;===============================================================================
;EN ESTA SECCION SE ENCUENTRABN TODOS LOS MOVIMIETOS ESPACIALES DEL CHAR
;LA MODIFICACION SIN AUTORIZACION PUEDE SIGNIFICAR UNA FALLA TOTAL
;EN EL MISMO
;===============================================================================
;-------------------------------------------------------------------------------
[Statedef 1000]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1000
ctrl     = 0
sprpriority = 3

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,10

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = s12,1

[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 1000
projanim = 60100
projremove = 1
projpriority = 1
projhitanim = 6014
projremanim = 6014
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 1
offset = 25,0
velocity = 4, 0
attr = S, SP
animtype = Hard
damage = 90 ,18
hitflag = MAF
guardflag = M
hitsound = s12,8
guardsound = s2,1
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 25
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 = 8
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 1001, 5]
type = Projectile
trigger1 = AnimElem = 5
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 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 嫮昐敧幃丒埮暐偄

[Statedef 1050]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1050
ctrl     = 0
sprpriority = 3

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,10

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = s12,1

[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 1000
projanim = 60100
projremove = 1
projpriority = 1
projhitanim = 6014
projremanim = 6014
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 100
ownpal = 1
offset = 25,0
velocity = 8, 0
attr = S, SP
animtype = Hard
damage = 90 ,18
hitflag = MAF
guardflag = M
hitsound = s12,8
guardsound = s2,1
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 25
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 = 8
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 1001, 5]
type = Projectile
trigger1 = AnimElem = 5
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 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 庛昐幃丒婼從偒丂敪摦

[Statedef 1100]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 100
velset   = 0,0
anim     = 1100
ctrl     = 0
sprpriority = 3

[State 1120, 慡恎柍揋]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 3

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

[State 1200, ]
type = ReversalDef
trigger1 = 1
reversal.attr = SA,NA,SA
numhits = 0
pausetime = 12,13
sparkno = s4120
hitsound = s2,1

[State 1000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "colicion"
stateno = 1102
Id = 1102
pos = 0,0
postype = p1
facing = 1
ownpal = 1

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 1105
;---------------------------------------------------------------------------
;Colicion
[StateDef 1102]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1602
poweradd = 0

[State 3110, 2]
type = BindToParent
trigger1 = time >= 0
facing = ifelse(parent, p2bodydist x <= 0, -1, 1)
pos = 20,0

[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 = 1102

[state 1000, destroyself]
type = destroyself
trigger1 = parent,stateno != 1100
trigger2 = parent,animtime = 0

;---------------------------------------------------------------------------
; 庛昐幃丒婼從偒丂峌寕

[Statedef 1105]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(10)=1,0,8)
poweradd = 0
velset   = 0,0
anim     = 1105
ctrl     = 0
sprpriority = 5

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,11
channel = 4

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,2

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (3) <= 0
edge = 30,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 2
x = 20

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElem = 2
x = 3.2
y = -5.5

[State 1000, 幉埵抲堏摦]
type = VelAdd
trigger1 = AnimElemtime(2) > 0
y = .38

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A

[State 1001, 5]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1110
projshadow = 68,68,68
projremovetime = 29
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 1001, 5]
type = Projectile
trigger1 = AnimElem = 7
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 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 92,18
animtype = up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -60
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 35
ground.hittime  = 20
ground.velocity = -3,-10
air.velocity = -3,-10
yaccel = .45
air.type = High
air.hittime = 12
fall = 1
fall.recovertime = 30
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 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1120

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

[Statedef 1120]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1120
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

;---------------------------------------------------------------------------
; 嫮昐幃丒婼從偒丂敪摦

[Statedef 1150]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 110
velset   = 0,0
anim     = 1150
ctrl     = 0
sprpriority = 3

[State 1120, 慡恎柍揋]
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 1200, ]
type = ReversalDef
trigger1 = 1
reversal.attr = SA,NA,SA
numhits = 0
pausetime = 12,13
sparkno = s4120
hitsound = s2,1

[State 1000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "colicion"
stateno = 1151
Id = 1151
pos = 0,0
postype = p1
facing = 1
ownpal = 1

[State 12000, PosFreeze]
type = PosFreeze
trigger1 = enemynear,projcontact = 1 && time = [0,12]

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 1155

;---------------------------------------------------------------------------
;Colicion
[StateDef 1151]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1602
poweradd = 0

[State 3110, 2]
type = BindToParent
trigger1 = time >= 0
facing = ifelse(parent, p2bodydist x <= 0, -1, 1)
pos = 10,0

[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 = 1151

[state 1000, destroyself]
type = destroyself
trigger1 = parent,stateno != 1150
trigger2 = parent,animtime = 0
;---------------------------------------------------------------------------
; 嫮昐幃丒婼從偒丂峌寕

[Statedef 1155]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 100
velset   = 0,0
anim     = 1155
ctrl     = 0
sprpriority = 5

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,11
channel = 4

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = s12,2

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (3) <= 0
edge = 30,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 2
x = 20

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElem = 2
x = 3.8
y = -7.5

[State 1000, 幉埵抲堏摦]
type = VelAdd
trigger1 = AnimElemtime(2) > 0
y = .42

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A

[State 1001, 5]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1110
projshadow = 68,68,68
projremovetime = 29
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 1001, 5]
type = Projectile
trigger1 = AnimElem = 7
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 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 54,10
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 11,12
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -60
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1
air.velocity = -3,-4
air.type = High
air.hittime = 12
air.fall = 1
fall.recovertime = 30
palfx.time = 25
palfx.add = 80,-40,-140
palfx.mul = 256,256,256
palfx.sinadd = 100,100,100,15
palfx.invertall = 1
palfx.color = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = Movecontact = 0 && AnimElem = 2
trigger2 = AnimElem = 3
attr = A, SA
damage = 50,10
animtype = up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 11,12
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -60
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 35
ground.hittime  = 20
ground.velocity = -3,-10
air.velocity = -3,-10
yaccel = .45
air.type = High
air.hittime = 12
fall = 1
fall.recovertime = 30
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

