;========================================================
; EDICION by; Shin Yagami
; www.shinyagami.webs.com & www.clanmugen.foroactivo.com
;========================================================
;---------------------
[Statedef 1000]
type    = S
movetype= A
physics = S
ctrl = 0
poweradd = 300
velset = 0,0
juggle = 9
anim = 1000

[State 1000, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
time = 18

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1000,0

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = S1000,1
channel = 6

[State 1000, 1]
type = StopSnd
trigger1 = MoveHit
persistent = 0
channel = 6

[State 1000, 2]
type = Helper
triggerall = var(7) = 0
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
trigger3 = AnimElem = 8
trigger4 = AnimElem = 9
trigger5 = AnimElem = 10
stateno = 1005
pos = 0,0
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1000, 3]
type = Hitdef
trigger1 = AnimElem = 6
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15,5
pausetime = 0,2
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
sprpriority = 1
getpower = 200, 150
givepower = 75, 20

[State 1000, 3]
type = Hitdef
trigger1 = AnimElem = 7
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15,5
pausetime = 0,2
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,6
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
sprpriority = 1
getpower = 200, 150
givepower = 75, 20

[State 1000, 3]
type = Hitdef
trigger1 = AnimElem = 8
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15,5
pausetime = 0,2
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
sprpriority = 1
getpower = 200, 150
givepower = 75, 20

[State 1000, 3]
type = Hitdef
trigger1 = AnimElem = 9
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15,5
pausetime = 0,2
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,6
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
sprpriority = 1
getpower = 200, 150
givepower = 75, 20

[State 1000, 3]
type = Hitdef
trigger1 = AnimElem = 10
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15,5
pausetime = 0,2
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
sprpriority = 1
getpower = 200, 150
givepower = 75, 20

[State 1000, 3]
type = Hitdef
trigger1 = AnimElem = 11
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15,5
pausetime = 0,2
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,6
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
sprpriority = 1
getpower = 200, 150
givepower = 75, 20

[State 1000, 8]
type = HitDef
trigger1 = AnimElem = 12
attr = S, SA
damage = 100,15
hitflag = MAF
guard.sparkno = S8070
sparkno = S99999
sparkxy = 0,-95
pausetime = 0,10
hitsound = S5,5
guardflag = M
guardsound = S6,0
p2facing = 1
p2stateno = 1010
fall = 1
getpower = 200,55

[State 1000, 8]
type = HitDef
trigger1 = AnimElem = 13
attr = S, SA
damage = 100,15
hitflag = MAF
guard.sparkno = S8070
sparkno = S99999
sparkxy = -10,-36
pausetime = 0,10
hitsound = S5,5
guardflag = M
guardsound = S6,0
p2facing = 1
p2stateno = 1010
getpower = 200,55

[State 1000, 8]
type = HitDef
trigger1 = AnimElem = 14
attr = S, SA
damage = 100,15
hitflag = MAF
guard.sparkno = S8070
sparkno = S99999
sparkxy = -10,-36
pausetime = 0,10
hitsound = S5,5
guardflag = M
guardsound = S6,0
p2facing = 1
p2stateno = 1010
getpower = 200,55

[State 1000, 9]
type = Envcolor
triggerall = MoveHit
trigger1 = AnimElem = 12 || AnimElem = 13 || AnimElem = 14
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 1
supermove = 1

[State 1000, 9]
type = explod 
trigger1 = MoveHit
anim = 6110
pos = 5,-77
postype = p2
sprpriority = 10 
supermove = 0
bindtime = 1
removetime = 21
persistent = 0 
ignorehitpause = 1 

[State 1000, 9]
type = explod 
trigger1 = MoveHit
anim = 6110
pos = -5,-37
postype = p2
sprpriority = 10 
supermove = 0
bindtime = 1
removetime = 21
persistent = 0 
ignorehitpause = 1 

[State 1000, 9]
type = Explod
triggerall = MoveHit
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
trigger3 = AnimElem = 8
trigger4 = AnimElem = 9
trigger5 = AnimElem = 10
trigger6 = AnimElem = 11
trigger7 = AnimElem = 12
trigger8 = AnimElem = 13
trigger9 = AnimElem = 14
anim = 8040
postype = P2
pos = 15,-80
random = 10,5
facing = -1
sprpriority = 4
ignorehitpause = 1
bindtime = 1
ownpal = 1

[State 1000, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
; 巃晽墠攋丒斁嬀乮旘傃摴嬶斀幩丒斀幩梡偺暻乯
;---------------------
[Statedef 1005]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 1005
sprpriority = 2

[State 1005, 1]
type = HitDef
trigger1 = Time >= 0
attr = SCA, SP
hitflag = P
priority = 7, Hit
p1stateno = 1006
sparkno = -1
guard.sparkno = -1

[State 1400, 7]
type = VarSet
trigger1 = Time = 0
v = 7
value = 1

[State 1005, 8]
type = DestroySelf
trigger1 = Movehit = 1

[State 1005, 9]
type = DestroySelf
trigger1 = Time = 10

;---------------------
; 巃晽墠攋丒斁嬀乮旘傃摴嬶斀幩丒媴偺敪幩乯
;---------------------
[Statedef 1006]
type = S
movetype = A
physics = N
anim = 1006
velset = 0,0
ctrl = 0

[State 1006, 1]
type = Helper
trigger1 = Time = 0
stateno = 1007
pos = 25,0
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1006, 2]
type = Destroyself
trigger1 = Time = 1

;---------------------
; 巃晽墠攋丒斁嬀乮旘傃摴嬶斀幩丒媴乯
;---------------------
[Statedef 1007]
type = A
movetype = A
physics = N
anim = 1007
velset = 4.5,0
ctrl = 0

[State 1007, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, HA, NT, ST, HT
time = 140

[State 1007, 2]
type = Hitdef
trigger1 = Time = 0
attr = S, SP
damage = 100,10
animtype = Hard
hitflag = MAFP
guardflag = MA
pausetime = 0,12
sparkno = S8020
guard.sparkno = S8070
sparkxy = -10,-70
hitsound   = S5,2
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -8
air.velocity = -4,-5
p1stateno = 1008
getpower = 40,40

[State 1007, 3]
type = ChangeState
trigger1 = MoveGuarded
value = 1008
ctrl = 0

[State 1007, 9]
type = Destroyself
trigger1 = Time = 140

;---------------------
; 巃晽墠攋丒斁嬀乮旘傃摴嬶斀幩丒徚柵乯
;---------------------
[Statedef 1008]
type = S
movetype = A
physics = N
anim = 1006
velset = 0,0
ctrl = 0

[State 1008, 1]
type = Explod
trigger1 = Time = 0
anim = 1008
pos = 10,0
postype = p1
sprpriority = 2
bindtime = -1
ownpal = 1

[State 1008, 9]
type = Destroyself
trigger1 = Time = 1

;---------------------
; 巃晽墠攋丒斁嬀乮僸僢僩帪憡庤摦嶌侾乯
;---------------------
[Statedef 1010]
type = A
movetype = H
physics = N

[State 1010, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 1010, 2]
type = ChangeAnim2
Trigger1 = Time >= 0
value = 1010

[State 1010, 9]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1011

;---------------------
; 巃晽墠攋丒斁嬀乮僸僢僩帪憡庤摦嶌俀乯
;---------------------
[Statedef 1011]
type = A
movetype = H
physics = N
velset = -2.2,-15.3

[State 1011, 1]
type = VelAdd
trigger1 = Time > 0
y = .6

[State 1011, 2]
type = EnvShake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 16
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1

[State 1011, 9]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------
; 巃晽墠攋丒嶦杺
;---------------------
[Statedef 1100]
type = S
movetype = A
physics = S
anim = 1100
velset = 0
ctrl = 0
juggle = 9
poweradd = 300

[State 1100, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
time = 18

[State 1100, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1000,0

[State 1100, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = S1000,1
channel = 6

[State 1100, 1]
type = StopSnd
trigger1 = MoveHit
persistent = 0
channel = 6

[State 1100, 3]
type = Hitdef
trigger1 = AnimElem = 6
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15, 5
pausetime = 0,2
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,6
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
sprpriority = 1
getpower = 200, 150
givepower = 75, 20

[State 1100, 3]
type = Hitdef
trigger1 = AnimElem = 7
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15, 5
pausetime = 0,2
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
sprpriority = 1
getpower = 200, 150
givepower = 75, 20

[State 1100, 3]
type = Hitdef
trigger1 = AnimElem = 8
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15, 5
pausetime = 0,2
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,6
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
sprpriority = 1
getpower = 200, 150
givepower = 75, 20

[State 1100, 3]
type = Hitdef
trigger1 = AnimElem = 9
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15, 5
pausetime = 0,2
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
sprpriority = 1
getpower = 200, 150
givepower = 75, 20

[State 1100, 3]
type = Hitdef
trigger1 = AnimElem = 10
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15, 5
pausetime = 0,2
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,6
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
sprpriority = 1
getpower = 200, 150
givepower = 75, 20

[State 1100, 3]
type = Hitdef
trigger1 = AnimElem = 11
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15, 5
pausetime = 0,2
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
sprpriority = 1
getpower = 200, 150
givepower = 75, 20

[State 1100, 8]
type = HitDef
trigger1 = AnimElem = 12
attr = S, SA
damage = 100,15
hitflag = MAF
guard.sparkno = S8070
sparkno = S99999
sparkxy = 0,-95
pausetime = 0,10
hitsound = S5,6
guardflag = M
guardsound = S6,0
p2facing = 1
p2stateno = 1010
fall = 1
getpower = 200,55

[State 1100, 8]
type = HitDef
trigger1 = AnimElem = 13
attr = S, SA
damage = 100,15
hitflag = MAF
guard.sparkno = S8070
sparkno = S99999
sparkxy = 0,-95
pausetime = 0,10
hitsound = S5,6
guardflag = M
guardsound = S6,0
p2facing = 1
p2stateno = 1010
getpower = 200,55

[State 1100, 8]
type = HitDef
trigger1 = AnimElem = 14
attr = S, SA
damage = 100,15
hitflag = MAF
guard.sparkno = S8070
sparkno = S99999
sparkxy = 0,-95
pausetime = 0,10
hitsound = S5,6
guardflag = M
guardsound = S6,0
p2facing = 1
p2stateno = 1010
getpower = 200,55

[State 1100, 9]
type = Envcolor
triggerall = MoveHit
trigger1 = AnimElem = 12 || AnimElem = 13 || AnimElem = 14
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 1
supermove = 1

