;========================================================
; EDICION by; Shin Yagami
; www.shinyagami.webs.com & www.clanmugen.foroactivo.com
;========================================================

[Data]
life = 1700
power = 9000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 14
sparkno = 6
guard.sparkno = 40
KO.echo = 0
volume = 100
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1
yscale = 1
ground.back = 20
ground.front = 20
air.back = 12
air.front = 12
height = 60
attack.dist = 160
proj.attack.dist = 90
proj.doscale = 0
head.pos = 0, -95
mid.pos = -5, -60
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd  = 3.2
walk.back = -2.8
run.fwd  = 6.2
run.back = -5.2,-4.2
jump.neu = 0,-10.3
jump.back = -3.2
jump.fwd = 3.2
runjump.fwd = 4.55,-8.5

[Movement]
airjump.num = 0
airjump.height = 35
yaccel = .65
stand.friction = .85
crouch.friction = .82

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

;---------------------------------------------------------------------------
; Lose by Time Over
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 1]
type = PlaySnd
trigger1 = AnimElem = 7
value = 170,0

[State 170, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
;---------------------------------------------------------------------------
; Win state decider
[Statedef 180]
type = S

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 1,29

[State 180, 9]
type = ChangeState
trigger1 = Time = 0 && Var(9) = 1
value = 184

[State 180, 9]
type = ChangeState
trigger1 = Time = 0 && Var(9) = 2
value = 185

[State 180, 9]
type = ChangeState
trigger1 = Var(1) = [1,9]
value = 181

[State 180, 9]
type = ChangeState
trigger1 = Var(1) = [10,19]
value = 182

[State 180, 9]
type = ChangeState
trigger1 = Var(1) = [20,29]
value = 183
;---------------------------------------------------------------------------
; Win pose 1
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0

[State 181, 9]
type = AssertSpecial
trigger1 = Time = [0, 200]
flag = RoundNotOver

[State 181, 3]
type = ChangeState
trigger1 = MatchOver && Time = 199    ;不要time的话，胜利后没有胜利时摆的pose，直接进入winpose
value = 189
;---------------------------------------------------------------------------
; Win pose 2
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0

[State 181, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 181,0

[State 182, 9]
type = AssertSpecial
trigger1 = Time = [0, 230]
flag = RoundNotOver

[State 181, 3]
type = ChangeState
trigger1 = MatchOver && Time = 229   ;不要time的话，胜利后没有胜利时摆的pose，直接进入winpose
value = 189

;---------------------
; Win pose 3
;---------------------
[Statedef 183]
type = S
ctrl = 0
anim = 182
velset = 0

[State 183, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 181,0

[State 183, 9]
type = AssertSpecial
trigger1 = Time = [0, 450]
flag = RoundNotOver

[State 181, 3]
type = ChangeState
trigger1 = MatchOver && Time = 449    ;不要time的话，胜利后没有胜利时摆的pose，直接进入winpose
value = 189
;---------------------
; Win pose 4乮懳椨彑棙乯
;---------------------
[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0

[State 184, 1]
type = PlaySnd
trigger1 = Time = 57
value = 183,0

[State 184, 1]
type = PlaySnd
trigger1 = Time = 34
value = 2200,1

[State 184, 2]
type = Explod
trigger1 = AnimElem = 3
anim = 2207
pos = 100,0
postype = P1
sprpriority = 6
bindtime = 9999
removetime = 9999
facing = 1
ownpal = 1

[State 184, 9]
type = AssertSpecial
trigger1 = Time = [0, 380]
flag = RoundNotOver

[State 181, 3]
type = ChangeState
trigger1 = MatchOver && Time = 379    ;不要time的话，胜利后没有胜利时摆的pose，直接进入winpose
value = 189

;---------------------
; Win pose 5乮懳僱僗僣棤愗傝幰彑棙乯
;---------------------
[Statedef 185]
type = S
ctrl = 0
anim = 184
velset = 0

[State 185, 2]
type = Helper
trigger1 = numhelper(2005) <= 0
trigger1 = AnimElem = 1
helpertype = normal
name = "Krizalid"
ID = 2005
pos = -280,0
postype = P1
facing = 1
stateno = 2005
keyctrl = 0
ownpal = 1

[State 185, 9]
type = AssertSpecial
trigger1 = Time = [0, 200]
flag = RoundNotOver

[State 181, 3]
type = ChangeState
trigger1 = MatchOver && Time = 199    ;不要time的话，胜利后没有胜利时摆的pose，直接进入winpose
value = 189
;=====================================================
[Statedef 189]
type = S
ctrl = 0
velset = 0,0,0

[state 189, no]
type = assertspecial
trigger1 = 1
flag  = NoFG                         ;去掉标志
flag2 = NoBarDisplay                 ;去掉血条和能量条


[State 189, 0]
type = AssertSpecial
trigger1 = time = [0,450]            ;延长450格时间不结束回合(在这段时间里放WINPOSE)
flag = roundnotover      
     
[State 189, blackandwhite]
type = BGPalFX
trigger1 = time = 0
add = 0, 0, 80
mul = 210, 210, 210                  ;这里是将背景加一层蓝色的透明色, 数值你可以自己换
time = 500

[State 189, playsnd]
type = PlaySnd
trigger1 = time = 0                  ;这个当然是放"winpose"出现时的声音，9000，0前面加F表示声音在command.snd里
value = F9000,0

[State 189 , 0]                      ;这个是核心咯, 用来触发frame
type = Explod
trigger1 = time = 0                     
anim = F180                          ;winpose的框，180前面有个F, 那是指我们是读取ffightfx.sff里的spr
pos = 0,0
sprpriority = 5
postype = left
removetime = -1

[State 189 , 0]
type = Explod
trigger1 = time = 0
anim = F41065                        ;这里是读取人物winpose的portrait, 不加F, 表示读取的是人物内部的spr
pos = 160,26
sprpriority = 8
postype = left
removetime = -1

[State 189, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;---------------------------------------------------------------------------
; 僀儞僩儘暘婒
[Statedef 190]
type = S
ctrl = 0
velset = 0

[State 190, 2]
type = varrandom
trigger1 = 1
v = 1
range = 0,18

[State 190, 9]
type = ChangeState
trigger1 = p2name = "Whip" || p4name = "Whip"
trigger2 = p2name = "Maxima" || p4name = "Maxima"
trigger3 = p2name = "K'" || p4name = "K'"
trigger4 = P2Name = "Kula" || P4Name = "Kula" || P2Name = "Kula Diamond" || P4Name = "Kula Diamond"
trigger5 = p2name = "K9999" || p4name = "K9999"
trigger6 = p2name = "Foxy" || p4name = "Foxy"
trigger7 = p2name = "Angel" || p4name = "Angel"
value = 192

[State 190, 9]
type = ChangeState
trigger1 = p2name = "Lin" || p4name = "Lin"
value = 193

[State 190, 9]
type = ChangeState
trigger1 = Var(1) = [0,18]
value = 191

;---------------------
; 僀儞僩儘1
;---------------------
[Statedef 191]
type = S
anim = 191

[State 191, 1]
type = AssertSpecial
trigger1 = Time = [0,70]
flag = intro

[State 191, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 191,0

[State 191, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------
; 僀儞僩儘俀乮僱僗僣棤愗傝幰乯
;---------------------
[Statedef 192]
type = S
anim = 192

[State 192, 1]
type = AssertSpecial
trigger1 = Time = [0,220]
flag = intro

[State 192, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 191,0

[State 192, 2]
type = Helper
trigger1 = numhelper(2105) <= 0
trigger1 = Time = 0
helpertype = normal
name = "Gulugan"
ID = 2105
pos = 20,0
postype = p1
facing = 1
stateno = 2105
keyctrl = 0
ownpal = 1

[State 192, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------
; 僀儞僩儘俁乮懳椨乯
;---------------------
[Statedef 193]
type = S
anim = 193

[State 193, 1]
type = AssertSpecial
trigger1 = Time = [0,450]
flag = intro

[State 193, 1]
type = PlaySnd
trigger1 = Time = 248
value = 192,0

[State 193, 1]
type = PlaySnd
trigger1 = Time = 217
value =	S2200,1

[State 193, 1]
type = PlaySnd
trigger1 = Time = 392
value = S2200,1

[State 193, 2]
type = Explod
trigger1 = Time = 208
anim = 2206
pos = 46,0
postype = P1
sprpriority = 6
bindtime = -1
ownpal = 1