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

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1160

;---------------------------------------------------------------------------
; 拝抧

[Statedef 1160]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1160
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

;---------------------------------------------------------------------------
; 庛幍廍屲幃丒夵

[Statedef 1200]
type     = S
movetype = A
physics  = S
juggle   = 7
poweradd = 60
velset   = 0,0
anim     = 1200
ctrl     = 0
sprpriority = 5

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 5
value = s3,0
channel = 4

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 6
value = s10,0

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (2) >= 0 && AnimElemTime (6) <= 0
edge = 30,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 3
x = 5

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 5
x = 10

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElemtime(5) >= 0
x = 2.5

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElem = 6
y = -4

[State 1000, 幉埵抲堏摦]
type = VelAdd
trigger1 = AnimElemtime(6) > 0
y = .35

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 6
statetype = A

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 52,10
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -7
air.velocity = -2.5,-5
yaccel = .45
air.type = High
air.hittime = 12
air.fall = 1
fall.recovertime = 30

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, ]
type = Varset
triggerall = AnimElemtime(6) >= 0 && AnimElemtime(9) < 0
trigger1 = command = "a"
var(16) = 1

[State 1000,]
type = ChangeState
trigger1 = AnimElemtime(8) >= 0 && AnimElemtime(9) < 0
trigger1 = var(16) = 1
value = 1205

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1120

;---------------------------------------------------------------------------
; 庛幍廍屲幃丒夵丂擇抜栚

[Statedef 1205]
type     = A
movetype = A
physics  = N
juggle   = 8
poweradd = 30
anim     = 1205
ctrl     = 0
sprpriority = 5

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0,3
channel = 4

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,0

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (5) <= 0
edge = 30,0

[State 1000, 幉埵抲堏摦]
type = VelAdd
trigger1 = 1
y = .25

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 38,8
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -2.3,-9
guard.velocity = -9
air.velocity = -2.3,-9
yaccel = .45
air.type = High
air.hittime = 12
fall = 1
fall.recovertime = 40

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1120

;---------------------------------------------------------------------------
; 嫮幍廍屲幃丒夵

[Statedef 1250]
type     = S
movetype = A
physics  = S
juggle   = 6
poweradd = 60
velset   = 0,0
anim     = 1250
ctrl     = 0
sprpriority = 5

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 5
value = s3,0
channel = 4

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 6
value = s10,0

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (2) >= 0 && AnimElemTime (6) <= 0
edge = 30,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 3
x = 5

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 5
x = 10

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElemtime(4) >= 3
x = 3

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElem = 6
y = -4

[State 1000, 幉埵抲堏摦]
type = VelAdd
trigger1 = AnimElemtime(6) > 0
y = .375

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 6
statetype = A

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 52,10
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4,-6
air.velocity = -4,-6
yaccel = .45
air.type = High
air.hittime = 12
fall = 1
fall.recovertime = 35

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, ]
type = Varset
triggerall = AnimElemtime(6) >= 0 && AnimElemtime(9) < 0
trigger1 = command = "b"
var(16) = 1

[State 1000,]
type = ChangeState
trigger1 = AnimElemtime(8) >= 0 && AnimElemtime(9) < 0
trigger1 = var(16) = 1
value = 1255

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1160

;---------------------------------------------------------------------------
; 嫮幍廍屲幃丒夵丂擇抜栚

[Statedef 1255]
type     = A
movetype = A
physics  = N
juggle   = 1
poweradd = 30
anim     = 1255
ctrl     = 0
sprpriority = 5

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0,3
channel = 4

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,0

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (5) <= 0
edge = 30,0

[State 1000, 幉埵抲堏摦]
type = VelAdd
trigger1 = 1
x = -.07
y = .28

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 38,8
animtype = up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -2.2,-11.5
guard.velocity = -10
air.velocity = -2.2,-11.5
yaccel = .54
air.type = High
air.hittime = 12
fall = 1
fall.recovertime = 50

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1160

;---------------------------------------------------------------------------
; 庛嬨昐廍幃丒闗揈傒

[Statedef 1300]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 90
velset   = 0,0
anim     = 1300
ctrl     = 0
sprpriority = 2

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,18

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,1

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 3
x = 10

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

[State 1400, ]
type = ReversalDef
trigger1 = AnimElem = 2 && 3
attr = S,SA
reversal.attr = C,AA
sparkxy = 0,0
sparkno = s4110
pausetime = 12,14
hitsound = s2,1
p1stateno = 1305

[State 1400, ]
type = ReversalDef
trigger1 = AnimElem = 4 && 5
attr = S,SA
reversal.attr = S,AA
sparkxy = 0,0
sparkno = s4110
pausetime = 12,14
hitsound = s2,1
p1stateno = 1310

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage = 80, 16
animtype = Hard
hitflag = MAF
guardflag = M
priority = 3, Hit
pausetime = 11, 11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -20, -70
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -2,-9.5
guard.velocity = -8
air.type = High
air.velocity = -2,-9.5
yaccel = .5
air.hittime = 12
fall = 1
fall.recovertime = 30

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

;---------------------------------------------------------------------------
; 嫮嬨昐廍幃丒闗揈傒

[Statedef 1350]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 90
velset   = 0,0
anim     = 1350
ctrl     = 0
sprpriority = 2

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,18

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,1

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 3
x = 10

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

[State 1400, ]
type = ReversalDef
trigger1 = AnimElem = 2 && 3
attr = S,SA
reversal.attr = C,AA
sparkxy = 0,0
sparkno = s4110
pausetime = 12,14
hitsound = s2,1
p1stateno = 1305

[State 1400, ]
type = ReversalDef
trigger1 = AnimElem = 4 && 5
attr = S,SA
reversal.attr = S,AA
sparkxy = 0,0
sparkno = s4110
pausetime = 12,14
hitsound = s2,1
p1stateno = 1310