[State 1100, 9]
type = explod 
trigger1 = MoveHit
anim = 6110
pos = 5,-77
postype = p2
sprpriority = 10 
supermove = 0
bindtime = 1
removetime = 21
persistent = 0 
ignorehitpause = 1 

[State 1100, 9]
type = explod 
trigger1 = MoveHit
anim = 6110
pos = -5,-37
postype = p2
sprpriority = 10 
supermove = 0
bindtime = 1
removetime = 21
persistent = 0 
ignorehitpause = 1 

[State 1100, 9]
type = Explod
triggerall = MoveHit
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
trigger3 = AnimElem = 8
trigger4 = AnimElem = 9
trigger5 = AnimElem = 10
trigger6 = AnimElem = 11
trigger7 = AnimElem = 12
trigger8 = AnimElem = 13
trigger9 = AnimElem = 14
anim = 8040
postype = P2
pos = 15,-80
random = 10,5
facing = -1
sprpriority = 4
ignorehitpause = 1
bindtime = 1
ownpal = 1

[State 1100, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
; 巃晽墠攋丒檧夊
;---------------------
[Statedef 1200]
type    = S
movetype= A
physics = S
juggle  = 9
poweradd = 300
ctrl = 0
anim = 1200
velset = 0,0

[State 1200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1400,0

[State 1200, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = S1000,1
channel = 6

[State 1200, 1]
type = StopSnd
trigger1 = MoveHit
persistent = 0
channel = 6

[State 1200, 2]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
time = 20

[State 1200, 3]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
animtype = Medium
damage = 15,5
sparkno = S99999
guard.sparkno = S8070
guardflag = M
sparkxy = 0,-95
pausetime = 0,2
hitsound = S5,6
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
ground.velocity = 0
air.velocity = -4,-7.2

[State 1200, 3]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
animtype = Medium
damage = 15,5
sparkno = S99999
guard.sparkno = S8070
guardflag = M
sparkxy = 0,-95
pausetime = 0,2
hitsound = S5,5
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
ground.velocity = 0
air.velocity = -4,-7.2

[State 1200, 3]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA
animtype = Medium
damage = 15,5
sparkno = S99999
guard.sparkno = S8070
guardflag = M
sparkxy = 0,-95
pausetime = 0,2
hitsound = S5,6
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
ground.velocity = 0
air.velocity = -4,-7.2

[State 1200, 9]
type = explod 
trigger1 = MoveHit
anim = 6110
pos = 5,-77
postype = p2
sprpriority = 10 
supermove = 0
bindtime = 1
removetime = 21
persistent = 0 
ignorehitpause = 1 

[State 1200, 9]
type = explod 
trigger1 = MoveHit
anim = 6110
pos = -5,-37
postype = p2
sprpriority = 10 
supermove = 0
bindtime = 1
removetime = 21
persistent = 0 
ignorehitpause = 1 

[State 1200, 9]
type = Explod
triggerall = MoveHit
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
anim = 8040
postype = P2
pos = 15,-80
random = 10,5
facing = -1
sprpriority = 4
ignorehitpause = 1
bindtime = 1
ownpal = 1

[State 1200, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 1220

;---------------------
; 巃晽墠攋丒檧夊乮嬻拞乯
;---------------------
[Statedef 1220]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1220
velset = 0, -2.5

[State 1220, 1]
type = StopSnd
trigger1 = MoveHit
persistent = 0
channel = 6

[State 1220, 3]
type = PosAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
x = 10

[State 1220, 2]
type = VelAdd
trigger1 = Time > 0
y = 0.4

[State 1220, 4]
type = Hitdef
trigger1 = AnimElem = 1
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15,5
pausetime = 0,2
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,6
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 15
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = 0
air.velocity = -5, -8
sprpriority = 1
getpower = 200, 150
givepower = 75, 20

[State 1220, 4]
type = Hitdef
trigger1 = AnimElem = 2
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15,5
pausetime = 0,2
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 15
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = 0
air.velocity = -5, -8
sprpriority = 1
getpower = 200, 150
givepower = 75, 20

[State 1220, 4]
type = Hitdef
trigger1 = AnimElem = 3
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15,5
pausetime = 0,2
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 15
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = 0
air.velocity = -5, -8
sprpriority = 1
getpower = 200, 150
givepower = 75, 20

[State 1220, 8]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 100,15
hitflag = MAF
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0,-95
pausetime = 0,10
hitsound = S5,5
guardflag = M
guardsound = S6,0
p2facing = 1
p2stateno = 1010
fall = 1
getpower = 200,55
envshake.time = 15

[State 1220, 8]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = 100,15
hitflag = MAF
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0,-95
pausetime = 0,10
hitsound = S5,5
guardflag = M
guardsound = S6,0
p2facing = 1
p2stateno = 1010
fall = 1
getpower = 200,55
envshake.time = 15

[State 1220, 8]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage = 100,15
hitflag = MAF
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0,-95
pausetime = 0,10
hitsound = S5,5
guardflag = M
guardsound = S6,0
p2facing = 1
p2stateno = 1010
fall = 1
getpower = 200,55
envshake.time = 15

[State 1220, 8]
type = Envcolor
triggerall = MoveHit
trigger1 = AnimElem = 4 || AnimElem = 5 || AnimElem = 6
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 1
supermove = 1

[State 1220, 8]
type = explod 
trigger1 = MoveHit
anim = 6110
pos = 5,-77
postype = p2
sprpriority = 10 
supermove = 0
bindtime = 1
removetime = 21
persistent = 0 
ignorehitpause = 1 

[State 1200, 9]
type = explod 
trigger1 = MoveHit
anim = 6110
pos = -5,-37
postype = p2
sprpriority = 10 
supermove = 0
bindtime = 1
removetime = 21
persistent = 0 
ignorehitpause = 1 

[State 1220, 9]
type = Explod
triggerall = MoveHit
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
anim = 8040
postype = P2
pos = 15,-80
random = 10,5
facing = -1
sprpriority = 4
ignorehitpause = 1
bindtime = 1
ownpal = 1

[State 1220, 9]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 1250

;---------------------
; 巃晽墠攋丒檧夊乮拝抧乯
;---------------------
[Statedef 1250]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1250
velset = 0,0

[State 1250, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1250, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
; 巃晽墠攋丒檧夊乮嫮乯
;---------------------
[Statedef 1300]
type    = S
movetype= A
physics = S
juggle  = 9
poweradd = 300
ctrl = 0
anim = 1300
velset = 0,0

[State 1300, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1400,0

[State 1300, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = S1000,1
channel = 6

[State 1300, 1]
type = StopSnd
trigger1 = MoveHit
persistent = 0
channel = 6

[State 1300, 2]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
time = 29

[State 1300, 3]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
animtype = Medium
damage = 15,5
sparkno = S99999
guard.sparkno = S8070
guardflag = M
sparkxy = 0,-95
pausetime = 0,2
hitsound = S5,6
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
ground.velocity = 0
air.velocity = 0

[State 1300, 3]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA
animtype = Medium
damage = 15,5
sparkno = S99999
guard.sparkno = S8070
guardflag = M
sparkxy = 0,-95
pausetime = 0,2
hitsound = S5,6
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
ground.velocity = 0
air.velocity = 0

[State 1300, 8]
type = explod 
trigger1 = MoveHit
anim = 6110
pos = 5,-77
postype = p2
sprpriority = 10 
supermove = 0
bindtime = 1
removetime = 21
persistent = 0 
ignorehitpause = 1 

[State 1300, 9]
type = explod 
trigger1 = MoveHit
anim = 6110
pos = -5,-37
postype = p2
sprpriority = 10 
supermove = 0
bindtime = 1
removetime = 21
persistent = 0 
ignorehitpause = 1 

[State 1300, 8]
type = Explod
triggerall = MoveHit
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
anim = 8040
postype = P2
pos = 15,-80
random = 10,5
facing = -1
sprpriority = 4
ignorehitpause = 1
bindtime = 1
ownpal = 1

[State 1300, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 1310

;---------------------
; 巃晽墠攋丒檧夊乮嫮嬻拞乯
;---------------------
[Statedef 1310]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1310
velset = 0,0

[State 1310, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 22

[State 1310, 1]
type = StopSnd
trigger1 = MoveHit
persistent = 0
channel = 6

[State 1310, 2]
type = VelSet
trigger1 = Time = 0
x = 5.2
y = -7.7

[State 1310, 3]
type = VelAdd
trigger1 = Time > 0
y = 0.97

[State 1310, 4]
type = Hitdef
trigger1 = AnimElem = 1
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15,5
pausetime = 0,2
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0,-95
hitsound = S5,6
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 15
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = 0
air.velocity = 0
sprpriority = 1
getpower = 200, 150
givepower = 75, 20

[State 1310, 4]
type = Hitdef
trigger1 = AnimElem = 2
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15,5
pausetime = 0,2
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0,-95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 15
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = 0
air.velocity = 0
sprpriority = 1
getpower = 200, 150
givepower = 75, 20

[State 1310, 4]
type = Hitdef
trigger1 = AnimElem = 3
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15,5
pausetime = 0,2
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0,-95
hitsound = S5,6
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 15
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = 0
air.velocity = 0
sprpriority = 1
getpower = 200, 150
givepower = 75, 20

[State 1310, 4]
type = Hitdef
trigger1 = AnimElem = 4
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 15,5
pausetime = 0,2
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0,-95
hitsound = S5,6
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 15
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = 0
air.velocity = 0
sprpriority = 1
getpower = 200, 150
givepower = 75, 20

[State 1310, 8]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = 100,15
hitflag = MAF
sparkno = S9999
guard.sparkno = S8070
sparkxy = 0,-95
pausetime = 0,10
hitsound = S5,6
guardflag = M
guardsound = S6,0
p2facing = 1
p2stateno = 1010
fall = 1
getpower = 200,55
envshake.time = 15

[State 1310, 8]
type = Envcolor
triggerall = MoveHit
trigger1 = AnimElem = 5 || AnimElem = 6
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 1
supermove = 1

[State 1310, 8]
type = explod 
trigger1 = MoveHit
anim = 6110
pos = 5,-77
postype = p2
sprpriority = 10 
supermove = 0
bindtime = 1
removetime = 21
persistent = 0 
ignorehitpause = 1 

[State 1300, 8]
type = explod 
trigger1 = MoveHit
anim = 6110
pos = -5,-37
postype = p2
sprpriority = 10 
supermove = 0
bindtime = 1
removetime = 21
persistent = 0 
ignorehitpause = 1 

[State 1310, 8]
type = Explod
triggerall = MoveHit
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
anim = 8040
postype = P2
pos = 15,-80
random = 10,5
facing = -1
sprpriority = 4
ignorehitpause = 1
bindtime = 1
ownpal = 1