[State 193, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------
; 挧敪
;---------------------
[Statedef 195]
type = S
movetype = I
physics = S
anim = 195
velset = 0
ctrl = 0

[State 195, 1]
type = ctrlset
triggerall = AnimElem = 13
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
trigger3 = command = "holdup"
trigger4 = command = "holddown"
value = 1

[State 195, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 195,0
channel = 5

[State 195, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
; 俲俷俥僕儍儞僾僔僗僥儉乮By 俵俵俼偝傫 傑偙偲偵偁傝偑偲偆偛偞偄傑偡丅乯
;---------------------
[Statedef 40]
type = S
movetype = I
physics = S
anim = 40
velset = 0, 0
ctrl = 0

[State 40,0]
type = VarSet
trigger1 = Var(28) = 1
v = 26
value = 1

[State 40,1]
type = VarSet
trigger1 = Time = 0
v = 27
value = 0

[State 40,2]
type = VarSet
trigger1 = Command = "holdfwd"
v = 27
value = 1

[State 40,3]
type = VarSet
trigger1 = Command = "holdback"
v = 27
value = -1

[State 40,VelSet]
type = VelSet
triggerall = AnimTime = 0
trigger1 = PrevStateNo != 100 && Var(26) = 0
trigger2 = PrevStateNo = 100 && Var(27) != 1
x = IfElse(Var(27) = 0,0,IfElse(Var(27) = -1,Const(velocity.jump.back.x),Const(velocity.jump.fwd.x)))
y = Const(velocity.jump.y)

[State 40,VelSet]
type = VelSet
triggerall = AnimTime = 0
trigger1 = Var(26) = 1
trigger2 = PrevStateNo = 100 && Var(27) = 1
x = IfElse(Var(27) = 0,0,IfElse(Var(27) = -1,Const(velocity.runjump.back.x),Const(velocity.runjump.fwd.x)))
y = Const(velocity.jump.y)

[State 40,A]
type = VelSet
triggerall = AnimTime = 0
trigger1 = Command != "holdup"
y = -7.2

[State 40,VarSet]
type = VarSet
triggerall = AnimTime = 0
trigger1 = Command != "holdup"
v = 25
value = 1

[State 40,9]
type = AfterImage
trigger1 = Var(26) = 1 || (PrevStateNo = 100 && Var(27) = 1)
trigger1 = Var(27) != 0
trigger1 = AnimTime = 0
time = 9
length = 9
palbright = 40,40,40
palcontrast = 250,250,250
palpostbright = -80,-80,-80
timegap = 1
flamegap = 1
trans = add1

[State 40,PlaySnd]
type = PlaySnd
triggerall = AnimTime = 0
trigger1 = Var(26) = 1 || (PrevStateNo = 100 && Var(27) = 1)
trigger1 = Var(27) != 0
value = 50,1

[State 40,PlaySnd]
type = PlaySnd
triggerall = AnimTime = 0
trigger1 = Var(26) = 0 || (PrevStateNo = 100 && Var(27) != 1)
trigger2 = Var(26) = 1 || (PrevStateNo = 100 && Var(27) = 1)
trigger2 = Var(27) = 0
value = 50,0

[State 4600,10]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------
; 僕儍儞僾乮忋徃乯
;---------------------
[Statedef 50]
type    = A
physics = A

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

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0 && Var(25) = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50,ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0 && Var(25) = 1
value = IfElse(Vel X <= 0,51,52)

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2 && Var(25) = 0
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

[State 50,ChangeAnim]
type = ChangeAnim
trigger1 = Vel Y > -2 && Var(25) = 1
persistent = 0
value = Anim + 2

;---------------------
; 拝抧
;---------------------
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47
velset = 0, 0

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

[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1

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

;============================================================================
; 捠忢媄
;============================================================================
;--------------------------------
; 棫偪庛俹
;--------------------------------
[Statedef 200]
type = S
movetype = A
physics = S
anim = 200
velset = 0
ctrl = 0
juggle = 6

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1 && Random % 10 < 8
value = 200,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 300,0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 28
animtype = Light
getpower = 50
givepower = 15
guardflag = MA
hitflag = MAF
pausetime = 2,3
sparkno = S8000
guard.sparkno = S8050
sparkxy = -10,-70
hitsound = S5,0
guardsound = S6,0
ground.type = High
ground.slidetime = 7
ground.hittime  = 13
ground.velocity = -5
air.velocity = -2,-2.5

[State 200, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------
; 棫偪庛俲
;--------------------------------
[Statedef 210]
type = S
movetype = A
physics = S
anim = 210
velset = 0
ctrl = 0
juggle = 6

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1 && Random % 10 < 8
value = 200,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 300,0

[State 210, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 32
animtype = Light
getpower = 50
givepower = 15
guardflag = MA
hitflag = MAF
pausetime = 2,2
sparkno = S8000
guard.sparkno = S8050
sparkxy = -10,-45
hitsound = S5,1
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -10
air.velocity = -2,-2.5

[State 210, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------
; 棫偪嫮俹
;--------------------------------
[Statedef 220]
type = S
movetype = A
physics = S
anim = 220
velset = 0
ctrl = 0
juggle = 6

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

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 300,1

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage    = 88
animtype = Heavy
getpower = 50
givepower = 15
guardflag = MA
hitflag = MAF
pausetime = 28,38
sparkno = S8010
guard.sparkno = S8060
sparkxy = -10,-70
hitsound = S5,2
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -10
air.velocity = -3,-4.5

[State 220, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------
; 愙嬤棫偪嫮俹
;--------------------------------
[Statedef 225]
type = S
movetype = A
physics = S
anim = 225
velset = 0
ctrl = 0
juggle = 6

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

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 300,1

[State 225, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage    = 88
animtype = Heavy
getpower = 50
givepower = 15
guardflag = MA
hitflag = MAF
pausetime = 28,38
sparkno = S8010
guard.sparkno = S8060
sparkxy = -10,-70
hitsound = S5,2
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -10
air.velocity = -3,-4.5

[State 225, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------
; 棫偪嫮俲
;--------------------------------
[Statedef 230]
type = S
movetype = A
physics = S
anim = 230
velset = 0
ctrl = 0
juggle = 6

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

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 300,1

[State 230, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage    = 90
animtype = Heavy
getpower = 50
givepower = 15
guardflag = MA
hitflag = MAF
pausetime = 12,12
sparkno = S8010
guard.sparkno = S8060
sparkxy = -10,-87
hitsound = S5,3
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -5,-5.5
guard.velocity = -6
air.velocity = -5,-5
fall = 1
fall.recover = 0

[State 230, 1]
type = HitDef
triggerall = AnimElem = 4
trigger1 = P2MoveType = A
attr = S, NA
damage    = 90
animtype = Heavy
getpower = 50
givepower = 15
guardflag = MA
hitflag = MAF
pausetime = 12,12
sparkno = S8010
guard.sparkno = S8060
sparkxy = -10,-87
hitsound = S5,3
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -5,-5.5
guard.velocity = -6
air.velocity = -5,-5
fall = 1
fall.recover = 0
p2facing = 1
p2stateno = 2205

[State 230, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------
; 尪杺崗復乮捠忢乯
;--------------------------------
[Statedef 280]
type = S
movetype = A
physics = S
anim = 280
velset = 0
ctrl = 0
juggle = 6

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 6 && Random % 10 < 8
value = 280,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 300,1

[State 280, 2]
type = Posadd
trigger1 = AnimElem = 6
x = 9

[State 280, 2]
type = Posadd
trigger1 = AnimElem = 7
x = 7

[State 280, 2]
type = Posadd
trigger1 = AnimElem = 10
x = -1

[State 280, 3]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
animtype  = Medium
damage    = 40
guardflag = H
hitflag = MAF
pausetime = 8,12
sparkno = S8000
guard.sparkno = S8050
sparkxy = -10,-40
hitsound   = S5,2
guardsound = S6,0
ground.type = Low
ground.slidetime = 0
ground.hittime = 25
ground.velocity = -0,4
air.velocity = 0,3
down.velocity = 0,0
down.hittime = 80
fall = 1
fall.recover = 0
yaccel = .6

