;婎杮僨乕僞================================================================================================
[Data]
life=1000
power=10000
attack=100
defence=100
fall.defence_up=50
liedown.time=50
airjuggle=15
sparkno=2
guard.sparkno=40
KO.echo=0
volume=255
IntPersistIndex=58
FloatPersistIndex=40  

[Size]
xscale=1.3
yscale=1.3
ground.back=12
ground.front=11
air.back=12
air.front=12
height= 60
attack.dist=160
proj.attack.dist=90
head.pos= -2,-60
mid.pos= -2,-36
shadowoffset = 0

[Velocity]
walk.fwd=2.1
walk.back=-1.8
run.fwd=4.5,0
run.back=-4.5,-4.5
jump.neu=0,-8.6
jump.back=-2.2
jump.fwd= 2.5
runjump.back=-4.5,-8.0
runjump.fwd=4,-8.0
airjump.neu=0,-8.0
airjump.back=-2.5
airjump.fwd=2.2

[Movement]
airjump.num=0
airjump.height= 45
yaccel = .42
stand.friction  = .85
crouch.friction = .80

;婎杮峴摦==================================================================================================

;僞僀儉僆乕僶乕乮晧偗乯------------------------------------------------------------------------------------
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170]
type = PlaySnd
trigger1 = animelem = 16
value = S0, 6
channel = 0

[State 170]
type = AssertSpecial
trigger1 = time = [0,200] 
flag = roundnotover

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

;僞僀儉僆乕僶乕乮堷偒暘偗乯------------------------------------------------------------------------------------
[Statedef 175]
type = S
ctrl = 0
anim = 175
velset = 0,0

[State 175]
type = PlaySnd
trigger1 = animelem = 6
value = S0, 7
channel = 0

[State 175]
type = NotHitBy
trigger1 = 1 
value = SCA
time = 1

;彑棙億乕僘暘婒---------------------------------------------------------------------------------
[Statedef 180]
type = S

[State 180]
type = ChangeState
trigger1 = MatchOver = 0
trigger1 = Time = 0
value = 181

[State 180]
type = ChangeState
trigger1 = MatchOver = 1
trigger1 = Time = 0
value = 182
;彑棙億乕僘乮偼偟傖偖乯-----------------------------------------------------------------------------
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181]
type = AssertSpecial
trigger1 = time = [0, 160]
flag = roundnotover

[State 181]
type = PlaySnd
trigger1 = animelem = 3
value = S0, 8
channel = 0

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

;彑棙億乕僘乮muchover乯-----------------------------------------------------------------------------
[Statedef 182]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 182]
type = AssertSpecial
trigger1 = time = [0, 280]
flag = roundnotover

[State 182]
type = PlaySnd
trigger1 = time = 0
value = S0, 9

[State 182]
type = AssertSpecial
trigger1 = 1
flag = nomusic

[State 182]
type = Explod
trigger1 = time = 70
anim = 20000
ID = 20000
pos = 0, 240
postype = right
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 5
ontop = 1
shadow = 0, 0, 0
ownpal = 1
persistent=0
removeongethit = 1

[State 182]
type = Explod
trigger1 = time = 60
anim = 20001
ID = 20001
pos = 0, 240
postype = right
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 4
ontop = 1
shadow = 0, 0, 0
ownpal = 1
persistent=0
removeongethit = 1

[State 182]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;搊応乮偙傫偵偪偼乯----------------------------------------------------------------------------------------------------------
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 190] 
type = powerset
trigger1 = RoundNo = 1
trigger1 = time = 0
trigger1 = power < 1000
value = 1000

[State 190]
type = AssertSpecial
trigger1 = time = [0, 80]
flag = intro

[State 190]
type = PlaySnd
trigger1 = animelem = 3
value = S0, 0
channel = 0

[State 190]
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 190]
type = null
trigger1 = RoundNo = 1
trigger1 = P2Name = "p_prinny"||P4Name ="p_prinny"
value = 196

[State 190]
type = null
trigger1 = RoundNo = 1
trigger1 = P2Name = "Asagiri_Asagi"||P4Name ="Asagiri_Asagi"
value = 197

[State 190]
type = ChangeState
trigger1 = Time = 0
trigger1 = TeamMode = Single
trigger1 = TeamSide = 1
trigger1 = p2name = "marona"
value = 194

[State 190]
type = ChangeState
trigger1 = Time = 0
trigger1 = TeamMode = Single
trigger1 = TeamSide = 2
trigger1 = p2name = "marona"
value = 195

[State 190]
type = ChangeState
trigger1 = Time = 0
trigger1 = random > 750
value = Ifelse(random < 500,192,193)

[State 190]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;搊応乮傔傫偳偔偝乯----------------------------------------------------------------------------------------------------------
[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0

[State 192]
type = AssertSpecial
trigger1 = time = [0, 180]
flag = intro

[State 192]
type = PlaySnd
trigger1 = animelem = 3
value = S0, 2
channel = 0

[State 192]
type = ChangeAnim
trigger1 = RoundState = 0
value = 192

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

;搊応乮偳偙偐傜偱傕乯----------------------------------------------------------------------------------------------------------
[Statedef 193]
type = S
ctrl = 0
anim = 193
velset = 0,0

[State 193]
type = AssertSpecial
trigger1 = time = [0, 180]
flag = intro

[State 193]
type = PlaySnd
trigger1 = animelem = 5
value = S0, 3
channel = 0
persistent=0

[State 193]
type = PlaySnd
trigger1 = animelem = 6
value = S10, 2
persistent=0

[State 193]
type = ChangeAnim
trigger1 = RoundState = 0
value = 193

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

;摨僉儍儔1P----------------------------------------------------------------------------------------------------------
[Statedef 194]
type = S
ctrl = 0
anim = 194
velset = 0,0

[State 194]
type = AssertSpecial
trigger1 = time = [0, 360]
flag = intro

[State 194]
type = PlaySnd
trigger1 = animelem = 3
value = S0, 4
channel = 0
persistent=0

[State 194]
type = ChangeAnim
trigger1 = animtime = 0
value = 0
persistent=0

[State 194]
type = ChangeState
trigger1 = Time = 360
value = 0

;摨僉儍儔2P----------------------------------------------------------------------------------------------------------
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0

[State 195]
type = AssertSpecial
trigger1 = time = [0, 360]
flag = intro

[State 195]
type = PlaySnd
trigger1 = animelem = 5
value = S0, 5
channel = 0
persistent=0

[State 195]
type = PlaySnd
trigger1 = animelem = 6
value = S10, 2
persistent=0

[State 195]
type = ChangeAnim
trigger1 = animtime = 0
value = 0
persistent=0

[State 195]
type = ChangeState
trigger1 = Time = 360
value = 0

;懳僾儕僯乕--------------------------------------------------------------------------------------
[Statedef 196]
type = S
ctrl = 0
anim = 196
velset = 0,0

[State 196]
type = PlaySnd
trigger1 = animelem = 6
value = S2, 27
channel = 0

[State 196]
type = AssertSpecial
trigger1 = 1
flag = Intro 

[State 196]
type = ChangeState
trigger1 = animtime = 0
value = 0

;懳傾僒僊--------------------------------------------------------------------------------------
[Statedef 197]
type = S
ctrl = 0
anim = 197
velset = 0,0

[State 197]
type = ChangeAnim
trigger1 = time = 520
value = 198

[State 197]
type = PlaySnd
trigger1 = Anim = 198
trigger1 = animelem = 7
value = S2, 29
channel = 0

[State 197]
type = AssertSpecial
trigger1 = 1
flag = Intro 

[State 197]
type = ChangeState
trigger1 = Anim = 198
trigger1 = animtime = 0
value = 0

;庛--------------------------------------------------------
[Statedef 200]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 200
poweradd= Ceil(0*(1+fvar(6)))
fasep2 = 1

[State 200]
type = veladd
trigger1 = prevstateno != 100
trigger1 = time = 0
x = 0
y = 0

[State 200]
type = veladd
trigger1 = prevstateno = 100
trigger1 = time = 0
x = 3.0
y = 0

[State 200]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 1

[State 200]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
hitflag = MA
guardflag = MA
affectteam = E
animtype  = Light
air.animtype = Light
priority = 1,miss
damage    = 20, 0
pausetime = 6,8
guard.pausetime = 6,4
sparkno = S8000
guard.sparkno = S8010
sparkxy = -22,-42
hitsound   = S10,6
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
gurad.hittime = 8
guard.ctrltime = 12
ground.velocity = -2.8
air.velocity = -2.5,-4
getpower = 12*(1+fvar(6)), 6*(1+fvar(6))
givepower = 6, 3
ground.cornerpush.veloff = -5.0
air.cornerpush.veloff = -4.2
down.cornerpush.veloff = 0

[State 200]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;拞------------------------------------------------------------
[Statedef 210]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 210
poweradd= Ceil(20*(1+fvar(6)))
fasep2 = 1

[State 210]
type = veladd
trigger1 = prevstateno != 100
trigger1 = time = 0
x = 0
y = 0

[State 210]
type = veladd
trigger1 = prevstateno = 100
trigger1 = time = 0
x = 3.0
y = 0

[State 210]
type = velset
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(5) < 0
x = 3

[State 210]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 2

[State 210]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
hitflag = MA
guardflag = MA
affectteam = E
animtype  = Medium
air.animtype = Medium
priority = 3,Dodge
damage    = 30, 0
pausetime = 12,15
guard.pausetime = 12,8
sparkno = S8001
guard.sparkno = S8010
sparkxy = -16,-39
hitsound   = S10,7
guardsound = S10,5
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
gurad.hittime = 8
guard.ctrltime = 8
ground.velocity = -4.0
air.velocity = -2.5,-4
getpower = 18*(1+fvar(6)), 9*(1+fvar(6))
givepower = 10, 6
ground.cornerpush.veloff = -2.0
air.cornerpush.veloff = -1.2
down.cornerpush.veloff = 0

[State 210]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;慜拞------------------------------------------------------------
[Statedef 220]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 220
poweradd= Ceil(20*(1+fvar(6)))
fasep2 = 1

[State 220]
type = veladd
trigger1 = prevstateno != 100
trigger1 = time = 0
x = 0
y = 0

[State 220]
type = veladd
trigger1 = prevstateno = 100
trigger1 = time = 0
x = 3.0
y = 0

[State 220]
type = PlaySnd
trigger1 = AnimElem = 3
value = S2, 2
channel = 0

[State 220]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 2

[State 220]
type = StateTypeSet
trigger1 = Pos Y < 0
statetype = A
physics = A

[State 220]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
hitflag = MA
guardflag = MA
affectteam = E
animtype  = back
air.animtype = back
priority = 3,Dodge
damage    = 30, 0
pausetime = 12,15
guard.pausetime = 12,8
sparkno = S8001
guard.sparkno = S8010
sparkxy = -16,-39
hitsound   = S10,7
guardsound = S10,5
ground.type = High
ground.slidetime = 0
ground.hittime  = 15
gurad.hittime = 19
guard.ctrltime = 19
ground.velocity = -4.0,-4
air.velocity = -2.5,-4
getpower = 18*(1+fvar(6)), 9*(1+fvar(6))
givepower = 10, 6
ground.cornerpush.veloff = -2.0
air.cornerpush.veloff = -1.2
down.cornerpush.veloff = 0

[State 220]
type = Velset
trigger1 = AnimElem = 5
x = 4

[State 220]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;嫮------------------------------------------------------------
[Statedef 230]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 230
poweradd= Ceil(40*(1+fvar(6)))
fasep2 = 1

[State 230]
type = veladd
trigger1 = prevstateno != 100
trigger1 = time = 0
x = 0
y = 0

[State 230]
type = veladd
trigger1 = prevstateno = 100
trigger1 = time = 0
x = 3.0
y = 0

[State 230]
type = Width
trigger1 = AnimElem >= 3
player = 18,12

[State 230]
type = PlaySnd
trigger1 = AnimElem = 3
value = S2, 3
channel = 0

[State 230]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 3

[State 230]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
hitflag = MA
guardflag = MA
affectteam = E
animtype  = Hard
air.animtype = Hard
priority = 5,hit
damage    = 50, 0
pausetime = 12,12
guard.pausetime = 12,8
sparkno = S8002
guard.sparkno = S8010
sparkxy = -25,-30
hitsound   = S10,8
guardsound = S10,5
ground.type = High
ground.slidetime = 15
ground.hittime  = 22
gurad.hittime = 18
guard.ctrltime = 10
ground.velocity = -4.0,0
air.velocity = -2.5,-4
getpower = 25*(1+fvar(6)), 12*(1+fvar(6))
givepower = 15, 10
ground.cornerpush.veloff = -2.0
air.cornerpush.veloff = -1.2
down.cornerpush.veloff = 0

[State 230]
type = Velset
trigger1 = AnimElem = 3
x = 4

[State 230]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;慜嫮------------------------------------------------------------
[Statedef 240]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 240
poweradd= Ceil(40*(1+fvar(6)))
fasep2 = 1

[State 240]
type = veladd
trigger1 = prevstateno != 100
trigger1 = time = 0
x = 0
y = 0

[State 240]
type = veladd
trigger1 = prevstateno = 100
trigger1 = time = 0
x = 3.0
y = 0

[State 240]
type = PlaySnd
trigger1 = AnimElem = 8
value = S2, 10
channel = 0
lowpriority = 1

[State 240]
type = PlaySnd
trigger1 = AnimElem = 8
value = 10, 3

[State 240]
type = HitDef
trigger1 = AnimElem = 8
attr = A, NA
hitflag = MA
guardflag = HA
affectteam = E
animtype  = Hard
air.animtype = Hard
priority = 5,hit
damage    = 60, 0
pausetime = 12,12
guard.pausetime = 12,8
sparkno = S8002
guard.sparkno = S8010
sparkxy = -10,-40
hitsound   = S10,8
guardsound = S10,5
ground.type = High
ground.slidetime = 0
ground.hittime  = 33
gurad.hittime = 10
guard.ctrltime = 10
fall = 1
fall.damage = 20
ground.velocity = -5.5,-4
air.velocity = -2.5,-4
getpower = 25*(1+fvar(6)), 12*(1+fvar(6))
givepower = 18, 10
ground.cornerpush.veloff = -2.0
air.cornerpush.veloff = -1.2
down.cornerpush.veloff = 0

[State 240]
type = Velset
trigger1 = AnimElem = 4
x = 3
y = -6

[State 240]
type = StateTypeSet
trigger1 = Pos Y < 0
statetype = A
physics = A

[State 240]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;孅庛--------------------------------------------------------
[Statedef 400]
type    = C
movetype= A
physics = C
ctrl = 0
velset = 0,0
anim = 400