[State 1310, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 1320

;---------------------
; 巃晽墠攋丒檧夊乮嫮棊壓乯
;---------------------
[Statedef 1320]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1320
velset = 0,0

[State 1320, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 10

[State 1320, 3]
type = VelAdd
trigger1 = Time > 0
y = 0.87

[State 1320, 9]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 1330

;---------------------
; 巃晽墠攋丒檧夊乮嫮拝抧乯
;---------------------
[Statedef 1330]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1330
velset = 0,0

[State 1330, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1330, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;============================================================================
; 挻昁嶦媄
;============================================================================

;---------------------
; 崠嵔巃恮乮侾夞栚儅儞僩乯
;---------------------
[Statedef 3000]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
juggle = 9
anim = 3000
poweradd = ifelse((prevstateno = [1000,1100]),-2000,-1000)

[State 0,0]
type              = AfterImage
trigger1          = Time = 1
time              = 160
PalAdd            = 0,10,0
PalBright         = 0,0,0
PalContrast       = 150,100,300
PalMul            =  1,1,1
Palinvertall = 0
Trans             = Add
TimeGap           = 5
FrameGap          = 1
length            = 6

[State 3000, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
time = 24

[State 3000, 1]
type = SuperPause
trigger1 = Time = 0
time = 30
movetime = 30
darken = 0
anim = -1

[State 3000, 1]
type = Explod
trigger1 = Time = 3
anim = 6060
pos = 20,-58
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1

[State 3000, 1]
type = Explod
trigger1 = Time = 13
anim = 6050
pos = 20,-59
sprpriority = 5
supermove = 1
shadow = 0
ownpal = 1

[State 3000, 1]
type = BGPalFX
trigger1 = Time = 0
time = 4
add = 255,255,255

[State 3000, 1]
type = BGPalFX
trigger1 = Time = 4
time = 26
add = -255,-255,-255

[State 3000, 1]
type = PalFX
trigger1 = Time < 16 && Time % 2
trigger1 = prevstateno = [1000,1100]
time = 1
add = 255,255,255

;SUPER CANCEL
;------------------------------
[State 1000, Explod]
type = Explod
triggerall = time = 1
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1100
anim = 15500
pos = 65,70
postype = Left
removetime = -2
bindtime = 50
pausemove = 1
supermove = 1
scale = .5,.5
sprpriority = 8
ownpal = 1

[State 1100, Explod]
type = Explod
triggerall = time = 1
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1100
anim = 15501
pos = -5,69
postype = Left
removetime = -2
bindtime = 65
pausemove = 1
supermove = 1
scale = 1.5,1
sprpriority = 9
ownpal = 1

[State 1100, Explod]
type = Explod
triggerall = animelem = 1
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1100
anim = 15502
pos = -150,69
postype = Left
removetime = -2
facing = 1
vfacing = 1
bindtime = 65
pausemove = 1
supermove = 1
scale = 1.5,.8
sprpriority = 7
ownpal = 1
trans = addalpha
alpha = 256, 135

;-----------------------------------------[State 3000, 1]
type = AssertSpecial
trigger1 = Time < 30
flag= noBG
flag2= noFG

[State 3000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3000,0

[State 3000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = S1000,1

[State 3000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = S3000,2

[State 3000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = S3000,2

[State 3000, 5]
type = Hitdef
trigger1 = AnimElem = 4
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 5,3
pausetime = 0,30
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 3000, 5]
type = Hitdef
trigger1 = AnimElem = 5
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 5,3
pausetime = 0,30
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,6
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 3000, 5]
type = Hitdef
trigger1 = AnimElem = 6
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 5,3
pausetime = 0,30
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 3000, 5]
type = Hitdef
trigger1 = AnimElem = 7
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 5,3
pausetime = 0,30
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,6
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 3000, 5]
type = Hitdef
trigger1 = AnimElem = 8
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 5,3
pausetime = 0,30
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 3000, 5]
type = Hitdef
trigger1 = AnimElem = 9
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 5,3
pausetime = 0,30
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,6
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 3000, 5]
type = Hitdef
trigger1 = AnimElem = 10
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 5,3
pausetime = 0,30
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,6
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 3000, 5]
type = Hitdef
trigger1 = AnimElem = 11
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 5,3
pausetime = 0,30
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 3000, 5]
type = Hitdef
trigger1 = AnimElem = 12
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 5,3
pausetime = 0,30
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 3000, 8]
type = Explod 
trigger1 = MoveHit
anim = 6110
pos = 5,-77
postype = p2
sprpriority = 10 
supermove = 0
bindtime = 1
removetime = 21
persistent = 0 
ignorehitpause = 1 

[State 3000, 8]
type = Explod 
trigger1 = MoveHit
anim = 6110
pos = -5,-37
postype = p2
sprpriority = 10 
supermove = 0
bindtime = 1
removetime = 21
persistent = 0 
ignorehitpause = 1 

[State 3000, 8]
type = Explod
triggerall = MoveHit
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
trigger5 = AnimElem = 8
trigger6 = AnimElem = 9
trigger7 = AnimElem = 10
trigger8 = AnimElem = 11
trigger9 = AnimElem = 12
anim = 8040
postype = P2
pos = 15,-80
random = 10,5
facing = -1
sprpriority = 4
ignorehitpause = 1
bindtime = 1
ownpal = 1

[State 3000, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3010
ctrl = 1

;---------------------
; 崠嵔巃恮乮俀夞栚儅儞僩奐巒乯
;---------------------
[Statedef 3010]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 3010
velset = 0,0

[State 3010, 1]
type = PlaySnd
trigger1 = Time = 5
value = S3000,3

[State 3010, 2]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
time = 10

[State 3010, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype = Medium
damage = 5,3
sparkno = S99999
guard.sparkno = S8070
guardflag = M
sparkxy = 0,-95
pausetime = 0,30
hitsound = S5,6
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 3010, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
animtype = Medium
damage = 5,3
sparkno = S99999
guard.sparkno = S8070
guardflag = M
sparkxy = 0,-95
pausetime = 0,20
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 3010, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
animtype = Medium
damage = 5,3
sparkno = S99999
guard.sparkno = S8070
guardflag = M
sparkxy = 0,-95
pausetime = 0,20
hitsound = S5,6
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 3010, 8]
type = explod 
trigger1 = MoveHit
anim = 6110
pos = 5,-77
postype = p2
sprpriority = 10 
supermove = 0
bindtime = 1
removetime = 21
persistent = 0 
ignorehitpause = 1 

[State 3010, 8]
type = explod 
trigger1 = MoveHit
anim = 6110
pos = -5,-37
postype = p2
sprpriority = 10 
supermove = 0
bindtime = 1
removetime = 21
persistent = 0 
ignorehitpause = 1 

[State 3010, 8]
type = Explod
triggerall = MoveHit
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
anim = 8040
postype = P2
pos = 15,-80
random = 10,5
facing = -1
sprpriority = 4
ignorehitpause = 1
bindtime = 1
ownpal = 1

[State 3010, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3020

;---------------------
; 崠嵔巃恮乮俀夞栚儅儞僩乯
;---------------------
[Statedef 3020]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 3020
velset = 0,0

[State 3020, 1]
type = PlaySnd
trigger1 = Time = 20
value = S3000,3

[State 3020, 3]
type = PosAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger10 = AnimElem = 10
trigger11 = AnimElem = 11
trigger12 = AnimElem = 12
trigger13 = AnimElem = 13
trigger14 = AnimElem = 14
trigger15 = AnimElem = 15
trigger16 = AnimElem = 16
trigger17 = AnimElem = 17
x = 7

[State 3020, 4]
type = Hitdef
trigger1 = AnimElem = 1
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 5,5
pausetime = 0,20
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,6
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 3020, 4]
type = Hitdef
trigger1 = AnimElem = 2
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 5,5
pausetime = 0,20
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 3020, 4]
type = Hitdef
trigger1 = AnimElem = 3
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 5,5
pausetime = 0,20
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 3020, 8]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 5,5
hitflag = MAF
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0,-95
pausetime = 0,20
hitsound = S5,5
guardflag = M
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 3020, 4]
type = Hitdef
trigger1 = AnimElem = 5
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 5,5
pausetime = 0,20
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 3020, 4]
type = Hitdef
trigger1 = AnimElem = 6
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 5,5
pausetime = 0,20
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 3020, 4]
type = Hitdef
trigger1 = AnimElem = 7
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 5,5
pausetime = 0,20
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,6
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 3020, 4]
type = Hitdef
trigger1 = AnimElem = 8
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 5,5
pausetime = 0,20
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 3020, 4]
type = Hitdef
trigger1 = AnimElem = 9
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 5,5
pausetime = 0,20
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 3020, 8]
type = HitDef
trigger1 = AnimElem = 10
attr = S, SA
damage = 5,5
hitflag = MAF
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0,-95
pausetime = 0,20
hitsound = S5,5
guardflag = M
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 3020, 4]
type = Hitdef
trigger1 = AnimElem = 11
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 5,5
pausetime = 0,20
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 3020, 4]
type = Hitdef
trigger1 = AnimElem = 12
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 5,5
pausetime = 0,20
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 3020, 4]
type = Hitdef
trigger1 = AnimElem = 13
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 5,5
pausetime = 0,20
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 3020, 4]
type = Hitdef
trigger1 = AnimElem = 14
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 5,5
pausetime = 0,20
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 3020, 4]
type = Hitdef
trigger1 = AnimElem = 15
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 5,5
pausetime = 0,20
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0, -95
hitsound = S5,5
guardsound = S6,0
ground.type = High
air.type = High
ground.slidetime = 0
guard.slidetime = 0
ground.hittime = 19
guard.hittime = 19
air.hittime = 19
guard.ctrltime = 15
ground.velocity = 0
guard.velocity = -5
air.velocity = -5, -8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 3020, 8]
type = explod 
trigger1 = MoveHit
anim = 6110
pos = 5,-77
postype = p2
sprpriority = 10 
supermove = 0
bindtime = 1
removetime = 21
persistent = 0 
ignorehitpause = 1 

[State 3020, 8]
type = explod 
trigger1 = MoveHit
anim = 6110
pos = -5,-37
postype = p2
sprpriority = 10 
supermove = 0
bindtime = 1
removetime = 21
persistent = 0 
ignorehitpause = 1 

[State 3020, 8]
type = Explod
triggerall = MoveHit
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 8
trigger8 = AnimElem = 9
trigger9 = AnimElem = 10
trigger10 = AnimElem = 11
trigger11 = AnimElem = 12
trigger12 = AnimElem = 13
trigger13 = AnimElem = 14
trigger14 = AnimElem = 15
anim = 8040
postype = P2
pos = 15,-80
random = 10,5
facing = -1
sprpriority = 4
ignorehitpause = 1
bindtime = 1
ownpal = 1