[State 280, 4]
type = EnvShake
trigger1 = Movehit = 1 && P2Stateno = 5100
Time = 15
ampl = -5
persistent = 0

[State 280, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------
; 尪杺崗復乮僉儍儞僙儖乯
;--------------------------------
[Statedef 281]
type = S
movetype = A
physics = S
anim = 281
velset = 0
ctrl = 0
juggle = 6

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 6 && Random % 10 < 8
value = 280,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 300,1

[State 281, 2]
type = Posadd
trigger1 = AnimElem = 6
x = 9

[State 281, 2]
type = Posadd
trigger1 = AnimElem = 7
x = 7

[State 281, 2]
type = Posadd
trigger1 = AnimElem = 10
x = -1

[State 281, 3]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
animtype  = Medium
damage    = 40
guardflag = MA
hitflag = MAF
pausetime = 8,12
sparkno = S8000
guard.sparkno = S8050
sparkxy = -10,-40
hitsound   = S5,2
guardsound = S6,0
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7
air.velocity = -5,-2

[State 281, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------
; 悂偭旘偽偟峌寕抧忋
;--------------------------------
[Statedef 320]
type = S
movetype = A
physics = S
anim = 320
velset = 0
ctrl = 0
juggle = 14
poweradd = IfElse(prevstateno = 150 || prevstateno = 151,-1000,0)

[State 320, 1]
type = PlaySnd
trigger1 = AnimElem = 6 && Random % 10 < 8
value = 200,1

[State 320, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 320,0

[State 320, 1]
type = VarSet
trigger1 = prevstateno = 150 || prevstateno = 151
v = 2
value = 1
persistent = 0

[State 320, 1]
type = pause
trigger1 = (prevstateno = 150 || prevstateno = 151) && Time = 0
time = 3

[State 320, 1]
type = NotHitBy
trigger1 = prevstateno = 150 || prevstateno = 151
value = SCA

[State 320, 1]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
damage    = IfElse(prevstateno = 150 || prevstateno = 151,0,92)
animtype = Heavy
getpower = 50
givepower = 15
guardflag = MA
hitflag = MAF
pausetime = 10,14
sparkno = S8010
guard.sparkno = S8060
sparkxy = -10,-80
hitsound = S5,4
guardsound = S6,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 20
ground.velocity = -5,-7.5
guard.velocity = -12
air.velocity = -4,-6
fall = 1
fall.recover = 0
yaccel = .5

[State 320, 1]
type = HitDef
triggerall = AnimElem = 7
trigger1 = P2MoveType = A
trigger2 = prevstateno = 150 || prevstateno = 151
attr = S, NA
damage    = IfElse(prevstateno = 150 || prevstateno = 151,0,92)
animtype = Heavy
getpower = 50
givepower = 15
guardflag = MA
hitflag = MAF
pausetime = 10,14
sparkno = S8010
guard.sparkno = S8060
sparkxy = -10,-80
hitsound = S5,4
guardsound = S6,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 20
ground.velocity = -5,-5.5
guard.velocity = -6
air.velocity = -5,-5
fall = 1
fall.recover = 0
p2facing = 1
p2stateno = 2205

[State 320, 1]
type = BGPalFX
trigger1 = prevstateno = 150 || prevstateno = 151
trigger1 = Time = 0
time = 4
add = 255,255,255

[State 320, 1]
type = Explod
triggerall = prevstateno = 150 || prevstateno = 151
trigger1 = Time = 2
anim = 8090
pos = 0,-60
sprpriority = 5
pausemovetime = 4
shadow = 0
ownpal = 1

[State 320, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------
; 孅傒庛峌寕
;--------------------------------
[Statedef 400]
type = C
movetype = A
physics = C
anim = 400
velset = 0
ctrl = 0
juggle = 6

[State 400, 1]
type = PlaySnd
trigger1 = AnimElem = 1 && Random % 10 < 8
value = 200,0

[State 400, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 300,0

[State 400, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 28
animtype = Light
getpower = 50
givepower = 15
guardflag = MA
hitflag = MAF
pausetime = 8,10
sparkno = S8000
guard.sparkno = S8050
sparkxy = -10,-35
hitsound = S5,1
guardsound = S6,0
ground.type = Low
ground.slidetime = 6
ground.hittime  = 10
ground.velocity = -6
air.velocity = -2,-2.5

[State 400, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;--------------------------------
; 孅傒嫮峌寕
;--------------------------------
[Statedef 410]
type = C
movetype = A
physics = C
anim = 410
velset = 0
ctrl = 0
juggle = 6

[State 400, 1]
type = PlaySnd
trigger1 = AnimElem = 1 && Random % 10 < 8
value = 200,1

[State 400, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 300,0

[State 410, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 82
animtype = Heavy
getpower = 15
givepower = 15
guardflag = L
hitflag = MAF
pausetime = 12,12
sparkno = S8010
guard.sparkno = S8060
sparkxy = -10,-35
hitsound = S5,3
guardsound = S6,0
ground.type = low
air.type = low
guard.slidetime = 18
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = -2.2, -6.5
guard.velocity = -16.8
air.velocity = -2.2, -6.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
sprpriority = 1
getpower = 200, 140
givepower = 150, 260
fall = 1
yaccel = .6

[State 410, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;--------------------------------
; 僕儍儞僾庛峌寕
;--------------------------------
[Statedef 600]
type = A
movetype = A
physics = A
anim = 600
ctrl = 0
juggle = 6

[State 600, 1]
type = PlaySnd
trigger1 = AnimElem = 1 && Random % 10 < 8
value = 200,0

[State 600, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 300,0

[State 600, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 34
animtype = Light
getpower = 50
givepower = 15
guardflag = HA
hitflag = MAF
pausetime = 8,12
sparkno = S8000
guard.sparkno = S8050
sparkxy = -10,-60
hitsound = S5,1
guardsound = S6,0
ground.type = High
ground.slidetime = 6
ground.hittime  = 10
ground.velocity = -6
air.velocity = -2,-2.5

;--------------------------------
; 僕儍儞僾嫮峌寕
;--------------------------------
[Statedef 620]
type = A
movetype = A
physics = A
anim = 600
ctrl = 0
juggle = 6

[State 600, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,1

[State 600, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 300,1

[State 620, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 88
animtype = Heavy
getpower = 50
givepower = 15
guardflag = HA
hitflag = MAF
pausetime = 12,14
sparkno = S8010
guard.sparkno = S8060
sparkxy = -10,-45
hitsound = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = -7
air.velocity = -3,-4.5

;--------------------------------
; 悂偭旘偽偟峌寕嬻拞
;--------------------------------
[Statedef 640]
type = A
movetype = A
physics = A
anim = 600
ctrl = 0
juggle = 13

[State 600, 1]
type = PlaySnd
trigger1 = AnimElem = 1 && Random % 10 < 8
value = 200,1

[State 600, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 300,1

[State 640, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 95
animtype = Heavy
getpower = 50
givepower = 15
guardflag = HA
hitflag = MAF
pausetime = 12,14
sparkno = S8010
guard.sparkno = S8060
sparkxy = -10,-60
hitsound = S5,4
guardsound = S6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-5.5
guard.velocity = -15
air.velocity = -5,-5
fall = 1
fall.recover = 0
yaccel = .5

[State 640, 1]
type = HitDef
triggerall = AnimElem = 2
trigger1 = P2MoveType = A
attr = A, NA
damage    = 95
animtype = Heavy
getpower = 50
givepower = 15
guardflag = HA
hitflag = MAF
pausetime = 12,14
sparkno = S8010
guard.sparkno = S8060
sparkxy = -10,-60
hitsound = S5,4
guardsound = S6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = -5,-5.5
guard.velocity = -6
air.velocity = -5,-5
fall = 1
p2facing = 1
p2stateno = 2205

;============================================================================
; 摿庩媄
;============================================================================
;--------------------------------
; 嬞媫夞旔慜
;--------------------------------
[Statedef 820]
type = S
movetype = I
physics = S
anim = 820
poweradd = IfElse(prevstateno = 150 || prevstateno = 151,-1000,0)
ctrl = 0

