = 3010
helpertype = Player
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
pausemovetime = 0
ignorehitpause = 1

[State 1000, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElemtime(11) = 0
name = "03"
stateno = 3015
ID = 3015
helpertype = Player
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
pausemovetime = 0
ignorehitpause = 1

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

[State 1000, EnvColor]
type = EnvColor
triggerall = movehit
trigger1 = animelem = 20
trigger2 = animelem = 28
trigger3 = animelem = 33
trigger4 = animelem = 36
value = 255,255,255
time = 1
under = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 6
projID = 3000
projanim = 3011
projremove = 0
projpriority = 5
projsprpriority = 10
projshadow = 0,0,0
projhitanim = -1
projremanim = -1
projhits = 1
projremovetime = 16
getpower = 0
ownpal = 1
offset = 70, 0
velocity = 0, 0
attr = S, HP
animtype = Hard
damage = 200 ,40
hitflag = MA
guardflag = M
hitsound = s12,8
guardsound = s2,1
pausetime = 13,13
sparkno = s4025
guard.sparkno = s4120
sparkxy = (floor(p2bodydist X)),-65 + (floor(p2bodydist Y))
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -12
air.velocity = -3, -6
air.juggle = 0
air.fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 20
attr = S, HA
damage = 20,3
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 13,13
sparkno = s4025
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,1
guardsound = s2,1
ground.type = Low
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = 0
air.velocity = -5,-6
air.type = Low
air.hittime = 12
air.fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 28
attr = S, HA
damage = 20,3
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 13,13
sparkno = s4025
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = 0
air.velocity = -3,-7
air.type = High
air.hittime = 12
air.fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 33
attr = A, HA
damage = 20,3
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 13,13
sparkno = s4025
guard.sparkno = s4120
sparkxy = -20, -80
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -3,-8
air.velocity = -3,-8
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 36
attr = A, HA
damage = 50,5
getpower = 0
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 28,28
sparkno = s4025
guard.sparkno = s4120
sparkxy = -25, -80
hitsound = s12,5
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -3,-9
guard.velocity = -12
air.velocity = -3,-9
yaccel = .4
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 100
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 30
envshake.ampl = 5
envshake.freq = 90

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8
channel = 9

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 3040

;---------------------------------------------------------------------------
[Statedef 3005]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 3015
ctrl     = 0
sprpriority = 0

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

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = 1
edge = 20,0

[State 1201, 僉儍儔杮懱偵堷偭晅偔埵抲]
type = BindToParent
trigger1 = Time = 0
trigger2 = AnimElem = 11
trigger3 = AnimElem = 19
pos = 0,0

[State 1100, ]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 200,256

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 19
value = s0,4

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 24
value = s3,1

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 4 | AnimElem = 5 | AnimElem = 6
trigger2 = AnimElem = 8 | AnimElem = 10 | AnimElem = 11 | AnimElem = 15
trigger3 = AnimElem = 17 | AnimElem = 18 | AnimElem = 19 | AnimElem = 23
trigger4 = AnimElem = 24 | AnimElem = 25
x = 10

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 9
x = 20

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 3
x = 30

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElem = 24
x = 2
y = -5.5

[State 1000, 幉埵抲堏摦]
type = VelAdd
trigger1 = AnimElemtime(24) >= 0
y = .23

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 24
statetype = A

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

[State 1000, EnvColor]
type = EnvColor
triggerall = movehit
trigger1 = animelem = 11
trigger2 = animelem = 19
trigger3 = animelem = 24
value = 255,255,255
time = 1
under = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 11
attr = S, HA
damage = 10,1
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 13,13
sparkno = s4025
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,1
guardsound = s2,1
ground.type = Low
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = 0
air.velocity = -5,-6
air.type = Low
air.hittime = 12
air.fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 19
attr = S, HA
damage = 10,1
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 13,13
sparkno = s4025
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = 0
air.velocity = -3,-7
air.type = High
air.hittime = 12
air.fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 24
attr = A, HA
damage = 10,1
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 13,13
sparkno = s4025
guard.sparkno = s4120
sparkxy = -20, -80
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -3,-8
air.velocity = -3,-8
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1001, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,Anim != 3000

;---------------------------------------------------------------------------
[Statedef 3010]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 3020
ctrl     = 0
sprpriority = 0

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

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = 1
edge = 20,0

[State 1201, 僉儍儔杮懱偵堷偭晅偔埵抲]
type = BindToParent
trigger1 = Time = 0
trigger2 = AnimElem = 11
trigger3 = AnimElem = 19
pos = 0,0

[State 1100, ]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 200,256

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 19
value = s0,4

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 24
value = s3,1

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 4 | AnimElem = 5 | AnimElem = 6
trigger2 = AnimElem = 8 | AnimElem = 10 | AnimElem = 11 | AnimElem = 15
trigger3 = AnimElem = 17 | AnimElem = 18 | AnimElem = 19 | AnimElem = 23
trigger4 = AnimElem = 24 | AnimElem = 25
x = 10

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 9
x = 20

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 3
x = 30

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElem = 24
x = 2
y = -5.5

[State 1000, 幉埵抲堏摦]
type = VelAdd
trigger1 = AnimElemtime(24) >= 0
y = .23

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 24
statetype = A

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

[State 1000, EnvColor]
type = EnvColor
triggerall = movehit
trigger1 = animelem = 11
trigger2 = animelem = 19
trigger3 = animelem = 24
value = 255,255,255
time = 1
under = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 11
attr = S, HA
damage = 10,1
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 13,13
sparkno = s4025
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,1
guardsound = s2,1
ground.type = Low
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = 0
air.velocity = -5,-6
air.type = Low
air.hittime = 12
air.fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 19
attr = S, HA
damage = 10,1
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 13,13
sparkno = s4025
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = 0
air.velocity = -3,-7
air.type = High
air.hittime = 12
air.fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 24
attr = A, HA
damage = 10,1
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 13,13
sparkno = s4025
guard.sparkno = s4120
sparkxy = -20, -80
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -3,-8
air.velocity = -3,-8
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1001, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,Anim != 3000

;---------------------------------------------------------------------------
[Statedef 3015]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 3025
ctrl     = 0
sprpriority = 0

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

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = 1
edge = 20,0

[State 1201, 僉儍儔杮懱偵堷偭晅偔埵抲]
type = BindToParent
trigger1 = Time = 0
trigger2 = AnimElem = 11
trigger3 = AnimElem = 19
pos = 0,0

[State 1100, ]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 200,256

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 19
value = s0,4

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 24
value = s3,1

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 4 | AnimElem = 5 | AnimElem = 6
trigger2 = AnimElem = 8 | AnimElem = 10 | AnimElem = 11 | AnimElem = 15
trigger3 = AnimElem = 17 | AnimElem = 18 | AnimElem = 19 | AnimElem = 23
trigger4 = AnimElem = 24 | AnimElem = 25
x = 10

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 9
x = 20

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 3
x = 30

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElem = 24
x = 2
y = -5.5

[State 1000, 幉埵抲堏摦]
type = VelAdd
trigger1 = AnimElemtime(24) >= 0
y = .23

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 24
statetype = A

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

[State 1000, EnvColor]
type = EnvColor
triggerall = movehit
trigger1 = animelem = 11
trigger2 = animelem = 19
trigger3 = animelem = 24
value = 255,255,255
time = 1
under = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 11
attr = S, HA
damage = 10,1
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 13,13
sparkno = s4025
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,1
guardsound = s2,1
ground.type = Low
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = 0
air.velocity = -5,-6
air.type = Low
air.hittime = 12
air.fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 19
attr = S, HA
damage = 10,1
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 13,13
sparkno = s4025
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = 0
air.velocity = -3,-7
air.type = High
air.hittime = 12
air.fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 24
attr = A, HA
damage = 10,1
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 13,13
sparkno = s4025
guard.sparkno = s4120
sparkxy = -20, -80
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -3,-8
air.velocity = -3,-8
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1001, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,Anim != 3000
;---------------------------------------------------------------------------
[Statedef 3040]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 3040
ctrl     = 0
sprpriority = 2

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 1
value = s4,0

[State 1000,]
type = Posset
trigger1 = time = 0
y = 0

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = time = 0
x = 0
y = 0

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

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

[Statedef 24000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -2000
anim = 24000                ;前转上勾拳
ctrl = 0

[state a]
type = varset
trigger1 = time = 0
v = 11
value = 0

[State 1]
type = NotHitBy 
trigger1 = time < 50
value = SCA

[State 1100, 1]
type = Explod
trigger1 = AnimElem = 1
anim = 7110
ID = 1000
postype = p1
pos = -21,-66
bindtime = -1
sprpriority = 9
supermovetime = 30
ownpal = 1
removeongethit = 1

[State 1100, 1]
type = Explod
trigger1 = AnimElem = 1
anim = 7100
ID = 1000
postype = p1
pos = -21,-66
bindtime = -1
sprpriority = 0
supermovetime = 30

[State 3400,15]
type = SuperPause             ;超级暂停
trigger1 = Time = 0
movetime = 30
time = 30
anim = -1

[State 3040, 7]
type = EnvColor
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 32
value = 0,0,0
under = 2

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 1
value = s9,0

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 1
value = 99,10

[State 2000, 6];
type = PlaySnd
trigger1 = animelem = 10
value = 1300,2

[state a]
type = posadd
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 6
trigger5 = animelem = 7
trigger6 = animelem = 8
trigger7 = animelem = 9
trigger8 = animelem = 10
x = 8

[state a]
type = posadd
trigger1 = animelem = 9
x = 16

[State 2]
type = HitDef
trigger1 = animelem = 13
attr = S, HA
animtype  = hard
priority = 7, Hit
damage    = 75,15
hitflag = MAFD
getpower = 40,40
guardflag = MA
pausetime = 2,12
sparkno = s4025
sparkxy = -10,-82
hitsound   = s1,4
guard.sparkno = s4100
guardsound = s2,0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6,0
air.velocity = -6,-6.5
fall = 0
fall.recover = 0
palfx.time =89
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
fall.envshake.time = 13
fall.envshake.ampl = -5
fall.envshake.freq = 92
fall.envshake.phase = 92
ID = 1310
nochainid = 1310
p1stateno = 24010
kill = 0

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


;----------------------------------------------
[Statedef 24010]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 8
anim = 24010            ;收手而立
ctrl = 0

[State 2000, 6]
type = PlaySnd
trigger1 = time = 10
value = 191,1

[State 00]
type = BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 5
mul = 0,0,0
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
trigger2 = time = 153
trigger3 = time = 218
;persistent = 0
ignorehitpause = 1
time = 5;29
value = 248,248,248
under = 2

[state a]
type = velset
trigger1 = pos x < -70
trigger1 = facing = 1
x = 7

[state a]
type = velset
trigger1 = pos x > -56
trigger1 = facing = 1
x = -7

[state a]
type = velset
trigger1 = pos x >= -70 && pos x <= -56
trigger1 = facing = 1
x = 0


[state a]
type = velset
trigger1 = pos x > 70
trigger1 = facing = -1
x = 7

[state a]
type = velset
trigger1 = pos x < 56
trigger1 = facing = -1
x = -7

[state a]
type = velset
trigger1 = pos x <= 70 && pos x >= 56
trigger1 = facing = -1
x = 0

[state a]
type = Helper
trigger1 = animelem = 6
id = 24100
name = "iori"
sprpriority = 2
pos = -200,0
postype = p1
stateno = 24100
helpertype = normal
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
trigger1 = animelem = 4
id = 24200
name = "iori"
sprpriority = 2
pos = -200,0
postype = p2
stateno = 24200
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 801, 2]
type = Targetstate
trigger1 = time = 98
trigger2 = time = 104
trigger3 = time = 111
value = 24510

[State 801, 2]
type = Targetstate
trigger1 = time = 89
trigger2 = time = 105
trigger3 = time = 134
value = 24520

[State 801, 2]
type = Targetstate
trigger1 = time = 153
value = 24530

[State 801, 2]
type = Targetstate
trigger1 = time = 218
value = 24540

[state a]
type = targetlifeadd
trigger1 = time = 88
trigger2 = time = 97
trigger3 = time = 103
trigger4 = time = 104
trigger5 = time = 110
trigger6 = time = 133
trigger7 = time = 152
trigger8 = time = 219
value = -25
kill = 0


[State 801, 2]
type = TargetBind
trigger1 = animelem = 8,<=0
pos = 36,0

[State 801, 2]
type = Targetstate
trigger1 = animelem = 2
value = 24500

[state a]
type = changestate
trigger1 = time = 249
value = 24020

;----------------------------------------------
[Statedef 24020]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 8
anim = 24020           ;转身蓄力
ctrl = 0

[State 00]
type = BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 5
mul = 0,0,0;var(7),var(7),var(7)
under = 2