[State 400]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 1
channel = 3

[State 400]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
hitflag = MA
guardflag = LA
affectteam = E
animtype  = Light
air.animtype = Light
priority = 1,miss
damage    = 20, 0
pausetime = 5,11
guard.pausetime = 8,8
sparkno = S8000
guard.sparkno = S8010
sparkxy = -8,-25
hitsound   = S10,6
guardsound = S10,5
ground.type = Low
ground.slidetime = 8
ground.hittime  = 10
gurad.hittime = 10
guard.ctrltime = 10
ground.velocity = -2.0,0
air.velocity = -2.5,-2
getpower = 12*(1+fvar(6)), 6*(1+fvar(6))
givepower = 8, 4
ground.cornerpush.veloff = -2.5
air.cornerpush.veloff = -2.2
down.cornerpush.veloff = 0

[State 400]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;孅拞--------------------------------------------------------
[Statedef 410]
type    = C
movetype= A
physics = C
ctrl = 0
velset = 0,0
anim = 410
poweradd= Ceil(30*(1+fvar(6)))
fasep2 = 1

[State 410]
type = PlaySnd
trigger1 = AnimElem = 3
value = S2,0
channel = 0

[State 410]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 2

[State 410]
type = Velset
trigger1 = AnimElem = 3
x = 2

[State 410]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
hitflag = MA
guardflag = LA
affectteam = E
animtype  = Medium
air.animtype = Medium
priority = 3,Dodge
damage    = 30, 0
pausetime = 12,12
guard.pausetime = 9,8
sparkno = S8001
guard.sparkno = S8010
sparkxy = -20,0
hitsound   = S10,7
guardsound = S10,5
ground.type = Low
ground.slidetime = 12
ground.hittime  = 18
gurad.hittime = 15
guard.ctrltime = 10
ground.velocity = -4.0,0
air.velocity = -1.2,-2
getpower = 17*(1+fvar(6)), 8*(1+fvar(6))
givepower = 12, 6
ground.cornerpush.veloff = -2.5
air.cornerpush.veloff = -2.2
down.cornerpush.veloff = 0

[State 410]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;孅嫮------------------------------------------------------------
[Statedef 420]
type    = C
movetype= A
physics = C
ctrl = 0
velset = 0,0
anim = 420
poweradd= Ceil(40*(1+fvar(6)))
fasep2 = 1

[State 420]
type = PlaySnd
trigger1 = AnimElem = 3
value = S2, 1
channel = 0

[State 420]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 3

[State 420]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
hitflag = MA
guardflag = LA
affectteam = E
animtype  = Hard
air.animtype = Hard
priority = 5,Hit
damage    = 50, 0
pausetime = 12,12
guard.pausetime = 9,8
sparkno = S8002
guard.sparkno = S8010
sparkxy = -20,0
hitsound   = S10,8
guardsound = S10,5
ground.type = trip
ground.slidetime = 0
ground.hittime  = 18
gurad.hittime = 15
guard.ctrltime = 10
ground.velocity = 0,0
air.velocity = -1.2,-2
fall = 1
fall.recover = 0
getpower = 22*(1+fvar(6)), 11*(1+fvar(6))
givepower = 18, 8

[State 420]
type = Velset
trigger1 = animelem = 3
x = 8

[State 420]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;孅慜嫮------------------------------------------------------------
[Statedef 430]
type    = C
movetype= A
physics = C
ctrl = 0
velset = 0,0
anim = 430
poweradd= Ceil(40*(1+fvar(6)))
fasep2 = 1

[State 430]
type = PlaySnd
trigger1 = AnimElem = 4
value = S2, 12
channel = 0
lowpriority = 1

[State 430]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 3

[State 430]
type = Statetypeset
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
statetype = A
physics = A

[State 430]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
hitflag = MA
guardflag = M
affectteam = E
animtype  = up
air.animtype = up
priority = 5,Hit
damage    = 50, 0
pausetime = 12,9
guard.pausetime = 9,8
sparkno = S8002
guard.sparkno = S8010
sparkxy = 5,-80
hitsound   = S10,8
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
gurad.hittime = 15
guard.ctrltime = 15
ground.velocity = -2.0,-8.0
air.velocity = -4.0,-4.0
fall = 1
fall.recovertime = 20
getpower = 22*(1+fvar(6)), 11*(1+fvar(6))
givepower = 18, 9

[State 430]
type = Velset
trigger1 = animelem = 4
trigger2 = animelem = 5
x = 2
y = -4

;僕儍儞僾彫-----------------------------------------------------------------------------
[Statedef 600]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 600
poweradd= Ceil(20*(1+fvar(6)))
fasep2 = 1

[State 600]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 1

[State 600]
type = Hitdef
trigger1 = AnimElem = 3
attr = A, NA
hitflag = MA
guardflag = HA
affectteam = E
animtype  = Light
air.animtype = Light
priority = 1,miss
damage    = 20, 0
pausetime = 5,15
guard.pausetime = 8,12
sparkno = S8000
guard.sparkno = S8010
sparkxy = -10,-40
hitsound   = S10,6
guardsound = S10,5
ground.type = High
ground.slidetime = 6
ground.hittime  = 10
gurad.hittime = 10
guard.ctrltime = 10
ground.velocity = -2.0
air.velocity = -3,-4
getpower = 12*(1+fvar(6)), 6*(1+fvar(6))
givepower = 8, 4

;僕儍儞僾拞-----------------------------------------------------------------------------
[Statedef 610]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 610
poweradd= Ceil(30*(1+fvar(6)))
fasep2 = 1

[State 610]
type = PlaySnd
trigger1 = AnimElem = 3
value = S2, 4
channel = 0

[State 610]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 2

[State 610]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
hitflag = MA
guardflag = HA
affectteam = E
animtype  = Medium
air.animtype = Medium
priority = 3,Douge
damage    = 30, 0
pausetime = 12,19
guard.pausetime = 8,12
sparkno = S8001
guard.sparkno = S8010
sparkxy = -10,-40
hitsound   = S10,7
guardsound = S10,5
ground.type = High
ground.slidetime = 6
ground.hittime  = 18
gurad.hittime = 12
guard.ctrltime = 12
ground.velocity = -5
air.velocity = -3,-4
getpower = 17*(1+fvar(6)), 8*(1+fvar(6))
givepower = 12, 6

;僕儍儞僾嫮-----------------------------------------------------------------------------
[Statedef 620]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 620
poweradd= Ceil(40*(1+fvar(6)))
fasep2 = 1

[State 620]
type = PlaySnd
trigger1 = AnimElem = 3
value = S2, 7
channel = 0

[State 620]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 3

[State 620]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
hitflag = MA
guardflag = HA
affectteam = E
animtype  = Hard
air.animtype = Hard
priority = 5,Hit
damage    = 50, 0
pausetime = 12,19
guard.pausetime = 8,12
sparkno = S8002
guard.sparkno = S8010
sparkxy = -20,0
hitsound   = S10,8
guardsound = S10,5
ground.type = High
ground.slidetime = 6
ground.hittime  = 18
gurad.hittime = 8
guard.ctrltime = 8
ground.velocity = -5
air.velocity = -3,-4
getpower = 22*(1+fvar(6)), 11*(1+fvar(6))
givepower = 18, 9

;僼傽儞僩儉on-----------------------------------------------------
[Statedef 700]
type    = U
movetype = I
physics = U
ctrl = 0

[State 700]
type = StateTypeSet
trigger1 = pos Y > 0
physics = A

[State 700]
type = ChangeAnim
trigger1 = anim = 10
value = 11

[State 700]
type = ChangeAnim
trigger1 = anim = 12
trigger2 = anim = 47
value = 0

[State 700]
type = PlaySnd
trigger1 = time = 0
trigger1 = var(5) = 0
value = S2, 18
channel = 0

[State 700]
type = PlaySnd
trigger1 = time = 0
trigger1 = var(5) > 0
value = S2, 19
channel = 0

[State 700]
type = varset
trigger1 = time = 0
var(1) = 1

;^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[State 700];僫僀僼
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 1
fvar(2) = 0.1

[State 700]
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 1
fvar(3) = 0.1

[State 700];娾
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 2
fvar(3) = -0.1

[State 700]
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 2
fvar(4) = -0.1

[State 700];嶨憪
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 3
fvar(2) = -0.1

[State 700]
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 3
fvar(4) = 0.2

[State 700];庬
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 4
fvar(2) = 0.2

[State 700]
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 4
fvar(3) = 0.2

[State 700];悈徎
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 5
fvar(3) = -0.2

[State 700]
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 5
fvar(4) = -0.2

[State 700];偮傏
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 6
fvar(2) = -0.2

[State 700]
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 6
fvar(4) = 0.4

[State 700];曮寱
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 7
fvar(2) = 0.3

[State 700]
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 7
fvar(3) = 0.3

[State 700];杺恄晙
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 8
fvar(3) = -0.3

[State 700]
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 8
fvar(4) = -0.3

[State 700];恄忨
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 9
fvar(2) = -0.3

[State 700]
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 9
fvar(4) = 0.6

[State 700];僔償傽
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 10
fvar(2) = 0.2

[State 700]
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 10
fvar(3) = -0.2

[State 700]
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 10
fvar(4) = 0.4

[State 700];椙峧
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 11
fvar(2) = 9999.0

[State 700]
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 11
fvar(3) = -0.9999

[State 700]
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 11
fvar(4) = 3.0
;^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[State 700]
type = varset
trigger1 = time = 0
var(6) = 1

[State 700]
type = varset
trigger1 = time = 0
trigger1 = var(5) = 0
var(58) = 0

[State 700]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Ash"
stateno = 702
postype = p1
pos = 0,0
facing = 1
keyctrl = 0
ownpal = 1
ID = 11000
persistent=0

[State 700]
type = ctrlset
trigger1 = time = 0
value = 1

[State 700]
type = AssertSpecial
trigger1 = statetype = A
flag = noairguard

[State 700]
type = ChangeState
trigger1 = time > 35
trigger1 = statetype = S
value = 0
ctrl = 1

[State 700]
type = ChangeState
trigger1 = time > 35
trigger1 = statetype = C
value = 11
ctrl = 1

;僼傽儞僩儉on-----------------------------------------------------
[Statedef 730]
type    = U
movetype = I
physics = S
ctrl = 0

[State 700]
type = ChangeAnim
trigger1 = time = 0
trigger1 = statetype = S
value = 0

[State 700]
type = ChangeAnim
trigger1 = time = 0
trigger1 = statetype = C
value = 11

[State 730]
type = PlaySnd
trigger1 = time = 0
trigger1 = var(5) = 0
value = S2, 18
channel = 0

[State 730]
type = PlaySnd
trigger1 = time = 0
trigger1 = var(5) > 0
value = S2, 19
channel = 0

[State 730]
type = varset
trigger1 = time = 0
var(1) = 1

;^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[State 730];僫僀僼
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 1
fvar(2) = 0.1

[State 730]
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 1
fvar(3) = 0.1

[State 730];娾
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 2
fvar(3) = -0.1

[State 730]
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 2
fvar(4) = -0.1

[State 730];嶨憪
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 3
fvar(2) = -0.1

[State 730]
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 3
fvar(4) = 0.2

[State 730];庬
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 4
fvar(2) = 0.2

[State 730]
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 4
fvar(3) = 0.2

[State 730];悈徎
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 5
fvar(3) = -0.2

[State 730]
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 5
fvar(4) = -0.2

[State 730];偮傏
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 6
fvar(2) = -0.2

[State 730]
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 6
fvar(4) = 0.4

[State 730];曮寱
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 7
fvar(2) = 0.3

[State 730]
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 7
fvar(3) = 0.3

[State 730];杺恄晙
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 8
fvar(3) = -0.3

[State 730]
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 8
fvar(4) = -0.3

[State 730];恄忨
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 9
fvar(2) = -0.3

[State 730]
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 9
fvar(4) = 0.6

[State 730];僔償傽
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 10
fvar(2) = 0.2

[State 730]
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 10
fvar(3) = -0.2

[State 730]
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 10
fvar(4) = 0.4

[State 730];椙峧
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 11
fvar(2) = 9999.0

[State 730]
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 11
fvar(3) = -0.9999

[State 730]
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 11
fvar(4) = 3.0
;^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[State 730]
type = varset
trigger1 = time = 0
var(6) = 1

[State 730]
type = varset
trigger1 = time = 0
trigger1 = var(5) = 0
var(58) = 0

[State 730]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Ash"
stateno = 702
postype = p1
pos = 0,0
facing = 1
keyctrl = 0
ownpal = 1
ID = 11000
persistent=0

[State 730]
type = ctrlset
trigger1 = time = 1
value = 1

[State 700]
type = ChangeState
trigger1 = time > 35
trigger1 = statetype = S
value = 0
ctrl = 1

[State 700]
type = ChangeState
trigger1 = time > 35
trigger1 = statetype = C
value = 11
ctrl = 1

;僼傽儞僩儉on_ex-----------------------------------------------------
[Statedef 720]
type    = S
movetype = I
physics = S
velset = 0,0
anim = 720
ctrl = 0

[State 720]
type = PlaySnd
trigger1 = time = 0
trigger1 = var(5) = 0
value = S2, 18
channel = 0

[State 720]
type = PlaySnd
trigger1 = time = 0
trigger1 = var(5) > 0
value = S2, 19
channel = 0

[State 720]
type = varset
trigger1 = time = 0
var(1) = 1

;^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[State 720];僫僀僼
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 1
fvar(2) = 0.1

[State 720]
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 1
fvar(3) = 0.1

[State 720];娾
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 2
fvar(3) = -0.1

[State 720]
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 2
fvar(4) = -0.1

[State 720];嶨憪
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 3
fvar(2) = -0.1

[State 720]
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 3
fvar(4) = 0.2

[State 720];庬
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 4
fvar(2) = 0.2

[State 720]
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 4
fvar(3) = 0.2

[State 720];悈徎
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 5
fvar(3) = -0.2

[State 720]
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 5
fvar(4) = -0.2

[State 720];偮傏
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 6
fvar(2) = -0.2

[State 720]
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 6
fvar(4) = 0.4

[State 720];曮寱
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 7
fvar(2) = 0.3

[State 720]
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 7
fvar(3) = 0.3

[State 720];杺恄晙
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 8
fvar(3) = -0.3

[State 720]
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 8
fvar(4) = -0.3

[State 720];恄忨
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 9
fvar(2) = -0.3

[State 720]
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 9
fvar(4) = 0.6

[State 720];僔償傽
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 10
fvar(2) = 0.2

[State 720]
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 10
fvar(3) = -0.2

[State 720]
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 10
fvar(4) = 0.4

[State 720];椙峧
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 11
fvar(2) = 9999.0

[State 720]
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 11
fvar(3) = -0.9999

[State 720]
type = varset
trigger1 = var(6) = 0
trigger1 = var(58) = 11
fvar(4) = 3.0
;^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

[State 720]
type = varset
trigger1 = time = 0
var(6) = 1

[State 720]
type = varset
trigger1 = time = 0
trigger1 = var(5) = 0
var(58) = 0

[State 720]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Ash"
stateno = 721
postype = p1
pos = 0,0
facing = 1
keyctrl = 0
ownpal = 1
ID = 11000
persistent=0

[State 720]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;僼傽儞僩儉off-----------------------------------------------------
[Statedef 701]
type    = U
movetype = I
physics = U
ctrl = 0