[State 820, 1]
type = HitBy
trigger1 = Time = 0
value = SCA, NT, ST, HT
time = 20

[State 820, 2]
type = Pause
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
time = 6
movetime = 6

[State 820, 5]
type = PlaySnd
trigger1 = Time = 1
value = 820,0
channel = 0

[State 820, 7]
type = SprPriority
trigger1 = Time = 8
value = -2

[State 820, 8]
type = VelSet
trigger1 = Time = [9,24]
x = IfElse((prevstateno = 150 || prevstateno = 152),5,5)

[State 820, 9]
type = PlayerPush
trigger1 = Time = [9,24]
value = 0

[State 820, 10]
type = VelSet
trigger1 = AnimElem = 10
x = 0

[State 820, 4]
type = Afterimage
trigger1 = Time = 3
time = 9
length = 9
palbright = 40,40,40
palcontrast = 250,250,250
palpostbright = -80,-80,-80
timegap = 1
flamegap = 1
trans = add1

[State 820, 1]
type = BGPalFX
trigger1 = prevstateno = 150 || prevstateno = 151
trigger1 = Time = 0
time = 4
add = 255,255,255

[State 820, 1]
type = Explod
triggerall = prevstateno = 150 || prevstateno = 151
trigger1 = Time = 2
anim = 8090
pos = 0,-60
sprpriority = 5
pausemovetime = 4
shadow = 0
ownpal = 1

[State 820, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------
; 嬞媫夞旔屻
;--------------------------------
[Statedef 825]
type = S
movetype = I
physics = S
anim = 825
poweradd = IfElse(prevstateno = 150 || prevstateno = 151,-1000,0)
velset = 0
ctrl = 0

[State 825, 1]
type = HitBy
trigger1 = Time = 0
value = SCA, NT, ST, HT
time = 19

[State 825, 2]
type = Pause
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
time = 6
movetime = 6

[State 825, 5]
type = PlaySnd
trigger1 = Time = 1
value = 820,0
channel = 0

[State 825, 7]
type = SprPriority
trigger1 = Time = 8
value = -2

[State 825, 8]
type = VelSet
trigger1 = Time = [9,24]
x = IfElse((prevstateno = 150 || prevstateno = 152),-6,-5)

[State 825, 9]
type = PlayerPush
trigger1 = Time = [9,24]
value = 0

[State 825, 10]
type = VelSet
trigger1 = AnimElem = 10
x = 0

[State 825, 4]
type = Afterimage
trigger1 = Time = 3
time = 9
length = 9
palbright = 40,40,40
palcontrast = 250,250,250
palpostbright = -80,-80,-80
timegap = 1
flamegap = 1
trans = add1

[State 825, 1]
type = BGPalFX
trigger1 = prevstateno = 150 || prevstateno = 151
trigger1 = Time = 0
time = 4
add = 255,255,255

[State 825, 1]
type = Explod
triggerall = prevstateno = 150 || prevstateno = 151
trigger1 = Time = 2
anim = 8090
pos = 0,-60
sprpriority = 5
pausemovetime = 4
shadow = 0
ownpal = 1

[State 825, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
; 搳偘乮奐巒乯
;---------------------
[Statedef 800]
type = S
movetype = A
physics = S
ctrl = 0
anim = 800
velset = 0

[State 800, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NT
hitflag = M-
guardflag = 
priority = 1
snap = 26,0,0,1
sparkno = S99999
p2facing = 1
p1stateno = 801
p2stateno = 9030
p2getp1state = 1
hitsound = S9999,0

[State 800, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
; 搳偘
;---------------------
[Statedef 801]
type    = S
movetype= A
physics = N
anim = 801
velset = 0

[State 801, 1]
type = Width
trigger1 = Time = 0
edge = 80,0
value = 80,0

[State 801, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = S800,0

[State 801, 2]
type = PlaySnd
trigger1 = AnimElem = 11
value = S800,1

[State 801, 2]
type = Sprpriority
trigger1 = AnimElem = 11
value = 2

[State 801, 0]
type = Explod 
trigger1 = AnimElem = 3
anim = 8080
pos = 49,-105
postype = p1
sprpriority = 10 
supermove = 0
bindtime = 1
removetime = 16
persistent = 0 

[State 801, 1]
type = Explod
trigger1 = AnimElem = 14
anim = 6030
postype = p2
pos = 0,0
sprpriority = 4
bindtime = 1
ownpal = 1

[State 801, 1]
type = Explod
trigger1 = AnimElem = 14
anim = 6040
postype = p2
pos = 0,0
sprpriority = -1
bindtime = 1
ownpal = 1

[State 801, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 14
value = -135

[State 801, 2]
type = PlaySnd
trigger1 = AnimElem = 14
value = S800,4

[State 801, 3]
type = EnvShake
trigger1 = AnimElem = 14
time = 20
ampl = -6
freq = 90
phase = 90

[State 801, 4]
type = Turn
trigger1 = AnimTime = 0

[State 801, 6]
type = TargetBind
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 3, < 0
pos = 46,-88

[State 801, 7]
type = TargetBind
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 8, < 0
pos = 49,-90

[State 801, 8]
type = TargetBind
trigger1 = AnimElem = 8, >= 0
trigger1 = AnimElem = 10, < 0
pos = 48,-92

[State 801, 9]
type = TargetBind
trigger1 = AnimElem = 10, >= 0
trigger1 = AnimElem = 11, < 0
pos = 47,-112

[State 801, 10]
type = TargetBind
trigger1 = AnimElem = 11, >= 0
trigger1 = AnimElem = 12, < 0
pos = 45,-110

[State 801, 11]
type = TargetBind
trigger1 = AnimElem = 12, >= 0
trigger1 = AnimElem = 13, < 0
pos = 32,-122

[State 801, 12]
type = TargetBind
trigger1 = AnimElem = 13, >= 0
trigger1 = AnimElem = 14, < 0
pos = -42,-119

[State 801, 13]
type = TargetBind
trigger1 = AnimElem = 14, >= 0
trigger1 = AnimElem = 15, < 0
pos = -42,-3

[State 801, 14]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
; 搳偘侾乮憡庤摦嶌乯
;---------------------
[Statedef 9030]
type    = A
movetype= H
physics = N
ctrl = 0
velset = 0

[State 9030, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 9030

[State 9030, 2]
type = VelSet
trigger1 = AnimTime = 0
x = 5.5
y = -10

[State 9030, 9]
type = SelfState
trigger1 = AnimTime = 0
value = 5100

;--------------------------------
; 僗僩儔僀僇乕乮僋儕僓儕僢僪乯
;--------------------------------
[Statedef 2000]
type    = S
physics = S
movetype= I
anim = 2000
ctrl = 0
velset = 0,0
facep2 = 1

[State 2000, 1]
type = Nothitby
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
time = 23

[State 2000, 2]
type = Helper
trigger1 = numhelper(2001) <= 0
trigger1 = AnimElem = 1
helpertype = normal
name = "Krizalid"
ID = 2001
pos = -280,0
postype = P1
facing = 1
stateno = 2001
keyctrl = 0
ownpal = 1

[State 2000, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------
; 僋儕僓儕僢僪乮搊応乯
;--------------------------------
[Statedef 2001]
type = A
movetype = A
physics = N
anim = 2001
velset = 0,0
sprpriority = -2
ctrl = 0

[State 2001, 1]
type = VelSet
trigger1 = Time = 0
x = 12
y = -5

[State 2001, 1]
type = veladd
trigger1 = time > 1
y = .47

[State 2001, 2]
type = PlaySnd
trigger1 = Time = 0
value = S50,1

[State 2001, 3]
type = PlayerPush
trigger1 = 1
value = 1

[State 2001, 9]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 2002

;--------------------------------
; 僋儕僓儕僢僪乮拝抧乯
;--------------------------------
[Statedef 2002]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
sprpriority = -2
anim = 2002

[State 2002, 1]
type = PlaySnd
trigger1 = Time = 0
value = S52,0

[State 2002, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2002, 3]
type = PlayerPush
trigger1 = 1
value = 1

[State 2002, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 2003

;--------------------------------
; 僋儕僓儕僢僪乮僥儏儂儞儗僀僕乯
;--------------------------------
[Statedef 2003]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
sprpriority = -2
anim = 2003