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage = 80, 16
animtype = Hard
hitflag = MAF
guardflag = M
priority = 3, Hit
pausetime = 11, 11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -20, -70
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -2,-9.5
guard.velocity = -8
air.type = High
air.velocity = -2,-9.5
yaccel = .5
air.hittime = 12
fall = 1
fall.recovertime = 30

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

;---------------------------------------------------------------------------
; 奜幃丒屨暁偣

[Statedef 1305]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 30
velset   = 0,0
anim     = 1305
ctrl     = 0
sprpriority = 5

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 5
value = s0,4

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (5) <= 0
edge = 30,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 2 | AnimElem = 3 | AnimElem = 4 | AnimElem = 5
x = 10

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 8 | AnimElem = 10
x = -10

[State 1001, 5]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1315
projshadow = 68,68,68
projremovetime = 31
offset = 70,-30
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 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 90,18
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 12,13
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -40
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4,15
air.velocity = -4,15
air.type = High
air.hittime = 12
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

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

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

;---------------------------------------------------------------------------
; 奜幃丒棿幩傝

[Statedef 1310]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 30
velset   = 0,0
anim     = 1310
ctrl     = 0
sprpriority = 5

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,20

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = s0,4

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (4) <= 0
edge = 30,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 2 | AnimElem = 3 | AnimElem = 4
x = 10

[State 1001, 5]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1315
projshadow = 68,68,68
projremovetime = 31
offset = 60,-80
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 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 90,18
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-5
air.velocity = -5,-5
air.type = High
air.hittime = 12
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

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

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

;---------------------------------------------------------------------------
; 庛擉昐廍擉幃丒嬚寧丂梲

[Statedef 1400]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 100
velset   = 0,0
anim     = 1400
ctrl     = 0
sprpriority = 2

[State 810, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = 1
edge = 50,0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = s5,0
channel = 13

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,14

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(7) <= 0
x = 9

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

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(6) <= 0
trigger1 = p2bodydist X < 70
value = 1405

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

;---------------------------------------------------------------------------
; 嫮擉昐廍擉幃丒嬚寧丂梲

[Statedef 1450]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 100
velset   = 0,0
anim     = 1450
ctrl     = 0
sprpriority = 2

[State 810, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = 1
edge = 50,0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = s5,0
channel = 13

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,14

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(10) <= 0
x = 9

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

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(9) <= 0
trigger1 = p2bodydist X < 70
value = 1405

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

;---------------------------------------------------------------------------
; 嬚寧丂旾懪偪

[Statedef 1405]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 1405
sprpriority = 5

[State 810, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = 1
edge = 30,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 2
x = 10

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 6
x = -10

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(3) < 0
x = 8

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElem = 5
x = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 30, 6
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7,11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -20, -60
hitsound = s1,1
guardsound = s2,1
ground.type = Low
ground.slidetime = 19
ground.hittime  = 20
ground.velocity = -15
air.type = High
air.velocity = -5,-5
air.hittime = 12
air.fall = 1
fall.recovertime = 30

[State 210, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Movecontact
value = 1410

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

;---------------------------------------------------------------------------
; 嬚寧丂捦傒

[Statedef 1410]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 1410
sprpriority = 5

[State 810, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemtime(1) > 0 && AnimElemtime(3) < 0
edge = 50,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 3
x = 10

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

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 3
attr = S, ST
damage = 0, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,0
sparkno = s4020
guard.sparkno = s4120
sparkxy = 15, -75
hitsound = s1,6
guardsound = s2,1
ground.type = High
ground.slidetime = 19
ground.hittime  = 20
ground.velocity = 0
guard.velocity = -9
air.type = High
air.velocity = 0,0
airguard.velocity = -4,-5
air.hittime = 12
fall = 1
fall.recover = 0
p1stateno = 1415
p2stateno = 1420
p1facing = 1
p2facing = 1
ground.cornerpush.veloff = ifelse(Movehit=1,1,0)
air.cornerpush.veloff = ifelse(Movehit=1,1,0)

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

;---------------------------------------------------------------------------
; 嬚寧丂敋攋

[Statedef 1415]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 1415
sprpriority = 5

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

[State 810, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = 1
edge = 50,0

[State 200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElemtime(2) = 10
value = s10,15

[State 200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,3

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 3
persistent = 0
anim = 8192
postype = P1
pos= 35, -120
sprpriority = 10

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 1
x = 10

[State 810, 3]
type = TargetBind
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(2) <= 0
pos = 42, -90

[State 810, 3]
type = TargetBind
trigger1 = AnimElemtime(2) >= 0 && AnimElemtime(3) <= 0
pos = 42, -122

[State 810, 3]
type = TargetBind
trigger1 = AnimElemtime(3) = 1
pos = 42, -50

[State 2110, 憡庤偲廳側偭偨帪偺張棟]
type = PlayerPush
trigger1 = 1
value = 0

[State 810,]
type = EnvShake
trigger1 = AnimElem = 3
ampl = 10
freq = 100
time = 20

[State 2004]
type = pause
trigger1 = time = [56,65]
trigger1 = Timemod = 3,0
time = 3

[State 810, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NT
damage = 100,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 0,0
sparkno = -1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1.5,-11
air.velocity = -1.5,-11
yaccel = .5
air.type = High
air.hittime = 12
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

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

;---------------------------------------------------------------------------
;搳偘傜傟偰偄傞憡庤偺摦嶌

[Statedef 1420]
type    = A
movetype= H
physics = N
velset = 0,0

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1420

[State 820, 1]
type = SelfState
trigger1 = Animtime = 0
value = 5100

;---------------------------------------------------------------------------
; 庛昐堧幃丒濷幵

[Statedef 1500]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 90
velset   = 0,0
anim     = 1500
ctrl     = 0
sprpriority = 5

[State 810, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemtime(3) > 0
edge = 20,0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,19

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = s3,0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,3

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 3
x = 5

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElem = 3
x = 4.5

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElem = 3
y = -7

[State 1000, 幉埵抲堏摦]
type = VelAdd
trigger1 = AnimElemtime(3) >= 0
x = -.035
y = .4