[State 701]
type = varset
trigger1 = time = 0
var(1) = 0

[State 701]
type = varadd
trigger1 = time = 0
var(5) = 1

[State 701]
type = ctrlset
trigger1 = time = 0
value = 1

[State 701]
type = ChangeState
trigger1 = statetype = S
value = 0
ctrl = 1

[State 701]
type = ChangeState
trigger1 = statetype = C
value = 11
ctrl = 1

;傾僀僥儉廍偄----------------------------------------------------
[Statedef 750];椙峧
type     = C
movetype = I
physics  = C
ctrl     = 0
velset = 0, 0

[State 750]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(var(1)= 0,750,10750)

[State 750]
type = PlaySnd
trigger1 = AnimElem = 4
value = S10, 15

[State 750]
type = varset
trigger1 = time = 0
var(58) = 11

[State 750]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

[Statedef 751];僫僀僼
type     = C
movetype = I
physics  = C
ctrl     = 0
velset = 0, 0

[State 751]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(var(1)= 0,750,10750)

[State 751]
type = PlaySnd
trigger1 = AnimElem = 4
value = S10, 15

[State 751]
type = varset
trigger1 = time = 0
var(58) = 1

[State 751]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

[Statedef 752];娾
type     = C
movetype = I
physics  = C
ctrl     = 0
velset = 0, 0

[State 752]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(var(1)= 0,750,10750)

[State 752]
type = PlaySnd
trigger1 = AnimElem = 4
value = S10, 15

[State 752]
type = varset
trigger1 = time = 0
var(58) = 2

[State 752]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

[Statedef 753];嶨憪
type     = C
movetype = I
physics  = C
ctrl     = 0
velset = 0, 0

[State 753]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(var(1)= 0,750,10750)

[State 753]
type = PlaySnd
trigger1 = AnimElem = 4
value = S10, 15

[State 753]
type = varset
trigger1 = time = 0
var(58) = 3

[State 753]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

[Statedef 754];庬
type     = C
movetype = I
physics  = C
ctrl     = 0
velset = 0, 0

[State 754]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(var(1)= 0,750,10750)

[State 754]
type = PlaySnd
trigger1 = AnimElem = 4
value = S10, 15

[State 754]
type = varset
trigger1 = time = 0
var(58) = 4

[State 754]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

[Statedef 755];悈徎
type     = C
movetype = I
physics  = C
ctrl     = 0
velset = 0, 0

[State 755]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(var(1)= 0,750,10750)

[State 755]
type = PlaySnd
trigger1 = AnimElem = 4
value = S10, 15

[State 755]
type = varset
trigger1 = time = 0
var(58) = 5

[State 755]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

[Statedef 756];偮傏
type     = C
movetype = I
physics  = C
ctrl     = 0
velset = 0, 0

[State 756]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(var(1)= 0,750,10750)

[State 756]
type = PlaySnd
trigger1 = AnimElem = 4
value = S10, 15

[State 756]
type = varset
trigger1 = time = 0
var(58) = 6

[State 756]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

[Statedef 757];曮寱
type     = C
movetype = I
physics  = C
ctrl     = 0
velset = 0, 0

[State 757]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(var(1)= 0,750,10750)

[State 757]
type = PlaySnd
trigger1 = AnimElem = 4
value = S10, 15

[State 757]
type = varset
trigger1 = time = 0
var(58) = 7

[State 757]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

[Statedef 758];杺恄晙
type     = C
movetype = I
physics  = C
ctrl     = 0
velset = 0, 0

[State 758]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(var(1)= 0,750,10750)

[State 758]
type = PlaySnd
trigger1 = AnimElem = 4
value = S10, 15

[State 758]
type = varset
trigger1 = time = 0
var(58) = 8

[State 758]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

[Statedef 759];恄忨
type     = C
movetype = I
physics  = C
ctrl     = 0
velset = 0, 0

[State 759]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(var(1)= 0,750,10750)

[State 759]
type = PlaySnd
trigger1 = AnimElem = 4
value = S10, 15

[State 759]
type = varset
trigger1 = time = 0
var(58) = 9

[State 759]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

[Statedef 760];僔償傽
type     = C
movetype = I
physics  = C
ctrl     = 0
velset = 0, 0

[State 760]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(var(1)= 0,750,10750)

[State 760]
type = PlaySnd
trigger1 = AnimElem = 4
value = S10, 15

[State 760]
type = varset
trigger1 = time = 0
var(58) = 10

[State 760]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;夞傝崬傒---------------------------------------------------------
[Statedef 800]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 800
sprpriority = -5

[State 800]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2, 15
channel = 0

[State 800]
type = velset
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(3) < 0
x = 4.0

[State 800]
type = velset
trigger1 = animelemtime(3) >= 0
x = 0

[State 800]
type = NotHitBy
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(3) < 0
value =, AA, AP
time = 1

[State 800]
type = AfterImage
trigger1 = time = 0
palbright = 0,0,0
palcontrast = 220,255,255
paladd = 0,0,0
palmul = 1,1,1
framegap = 4
timegap = 1
length = 5

[State 800]
type = AfterImageTime
trigger1 = 1
time = 2

[State 800]
type = turn
trigger1 = P2Dist X < 0
trigger1 = animelemtime(5) >= 0

[State 800]
type = PlayerPush
trigger1 = 1
value = 0

[State 800]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;挧敪---------------------------------------------------------
[Statedef 850]
type    = S
movetype= I
physics = S
ctrl = 0

[State 850]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(var(1)= 0,850,10850)

[State 850]
type = PlaySnd
trigger1 = var(1) = 0
trigger1 = AnimElem = 3
value = S2, 16
channel = 0

[State 850]
type = PlaySnd
trigger1 = var(1) = 1
trigger1 = AnimElem = 3
value = S4, 9
channel = 2

[State 850]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;傾僪僶儞僔儞僌------------------------------------------------------------------------------------
[Statedef 900]
type     = S
movetype = H
physics  = N
anim     = 901
ctrl     = 0
velset = 10, 0
sprpriority = 5

[State 900]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 900]
type = PlaySnd
trigger1 = time = 0
value = S2, 17
channel = 0

[State 900]
type = PlaySnd
trigger1 = time = 0
value = S10, 14

[State 900]
type = Explod
trigger1 = time = 0
anim = 900
ID = 901
pos = 0, 0
postype = p1
vel = 0, 0
supermovetime = 99999
pausemovetime = 99999
removetime = -2
sprpriority = 5
ownpal = 1
scale = 1.0, 1.0
removeongethit = 1

[State 900]
type = NotHitBy
value = SCA
trigger1 = 1

[State 900]
type = PlayerPush
trigger1 = 1
value = 1

[State 900]
type = DestroySelf
trigger1 = time = 20

;搳偘-------------------------------------------------------
[Statedef 950]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 950
sprpriority = 2

[State 950]
type = HitDef
trigger1 = animelem = 5
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 960
p2stateno = 970
guard.dist = 0
fall = 1

[State 950]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------
[Statedef 960]
type    = S
movetype= A
physics = N
anim = 951
poweradd = Ceil(60*(1+fvar(6)))

[State 960]
type = PlaySnd
trigger1 = time = 0
value = S2, 14
channel = 0

[State 960]
type = PlaySnd
trigger1 = time = 0
value = 10, 15

[State 960]
type = Width
trigger1 = AnimElemTime(2) < 0
edge = 40,0

[State 960]
type = Width
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(4) < 0
edge = 30,30

[State 960]
type = TargetBind
trigger1 = AnimElemTime(2) < 0
pos = 22, 0

[State 960]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(4) < 0
pos = -5, -80

[State 960]
type = Turn
triggerall = var(59) <= 0
trigger1 = command = "holdback"
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(3) < 0

[State 960, AI梡]
type = Turn
triggerall = var(59) >= 1
TriggerAll = BackEdgeBodyDist > 160
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(3) < 0

[State 960]
type = TargetFacing
triggerall = var(59) <= 0
trigger1 = command = "holdback"
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(3) < 0
value = -1

[State 960, AI梡]
type = TargetFacing
triggerall = var(59) >= 1
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(3) < 0
value = -1

[State 960]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -60

[State 960]
type = TargetState
trigger1 = AnimElem = 4
value = 971

[State 960]
type = PlaySnd
trigger1 = AnimElem = 4
value = S2, 5
channel = 0

[State 960]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 16

[State 960]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------
[Statedef 970]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 2

[State 970]
type = ChangeAnim2
trigger1 = Time = 0
value = 952

[State 970]
type = SelfState
trigger1 = !GetHitVar(IsBound)
value = 5050

;---------------------------------------------------------------------------
[Statedef 971]
type    = A
movetype= H
physics = N
velset = -5,-6
poweradd = Ceil(40*(1+fvar(6)))

[State 971]
type = VelAdd
trigger1 = 1
y = .4

[State 971]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 971]
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 971]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;僂傿僢僠彚姭------------------------------------------------------------------------------------
;庛---------------------------------------
[Statedef 1000]
type     = S
movetype = I
physics  = S
anim     = 1000
ctrl     = 0
velset = 0, 0
poweradd = Ceil(60*(1+fvar(6)))

[State 1000]
type = Helper
trigger1 = animelem = 3
helpertype = normal
name = "witch"
stateno = 1001
postype = p1
pos = 20,0
facing = 1
keyctrl = 0
ownpal = 1
ID = 1001
persistent=0

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

;僂傿僢僠-----------------------------------------------
[Statedef 1001]
type     = S
movetype = I
physics  = S
anim     = 1010
ctrl     = 0
velset = 0, 0
sprpriority = 2

[State 1001]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1001]
type = PlaySnd
trigger1 = AnimElem = 3
value = S5,ifelse(random < 499,0,1)
channel = 3

[State 1001]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "thander01"
stateno = 1002
postype = back
pos = 90,0
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
ID = 1002
persistent=0

[State 1001]
type = DestroySelf
trigger1 = AnimTime = 0

;棆-------------------------------------------------------
[Statedef 1002]
type     = S
movetype = A
physics  = N
anim     = 1011
ctrl     = 0
velset = 3, 0
sprpriority = 2

[State 1002]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 1002]
type = PlaySnd
trigger1 = AnimElem = 1
value = S6, 0

[State 1002]
type = HitDef
trigger1 = 1
attr = S, Sp
hitflag = MAFD
guardflag = MA
affectteam = E
animtype  = Hard
air.animtype = Hard
priority = 4
damage    = 70
pausetime = 0,30
guard.pausetime = 0,10
sparkno = -1
guard.sparkno = S8010
sparkxy = 0,-40
hitsound   = S10,18
guardsound = S10,5
animtype = Hard
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
gurad.hittime = 10
guard.ctrltime = 10

ground.velocity = 0
air.velocity = -3,-4
persistent=0
id = 1002
getpower = 40*(1+fvar(6)), 20*(1+fvar(6))
givepower = 6, 3

[State 1002]
type = Explod
trigger1 = Numexplod(1003) = 0
trigger1 = time = 0
anim = 1012
ID = 1003
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 2
shadow = 0, 0, 0
ownpal = 1
persistent=0
removeongethit = 1

[State 1002]
type = Explod
trigger1 = movecontact
anim = 1013
ID = 1004
pos = (target(1002),const(Size.mid.pos.x)),(target(1002),const(Size.mid.pos.y))
postype = p2
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 2
shadow = 0, 0, 0
ownpal = 1
persistent=0
removeongethit = 1

[State 1002]
type = DestroySelf
trigger1 = AnimTime = 0

;拞---------------------------------------
[Statedef 1010]
type     = S
movetype = I
physics  = S
anim     = 1000
ctrl     = 0
velset = 0, 0

[State 1010]
type = Helper
trigger1 = animelem = 3
helpertype = normal
name = "witch"
stateno = 1011
postype = p1
pos = 20,0
facing = 1
keyctrl = 0
ownpal = 1
ID = 1011
persistent=0

[State 1010]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;僂傿僢僠-----------------------------------------------
[Statedef 1011]
type     = S
movetype = I
physics  = S
anim     = 1010
ctrl     = 0
velset = 0, 0
sprpriority = 2

[State 1011]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1011]
type = PlaySnd
trigger1 = AnimElem = 3
value = S5,ifelse(random < 499,0,1)
channel = 3

[State 1011]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "thander01"
stateno = 1002
postype = back
pos = 170,0
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
ID = 1002
persistent=0

[State 1011]
type = DestroySelf
trigger1 = AnimTime = 0

;嫮---------------------------------------
[Statedef 1020]
type     = S
movetype = I
physics  = S
anim     = 1000
ctrl     = 0
velset = 0, 0

[State 1020]
type = Helper
trigger1 = animelem = 3
helpertype = normal
name = "witch"
stateno = 1021
postype = p1
pos = 20,0
facing = 1
keyctrl = 0
ownpal = 1
ID = 1001
persistent=0

[State 1020]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;僂傿僢僠-----------------------------------------------
[Statedef 1021]
type     = S
movetype = I
physics  = S
anim     = 1010
ctrl     = 0
velset = 0, 0
sprpriority = 2

[State 1021]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1021]
type = PlaySnd
trigger1 = AnimElem = 3
value = S5,ifelse(random < 499,0,1)
channel = 3

[State 1021]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "thander01"
stateno = 1002
postype = back
pos = 230,0
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
ID = 1002
persistent=0

[State 1021]
type = DestroySelf
trigger1 = AnimTime = 0

;僼傽僀僞乕彚姭------------------------------------------------------------------------------------
;抁---------------------------------------
[Statedef 1100]
type     = S
movetype = I
physics  = S
anim     = 1000
ctrl     = 0
velset = 0, 0


[State 1100]
type = Helper
trigger1 = animelem = 3
helpertype = normal
name = "fighter"
stateno = 1101
postype = p1
pos = -20,0
facing = 1
keyctrl = 0
ownpal = 1
ID = 1101
persistent=0

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

;僼傽僀僞乕-----------------------------------------------
[Statedef 1101]
type     = S
movetype = A
physics  = N
anim     = 1110
ctrl     = 0
velset = 0, 0
sprpriority = 2
poweradd = Ceil(60*(1+fvar(6)))

[State 1101]
type = NotHitBy
trigger1 = 1
value = ,AA,AT
time = 1
ignorehitpause=1

[State 1101]
type = HitOverride
trigger1 = 1
attr = SCA,AP
stateno = 1130
time = -1
forceair = 0
ignorehitpause=1

[State 1101]
type = PlaySnd
trigger1 = AnimElem = 1
value = S5,2
channel = 3

[State 1101]
type = velset
trigger1 = animelemtime (4) > 0
x = 7

[State 1101]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1101]
type = ChangeState
trigger1 = P2BodyDist X < 30
trigger2 = time > 16
value = 1102

[Statedef 1102]
type     = S
movetype = A
physics  = N
anim     = 1111
ctrl     = 0
velset = 2, 0
sprpriority = 2

[State 1102]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 1102]
type = PlaySnd
trigger1 = AnimElem = 1
value = S10, 3