[State 2003, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = S2000,0

[State 2003, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = S2000,1

[State 2003, 2]
type = PlayerPush
trigger1 = 1
value = 1

[State 2003, 3]
type = Explod 
trigger1 = AnimElem = 6
anim = 2006
pos = -17,0
postype = p1
sprpriority = -1 
supermove = 0
bindtime = 1
removetime = 32
persistent = 0 
ignorehitpause = 1 

[State 2003, 4]
type = Projectile
trigger1 = AnimElem = 3
projanim = 2005
projID = 2001
projhitanim = -1
projremanim = -1
projcancelanim = -1
projremove = 0
projremovetime = 28
projpriority = -1
projshadow = -1
projhits = 3
offset = 40,0
velocity = 0,0
attr = S, SP
damage = 20,7
getpower = 0
givepower = 50
animtype = Hard
guardflag = M
hitflag = MAFP
pausetime = 0,12
hitsound   = S5,2
guardsound = S6,0
sparkno = S8040
guard.sparkno = S8070
sparkxy = 30,-70
ground.type = High
ground.slidetime = 14
ground.hittime  = 18
ground.velocity = 0,-10.9
air.velocity = 0,-10.9
fall = 1
air.recover = 0
fall.recover = 0
yaccel = .50

[State 2003, 4]
type = Projectile
trigger1 = AnimElem = 6
projanim = 2005
projID = 2001
projhitanim = -1
projremanim = -1
projcancelanim = -1
projremove = 0
projremovetime = 28
projpriority = -1
projshadow = -1
offset = 45,0
velocity = 0,0

[State 2003, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 2004

;--------------------------------
; 僋儕僓儕僢僪乮戅応乯
;--------------------------------
[Statedef 2004]
type = S
movetype = I
physics = S
anim = 2004
velset = 0,0
sprpriority = -2
ctrl = 0

[State 2004, 1]
type = VelSet
trigger1 = AnimElem = 1
x = -8.5

[State 2004, 2]
type = StateTypeSet
trigger1 = AnimElem = 1
statetype = A
physics = N

[State 2004, 9]
type = DestroySelf
trigger1 = BackEdgeBodyDist < -20

;--------------------------------
; 僋儕僓儕僢僪乮摿庩彑棙帪乯
;--------------------------------
[Statedef 2005]
type = A
movetype = A
physics = N
anim = 2001
velset = 0,0
sprpriority = 2
ctrl = 0

[State 2005, 1]
type = VelSet
trigger1 = Time = 0
x = 12
y = -5.6

[State 2005, 1]
type = veladd
trigger1 = time > 1
y = .47

[State 2005, 2]
type = PlaySnd
trigger1 = Time = 0
value = S50,1

[State 2005, 3]
type = PlayerPush
trigger1 = 1
value = 1

[State 2005, 9]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 2006

;--------------------------------
; 僋儕僓儕僢僪乮摿庩彑棙帪拝抧乯
;--------------------------------
[Statedef 2006]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
sprpriority = 2
anim = 2007

[State 2006, 1]
type = PlaySnd
trigger1 = Time = 0
value = S52,0

[State 2006, 1]
type = PlaySnd
trigger1 = AnimElem = 7
value = S182,0

[State 2006, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2006, 3]
type = PlayerPush
trigger1 = 1
value = 1

[State 2006, 9]
type = DestroySelf
trigger1 = time = 9999

;--------------------------------
; 僗僩儔僀僇乕乮僌儖僈儞乯
;--------------------------------
[Statedef 2100]
type    = S
physics = S
movetype= I
anim = 2000
ctrl = 0
velset = 0,0
facep2 = 1

[State 2100, 1]
type = Nothitby
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
time = 23

[State 2100, 2]
type = Helper
trigger1 = numhelper(2101) <= 0
trigger1 = AnimElem = 1
helpertype = normal
name = "Gulugan"
ID = 2101
pos = -20,-30
postype = back
facing = 1
stateno = 2101
keyctrl = 0
ownpal = 1

[State 2100, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------
; 僌儖僈儞乮搊応忋徃乯
;--------------------------------
[Statedef 2101]
type = A
movetype = A
physics = N
anim = 2101
velset = 2.2,-8
sprpriority = -2
ctrl = 0

[State 2101, 1]
type = veladd
trigger1 = time > 1
y = .37

[State 2101, 2]
type = PlaySnd
trigger1 = Time = 0
value = S50,1

[State 2101, 3]
type = PlayerPush
trigger1 = 1
value = 1

[State 2101, 9]
type = ChangeState
trigger1 = AnimTime = 25
value = 2102

;--------------------------------
; 僌儖僈儞乮搊応棊壓乯
;--------------------------------
[Statedef 2102]
type = A
movetype = A
physics = N
anim = 2102
velset = 11.9,8.2
sprpriority = -2
ctrl = 0

[State 2102, 1]
type = veladd
trigger1 = time > 1
y = .47

[State 2102, 2]
type = PlayerPush
trigger1 = 1
value = 1

[State 2102, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SP
damage = 60,7
getpower = 0
givepower = 50
animtype = Hard
guardflag = M
hitflag = MAFP
pausetime = 12,12
hitsound   = S5,2
guardsound = S6,0
sparkno = S8020
guard.sparkno = S8070
sparkxy = -10,-50
ground.type = High
ground.slidetime = 14
ground.hittime  = 18
ground.velocity = 0,-10.9
air.velocity = 0,-10.9
fall = 1
air.recover = 0
fall.recover = 0
yaccel = .50

[State 2102, 9]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 2103

;--------------------------------
; 僌儖僈儞乮欞欿仌斀揮乯
;--------------------------------
[Statedef 2103]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
sprpriority = -2
anim = 2103

[State 2103, 1]
type = PlaySnd
trigger1 = Time = 0
value = S52,0

[State 2103, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2103, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = S2100,0

[State 2103, 2]
type = PlayerPush
trigger1 = 1
value = 1

[State 2103, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 2104

;--------------------------------
; 僌儖僈儞乮戅応乯
;--------------------------------
[Statedef 2104]
type = S
movetype = I
physics = S
anim = 2104
velset = 0,0
sprpriority = -2
ctrl = 0

[State 2104, 1]
type = VelSet
trigger1 = Time = 0
x = -8
y = -9

[State 2104, 1]
type = veladd
trigger1 = time >= 0
y = -1

[State 2104, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = S50,0

[State 2104, 2]
type = StateTypeSet
trigger1 = AnimElem = 1
statetype = A
physics = N

[State 2104, 9]
type = DestroySelf
trigger1 = ScreenPos Y <= 0

;--------------------------------
; 僌儖僈儞乮僀儞僩儘乯
;--------------------------------
[Statedef 2105]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
sprpriority = -2
anim = 2105

[State 2105, 1]
type = PlaySnd
trigger1 = AnimElem = 9
value = S2100,0

[State 2105, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 2104

;--------------------------------
; 僗僩儔僀僇乕乮儘儞乯
;--------------------------------
[Statedef 2200]
type    = S
physics = S
movetype= I
anim = 2000
ctrl = 0
velset = 0,0
facep2 = 1

[State 2200, 1]
type = Nothitby
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
time = 23

[State 2200, 2]
type = Helper
trigger1 = numhelper(2201) <= 0
trigger1 = AnimElem = 1
helpertype = normal
name = "Ron"
ID = 2201
postype = P2
pos = 50,-Floor(P2Dist Y)
facing = -1
stateno = 2201
keyctrl = 0
ownpal = 1

[State 2200, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------
; 儘儞乮搊応乯
;--------------------------------
[Statedef 2201]
type = A
movetype = A
physics = N
anim = 2201
velset = 0,0
sprpriority = -2
ctrl = 0

[State 2201, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = S2200,1

[State 2201, 2]
type = PlayerPush
trigger1 = 1
value = 1

[State 2201, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2201, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 2202

;--------------------------------
; 儘儞乮峌寕乯
;--------------------------------
[Statedef 2202]
type = A
movetype = A
physics = N
anim = 2202
velset = 0,0
sprpriority = -2
ctrl = 0