[State 1000, 5]
type = Explod
trigger1 = animelem = 8
anim = 8181                  ;地火
ID = 2110
sprpriority = 4
postype = p1
pos = 43,15
bindtime = 1
supermove = 1
removetime = -1
under = 0
ownpal = 1
 
[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 7
value = 99,8

[State 2000, 6]
type = PlaySnd
trigger1 = time = 95
value = 99,10

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 8
value = 4001,2

[state a]
type = targetlifeadd
trigger1 = time >= 16
value = -1
kill = 0

[state a]
type = changestate
trigger1 = time = 140
value = 24030

;---------------------------------------------
[Statedef 24030]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 8
anim = 24030              ;出拳
sprpriority = 1
ctrl = 0

[state a]
type = varset
trigger1 = win
v = 11
value = 1

[state a]
type = null;varset
trigger1 = animelem = 14
v = 4
value = 50

[state a]
type = posadd
trigger1 = animelem = 8
trigger2 = animelem = 9
trigger3 = animelem = 10
trigger4 = animelem = 12
trigger5 = animelem = 13
trigger6 = animelem = 14
x = 4

[state a]
type = posadd
trigger1 = animtime = 0
x = 16

[State 00]
type = BGPalfx
trigger1 = animelem = 19,<=2;animelem = 10,<=2
ignorehitpause = 1
time = 5
mul = 0,0,0;var(7),var(7),var(7)
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 10
;persistent = 0
ignorehitpause = 1
time = 10;29
value = 248,248,248
under = 2



[state a]
type = removeexplod
trigger1 = time = 0
ID = 2110




[State 1000, 5];敋敪
type = Explod
trigger1 = animelem = 10
anim = 8192                 ;大爆炸
sprpriority = 4
postype = p1
pos = 100, -105
bindtime = 1
supermove = 1
under = 0
ownpal = 1



[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 1
value = 1200,1

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 10
value = 4000,2

[State 801, 2]
type = Targetstate
trigger1 = animelem = 11
value = 2455

[state a]
type = targetlifeadd
trigger1 = animelem = 11
value = -100

[state a]
type = changestate
trigger1 = animtime = 0
value = 24040

;---------------------------------------------
[Statedef 24040]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 8
anim = 24040              ;收工POSS
ctrl = 0

[State 2000, 6]
type = PlaySnd
trigger1 = animelemtime(5) = 15
value = 195,0



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

;-------------------------------------------------------------------------
;(HELPER)
[Statedef 24100]
type    = A
movetype= A
sprpriority = -1
physics = N
velset = 8,0
anim = 24100
ctrl = 0

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 1
value = 5,1

[State 2]
type = changestate
trigger1 = time = 23
value = 24110


;---------------------------------------------------------------------------
;(HELPER)
[Statedef 24110]
type    = A
movetype= A
sprpriority = -1
physics = N
velset = 0,0
anim = 24110                ;八神出来站立
ctrl = 0

[State 2]
type = changestate
trigger1 = time = 80
value = 24120

;---------------------------------------------------------------------------
;(HELPER)
[Statedef 24120]
type    = A
movetype= A
sprpriority = -1
physics = N
velset = 0,0
anim = 24120                 ;转过面来飞抓
ctrl = 0

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 2
value = 99,11

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 11
value = 3,2

[state a]
type = posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
trigger4 = animelem = 12
trigger5 = animelem = 13
x = 8

[state a]
type = velset
trigger1 = animelem = 13
x = 3
y = -3

[state a]
type = veladd
trigger1 = animelem = 13,>=0
y = 0.4

[State 821, 3] 
type = changeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 24130


;---------------------------------------------------------------------------
;(HELPER)
[Statedef 24130]
type    = A
movetype= A
sprpriority = 1
physics = N
velset = 0,0
anim = 24130                       ;摁地抓举
ctrl = 0 

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 2
value = 1,4

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 11
value = 99,12

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 2
time = 15
ampl = -12
freq = 95
phase = 95

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 8175              ;蓝色地面闪光
sprpriority = 4
postype = p1
pos = 10,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[state a]
type = Helper
trigger1 = animelem = 11
id = 24600
name = "hibasira"
sprpriority = 2
pos = 50,-5
postype = p1
stateno = 24610
helpertype = normal
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
trigger1 = animelem = 11
id = 24600
name = "hibasira"
sprpriority = 2
pos = -80,0
postype = p1
stateno = 24640
helpertype = normal
keyctrl = 0 
ownpal = 1

[state a]
type = posset
trigger1 = time = 0
y = 0

[State 2]
type = changestate
trigger1 = time = 190
value = 24140

;---------------------------------------------------------------------------
;(HELPER)
[Statedef 24610]
type    = A
movetype= A
sprpriority = 2
physics = N
velset = 0,0
anim = 24610                 ;火柱
ctrl = 0 

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 170,255;306-(var(8)), (var(8))

[State 2]
type = changeanim
trigger1 = time = 144
value = 24620                  ;火柱炸

[state a]
type = destroyself
trigger1 = animtime = 0
trigger1 = anim = 24620

;-------------------------------------------------------------
;(HELPER)
[Statedef 24140]
type    = A
movetype= A
sprpriority = -1
physics = N
velset = 0,0
anim = 24140              ;八神抓放
ctrl = 0

[state a]
type = posadd
trigger1 = animelem = 6
trigger2 = animelem = 7
trigger3 = animtime = 0
x = 8;-12

[State 2]
type = changestate
trigger1 = animtime = 0
trigger1 = root,var(11) = 1
value = 24160

[State 2]
type = changestate
trigger1 = animtime = 0
value = 24170

;---------------------------------------------------------------------------
;(HELPER)
[Statedef 24170]
type    = A
movetype= A
sprpriority = 0
physics = N
velset = 0,0
anim = 24170              ;八神笑
ctrl = 0

[state a]
type = posset
trigger1 = time = 0
y = 0

[State 2]
type = null;changestate
trigger1 = animtime = 0
value = 24320

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 4
value = 99,13

[State 2]
type = changestate
trigger1 = animtime = 0
value = 24150

;---------------------------------------------------------------------------
;(HELPER)
[Statedef 24150]
type    = A
movetype= A
sprpriority = 0
physics = N
velset = 0,0
anim = 24150                   ;八神跳走
ctrl = 0

[state a]
type = velset
trigger1 = animelem = 3
x = -8
y = -9

[state a]
type = veladd
trigger1 = animelem = 3,>=0
y = 0.4

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 3
value = 5,1

[State 2]
type = destroyself
trigger1 = time = 100

;---------------------------------------------------------------------------
;(HELPER)
[Statedef 24160]
type    = A
movetype= A
sprpriority = 0
physics = N
velset = 0,0
anim = 24160               ;胜利POS
ctrl = 0

[state a]
type = posset
trigger1 = time = 0
y = 0

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 8
value = 99,14

[State 2]
type = null;changestate
trigger1 = animtime = 0
value = 24320


;---------------------------------------------------------------------------
;(HELPER)
[Statedef 24200]
type    = A
movetype= A
sprpriority = 2
physics = N
velset = 8,0
anim = 24200               ;冲出神乐
ctrl = 0

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 1
value = 3,2

[State 2]
type = changestate
trigger1 = time = 13
value = 24210

;---------------------------------------------------------------------------
;(HELPER)
[Statedef 24210]
type    = A
movetype= A
sprpriority = -1
physics = N
velset = 0,0
anim = 24210                 ;神乐攻击1
ctrl = 0

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 2
value = 99,15

[state a]
type = Helper
trigger1 = time = 35
id = 24220
name = "kougeki"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 24220
helpertype = normal
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
trigger1 = time = 35
id = 24230
name = "kougeki"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 24230
helpertype = normal
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
trigger1 = time = 50
id = 24240
name = "kougeki"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 24240
helpertype = normal
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
trigger1 = time = 55
id = 24250
name = "kougeki"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 24250
helpertype = normal
keyctrl = 0 
ownpal = 1

[state a]
type = Helper
trigger1 = time = 45
id = 24260
name = "kougeki"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 24260
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 2]
type = changestate
trigger1 = time = 56
value = 24270

;---------------------------------------------------------------------------
;(HELPER)
[Statedef 24270]
type    = A
movetype= A
sprpriority = 0
physics = N
velset = 0,0
anim = 24270              ;神乐最后一击
ctrl = 0

[state a]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 5
trigger5 = animelem = 6
x = -6

[state a]
type = velset
trigger1 = animelem = 13
x = 13.5

[state a]
type = veladd
trigger1 = vel x > 0
x = -0.5

[state a]
type = velset
trigger1 = vel x <= 0
x = 0

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 1
value = 99,16

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 15
value = 99,17

[State 2000, 6]
type = PlaySnd
trigger1 = animelemtime(13) = 2
value = 1,4

[State 1000, 5]
type = Explod
trigger1 = animelem = 13
anim = 8185                   ;最后一击闪光
sprpriority = 4
postype = p1
pos = 10,-61
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelemtime(13) = 2
anim = 4020                 ;击中火花
sprpriority = 4
postype = p1
pos = 33,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[state a]
type = turn
trigger1 = animtime = 0

[State 2]
type = changestate
trigger1 = animtime = 0
value = 24280

;-------------------------------------------------------------------------
;(HELPER)
[Statedef 24640]
type    = A
movetype= A
sprpriority = 2
physics = N
velset = 0,0
anim = 24640               ;红火柱
ctrl = 0 

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 170,255;306-(var(8)), (var(8))

[State 2]
type = changeanim
trigger1 = time = 144
value = 24650

[state a]
type = destroyself
trigger1 = animtime = 0
trigger1 = anim = 24650

;---------------------------------------
;(HELPER)
[Statedef 24650]
type    = A
movetype= A
sprpriority = 2
physics = N
velset = 0,0
anim = 24650                ;火柱爆炸消失
ctrl = 0 

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 170,255;306-(var(8)), (var(8))

[State 2]
type = changeanim
trigger1 = time = 144
value = 24650            ;火柱爆炸消失

[state a]
type = destroyself
trigger1 = animtime = 0
trigger1 = anim = 24650


;----------------------------
;(HELPER)
[Statedef 24280]
type    = A
movetype= A
sprpriority = 0
physics = N
velset = 0,0
anim = 24280             ;神乐祈祷划圈
ctrl = 0

[State 2]
type = changestate
trigger1 = time = 144
value = 24290

;---------------------------------------------------------------------------
;(HELPER)
[Statedef 24290]
type    = A
movetype= A
sprpriority = 0
physics = N
velset = 0,0
anim = 24290          ;划圈结束
ctrl = 0

[State 2]
type = changestate
trigger1 = animtime = 0
trigger1 = root,var(11) = 1
value = 24310

[State 2]
type = changestate
trigger1 = animtime = 0
value = 24300

;---------------------------------------------------------------------------
;(HELPER)
[Statedef 24300]
type    = A
movetype= A
sprpriority = 0
physics = N
velset = 0,0
anim = 24300               ;收工POS
ctrl = 0

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 17
value = 99,18

[State 2]
type = changestate
trigger1 = animtime = 0
value = 24320

;---------------------------------------------------------------------------
;(HELPER)
[Statedef 24310]
type    = A
movetype= A
sprpriority = 0
physics = N
velset = 0,0
anim = 24310                        ;胜利画面
ctrl = 0

[state a]
type = posset
trigger1 = time = 0
y = 0

[State 2]
type = null;changestate
trigger1 = animtime = 0
value = 24320

;---------------------------------------------------------------------------
;(HELPER)
[Statedef 24320]
type    = A
movetype= A
sprpriority = 0
physics = N
velset = 0,0
anim = 24320                  ;神乐跳走
ctrl = 0

[state a]
type = velset
trigger1 = animelem = 3
x = -8
y = -9

[state a]
type = veladd
trigger1 = animelem = 3,>=0
y = 0.4

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 3
value = 3,2

[State 2]
type = destroyself
trigger1 = time = 100

;---------------------------------------------------------------------------
;(HELPER)
[Statedef 24220]
type    = A
movetype= A
sprpriority = 2
physics = N
velset = 6,0
anim = 24220              ;神乐攻击2
ctrl = 0

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 6
value = 1,3

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 1
value = 99,19

[State 1000, 5]
type = Explod
trigger1 = animelem = 6
anim = 4020                  ;打击火花
sprpriority = 4
postype = p1
pos = 10,-58
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 306-(var(8)), (var(8))

[state a]
type = varadd
trigger1 = 1;animelem = 4,>=0
v = 8
value = 12

[State 2]
type = destroyself
trigger1 = time = 20

;---------------------------------------------------------------------------
;(HELPER)
[Statedef 24230]
type    = A
movetype= A
sprpriority = 2
physics = N
velset = 1,0
anim = 24230             ;神乐攻击3
ctrl = 0