[State 1102]
type = HitDef
trigger1 = 1
attr = S, SA
damage    = 70
guardflag = MA
priority = 4
pausetime = 0,24
sparkno = S8002
guard.sparkno = S8010
sparkxy = -20,-60
hitsound   = S10,8
guardsound = S10,5
animtype = Hard
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4,-4
air.velocity = -3,-4
persistent=0
getpower = 40*(1+fvar(6)), 20*(1+fvar(6))
givepower = 6, 3
fall = 1
fall.recover = 0
id = 1102

[State 1102]
type = TargetState
trigger1 = movehit && Numtarget
trigger1 = (target(1102),stateno = 5000) || (target(1102),stateno = 5010) || (target(1102),stateno = 5020)
value = 1103
ID = 1102

[State 1102]
type = DestroySelf
trigger1 = AnimTime = 0

[Statedef 1103]
type     = A
movetype = H
physics  = N
ctrl     = 0
velset = -6,-4

[State 1103]
type = VelAdd
trigger1 = 1
y = 0.30

[State 1103]
type = ScreenBound
trigger1 = pos y < -10
value = 0
movecamera = 0,1

[State 1103]
type = changeanim2
trigger1 = time = 0
value = 1103

[State 1103]
type = changestate
trigger1 = screenpos X < 0
trigger2 = screenpos X > 320
value = 1104

[State 1103]
type = selfstate
trigger1 = pos Y > 0
value = 5100

[Statedef 1104]
type     = A
movetype = H
physics  = N
ctrl     = 0
velset = 0,0

[State 1104]
type = turn
trigger1 = time = 0

[State 1104]
type = PlaySnd
trigger1 = time = 0
value = F7,2

[State 1104]
type = Velset
trigger1 = time = 5
x = -4
y = -6

[State 1104]
type = VelAdd
trigger1 = time > 5
y = 0.30

[State 1104]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,1

[State 1104]
type = changeanim2
trigger1 = time = 0
value = 1104

[State 1103]
type = selfstate
trigger1 = pos Y > 0
value = 5100


;拞---------------------------------------
[Statedef 1110]
type     = S
movetype = I
physics  = S
anim     = 1000
ctrl     = 0
velset = 0, 0
poweradd = Ceil(40*(1+fvar(6)))

[State 1110]
type = Helper
trigger1 = animelem = 3
helpertype = normal
name = "fighter"
stateno = 1111
postype = p1
pos = -20,0
facing = 1
keyctrl = 0
ownpal = 1
ID = 1101
persistent=0

[State 1110]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;僼傽僀僞乕-----------------------------------------------
[Statedef 1111]
type     = S
movetype = A
physics  = N
anim     = 1110
ctrl     = 0
velset = 0, 0
sprpriority = 2

[State 1111]
type = NotHitBy
trigger1 = 1
value = ,AA,AT
time = 1
ignorehitpause=1

[State 1111]
type = HitOverride
trigger1 = 1
attr = SCA,AP
stateno = 1130
time = -1
forceair = 0
ignorehitpause=1

[State 1111]
type = PlaySnd
trigger1 = AnimElem = 1
value = S5,2
channel = 3

[State 1111]
type = velset
trigger1 = animelemtime (4) > 0
x = 7

[State 1111]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1111]
type = ChangeState
trigger1 = P2BodyDist X < 30
trigger2 = time > 25
value = 1112

[Statedef 1112]
type     = S
movetype = A
physics  = N
anim     = 1111
ctrl     = 0
velset = 2, 0
sprpriority = 2

[State 1112]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 1112]
type = PlaySnd
trigger1 = AnimElem = 1
value = S10, 3

[State 1112]
type = HitDef
trigger1 = 1
attr = S, SA
damage    = 50
guardflag = MA
priority = 4
pausetime = 0,16
sparkno = S8002
guard.sparkno = S8010
sparkxy = -20,-60
hitsound   = S10,8
guardsound = S10,5
animtype = Hard
ground.type = High
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-4
persistent=0
getpower = 40*(1+fvar(6)), 20*(1+fvar(6))
givepower = 6, 3

[State 1112]
type = DestroySelf
trigger1 = AnimTime = 0

;挿---------------------------------------
[Statedef 1120]
type     = S
movetype = I
physics  = S
anim     = 1000
ctrl     = 0
velset = 0, 0
poweradd = Ceil(40*(1+fvar(6)))

[State 1120]
type = Helper
trigger1 = animelem = 3
helpertype = normal
name = "fighter"
stateno = 1121
postype = p1
pos = -20,0
facing = 1
keyctrl = 0
ownpal = 1
ID = 1101
persistent=0

[State 1120]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;僼傽僀僞乕-----------------------------------------------
[Statedef 1121]
type     = S
movetype = A
physics  = N
anim     = 1110
ctrl     = 0
velset = 0, 0
sprpriority = 2

[State 1121]
type = NotHitBy
trigger1 = 1
value = ,AA,AT
time = 1
ignorehitpause=1

[State 1121]
type = HitOverride
trigger1 = 1
attr = SCA,AP
stateno = 1130
time = -1
forceair = 0
ignorehitpause=1

[State 1121]
type = PlaySnd
trigger1 = AnimElem = 1
value = S5,2
channel = 3

[State 1121]
type = velset
trigger1 = animelemtime (4) > 0
x = 7

[State 1121]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1121]
type = ChangeState
trigger1 = P2BodyDist X < 30
trigger2 = time > 34
value = 1122

[Statedef 1122]
type     = S
movetype = A
physics  = N
anim     = 1111
ctrl     = 0
velset = 2, 0
sprpriority = 2

[State 1122]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 1122]
type = PlaySnd
trigger1 = AnimElem = 1
value = S10, 3

[State 1122]
type = HitDef
trigger1 = 1
attr = S, SA
damage    = 30
guardflag = MA
priority = 4
pausetime = 0,8
sparkno = S8002
guard.sparkno = S8010
sparkxy = -20,-60
hitsound   = S10,8
guardsound = S10,5
animtype = Hard
ground.type = High
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-4
persistent=0
getpower = 40*(1+fvar(6)), 20*(1+fvar(6))
givepower = 6, 3

[State 1122]
type = DestroySelf
trigger1 = AnimTime = 0

;偔傜偄---------------------------------------------------------
[Statedef 1130]
type     = S
movetype = H
physics  = N
anim     = 1112
ctrl     = 0
velset = 0, 0
sprpriority = -2

[State 1121]
type = PlaySnd
trigger1 = AnimElem = 1
value = S5,6
channel = 3

[State 1130]
type = DestroySelf
trigger1 = AnimTime = 0
;擫僒乕儀儖---------------------------------------------------------------------
;抁---------------------------------------
[Statedef 1200]
type     = C
movetype = I
physics  = C
anim     = 1200
ctrl     = 0
velset = 0, 0
poweradd = Ceil(20*(1+fvar(6)))

[State 1200]
type = Helper
trigger1 = animelem = 5
helpertype = normal
name = "nuko"
stateno = 1201
postype = p1
pos = 20,0
facing = 1
keyctrl = 0
ownpal = 1
ID = 1201
persistent=0

[State 1200]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;偸偙-----------------------------------------------
[Statedef 1201]
type     = S
movetype = I
physics  = N
anim     = 1210
ctrl     = 0
velset = 0, 0

[State 1201]
type = PlaySnd
trigger1 = AnimElem = 1
value = S5,4
channel = 3
persistent=0

[State 1201]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 1201]
type = ChangeState
trigger1 = helper(1201),P2Dist X = [-20,20]
value = 1203

[State 1201]
type = ChangeState
trigger1 = Time = 180
value = 1202

[Statedef 1202]
type     = S
movetype = I
physics  = N
anim     = 1220
ctrl     = 0
velset = 0, 0

[State 1202]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 1202]
type = DestroySelf
trigger1 = AnimTime = 0

[Statedef 1203]
type     = S
movetype = A
physics  = N
anim     = 1230
ctrl     = 0
velset = 0, 0
facep2 = 1
sprpriority = -2

[State 1203]
type = PlaySnd
trigger1 = AnimElem = 12
value = S5,5
channel = 3

[State 1203]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
value = S10,1

[State 1203]
type = PlaySnd
trigger1 = AnimElem = 12
value = S10,2

[State 1203]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 1203]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
trigger5 = AnimElem = 12
attr = S, SA
damage    = 12
guardflag = HA
priority = 4
pausetime = 8,24
sparkno = S8002
guard.sparkno = S8010
sparkxy = -20,-30
hitsound   = S10,8
guardsound = S10,5
animtype = Hard
ground.type = High
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-4
getpower = 18*(1+fvar(6)), 12*(1+fvar(6))
givepower = 6, 3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 1203]
type = DestroySelf
trigger1 = AnimTime = 0

;拞---------------------------------------
[Statedef 1210]
type     = C
movetype = I
physics  = C
anim     = 1200
ctrl     = 0
velset = 0, 0
poweradd = Ceil(20*(1+fvar(6)))

[State 1210]
type = Helper
trigger1 = animelem = 5
helpertype = normal
name = "nuko"
stateno = 1211
postype = p1
pos = 40,0
facing = 1
keyctrl = 0
ownpal = 1
ID = 1211
persistent=0

[State 1210]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;偸偙-----------------------------------------------
[Statedef 1211]
type     = S
movetype = I
physics  = N
anim     = 1210
ctrl     = 0
velset = 0, 0

[State 1211]
type = PlaySnd
trigger1 = AnimElem = 1
value = S5,4
channel = 3
persistent=0

[State 1211]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 1211]
type = ChangeState
trigger1 = helper(1211),P2Dist X = [-20,20]
value = 1213

[State 1211]
type = ChangeState
trigger1 = Time = 240
value = 1212

[Statedef 1212]
type     = S
movetype = I
physics  = N
anim     = 1220
ctrl     = 0
velset = 0, 0

[State 1212]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 1212]
type = DestroySelf
trigger1 = AnimTime = 0

[Statedef 1213]
type     = S
movetype = A
physics  = N
anim     = 1230
ctrl     = 0
velset = 0, 0
facep2 = 1
sprpriority = -2

[State 1213]
type = PlaySnd
trigger1 = AnimElem = 12
value = S5,5
channel = 3

[State 1213]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
value = S10,1

[State 1213]
type = PlaySnd
trigger1 = AnimElem = 12
value = S10,2

[State 1213]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 1213]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
trigger5 = AnimElem = 12
attr = S, SA
damage    = 8
guardflag = HA
priority = 4
pausetime = 8,16
sparkno = S8002
guard.sparkno = S8010
sparkxy = -20,-30
hitsound   = S10,8
guardsound = S10,5
animtype = Hard
ground.type = High
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-4
getpower = 14*(1+fvar(6)), 12*(1+fvar(6))
givepower = 6, 3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 1213]
type = DestroySelf
trigger1 = AnimTime = 0

;挿---------------------------------------
[Statedef 1220]
type     = C
movetype = I
physics  = C
anim     = 1200
ctrl     = 0
velset = 0, 0
poweradd = Ceil(20*(1+fvar(6)))

[State 1220]
type = Helper
trigger1 = animelem = 5
helpertype = normal
name = "nuko"
stateno = 1221
postype = p1
pos = 60,0
facing = 1
keyctrl = 0
ownpal = 1
ID = 1221
persistent=0

[State 1220]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;偸偙-----------------------------------------------
[Statedef 1221]
type     = S
movetype = I
physics  = N
anim     = 1210
ctrl     = 0
velset = 0, 0

[State 1221]
type = PlaySnd
trigger1 = AnimElem = 1
value = S5,4
channel = 3
persistent=0

[State 1221]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 1221]
type = ChangeState
trigger1 = helper(1221),P2Dist X = [-20,20]
value = 1223

[State 1221]
type = ChangeState
trigger1 = Time = 300
value = 1222

[Statedef 1222]
type     = S
movetype = I
physics  = N
anim     = 1220
ctrl     = 0
velset = 0, 0

[State 1222]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 1222]
type = DestroySelf
trigger1 = AnimTime = 0

[Statedef 1223]
type     = S
movetype = A
physics  = N
anim     = 1230
ctrl     = 0
velset = 0, 0
facep2 = 1
sprpriority = -2

[State 1223]
type = PlaySnd
trigger1 = AnimElem = 12
value = S5,5
channel = 3

[State 1223]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
value = S10,1

[State 1223]
type = PlaySnd
trigger1 = AnimElem = 12
value = S10,2

[State 1223]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 1223]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
trigger5 = AnimElem = 12
attr = S, SA
damage    = 4
guardflag = HA
priority = 4
pausetime = 8,8
sparkno = S8002
guard.sparkno = S8010
sparkxy = -20,-30
hitsound   = S10,8
guardsound = S10,5
animtype = Hard
ground.type = High
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-4
getpower = 14*(1+fvar(6)), 12*(1+fvar(6))
givepower = 6, 3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 1223]
type = DestroySelf
trigger1 = AnimTime = 0

;僈乕僪僉儍儞僙儖---------------------------------------------------------------
[Statedef 1500]
type     = S
movetype = A
physics  = S
anim     = 1500
ctrl     = 0
velset = 0, 0

[State 1500]
type = NotHitBy
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(5) < 5
value = SCA
time = 1

[State 1500]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "hage"
stateno = 1501
postype = p1
pos = 0,0
facing = 1
keyctrl = 0
ownpal = 1
ID = 1501
persistent=0

[State 1500]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;僟儞僕儑儞巘-------------------------------------------------------------
[Statedef 1501]
type     = S
movetype = A
physics  = S
anim     = 1510
ctrl     = 0
velset = 0, 0
sprpriority = 2

[State 1501]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause=1

[State 1501]
type = PlaySnd
trigger1 = AnimElem = 1
value = S5,3
channel = 3

[State 1501]
type = PlaySnd
trigger1 = AnimElem = 2
value = S6,1

[State 1501]
type = HitDef
trigger1 = animelem = 2
attr = S, SP
damage    = 0
guardflag = MA
priority = 4
pausetime = 0,8
sparkno = -1
guard.sparkno = -1
sparkxy = 0,-0
hitsound   = -1
guardsound = -1
animtype = Hard
ground.type = High
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = -7.0,-3.0
air.velocity = -7.0,-3.0
fall = 1
fall.recover = 0

[State 1501]
type = Explod
trigger1 = animelem = 2
anim = 1520
ID = 1520
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.0, 1.0
sprpriority = 3
ontop = 0
shadow = 0, 0, 0
ownpal = 1
persistent=0
removeongethit = 1

[State 1501]
type = DestroySelf
trigger1 = AnimTime = 0

;僈乕僪僉儍儞僙儖---------------------------------------------------------------
[Statedef 1600]
type     = S
movetype = A
physics  = S
anim     = 1600
ctrl     = 0
velset = 0, 0

[State 1600]
type = NotHitBy
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(5) < 0
value = SCA
time = 1