[State 2202, 1]
type = PlaySnd
trigger1 = AnimElem = 10
value = S2200,0

[State 2202, 1]
type = PlaySnd
trigger1 = AnimElem = 10
value = S2200,3

[State 2202, 3]
type = HitDef
trigger1 = AnimElem = 12
attr = S, SP
damage = 60,7
getpower = 0
givepower = 50
animtype = Hard
guardflag = M
hitflag = MAFP
pausetime = 12,12
hitsound   = S2200,2
guardsound = S6,0
sparkno = S8020
guard.sparkno = S8070
sparkxy = -10,-50
ground.type = High
ground.slidetime = 14
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = 0,0
p2stateno = 2205

[State 2202, 4]
type = Projectile
trigger1 = MoveGuarded
attr = S, NT
guardflag =
hitflag = M
sparkno = -1
p2stateno = 2204
p2facing = 1
projanim = 2205
projremovetime = 1
persistent = 0
ignorehitpause = 1

[State 2202, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 2203

;--------------------------------
; 儘儞乮戅応乯
;--------------------------------
[Statedef 2203]
type = S
movetype = I
physics = S
anim = 2203
velset = 0,0
sprpriority = -2
ctrl = 0

[State 2203, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = S2200,4

[State 2202, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = S2200,1

[State 2203, 2]
type = StateTypeSet
trigger1 = AnimElem = 1
statetype = A
physics = N

[State 2203, 9]
type = DestroySelf
trigger1 = Time = 40

;--------------------------------
; 杊屼曵偟
;--------------------------------
[Statedef 2204]
type = S
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 2204, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 2204

[State 2204, 1]
type = posadd
trigger1 = Time < 12
x = ifelse(time%2=0,-1,1)

[State 2204, 1]
type = velset
trigger1 = Time = 12
x = -4.5

[State 2204, 1]
type = velmul
trigger1 = Time > 12
x = .9

[State 2204, 2]
type = SelfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
; 儚僀儎乕僟儊乕僕乮俵俵俼偝傫偁傝偑偲偆偛偞偄傑偡両両乯
;---------------------
[Statedef 2205]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 2205, 1]
type = EnvColor
trigger1 = Time = 0
time = 2
value = 248,248,248
under = 1
ignorehitpause = 1

[State 2205, 2]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2205, 3]
type = ChangeAnim
trigger1 = Time = 0 && GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 2205, 4]
type = ChangeAnim
trigger1 = Time = 0 && GetHitVar(animtype) = [3,5]
value = 5030

[State 2205, 5]
type = ChangeAnim
trigger1 = Time = 0 && (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 2205, 6]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 2205, 6]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
type = a

[State 2205, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 2206

[State 2205, 8]
type = ForceFeedback
trigger1 = Time = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 2206]
type = A
movetype = H
physics = N
velset = -14.0,-4.0

[State 2206, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2206, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 2206, 3]
type = VelAdd
trigger1 = 1
y = .25

[State 2206, 4]
type = ChangeAnim
triggerall = Time = 0 && SelfAnimExist(5900)
trigger1 = AuthorName = "M.M.R."
trigger2 = AuthorName = "Mouser"
trigger3 = AuthorName = "Tin"
trigger4 = AuthorName = "CAMRAT Type KOF"
trigger5 = AuthorName = "H乭"
trigger6 = AuthorName = "ICCHA"
value = 5900

[State 2206, 4]
type = ChangeAnim
triggerall = Time = 0 && SelfAnimExist(5400)
trigger1 = AuthorName = "butti" && Name = "angel"
value = 5400

[State 2206, 4]
type = ChangeAnim2
trigger1 = Time = 0 && !SelfAnimExist(5900)
trigger1 = !(AuthorName = "butti" && Name = "angel")
value = 605

[State 2206, 7]
type = ChangeState
trigger1 = BackEdgeBodyDist < 5
value = 2207

[Statedef 2207]
type = A
movetype = H
physics = N
anim = 5050
velset = 0, 0

[State 2207, 1]
type = Turn
trigger1 = Time = 0

[State 2207, 2]
type = PosFreeze
trigger1 = Time = [0,3]

[State 2207, 3]
type = EnvShake
trigger1 = Time = 0
time = 15

[State 2207, 4]
type = VelSet
trigger1 = Time = 4
x = -2.8
y = -9.6

[State 2207, 5]
type = VelAdd
trigger1 = Time >= 4
y = .50

[State 2207, 6]
type = ChangeAnim
trigger1 = Time > 4 && Vel Y > 0 && SelfAnimExist(5060)
persistent = 0
value = 5060

[State 2207, 7]
type = SelfState
trigger1 = Time > 4 && Vel Y > 0 && Pos Y >= 0
value = 5100

;============================================================================
; Override common states (use same number to override) :
;============================================================================

;--------------------------------
; 僟僢僔儏
;--------------------------------
[Statedef 100]
type = S
movetype = I
physics = N
anim = 100
velset = 0
ctrl = 0

[State 100, 1]
type = velset
trigger1 = AnimElem = 2
x = const(velocity.run.fwd.x)

[State 100, 2]
type = AssertSpecial
trigger1 = 1
flag = nowalk

[State 100, 9]
type = ChangeState
trigger1 = command = "holdup"
value = 40

[State 100, 9]
type = ChangeState
trigger1 = command != "holdfwd" || command = "holddown"
value = 101

;--------------------------------
; 僟僢僔儏乮掆巭乯
;--------------------------------
[Statedef 101]
type = S
movetype = I
physics = S
anim = 101
velset = 0

[State 101, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------
; 僶僢僋僟僢僔儏乮奐巒乯
;----------------------
[Statedef 105]
type = S
physics = S
anim = 105
velset = 0
ctrl = 0

[State 105, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 106

;---------------------
; 僶僢僋僟僢僔儏乮嬻拞乯
;---------------------
[Statedef 106]
type = A
physics = N
anim = 106

[State 106, 1]
type = VelSet
trigger1 = Time = 0
x = -9.5
y = -3.5

[State 106, 2]
type = PlaySnd
trigger1 = Time = 0
value = S105,0

[State 106, 3]
type = VelAdd
trigger1 = Time > 0
x = .3
y = .45

[State 106, 9]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 107

;--------------------------------
; 僶僢僋僟僢僔儏乮拝抧乯
;--------------------------------
[Statedef 107]
type = S
movetype = I
physics = S
anim = 105
velset = 0,0

[State 107, 1]
type = posset
trigger1 = Time = 0
y = 0

[State 107, 2]
type = PlaySnd
trigger1 = Time = 0
value = S52,0

[State 107, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------
; HIT_AIRFALLRECOVER
;--------------------------------
[Statedef 5201]
type    = S
movetype= H
physics = S
anim = 5200
ctrl = 0

[State 5201, 1]
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -5

[State 5201, 1]
type = VelSet
trigger1 = Time = 0
x = -10
y = 0

[State 5201, 1]
type = posset
trigger1 = Time = 0
y = 0

[State 5201, 2]
type = NotHitBy
trigger1 = 1
value = SCA,NT,ST,HT

[State 5201, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
; 懳愴憡庤俲俷帪乮昁嶦媄峌寕帪乯
;---------------------
[Statedef 7000]
ctrl = 0

[State 7000, 1]
type = AssertSpecial
trigger1 = Time = [0,33]
flag = nofg
flag1 = nokoslow
time = 2

[state 7000, 2]
type = BGPalFx
trigger1 = time = 0
add = 255,255,255
sinadd = -255,-255,-255,50
time  = 33
ignorehitpause = 1
persistent = 0

[state 7000, 3]
type  = EnvColor 
trigger1 = Time= 0
time = 3
value = 0,0,0
under = 1
ignorehitpause = 1
persistent = 0

[state 7000, 4]
type  = EnvColor 
trigger1 = Time = 3
time = 3
value = 255,0,0
under = 1
ignorehitpause = 1
persistent = 0

[state 7000, 5]
type  = EnvColor 
trigger1 = Time = 6
time = 3
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[state 7000, 6]
type  = EnvColor 
trigger1 = Time = 9
time = 3
value = 255,0,0
under = 1
ignorehitpause = 1
persistent = 0

[state 7000, 7]
type  = EnvColor 
trigger1 = Time = 12
time = 3
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[state 7000, 8]
type  = EnvColor 
trigger1 = Time = 15
time = 3
value = 255,0,0
under = 1
ignorehitpause = 1
persistent = 0