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

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 94,18
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-6.5
air.velocity = -5,-6.5
yaccel = .45
air.type = High
air.hittime = 12
fall = 1
fall.recovertime = 30

[State 1000, ]
type = Varset
trigger1 = time = 0
var(10) = 0

[State 1000, ]
type = Varset
trigger1 = Movehit
var(10) = 1

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -20
value = 1120

;---------------------------------------------------------------------------
; 嫮昐堧幃丒濷幵

[Statedef 1550]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 90
velset   = 0,0
anim     = 1550
ctrl     = 0
sprpriority = 5

[State 810, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemtime(3) > 0
edge = 20,0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,19

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = s3,0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
trigger3 = AnimElem = 15
value = s0,3

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 3
x = 6

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(5) <= 0
x = 6.8

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElem = 3
y = -3.4

[State 1000, 幉埵抲堏摦]
type = VelAdd
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(17) <= 0
x = -.155

[State 1000, 幉埵抲堏摦]
type = VelAdd
trigger1 = AnimElemtime(3) >= 0
y = .05

[State 1000, 幉埵抲堏摦]
type = VelAdd
trigger1 = AnimElemtime(15) >= 0
y = .2

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

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage = 36,8
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5,5
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-7.5
air.velocity = -5,-7
yaccel = .45
air.type = High
air.hittime = 12
fall = 1
fall.recovertime = 40

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
damage = 29,6
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 5,5
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-6
air.velocity = -5,-6
yaccel = .45
air.type = High
air.hittime = 12
fall = 1
fall.recovertime = 50

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 16
attr = S, SA
damage = 38,8
animtype = Low
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -7,15
air.velocity = -7,15
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -20
value = 1160

;---------------------------------------------------------------------------
; 昐廍巐幃丒峳欩傒

[Statedef 1600]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 30
velset   = 0,0
anim     = 1600
ctrl     = 0
sprpriority = 3

[State 1000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "colicion"
stateno = 1602
Id = 1602
pos = 0,0
postype = p1
facing = 1
ownpal = 1

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = 1
edge = 25,0

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

[State 1200, ]
type = ReversalDef
trigger1 = 1
reversal.attr = SAC,NA,SA,HA
numhits = 0
pausetime = 12,13
sparkno = s4120
hitsound = s2,1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,25

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 1605
;---------------------------------------------------------------------------
;Colicion
[StateDef 1602]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1602
poweradd = 0

[State 3110, 2]
type = BindToParent
trigger1 = time >= 0
facing = ifelse(parent, p2bodydist x <= 0, -1, 1)
pos = 10,0

[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 = 1602

[state 1000, destroyself]
type = destroyself
trigger1 = parent,stateno != 1600
trigger2 = parent,animtime = 0
;---------------------------------------------------------------------------
; 昐廍巐幃丒峳欩傒丂峌寕

[Statedef 1605]
type     = S
movetype = A
physics  = S
juggle   = 3
poweradd = 0
velset   = 0,0
anim     = 1601
ctrl     = 0
sprpriority = 3

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 13
value = s10,26

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = s0,4

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (4) <= 0
edge = 30,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 2 | AnimElem = 3
x = 10

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 12 | AnimElem = 14
x = -10



[State 1001, 5]
type = Projectile
trigger1 = AnimElem = 6
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 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 36,8
animtype = Hard
guardflag = MA
hitflag = MAFP
priority = 3, Hit
pausetime = 10,11
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 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(16) = 0

[State 1000, ]
type = Varset
triggerall = AnimElemtime(12) < 0
trigger1 = command = "庛昐敧幃丒埮暐偄" || command = "嫮昐敧幃丒埮暐偄"
var(16) = 1

[State 1000, ]
type = Varset
triggerall = AnimElemtime(12) < 0
trigger1 = command = "昐擉廍幍幃丒敧嶬"
var(16) = 2

[State 1000,]
type = ChangeState
trigger1 = AnimElemtime(9) >= 3 && AnimElemtime(11) < 0
trigger1 = var(16) = 1
value = 1610

[State 1000,]
type = ChangeState
trigger1 = AnimElemtime(11) >= 1 && AnimElemtime(13) < 0
trigger1 = var(16) = 2
value = 1620

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

;---------------------------------------------------------------------------
; 昐擉廍敧幃丒嬨彎

[Statedef 1610]
type     = S
movetype = A
physics  = S
juggle   = 2
poweradd = 30
velset   = 0,0
anim     = 1610
ctrl     = 0
sprpriority = 3

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,29

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = s0,4

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (5) <= 0
edge = 30,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 4 | AnimElem = 5 | AnimElem = 8
trigger2 = AnimElem = 9
x = 10



[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 2000,]
type = RemoveExplod
trigger1 = AnimElem = 5
ID = 1600

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 30,6
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -3,-7
air.velocity = -3,-7
yaccel = .45
air.hittime = 12
fall = 1
fall.recovertime = 30
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 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(16) = 0

[State 1000, ]
type = Varset
triggerall = AnimElemtime(5) >= 0 && AnimElemtime(7) < 8
trigger1 = command = "x" || command = "y"
var(16) = 1

[State 1000, ]
type = Varset
triggerall = AnimElemtime(5) >= 0 && AnimElemtime(7) < 8
trigger1 = command = "a" || command = "b"
var(16) = 2

[State 1000,]
type = ChangeState
trigger1 = AnimElemtime(7) >= 4 && AnimElemtime(7) < 8
trigger1 = var(16) = 1
value = 1620

[State 1000,]
type = ChangeState
trigger1 = AnimElemtime(7) >= 4 && AnimElemtime(7) < 8
trigger1 = var(16) = 2
value = 1630

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

;---------------------------------------------------------------------------
; 昐擉廍幍幃丒敧嶬

[Statedef 1620]
type     = S
movetype = A
physics  = S
juggle   = 2
poweradd = 30
velset   = 0,0
anim     = 1620
ctrl     = 0
sprpriority = 3