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 14
value = 1,3

[State 1000, 5]
type = Explod
trigger1 = animelem = 14
anim = 4000              ;打击火花
sprpriority = 4
postype = p1
pos = 10,-35
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[state a]
type = velset
trigger1 = animelem = 10
x = 0

[state a]
type = posadd
trigger1 = animelem = 12
trigger2 = animelem = 14
x = 8

[state a]
type = posadd
trigger1 = animelem = 13
x = 16

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 306-(var(8)), (var(8))

[state a]
type = varadd
trigger1 = animelem = 10,>=0
v = 8
value = 12

[State 2]
type = destroyself
trigger1 = animelemtime(15) = 10


;---------------------------------------------------------------------------
;(HELPER)
[Statedef 24240]
type    = A
movetype= A
sprpriority = 2
physics = N
velset = 8,0
anim = 24240                 ;神乐攻击4
ctrl = 0

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 5
value = 1,3

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 4010                    ;打击火花
sprpriority = 4
postype = p1
pos = 65,-62
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 5
anim = 4000                       ;打击火花
sprpriority = 4
postype = p1
pos = 38,-87
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[state a]
type = veladd
trigger1 = vel x > 0
x = -0.5

[state a]
type = velset
trigger1 = vel x <= 0
x = 0

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 306-(var(8)), (var(8))

[state a]
type = varadd
trigger1 = 1;animelem = 4,>=0
v = 8
value = 12

[State 2]
type = destroyself
trigger1 = time = 20

;---------------------------------------------------------------------------
;(HELPER)
[Statedef 24250]
type    = A
movetype= A
sprpriority = 2
physics = N
velset = 2,-7
anim = 24250               ;神乐攻击5
ctrl = 0

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 5
value = 1,3

[State 1000, 5]
type = Explod
trigger1 = animelem = 5
anim = 4010                        ;打击火花
sprpriority = 4
postype = p1
pos = 35,-47
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[state a]
type = veladd
trigger1 = 1
y = 0.4

[state a]
type = veladd
trigger1 = animelem = 4
x = 0.2

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 306-(var(8)), (var(8))

[state a]
type = varadd
trigger1 = animelem = 4,>=0
v = 8
value = 12

[State 2]
type = destroyself
trigger1 = animelemtime(6) = 10

;---------------------------------------------------------------------------
;(HELPER)
[Statedef 24260]
type    = A
movetype= A
sprpriority = 2
physics = N
velset = 1,0
anim = 24260                   ;神乐攻击6
ctrl = 0

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 16
value = 1,3

[State 1000, 5]
type = Explod
trigger1 = animelem = 16
anim = 4020                  ;打击火花
sprpriority = 4
postype = p1
pos = 37,-23
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[state a]
type = velset
trigger1 = animelem = 10
x = 0

[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 306-(var(8)), (var(8))

[state a]
type = varadd
trigger1 = animelem = 14,>=0
v = 8
value = 12

[State 2]
type = destroyself
trigger1 = animelemtime(18) = 10


;----------------------------------------------
;(ENNEMY)
[Statedef 24500]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 700, 2]
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 24500               ;受打击1

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------------------------------------------------------------
;(ENNEMY)
[Statedef 24510]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 700, 2]
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 24510             ;受打击2

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------------------------------------------------------------
;(ENNEMY)
[Statedef 24520]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 700, 2]
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 24520             ;受打击3

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------------------------------------------------------------
;(ENEMY)
[Statedef 24530]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[state a]
type = poweradd
trigger1 = time = 0
value = -1000

[State 700, 2]
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 24530               ;受打击3

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[state a]
type = velset
trigger1 = time = 0
x = -1
y = -14

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

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

;---------------------------------------------------------------------------
;(ENNEMY)
[Statedef 24540]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -2


[State 821, 1]
type = palfx
trigger1 = animelem = 7
trigger2 = animtime = 0
time =12
mul = 208,128,255
sinadd = 40,40,80,18
add = 30,20,70
color = 256


[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = posadd
trigger1 = animelem = 4
x = -7
y = -15

[state a]
type = posadd
trigger1 = animelem = 5
x = -12
y = -35

[state a]
type = posadd
trigger1 = animelem = 6
x = -10
y = -20

[state a]
type = posadd
trigger1 = animelem = 7
x = -10
y = -10

[state a]
type = posadd
trigger1 = animelem = 8
x = 15
y = -35

[State 700, 2]
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 24540                 ;受打击4

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------------------------------------------------------------
;(ENEMY)
[Statedef 2455]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 0

[State 821, 1]
type = palfx
trigger1 = time = 0
time =125
mul = 240,200,100
sinadd = 63,65,68,18
add = 230,180,124
color = 256

[State 700, 2]
type = NotHitBy
trigger1 = 1
value = SCA

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

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

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 15
trigger1 = animexist(5061) = 1
value = 5061

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 15
trigger1 = animexist(5062) = 1
value = 5062

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[state a]
type = velset
trigger1 = time = 0
x = -0.2
y = -18

[State 821, 1] 
type = VelAdd
Trigger1 = 1
y = .3

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










[Statedef 22000]
type = S
movetype = A
physics = S
anim = 22000
poweradd = -1000
velset = 0
juggle = 10
ctrl = 0

[State 2101, var]
type = VarSet
trigger1 = time = 0
var(14) = 0

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

[State 3000, hehe!]
type = NotHitBy
trigger1 = time < 50
value = SCA

[State 2100, bg]
type = assertspecial
trigger1 = time = [0,30]
flag = nobg
flag2 = nofg
flag3 = nobardisplay


[State 1100, 1]
type = Explod
trigger1 = AnimElem = 1
anim = 7010
ID = 1000
postype = p1
pos = 20,-110
bindtime = -1
sprpriority = 9
supermovetime = 30
ownpal = 1
removeongethit = 1

[State 1100, 1]
type = Explod
trigger1 = AnimElem = 1
anim = 7000
ID = 1000
postype = p1
pos = 20,-110
bindtime = -1
sprpriority = 0
supermovetime = 30

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 1
value = s9,0

[State 3400,15]
type = SuperPause             ;超级暂停
trigger1 = Time = 0
movetime = 40
time = 40
anim = -1

[State 3040, 7]
type = EnvColor
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 32
value = 0,0,0
under = 2



[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 22010

[Statedef 22010]
type = S
movetype = A
physics = S
anim = 2201
velset = 0
ctrl = 0

[State -3, Jumping Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,1

[State 1201, pos]
type = PosAdd
trigger1 = 1
x = 8.5

[State 220, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 20,10
animtype = medium
hitflag = MAFD
guardflag = MA
sparkno = s4020
guard.sparkno = s4100
sparkxy = -15,-40
hitsound = S5,7
guardsound = s2,0
pausetime = 0,0
getpower = 0
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = 0
air.velocity = -3,-4
snap = 40,0,0
p2stateno = 22110
kill = 0

[State 200, 3]
type = ChangeState
trigger1 = movehit
value = 22030
ignorehitpause

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = moveguarded
value = 22020
ignorehitpause

[Statedef 22020]
type = S
movetype = A
physics = S
anim = 2202
velset = 0
ctrl = 0

[State 1201, pos]
type = PosAdd
trigger1 = time = [1,2]
x = 4

[State 1201, pos]
type = PosAdd
trigger1 = time = 3
x = 3

[State 1201, pos]
type = PosAdd
trigger1 = time = [4,7]
x = 2

[State 1201, pos]
type = PosAdd
trigger1 = time = 8
trigger2 = time = [10,11]
x = 1

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 22030]
type = S
movetype = A
physics = S
anim = 2203
velset = 0
ctrl = 0

[State 3005, width]
type = width
trigger1 = 1
edge = 50

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1400,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 14
value = 1400,1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 25
value = 1400,2



[State 220, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
damage = 20,10
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = s4000
guard.sparkno = s4100
sparkxy = -30,-60
hitsound = S5,8
guardsound = s2,0
pausetime = 0,0
getpower = 0
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = 0
air.velocity = -3,-4
snap = 40,0,0
p2stateno = 22100
kill = 0

[State 220, 2]
type = HitDef
trigger1 = animelem = 11
trigger2 = animelem = 28
attr = S, NA
damage = 20,10
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = s4010
guard.sparkno = s4100
sparkxy = -30,-60
hitsound = S5,8
guardsound = s2,0
pausetime = 0,0
getpower = 0
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = 0
air.velocity = -3,-4
snap = 40,0,0
p2stateno = 22100
kill = 0


[State 220, 2]
type = HitDef
trigger1 = animelem = 7
attr = S, NA
damage = 20,10
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = s4010
guard.sparkno = s4100
sparkxy = -25,-83
hitsound = S5,7
guardsound = s2,0
pausetime = 0,0
ground.hittime = 17
getpower = 0
ground.type = low
ground.slidetime = 17
ground.velocity = 0
air.velocity = -3,-4
snap = 40,0,0
p2stateno = 22110
kill = 0

[State 220, 2]
type = HitDef
trigger1 = animelem = 17
trigger2 = animelem = 24
trigger3 = animelem = 36
attr = S, NA
damage = 20,10
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = s4020
guard.sparkno = s4100
sparkxy = -35,-80
hitsound = S5,7
guardsound = s2,0
pausetime = 0,0
ground.hittime = 17
ground.type = low
getpower = 0
ground.slidetime = 17
ground.velocity = 0
air.velocity = -3,-4
snap = 40,0,0
p2stateno = 22110
kill = 0


[State 220, 2]
type = HitDef
trigger1 = animelem = 41
attr = S, NA
damage = 0
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = -1
guard.sparkno = -1
sparkxy = -22,-35
hitsound = -1
guardsound = -1
pausetime = 0,0
ground.hittime = 17
ground.type = low
getpower = 0
ground.slidetime = 17
ground.velocity = 0
air.velocity = -3,-4
numhits = 0
snap = 40,0,0
p1stateno = 22040
p2stateno = 22120
kill = 0


[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 22040

[Statedef 22040]
type = S
movetype = A
physics = S
anim = 2204
velset = 0
ctrl = 0
sprpriority = 2





[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1200,1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1,6

[State 197, quake]
type = EnvShake
trigger1 = AnimElem = 9
time = 22
ampl = 4
freq = 70

[State 1100, 1]
type = Explod
trigger1 = AnimElem = 9
anim = 8192
ID = 4090
postype = p1
pos = 55,-100
bindtime = 1
sprpriority = 3
supermovetime = 30
ownpal = 1



[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 9
value = 4000,2



[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 22100]
type = S
movetype = H
physics = S
ctrl = 0
velset = 0,0
facep2 = 1

[state 2210, pos]
type = PosSet
trigger1 = 1
y = 0

[State 2210, anim]
type = ChangeAnim2
trigger1 = time = 0
value = 22100

[State 2210, state]
type = SelfState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 22110]
type = S
movetype = H
physics = S
ctrl = 0
velset = 0,0
facep2 = 1

[state 2210, pos]
type = PosSet
trigger1 = 1
y = 0

[State 2210, anim]
type = ChangeAnim2
trigger1 = time = 0
value = 2211

[State 2210, state]
type = SelfState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 22120]
type = S
movetype = H
physics = S
ctrl = 0
velset = 0,0
facep2 = 1
sprpriority = 0

[state 2210, pos]
type = PosSet
trigger1 = 1
y = 0

[State 2210, anim]
type = ChangeAnim2
trigger1 = time = 0
value = 2212

[State 2210, state]
type = ChangeState
trigger1 = animtime = 0
value = 22130

[Statedef 22130]
type = A
movetype = H
physics = N
velset = -4,-8

[State 1227, life]
type = LifeAdd
trigger1 = time = 0
value = -200

[State 1227, pal]
type = PalFx
trigger1 = time = 0
time = 60
add = 100,-30,-120
sinadd = 40,30,0,10
color = 0
invertall = 1

[State 865, 2]
type = VelAdd
trigger1 = 1
y = .5

[State 865, 3]
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 865, 4]
type = ChangeAnim
trigger1 = Time = 10
value = 5050

[State 865, 5]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100













[Statedef 3600]
type = S
movetype = A
physics = S
anim = 3600
poweradd = -1000
velset = 0
ctrl = 0


[State 1100, 1]
type = Explod
trigger1 = AnimElem = 1
anim = 7010
ID = 1000
postype = p1
pos = 2,-62
bindtime = -1
sprpriority = 9
supermovetime = 30
ownpal = 1
removeongethit = 1

[State 1100, 1]
type = Explod
trigger1 = AnimElem = 1
anim = 7000
ID = 1000
postype = p1
pos = 2,-62
bindtime = -1
sprpriority = 0
supermovetime = 30

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 1
value = s9,0

[State 3700,Turn]
type = Turn
trigger1 = time = 0 && P2Dist X < -30

[State 2000, 2]
type = PlaySnd
trigger1 = Time = 1
value = 10,25

[State 2000, 15]
type = EnvColor
trigger1 = Time = 1
time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1300, 5]
type = Envcolor
trigger1 = Time = 5
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 26
under = 1
supermove = 1