[State 3020, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3040

;---------------------
; 崠嵔巃恮乮俁夞栚儅儞僩拝抧乯
;---------------------
[Statedef 3040]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 3040
velset = 0,0

[State 3040, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3050

;---------------------
; 崠嵔巃恮乮係夞栚儅儞僩奐巒乯
;---------------------
[Statedef 3050]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 3050
velset = 0,0

[State 3050, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 3050, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype = Medium
damage = 25,15
sparkno = S99999
guard.sparkno = S8070
guardflag = M
sparkxy = 0,-95
pausetime = 0,20
hitsound = S5,6
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 8
ground.velocity = -0.4,-10
air.velocity = -0.4,-10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1

[State 3050, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
animtype = Medium
damage = 25,15
sparkno = S99999
guard.sparkno = S8070
guardflag = M
sparkxy = 0,-95
pausetime = 0,20
hitsound = S5,6
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 8
ground.velocity = -0.4,-10
air.velocity = -0.4,-10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1

[State 3050, 8]
type = explod 
trigger1 = MoveHit
anim = 6110
pos = 5,-77
postype = p2
sprpriority = 10 
supermove = 0
bindtime = 1
removetime = 21
persistent = 0 
ignorehitpause = 1 

[State 3050, 8]
type = explod 
trigger1 = MoveHit
anim = 6110
pos = -5,-37
postype = p2
sprpriority = 10 
supermove = 0
bindtime = 1
removetime = 21
persistent = 0 
ignorehitpause = 1 

[State 3050, 8]
type = Explod
triggerall = MoveHit
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
anim = 8040
postype = P2
pos = 15,-80
random = 10,5
facing = -1
sprpriority = 4
ignorehitpause = 1
bindtime = 1
ownpal = 1

[State 3050, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3060
ctrl = 0

;---------------------
; 崠嵔巃恮乮係夞栚儅儞僩乯
;---------------------
[Statedef 3060]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 3060
velset = 0,0

[State 3060, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 10

[State 3060, 2]
type = VelSet
trigger1 = Time = 0
x = 5.2
y = -7.7

[State 3060, 2]
type = VelAdd
trigger1 = Time > 0
y = 0.97

[State 3060, 3]
type = EnvShake
trigger1 = MoveHit && AnimElem = 3
time = 20
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1

[State 3060, 3]
type = EnvShake
trigger1 = MoveGuarded && AnimElem = 3
time = 20
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1

[State 3060, 3]
type = EnvColor
trigger1 = MoveHit && AnimElem = 3
value = 231,231,231
time = 3
under = 1

[State 3060, 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = S3000,4

[State 3060, 4]
type = Hitdef
trigger1 = AnimElem = 1
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 35,20
pausetime = 0,20
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0,-95
hitsound = S5,6
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 8
ground.velocity = -0.4,-10   
air.velocity = -0.4,-10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1

[State 3060, 4]
type = Hitdef
trigger1 = AnimElem = 2
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 35,20
pausetime = 0,20
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0,-95
hitsound = S5,5
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 8
ground.velocity = -0.4,-10   
air.velocity = -0.4,-10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1

[State 3060, 4]
type = Hitdef
trigger1 = AnimElem = 3
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 35,20
pausetime = 0,20
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0,-95
hitsound = S5,6
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 8
ground.velocity = -0.4,-10   
air.velocity = -0.4,-10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1

[State 3060, 4]
type = Hitdef
trigger1 = AnimElem = 4
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 35,20
pausetime = 0,20
guard.pausetime = 0,12
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0,-95
hitsound = S5,6
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 8
ground.velocity = -0.4,-10   
air.velocity = -0.4,-10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1

[State 3060, 8]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 120,55
hitflag = MAF
sparkno = S99999
guard.sparkno = S8070
sparkxy = 0,-95
pausetime = 40,20
hitsound = S5,6
guardflag = M
guardsound = S6,0
p2facing = 1
p2stateno = 1010
fall = 1

[State 3060, 8]
type = explod 
trigger1 = MoveHit
anim = 6110
pos = 5,-77
postype = p2
sprpriority = 10 
supermove = 0
bindtime = 1
removetime = 21
persistent = 0 
ignorehitpause = 1 

[State 3060, 8]
type = explod 
trigger1 = MoveHit
anim = 6110
pos = -5,-37
postype = p2
sprpriority = 10 
supermove = 0
bindtime = 1
removetime = 21
persistent = 0 
ignorehitpause = 1 

[State 3060, 8]
type = Explod
triggerall = MoveHit
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
anim = 8040
postype = P2
pos = 15,-80
random = 10,5
facing = -1
sprpriority = 4
ignorehitpause = 1
bindtime = 1
ownpal = 1

[State 3060, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3070
ctrl = 0

;---------------------
; 崠嵔巃恮乮係夞栚儅儞僩嬻拞棊壓乯
;---------------------
[Statedef 3070]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 3070
velset = 0,0

[State 3070, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 10

[State 3070, 3]
type = VelAdd
trigger1 = Time > 0
y = 0.97

[State 3070, 9]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 3080

;---------------------
; 崠嵔巃恮乮係夞栚儅儞僩拝抧乯
;---------------------
[Statedef 3080]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 3080
velset = 0,0

[State 3080, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3080, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
; 敀梾柵惛乮奐巒乯
;---------------------
[Statedef 3100]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
juggle = 2
anim = 3100
poweradd = -1000

[State 0,0]
type              = AfterImage
trigger1          = Time = 1
time              = 180
PalAdd            = 0,10,0
PalBright         = 0,0,0
PalContrast       = 150,100,300
PalMul            =  1,1,1
Palinvertall = 0
Trans             = Add
TimeGap           = 5
FrameGap          = 1
length            = 6

[State 3100, 1]
type = PosFreeze
trigger1 = 1
value = 1

[State 3100, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 52

[State 3100, 1]
type = SuperPause
trigger1 = Time = 13
time = 30
movetime = 30
darken = 0
anim = -1

[State 3100, 1]
type = Explod
trigger1 = Time = 13
anim = 6060
pos = 25,-102
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1

[State 3100, 1]
type = Explod
trigger1 = Time = 26
anim = 6050
pos = 25,-102
sprpriority = 5
supermove = 1
shadow = 0
ownpal = 1

[State 3100, 2]
type = Explod
trigger1 = AnimElem = 6
anim = 6040
postype = p1
pos = -7,0
sprpriority = -1
bindtime = 1
ownpal = 1

[State 3100, 2]
type = Explod
trigger1 = AnimElem = 6
anim = 6030
postype = p1
pos = -7,0
sprpriority = 4
bindtime = 1
ownpal = 1

[State 3100, 1]
type = BGPalFX
trigger1 = Time = 13
time = 4
add = 255,255,255

[State 3100, 1]
type = BGPalFX
trigger1 = Time = 17
time = 26
add = -255,-255,-255

[State 3100, 1]
type = AssertSpecial
trigger1 = Time = (13,43)
flag= noBG
flag2= noFG

[State 3100, 4]
type = PlaySnd
trigger1 = AnimElem = 5
value = S3000,0

[State 3100, 4]
type = PlaySnd
trigger1 = AnimElem = 5
value = S3100,0

[State 3100, 4]
type = PlaySnd
trigger1 = AnimElem = 6
value = S3100,1
channel = 2

[State 3100, 4]
type = PlaySnd
trigger1 = AnimElem = 6
value = S800,4

[State 3100, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3110

;---------------------
; 敀梾柵惛乮峌寕乯
;---------------------
[Statedef 3110]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 3110

[State 3100, 4]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3100,2
channel = 3

[State 3110, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 132

[State 3110, 2]
type = EnvColor
triggerall = P2Life > 0
trigger1 = AnimElem = 1,>=2
value = 0,0,0
under = 1
time = 2

[State 3110, 3]
type = Helper
trigger1 = AnimElem = 1
ID = 3110
postype = P1
pos = 34,-32
stateno = 6010
keyctrl = 0
facing = 1
ownpal = 1

[State 3110, 3]
type = Helper
trigger1 = AnimElem = 1
ID = 3110
postype = P1
pos = 34,0
stateno = 6003
keyctrl = 0
facing = 1
ownpal = 1

[State 3110, 3]
type = Helper
trigger1 = AnimElem = 1
ID = 3110
postype = P1
pos = 34,0
stateno = 6005
keyctrl = 0
facing = 1
ownpal = 1

[State 3110, 3]
type = Helper
trigger1 = AnimElem = 2
ID = 3110
postype = P1
pos = 34,0
stateno = 6006
keyctrl = 0
facing = 1
ownpal = 1

[State 3110, 3]
type = Helper
trigger1 = AnimElem = 3
ID = 3110
postype = P1
pos = 34,0
stateno = 6007
keyctrl = 0
facing = 1
ownpal = 1

[State 3110, 3]
type = Helper
trigger1 = AnimElem = 4
ID = 3110
postype = P1
pos = 34,0
stateno = 6008
keyctrl = 0
facing = 1
ownpal = 1

[State 3110, 3]
type = Helper
trigger1 = AnimElem = 5
ID = 3110
postype = P1
pos = 34,0
stateno = 6009
keyctrl = 0
facing = 1
ownpal = 1

[State 3110, 3]
type = Helper
trigger1 = AnimElem = 1
ID = 3110
postype = P1
pos = 34,0
stateno = 6011
keyctrl = 0
facing = 1
ownpal = 1

[State 3110, 3]
type = Helper
trigger1 = AnimElem = 2
ID = 3110
postype = P1
pos = 34,0
stateno = 6012
keyctrl = 0
facing = 1
ownpal = 1

[State 3110, 3]
type = Helper
trigger1 = AnimElem = 3
ID = 3110
postype = P1
pos = 34,0
stateno = 6013
keyctrl = 0
facing = 1
ownpal = 1

[State 3110, 3]
type = Helper
trigger1 = AnimElem = 4
ID = 3110
postype = P1
pos = 34,0
stateno = 6014
keyctrl = 0
facing = 1
ownpal = 1

[State 3110, 3]
type = Helper
trigger1 = AnimElem = 5
ID = 3110
postype = P1
pos = 34,0
stateno = 6015
keyctrl = 0
facing = 1
ownpal = 1

[State 3110, 3]
type = Helper
trigger1 = AnimElem = 1
ID = 3110
postype = P1
pos = 34,0
stateno = 6016
keyctrl = 0
facing = 1
ownpal = 1