[State 1000, 壒傪柭傜偡]
type = PlaySnd
triggerall = prevstateno = 1605
trigger1 = AnimElem = 5
value = s10,28

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = s0,4

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (4) <= 0
edge = 30,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 2 | AnimElem = 3 | AnimElem = 4
x = 10

[State 1001, 5]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1315
projshadow = 68,68,68
projremovetime = 31
offset = 60,-80
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 2000,]
type = RemoveExplod
trigger1 = AnimElem = 5
ID = 1610

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 34,6
animtype = Hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 11,12
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -4,15
air.velocity = -4,15
air.hittime = 12
fall = 1
fall.recovertime = 30
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 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(16) = 0

[State 1000, ]
type = Varset
triggerall = prevstateno = 1605
triggerall = AnimElemtime(6) < 0
trigger1 = command = "x" || command = "y"
var(16) = 1

[State 1000, ]
type = Varset
triggerall = prevstateno = 1605
triggerall = AnimElemtime(6) < 0
trigger1 = command = "a" || command = "b"
var(16) = 2

[State 1000,]
type = ChangeState
trigger1 = AnimElemtime(5) >= 10 && AnimElemtime(6) < 0
trigger1 = var(16) = 1
value = 1640

[State 1000,]
type = ChangeState
trigger1 = AnimElemtime(5) >= 10 && AnimElemtime(6) < 0
trigger1 = var(16) = 2
value = 1630

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

;---------------------------------------------------------------------------
[Statedef 1630]
type     = S
movetype = A
physics  = S
juggle   = 2
poweradd = 30
velset   = 0,0
anim     = 1625
ctrl     = 0
sprpriority = 3

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,4

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (6) <= 0
edge = 35,0

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

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(6) < 0
x = 7

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElem = 7
x = 0

[State 2000,]
type = RemoveExplod
trigger1 = AnimElem = 5
ID = 1610

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 36,8
animtype = Diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 11,12
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -75
hitsound = s1,3
guardsound = s2,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -6,-6
air.velocity = -6,-6
yaccel = .45
air.hittime = 12
fall = 1
fall.recovertime = 30

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

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

;---------------------------------------------------------------------------
[Statedef 1640]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 30
velset   = 0,0
anim     = 1630
ctrl     = 0
sprpriority = 3

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 5
value = s0,4

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (5) <= 0
edge = 30,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 2 | AnimElem = 3 | AnimElem = 4 | AnimElem = 5
x = 10

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 8 | AnimElem = 10
x = -10

[State 1001, 5]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1315
projshadow = 68,68,68
projremovetime = 31
offset = 70,-30
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 2000,]
type = RemoveExplod
trigger1 = AnimElem = 5
ID = 1600

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 32,6
animtype = Hard
guardflag = L
hitflag = MAFD
priority = 3, Hit
pausetime = 13,14
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -40
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,15
air.velocity = -3,15
air.type = High
air.hittime = 12
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
fall.envshake.ampl = 5
fall.envshake.freq = 100
fall.envshake.time = 15

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

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 1700]
type     = S
movetype = A
physics  = S
juggle   = 3
poweradd = 100
velset   = 0,0
anim     = 1700
ctrl     = 0
sprpriority = 3

[State 1200, ]
type = ReversalDef
trigger1 = time = [0,8]
reversal.attr = SAC,NA,SA,HA
numhits = 0
pausetime = 12,13
sparkno = s4120
hitsound = s2,1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 8
value = s10,10

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 9
value = s0,4

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (4) <= 0
edge = 50,0

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (4) >= 0 && AnimElemTime (13) <= 0
edge = 30,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 4 | AnimElem = 5 | AnimElem = 6
trigger2 = AnimElem = 8 | AnimElem = 10 | AnimElem = 11 | AnimElem = 14
x = 10

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 3 
x = 15

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



[State 1001, 5]
type = Projectile
trigger1 = AnimElem = 11
projanim = 1605
projshadow = 68,68,68
projremovetime = 29
offset = 55,-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 200, 僸僢僩掕媊]
type = HitDef
trigger1 = animelem = 11 && 12
attr = S, SA
damage = 40,8
animtype = Hard
guardflag = MA
hitflag = MAFP
priority = 3, Hit
pausetime = 10,11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -65
hitsound = s1,1
guardsound = s2,1
ground.type = Low
ground.slidetime = 21
ground.hittime  = 21
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 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(16) = 0

[State 1000, ]
type = Varset
triggerall = AnimElemtime(15) < 0
trigger1 = command = "嫮昐敧幃丒埮暐偄"
var(16) = 1

[State 1000,]
type = ChangeState
trigger1 = AnimElemtime(13) >= 5 && AnimElemtime(15) < 0
trigger1 = var(16) = 1
value = 1710

[State 1000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "colicion"
stateno = 1702
Id = 1702
pos = 0,0
postype = p1
facing = 1
ownpal = 1

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

;---------------------------------------------------------------------------
;Colicion
[StateDef 1702]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1602
poweradd = 0

[State 3110, 2]
type = BindToParent
trigger1 = time >= 0
facing = ifelse(parent, p2bodydist x <= 0, -1, 1)
pos = 10,0

[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 = 1702

[state 1000, destroyself]
type = destroyself
trigger1 = parent,stateno != 1700
trigger2 = parent,animtime = 0
;---------------------------------------------------------------------------
; 巐昐堧幃丒嵾塺傒

[Statedef 1710]
type     = S
movetype = A
physics  = S
juggle   = 2
poweradd = 10
velset   = 0,0
anim     = 1710
ctrl     = 0
sprpriority = 3

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = s0,4

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = 1
edge = 25,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 2 | AnimElem = 3 | AnimElem = 4
x = 10



[State 1001, 5]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1615
projshadow = 68,68,68
projremovetime = 31
offset = 45,-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 2000,]
type = RemoveExplod
trigger1 = AnimElem = 4
ID = 1700

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 30,6
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -65
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -7
air.velocity = -3,-5
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 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(16) = 0