[State 1600]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 3

[State 1600]
type = PlaySnd
trigger1 = AnimElem = 3
value = S4, 8
channel = 2

[State 1600]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Hard
damage    = 70
guardflag = MA
pausetime = 0,6
sparkno = S8005
guard.sparkno = S8010
sparkxy = -22,-42
hitsound   = S10,11
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -6.0,-1.0
air.velocity = -6.0,-4
fall = 1
fall.recover = 0

[State 1600]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;億僀幪偰------------------------------------------------------------------------------------
[Statedef 2000]
type     = S
movetype = A
physics  = S
anim     = 2000
ctrl     = 0
velset = 0, 0

[State 2000]
type = PlaySnd
trigger1 = animelem = 6
value = S2, 6
channel = 0

[State 2000]
type = PlaySnd
trigger1 = animelem = 6
value = S10, 16

[State 2000]
type = Helper
trigger1 = animelem = 6
helpertype = normal
name = "Item"
stateno = 2001
postype = p1
pos = 0,-60
facing = 1
keyctrl = 0
ownpal = 1
ID = 2001
persistent=0

[State 2000]
type = varset
trigger1 = animelem = 7
var(58) = 0

[State 2000]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;傾僀僥儉--------------------------------------------------------
[Statedef 2001]
type     = A
movetype = A
physics  = N
anim = 2001
velset = 8, -3

[State 2001]
trigger1 = 1
type = Gravity

[State 2001]
type = ChangeAnim
trigger1 = time = 0
trigger1 = parent,var(58) = 11
value = 2100
persistent = 0

[State 2001]
type = ChangeAnim
trigger1 = time = 0
trigger1 = parent,var(58) = 1
value = 2101
persistent = 0

[State 2001]
type = ChangeAnim
trigger1 = time = 0
trigger1 = parent,var(58) = 2
value = 2102
persistent = 0

[State 2001]
type = ChangeAnim
trigger1 = time = 0
trigger1 = parent,var(58) = 3
value = 2103
persistent = 0

[State 2001]
type = ChangeAnim
trigger1 = time = 0
trigger1 = parent,var(58) = 4
value = 2104
persistent = 0

[State 2001]
type = ChangeAnim
trigger1 = time = 0
trigger1 = parent,var(58) = 5
value = 2105
persistent = 0

[State 2001]
type = ChangeAnim
trigger1 = time = 0
trigger1 = parent,var(58) = 6
value = 2106
persistent = 0

[State 2001]
type = ChangeAnim
trigger1 = time = 0
trigger1 = parent,var(58) = 7
value = 2107
persistent = 0

[State 2001]
type = ChangeAnim
trigger1 = time = 0
trigger1 = parent,var(58) = 8
value = 2108
persistent = 0

[State 2001]
type = ChangeAnim
trigger1 = time = 0
trigger1 = parent,var(58) = 9
value = 2109
persistent = 0

[State 2001]
type = ChangeAnim
trigger1 = time = 0
trigger1 = parent,var(58) = 10
value = 2110
persistent = 0

[State 2001]
type = HitDef
trigger1 = 1
attr = A, NP
damage    = 30
guardflag = MA
priority = 4
pausetime = 0,12
sparkno = S8001
guard.sparkno = S8010
sparkxy = 0,0
hitsound   = S10,7
guardsound = S10,5
animtype = Medium
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-4
persistent=0

[State 2001]
type = DestroySelf
trigger1 = MoveContact
trigger2 = Pos Y > 0

;傾僀僥儉昁嶦媄---------------------------------------------------------------------
;庬儅僔儞僈儞---------------------------------------
[Statedef 2400];抧忋
type     = S
movetype = A
physics  = S
anim     = 2400
ctrl     = 0
poweradd = Ceil(20*(1+fvar(6)))

[State 2400]
type = PlaySnd
trigger1 = animelem = 5
value = S6, 2

[State 2400]
type = Projectile
trigger1 = AnimElemTime(5) = 0
trigger2 = AnimElemTime(5) = 9
attr = S, SP
hitflag = MAF
guardflag = MA
damage = 14, 0
sparkno = S8000
guard.sparkno = S8010
sparkxy = 0,0
hitsound = S10 ,6
guardsound = S10, 5
animtype = Light
pausetime = 0,15
projID = 2410
projanim = 2410
projhitanim = -1
projremanim = -1
projcancelanim = -1
projscale = 0.5, 0.5
projremove = 1
projremovetime = 40
velocity = 8,0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 1
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 5, -43
postype = p1
getpower = 8*(1+fvar(6)), 0*(1+fvar(6))
givepower = 6, 3

[State 2400]
type = Projectile
trigger1 = AnimElemTime(5) = 3
trigger2 = AnimElemTime(5) = 12
attr = S, SP
hitflag = MAF
guardflag = MA
damage = 14, 0
sparkno = S8000
guard.sparkno = S8010
sparkxy = 0,0
hitsound = S10 ,6
guardsound = S10, 5
animtype = Light
pausetime = 0,15
projID = 2410
projanim = 2410
projhitanim = -1
projremanim = -1
projcancelanim = -1
projscale = 0.5, 0.5
projremove = 1
projremovetime = 40
velocity = 8,1
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 1
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 5, -43
postype = p1
getpower = 8*(1+fvar(6)), 0*(1+fvar(6))
givepower = 6, 3

[State 2400]
type = Projectile
trigger1 = AnimElemTime(5) = 6
trigger2 = AnimElemTime(5) = 15
attr = S, SP
hitflag = MAF
guardflag = MA
damage = 14, 0
sparkno = S8000
guard.sparkno = S8010
sparkxy = 0,0
hitsound = S10 ,6
guardsound = S10, 5
animtype = Light
pausetime = 0,15
projID = 2410
projanim = 2410
projhitanim = -1
projremanim = -1
projcancelanim = -1
projscale = 0.5, 0.5
projremove = 1
projremovetime = 40
velocity = 8,-1
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 1
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 5, -43
postype = p1
getpower = 8*(1+fvar(6)), 0*(1+fvar(6))
givepower = 6, 3

[State 2400]
type = varset
trigger1 = Animtime = 0
trigger1 = var(7) = [1,10]
var(58) = 0

[State 2400]
type = PlaySnd
trigger1 = Animtime = 0
trigger1 = var(7) = [1,10]
value = s10, 20
Persistent = 0

[State 2400]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 2410];嬻拞
type     = A
movetype = A
physics  = N
anim     = 2400
ctrl     = 0
poweradd = Ceil(20*(1+fvar(6)))
facep2 = 1

[State 2410]
type = Velset
trigger1 = time = 0
trigger1 = pos Y < 0
x = -0.5
y = 0.5

[State 2410]
type = Velset
trigger1 = pos Y >= 0
x = 0
y = 0

[State 2410]
type = PlaySnd
trigger1 = animelem = 5
value = S6, 2

[State 2410]
type = Projectile
trigger1 = AnimElemTime(5) = 0
trigger2 = AnimElemTime(5) = 9
attr = S, SP
hitflag = MAF
guardflag = MA
damage = 14, 0
sparkno = S8000
guard.sparkno = S8010
sparkxy = 0,0
hitsound = S10 ,6
guardsound = S10, 5
animtype = Light
pausetime = 0,15
projID = 2410
projanim = 2410
projhitanim = -1
projremanim = -1
projcancelanim = -1
projscale = 0.5, 0.5
projremove = 1
projremovetime = 40
velocity = 8,0
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 1
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 5, -43
postype = p1
getpower = 8*(1+fvar(6)), 0*(1+fvar(6))
givepower = 6, 3

[State 2410]
type = Projectile
trigger1 = AnimElemTime(5) = 3
trigger2 = AnimElemTime(5) = 12
attr = S, SP
hitflag = MAF
guardflag = MA
damage = 14, 0
sparkno = S8000
guard.sparkno = S8010
sparkxy = 0,0
hitsound = S10 ,6
guardsound = S10, 5
animtype = Light
pausetime = 0,15
projID = 2410
projanim = 2410
projhitanim = -1
projremanim = -1
projcancelanim = -1
projscale = 0.5, 0.5
projremove = 1
projremovetime = 40
velocity = 8,1
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 1
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 5, -43
postype = p1
getpower = 8*(1+fvar(6)), 0*(1+fvar(6))
givepower = 6, 3

[State 2410]
type = Projectile
trigger1 = AnimElemTime(5) = 6
trigger2 = AnimElemTime(5) = 15
attr = S, SP
hitflag = MAF
guardflag = MA
damage = 14, 0
sparkno = S8000
guard.sparkno = S8010
sparkxy = 0,0
hitsound = S10 ,6
guardsound = S10, 5
animtype = Light
pausetime = 0,15
projID = 2410
projanim = 2410
projhitanim = -1
projremanim = -1
projcancelanim = -1
projscale = 0.5, 0.5
projremove = 1
projremovetime = 40
velocity = 8,-1
remvelocity = 0, 0
accel = 0, 0
velmul = 1, 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 1
projedgebound = 20
projstagebound = 20
projheightbound = -240, 1
offset = 5, -43
postype = p1
getpower = 8*(1+fvar(6)), 0*(1+fvar(6))
givepower = 6, 3

[State 2410]
type = varset
trigger1 = Animtime = 0
trigger1 = var(7) = [1,10]
var(58) = 0

[State 2410]
type = PlaySnd
trigger1 = Animtime = 0
trigger1 = var(7) = [1,10]
value = s10, 20
Persistent = 0

[State 2410]
type = ChangeState
trigger1 = AnimTime = 0
value = 2411
ctrl = 1

[Statedef 2411];拝抧
type = S
movetype = I
physics = N
anim = 2411
velset = 0,0
ctrl = 0

[State 2411]
type = turn
trigger1 = time = 0
trigger1 = prevstateno = 3301

[State 2411]
type = Gravity
trigger1 = 1

[State 2411]
type = velset
trigger1 = time >= 0
x = -3

[State 2411]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 2411]
type = ChangeState
trigger1 = Pos Y >= 0 
value = 0
ctrl = 1

;僉儖儗乕僓乕---------------------------------------
[Statedef 2500]
type     = S
movetype = A
physics  = S
anim     = 2500
ctrl     = 0
velset = 0, 0
poweradd = Ceil(20*(1+fvar(6)))

[State 2510]
type = Explod
trigger1 = 1
anim = 2515
ID = 2515
pos = 10, -65
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.0, 1.0
sprpriority = 2
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 0
persistent=0

[State 2500]
type = PlaySnd
trigger1 = animelem = 2
value = S6, 3

[State 2500]
type = Helper
trigger1 = animelem = 2
helpertype = normal
name = "bi-mu"
stateno = 2510
postype = p1
pos = 10,-65
facing = 1
keyctrl = 0
ownpal = 1
ID = 2510
persistent=0

[State 2500]
type = varset
trigger1 = Animtime = 0
trigger1 = var(7) = [1,15]
var(58) = 0

[State 2500]
type = PlaySnd
trigger1 = Animtime = 0
trigger1 = var(7) = [1,15]
value = s10, 20
Persistent = 0

[State 2500]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 2510]
type     = A
movetype = A
physics  = N
anim     = 2510
ctrl     = 0
poweradd = Ceil(20*(1+fvar(6)))

[State 2510]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2510]
type = Explod
trigger1 = Vel X = 6*cos(pi/3)
anim = 2511
ID = 2511
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 0.25, 0.25
sprpriority = 2
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 0
persistent=0

[State 2510]
type = Explod
trigger1 = Vel X = 6*cos(pi/6)
anim = 2512
ID = 2512
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 0.25, 0.25
sprpriority = 2
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 0
persistent=0

[State 2510]
type = Explod
trigger1 = Vel X = -6*cos(pi/3)
anim = 2513
ID = 2513
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 0.25, 0.25
sprpriority = 2
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 0
persistent=0

[State 2510]
type = Explod
trigger1 = Numexplod(2514) < 1
trigger1 = Vel X = -6*cos(pi/6)
anim = 2514
ID = 2514
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 0.25, 0.25
sprpriority = 2
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 0

[State 2510]
type = PlaySnd
trigger1 = Screenpos Y < 0
value = S6, 4
persistent=0

[State 2510]
type = PlaySnd
trigger1 = pos Y > 0
value = S6, 4
persistent=0

[State 2510]
type = PlaySnd
trigger1 = screenpos X >= 320
trigger2 = screenpos X <= 0
value = S6, 4
persistent=0

[State 2510]
type = Velset
trigger1 = time = 0
x = 6*cos(pi/3)
y = -6*sin(pi/3)

[State 2510]
type = Velset
triggerall = vel X = 6*cos(pi/3)
trigger1 = Screenpos Y < 0
x = 6*cos(pi/6)
y = 6*sin(pi/6)

[State 2510]
type = Velset
triggerall = vel X = -6*cos(pi/6)
trigger1 = Screenpos Y < 0
x = -6*cos(pi/3)
y = 6*sin(pi/3)

[State 2510]
type = Velset
triggerall = vel X = 6*cos(pi/6)
trigger1 = screenpos X >= 320
trigger2 = screenpos X <= 0
x = -6*cos(pi/3)
y = 6*sin(pi/3)
persistent=0

[State 2510]
type = Velset
triggerall = vel X = 6*cos(pi/3)
trigger1 = screenpos X >= 320
trigger2 = screenpos X <= 0
x = -6*cos(pi/6)
y = -6*sin(pi/6)
persistent=0

[State 2510]
type = Velset
trigger1 = pos Y > 0
x = -6*cos(pi/6)
y = -6*sin(pi/6)

[State 2510]
type = RemoveExplod
trigger1 = Vel X != 6*cos(pi/3)
ID = 2511

[State 2510]
type = RemoveExplod
trigger1 = Vel X != 6*cos(pi/6)
ID = 2512

[State 2510]
type = RemoveExplod
trigger1 = Vel X != -6*cos(pi/3)
ID = 2513

[State 2510]
type = RemoveExplod
trigger1 = Vel X != -6*cos(pi/6)
trigger2 = screenpos X >= 340
trigger3 = screenpos X <= -20
ID = 2514

[State 2510]
type = HitDef
trigger1 = 1
attr = A, NP
damage    = 30
hitflag = MAF-
guardflag = MA
priority = 4
pausetime = 0,12
sparkno = S8001
guard.sparkno = S8010
sparkxy = 0,0
hitsound   = S10,7
guardsound = S10,5
animtype = Medium
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 2510]
type = DestroySelf
trigger1 = screenpos X >= 340
trigger2 = screenpos X <= -20
trigger3 = time > 160

;偍偄偟偄悈---------------------------------------------------
[Statedef 2600]
type     = S
movetype = A
physics  = S
anim     = 2600
ctrl     = 0
poweradd = Ceil(20*(1+fvar(6)))

[State 2600]
type = PlaySnd
trigger1 = animelemtime(8) = 0
value = S6, 5

[State 2600]
type = PlaySnd
trigger1 = animelemtime(8) = 10
value = S6, 6

[State 2600]
type = Explod
trigger1 = animelemtime(6) = 0
anim = 2612
ID = 2612
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 2
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 1