[State 2300, 9]
type = SuperPause
trigger1 = Time = 1
time = 30
movetime = 30
darken = 0
anim = -1

[State 3500, 13]
type = AssertSpecial
trigger1 = Time = [1,30]
flag = Nofg
flag1 = noshadow
ignorehitpause = 1

[State 2300, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 39

[State 114, 1]
type = PlaySnd
trigger1 = MoveHit
value = 3,0
persistent = 0
ignorehitpause = 1
channel = 0

[State 114, 2]
type = PlaySnd
trigger1 = AnimElem = 8
value = 5,21

[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 13
movetype = I

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 3 | AnimElem = 4
x = 10

[State 114, 5]
type = HitDef
trigger1 = AnimElem = 10
attr = S, HA
animtype = Hard
damage = ifelse(P2movetype = A,140,100),10
hitflag = MAF
getpower  = 0
givepower = 20,20
guardflag = M
pausetime = 60,60
guard.pausetime = 25,25
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,1
guardsound = s2,1
ground.type = Low
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -9
air.velocity = -4,-4
air.hittime = 12
air.fall = 1
fall.recovertime = 30
palfx.time = 35
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0

[State 907, 0]
type = varset
trigger1 = movehit
var(3) = 75
persistent = 0
ignorehitpause = 1

[State 907, 0]
type = varset
trigger1 = AnimElem = 10,15
var(3) = 0
persistent = 0
ignorehitpause = 1

[State 114, 11]
type = PosAdd
trigger1 = AnimElem = 1
x = 15

[State 114, 12]
type = PosAdd
trigger1 = AnimElem = 3 || AnimElem = 4 || AnimElem = 4
x = 6

[State 1001, 5]
type = Projectile
trigger1 = AnimElem = 10
projanim = 1605
projshadow = 68,68,68
projremovetime = 29
offset = 70,-60
velocity = 0,0
postype = p1
;------------余影参数----------
AfterImage.time = -1
AfterImage.TimeGap = 1
AfterImage.FrameGap = 1
AfterImage.length = 13
AfterImage.paladd = 10,0,-50
AfterImage.PalBright = 10,-100,-120
AfterImage.trans = add
AfterImage.PalMul = 0.9,0.9,0.9
AfterImage.sprpriority = 15

[State 114, 17]
type = ChangeState
trigger1 = movehit  = 1
value = 36100

[State 2000, 15]
type = EnvColor
trigger1 = moveHit = 1
time = 1
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 2355, 10]
type = AssertSpecial
trigger1 = MoveHit
flag = NoFG
ignorehitpause = 1
persistent = 0

[State 1000, 4]
type = ChangeState
trigger1 = (var(2)!=0) && (animtime = 0)
value = var(2)
ctrl = 0

[State 114, 17]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------  愮昐擉廍敧幃丒搒柎姞傝[嬨彎]  ------
[Statedef 36100]
type = S
movetype = A
physics = S
anim = 3610
poweradd = 0

[State 2300, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 30

[State 114, 1]
type = PlaySnd
trigger1 = Time = 0
value = 10,29

[State 1000, 2]
type = Width
trigger1 = frontedgeDist < 80
trigger1 = AnimElem = 1, >= 0
value = 10,0

[State 1000, 2]
type = Width
trigger1 = frontedgeDist > 80
trigger1 = AnimElem = 1, >= 0
value = -10,0

[State 1005, 1]
type = PlaySnd
trigger1 = Time = 4
value = 0,4

[State 1005, 3]
type = PosAdd
trigger1 = AnimElem = 1
x = 6

[State 1005, 4]
type = PosAdd
trigger1 = AnimElem = 2 || AnimElem = 3 || AnimElem = 4 || AnimElem = 5 || AnimElem = 6 || AnimElem = 7 || AnimElem = 8 || AnimElem = 9
x = 8

[State 1001, 5]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1615
projshadow = 68,68,68
projremovetime = 31
offset = 55,-60
velocity = 0,0
postype = p1
;------------余影参数----------
AfterImage.time = -1
AfterImage.TimeGap = 1
AfterImage.FrameGap = 1
AfterImage.length = 13
AfterImage.paladd = 10,0,-50
AfterImage.PalBright = 10,-100,-120
AfterImage.trans = add
AfterImage.PalMul = 0.9,0.9,0.9
AfterImage.sprpriority = 15

[State 1005, 8]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
animtype = Hard
damage = ifelse(P2movetype = A,100,50),10
getpower  = 0
givepower = 20,20
guardflag = M
hitflag = MAF
pausetime = 10,11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,1
guardsound = s2,1
ground.slidetime = 30
ground.hittime = 17
ground.velocity = 0
guard.hittime = 30
guard.velocity = -13
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -19
p2stateno = ifelse(P2movetype = A,4820,4070)
palfx.time = 35
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0

[State 907, 0]
type = varset
trigger1 = movehit
var(3) = 75
persistent = 0
ignorehitpause = 1

[State 2000, 15]
type = EnvColor
trigger1 = moveHit = 1
time = 1
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 2355, 10]
type = AssertSpecial
trigger1 = MoveHit
flag = NoFG
ignorehitpause = 1
persistent = 0

[State 1006, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 36200

;------  愮昐擉廍敧幃丒搒柎姞傝[僼傿僯僢僔儏]  ------
[Statedef 36200]
type = S
movetype = A
physics = S
anim = 3620
poweradd = 0
ctrl = 0
velset = 0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 7
value = 10,15

[State 1000, 2]
type = Width
trigger1 = frontedgeDist < 50
trigger1 = animelem = 1, >= 0
value = 40,0

[State 1000, 2]
type = Width
trigger1 = animelem = 5, >= 0
value = 0,0

[State 1005, 4]
type = PosAdd
trigger1 = AnimElem = 1 || AnimElem = 2
x = 8

[State 1005, 4]
type = PosAdd
trigger1 = AnimElem = 3
x = 12

[State 1005, 4]
type = PosAdd
trigger1 = AnimElem = 4
x = 4

[State 1001, 5]
type = Projectile
trigger1 = AnimElem = 7
projanim = 1005
projshadow = 68,68,68
projremovetime = 26
offset = 0,0
velocity = 0,0
postype = p1
;------------余影参数----------
AfterImage.time = -1
AfterImage.TimeGap = 1
AfterImage.FrameGap = 1
AfterImage.length = 13
AfterImage.paladd = 10,0,-50
AfterImage.PalBright = 10,-100,-120
AfterImage.trans = add
AfterImage.PalMul = 0.9,0.9,0.9
AfterImage.sprpriority = 15

[State 620, 2]
type = PlaySnd
trigger1 = AnimElem = 7
value = 12,5

[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 7,4
movetype = I

[State 1505, 5]
type = Projectile
trigger1 = AnimElem = 7
projID = 100
attr = S, SP
projanim = 3305
projshadow = 68,68,68
projremovetime = 58
projmiSStime = 58
projhitS = 25
offset = 70,0
velocity = 0,0
hitflag = MAF
damage = ifelse(P2movetype = A,140,100),10
getpower  = 0
givepower = 20,20
animtype = Hard
guardflag = M
pausetime = 1,12
sparkno = -1
guard.sparkno = -1
sparkxy = 0,-60
hitsound   = S4,7
guardsound = S4,9
ground.type = high
ground.slidetime = 30
ground.hittime = 17
ground.velocity = 0
guard.hittime = 30
guard.velocity = -13
p2stateno = ifelse(P2movetype = A,4820,4065)
;------------余影参数----------
AfterImage.time = -1
AfterImage.TimeGap = 1
AfterImage.FrameGap = 1
AfterImage.length = 13
AfterImage.paladd = 10,0,-50
AfterImage.PalBright = 10,-100,-120
AfterImage.trans = add
AfterImage.PalMul = 0.9,0.9,0.9
AfterImage.sprpriority = 15
palfx.time = 90
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0

[State 2100, 3]
type = Explod
trigger1 = ProjHit = 1
anim = 4020
pos = -15,-60
postype = p2
sprpriority = 10
supermove = 1
bindtime = 1
facing = -1
persistent = 0
ignorehitpause = 1

[State 2100, 3]
type = Explod
trigger1 = Projguarded = 1
anim = 4120
pos = -15,-60
postype = p2
sprpriority = 10
supermove = 1
bindtime = 1
facing = -1
persistent = 0
ignorehitpause = 1

[State 2000, 15]
type = EnvColor
trigger1 = ProjHit = 1, 0
time = 1
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 2355, 10]
type = AssertSpecial
trigger1 = ProjHit = 1, 0
flag = NoFG
ignorehitpause = 1
persistent = 0

[State 1000, 4]
type = ChangeState
trigger1 = (var(2)!=0) && (animtime = 0)
value = var(2)
ctrl = 0

[State 1025, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1











[Statedef 3400]
type = S
movetype = I
physics = S
anim = 3400                    ;启动
velset = 0,0
poweradd = -1000
ctrl = 0

[State 3700,Turn]
type = Turn
trigger1 = time = 0 && P2Dist X < 0

[State 3000, 无敌]
type = HitBy
trigger1 = time = 0
value = SCA, NT, ST
time = 36

[State 2300, 4]
type = PlaySnd
trigger1 = Time = 15
value = S99,52
volume = 200

[State 3400,12]
type = Explod
trigger1 = Time = 1
anim = 9500                  ;大闪光
pos = 45,-89
postype = P1
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1

[State 3400,13]
type = Explod
trigger1 = Time = 1
anim = 9550                   ;小闪光
ID = 9550
pos = 45,-89
postype = P1
sprpriority = 2
supermove = 1
ownpal = 1
bindtime = -1

[State 3400,15]
type = SuperPause             ;超级暂停
trigger1 = Time = 0
movetime = 30
time = 30
anim = -1

[State 3040, 7]
type = EnvColor
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 32
value = 0,0,0
under = 2

[State 3500, 13]
type = AssertSpecial
trigger1 = Time = [0,29]
flag = Nofg
flag1 = noshadow
ignorehitpause = 1

[State 2300, 4]
type = PlaySnd
trigger1 = Time = 0
value = 20,0
volume = 200

[State 1000, 2]
type = PlaySnd
trigger1 = Time = 1
value = 400,0
channel = 0

[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = A

[State 114, 4]
type = HitDef
trigger1 = P2Stateno != [130,155]
trigger1 = P2Stateno != 40
triggerall = AnimElem = 4
attr = S, ST
animtype = Hard
damage = 0,0
hitflag = M
getpower  = 0
pausetime = 0,0
sparkno = -1
sparkxy = 5,-80
hitsound = S7,1
p1stateno = 3410
p2stateno = 3490
numhits = 0
ground.velocity = -1.2,-15
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 1002, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------
[Statedef 3490]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 1360, Turn]
type = Turn
trigger1 = time = 0
trigger1 = p2dist x<-20

[State 1520, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = -1

[State 1320, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 3490                ;被抓住

;------ --------------------- ------
[Statedef 3410]
type = S
movetype = I
physics = S
anim = 3410                    ;抓在手上炸
velset = 0,0
ctrl = 0

[State 1100,PosFreeze]
type = PosFreeze
trigger1 = 1

[State 1000, 2]
type = Width
trigger1 = AnimElem = 1
value = 40,0

[State 1100, 6]
type = AfterImage
trigger1 = AnimElem = 1
time = 100
length = 15
framegap = 5
PalBright   = 0,0,0
PalContrast = 255,255,255
PalMul      = .8,.8,.8

[State 2200, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1

[State 855, Bind2]
type = TargetBind
trigger1 = animelem = 1, >= 0
pos = 40,0

[State 183, 3]
type = EnvShake
trigger1 = AnimElem = 5,1
ignorehitpause = 1
freq = 120
ampl = 6
phase = 120
time = 20

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 4000,2

[State 2200, 4]
type = Explod
trigger1 = time = 0
anim = F2                ;抓住火花
pos = 37,-80
postype = p1
supermove = 1
sprpriority = 1
bindtime = 1

[State 2200, 4]
type = Explod
trigger1 = AnimElem = 5
anim = 8192              ;大爆炸
pos = -30,-10
postype = p2
supermove = 1
sprpriority = 3
bindtime = 1

[State 903, 11]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = -100
kill = 0

[State 1002, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 3420

;------  ---------------  ------
[Statedef 3420]
type = S
movetype = A
physics = S
anim = 3450                   ;转身蓄力
poweradd = 0
velset = 0
ctrl = 0

[State 4000, 2]
type = targetstate
trigger1 = AnimElem = 1
value = 3495

[State 2200, 3]
type = PlaySnd
trigger1 = !time = 0
value = 99,9
channel = 0

[State 2105, 8]
type = ChangeState
trigger1 = AnimElem = 7,2
value = 3421
;----------------------------------------