[State 3110, 3]
type = Helper
trigger1 = AnimElem = 2
ID = 3110
postype = P1
pos = 34,0
stateno = 6017
keyctrl = 0
facing = 1
ownpal = 1

[State 3110, 3]
type = Helper
trigger1 = AnimElem = 3
ID = 3110
postype = P1
pos = 34,0
stateno = 6018
keyctrl = 0
facing = 1
ownpal = 1

[State 3110, 3]
type = Helper
trigger1 = AnimElem = 4
ID = 3110
postype = P1
pos = 34,0
stateno = 6019
keyctrl = 0
facing = 1
ownpal = 1

[State 3110, 3]
type = Helper
trigger1 = AnimElem = 5
ID = 3110
postype = P1
pos = 34,0
stateno = 6020
keyctrl = 0
facing = 1
ownpal = 1



[State 3110, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
animtype =  Heavy
damage = 150,20
guardflag = M
pausetime = 0,13
sparkno = S99999
guard.sparkno = S8070
sparkxy = -10,-75
hitsound = S5,4
priority = 6, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10.9,-7.2
air.velocity = -10.9,-7.6
guard.slidetime = 22
guard.hittime  = 32
guard.ctrltime = 34
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
getpower = 0,0
givepower = 30,25

[State 3110, 3]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
animtype =  Heavy
damage = 20,10
guardflag = M
pausetime = 0,13
sparkno = S99999
guard.sparkno = S8070
sparkxy = -10,-75
hitsound = S5,4
priority = 2, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10.9,-7.2
air.velocity = -10.9,-7.6
guard.slidetime = 22
guard.hittime  = 32
guard.ctrltime = 34
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
getpower = 0,0
givepower = 30,25

[State 3110, 3]
type = HitDef
trigger1 = AnimElem = 14
attr = S, HA
animtype =  Heavy
damage = 20,10
guardflag = M
pausetime = 0,13
sparkno = S99999
guard.sparkno = S8070
sparkxy = -10,-75
hitsound = S5,4
priority = 2, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10.9,-7.2
air.velocity = -10.9,-7.6
guard.slidetime = 22
guard.hittime  = 32
guard.ctrltime = 34
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
getpower = 0,0
givepower = 30,25

[State 3110, 3]
type = HitDef
trigger1 = AnimElem = 19
attr = S, HA
animtype =  Heavy
damage = 20,10
guardflag = M
pausetime = 0,13
sparkno = S99999
guard.sparkno = S8070
sparkxy = -10,-75
hitsound = S5,4
priority = 2, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10.9,-7.2
air.velocity = -10.9,-7.6
guard.slidetime = 22
guard.hittime  = 32
guard.ctrltime = 34
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
getpower = 0,0
givepower = 30,25

[State 3110, 3]
type = HitDef
trigger1 = AnimElem = 24
attr = S, HA
animtype = Heavy
damage = 20,10
guardflag = M
pausetime = 0,13
sparkno = S99999
guard.sparkno = S8070
sparkxy = -10,-75
hitsound = S5,4
priority = 2, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10.9,-7.2
air.velocity = -10.9,-7.6
guard.slidetime = 22
guard.hittime  = 32
guard.ctrltime = 34
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
getpower = 0,0
givepower = 30,25

[State 3110, 3]
type = HitDef
trigger1 = AnimElem = 29
attr = S, HA
animtype = Heavy
damage = 20,10
guardflag = M
pausetime = 0,13
sparkno = S99999
guard.sparkno = S8070
sparkxy = -10,-75
hitsound = S5,4
priority = 2, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10.9,-7.2
air.velocity = -10.9,-7.6
guard.slidetime = 22
guard.hittime  = 32
guard.ctrltime = 34
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
getpower = 0,0
givepower = 30,25

[State 3110, 3]
type = HitDef
trigger1 = AnimElem = 34
attr = S, HA
animtype = Heavy
damage = 20,10
guardflag = M
pausetime = 0,13
sparkno = S99999
guard.sparkno = S8070
sparkxy = -10,-75
hitsound = S5,4
priority = 2, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10.9,-7.2
air.velocity = -10.9,-7.6
guard.slidetime = 22
guard.hittime  = 32
guard.ctrltime = 34
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
getpower = 0,0
givepower = 30,25

[State 3110, 3]
type = HitDef
trigger1 = AnimElem = 39
attr = S, HA
animtype =  Heavy
damage = 20,10
guardflag = M
pausetime = 0,13
sparkno = S99999
guard.sparkno = S8070
sparkxy = -10,-75
hitsound = S5,4
priority = 2, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10.9,-7.2
air.velocity = -10.9,-7.6
guard.slidetime = 22
guard.hittime  = 32
guard.ctrltime = 34
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
getpower = 0,0
givepower = 30,25

[State 3110, 7]
type = Explod
triggerall = MoveHit
trigger1 = AnimElem = 4,=1
trigger2 = AnimElem = 9,=1
trigger3 = AnimElem = 14,=1
trigger4 = AnimElem = 19,=1
trigger5 = AnimElem = 24,=1
trigger6 = AnimElem = 29,=1
trigger7 = AnimElem = 34,=1
trigger8 = AnimElem = 39,=1
anim = 8020
postype = P2
pos = -15,-80
random = -5,5
facing = -1
sprpriority = 4
ignorehitpause = 1
bindtime = 1
ownpal = 1

[State 3110, 7]
type = MoveHitReset
trigger1 = AnimElem = 9
trigger2 = AnimElem = 14
trigger3 = AnimElem = 19
trigger4 = AnimElem = 24
trigger5 = AnimElem = 29
trigger6 = AnimElem = 34
trigger7 = AnimElem = 39
trigger8 = AnimElem = 44
ignorehitpause = 1

[State 3110, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3120

;---------------------
; 敀梾柵惛乮廔椆乯
;---------------------
[Statedef 3120]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
anim = 3120

[State 3120, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 51

[State 3120, 1]
type = StopSnd
trigger1 = Time = 30
channel = 2

[State 3120, 1]
type = StopSnd
trigger1 = Time = 30
channel = 3

[State 3120, 2]
type = EnvColor
triggerall = P2Life > 0
trigger1 = AnimElem = 4,<=1
value = 0,0,0
under = 1
time = 2

[State 3120, 3]
type = Explod
trigger1 = AnimElem = 1
anim = 6020
postype = p1
pos = 34,-32
sprpriority = -4
bindtime = -1
ownpal = 1

[State 3120, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
; 敀梾柵惛乮僿儖僷乕侾乯
;---------------------
[Statedef 6010]
movetype = A
velset = 0,0
anim = 6010
juggle = 9
sprpriority = -99
Ctrl = 0

[State 0,0]
type              = AfterImage
trigger1          = Time = 1
time              = 180
PalAdd            = 0,10,0
PalBright         = 0,0,0
PalContrast       = 150,100,300
PalMul            =  1,1,1
Palinvertall = 0
Trans             = Add
TimeGap           = 5
FrameGap          = 1
length            = 6

[State 6010, 1]
type = BindToParent
trigger1 = 1
Time = -1
Pos = 34,-32

[State 6010, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 6010, 9]
type = DestroySelf
trigger1 = Time = 123

;---------------------
[Statedef 6003]
movetype = A
velset = 0,0
anim = 10010
juggle = 9
sprpriority = -10
Ctrl = 0

[State 6010, 1]
type = BindToParent
trigger1 = 1
Time = -1
Pos = 34,15

[State 0,0]
type              = AfterImage
trigger1          = Time = 1
time              = 180
PalAdd            = 0,10,0
PalBright         = 0,0,0
PalContrast       = 150,100,300
PalMul            =  1,1,1
Palinvertall = 0
Trans             = Add
TimeGap           = 5
FrameGap          = 1
length            = 6

[State 6010, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 6010, 9]
type = DestroySelf
trigger1 = Time = 123

[Statedef 6005]
movetype = A
velset = 0,0
anim = 10015
juggle = 9
sprpriority = -10
Ctrl = 0

[State 6010, 1]
type = BindToParent
trigger1 = 1
Time = -1
pos = 30,-110

[State 6010, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 6010, 9]
type = DestroySelf
trigger1 = Time = 123

[Statedef 6006]
movetype = A
velset = 0,0
anim = 10016
juggle = 9
sprpriority = -10
Ctrl = 0

[State 0,0]
type              = AfterImage
trigger1          = Time =2
time              = 180
PalAdd            = 0,0,0
PalBright         = 0,0,0
PalContrast       = 50,0,150
PalMul            =  1,1,1
Palinvertall = 0
Trans             = Add
TimeGap           = 2
FrameGap          = 1
length            = 6

[State 6010, 1]
type = BindToParent
trigger1 = 1
Time = -1
pos = 30,-110

[State 6010, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 6010, 9]
type = DestroySelf
trigger1 = Time = 123

[Statedef 6007]
movetype = A
velset = 0,0
anim = 10017
juggle = 9
sprpriority = -10
Ctrl = 0

[State 0,0]
type              = AfterImage
trigger1          = Time = 3
time              = 180
PalAdd            = 0,0,0
PalBright         = 0,0,0
PalContrast       = 50,0,150
PalMul            =  1,1,1
Palinvertall = 0
Trans             = Add
TimeGap           = 2
FrameGap          = 1
length            = 6

[State 6010, 1]
type = BindToParent
trigger1 = 1
Time = -1
pos = 30,-110

[State 6010, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 6010, 9]
type = DestroySelf
trigger1 = Time = 123

[Statedef 6008]
movetype = A
velset = 0,0
anim = 10018
juggle = 9
sprpriority = -10
Ctrl = 0

[State 0,0]
type              = AfterImage
trigger1          = Time = 4
time              = 180
PalAdd            = 0,0,0
PalBright         = 0,0,0
PalContrast       = 50,0,150
PalMul            =  1,1,1
Palinvertall = 0
Trans             = Add
TimeGap           = 2
FrameGap          = 1
length            = 6

[State 6010, 1]
type = BindToParent
trigger1 = 1
Time = -1
pos = 30,-110

[State 6010, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 6010, 9]
type = DestroySelf
trigger1 = Time = 123

[Statedef 6009]
movetype = A
velset = 0,0
anim = 10019
juggle = 9
sprpriority = -10
Ctrl = 0

[State 0,0]
type              = AfterImage
trigger1          = Time = 5
time              = 180
PalAdd            = 0,0,0
PalBright         = 0,0,0
PalContrast       = 50,0,150
PalMul            =  1,1,1
Palinvertall = 0
Trans             = Add
TimeGap           = 2
FrameGap          = 1
length            = 6