[State 2600]
type = Explod
trigger1 = animelemtime(8) = 0
trigger2 = animelemtime(8) = 8
anim = 2610
ID = 2610
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
sprpriority = 2
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 1

[State 2600]
type = Explod
trigger1 = animelemtime(8) = 0
anim = 2611
ID = 2611
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.3, 1.3
sprpriority = 2
ontop = 0
shadow = 0, 0, 0
ownpal = 0
removeongethit = 1

[State 2600]
type = LifeAdd
trigger1 = animelem = 8
value = lifemax/5
persistent = 0

[State 2600]
type = varset
trigger1 = Animtime = 0
trigger1 = var(7) = [1,50]
var(58) = 0

[State 2600]
type = PlaySnd
trigger1 = Animtime = 0
trigger1 = var(7) = [1,50]
value = s10, 20
Persistent = 0

[State 2600]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;僷僥傿傪屇傇---------------------------------------------------
[Statedef 3000]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 3000]
type = PlaySnd
trigger1 = animelemtime(4) = 0
value = S2, 25
channel = 0

[State 3000]
type = PowerAdd
trigger1 = time = 0
value = -1000

[State 3000]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "putty"
stateno = 19000
postype = p1
pos = -60,0
facing = 1
keyctrl = 0
ownpal = 1
ID = 19000
persistent=0

[State 3000]
type = ChangeState
trigger1 = time = 60
value = 0
ctrl = 1

;僔儍儖僩儖乕僘---------------------------------------------------
;僔儍儖僩儖乕僘---------------------------------------------------
[Statedef 3100];庛
type = S
movetype = A
physics = S
ctrl = 0
anim = 3100
velset = 0,0

[State 3100]
type = Explod
trigger1 = animelem = 5
anim = 3104
ID = 3104
pos = 0, 0
postype = back
facing = 1
removetime = 27
supermovetime = 99999
pausemovetime = 99999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1

[State 3100]
type = Explod
trigger1 = animelem = 5
anim = 14011
ID = 14011
pos = 0, 240
postype = back
facing = 1
removetime = 27
supermovetime = 99999
pausemovetime = 99999
scale = 1.3, 1.3
sprpriority = -3
ownpal = 1

[State 3100]
type = SuperPause
trigger1 = animelem = 5
pos = 0,-40
anim = S14012
time = 27
sound = -1
movetime = 0
darken = 0
p2defmul = 1
poweradd = -1000

[State 3100]
type = PlaySnd
trigger1 = animelem = 5
value = S2, 22
channel = 0

[State 3100]
type = PlaySnd
trigger1 = animelem = 5
value = S10, 19

[State 3100]
type = Projectile
trigger1 = animelem = 7
trigger2 = animelem = 10
trigger3 = animelem = 13
attr = S,HP
guardflag = MA
animtype =hard
damage = 30,16
pausetime = 0,30
guard.pausetime = 0,10
sparkno = S8004
guard.sparkno = S8010
hitsound = S10,9
guardsound = S10,5
projID = 3102
projanim = 3102
projscale = 1, 1
velocity = 5,-1
projhits = 1
projpriority = 1
projsprpriority = 2
projheightbound = -240,240
offset = -60, 0
postype = p1

[State 3100]
type = Projectile
trigger1 = animelem = 8
trigger2 = animelem = 11
trigger3 = animelem = 14
attr = S,HP
guardflag = MA
animtype =hard
damage = 30,16
pausetime = 0,30
guard.pausetime = 0,10
sparkno = S8004
guard.sparkno = S8010
hitsound = S10,9
guardsound = S10,5
projID = 3103
projanim = 3103
projscale = 1, 1
velocity = 5,1
projhits = 1
projpriority = 1
projsprpriority = 2
projheightbound = -240,240
offset = -30, -60
postype = p1

[State 3100]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;僔儍儖僩儖乕僘---------------------------------------------------
[Statedef 3110];拞
type = S
movetype = I
physics = S
ctrl = 0
anim = 3105
velset = 0,0

[State 3110]
type = PlaySnd
trigger1 = time = 0
value = S2, 21
channel = 0

[State 3100]
type = ChangeState
trigger1 = power < 2000
trigger1 = animtime = 0
value = 3130

[State 3100]
type = ChangeState
trigger1 = animtime = 0
value = 3111

[Statedef 3111]
type = S
movetype = A
physics = S
ctrl = 0
anim = 3100
velset = 0,0

[State 3111]
type = Explod
trigger1 = animelem = 5
anim = 3104
ID = 3104
pos = 0, 0
postype = back
facing = 1
removetime = 27
supermovetime = 99999
pausemovetime = 99999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1

[State 3111]
type = Explod
trigger1 = animelem = 5
anim = 14011
ID = 14011
pos = 0, 240
postype = back
facing = 1
removetime = 27
supermovetime = 99999
pausemovetime = 99999
scale = 1.3, 1.3
sprpriority = -3
ownpal = 1

[State 3111]
type = SuperPause
trigger1 = animelem = 5
pos = 0,-40
anim = S14012
time = 27
sound = -1
movetime = 0
darken = 0
p2defmul = 1
poweradd = -2000

[State 3111]
type = PlaySnd
trigger1 = animelem = 5
value = S2, 22
channel = 0

[State 3111]
type = PlaySnd
trigger1 = animelem = 5
value = S10, 19

[State 3111]
type = Projectile
trigger1 = animelem = 7
trigger2 = animelem = 10
trigger3 = animelem = 13
attr = S,HP
guardflag = MA
animtype =hard
damage = 30,16
pausetime = 0,30
guard.pausetime = 0,10
sparkno = S8004
guard.sparkno = S8010
hitsound = S10,9
guardsound = S10,5
projID = 3102
projanim = 3102
projscale = 1, 1
velocity = 5,-1
projhits = 1
projpriority = 1
projsprpriority = 2
projheightbound = -240,240
offset = -50, 0
postype = p1

[State 3111]
type = Projectile
trigger1 = animelem = 7
trigger2 = animelem = 10
trigger3 = animelem = 13
attr = S,HP
guardflag = MA
animtype =hard
damage = 30,16
pausetime = 0,30
guard.pausetime = 0,10
sparkno = S8004
guard.sparkno = S8010
hitsound = S10,9
guardsound = S10,5
projID = 3102
projanim = 3102
projscale = 1, 1
velocity = 5,-1
projhits = 1
projpriority = 1
projsprpriority = 2
projheightbound = -240,240
offset = -60, -30
postype = p1

[State 3111]
type = Projectile
trigger1 = animelem = 8
trigger2 = animelem = 11
trigger3 = animelem = 14
attr = S,HP
guardflag = MA
animtype =hard
damage = 30,16
pausetime = 0,30
guard.pausetime = 0,10
sparkno = S8004
guard.sparkno = S8010
hitsound = S10,9
guardsound = S10,5
projID = 3103
projanim = 3103
projscale = 1, 1
velocity = 5,1
projhits = 1
projpriority = 1
projsprpriority = 2
projheightbound = -240,240
offset = -30, -60
postype = p1

[State 3111]
type = Projectile
trigger1 = animelem = 8
trigger2 = animelem = 11
trigger3 = animelem = 14
attr = S,HP
guardflag = MA
animtype =hard
damage = 30,16
pausetime = 0,30
guard.pausetime = 0,10
sparkno = S8004
guard.sparkno = S8010
hitsound = S10,9
guardsound = S10,5
projID = 3103
projanim = 3103
projscale = 1, 1
velocity = 5,1
projhits = 1
projpriority = 1
projsprpriority = 2
projheightbound = -240,240
offset = -40, -90
postype = p1

[State 3111]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;僔儍儖僩儖乕僘---------------------------------------------------
[Statedef 3120];嫮
type = S
movetype = I
physics = S
ctrl = 0
anim = 3106
velset = 0,0

[State 3120]
type = PlaySnd
trigger1 = time = 0
value = S2, 20
channel = 0

[State 3120]
type = ChangeState
trigger1 = time = 240
value = 3121

[Statedef 3121]
type = S
movetype = I
physics = S
ctrl = 0
anim = 3105
velset = 0,0

[State 3121]
type = PlaySnd
trigger1 = time = 0
value = S2, 21
channel = 0

[State 3121]
type = ChangeState
trigger1 = power < 3000
trigger1 = animtime = 0
value = 3130

[State 3121]
type = ChangeState
trigger1 = animtime = 0
value = 3122

[Statedef 3122]
type = S
movetype = A
physics = S
ctrl = 0
anim = 3100
velset = 0,0

[State 3122]
type = Explod
trigger1 = animelem = 5
anim = 3104
ID = 3104
pos = 0, 0
postype = back
facing = 1
removetime = 27
supermovetime = 99999
pausemovetime = 99999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1

[State 3122]
type = Explod
trigger1 = animelem = 5
anim = 14011
ID = 14011
pos = 0, 240
postype = back
facing = 1
removetime = 27
supermovetime = 99999
pausemovetime = 99999
scale = 1.3, 1.3
sprpriority = -3
ownpal = 1

[State 3122]
type = SuperPause
trigger1 = animelem = 5
pos = 0,-40
anim = S14012
time = 27
sound = -1
movetime = 0
darken = 0
p2defmul = 1
poweradd = -3000

[State 3122]
type = PlaySnd
trigger1 = animelem = 5
value = S2, 22
channel = 0

[State 3122]
type = PlaySnd
trigger1 = animelem = 5
value = S10, 19

[State 3122]
type = Projectile
trigger1 = animelem = 7
trigger2 = animelem = 10
trigger3 = animelem = 13
attr = S,HP
guardflag = MA
animtype =hard
damage = 40,24
pausetime = 0,30
guard.pausetime = 0,10
sparkno = S8004
guard.sparkno = S8010
hitsound = S10,9
guardsound = S10,5
projID = 3102
projanim = 3102
projscale = 1, 1
velocity = 5,-1
projhits = 1
projpriority = 1
projsprpriority = 2
projheightbound = -240,240
offset = -40, 0
postype = p1

[State 3122]
type = Projectile
trigger1 = animelem = 7
trigger2 = animelem = 10
trigger3 = animelem = 13
attr = S,HP
guardflag = MA
animtype =hard
damage = 40,24
pausetime = 0,30
guard.pausetime = 0,10
sparkno = S8004
guard.sparkno = S8010
hitsound = S10,9
guardsound = S10,5
projID = 3102
projanim = 3102
projscale = 1, 1
velocity = 5,-1
projhits = 1
projpriority = 1
projsprpriority = 2
projheightbound = -240,240
offset = -50, -30
postype = p1

[State 3122]
type = Projectile
trigger1 = animelem = 7
trigger2 = animelem = 10
trigger3 = animelem = 13
attr = S,HP
guardflag = MA
animtype =hard
damage = 40,24
pausetime = 0,30
guard.pausetime = 0,10
sparkno = S8004
guard.sparkno = S8010
hitsound = S10,9
guardsound = S10,5
projID = 3102
projanim = 3102
projscale = 1, 1
velocity = 5,-1
projhits = 1
projpriority = 1
projsprpriority = 2
projheightbound = -240,240
offset = -60, -60
postype = p1

[State 3122]
type = Projectile
trigger1 = animelem = 8
trigger2 = animelem = 11
trigger3 = animelem = 14
attr = S,HP
guardflag = MA
animtype =hard
damage = 40,24
pausetime = 0,30
guard.pausetime = 0,10
sparkno = S8004
guard.sparkno = S8010
hitsound = S10,9
guardsound = S10,5
projID = 3103
projanim = 3103
projscale = 1, 1
velocity = 5,1
projhits = 1
projpriority = 1
projsprpriority = 2
projheightbound = -240,240
offset = -30, -60
postype = p1

[State 3122]
type = Projectile
trigger1 = animelem = 8
trigger2 = animelem = 11
trigger3 = animelem = 14
attr = S,HP
guardflag = MA
animtype =hard
damage = 40,24
pausetime = 0,30
guard.pausetime = 0,10
sparkno = S8004
guard.sparkno = S8010
hitsound = S10,9
guardsound = S10,5
projID = 3103
projanim = 3103
projscale = 1, 1
velocity = 5,1
projhits = 1
projpriority = 1
projsprpriority = 2
projheightbound = -240,240
offset = -40, -90
postype = p1

[State 3122]
type = Projectile
trigger1 = animelem = 8
trigger2 = animelem = 11
trigger3 = animelem = 14
attr = S,HP
guardflag = MA
animtype =hard
damage = 40,24
pausetime = 0,30
guard.pausetime = 0,10
sparkno = S8004
guard.sparkno = S8010
hitsound = S10,9
guardsound = S10,5
projID = 3103
projanim = 3103
projscale = 1, 1
velocity = 5,1
projhits = 1
projpriority = 1
projsprpriority = 2
projheightbound = -240,240
offset = -50, -120
postype = p1

[State 3122]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;幐攕-------------------------------
[Statedef 3130]
type = S
movetype = I
physics = S
ctrl = 0
anim = 3107
velset = 0,0

[State 3130]
type = PlaySnd
trigger1 = Time = 0
channel = 0
value = S2, 23

[State 3130]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;恀丒旘揤柍憃巃---------------------------------------------
[Statedef 3200]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3200
sprpriority = 2

[State 3200]
type = PlaySnd
trigger1 = animelem = 2
value = S2, 6
channel = 0

[State 3200]
type = Explod
trigger1 = animelem = 2
anim = 14102
ID = 14102
pos = 0, 240
postype = back
facing = 1
removetime = 27
supermovetime = 99999
pausemovetime = 99999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1

[State 3200]
type = Explod
trigger1 = animelem = 2
anim = 14011
ID = 14011
pos = 0, 240
postype = back
facing = 1
removetime = 27
supermovetime = 99999
pausemovetime = 99999
scale = 1.3, 1.3
sprpriority = -3
ownpal = 1

[State 3200]
type = SuperPause
trigger1 = animelem = 2
pos = 0,-40
anim = S14012
time = 27
sound = S10,19
movetime = 0
darken = 0
p2defmul = 1
poweradd = -2000

[State 3200]
type = Gravity
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(6) <= 3

[State 3200]
type = PlaySnd
trigger1 = animelem = 6
value = S6, 9

[State 3200]
type = PlaySnd
trigger1 = animelem = 7
value = S6, 10

[State 3200]
type = PlaySnd
trigger1 = animelem = 7
value = S2, 11
channel = 0

[State 3200]
type = velset
trigger1 = animelemtime(3) = 0
x = -4.5
y = -4.5

[State 3200]
type = velset
trigger1 = animelemtime(7) >= 3
x = 18
y = 0

[State 3200]
type = ScreenBound
trigger1 = animelemtime(3) >= 0
value = 0

[State 3200]
type = HitDef
trigger1 = 1
attr = A, HA
damage    = 360,180
guardflag = MA
priority = 7
pausetime = 0,8
sparkno = S8005
guard.sparkno = S8010
sparkxy = 0,-60
hitsound   = S10,11
guardsound = S10,5
animtype = Hard
yaccel = 0.3
ground.type = High
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = 2,-12
air.velocity = 2,-12
getpower = 18*(1+fvar(6)), 12*(1+fvar(6))
givepower = 6, 3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0
fall = 1
fall.recovertime = 0
persistent = 0