[Statedef 3495]
type    = S
movetype= H
physics = S
ctrl = 0
Velset = 0,0

[State 1520, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 1

[State 9000, 1]
type = PalFX
trigger1 = GameTime % 9999
time = 1
add = 80,-40,-140
mul = 256,256,256
sinadd = 100,100,100,15
invertall = 1
color = 0

[State 1313, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1313, 2]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1105, 3]
type = Changeanim2
trigger1 = time = 1
value = 3495                   ;被炸

[State 325, 0]
type = velset
trigger1 = time = 12
x = -0

[State 1055, 5]
type = ChangeAnim
Trigger1 = Time = 31
value = 0
ctrl = 1

[State 1055, 5]
type = SelfState
Trigger1 = Time = 31
value = 0
Ctrl = 1

;------  -------------------  ------
[Statedef 3421]
type = S
movetype = A
physics = S
anim = 3421                 ;转身一拳
ctrl = 0

[State 2200, 3]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 4000,0

[State 2110, 3]
type = PosAdd
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
x = 10

[State 2110, 3]
type = PosAdd
trigger1 = AnimElem = 10
x = 5

[State 2110, 3]
type = PosAdd
trigger1 = Animtime = 0
x = 5

[State 201, 2]
type = PlaySnd
trigger1 = MoveHit
value = 4001,1
ignorehitpause = 1
persistent = 0

[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 11
movetype = I

[State 1105, 4]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
animtype = Hard
damage = ifelse(P2movetype = A,100,100),10
getpower  = 0,0
givepower = 20,20
guardflag = M
pausetime = 25,25
guard.pausetime = 20,20
sparkno = 3
guard.sparkno = 40
sparkxy = 0,-80
hitsound = S5,4
guardsound = S6,0
envshake.time = 20
envshake.freq = 150
envshake.ampl = 5
envshake.phase = 150
ground.slidetime = 30
ground.hittime = 17
ground.velocity = 0
guard.hittime = 30
guard.velocity = -13
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -19
p2stateno = 3415

[State 114, 13]
type = Projectile
trigger1 = AnimElem = 9
projanim = 1605                  ;一拳火焰
projshadow = 68,68,68
offset = 66, -70
velocity = 0.000001,0
projremovetime = 30

[State 2110, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 3430

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

[Statedef 3415]
type = A
movetype = H
physics = N

[State 9000, 1]
type = PalFX
triggerall = 1
trigger1 = 1
time = 1
add = 224,88,0
color = 1

[State 800, 1]
type = HitBy
trigger1 = 1
value = SCA, HT
time = 1

[State 1280, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 1280, 2]
type = ChangeAnim
Trigger1 = Time >= 0
value = 5050

;------  ------------  ------
[Statedef 3430]
type = S
movetype = A
physics = N
anim = 3441              ;抓举炸

[State 3700,Turn]
type = Turn
trigger1 = time = 0 && P2Dist X < 0

[State 1270, 7]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HT
animtype = Hard
damage = 0,0
getpower  = 0,0
givepower = 20,20
pausetime = 1,1
guard.pausetime = 4,4
sparkno = -1
guard.sparkno = -1
snap = 60,-30
sparkxy = -15,-80
hitsound = S7,1
hitflag = MAFD
guardflag = M
guardsound = S4,10
p2facing = 1
p2stateno = 3445
ground.slidetime = 30
ground.hittime = 17
ground.velocity = 0
guard.hittime = 30
guard.velocity = -13
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -19

[State 1270, 7]
type = HitDef
trigger1 = !MoveContact && AnimElem = 10
attr = S, SA
animtype = Hard
damage = 0,0
getpower  = 0,0
givepower = 20,20
pausetime = 1,1
guard.pausetime = 4,4
sparkno = -1
guard.sparkno = -1
snap = 60,-30
sparkxy = -15,-80
hitsound = S7,1
hitflag = MAFD
guardflag = M
guardsound = S4,10
p2facing = 1
p2stateno = 3445
ground.slidetime = 30
ground.hittime = 17
ground.velocity = 0
guard.hittime = 30
guard.velocity = -13
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -19

[State 1120, 2]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
x = 3
[State 1120, 2]
type = PosAdd
trigger1 = AnimElem = 9
x = 10

[State 1000, 2]
type = Width
trigger1 = AnimElem = 4
trigger1 = frontedgeDist <= 40
value = 30,0

[State 1000, 2]
type = Width
trigger1 = AnimElem = 4
trigger1 = frontedgeDist > 40
value = 2,0

[State 1001, 3]
type = ChangeState
trigger1 = MoveHit
value = 3431

[State 1001, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 2
ctrl = 1
;---------------------------------
[Statedef 3445]
type = A
movetype = H
physics = N

[State 800, 1]
type = HitBy
trigger1 = 1
value = SCA, HT
time = 1

[State 1280, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 9000, 1]
type = PalFX
triggerall = 1
trigger1 = 1
time = 1
add = 224,88,0
color = 1

[State 1280, 2]
type = ChangeAnim
trigger1 = selfanimexist(1235)
Trigger1 = Time >= 0
value = 1235

[State 1280, 2]
type = ChangeAnim
trigger1 = !selfanimexist(1235)
Trigger1 = Time >= 0
value = 5012
;------  -----------------  ------
[Statedef 3431]
type = S
movetype = A
physics = S
anim = 3431                      ;举起

[State 4000, 2]
type = targetstate
trigger1 = time = 0
value = 3455

[State 1270, 9]
type = PlaySnd
trigger1 = AnimElem = 4
value = 4000,2

[State 4000, 2]
type = targetstate
trigger1 = AnimElem = 4,10
value = 34990

[State 183, 3]
type = EnvShake
trigger1 = AnimElem = 4
trigger2 = AnimElem = 4,3
trigger3 = AnimElem = 4,6
trigger4 = AnimElem = 4,9
trigger5 = AnimElem = 4,12
trigger6 = AnimElem = 4,15
trigger7 = AnimElem = 4,18
trigger8 = AnimElem = 4,21
ignorehitpause = 1
freq = 160
ampl = 7
phase = 160
time = 3

[State 2200, 4]
type = Explod
trigger1 = AnimElem = 4
anim = 8192
pos = 0,-60
postype = p2
supermove = 1
sprpriority = 3
bindtime = 1

[State 855, Bind2]
type = TargetBind
trigger1 = animelem = 1, >= 0
trigger1 = animelem = 2, < 0
pos = 30,-30

[State 855, Bind2]
type = TargetBind
trigger1 = animelem = 2, >= 0
trigger1 = animelem = 3, < 0
pos = 58,-30

[State 855, Bind2]
type = TargetBind
trigger1 = animelem = 3, >= 0
trigger1 = animelem = 4, < 0
pos = 58,-60

[State 114, 7]
type = Explod
trigger1 = AnimElem = 4
anim = 8192
ID = 8100
sprpriority = 5
postype = p1
pos = 65,-70
ignorehitpause = 1
supermove = 0
ownpal = 1

[State -2, 5]
type = Pause
trigger1 = winko = 0
trigger1 = time = [30,35]
trigger1 = timemod = 2,0
time = 1
movetime = 0

[State 903, 11]
type = TargetLifeAdd
trigger1 = AnimElem = 4
value = -150

[State 1270, 10]
type = ChangeState
trigger1 = AnimElem = 4,20
value = 3480

;----------------------------------
[Statedef 3455]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 9000, 1]
type = PalFX
triggerall = 1
trigger1 = 1
time = 1
add = 224,88,0
color = 1

[State 1100, 5]
type = PlayerPush
trigger1 = 1
value = 0

[State 1520, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1320, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 3455


[Statedef 34990]
type = A
movetype = H
physics = N
velset = 0,0

[State 9000, 1]
type = PalFX
triggerall = 1
trigger1 = 1
time = 1
add = 224,88,0
color = 1

[State 8145, 2]
type = ChangeAnim
Trigger1 = time = 0
value = 5050

[State 8[State 0, 0]
type = VelSet
trigger1 = Time = 0
x = 0

[State 1281, 1]
type = VelAdd
trigger1 = Time > 0
y = .2

[State 2160, 33]
type = Explod
trigger1 = Vel Y > 0 && Pos Y >= 0
anim = F61
sprpriority = -2
postype = p1
pos = 0,0
bindtime = 1

[State 1281, 3]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100

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

[Statedef 3480]
type = S
movetype = A
physics = S
anim = 3480                   ;上勾拳
ctrl = 0
velset = 0
facep2 = 1

[State 1005, 7]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1615
projshadow = 68,68,68
offset = 30, -70
velocity = 0.000001,0
projremovetime = 31

[State 1100, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 4000,2
channel = 0

[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 10
movetype = I

[State 1105, 4]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
animtype = Hard
damage = 100,10
getpower = 0,0
givepower = 20,20
guardflag = M
pausetime = 50,50
guard.pausetime = 20,20
sparkno = 3
guard.sparkno = 40
sparkxy = 0,-80
hitsound = S5,4
guardsound = S6,0
ground.slidetime = 30
ground.hittime = 17
ground.velocity = -6,-8
air.velocity = -6,-8
guard.hittime = 30
guard.velocity = -13
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -19
p2stateno = 3465
envshake.time = 25
envshake.freq = 100
envshake.ampl = 6
envshake.phase = 100

[State -2, 5]
type = Pause
trigger1 = winko = 0
trigger1 = MoveHit && time = [30,35]
trigger1 = timemod = 2,0
time = 1
movetime = 0

[State 2200, 4]
type = Explod
trigger1 = MoveHit
anim = 8192
pos = 10,-30
postype = p2
supermove = 1
sprpriority = 3
bindtime = 1
ignorehitpause = 1
persistent = 0

[State 1100, 8]
type = ChangeState
trigger1 = AnimTime = 0
;trigger2 = AnimElem = 15
value = 0
ctrl = 1

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

[Statedef 3465]
type = A
movetype = H
physics = N

[State 9000, 1]
type = PalFX
triggerall = 1
trigger1 = 1
time = 1
add = 224,88,0
color = 1

[State 8140, 1]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 8140, 2]
type = ChangeAnim
trigger1 = Time >= 0
trigger1 = selfanimexist(5052)
value = 5052

[State 8140, 3]
type = ChangeAnim
trigger1 = Time >= 0
trigger1 = !selfanimexist(5052)
value = 5050

[State 8140, 4]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 3466

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

[Statedef 3466]
type = A
movetype = H
physics = N
velset = -6,-8.5

[State 800, 1]
type = HitBy
trigger1 = 1
value = SCA, HT
time = 1

[State 9000, 1]
type = PalFX
triggerall = 1
trigger1 = 1
time = 1
add = 224,88,0
color = 1

[State 1310, 1]
type = PosAdd
trigger1 = p2dist X >= 0
trigger1 = time = 2
x = -20
y = -15
[State 1310, 1]
type = PosAdd
trigger1 = p2dist X >= 0
trigger1 = time = 3
x = -10
y = -5

[State 1310, 1]
type = PosAdd
trigger1 = p2dist X < 0
trigger1 = time = 2
x = 20
y = -15
[State 1310, 1]
type = PosAdd
trigger1 = p2dist X < 0
trigger1 = time = 3
x = 10
y = -5

[State 8[State 0, 0]
type = VelSet
trigger1 = Time = 0
trigger1 = enemy,facing=1
x = ifelse(facing=1,6.5,-6.5)
y = -7.2

[State 0, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = enemy,facing=-1
x = ifelse(facing=1,-6.5,6.5)
y = -7.2

[State 1281, 1]
type = VelAdd
trigger1 = Time < 1
y = .9

[State 1281, 1]
type = VelAdd
trigger1 = Time > 5
y = .5

[State 1281, 1]
type = VelAdd
trigger1 = Time >40
y = .8

[State 8145, 3]
type = ChangeAnim
trigger1 = !selfanimexist(5052)
trigger1 = !selfanimexist(5061)
trigger1 = Time = 0
value = 5050

[State 8145, 3]
type = ChangeAnim
trigger1 = !selfanimexist(5052)
trigger1 = selfanimexist(5061)
trigger1 = Time = 0
value = 5061

[State 8145, 3]
type = ChangeAnim
trigger1 = selfanimexist(5052)
trigger1 = !selfanimexist(5061)
trigger1 = Time = 24
value = 5050

[State 8145, 3]
type = ChangeAnim
trigger1 = selfanimexist(5052)
trigger1 = selfanimexist(5061)
trigger1 = Time = 24
value = 5061

[State 183, 3]
type = EnvShake
trigger1 = Pos Y >= 0 && Vel Y > 0
persistent = 0
ignorehitpause = 1
freq = 170
ampl = 7
phase = 170
time = 17

[State 2160, 33]
type = Explod
trigger1 = Vel Y > 0 && Pos Y >= 0
anim = F61
sprpriority = -2
postype = p1
pos = 0,0
bindtime = 1