[State 6010, 1]
type = BindToParent
trigger1 = 1
Time = -1
pos = 30,-110

[State 6010, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 6010, 9]
type = DestroySelf
trigger1 = Time = 123

[Statedef 6011]
movetype = A
velset = 0,0
anim = 10021
juggle = 9
sprpriority = -10
Ctrl = 0

[State 6010, 1]
type = BindToParent
trigger1 = 1
Time = -1
pos = 30,-110

[State 6010, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 6010, 9]
type = DestroySelf
trigger1 = Time = 123

[Statedef 6012]
movetype = A
velset = 0,0
anim = 10022
juggle = 9
sprpriority = -10
Ctrl = 0

[State 0,0]
type              = AfterImage
trigger1          = Time = 2
time              = 180
PalAdd            = 0,0,0
PalBright         = 0,0,0
PalContrast       = 50,0,150
PalMul            =  1,1,1
Palinvertall = 0
Trans             = Add
TimeGap           = 2
FrameGap          = 1
length            = 6

[State 6010, 1]
type = BindToParent
trigger1 = 1
Time = -1
pos = 30,-110

[State 6010, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 6010, 9]
type = DestroySelf
trigger1 = Time = 123

[Statedef 6013]
movetype = A
velset = 0,0
anim = 10023
juggle = 9
sprpriority = -10
Ctrl = 0

[State 0,0]
type              = AfterImage
trigger1          = Time = 3
time              = 180
PalAdd            = 0,0,0
PalBright         = 0,0,0
PalContrast       = 50,0,150
PalMul            =  1,1,1
Palinvertall = 0
Trans             = Add
TimeGap           = 2
FrameGap          = 1
length            = 6

[State 6010, 1]
type = BindToParent
trigger1 = 1
Time = -1
pos = 30,-110

[State 6010, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 6010, 9]
type = DestroySelf
trigger1 = Time = 123

[Statedef 6014]
movetype = A
velset = 0,0
anim = 10024
juggle = 9
sprpriority = -10
Ctrl = 0

[State 0,0]
type              = AfterImage
trigger1          = Time = 4
time              = 180
PalAdd            = 0,0,0
PalBright         = 0,0,0
PalContrast       = 50,0,150
PalMul            =  1,1,1
Palinvertall = 0
Trans             = Add
TimeGap           = 2
FrameGap          = 1
length            = 6

[State 6010, 1]
type = BindToParent
trigger1 = 1
Time = -1
pos = 30,-110

[State 6010, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 6010, 9]
type = DestroySelf
trigger1 = Time = 123

[Statedef 6015]
movetype = A
velset = 0,0
anim = 10025
juggle = 9
sprpriority = -10
Ctrl = 0

[State 0,0]
type              = AfterImage
trigger1          = Time = 5
time              = 180
PalAdd            = 0,0,0
PalBright         = 0,0,0
PalContrast       = 50,0,150
PalMul            =  1,1,1
Palinvertall = 0
Trans             = Add
TimeGap           = 2
FrameGap          = 1
length            = 6

[State 6010, 1]
type = BindToParent
trigger1 = 1
Time = -1
pos = 30,-110

[State 6010, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 6010, 9]
type = DestroySelf
trigger1 = Time = 123

[Statedef 6016]
movetype = A
velset = 0,0
anim = 10031
juggle = 9
sprpriority = -10
Ctrl = 0

[State 6010, 1]
type = BindToParent
trigger1 = 1
Time = -1
pos = 30,-110

[State 6010, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 6010, 9]
type = DestroySelf
trigger1 = Time = 123

[Statedef 6017]
movetype = A
velset = 0,0
anim = 10032
juggle = 9
sprpriority = -10
Ctrl = 0

[State 0,0]
type              = AfterImage
trigger1          = Time = 2
time              = 180
PalAdd            = 0,0,0
PalBright         = 0,0,0
PalContrast       = 50,0,150
PalMul            =  1,1,1
Palinvertall = 0
Trans             = Add
TimeGap           = 2
FrameGap          = 1
length            = 6

[State 6010, 1]
type = BindToParent
trigger1 = 1
Time = -1
pos = 30,-110

[State 6010, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 6010, 9]
type = DestroySelf
trigger1 = Time = 123

[Statedef 6018]
movetype = A
velset = 0,0
anim = 10033
juggle = 9
sprpriority = -10
Ctrl = 0

[State 0,0]
type              = AfterImage
trigger1          = Time = 3
time              = 180
PalAdd            = 0,0,0
PalBright         = 0,0,0
PalContrast       = 50,0,150
PalMul            =  1,1,1
Palinvertall = 0
Trans             = Add
TimeGap           = 2
FrameGap          = 1
length            = 6

[State 6010, 1]
type = BindToParent
trigger1 = 1
Time = -1
pos = 30,-110

[State 6010, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 6010, 9]
type = DestroySelf
trigger1 = Time = 123

[Statedef 6019]
movetype = A
velset = 0,0
anim = 10034
juggle = 9
sprpriority = -10
Ctrl = 0

[State 0,0]
type              = AfterImage
trigger1          = Time = 4
time              = 180
PalAdd            = 0,0,0
PalBright         = 0,0,0
PalContrast       = 50,0,150
PalMul            =  1,1,1
Palinvertall = 0
Trans             = Add
TimeGap           = 2
FrameGap          = 1
length            = 6

[State 6010, 1]
type = BindToParent
trigger1 = 1
Time = -1
pos = 30,-110

[State 6010, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 6010, 9]
type = DestroySelf
trigger1 = Time = 123

[Statedef 6020]
movetype = A
velset = 0,0
anim = 10035
juggle = 9
sprpriority = -10
Ctrl = 0

[State 0,0]
type              = AfterImage
trigger1          = Time = 5
time              = 180
PalAdd            = 0,0,0
PalBright         = 0,0,0
PalContrast       = 50,0,150
PalMul            =  1,1,1
Palinvertall = 0
Trans             = Add
TimeGap           = 2
FrameGap          = 1
length            = 6

[State 6010, 1]
type = BindToParent
trigger1 = 1
Time = -1
pos = 30,-110

[State 6010, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 6010, 9]
type = DestroySelf
trigger1 = Time = 123
;---------------------

;聚气起手
[Statedef 8000] 
type = S
movetype = I
physics = S
anim = 8001       ;聚气起手对应的动作是[begin action 8000]
velset = 0
ctrl = 0

;聚气时人物的喊声
[State 8000, 1]
type = PlaySnd
trigger1 = Time = 0
value = 700,0
channel = 0

;聚气时气流的声音
[State 8000, 2]
type = PlaySnd
trigger1 = Time = 0
value = 3100,1
channel = 1

;能量增加速度
[State 8000, 3]
type = PowerAdd
trigger1 = ((Time + 2) % 2) = 0
value = 15

;如果聚气开始时，人物的能量已经达到3000时跳到能量聚集完毕的state
[State 8000, 4]
type = ChangeState
trigger1 = power >= 3000
value = 8003

;聚气开始后如果不按住a或b，则跳转到中途停止的state
[State 8000, 5]
type = ChangeState
triggerall = AnimElem = 2, >= 0
trigger1 = command != "hold_b"
trigger2 = command != "hold_a"
trigger3 = command != "hold_x"
value = 8002

;当人物的能量不足3000，又同时按住了a和b，则跳转至聚气的state
[State 8000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 8001

;聚气开始
[Statedef 8001]   
type = S
movetype = I
physics = S
anim = 8002                    ;聚气开始对应的动作是[begin action 8001]

;能量增加速度
[State 8001, 1]
type = PowerAdd
trigger1 = ((Time + 2) % 2) = 0
value = 15

;能量增加时显示气流
[State 8001, 2]
type = Explod
trigger1 = ((Time + 12) % 12) = 0
anim = F706
ID = 706
sprpriority = 3
postype = p1
pos = -10,-6
bindtime = -1

;聚气开始后如果不按住a或b，则跳转到中途停止的state
[State 8001, 3]
type = ChangeState
trigger1 = command != "hold_b"
trigger2 = command != "hold_a"
trigger3 = command != "hold_x"
value = 8002

;如果聚气开始时，人物的能量已经达到3000时跳到能量聚集完毕的state
[State 8001, 4]
type = ChangeState
trigger1 = power >= 3000
value = 8003


;聚气中途停止   
[Statedef 8002]   
type = S
movetype = I
physics = S
anim = 8003                 ;聚气中途停止对应的动作是[begin action 8002]

;停止播放聚气时人物的喊声
[State 8002, 1]
type = StopSnd
trigger1 = Time = 0
channel = 0

;停止播放聚气时气流的声音
[State 8002, 2]
type = StopSnd
trigger1 = Time = 0
channel = 1

[State 8002, 3]
type = RemoveExplod
trigger1 = Time = 0

[State 8002, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;聚气到极点
[Statedef 8003]   
type = S
movetype = I
physics = S
anim = 8003                ;聚气到极点对应的动作是[begin action 8003]

;停止播放聚气时人物的喊声
[State 8003, 1]
type = StopSnd
trigger1 = Time = 0
channel = 0

;停止播放聚气时气流的声音
[State 8003, 2]
type = StopSnd
trigger1 = Time = 0
channel = 1

[State 8003, 3]
type = RemoveExplod
trigger1 = Time = 0

;聚气到达3000时表示气满的火花
[State 8003, 4]
type = Explod
trigger1 = Time = 0
anim = F720
postype = p1
pos = 0,0
sprpriority = 4
bindtime = 1
ownpal = 1

[State 8003, 5]
type = EnvShake
trigger1 = Time = 0
time = 20

[State 8003, 6]
type = PalFX
trigger1 = Time % 2
add = 64,64,64
time = 1

;聚气到达3000时表示气满的声音
[State 8003, 7]
type = PlaySnd
trigger1 = Time = 1
value = 700,2

[State 8003, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;=============================
[State 1000, Explod]
type = Explod
triggerall = time = 1
trigger1 = prevstateno = 1100; N鷐ero del estado anterior.
trigger2 = prevstateno = 1105; Recuerden que pueden ser los que quieran. Deben estar numerados.
anim = 15000; Animaci髇 de cartel Dream Cancel.
pos = 65,70
postype = Left
removetime = -2
bindtime = 50
pausemove = 1
supermove = 1
scale = .5,.5
sprpriority = -3
ownpal = 1

[State 1100, Explod]
type = Explod
triggerall = time = 1
trigger1 = prevstateno = 1100; N鷐ero del estado anterior.
trigger2 = prevstateno = 1105; Recuerden que pueden ser los que quieran. Deben estar numerados.
anim = 15005; Animaci髇 de l韓eas blancas Dream Cancel.
pos = -5,69
postype = Left
removetime = -2
bindtime = 65
pausemove = 1
supermove = 1
scale = 1.5,1
sprpriority = -2
ownpal = 1