[State 3200]
type = Explod
trigger1 = animelem = 7
anim = 3210
ID = 3210
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
ontop = 1
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1
sprpriority = 2

[State 3200]
type = Explod
trigger1 = time = 26
trigger2 = time = 32
trigger3 = time = 38
trigger4 = time = 44
anim = 3211
ID = 3211
pos = 0, -floor(Pos Y)
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
ontop = 1
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1
sprpriority = 2

[State 3200]
type = EnvShake
trigger1 = time = 56
trigger2 = time = 62
trigger3 = time = 68
trigger4 = time = 74
time = 10
freq = 60
ampl = -8
phase = 0

[State 3200]
type = PlaySnd
trigger1 = time = 56
trigger2 = time = 62
trigger3 = time = 68
trigger4 = time = 74
value = S6, 11

[State 3200]
type = varset
trigger1 = time = 120
trigger1 = var(7) = [1,35]
var(58) = 0

[State 3200]
type = PlaySnd
trigger1 = time = 120
trigger1 = var(7) = [1,35]
value = s10, 20
Persistent = 0

[State 3200]
type = ChangeState
Trigger1 = Time = 120
value = 3201

[Statedef 3201]
type    = S
movetype= I
physics = N
juggle  = 0
velset = 2.4,0
ctrl = 0
anim = 20
facep2 = 1

[State 3201]
type = ScreenBound
trigger1 = 1
value = 0

[State 3201]
type = posset
trigger1 = time = 1
trigger1 = facing = 1
x = -200

[State 3201]
type = posset
trigger1 = time = 1
trigger1 = facing = -1
x = 200

[State 3201]
type = posset
trigger1 = time = 0
y = 0

[State 3201]
type = ChangeState
Trigger1 = Time = 45
value = 0
ctrl = 1

;僾儔僘儅戝徃棾寕-------------------------------------------
[Statedef 3300]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3300
sprpriority = 2

[State 3300]
type = Explod
trigger1 = animelem = 2
anim = 14102
ID = 14102
pos = 0, 240
postype = back
facing = 1
removetime = 27
supermovetime = 99999
pausemovetime = 99999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1

[State 3300]
type = Explod
trigger1 = animelem = 2
anim = 14011
ID = 14011
pos = 0, 240
postype = back
facing = 1
removetime = 27
supermovetime = 99999
pausemovetime = 99999
scale = 1.3, 1.3
sprpriority = -3
ownpal = 1

[State 3300]
type = playsnd
trigger1 = animelem = 2
value = S2, 7
channel = 0

[State 3300]
type = SuperPause
trigger1 = animelem = 2
pos = 0,-40
anim = S14012
time = 27
sound = S10,19
movetime = 0
darken = 0
p2defmul = 1
poweradd = -2000

[State 3300]
type = HitDef
trigger1 = animelem = 5
attr = S, HT
priority = 7, Miss
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 3301
p2stateno = 3302
guard.dist = 0
fall = 1

[State 3300]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[Statedef 3301]
type = A
movetype = A
physics = N
ctrl = 0
anim = 3301
velset = 0,0

[State 3301]
type = ScreenBound
trigger1 = 1
value = 0

[State 3301]
type = playsnd
trigger1 = time = 6
value = S10, 16

[State 3301]
type = TargetBind
triggerall = Anim != 3332
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(1) <= 5
pos = 20, 0

[State 3301]
type = velset
trigger1 = animelemtime(6) >= 0
trigger1 = animelemtime(6) <= 6
x = 18
y = -4

[State 3301]
type = velset
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(9) <= 6
x = -18
y = -4

[State 3301]
type = velset
trigger1 = anim = 3332
x = 0
y = 0

[State 3301]
type = TargetLifeAdd
trigger1 = animelemtime(6) = 3
trigger2 = animelemtime(9) = 3
value = -60
kill = 0

[State 3301]
type = TargetLifeAdd
trigger1 = time = 120
value = -200

[State 3301]
type = EnvShake
trigger1 = time = 53
trigger2 = time = 63
trigger3 = time = 73
trigger4 = time = 83
trigger5 = time = 93
time = 10
freq = 60
ampl = 8
phase = 0

[State 3301]
type = EnvShake
trigger1 = time = 120
time = 20
freq = 60
ampl = 16
phase = 0

[State 3301]
type = playsnd
trigger1 = time = 53
trigger2 = time = 63
trigger3 = time = 73
trigger4 = time = 83
trigger5 = time = 93
value = S6, 7

[State 3301]
type = playsnd
trigger1 = time = 53
trigger2 = time = 63
trigger3 = time = 73
trigger4 = time = 83
trigger5 = time = 93
value = S2, 5
channel = 0

[State 3301]
type = playsnd
trigger1 = time = 120
value = S6, 8

[State 3301]
type = Explod
trigger1 = time = 53
anim = 3310
ID = 3310
pos = 0, 0
postype = p2
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.1, 0.1
ontop = 1
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1
sprpriority = 2

[State 3301]
type = ModifyExplod
trigger1 = 1
ID = 3310
Scale = 0.2*(time-53),0.2*(time-53)

[State 3301]
type = Explod
trigger1 = time = 53
anim = 3320
ID = 3320
pos = 0, 0
postype = p2
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.1, 0.1
ontop = 1
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1
sprpriority = 3

[State 3301]
type = ModifyExplod
trigger1 = 1
ID = 3320
Scale = 0.2*(time-53),0.2*(time-53)

[State 3301]
type = Explod
trigger1 = time = 53
anim = 3321
ID = 3321
pos = 0, 0
postype = p2
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.1, 0.1
ontop = 1
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1
sprpriority = -3

[State 3301]
type = ModifyExplod
trigger1 = 1
ID = 3321
Scale = 0.2*(time-53),0.2*(time-53)
sprpriority = -5

[State 3301]
type = Explod
trigger1 = time = 63
anim = 3311
ID = 3311
pos = 0, 0
postype = p2
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.1, 0.1
ontop = 1
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1
sprpriority = 2

[State 3301]
type = ModifyExplod
trigger1 = 1
ID = 3311
Scale = 0.2*(time-63),0.2*(time-63)

[State 3301]
type = Explod
trigger1 = time = 63
anim = 3322
ID = 3322
pos = 0, 0
postype = p2
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.1, 0.1
ontop = 1
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1
sprpriority = 3

[State 3301]
type = ModifyExplod
trigger1 = 1
ID = 3322
Scale = 0.2*(time-63),0.2*(time-63)

[State 3301]
type = Explod
trigger1 = time = 63
anim = 3323
ID = 3323
pos = 0, 0
postype = p2
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.1, 0.1
ontop = 1
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1
sprpriority = -3

[State 3301]
type = ModifyExplod
trigger1 = 1
ID = 3323
Scale = 0.2*(time-63),0.2*(time-63)
sprpriority = -5

[State 3301]
type = Explod
trigger1 = time = 73
anim = 3310
ID = 3312
pos = 0, 0
postype = p2
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.1, 0.1
ontop = 1
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1
sprpriority = 2

[State 3301]
type = ModifyExplod
trigger1 = 1
ID = 3312
Scale = 0.2*(time-73),0.2*(time-73)

[State 3301]
type = Explod
trigger1 = time = 73
anim = 3320
ID = 3324
pos = 0, 0
postype = p2
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.1, 0.1
ontop = 1
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1
sprpriority = 3

[State 3301]
type = ModifyExplod
trigger1 = 1
ID = 3324
Scale = 0.2*(time-73),0.2*(time-73)

[State 3301]
type = Explod
trigger1 = time = 73
anim = 3321
ID = 3325
pos = 0, 0
postype = p2
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.1, 0.1
ontop = 1
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1
sprpriority = -3

[State 3301]
type = ModifyExplod
trigger1 = 1
ID = 3325
Scale = 0.2*(time-73),0.2*(time-73)
sprpriority = -5

[State 3301]
type = Explod
trigger1 = time = 83
anim = 3311
ID = 3313
pos = 0, 0
postype = p2
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.1, 0.1
ontop = 1
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1
sprpriority = 2

[State 3301]
type = ModifyExplod
trigger1 = 1
ID = 3313
Scale = 0.2*(time-83),0.2*(time-83)

[State 3301]
type = Explod
trigger1 = time = 83
anim = 3322
ID = 3326
pos = 0, 0
postype = p2
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.1, 0.1
ontop = 1
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1
sprpriority = 3

[State 3301]
type = ModifyExplod
trigger1 = 1
ID = 3326
Scale = 0.2*(time-83),0.2*(time-83)

[State 3301]
type = Explod
trigger1 = time = 83
anim = 3323
ID = 3326
pos = 0, 0
postype = p2
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.1, 0.1
ontop = 1
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1
sprpriority = -3

[State 3301]
type = ModifyExplod
trigger1 = 1
ID = 3326
Scale = 0.2*(time-83),0.2*(time-83)
sprpriority = -5

[State 3301]
type = Explod
trigger1 = time = 93
anim = 3310
ID = 3314
pos = 0, 0
postype = p2
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.1, 0.1
ontop = 1
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1
sprpriority = 2

[State 3301]
type = ModifyExplod
trigger1 = 1
ID = 3314
Scale = 0.2*(time-93),0.2*(time-93)

[State 3301]
type = Explod
trigger1 = time = 93
anim = 3320
ID = 3327
pos = 0, 0
postype = p2
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.1, 0.1
ontop = 1
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1
sprpriority = 3

[State 3301]
type = ModifyExplod
trigger1 = 1
ID = 3327
Scale = 0.2*(time-93),0.2*(time-93)

[State 3301]
type = Explod
trigger1 = time = 93
anim = 3321
ID = 3328
pos = 0, 0
postype = p2
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.1, 0.1
ontop = 1
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1
sprpriority = -3

[State 3301]
type = ModifyExplod
trigger1 = 1
ID = 3328
Scale = 0.2*(time-93),0.2*(time-93)
sprpriority = -5

[State 3301]
type = Explod
trigger1 = time = 120
anim = 3330
ID = 3330
pos = 0, 0
postype = p2
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.1, 0.1
ontop = 1
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1
sprpriority = -3

[State 3301]
type = ModifyExplod
trigger1 = 1
ID = 3330
Scale = 0.3*(time-120),0.3*(time-120)
sprpriority = -5

[State 3301]
type = Explod
trigger1 = time = 120
anim = 3331
ID = 3331
pos = 0, 0
postype = p2
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.0, 1.0
ontop = 1
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1
sprpriority = -3

[State 3301]
type = ChangeAnim
trigger1 = time = 100
value = 3332

[State 3301]
type = TargetState
trigger1 = time = 140
value = 3303

[State 3301]
type = varset
trigger1 = time = 140
trigger1 = var(7) = [1,30]
var(58) = 0

[State 3301]
type = PlaySnd
trigger1 = time = 140
trigger1 = var(7) = [1,30]
value = s10, 20
Persistent = 0

[State 3301]
type = ChangeState
trigger1 = time = 140
value = 2411
ctrl = 1

;^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
[Statedef 3302]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 3302]
type = ChangeAnim2
trigger1 = Time = 0
value = 3305

[State 3302]
type = velset
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(2) <= 43
x = -0.8

[State 3302]
type = velset
trigger1 = animelemtime(2) = 0
y = -16

[State 3302]
type = VelAdd
trigger1 = animelemtime(2) >= 0
trigger1 = animelemtime(2) <= 48
y = .6

[State 3302]
type = velset
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(3) <= 48
x = 0
y = -4

[State 3302]
type = velset
trigger1 = animelemtime(3) > 50
x = 0
y = -0.5

;---------------------------------------------------------------------------
[Statedef 3303]
type    = A
movetype= H
physics = N
velset = 0,-6
poweradd = Ceil(40*(1+fvar(6)))

[State 3303]
type = VelAdd
trigger1 = 1
y = .4

[State 3303]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;揤偺嵸偒---------------------------------------
[Statedef 3400]
type = S
movetype = I
physics = S
ctrl = 0
anim = 3400
velset = 0,0

[State 3400]
type = PlaySnd
trigger1 = animelem = 5
value = S2, 24
channel = 0

[State 3400]
type = Explod
trigger1 = animelem = 8
anim = 14102
ID = 14102
pos = 0, 240
postype = back
facing = 1
removetime = 27
supermovetime = 99999
pausemovetime = 99999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1

[State 3400]
type = Explod
trigger1 = animelem = 8
anim = 14011
ID = 14011
pos = 0, 240
postype = back
facing = 1
removetime = 27
supermovetime = 99999
pausemovetime = 99999
scale = 1.3, 1.3
sprpriority = -3
ownpal = 1

[State 3400]
type = SuperPause
trigger1 = animelem = 8
pos = 0,-40
anim = S14012
time = 27
sound = S10,19
movetime = 0
darken = 0
p2defmul = 1
poweradd = -2000

[State 3400]
type = Helper
trigger1 = animelem = 8
helpertype = normal
name = "hikari"
stateno = 3401
postype = p2
pos = 0, -floor(P2Dist Y)
facing = 1
keyctrl = 0
ownpal = 1
ID = 3410
size.xscale = 0.5
size.yscale = 0.5
persistent=0

[State 3400]
type = varset
trigger1 = Animtime = 0
trigger1 = var(7) = [1,25]
var(58) = 0

[State 3400]
type = PlaySnd
trigger1 = Animtime = 0
trigger1 = var(7) = [1,25]
value = s10, 20
Persistent = 0

[State 3400]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

[Statedef 3401]
type = S
movetype = I
physics = N
ctrl = 0
anim = 3410
velset = 0,0

[State 3401]
type = playsnd
trigger1 = time = 0
value = S6, 12

[State 3401]
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 3401]
type = Explod
trigger1 = time = 0
anim = 3411
ID = 3411
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = 150
supermovetime = 0
pausemovetime = 0
scale = 0.05, 0.5
ontop = 0
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1
sprpriority = 4

[State 3401]
type = ModifyExplod
trigger1 = time = [60,70]
ID = 3411
Scale = 0.05*(time-60),0.5

[State 3401]
type = playsnd
trigger1 = time = 60
value = S6, 13

[State 3401]
type = StateTypeSet
trigger1 = animelemtime(2) = 0
movetype = A

[State 3411]
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
trigger4 = animelem = 8
trigger5 = animelem = 10
trigger6 = animelem = 12
trigger7 = animelem = 14
attr = A, HP
damage = 60,30
hitflag = MAF
guardflag = MA
guard.dist = -1
priority = 7
pausetime = 0,8
sparkno = -1
guard.sparkno = S8010
sparkxy = 0,-60
hitsound   = S10,11
guardsound = S10,5
animtype = Hard
yaccel = 0.3
ground.type = High
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = 0,-6
air.velocity = 0,-6
getpower = 18*(1+fvar(6)), 12*(1+fvar(6))
givepower = 6, 3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0
fall = 1
fall.recovertime = 0