[State 250, 7]
type = ChangeState
trigger1 = !selfanimexist(5061)
trigger1 = !selfanimexist(5161)
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 5050

[State 250, 7]
type = ChangeState
trigger1 = selfanimexist(5061)
trigger1 = !selfanimexist(5161)
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 5050

[State 250, 7]
type = ChangeState
trigger1 = !selfanimexist(5061)
trigger1 = selfanimexist(5161)
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 5050

[State 1280, 3]
type = ChangeState
trigger1 = selfanimexist(5061)
trigger1 = selfanimexist(5161)
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 5050





[Statedef 20000]
type = S
movetype = A
physics = S
anim = 20000
poweradd = 0
velset = 0
ctrl = 0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1200,0

[State 3000, hehe!]
type = NotHitBy
trigger1 = time < 50
value = SCA

[State 2100, bg]
type = assertspecial
trigger1 = time = [0,30]
flag = nobg
flag2 = nojugglecheck
flag3 = nojugglecheck

[State 1100, 1]
type = Explod
trigger1 = AnimElem = 1
anim = 7010
ID = 1000
postype = p1
pos = 2,-62
bindtime = -1
sprpriority = 9
supermovetime = 30
ownpal = 1
removeongethit = 1

[State 1100, 1]
type = Explod
trigger1 = AnimElem = 1
anim = 7000
ID = 1000
postype = p1
pos = 2,-62
bindtime = -1
sprpriority = 0
supermovetime = 30
ownpal = 1
removeongethit = 1

[State 3009, 1]
type = SuperPause
trigger1 = Animelem = 1
time = 30
anim = -1
movetime = 30
poweradd = -1000

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

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 20010

[Statedef 20010]
type = S
movetype = A
physics = S
anim = 20010
poweradd = 0
velset = 0
ctrl = 0

[State 1411, snd]
type = PlaySnd
trigger1 = Animelem = 9
value = 1400,0

[State 1411, snd]
type = PlaySnd
trigger1 = Animelem = 21
value = 1400,1

[State 1000, pos]
type = Posadd
trigger1 = animelem = 2
trigger2 = animelem = 6
trigger3 = animelem = 16
x = 7

[State 1000, pos]
type = Posadd
trigger1 = animelem = 3
trigger2 = animelem = 5
x = 9

[State 1000, pos]
type = Posadd
trigger1 = animelem = 4
trigger2 = animelem = 14
trigger3 = animelem = 15
x = 8

[State 1000, pos]
type = Posadd
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 9
x = 16

[State 1000, pos]
type = Posadd
trigger1 = animelem = 13
x = 28

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 22
value = 0,1

[State 1001, 5]
type = Projectile
trigger1 = AnimElem = 10
projanim = 1605
projshadow = 68,68,68
projremovetime = 29
offset = 70,-65
velocity = 0,0
postype = p1
;------------余影参数----------
AfterImage.time = -1
AfterImage.TimeGap = 1
AfterImage.FrameGap = 1
AfterImage.length = 13
AfterImage.paladd = 10,0,-50
AfterImage.PalBright = 10,-100,-120
AfterImage.trans = add
AfterImage.PalMul = 0.9,0.9,0.9
AfterImage.sprpriority = 15

[State 1001, 5]
type = Projectile
trigger1 = AnimElem = 22
projanim = 1605
projshadow = 68,68,68
projremovetime = 29
offset = 70,-65
velocity = 0,0
postype = p1
;------------余影参数----------
AfterImage.time = -1
AfterImage.TimeGap = 1
AfterImage.FrameGap = 1
AfterImage.length = 13
AfterImage.paladd = 10,0,-50
AfterImage.PalBright = 10,-100,-120
AfterImage.trans = add
AfterImage.PalMul = 0.9,0.9,0.9
AfterImage.sprpriority = 15

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 10
attr = S, SA
damage = 40,10
animtype = hard
hitflag = MA
guardflag = MA
sparkno = s4020
guard.sparkno = s4120
sparkxy = -10,-60
hitsound = s1,1
guardsound = s2,1
pausetime = 8,13
ground.hittime = 22
ground.type = low
ground.slidetime = 22
ground.velocity = -12.5
air.velocity = -4,-7
air.fall = 1
palfx.time = 35
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
yaccel = .5
getpower = 0

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 22
attr = S, SA
damage = 40,10
animtype = hard
hitflag = MA
guardflag = MA
sparkno = s4020
guard.sparkno = s4120
sparkxy = -10,-60
hitsound = s1,1
guardsound = s2,1
pausetime = 15,15
ground.hittime = 22
ground.type = low
ground.slidetime = 22
ground.velocity = -12.5
air.velocity = -4,-7
air.fall = 1
air.juggle = 10
palfx.time = 35
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
yaccel = .5
getpower = 0

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 20020

[Statedef 20020]
type = S
movetype = A
physics = S
anim = 20020
poweradd = 0
velset = 0
ctrl = 0

[State 1411, snd]
type = PlaySnd
trigger1 = Animelem = 9
value = 1400,2

[State 1411, snd]
type = PlaySnd
trigger1 = Animelem = 21
value = 10,0

[State 1000, pos]
type = Posadd
trigger1 = animelem = 2
trigger2 = animelem = 6
trigger3 = animelem = 16
x = 7

[State 1000, pos]
type = Posadd
trigger1 = animelem = 3
trigger2 = animelem = 5
trigger3 = animelem = 1
x = 9

[State 1000, pos]
type = Posadd
trigger1 = animelem = 4
trigger2 = animelem = 14
trigger3 = animelem = 15
x = 8

[State 1000, pos]
type = Posadd
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 9
x = 16

[State 1000, pos]
type = Posadd
trigger1 = animelem = 13
x = 28

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 22
value = 0,1

[State 1001, 5]
type = Projectile
trigger1 = AnimElem = 10
projanim = 1605
projshadow = 68,68,68
projremovetime = 29
offset = 70,-65
velocity = 0,0
postype = p1
;------------余影参数----------
AfterImage.time = -1
AfterImage.TimeGap = 1
AfterImage.FrameGap = 1
AfterImage.length = 13
AfterImage.paladd = 10,0,-50
AfterImage.PalBright = 10,-100,-120
AfterImage.trans = add
AfterImage.PalMul = 0.9,0.9,0.9
AfterImage.sprpriority = 15

[State 1001, 5]
type = Projectile
trigger1 = AnimElem = 22
projanim = 1605
projshadow = 68,68,68
projremovetime = 29
offset = 70,-65
velocity = 0,0
postype = p1
;------------余影参数----------
AfterImage.time = -1
AfterImage.TimeGap = 1
AfterImage.FrameGap = 1
AfterImage.length = 13
AfterImage.paladd = 10,0,-50
AfterImage.PalBright = 10,-100,-120
AfterImage.trans = add
AfterImage.PalMul = 0.9,0.9,0.9
AfterImage.sprpriority = 15

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 10
attr = S, SA
damage = 30,10
animtype = hard
hitflag = MA
guardflag = MA
sparkno = s4020
guard.sparkno = s4120
sparkxy = -10,-60
hitsound = s1,1
guardsound = s2,1
pausetime = 7,13
ground.hittime = 22
ground.type = low
ground.slidetime = 22
ground.velocity = -12.5
air.velocity = -4,-7
air.fall = 1
air.juggle = 10
palfx.time = 35
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
yaccel = .5
getpower = 0

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 22
attr = S, SA
damage = 30,10
animtype = hard
hitflag = MA
guardflag = MA
sparkno = s4020
guard.sparkno = s4120
sparkxy = -10,-60
hitsound = s1,1
guardsound = s2,1
pausetime = 15,15
ground.hittime = 22
ground.type = low
ground.slidetime = 22
ground.velocity = -6
air.velocity = -4,-7
air.fall = 1
air.juggle = 10
palfx.time = 35
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
yaccel = .5
getpower = 0

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 20030

[Statedef 20030]
type = S
movetype = A
physics = S
anim = 20030
poweradd = 0
velset = 0
ctrl = 0

[State 2003, yocha]
type = PlaySnd
trigger1 = animelem = 6
value = 10,1

[State 1000, pos]
type = Posadd
trigger1 = animelem = 5
trigger2 = animelem = 9
x = 7

[State 1000, pos]
type = Posadd
trigger1 = animelem = 12
x = 2

[State 1000, pos]
type = Posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 6
trigger5 = animelem = 7
trigger6 = animelem = 10
trigger7 = animelem = 11
trigger8 = animelem = 17
trigger9 = animelem = 18
x = 8

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 12
value = 1300,2

[State 1001, 5]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1615
projshadow = 68,68,68
projremovetime = 31
offset = 75,-67
velocity = 0,0
postype = p1
;------------余影参数----------
AfterImage.time = -1
AfterImage.TimeGap = 1
AfterImage.FrameGap = 1
AfterImage.length = 13
AfterImage.paladd = 10,0,-50
AfterImage.PalBright = 10,-100,-120
AfterImage.trans = add
AfterImage.PalMul = 0.9,0.9,0.9
AfterImage.sprpriority = 15

[State 1001, 5]
type = Projectile
trigger1 = AnimElem = 12
projanim = 1315
projshadow = 68,68,68
projremovetime = 31
offset = 75,-67
velocity = 0,0
postype = p1
;------------余影参数----------
AfterImage.time = -1
AfterImage.TimeGap = 1
AfterImage.FrameGap = 1
AfterImage.length = 13
AfterImage.paladd = 10,0,-50
AfterImage.PalBright = 10,-100,-120
AfterImage.trans = add
AfterImage.PalMul = 0.9,0.9,0.9
AfterImage.sprpriority = 15

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = 20,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = s4020
guard.sparkno = s4120
sparkxy = -10,-60
hitsound = s1,1
guardsound = s2,1
pausetime = 5,5
ground.hittime = 22
ground.type = high
ground.slidetime = 22
ground.velocity = -6.5
air.velocity = -4,-7
air.fall = 1
air.juggle = 10
palfx.time = 35
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
yaccel = .5
getpower = 0

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 12
attr = S, SA
damage = 40,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = s4020
guard.sparkno = s4120
sparkxy = -10,-60
hitsound = s1,1
guardsound = s2,1
pausetime = 12,13
ground.hittime = 22
ground.type = low
ground.slidetime = 22
ground.velocity = 0
air.velocity = -1,-7
air.fall = 1
air.juggle = 10
palfx.time = 35
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
yaccel = .5
getpower = 0

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 20040

[Statedef 20040]
type = A
movetype = A
physics = N
anim = 20040
velset = 0
juggle = 0
ctrl = 0

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

;---------------------- VELOCITIES
[State 1000, vels]
type = Posadd
trigger1 = time = 1
trigger2 = time = 3
x = 4

[State 1000, vels]
type = Posadd
trigger1 = time = 2
x = 3

[State 1000, vels]
type = Posadd
trigger1 = time = [4,8]
x = 2

[State 1000, vels]
type = Posadd
trigger1 = time = [9,11]
trigger2 = time = [12,13]
x = 1

[State 1000, vels]
type = Posadd
trigger1 = time = 0
y = -10

[State 1000, vels]
type = Posadd
trigger1 = time = 1
y = -6

[State 1000, vels]
type = Posadd
trigger1 = time = [2,4]
y = -5

[State 1000, vels]
type = Posadd
trigger1 = time = [5,7]
y = -4

[State 1000, vels]
type = Posadd
trigger1 = time = 8
y = -3

[State 1000, vels]
type = Posadd
trigger1 = time = [9,11]
y = -2

[State 1000, vels]
type = Posadd
trigger1 = time = [12,14]
y = -1

[State 1000, vels]
type = Posadd
trigger1 = time = 16
trigger2 = time = 19
trigger3 = time = 30
y = 1

[State 1000, vels]
type = Posadd
trigger1 = time = 18
trigger2 = time = 20
y = 2

[State 1000, vels]
type = Posadd
trigger1 = time = [21,23]
y = 3

[State 1000, vels]
type = Posadd
trigger1 = time = [24,25]
y = 4

[State 1000, vels]
type = Posadd
trigger1 = time = [26,28]
y = 5

[State 1000, vels]
type = Posadd
trigger1 = time = 29
y = 6
;---------------------- VELOCITIES

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10,11

[State 220, 2]
type = HitDef
trigger1 = Time = 0
attr = S, SA
damage = 50,10
animtype = up
hitflag = MA
guardflag = MA
sparkno = s4020
guard.sparkno = s4120
sparkxy = -10,-60
hitsound = s1,1
guardsound = s2,1
pausetime = 15,20
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -1.7,-14
air.velocity = -1.7,-14
fall = 1
fall.recover = 0
air.juggle = 10
palfx.time = 54
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
yaccel = .45
getpower = 0