[State 1000, ]
type = Varset
triggerall = AnimElemtime(6) < 0
trigger1 = command = "庛昐敧幃丒埮暐偄" || command = "嫮昐敧幃丒埮暐偄"
var(16) = 1

[State 1000,]
type = ChangeState
trigger1 = AnimElemtime(5) >= 2 && AnimElemtime(6) < 0
trigger1 = var(16) = 1
value = 1720

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

;---------------------------------------------------------------------------
; 巐昐擉幃丒敱塺傒

[Statedef 1720]
type     = S
movetype = A
physics  = S
juggle   = 1
poweradd = 10
velset   = 0,0
anim     = 1720
ctrl     = 0
sprpriority = 3

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = s3,0

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (3) >= 0 && AnimElemTime (6) <= 0
edge = 20,-50

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

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElem = 4
x = 3
y = -5

[State 1000, 幉埵抲堏摦]
type = VelAdd
trigger1 = AnimElemtime(4) > 0
y = .38

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 4
statetype = A

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 23,4
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -75
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -2,-9
air.velocity = -2,-9
yaccel = .43
air.type = High
air.hittime = 12
fall = 1
fall.recovertime = 40
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 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, ]
type = Varset
triggerall = AnimElemtime(6) < 0
trigger1 = command = "庛昐敧幃丒埮暐偄" || command = "嫮昐敧幃丒埮暐偄"
var(16) = 1

[State 1000,]
type = ChangeState
trigger1 = AnimElemtime(5) >= 2 && AnimElemtime(6) < 0
trigger1 = var(16) = 1
value = 1730

[State 1000,]
type = ChangeState
triggerall = var(50) != 0
trigger1 = AnimElemtime(5) >= 2 && AnimElemtime(6) < 0
value = 1730

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

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 20
value = 1160




[Statedef 1730]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 100
velset   = 0,0
anim     = 1730
ctrl     = 0
sprpriority = 5

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = s12,2

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (2) <= 0
edge = 30,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 1
x = 20

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElem = 1
y = -2.5

[State 1000, 幉埵抲堏摦]
type = VelAdd
trigger1 = AnimElemtime(1) > 0
y = .38

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,11
channel = 4

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 1
statetype = A

[State 1001, 5]
type = Projectile
trigger1 = AnimElem = 1
projanim = 1110
projshadow = 68,68,68
projremovetime = 29
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 1001, 5]
type = Projectile
trigger1 = AnimElem = 3
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 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 92,18
animtype = up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -60
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 35
ground.hittime  = 20
ground.velocity = -3,-10
air.velocity = -3,-10
yaccel = .45
air.type = High
air.hittime = 12
fall = 1
fall.recovertime = 30
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 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1120


;---------------------------------------------------------------------------
[Statedef 1800]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 90
velset   = 0,0
anim     = 1800
ctrl     = 0
sprpriority = 5

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (3) >= 0
edge = 30,-60

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = s3,2

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,16

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 7
value = s0,4

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

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElemtime(3) >= 0
x = 4

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElem = 3
y = -8.5

[State 1000, 幉埵抲堏摦]
type = VelAdd
trigger1 = AnimElemtime(3) >= 0
y = .72

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

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 100,20
animtype = up
guardflag = M
hitflag = HAF
priority = 3, Hit
pausetime = 6,6
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -75
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,15
guard.velocity = -11
air.velocity = -5,15
airguard.velocity = -5,-5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
fall.envshake.ampl = 5
fall.envshake.freq = 90
fall.envshake.time = 15

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1160

;---------------------------------------------------------------------------
; 嫮撈妝搄傝

[Statedef 1850]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 90
velset   = 0,0
anim     = 1850
ctrl     = 0
sprpriority = 5

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (3) >= 0
edge = 30,0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = s3,2

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,16

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 7
value = s0,4

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

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElemtime(3) >= 0
x = 6

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElem = 3
y = -11

[State 1000, 幉埵抲堏摦]
type = VelAdd
trigger1 = AnimElemtime(3) >= 0
x = -.1
y = .7

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

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 120,24
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 6,6
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -75
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,15
guard.velocity = -11
air.velocity = -5,15
airguard.velocity = -5,-5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
fall.envshake.ampl = 5
fall.envshake.freq = 90
fall.envshake.time = 15

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1160
;-------------------------------------------------------------------------------
;-------------------------------Power up (start)
[Statedef 910]
type = S
movetype = I
physics = S
anim = 910
velset = 0
ctrl = 0

[State 301, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,21
channel = 8

[State 301, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = s12,24
channel = 9

[State 730, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 911

; Power up
[Statedef 911]
type = S
movetype = I
physics = S
anim = 911

[State 705, 2]
type = Explod
trigger1 = time = 1
anim = f130
ID = 911
sprpriority = 3
postype = p1
pos = 0,0
bindtime = -1
removeongethit = 1

[State 735, 1]
type = ChangeState
trigger1 = command != "hold_a"
trigger3 = command != "hold_y"
value = 912

[State 735, 2]
type = PowerAdd
trigger1 = Time = [0,12]
value = 9

[State 735, 2]
type = ChangeState
trigger1 = Power >= 3000
value = 313

[State 735, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 911

; Power up (end)
[Statedef 912]
type = S
movetype = I
physics = S
anim = 912

[State 912, StopSnd]
type = StopSnd
trigger1 = animtime = 0
channel = 8

[State 912, StopSnd]
type = StopSnd
trigger1 = animtime = 0
channel = 9

[State 1100, 1]
type = RemoveExplod
trigger1 = AnimElem = 1
ID = 911

[State 740, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Power up (maxed out)
[Statedef 313]
type = S
movetype = I
physics = S
anim = 912

[State 313, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = f140
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 7

[State 1000, EnvShake]
type = EnvShake
trigger1 = AnimElem = 1
time = 10
freq = 90
ampl = -4
phase = 90

[State 1100, 1]
type = RemoveExplod
trigger1 = AnimElem = 1
ID = 910

[State 741, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 18000]
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
trigger1 = command = "a"
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "b"
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 a];偣傗
type = playsnd
trigger1 = animelem = 1
value = 1800,0