[state 7000, 9]
type  = EnvColor 
trigger1 = Time = 18
time = 3
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[state 7000, 10]
type  = EnvColor 
trigger1 = Time = 21
time = 3
value = 255,0,0
under = 1
ignorehitpause = 1
persistent = 0

[state 7000, 11]
type  = EnvColor 
trigger1 = Time = 24
time = 3
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[state 7000, 12]
type  = EnvColor 
trigger1 = Time = 27
time = 3
value = 255,0,0
under = 1
ignorehitpause = 1
persistent = 0

[state 7000, 13]
type  = EnvColor 
trigger1 = Time= 30
time = 1
value = 0,0,0
under = 1
ignorehitpause = 1
persistent = 0

[state 7000, 14]
type  = EnvColor 
trigger1 = Time = 31
time = 1
value = 255,0,0
under = 1
ignorehitpause = 1
persistent = 0

[state 7000, 15]
type  = EnvColor 
trigger1 = Time = 32
time = 1
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 7000, 16]
type = DestroySelf
trigger1 = RoundState = 0

;---------------------
; 懳愴憡庤俲俷帪乮捠忢峌寕帪乯
;---------------------
[Statedef 7050]
ctrl = 0

[State 7050, 1]
type = AssertSpecial
trigger1 = Time = [10,14]
flag = nofg
glag1 = nobg
time = 2

[state 7050, 2]
type = BGPalFx
trigger1 = time = 10
add = 255,255,255
sinadd = -255,-255,-255,50
time  = 4
ignorehitpause = 1
persistent = 0

[state 7050, 3]
type  = EnvColor 
trigger1 = Time= 10
time = 2
value = 0,0,0
under = 1
ignorehitpause = 1
persistent = 0

[state 7050, 4]
type  = EnvColor 
trigger1 = Time = 12
time = 2
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 8050, 5]
type = DestroySelf
trigger1 = RoundState = 0

;============================================================================
; States that are always executed (use statedef -2)
;============================================================================

[Statedef -2]

[State 10005, ScreenBound]
type = ScreenBound
trigger1 = 1;(Aca le pones cuando queres que se active.... en que condiciones, por default le voy a poner 1)
;otra trigger puede ser el que voy a poner ahora.
trigger2 = Movetype = H && Statetype = A
value = 1 ;Esto indica si el player hacer presion sobre la pantalla, o sea si esta activo el player no puede quedar por fuera de la pantalla
movecamera = 1,0 ;Esto indica que valor de camara se mueve, el primero es para X y el segundo es para Y, si tiene valor 1 quiere decir que esta activo, en este caso la camara se desplaza sobre X pero no sobre Y


[State -2, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "EDICION: Shin Yagami, www.shinyagami.webs.com - www.clanmugen.foroactivo.com"
ignorehitpause = 1

 ;--------------------
;-----------
; Special KO
;-----------

[State -2, Helper]
type = Helper
triggerall = WinKO
triggerall = NumHelper(20007) = 0
trigger1 = stateno = [1000,1999]
helpertype = Normal
name = "SpecialKO"
id = 20007
pos = 0,0
postype = p1
facing = 0
stateno = 20007
keyctrl = 0
ownpal = 1
supermovetime = 1000
pausemovetime = 1000
ignorehitpause = 1

;-----------
; Super KO
;-----------

[State -2, Helper]
type = Helper
triggerall = WinKO
triggerall = NumHelper(20008) = 0
trigger1 = stateno = [3000,3500]
helpertype = Normal
name = "SpecialKO"
id = 20008
pos = 0,0
postype = p1
facing = 0
stateno = 20008
keyctrl = 0
ownpal = 1
supermovetime = 1000
pausemovetime = 1000
ignorehitpause = 1

;--------------------
;----------------------
; 僗僩儔僀僇乕偺婄埵抲寛掕
;----------------------
[State -2, 1]
type = VarSet
triggerall = Var(8) != 1
triggerall = Var(8) != 2
trigger1 = Facing = 1
var(8) = 1

[State -2, 1]
type = VarSet
triggerall = Var(8) != 1
triggerall = Var(8) != 2
trigger1 = Facing = -1
var(8) = 2


[State -2, 2]
type = Explod
trigger1 = var(8) = 1
trigger1 = NumExplod(2300) = 0
anim = 2300
ID = 2300
pos = 10,208
postype = left
ontop = 1
BindTime = -1
ownpal = 1

[State -2, 2]
type = Explod
trigger1 = var(8) = 2
trigger1 = NumExplod(2301) = 0
anim = 2301
ID = 2301
pos = -10,208
postype = right
ontop = 1
BindTime = -1
ownpal = 1

;---------------------
; 壒偺掆巭
;---------------------
[State -2, 3]
type = stopsnd
trigger1 = stateno != 195 && stateno != 0
persistent = 0
channel = 5

;---------------------
; 俲俷俥僕儍儞僾僔僗僥儉梡僼儔僌乮俵俵俼偝傫偁傝偑偲偆偛偞偄傑偡両両乯
;---------------------
[State -2, 4]
type = VarSet
trigger1 = Time = 0 && Command = "holddown"
persistent = 0
v = 28
value = 1

[State -2, 4]
type = VarSet
trigger1 = Var(28) != 0 && Time = 5
v = 28
value = 0

[State -2, 4]
type = VarSet
trigger1 = Var(25) != 0 && (StateType != A || MoveType = H)
v = 25
value = 0

[State -2, 4]
type = VarSet
trigger1 = Var(26) != 0 && (StateType = A || MoveType = H)
v = 26
value = 0

;---------------------
; 摿庩彑棙億乕僘僼儔僌
;---------------------
[State -2, 5]
type = VarSet
trigger1 = P2Name = "Lin" || P4Name = "Lin"
v = 9
value = 1

[State -2, 5]
type = VarSet
trigger1 = p2name = "Whip" || p4name = "Whip"
trigger2 = p2name = "Maxima" || p4name = "Maxima"
trigger3 = p2name = "K'" || p4name = "K'"
trigger4 = P2Name = "Kula" || P4Name = "Kula" || P2Name = "Kula Diamond" || P4Name = "Kula Diamond"
v = 9
value = 2

;---------------------
; 僟儊乕僕廋惓僠僃僢僋
;---------------------
[State -2, 6]
type = VarSet
triggerall = Var(3) != 0
trigger1 = !P2MoveType = H || (P2StateNo = [150,155]) || (P2StateNo = [5200,5201])
v = 3
value = 0

;---------------------
; 僟儊乕僕廋惓
;---------------------
[state -2, 7]
type = AttackMulSet
trigger1 = NumHelper(2001) = 1 && Var(3) != 0
trigger1 = Helper(2001),MoveContact
trigger2 = NumHelper(2101) = 1 && Var(3) != 0
trigger2 = Helper(2101),MoveContact
trigger3 = NumHelper(2201) = 1 && Var(3) != 0
trigger3 = Helper(2201),MoveContact
value = .650

[State -2, 7]
type = AttackMulSet
trigger1 = Var(3) = 0
value = 1.000

;---------------------
; 懳愴憡庤俲俷擣幆
;---------------------
;[State -2, 8]
;type = helper
;trigger1 = winko && Numhelper(7000) = 0 && Stateno = [900,1999]
;trigger2 = winko && Numhelper(7000) = 0 && Stateno = [3000,3999]
;helpertype = normal
;id = 7000
;pos = 9999,9999
;name = "FINISH"
;stateno = 7000
;keyctrl = 0
;ignorehitpause = 1
;persistent = 0

;[State -2, 8]
;type = helper
;trigger1 = winko && Numhelper(7000) = 0 && Stateno = [0,899]
;helpertype = normal
;id = 7000
;pos = 9999,9999
;name = "FINISH"
;stateno = 7050
;keyctrl = 0
;persistent = 0

;============================================================================
; States that are executed when in self's state file (use statedef -3)
;============================================================================

[Statedef -3]

[State lin's lifeadd ]
type = lifeadd
triggerall = life >50 && time%5 =0 
trigger1 = enemy,name = "lin"
trigger1 = enemy,var(18) = 1
value = -1