[State 3005, width]
type = width
trigger1 = 1
edge = 50

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 20050

[Statedef 20050]
type = S
movetype = A
physics = S
anim = 1501
velset = 0
ctrl = 0

[State 1002, Landing Sound]
type = PlaySnd
trigger1 = Time = 1
value = 4,0

[State 1002, pos]
type = posset
trigger1 = time = 0
y = 0

[State 1000, pos]
type = Posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 4
x = 8

[State 1000, pos]
type = Posadd
trigger1 = animelem = 5
trigger2 = animtime = 0
x = 6

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1










[Statedef 3200]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3200    
ctrl     = 0
poweradd = -1000
sprpriority = 5

[State 170, 无敌]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 2000]
type = AssertSpecial
trigger1 = time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = time = 1
anim = 7000
pos = 10,-65
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 1
anim = 7010
pos = 10,-65
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 3400,15]
type = SuperPause       
trigger1 = Time = 0
movetime = 40
time = 40
sound = s9,0
anim = -1

[State 3040, 7]
type = EnvColor
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 32
value = 0,0,0
under = 2

[State 10000, Helper]
type = Helper
trigger1 = animelem = 13
helpertype = normal
ID = 1000
stateno = 100500
velset = 0,0
pos = 0,0
sprpriority = 5
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 7
value = s0,4

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 13
value = s10,10

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 17
value = s0,4

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 18
value = s10,19

[State 210, width]
type = Width
trigger1 = AnimElemtime(1) >= 0
edge = 40,-20

[State 1000, pos1]
type = Posadd
trigger1 = AnimElem = 17
x = 10

[State 1000, pos2]
type = Posadd
trigger1 = AnimElem = 21
x = -10

[State 1000, vel1]
type = Velset
trigger1 = AnimElemtime(17) >= 0 && AnimElemtime(20) < 0
x = 20

[State 1000, vel2]
type = Velset
trigger1 = AnimElem = 20
x = 0

[State 170, ]
type = Targetbind
;triggerall = prevstateno = [1000,2900]
trigger1 = ProjHit3200 = 1
pos = 60+(floor(P2bodydist X)),0

[State 3000]
type = Projectile
trigger1 = AnimElem = 13
projID = 3200
projanim = 60100   
projremove = 1
projpriority = 1
projhitanim = 6014
projremanim = 6014
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 0
ownpal = 1
offset = 25,0
velocity = 15, 0
attr = S, HP
animtype = Hard
damage = 50 ,10
hitflag = MAF
guardflag = M
hitsound = s12,8
guardsound = s2,1
sparkno = -1
guard.sparkno = -1
pausetime = 0,4
guard.pausetime = 0,12
sparkxy = 20,-45
ground.type = Low
ground.hittime = 25
ground.slidetime = 27
ground.velocity = -12
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 30
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
;------------余影参数----------
AfterImage.time = -1
AfterImage.TimeGap = 1
AfterImage.FrameGap = 1
AfterImage.length = 5
AfterImage.paladd = 10,0,-50
AfterImage.PalBright = 10,-100,-120
AfterImage.PalMul = 0.9,0.9,0.9
AfterImage.trans = add
AfterImage.sprpriority = 15

[State 200, 肘]
type = HitDef
trigger1 = AnimElem = 19
attr = S, HA
damage = 90,10
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 20,22
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,4
guardsound = s2,1
ground.type = Low
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -5
air.velocity = -4,-4
air.type = High
air.hittime = 12
air.fall = 1
fall.recovertime = 35
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 20
envshake.ampl = 5
envshake.freq = 90

[State 210, 命中]
type = ChangeState
trigger1 = MoveHit
value = 3210

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

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

[Statedef 3210]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3210   
ctrl     = 0
sprpriority = 5

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

[State 700,]
type = palfx
trigger1 = AnimElemtime(10) >= 0 && AnimElemtime(20) < 1
time = 15
add = 230,170,110
mul = 240,180,100

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 12
value = s10,22

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 10
value = s12,5

[State 10000, Helper]
type = Helper
trigger1 = animelem = 9
helpertype = normal
ID = 1000
stateno = 32300
velset = 0,0
pos = 15,0
sprpriority = 5
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[State 210, width]
type = Width
trigger1 = AnimElemtime(10) >= 0
edge = 20,0

[State 1000, pos]
type = Posadd
trigger1 = AnimElem = 10
x = 10

[State 1000, vel1]
type = Velset
trigger1 = AnimElem = 6
x = 6

[State 1000, vel2]
type = Velset
trigger1 = AnimElem = 10
x = 2
y = -8

[State 1000, vel3]
type = VelAdd
trigger1 = AnimElemtime(10) >= 0
y = .25

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 10
statetype = A

[State 200, 肩撞]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
damage = 30,10
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 23,25
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -80
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -2
guard.velocity = -9
air.velocity = -3,-3
air.type = High
air.hittime = 12
air.fall = 1
fall.recovertime = 40
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 20
envshake.ampl = 5
envshake.freq = 90

[State 200, 鬼烧]
type = HitDef
trigger1 = AnimElem = 10 | AnimElem = 11 | AnimElem = 12 | AnimElem = 13
trigger2 = AnimElem = 14 | AnimElem = 15 | AnimElem = 16 | AnimElem = 17
trigger3 = AnimElem = 18
attr = A, HA
damage = 15,2
getpower = 0
animtype = Diagup
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 0,4
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -80
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = 0,-8
guard.velocity = -12
air.velocity = 0,-8
yaccel = .4
air.type = High
air.hittime = 12
fall = 1
fall.recovertime = 40
palfx.time = 80
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 2
envshake.freq = 90

[State 1000, end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1160     




[Statedef 2400]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2400
ctrl     = 0
sprpriority = 2

[State 170, 柍揋]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 810, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = 1
edge = 25,0

[State 2000, 挻昁嶦媄敪摦偺帪娫掆巭]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -2000
movetime = 32
time = 32

[State 100, EnvColor]
type = EnvColor
trigger1 = Time = [2,4]
value = 255,255,255
time = 1
under = 1

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = time = 5
anim = 7100
pos = 15,-120
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 5
anim = 7110
pos = 15,-120
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 5
value = s9,1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,32
channel = 10

[State 700, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = time = 0
anim = 2005
postype = P1
pos = 0,0
bindtime = -1
removetime = -1
sprpriority = 5
ownpal = 1
supermove = 1
removeongethit = 1
ID = 2000



[State 3000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 2410

;---------------------------------------------------------------------------
[Statedef 2410]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2010
ctrl     = 0
sprpriority = 2



[State 810, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = 1
edge = 25,0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 6
value = s10,22
channel = 10

[state a];
type = Helper
trigger1 = animelem = 7
id = 2802
name = "honoo"
sprpriority = 2
pos = 50,0
postype = p1
stateno = 2803
helpertype = normal
keyctrl = 0
ownpal = 1



[State 1000, ]
type = StateTypeSet
triggerall = var(5) = 1
trigger1 = AnimElem = 5
physics  = N

[State 1000, ]
type = StateTypeSet
triggerall = var(5) = 1
trigger1 = AnimElem = 10
physics  = S

[State 700, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = time = 0
anim = 2015
postype = P1
pos = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1


[State 2000,]
type = RemoveExplod
trigger1 = time = 0
ID = 2000



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




[Statedef 2803];僀乕僨傿傾儞僽儗僀僪僿儖僷乕
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 10000
sprpriority = 888
juggle = 0;15

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 3600,1

[State 4100,1]
type = Helper
trigger1 = time = 5
ID = 2803
name = "火焰"
postype = p1
pos = 35,0
sprpriority = 999
stateno = 2803
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1



[State 240, 4]
type = Explod
triggerall = movehit
triggerall = p2movetype = H
trigger1 = AnimElem = 2,= 1
anim = 10000
postype = p2
pos = -10,-68
sprpriority = 5
ignorehitpause = 1

[State 240, 4]
type = varset
trigger1 = time = 0
var(11) = 0

[State 240, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(11) = 130

[State 240, 4]
type = varset
trigger1 = 1
trigger1 = P2statetype != C
var(11) = -150 - (-150 - floor(p2bodydist y))



[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = time >= 5
trigger1 = 1
projremove = 0
Projremovetime = 2
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 999999999
projanim = 10000
offset = 0,0;35,-105
velocity = 0,0
attr = S, SP


[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = time = 0
projremove = 0
Projremovetime = 36
projhits = 1
;projmisstime = 4
projremanim = -1
;projhitanim = -1
projpriority = 9999
;projremove = 1344
projanim = 4057
offset = 0,0
velocity = 0,0
attr = S, HP
damage = 65,6
getpower = 0,0
givepower = 20,0
animtype = DiagUp
guardflag = M
hitflag = MAF
pausetime = 0,7
sparkno = -1
guard.sparkno = -1
sparkxy = 0,-60
hitsound   = S1,4
guardsound = S2,1
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -4,-7
air.velocity = -4,-6
fall = 1
fall.recover = 0
sprpriority = 4
ignorehitpause = 1
palfx.time =80
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
envshake.time = 20
envshake.ampl = -8
envshake.freq = 92
envshake.phase = 92
;------------余影参数----------
AfterImage.time = -1
AfterImage.TimeGap = 1
AfterImage.FrameGap = 1
AfterImage.length = 13
AfterImage.paladd = 10,0,-50
AfterImage.PalBright = 10,-100,-120
AfterImage.trans = add
AfterImage.PalMul = 0.9,0.9,0.9
AfterImage.sprpriority = 15

[State 240, 4]
type = destroyself
trigger1 = Time = 35
trigger2 = FrontEdgeBodyDist < -40



















[Statedef 100000]
type = S
movetype = I
physics = S
anim = 3400                
velset = 0,0
poweradd = -3000
ctrl = 0

[State 3700,Turn]
type = Turn
trigger1 = time = 0 && P2Dist X < 0

[State 3000, 无敌]
type = HitBy
trigger1 = time = 0
value = SCA, NT, ST
time = 36

[State 2300, 4]
type = PlaySnd
trigger1 = Time = 1
value = s9,2

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10000,0

[State 3400,12]
type = Explod
trigger1 = Time = 1
anim = f7620         
pos = 45,-89
postype = P1
sprpriority = -2
supermove = 1
ownpal = 1
bindtime = -1

[State 3400,13]
type = Explod
trigger1 = Time = 1
anim = f7621
ID = 9550
pos = 45,-89
postype = P1
sprpriority = 2
supermove = 1
ownpal = 1
bindtime = -1

[State 3400,15]
type = SuperPause        
trigger1 = Time = 0
movetime = 30
time = 30
anim = -1

[State 3040, 7]
type = EnvColor
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 32
value = 0,0,0
under = 2

[State 3500, 13]
type = AssertSpecial
trigger1 = Time = [0,29]
flag = Nofg
flag1 = noshadow
ignorehitpause = 1

[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = A

[State 114, 4]
type = HitDef
trigger1 = P2Stateno != [130,155]
trigger1 = P2Stateno != 40
triggerall = AnimElem = 4
attr = S, ST
animtype = Hard
damage = 0,0
hitflag = M
getpower  = 0
pausetime = 0,0
sparkno = -1
sparkxy = 5,-80
hitsound = S7,1
p1stateno = 100001
p2stateno = 100100
numhits = 0
ground.velocity = -1.2,-15
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 1002, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------
[Statedef 100100]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 1360, Turn]
type = Turn
trigger1 = time = 0
trigger1 = p2dist x<-20

[State 1320, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 3490      

;------ --------------------- ------
[Statedef 100001]
type = S
movetype = I
physics = S
anim = 3410         
velset = 0,0
ctrl = 0

[State 1100,PosFreeze]
type = PosFreeze
trigger1 = 1

[State 1000, 2]
type = Width
trigger1 = AnimElem = 1
value = 40,0

[State 1100, 6]
type = AfterImage
trigger1 = AnimElem = 1
time = 100
length = 15
framegap = 5
PalBright   = 0,0,0
PalContrast = 255,255,255
PalMul      = .8,.8,.8

[State 2200, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1

[State 855, Bind2]
type = TargetBind
trigger1 = animelem = 1, >= 0
pos = 40,0

[State 183, 3]
type = EnvShake
trigger1 = AnimElem = 5,1
ignorehitpause = 1
freq = 120
ampl = 6
phase = 120
time = 20

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 4000,2

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10000,3

[State 2200, 4]
type = Explod
trigger1 = time = 0
anim = 4030    
pos = 37,-80
postype = p1
supermove = 1
sprpriority = 1
bindtime = 1

[State 2200, 4]
type = Explod
trigger1 = AnimElem = 5
anim = 8192    
pos = 20,-90
postype = p2
supermove = 1
sprpriority = 3
bindtime = 1

[State 903, 11]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = -100
kill = 0

[State 1002, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 100002




[Statedef 100002]
type = S
movetype = A
physics = S
anim = 20010
poweradd = 0
velset = 0
ctrl = 0