[State 1100, Explod]
type = Explod
triggerall = time = 1
trigger1 = prevstateno = 1100; N鷐ero del estado anterior.
trigger2 = prevstateno = 1105; Recuerden que pueden ser los que quieran. Deben estar numerados.
anim = 15010; Animaci髇 de fondo negro Dream Cancel.
pos = -150,69
postype = Left
removetime = -2
facing = 1
vfacing = 1
bindtime = 65
pausemove = 1
supermove = 1
scale = 1.5,.8
sprpriority = -3
ownpal = 1
trans = addalpha
alpha = 256, 135




;------------------------------
[StateDef 10000]
type = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 10000
poweradd = -1000
sprpriority = 2

[State 0,0]
type              = AfterImage
trigger1          = Time = 1
time              = 60
PalAdd            = 0,10,0
PalBright         = 0,0,0
PalContrast       = 150,100,300
PalMul            =  1,1,1
Palinvertall = 0
Trans             = Add
TimeGap           = 5
FrameGap          = 1
length            = 6

[State 3000, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
time = 24

[State 3000, 1]
type = SuperPause
trigger1 = Time = 4
time = 30
movetime = 30
darken = 0
anim = -1

[State 3000, 1]
type = Explod
trigger1 = Time = 4
anim = 6060
pos = 20,-58
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1

[State 3000, 1]
type = Explod
trigger1 = Time = 13
anim = 6050
pos = 20,-59
sprpriority = 5
supermove = 1
shadow = 0
ownpal = 1

[State 3110, 3]
type = Explod
trigger1 = AnimElem = 4
anim = 10002
postype = P1
pos = -30,10
sprpriority = 5
supermove = 1
shadow = 0
ownpal = 1

[State 3000, 1]
type = BGPalFX
trigger1 = Time = 0
time = 4
add = 255,255,255

[State 3000, 1]
type = BGPalFX
trigger1 = Time = 4
time = 26
add = -255,-255,-255

[State 3000, 1]
type = PalFX
trigger1 = Time < 16 && Time % 2
trigger1 = prevstateno = [1000,1100]
time = 1
add = 255,255,255

;SUPER CANCEL
;------------------------------
[State 1000, Explod]
type = Explod
triggerall = time = 1
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1100
anim = 15500
pos = 65,70
postype = Left
removetime = -2
bindtime = 50
pausemove = 1
supermove = 1
scale = .5,.5
sprpriority = 8
ownpal = 1

[State 1100, Explod]
type = Explod
triggerall = time = 1
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1100
anim = 15501
pos = -5,69
postype = Left
removetime = -2
bindtime = 65
pausemove = 1
supermove = 1
scale = 1.5,1
sprpriority = 9
ownpal = 1

[State 1100, Explod]
type = Explod
triggerall = animelem = 1
trigger1 = prevstateno = 1000
trigger2 = prevstateno = 1100
anim = 15502
pos = -150,69
postype = Left
removetime = -2
facing = 1
vfacing = 1
bindtime = 65
pausemove = 1
supermove = 1
scale = 1.5,.8
sprpriority = 7
ownpal = 1
trans = addalpha
alpha = 256, 135

[State 3000, 1]
type = AssertSpecial
trigger1 = Time < 30
flag= noBG
flag2= noFG

[State 3000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3000,2

[State 3000, 2]
type = PlaySnd
trigger1 = AnimElem =2
value = S3000,0

[State 3000, 2]
type = PlaySnd
trigger1 = AnimElem = 13
trigger2 = AnimElem = 15
trigger3 = AnimElem = 17
trigger4 = AnimElem = 19
trigger5 = AnimElem = 21
trigger6 = AnimElem = 23
value = S6000,0

[State 3060, 3]
type = EnvShake
trigger1 = AnimElem = 13
trigger2 = AnimElem = 15
trigger3 = AnimElem = 17
trigger4 = AnimElem = 19
trigger5 = AnimElem = 21
trigger6 = AnimElem = 23
time = 20
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1

[State 10000, 1]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
trigger5 = AnimElem = 11
trigger6 = AnimElem = 12
trigger7 = AnimElem = 13
attr = S, NA
damage = 30,10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 10, 10
sparkno = s8040
guard.sparkno = S8070
sparkxy = -10, -76
hitsound = s5, 6
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -8,-5
air.type = High
air.velocity = -9,-6
air.hittime = 12
fall = 1
air.fall = 1
fall.recover = 0
yaccel = .44

[State 0, 1]
type = Projectile
projID = 10000
trigger1 = AnimElem = 13
projanim =10001
projhitanim = 10001
projpriority = 99999999
projremove = 1
projhits = 1
projremovetime = 24
offset = 150,20
velocity = 0
attr = S, SP
damage   = 30
animtype = DIAGUP
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
sparkxy = 10, -76
sparkno = S8030
guard.sparkno = S8070
hitsound = s5, 6
guardsound = s6, 0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -8
air.velocity = -8,-6
air.fall = 1
fall = 1
fall.recover = 0
Palfx.time          = 50
Palfx.add           = 13,61,98
Palfx.mul           = 358,256,256
Palfx.sinadd        = -112,-122,-112,10
Palfx.color         = 0

[State 0, 1]
type = Projectile
projID = 10000
trigger1 = AnimElem = 15
projanim =10001
projhitanim = 10001
projpriority = 99999999
projremove = 1
projhits = 1
projremovetime = 24
offset = 180,20
velocity = 0
attr = S, SP
damage   = 30
animtype = DIAGUP
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
sparkxy = 10, -76
sparkno = S8030
guard.sparkno = S8070
hitsound = s5, 6
guardsound = s6, 0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -8
air.velocity = -8,-6
air.fall = 1
fall = 1
fall.recover = 0
Palfx.time          = 50
Palfx.add           = 13,61,98
Palfx.mul           = 358,256,256
Palfx.sinadd        = -112,-122,-112,10
Palfx.color         = 0

[State 0, 1]
type = Projectile
projID = 10000
trigger1 = AnimElem = 17
projanim =10001
projhitanim = 10001
projpriority = 99999999
projremove = 1
projhits = 1
projremovetime = 24
offset = 210,20
velocity = 0
attr = S, SP
damage   = 30
animtype = DIAGUP
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
sparkxy = 10, -76
sparkno = S8030
guard.sparkno = S8070
hitsound = s5, 6
guardsound = s6, 0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -8
air.velocity = -8,-6
air.fall = 1
fall = 1
fall.recover = 0
Palfx.time          = 50
Palfx.add           = 13,61,98
Palfx.mul           = 358,256,256
Palfx.sinadd        = -112,-122,-112,10
Palfx.color         = 0

[State 0, 1]
type = Projectile
projID = 10000
trigger1 = AnimElem = 19
projanim =10001
projhitanim = 10001
projpriority = 99999999
projremove = 1
projhits = 1
projremovetime = 24
offset = 240,20
velocity = 0
attr = S, SP
damage   = 30
animtype = DIAGUP
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
sparkxy = 10, -76
sparkno = S8030
guard.sparkno = S8070
hitsound = s5, 6
guardsound = s6, 0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -8
air.velocity = -8,-6
air.fall = 1
fall = 1
fall.recover = 0
Palfx.time          = 50
Palfx.add           = 13,61,98
Palfx.mul           = 358,256,256
Palfx.sinadd        = -112,-122,-112,10
Palfx.color         = 0

[State 0, 1]
type = Projectile
projID = 10000
trigger1 = AnimElem = 21
projanim =10001
projhitanim = 10001
projpriority = 99999999
projremove = 1
projhits = 1
projremovetime = 24
offset = 270,20
velocity = 0
attr = S, SP
damage   = 30
animtype = DIAGUP
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
sparkxy = 10, -76
sparkno = S8030
guard.sparkno = S8070
hitsound = s5, 6
guardsound = s6, 0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -8
air.velocity = -8,-6
air.fall = 1
fall = 1
fall.recover = 0
Palfx.time          = 50
Palfx.add           = 13,61,98
Palfx.mul           = 358,256,256
Palfx.sinadd        = -112,-122,-112,10
Palfx.color         = 0

[State 0, 1]
type = Projectile
projID = 10000
trigger1 = AnimElem = 23
projanim =10001
projhitanim = 10001
projpriority = 99999999
projremove = 1
projhits = 1
projremovetime = 24
offset = 300,20
velocity = 0
attr = S, SP
damage   = 30
animtype = DIAGUP
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
sparkxy = 10, -76
sparkno = S8030
guard.sparkno = S8070
hitsound = s5, 6
guardsound = s6, 0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -8
air.velocity = -8,-6
air.fall = 1
fall = 1
fall.recover = 0
Palfx.time          = 50
Palfx.add           = 13,61,98
Palfx.mul           = 358,256,256
Palfx.sinadd        = -112,-122,-112,10
Palfx.color         = 0

[State 10000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;==========================================================
[StateDef 10005]
type = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 10005
poweradd = -3000

[State 0,0]
type              = AfterImage
trigger1          = Time = 1
time              = 320
PalAdd            = 0,10,0
PalBright         = 0,0,0
PalContrast       = 150,100,300
PalMul            =  1,1,1
Palinvertall = 0
Trans             = Add
TimeGap           = 5
FrameGap          = 1
length            = 6

[State 3000, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
time = 50

[State 3000, 1]
type = SuperPause
trigger1 = AnimElem = 2
time = 30
movetime = 30
darken = 0
anim = -1

[State 3000, 1]
type = Explod
trigger1 = Time = 4
anim = 6050
pos = 20,-59
sprpriority = 5
supermove = 1
shadow = 0
ownpal = 1

[State 3000, 1]
type = Explod
trigger1 = Time = 4
anim = 6060
pos = 20,-58
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1

[State 1000, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = time = 30
name = "MAX3"
stateno = 15600
ID = 15600
helpertype = normal
pos = -320,-220
postype = front
keyctrl = 0
ownpal = 1
ignorehitpause = 1
size.yscale = 1.025

[State -2, Helper]
type = Helper
triggerall = !numhelper(40003)
trigger1 = time = 6
helpertype = normal
name = "H.Port"
ID = 40003
stateno = 40003
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State 3000, 1]
type = BGPalFX
trigger1 = Time = 0
time = 4
add = 255,255,255

[State 3000, 1]
type = BGPalFX
trigger1 = Time = 4
time = 26
add = -255,-255,-255

[State 3000, 1]
type = PalFX
trigger1 = Time < 16 && Time % 2
trigger1 = prevstateno = [1000,1100]
time = 1
add = 255,255,255