[state a];傎傜
type = playsnd
trigger1 = animelem = 8
value = 1800,1

[state a];棊偪傗偑傟
type = playsnd
trigger1 = animelem = 12
value = 1800,2

[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    = 19,5
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
trigger1 = var(5) = 0
attr = A, SA
animtype  = hard
damage    = 19,5
getpower = 20,20
;hitflag = MA
guardflag = MA
pausetime = 11,11
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 = -3,-7
air.velocity = -3.5,-7
fall = 1
fall.recover = 0

[State 2];
type = HitDef
trigger1 = animelem = 8
trigger1 = var(5) = 1
attr = A, SA
animtype  = hard
damage    = 38,5
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    = 115,10
getpower = 40,40
;hitflag = MA
guardflag = HA
pausetime = 11,12
sparkno = s4020
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


;---------------------[棫偪僗僥乕僩偵栠傞]
[state a]
type = changestate
trigger1 = vel y >0 && pos y >=0
value = 15050


[Statedef 15050]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 15050
ctrl = 0

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

[state a]
type = playsnd
trigger1 = time = 0
value = 4,0

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 15060

[state 00]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1









[Statedef 4550]
type = S
physics = S
movetype = I
anim = 4550
velset = 0,0
poweradd = 60
ctrl = 0

[State 4550, Voice]
type = playsnd
trigger1 = time = 1
value = 10,14
channel = 0

[State 3000, hehe!]
type = NotHitBy
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
value = SCA

[State 4550, REVERSAL]
type = ReversalDef
trigger1 = AnimElem = 3
reversal.attr = SCA, AA,AP
hitflag = MAFPD
numhits = 0
pausetime = 10,12
sparkno = -1
sparkxy = 100,-65
hitsound = S1,1

[State 4550, HOP]
type = ChangeState
trigger1 = animtime = 0
value = 4555
ctrl = 0

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

[Statedef 4555]
type = A
physics = N
movetype = A
anim = 4555
velset = 0,0
poweradd = 80
ctrl = 0

[State 4555, Width]
type = width
trigger1 = 1
player = 20,0
edge = 40,0

[State 4555, FX]
type = playsnd
trigger1 = time = 1
value = 3,2

[State 4555, Velset1]
type = VelSet
trigger1 = Time = 0
x = 5.5
y = -4.8

[State 4555, Velset2]
type = VelAdd
trigger1 = Time = [0,18]
y = .5

[State 3000, hehe!]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4550, HOP]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = 4560
ctrl = 0

;-----------------------------------------
[Statedef 4560]
type = S
physics = N
movetype = A
anim = 4560
velset = 0,0
juggle = 7
poweradd = 80
ctrl = 0

[State 3000, hehe!]
type = NotHitBy
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
value = SCA

[State 4560, REVERSAL]
type = ReversalDef
trigger1 = AnimElem = 5
trigger2 = animelem = 6
reversal.attr = SCA, AA,AP
hitflag = MAFPD
numhits = 0
pausetime = 10,12
sparkno = -1
sparkxy = 100,-65
hitsound = S1,1

[State 4560, Posset]
type = posset
trigger1 = Time = 0
y = 0

[State 4560, Land SND]
type = PlaySnd
trigger1 = Time = 0
value = 4,0

[State 4560, velset]
type = Velset
trigger1 = Time = 0
x = 2

[State 4560, Posadd]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
x = 8

[State 4560, Veladd]
type = VelAdd
trigger1 = vel x > 0
trigger1 = Time = [0,37]
x = -.04

[State 4560, Hit]
type = HitDef
triggerall = p2stateno != 5040
trigger1 = AnimElem = 10
attr = S, SA
hitflag = MAF
animtype = Hard
damage = 70,7
guardflag = M
pausetime = 12,12
guard.pausetime = 12,17
sparkno = s4010
guard.sparkno = s4120
sparkxy = -10,-65
hitsound = S1,1
guardsound = S2,1
ground.type = low
ground.velocity = -1,-11.3
air.velocity = -1,-11.3
airguard.velocity = -3.5,-4
ground.slidetime = 4
ground.hittime = 17
guard.velocity = -1
guard.slidetime = 22
guard.hittime = 44
guard.ctrltime = 44
getpower = 60,60
givepower = 21,21
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
id = 1
yaccel = .50
absolute = 1

[State 4560, Land SND]
type = PlaySnd
trigger1 = AnimElem = 9
value = 0,1

[State 4560, CONTINUE]
type = ChangeState
trigger1 = animtime = 0
value = 4565
ctrl = 0

;--------------------------------------------
[Statedef 4565]
type = S
physics = N
movetype = A
anim = 4565
juggle = 4
poweradd = 10
ctrl = 0

[State 4560, Land SND]
type = PlaySnd
trigger1 = AnimElem = 9
value = 0,1

[State 4565, Hit1]
type = HitDef
triggerall = p2stateno != 5040
trigger1 = AnimElem = 11
attr = S, SA
hitflag = MAF
animtype = Hard
damage = 120,10
guardflag = M
pausetime = 19,19
guard.pausetime = 12,17
sparkno = s4020
guard.sparkno = s4120
sparkxy = -10,-85
hitsound = S1,4
guardsound = S2,1
ground.type = low
ground.velocity = -2,-12
air.velocity = -2,-12
airguard.velocity = -3.5,-4
ground.slidetime = 4
ground.hittime = 17
guard.velocity = -1
guard.slidetime = 22
guard.hittime = 44
guard.ctrltime = 44
getpower = 60,60
givepower = 21,21
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
id = 1
envshake.time = 10
envshake.freq = 90
envshake.ampl = -3
envshake.phase = -2
yaccel = .50
absolute = 1
p2facing = 1
p2stateno = 5010

[State 4565, stop]
type = VelSet
trigger1 = AnimElem = 8
x = 0

[State 4565, Voice]
type = PlaySnd
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 1200,1
volume = 50