[State 1000, pos]
type = Posadd
trigger1 = animelem = 2
trigger2 = animelem = 6
trigger3 = animelem = 16
x = 7

[State 1000, pos]
type = Posadd
trigger1 = animelem = 3
trigger2 = animelem = 5
x = 9

[State 1000, pos]
type = Posadd
trigger1 = animelem = 4
trigger2 = animelem = 14
trigger3 = animelem = 15
x = 8

[State 1000, pos]
type = Posadd
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 9
x = 16

[State 1000, pos]
type = Posadd
trigger1 = animelem = 13
x = 28

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 22
value = 0,1

[State 1001, 5]
type = Projectile
trigger1 = AnimElem = 10
projanim = 1605
projshadow = 68,68,68
projremovetime = 29
offset = 70,-65
velocity = 0,0
postype = p1
;------------余影参数----------
AfterImage.time = -1
AfterImage.TimeGap = 1
AfterImage.FrameGap = 1
AfterImage.length = 13
AfterImage.paladd = 10,0,-50
AfterImage.PalBright = 10,-100,-120
AfterImage.trans = add
AfterImage.PalMul = 0.9,0.9,0.9
AfterImage.sprpriority = 15

[State 1001, 5]
type = Projectile
trigger1 = AnimElem = 22
projanim = 1605
projshadow = 68,68,68
projremovetime = 29
offset = 70,-65
velocity = 0,0
postype = p1
;------------余影参数----------
AfterImage.time = -1
AfterImage.TimeGap = 1
AfterImage.FrameGap = 1
AfterImage.length = 13
AfterImage.paladd = 10,0,-50
AfterImage.PalBright = 10,-100,-120
AfterImage.trans = add
AfterImage.PalMul = 0.9,0.9,0.9
AfterImage.sprpriority = 15

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 10
attr = S, SA
damage = 40,10
animtype = hard
hitflag = MA
guardflag = MA
sparkno = s4020
guard.sparkno = s4120
sparkxy = -10,-60
hitsound = s1,1
guardsound = s2,1
pausetime = 8,13
ground.hittime = 22
ground.type = low
ground.slidetime = 22
ground.velocity = -5
air.velocity = -5
air.fall = 0
palfx.time = 35
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
yaccel = .5
getpower = 0

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 22
attr = S, SA
damage = 40,10
animtype = hard
hitflag = MA
guardflag = MA
sparkno = s4020
guard.sparkno = s4120
sparkxy = -10,-60
hitsound = s1,1
guardsound = s2,1
pausetime = 15,15
ground.hittime = 22
ground.type = low
ground.slidetime = 22
ground.velocity = -5
air.velocity = -5
air.fall = 0
palfx.time = 35
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
yaccel = .5
getpower = 0

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 100003

[Statedef 100003]
type = S
movetype = A
physics = S
anim = 20020
poweradd = 0
velset = 0
ctrl = 0

[State 1411, snd]
type = PlaySnd
trigger1 = Animelem = 21
value = 10,0

[State 1000, pos]
type = Posadd
trigger1 = animelem = 2
trigger2 = animelem = 6
trigger3 = animelem = 16
x = 7

[State 1000, pos]
type = Posadd
trigger1 = animelem = 3
trigger2 = animelem = 5
trigger3 = animelem = 1
x = 9

[State 1000, pos]
type = Posadd
trigger1 = animelem = 4
trigger2 = animelem = 14
trigger3 = animelem = 15
x = 8

[State 1000, pos]
type = Posadd
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 9
x = 16

[State 1000, pos]
type = Posadd
trigger1 = animelem = 13
x = 28

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 22
value = 0,1

[State 1001, 5]
type = Projectile
trigger1 = AnimElem = 10
projanim = 1605
projshadow = 68,68,68
projremovetime = 29
offset = 70,-65
velocity = 0,0
postype = p1
;------------余影参数----------
AfterImage.time = -1
AfterImage.TimeGap = 1
AfterImage.FrameGap = 1
AfterImage.length = 13
AfterImage.paladd = 10,0,-50
AfterImage.PalBright = 10,-100,-120
AfterImage.trans = add
AfterImage.PalMul = 0.9,0.9,0.9
AfterImage.sprpriority = 15

[State 1001, 5]
type = Projectile
trigger1 = AnimElem = 22
projanim = 1605
projshadow = 68,68,68
projremovetime = 29
offset = 70,-65
velocity = 0,0
postype = p1
;------------余影参数----------
AfterImage.time = -1
AfterImage.TimeGap = 1
AfterImage.FrameGap = 1
AfterImage.length = 13
AfterImage.paladd = 10,0,-50
AfterImage.PalBright = 10,-100,-120
AfterImage.trans = add
AfterImage.PalMul = 0.9,0.9,0.9
AfterImage.sprpriority = 15

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 10
attr = S, SA
damage = 30,10
animtype = hard
hitflag = MA
guardflag = MA
sparkno = s4020
guard.sparkno = s4120
sparkxy = -10,-60
hitsound = s1,1
guardsound = s2,1
pausetime = 7,13
ground.hittime = 22
ground.type = low
ground.slidetime = 22
ground.velocity = -5
air.velocity = -5
air.fall = 0
air.juggle = 10
palfx.time = 35
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
yaccel = .5
getpower = 0

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 22
attr = S, SA
damage = 30,10
animtype = hard
hitflag = MA
guardflag = MA
sparkno = s4020
guard.sparkno = s4120
sparkxy = -10,-60
hitsound = s1,1
guardsound = s2,1
pausetime = 15,15
ground.hittime = 22
ground.type = low
ground.slidetime = 22
ground.velocity = -5
air.velocity = -5
air.fall = 0
air.juggle = 10
palfx.time = 35
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
yaccel = .5
getpower = 0

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 100005

[Statedef 100005]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 100000
ctrl     = 0
sprpriority = 5

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 10000,1

[State 1000, HitBy]
type = HitBy
trigger1 = time = [0,45]
value = SCA

[State 700,]
type = palfx
trigger1 = time = 0
time = -1
add = 230,170,110
mul = 240,180,100

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,5

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 16
value = s0,4

[State 1505, 5]
type = Projectile
trigger1 = AnimElem = 18
projanim = 2205
projshadow = 68,68,68
projremovetime = 25
offset = 60,0
velocity = 0,0
;------------余影参数----------
AfterImage.time = -1
AfterImage.TimeGap = 1
AfterImage.FrameGap = 1
AfterImage.length = 13
AfterImage.paladd = 10,0,-50
AfterImage.PalBright = 10,-100,-120
AfterImage.trans = add
AfterImage.PalMul = 0.9,0.9,0.9
AfterImage.sprpriority = 15

[State 1505, 5]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3305
projshadow = 68,68,68
projremovetime = 58
offset = 80,0
velocity = 0,0
;------------余影参数----------
AfterImage.time = -1
AfterImage.TimeGap = 1
AfterImage.FrameGap = 1
AfterImage.length = 13
AfterImage.paladd = 10,0,-50
AfterImage.PalBright = 10,-100,-120
AfterImage.trans = add
AfterImage.PalMul = 0.9,0.9,0.9
AfterImage.sprpriority = 15

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElem = 5
edge = 60,0

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemtime(9) >= 0 && AnimElemtime(11) < 0
edge = 40,0

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemtime(11) >= 0 && AnimElemtime(18) < 0
edge = 30,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 9 | AnimElem = 11 | AnimElem = 12 | AnimElem = 13
trigger2 = AnimElem = 15 | AnimElem = 17 | AnimElem = 18 | AnimElem = 22
x = 10

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 15
x = 20

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 10
x = 30

[State 810,]
type = EnvShake
trigger1 = AnimElem = 5
ampl = 8
freq = 95
time = 20

[State 1000, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElemtime(8) = 0
trigger2 = AnimElemtime(8) = 10
trigger3 = AnimElemtime(8) = 20
name = "01"
stateno = 220500
ID = 2205
helpertype = Player
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
pausemovetime = 0
ignorehitpause = 1

[State 2100,Envcolor]
type = Envcolor
trigger1 = Movehit
time = 1
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1000]
type = Projectile
trigger1 = AnimElem = 3
projID = 2200
projanim = 3011
projremove = 0
projpriority = 5
projsprpriority = 10
projshadow = 0,0,0
projhitanim = -1
projremanim = -1
projhits = 1
projremovetime = 16
getpower = 0
ownpal = 1
offset = 70, 0
velocity = 0, 0
attr = S, HP
animtype = Hard
damage = 130 ,26
hitflag = MA
guardflag = M
hitsound = s12,8
guardsound = s2,1
pausetime = 0,2
sparkno = s4025
guard.sparkno = s4120
sparkxy = (floor(p2bodydist X)),-65 + (floor(p2bodydist Y))
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -12
air.velocity = -12
air.juggle = 0
air.fall = 0
fall.recover = 0
palfx.time = 30
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 18
attr = S, HA
damage = 30,3
getpower = 0
animtype = Diagup
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 24,26
sparkno = s4025
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -5
air.velocity = -5
air.fall = 0
palfx.time = 60
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0
envshake.time = 30
envshake.ampl = 6
envshake.freq = 90

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8
persistent = 0
ignorehitpause = 1

[State 200, 3]
type = ChangeState
trigger1 = Time = 60
value = 100006

[Statedef 100006]
type    = S
movetype= A
physics = N
juggle  = 7
poweradd= 30
velset = 0,0
anim = 18000
sprpriority = 1
ctrl = 0

;---------------------[僐儅儞僪敾掕]

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

;---------------------[傾僯儊乕僔儑儞曄峏]

[State 700, 2];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = animelem = 6,<=0
value = SCA


;---------------------[岠壥壒]

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 15
value = 10000,2

[state a];廟傝
type = playsnd
trigger1 = animelem = 7
value = 1500,1

;---------------------[堏摦丄僗僥乕僩偺忬懺曄峏]
[state a]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 5
trigger5 = animelem = 6
trigger6 = animelem = 7
trigger7 = animelem = 8
x = 4+var(5)*4

[state a]
type = posadd
trigger1 = animelem = 10
x = 32

[state a]
type = statetypeset
trigger1 = animelem = 8
value = A

[state a]
type = velset
trigger1 = animelem = 8
trigger1 = var(5) = 0
x = 2
y = -8

[state a]
type = velset
trigger1 = animelem = 8
trigger1 = var(5) = 1
x = 3
y = -9

[state a]
type = veladd
trigger1 = animelem = 8 >= 0
y = 0.45


;---------------------[峌寕]
[State 2];
type = HitDef
trigger1 = animelem = 4
attr = S, SA
animtype  = hard
damage    = 10,5
getpower = 20,20
;hitflag = MA
guardflag = MA
pausetime = 7,7
sparkno = s4020
guard.sparkno = s4120
sparkxy = -15,-67
hitsound = s1,3
guardsound = s2,1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6
air.velocity = -4.5,-3
fall = 0
fall.recover = 0

[State 2];
type = HitDef
trigger1 = animelem = 8
attr = A, SA
animtype  = hard
damage    = 10,5
getpower = 20,20
;hitflag = MA
guardflag = MA
pausetime = 4,4
sparkno = s4020
guard.sparkno = s4120
sparkxy = -15,-67
hitsound = s1,3
guardsound = s2,1
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-8
air.velocity = -4.5,-8
fall = 1
fall.recover = 0

[State 2];
type = HitDef
trigger1 = animelem = 17
attr = A, SA
animtype  = up
damage    = 20,10
getpower = 40,40
;hitflag = MA
guardflag = HA
pausetime = 11,12
sparkno = s8192
guard.sparkno = s4120
sparkxy = -15,-67
hitsound = s1,4
guardsound = s2,1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2.5,12.5
air.velocity = -2.5,12.5
fall = 1
fall.recover = 0
fall.envshake.time = 14
fall.envshake.ampl = -8
fall.envshake.freq = 92
fall.envshake.phase = 92

[State 700,]
type = palfx
trigger1 = time = 40
time = 1

;---------------------[棫偪僗僥乕僩偵栠傞]
[state a]
type = changestate
trigger1 = vel y >0 && pos y >=0
value = 15050





[Statedef 220500]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2210
ctrl     = 0
sprpriority = 0

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

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = 1
edge = 20,0

[State 1100, ]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 200,256

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 8
value = s0,4

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 3 | AnimElem = 4 | AnimElem = 5
trigger2 = AnimElem = 7 | AnimElem = 9 | AnimElem = 10
x = 10

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 8
x = 20

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 2
x = 30

[State 2100,Envcolor]
type = Envcolor
trigger1 = Movehit
time = 1
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 10
attr = S, HA
damage = 30,3
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8,12
sparkno = s4025
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,1
guardsound = s2,1
ground.type = Low
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = 0
palfx.time = 50
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0

[State 1001, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,Anim != 100000