[State 3000, 1]
type = AssertSpecial
trigger1 = Time < 30
flag= noBG
flag2= noFG

[State 3000, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = S3000,0

[State 3000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S6000,1

[State 10005, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 10006

[StateDef 10006]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 10006

[State 3000, 1]
type = Explod
trigger1 = Time = 1
anim = 10011
pos = 10,30
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1
removetime = 290

[State 3000, 1]
type = Explod
trigger1 = Time = 1
anim = 10013
pos = 10,10
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1
removetime = 290

[State 3000, 1]
type = Explod
trigger1 = Time = 1
anim = 10040
pos = 10,-50
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1
removetime = 300

[State 3000, 1]
type = Explod
trigger1 = Time = 3
anim = 10041
pos = 10,-50
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1
removetime = 300

[State 3000, 1]
type = Explod
trigger1 = Time = 5
anim = 10042
pos = 10,-50
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1
removetime = 300

[State 3000, 1]
type = Explod
trigger1 = Time = 7
anim = 10043
pos = 10,-50
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1
removetime = 300

[State 3000, 1]
type = Explod
trigger1 = Time = 9
anim = 10044
pos = 10,-50
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1
removetime = 300

[State 3000, 1]
type = Explod
trigger1 = Time = 11
anim = 10045
pos = 10,-50
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1
removetime = 300

[State 3000, 1]
type = Explod
trigger1 = Time = 1
anim = 10050
pos = 10,-50
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1
removetime =300

[State 3000, 1]
type = Explod
trigger1 = Time = 3
anim = 10051
pos = 10,-50
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1
removetime = 300

[State 3000, 1]
type = Explod
trigger1 = Time = 5
anim = 10052
pos = 10,-50
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1
removetime = 300

[State 3000, 1]
type = Explod
trigger1 = Time = 7
anim = 10053
pos = 10,-50
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1
removetime = 300

[State 3000, 1]
type = Explod
trigger1 = Time = 9
anim = 10054
pos = 10,-50
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1
removetime = 300

[State 3000, 1]
type = Explod
trigger1 = Time = 11
anim = 10055
pos = 10,-50
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1
removetime = 300

[State 3000, 1]
type = Explod
trigger1 = Time = 1
anim = 10060
pos = 10,-120
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1
removetime =300

[State 3000, 1]
type = Explod
trigger1 = Time = 3
anim = 10061
pos = 10,-120
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1
removetime = 300

[State 3000, 1]
type = Explod
trigger1 = Time = 5
anim = 10062
pos = 10,-120
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1
removetime = 300

[State 3000, 1]
type = Explod
trigger1 = Time = 7
anim = 10063
pos = 10,-120
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1
removetime = 300

[State 3000, 1]
type = Explod
trigger1 = Time = 9
anim = 10064
pos = 10,-120
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1
removetime = 300

[State 3000, 1]
type = Explod
trigger1 = Time = 11
anim = 10065
pos = 10,-120
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1
removetime = 300

[State 3000, 1]
type = Explod
trigger1 = Time = 1
anim = 10070
pos = 10,-120
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1
removetime =300

[State 3000, 1]
type = Explod
trigger1 = Time = 3
anim = 10071
pos = 10,-120
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1
removetime = 300

[State 3000, 1]
type = Explod
trigger1 = Time = 5
anim = 10072
pos = 10,-120
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1
removetime = 300

[State 3000, 1]
type = Explod
trigger1 = Time = 7
anim = 10073
pos = 10,-120
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1
removetime = 300

[State 3000, 1]
type = Explod
trigger1 = Time = 9
anim = 10074
pos = 10,-120
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1
removetime = 300

[State 3000, 1]
type = Explod
trigger1 = Time = 11
anim = 10075
pos = 10,-120
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1
removetime = 300

[State 3000, 1]
type = Explod
trigger1 = Time = 1
anim = 10080
pos = 10,-120
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1
removetime =300

[State 3000, 1]
type = Explod
trigger1 = Time = 3
anim = 10081
pos = 10,-120
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1
removetime = 300

[State 3000, 1]
type = Explod
trigger1 = Time = 5
anim = 10082
pos = 10,-120
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1
removetime = 300

[State 3000, 1]
type = Explod
trigger1 = Time = 7
anim = 10083
pos = 10,-120
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1
removetime = 300

[State 3000, 1]
type = Explod
trigger1 = Time = 9
anim = 10084
pos = 10,-120
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1
removetime = 300

[State 3000, 1]
type = Explod
trigger1 = Time = 11
anim = 10085
pos = 10,-120
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1
removetime = 300

;[State 3000]
;type = Explod
;trigger1 = Animelem = 1
;anim = 10009
;sprpriority = -50
;scale = 1.2,0.8
;postype = back
;pos = -10,-10
;bindtime = -1
;ignorehitpause = 1
;removetime = 290

[State 3000, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = S6000,3

[State 3000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3100,2

[State 3110, 7]
type = Explod
triggerall = MoveHit
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 10
trigger4 = AnimElem = 15
trigger5 = AnimElem = 20
trigger6 = AnimElem = 25
trigger7 = AnimElem = 30
trigger8 = AnimElem = 35
trigger9 = AnimElem = 40
trigger10 = AnimElem = 45
trigger11 = AnimElem = 50
trigger12 = AnimElem = 55
trigger13 = AnimElem = 60
trigger14 = AnimElem = 65
trigger15 = AnimElem = 70
trigger16 = AnimElem = 75
trigger17 = AnimElem = 80
trigger18 = AnimElem = 85
trigger19 = AnimElem = 90
trigger20 = AnimElem = 95
trigger21 = AnimElem = 100
trigger22 = AnimElem = 105
trigger23 = AnimElem = 110
trigger24 = AnimElem = 115
trigger25 = AnimElem = 120
trigger26= AnimElem = 125
trigger27 = AnimElem = 130
trigger28 = AnimElem = 135
trigger29 = AnimElem = 140
trigger30 = AnimElem = 145
anim = 8020
postype = P2
pos = -15,-80
random = -5,5
facing = -1
sprpriority = 4
ignorehitpause = 1
bindtime = 1
ownpal = 1

[State 10005, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 10
trigger4 = AnimElem = 15
trigger5 = AnimElem = 20
trigger6 = AnimElem = 25
trigger7 = AnimElem = 30
trigger8 = AnimElem = 35
trigger9 = AnimElem = 40
trigger10 = AnimElem = 45
trigger11 = AnimElem = 50
trigger12 = AnimElem = 55
trigger13 = AnimElem = 60
trigger14 = AnimElem = 65
trigger15 = AnimElem = 70
trigger16 = AnimElem = 75
trigger17 = AnimElem = 80
trigger18 = AnimElem = 85
trigger19 = AnimElem = 90
trigger20 = AnimElem = 95
trigger21 = AnimElem = 100
trigger22 = AnimElem = 105
trigger23 = AnimElem = 110
trigger24 = AnimElem = 115
trigger25 = AnimElem = 120
trigger26= AnimElem = 125
trigger27 = AnimElem = 130
trigger28 = AnimElem = 135
trigger29 = AnimElem = 140
trigger30 = AnimElem = 145
attr = S, NA
damage = 12,5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 9999999, Hit
pausetime = 0, 10
sparkno = -1
sparkxy = -10, -76
hitsound =  s5, 4
guardsound = s6, 0
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = 0
air.type = High
air.velocity = 0
air.hittime = 0
fall = 1
air.fall = 1
fall.recover = 0

[State 10005, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 10007

[StateDef 10007]
type = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 10007

[State 3000, 2]
type = PlaySnd
trigger1 = AnimElem = 140
value = S6000,2

[State 1000, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = Animtime = 0
name = "MAX3END"
stateno = 15604
ID = 15604
helpertype = normal
pos = 0,0
postype = front
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
size.yscale = 1.025

[State 3110, 7]
type = Explod
triggerall = MoveHit
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 10
trigger4 = AnimElem = 15
trigger5 = AnimElem = 20
trigger6 = AnimElem = 25
trigger7 = AnimElem = 30
trigger8 = AnimElem = 35
trigger9 = AnimElem = 40
trigger10 = AnimElem = 45
trigger11 = AnimElem = 50
trigger12 = AnimElem = 55
trigger13 = AnimElem = 60
trigger14 = AnimElem = 65
trigger15 = AnimElem = 70
trigger16 = AnimElem = 75
trigger17 = AnimElem = 80
trigger18 = AnimElem = 85
trigger19 = AnimElem = 90
trigger20 = AnimElem = 95
trigger21 = AnimElem = 100
trigger22 = AnimElem = 105
trigger23 = AnimElem = 110
trigger24 = AnimElem = 115
trigger25 = AnimElem = 120
trigger26= AnimElem = 125
trigger27 = AnimElem = 130
trigger28 = AnimElem = 135
trigger29 = AnimElem = 140
trigger30 = AnimElem = 145
anim = 8020
postype = P2
pos = -15,-80
random = -5,5
facing = -1
sprpriority = 4
ignorehitpause = 1
bindtime = 1
ownpal = 1

[State 10005, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 10
trigger4 = AnimElem = 15
trigger5 = AnimElem = 20
trigger6 = AnimElem = 25
trigger7 = AnimElem = 30
trigger8 = AnimElem = 35
trigger9 = AnimElem = 40
trigger10 = AnimElem = 45
trigger11 = AnimElem = 50
trigger12 = AnimElem = 55
trigger13 = AnimElem = 60
trigger14 = AnimElem = 65
trigger15 = AnimElem = 70
trigger16 = AnimElem = 75
trigger17 = AnimElem = 80
trigger18 = AnimElem = 85
trigger19 = AnimElem = 90
trigger20 = AnimElem = 95
trigger21 = AnimElem = 100
trigger22 = AnimElem = 105
trigger23 = AnimElem = 110
trigger24 = AnimElem = 115
trigger25 = AnimElem = 120
trigger26= AnimElem = 125
trigger27 = AnimElem = 130
trigger28 = AnimElem = 135
trigger29 = AnimElem = 140
trigger30 = AnimElem = 145
attr = S, NA
damage = 12,5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 9999999, Hit
pausetime = 0, 5
sparkno = -1
sparkxy = -10, -76
hitsound = s5, 4
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = -20,-15
air.type = High
air.velocity = -20,-15
air.hittime = 0
fall = 1
air.fall = 1
fall.recover = 0

[State 10005, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 10008

[StateDef 10008]
type = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 10008

[State 3000, 1]
type = Explod
trigger1 = Time = 1
anim = 10012
pos = 10,30
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1

[State 10005, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;=============================
;=============================
;=============================
;=============================




