[state -3, nolifebar]
type = assertspecial
trigger1 = roundstate != 2
flag = NoBarDisplay
;---------------------
; 僕儍儞僾壒
;---------------------
[State -3, 1]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 50
value = 50,0

;---------------------
; 拝抧壒
;---------------------
[State -3, 2]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 || stateno = 106 || stateno = 1011 || stateno = 1016 || stateno = 3023 || stateno = 3028
value = 52,0

;---------------------
; 儔僀僼僶乕張棟
;---------------------
[state -3, 3]
type = assertspecial
trigger1 = roundstate != 2
flag = NoBarDisplay

;---------------------
; 嬺傜偄帪偺惡
;---------------------
[State -3, 4]
type = PlaySnd
triggerall = Life
trigger1 = Time = 1 && stateno = 5000 && (anim = 5000 || anim = 5010) && random % 10 < 5
value = 5000,0

[State -3, 4]
type = PlaySnd
triggerall = Life
trigger1 = Time = 1 && stateno = 5000 && (anim = 5001 || anim = 5011) && random % 10 < 5
value = 5000,0

[State -3, 4]
type = PlaySnd
triggerall = Life
trigger1 = Time = 1 && stateno = 5000 && (anim = 5002 || anim = 5012) && random % 10 < 5
value = 5000,1

[State -3, 4]
type = PlaySnd
triggerall = Life
trigger1 = Time = 1 && (stateno = 5030 || stateno = 5071) && random % 10 < 5
value = 5000,1

;---------------------
; 椨儔僀僼尭彮 Made By Misamu K Young偝傫
;---------------------
[State to lin's lifeadd ]
type = lifeadd
triggerall = life >50 && time%5 =0 
trigger1 = enemy,name = "lin"
trigger1 = enemy,var(18) = 1
value = -1

;---------------------
; 儚僀儎乕僟儊乕僕帪僕儍僌儖惂屼
;---------------------
[state -3, 5]
type = assertspecial
trigger1 = prevstateno = 150 || prevstateno = 151
trigger2 = P2MoveType = A
flag = nojugglecheck
;慡懱峌寕僿儖僷乕
;慡懱峌寕僿儖僷乕
;慡懱峌寕僿儖僷乕
[Statedef 2106];慡懱峌寕僿儖僷乕
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2109
sprpriority = 2

[State 821, 4]
type = destroyself
trigger1 = animtime = 0


[Statedef 15600]
type     = A
movetype = I
physics  = N
juggle   = 0
ctrl     = 0
anim     = 15600
sprpriority = -50
velset = -15,0

[State 200,]
type = null;Posset
trigger1 = 1
y = -218

[State 1000, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = facing = 1
trigger1 = pos X <= 0
trigger2 = facing = -1
trigger2 = pos X >= 0
name = "MAX3"
stateno = 15600
ID = 15600
helpertype = normal
pos = 320,0
postype = P1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
;________________________________________________________________
;__________________________________________________________

[state -2, varset]
type = varset
trigger1 = RoundState = 3
IgnoreHitPause = 1
var(12) = 1

[state -2, varset]
type = varset
trigger1 = RoundState > 3
IgnoreHitPause = 1
var(12) = 1

[State 0, Pause Special K.O]
type = Pause
triggerall = roundstate =3 && !Ishelper
triggerall = var(12) = 0
trigger1 = winKo && ((movehit|| numtarget) && (stateno = [1000,4999]))
trigger2 = win && Numtarget && ProjHittime(0) = 1
trigger3 = win && Numhelper
trigger3 = Helper(0),Movehit
time = 25
movetime = 0
endcmdbuftime = 1
pausebg = 1
IgnoreHitPause = 1
persistent = 0
;:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[State 181, 摿庩岠壥]
type = AssertSpecial
trigger1 = 1
flag = noBG
flag2 = noFG
flag3 = noshadow

[State 800, 僗僥乕僩曄峏]
type = DestroySelf
triggerall = time > 0
trigger1 = time = 46
trigger2 = root,stateno != [10005,10007]
trigger3 = root,stateno = 10007
trigger3 = root,AnimElem = 145


[Statedef 15604]
type     = A
movetype = I
physics  = N
juggle   = 0
ctrl     = 0
anim     = 9999
sprpriority = -50

[State 200,]
type = Posset
trigger1 = time = 0
x = 0
y = 0

[State 181, 摿庩岠壥]
type = AssertSpecial
trigger1 = time = [0,6]
flag = noBG

[State 181, 摿庩岠壥]
type = AssertSpecial
trigger1 = 1
flag = noFG
flag2 = noshadow

[State 2000]
type = Explod
trigger1 = time = 0
anim = 15604
ID = 15604
pos = ifelse(facing=1,-320,0),0
ownpal = 1
postype = front
supermove = 1
sprpriority = -15
vel = 0,0
;:::::::::::::::::::::::

[statedef 702]
type = S
Movetype = I
physics = S
Anim = -1001
poweradd = 15
ctrl = 0

[state 702, 2]
type = posadd
trigger1 = animelem = 4
x = 0

[state 702 ,5]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;:::::::::::::::::::::::
[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 7
value = s6000,4

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = time = 8

;==============================
[Statedef 40003]
anim = 9999

[State 40001, P1 BG]
type = Explod
triggerall = !numexplod(15650)
triggerall = teamside = 1
trigger1 = !time
anim = 15605
ID = 15650
pos = 0,abs((240*var(0))-81)
postype = left  ;p2,front,back,left,right
pausemovetime = -1
supermovetime = -1
removetime = -2
bindtime = -1
scale = 1,1
sprpriority = -20
ownpal = 1
ignorehitpause = 1

[State 40001, P2 BG]
type = Explod
triggerall = !numexplod(15651)
triggerall = teamside = 2
trigger1 = !time
anim = 15606
ID = 15651
pos = 0,abs((240*var(0))-81)
postype = right  ;p2,front,back,left,right
pausemovetime = -1
supermovetime = -1
removetime = -2
bindtime = -1
scale = 1,1
facing = -1
sprpriority = -20
ownpal = 1
ignorehitpause = 1

[State 40001, P1 PORTRAIT]
type = Explod
triggerall = !numexplod(15660)
triggerall = teamside = 1
trigger1 = !time
anim = 15607
ID = 15660
pos = 0,abs((240*var(0))-81)
postype = left  ;p2,front,back,left,right
pausemovetime = -1
supermovetime = -1
removetime = -2
bindtime = -1
scale = 1,1
sprpriority = -19
ownpal = 1
ignorehitpause = 1

[State 40001, P2 PORTRAIT]
type = Explod
triggerall = !numexplod(15661)
triggerall = teamside = 2
trigger1 = !time
anim = 15607
ID = 15661
pos = 0,abs((240*var(0))-81)
postype = right  ;p2,front,back,left,right
pausemovetime = -1
supermovetime = -1
removetime = -2
bindtime = -1
scale = 1,1
facing = -1
sprpriority = -19
ownpal = 1
ignorehitpause = 1

[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 2
ID = 15650
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 4
ID = 15650
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 6
ID = 15650
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 8
ID = 15650
scale = 1,1
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 56
ID = 15650
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 57
ID = 15650
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 58
ID = 15650
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 59
ID = 15650
scale = 1,1

[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 2
ID = 15651
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 4
ID = 15651
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 6
ID = 15651
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 8
ID = 15651
scale = 1,1
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 56
ID = 15651
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 57
ID = 15651
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 58
ID = 15651
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 59
ID = 15651
scale = 1,1

[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 2
ID = 15660
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 4
ID = 15660
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 6
ID = 15660
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 8
ID = 15660
scale = 1,1
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 56
ID = 15660
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 57
ID = 15660
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 58
ID = 15660
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 59
ID = 15660
scale = 1,1

[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 2
ID = 15661
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 4
ID = 15661
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 6
ID = 15661
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 8
ID = 15661
scale = 1,1
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 56
ID = 15661
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 57
ID = 15661
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 58
ID = 15661
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 59
ID = 15661
scale = 1,1

[State 40001, DestroySelf]
type = DestroySelf
trigger1 = time = 60

[Statedef 40004]
anim = 9999

[State 40001, DestroySelf]
type = DestroySelf
trigger1 = time = 1