[State 4565, END]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;===========================================================前转一勾拳
[Statedef 4605]
type = S
physics = S
movetype = A
anim = 4605
juggle = 10
velset = 0
ctrl = 0

[State 4605, Voice]
type = playsnd
trigger1 = time = 8
value = 0,1

[State 4605, Voice]
type = playsnd
trigger1 = time = 6
value = 0,1
channel = 0
volume = 50

[state 4605, Nothitby]
type = NotHitBy
trigger1 = Time = 2
value = SCA
time = 18

[state 4605, Nothitby]
type = Width
trigger1 = animelem = 10, < 0 && animelem = 5, >= 0
value = 30,0

[State 4605, Posadd]
type = PosAdd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
trigger7 = AnimElem = 11
trigger8 = AnimElem = 12
trigger9 = AnimElem = 13
trigger10 = AnimElem = 14
trigger11 = AnimElem = 15
x = 8

[State 4605, Hit]
type = HitDef
triggerall = p2stateno != 5040
trigger1 = AnimElem = 9
attr = S, HA
hitflag = MAF
animtype = Hard
damage = 55,5
guardflag = M
pausetime = 12,12
guard.pausetime = 12,17
sparkno = s4010
guard.sparkno = s4120
sparkxy = -10,-65
hitsound = S1,1
guardsound = S2,1
ground.type = low
ground.velocity = -1
air.velocity = -3,-6
airguard.velocity = -3.5,-4
ground.slidetime = 4
ground.hittime = 17
guard.ctrltime = 17
guard.velocity = -1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
getpower  = 0,0
givepower = 100,50
fall = ifelse(p2statetype=A,1,0)
id = 1
guard.ctrltime = 22
envshake.time = 30
envshake.freq = 90
envshake.ampl = -3
envshake.phase = -2
yaccel = .50
absolute = 1

[State 4605, Hit2]
type = HitDef
triggerall = p2stateno != 5040
trigger1 = AnimElem = 18
attr = S, HA
hitflag = MAF
animtype = Back
damage = 75,7
guardflag = M
pausetime = 30,30
guard.pausetime = 30,30
sparkno = s4020
guard.sparkno = s4120
sparkxy = -10,-65
hitsound = S1,4
guardsound = S2,1
ground.type = high
ground.velocity = -4,-9
air.velocity = -4,-9
ground.slidetime = 17
ground.hittime = 17
guard.velocity = -9
ground.cornerpush.veloff = -18
air.cornerpush.veloff = -12
guard.cornerpush.veloff = -18
getpower  = 0,0
givepower = 100,50
fall = 1
id = 1
guard.ctrltime = 22
yaccel = .50
envshake.time = 30
envshake.freq = 90
envshake.ampl = -3
envshake.phase = -2
absolute = 1

[State 4605, End]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1





[Statedef 21000]
type = S
movetype = A
physics = N
ctrl     = 0
anim = 3461         ;                     ;前转

[State 3000, 无敌]
type = null;HitBy
trigger1 = 1
value = SCA, NT, ST
time = 9

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

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = s3,1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 2
value = s1800,3

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 2
x = 10

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElemtime(2) >= 0
x = 5.4

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElem = 2
y = -2.5

[State 1000, 幉埵抲堏摦]
type = VelAdd
trigger1 = AnimElemtime(2) > 0
y = .45

[State 1401, 6]
type = ChangeState
trigger1 = Pos Y >= -3 && Vel Y > 0
value = 21001

;-----------------------------------------
[Statedef 21001]
type = S
movetype = A
physics = S
ctrl     = 0
anim = 3462           ;          转身腹部一拳
velset = 0,0

[State 1]
type = NotHitBy
trigger1 = Animelem = 6,<= 1
value = SCA

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

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 12
x = 8

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 6
value = s0,4

[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 9
movetype = A

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 96,18
animtype = Hard
guardflag = H
hitflag = MAFP
priority = 3, Hit
pausetime = 10,11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -2.4,-10
air.velocity = -2.4,-10
yaccel = .45
air.hittime = 12
fall = 1
fall.recovertime = 60
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

[State 1001, 5]
type = Projectile
trigger1 = AnimElem = 6
projanim = 1615
projshadow = 68,68,68
projremovetime = 31
offset = 40,-65
velocity = .2,-.3
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 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8
persistent = 0
ignorehitpause = 1

[State 1402, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1





[Statedef 21005]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 30
velset   = 0,0
anim     = 15000
ctrl     = 0
sprpriority = 3

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 6
value = s100,18

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 6
value = s0,4

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (4) <= 0
edge = 5,0

[State 1001, 5]
type = Projectile
trigger1 = AnimElem = 6
projanim = 1615
projshadow = 68,68,68
projremovetime = 31
offset = 55,-65
velocity = .2,-.3
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 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = ifelse(Enemy,Statetype!=A,90,44),ifelse(Enemy,Statetype!=A,18,8)
animtype = Hard
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = ifelse(Enemy,Statetype!=A,20,11),ifelse(Enemy,Statetype!=A,22,11)
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,ifelse(Enemy,Statetype!=A,4,1)
guardsound = s2,1
ground.type = High
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -8
air.velocity = -3.5,-7.5
yaccel = .42
air.hittime = 12
air.fall = 1
fall.recover = 0
air.cornerpush.veloff = 0
envshake.time = ifelse(Enemy,Statetype!=A,15,0)
envshake.ampl = ifelse(Enemy,Statetype!=A,5,0)
envshake.freq = ifelse(Enemy,Statetype!=A,90,0)
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

[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(16) = 0

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 21006

;---------------------------------------------------------------------------
; 嫮丂巐昐擉廍幍幃丒鐎揝俀

[Statedef 21006]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 150500
ctrl     = 0
sprpriority = 3

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 32,6
animtype = Hard
guardflag = H
hitflag = AF
priority = 3, Hit
pausetime = 9,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -4,-8.5
air.velocity = -3.5,-8.5
yaccel = .45
air.hittime = 12
fall = 1
fall.recovertime = 50
air.cornerpush.veloff = 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

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

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