[State 3401]
type = ModifyExplod
trigger1 = time = [130,135]
ID = 3411
Scale = 0.1*(135-time),0.5

[State 3401]
type = playsnd
trigger1 = time = 130
value = S6, 14

[State 3411]
type = Explod
trigger1 = time = 130
anim = 3412
ID = 3412
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0, -4
accel = 0, 0.1
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 0.5, 0.5
ontop = 0
shadow = 0, 0, 0
ownpal = 1
removeongethit = 1
sprpriority = 5

[State 3411]
type = DestroySelf
trigger1 = time = 140

;愴巑偺鉐---------------------------------------
[Statedef 3500]
type = S
movetype = A
physics = S
ctrl = 0
anim = 3500
velset = 0,0

[State 3500]
type = PlaySnd
trigger1 = time = 0
value = S2, 26
channel = 0

[State 3500]
type = Explod
trigger1 = animelem = 16
anim = 14011
ID = 14011
pos = 0, 240
postype = back
facing = 1
removetime = 27
supermovetime = 99999
pausemovetime = 99999
scale = 1.3, 1.3
sprpriority = -3
ownpal = 1

[State 3500]
type = SuperPause
trigger1 = animelem = 16
pos = 0,-40
anim = S14012
time = 27
sound = S10,19
movetime = 0
darken = 0
p2defmul = 1
poweradd = -3000
persistent=0

[State 3500]
type = Helper
triggerall = Numhelper(17100) = 0
trigger1 = animelem = 16
helpertype = normal
name = "fox"
stateno = 3510
postype = p1
pos = 60,0
facing = 1
size.xscale = 1.3
size.yscale = 1.3
keyctrl = 0
ownpal = 1
ID = 17100
persistent=0

[State 3500]
type = Helper
triggerall = Numhelper(17110) = 0
trigger1 = time = 180
helpertype = normal
name = "drab"
stateno = 3520
postype = p2
pos = 120,-300
facing = -1
size.xscale = 1.3
size.yscale = 1.3
keyctrl = 0
ownpal = 1
ID = 17110
persistent=0

[State 3500]
type = Helper
triggerall = Numhelper(17120) = 0
trigger1 = time = 210
helpertype = normal
name = "riel"
stateno = 3530
postype = p2
pos = 0,-400
facing = -1
size.xscale = 1.3
size.yscale = 1.3
keyctrl = 0
ownpal = 1
ID = 17120
persistent=0

[State 3500]
type = Helper
triggerall = Numhelper(17130) = 0
trigger1 = time = 200
helpertype = normal
name = "flame"
stateno = 3540
postype = p2
pos = -400,-400
facing = 1
size.xscale = 1.3
size.yscale = 1.3
keyctrl = 0
ownpal = 1
ID = 17130
persistent=0

[State 3500]
type = ChangeState
trigger1 = time = 300
value = 3501

[Statedef 3501]
type = S
movetype = A
physics = S
ctrl = 0
anim = 3501
velset = 0,0

[State 3501]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 3510]
type = S
movetype = A
physics = S
ctrl = 0
anim = 17100
velset = 0,0
facep2 = 1

[State 3510]
type = PlaySnd
trigger1 = time = 0
value = S7, 32
channel = 12

[State 3510]
type = Helper
triggerall = Numhelper(17101) = 0
trigger1 = animelemtime(8) = 0
helpertype = normal
name = "sand"
stateno = 3511
postype = p2
pos = 0, -floor(P2Dist Y)
facing = 1
size.xscale = 1.3
size.yscale = 1.3
keyctrl = 0
ownpal = 1
ID = 3511
persistent=0

[State 3510]
type = Helper
triggerall = Numhelper(17102) = 0
trigger1 = animelemtime(8) = 0
helpertype = normal
name = "zonbman"
stateno = 3512
postype = p2
pos = 30, -floor(P2Dist Y)
facing = 1
size.xscale = 1.3
size.yscale = 1.3
keyctrl = 0
ownpal = 1
ID = 17102

[State 3510]
type = Helper
triggerall = Numhelper(17102) = 1
trigger1 = animelemtime(8) = 0
helpertype = normal
name = "zonbman"
stateno = 3512
postype = p2
pos = -60, -floor(P2Dist Y)
facing = 1
size.xscale = 1.3
size.yscale = 1.3
keyctrl = 0
ownpal = 1
ID = 17102

[State 3510]
type = Helper
triggerall = Numhelper(17103) < 1
trigger1 = animelemtime(8) = 0
helpertype = normal
name = "mirori"
stateno = 3512
postype = p2
pos = 80,-floor(P2Dist Y)
facing = 1
size.xscale = 1.3
size.yscale = 1.3
keyctrl = 0
ownpal = 1
ID = 17103
persistent=0

[State 3510]
type = Helper
triggerall = Numhelper(17104) = 0
trigger1 = animelemtime(8) = 0
helpertype = normal
name = "zonbwoman"
stateno = 3512
postype = p2
pos = -30, -floor(P2Dist Y)
facing = 1
size.xscale = 1.3
size.yscale = 1.3
keyctrl = 0
ownpal = 1
ID = 17104

[State 3510]
type = Helper
triggerall = Numhelper(17104) = 1
trigger1 = animelemtime(8) = 0
helpertype = normal
name = "zonbwoman"
stateno = 3512
postype = p2
pos = 60, -floor(P2Dist Y)
facing = 1
size.xscale = 1.3
size.yscale = 1.3
keyctrl = 0
ownpal = 1
ID = 17104

[State 3510]
type = DestroySelf
trigger1 = animtime = 0

[Statedef 3511]
type = S
movetype = A
physics = N
ctrl = 0
anim = 3511
velset = 0,0

[State 3511]
type = PlaySnd
trigger1 = time = 0
value = S10, 29

[State 3511]
type = Explod
trigger1 = time = 0
anim = 17101
ID = 17101
pos = 0, 0
postype = p1
facing = -1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1.0, 1.0
sprpriority = 2
ontop = 0
shadow = 0, 0, 0
ownpal = 1
removeongethit = 0

[State 3411]
type = HitDef
trigger1 = animelem = 7
attr = S, HP
damage = 90,60
hitflag = MAF
guardflag = A
guard.dist = -1
priority = 7
pausetime = 0,80
guard.pausetime = 0, 12
sparkno = -1
guard.sparkno = S8010
sparkxy = 0,-60
hitsound   = S10,11
guardsound = S10,5
animtype = Hard
yaccel = 0.3
ground.type = High
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = 0,0
air.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0
kill = 0

[State 3511]
type = DestroySelf
trigger1 = animtime = 0

[Statedef 3512]
type = S
movetype = I
physics = S
ctrl = 0
velset = 0,0
facep2 = 1

[State 3512]
type = varset
trigger1 = time = 0
fvar(0) = rootDist X

[State 3512]
type = Velset
trigger1 = rootDist X != fvar(0) 
x = 2.0

[State 3512]
type = changeanim
trigger1 = time = 0
trigger1 = Ishelper(17102)
value = 17102

[State 3512]
type = changeanim
trigger1 = time = 0
trigger1 = Ishelper(17103)
value = 17103

[State 3512]
type = changeanim
trigger1 = time = 0
trigger1 = Ishelper(17104)
value = 17104

[State 3512]
type = PlayerPush
trigger1 = 1
value = 1

[State 3512]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3510]
type = DestroySelf
trigger1 = time = 120

[Statedef 3520]
type = A
movetype = A
physics = N
ctrl = 0
anim = 17110
velset = 4,20
facep2 = 1

[State 3520]
type = PlaySnd
trigger1 = MoveContact
value = S10, 30
persistent=0

[State 3520]
type = SprPriority
trigger1 = animelemtime(2) = 0
value = 3

[State 3520]
type = PlaySnd
trigger1 = time = 0
value = S7, 33
channel = 13

[State 3520]
type = Explod
trigger1 = MoveContact
anim = 3529
ID = 3529
pos = 0, 0
postype = p2
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 999999
scale = 2.0, 2.0
ontop = 1
persistent=0

[State 3520]
type = Pause
trigger1 = MoveContact
time = 90
movetime = 0
persistent=0

[State 3520]
type = velset
trigger1 = animelemtime(2) = 0
x = 0
y = 0

[State 3520]
type = posset
trigger1 =  animelemtime(2) = 0
y = 0

[State 3520]
type = HitDef
trigger1 = animelem = 2
attr = S, HA
damage = 180,90
hitflag = MAF
guardflag = M
guard.dist = -1
priority = 7
pausetime = 0,80
guard.pausetime = 0, 12
sparkno = -1
guard.sparkno = S8010
sparkxy = 0,-60
hitsound   = S10,11
guardsound = S10,5
animtype = Hard
yaccel = 0.3
ground.type = High
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = 0,0
air.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0
kill = 0

[State 3520]
type = ChangeState
trigger1 = animtime = 0
value = 3521

[Statedef 3521]
type = A
movetype = I
physics = N
ctrl = 0
anim = 17111
velset = -16,-3
face2p = 0

[State 3521]
type = DestroySelf
trigger1 = screenpos x < -60
trigger2 = screenpos x > 420

[Statedef 3530]
type = A
movetype = A
physics = N
ctrl = 0
anim = 17120
velset = 0,40
facep2 = 1

[State 3530]
type = Explod
trigger1 = time = 0
anim = 3538
ID = 3538
pos = 0, 0
postype = p1
facing = -1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 999999
scale = 1.0, 1.0
ontop = 1

[State 3530]
type = SprPriority
trigger1 = animelemtime(3) = 0
value = 4

[State 3530]
type = PlaySnd
trigger1 = time = 0
value = S10, 31

[State 3530]
type = PlaySnd
trigger1 = animelemtime(3) = 0
value = S7, 34
channel = 14

[State 3530]
type = Explod
trigger1 = animelemtime(3) = 0
anim = 3539
ID = 3539
pos = 0, 0
postype = p2
facing = -1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 999999
scale = 2.0, 2.0
ontop = 1
persistent=0

[State 3530]
type = Pause
trigger1 = animelemtime(3) = 0
time = 90
movetime = 0
persistent=0

[State 3530]
type = velset
trigger1 = animelemtime(3) = 0
x = 0
y = 0

[State 3530]
type = posset
trigger1 =  animelemtime(3) = 0
y = 0

[State 3530]
type = HitDef
trigger1 = animelem = 2
attr = S, HA
damage = 180,90
hitflag = MAF
guardflag = M
guard.dist = -1
priority = 7
pausetime = 0,60
guard.pausetime = 0, 12
sparkno = -1
guard.sparkno = S8010
sparkxy = 0,-60
hitsound   = S10,11
guardsound = S10,5
animtype = Hard
yaccel = 0.3
ground.type = High
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = 0,0
air.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0
kill = 0

[State 3530]
type = ChangeState
trigger1 = animtime = 0
value = 3531

[Statedef 3531]
type = A
movetype = I
physics = N
ctrl = 0
anim = 17121
velset = 6,0
face2p = 0

[State 3531]
type = DestroySelf
trigger1 = screenpos x < -60
trigger2 = screenpos x > 420

[Statedef 3540]
type = A
movetype = A
physics = N
ctrl = 0
anim = 17130
velset = 10,10
facep2 = 1

[State 3540]
type = SprPriority
trigger1 = animelemtime(7) = 0
value = 5

[State 3540]
type = Explod
trigger1 = time = 0
anim = 3548
ID = 3548
pos = 0, -80
postype = p1
facing = -1
vfacing = 1
bindtime = -1
removetime = 32
supermovetime = 0
pausemovetime = 0
scale = 1.0, 1.0
ontop = 1
persistent=0

[State 3540]
type = PlaySnd
trigger1 = animelemtime(7) = 0
value = S10, 32

[State 3540]
type = PlaySnd
trigger1 = animelemtime(7) = 0
value = S7, 35
channel = 15

[State 3540]
type = Explod
trigger1 = animelemtime(8) = 0
anim = 3549
ID = 3549
pos = 0, 0
postype = p2
facing = -1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 999999
scale = 1.0, 1.0
ontop = 1
persistent=0

[State 3540]
type = Pause
trigger1 = animelemtime(8) = 0
time = 90
movetime = 0
persistent=0

[State 3540]
type = velset
trigger1 = animelemtime(7) = 0
x = 0
y = 0

[State 3540]
type = posset
trigger1 =  animelemtime(7) = 0
y = 0

[State 3540]
type = HitDef
trigger1 = animelem = 6
attr = S, HA
damage = 120,60
hitflag = MAF
guardflag = M
guard.dist = -1
priority = 7
pausetime = 0,20
guard.pausetime = 0, 12
sparkno = -1
guard.sparkno = S8010
sparkxy = 0,-60
hitsound   = S10,11
guardsound = S10,5
animtype = Hard
yaccel = 0.3
ground.type = High
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = 0,0
air.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
guard.kill = 0
fall = 1

[State 3540]
type = ChangeState
trigger1 = animtime = 0
value = 3541

[Statedef 3541]
type = A
movetype = I
physics = N
ctrl = 0
anim = 17131
velset = 7,-10
face2p = 0

[State 3541]
type = DestroySelf
trigger1 = screenpos x < -60
trigger2 = screenpos x > 420

;僟乕僋僄儃儗僂僗-------------------------------------------
[Statedef 3600]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3600

[State 3600]
type = varset
trigger1 = time = 0
var(58) = 0

[State 3600]
type = Helper
triggerall = Numhelper(3650) = 0
trigger1 = time = 0
helpertype = normal
name = "sprout"
stateno = 3650
postype = p1
pos = 0, 0
facing = 1
size.xscale = 1.3
size.yscale = 1.3
keyctrl = 0
ownpal = 1
ID = 3650

[State 3600]
type = ChangeState
trigger1 = Numhelper(3650) = 0
value = 3610

[Statedef 3610]
type    = S
movetype= I
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3610

[State 3610]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 3650]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3650

[State 3650]
type = Explod
trigger1 = time = 0
anim = 710
ID = 710
pos = 0, 0
postype = p1
vel = 0, 0
removetime = -2
sprpriority = 5
ownpal = 1
scale = 1.0, 1.0
removeongethit = 1

[State 3650]
type = PlaySnd
trigger1 = time = 0
value = 10, 0

[State 3650]
type = HitDef
trigger1 = animelem = 4
attr = S, HT
hitflag = MA
priority = 7, Miss
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 3651
p2stateno = 3680
guard.dist = 0
fall = 1
id = 3653

[State 3650]
type = DestroySelf
trigger1 = animtime = 0

[Statedef 3651]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3651

[State 3651]
type = BGPalFX
trigger1 = animelemtime(1) > 0
time = 1
invertall = 1

[State 3651]
type = PlaySnd
trigger1 = time = 0
value = S7, 36
channel = 11

[State 3651]
type = TargetBind
trigger1 = animelemtime(1) > 0
id = 3653
pos = 90, -55

[State 3651]
type = PlaySnd
trigger1 = time = 20
value = S10, 27

[State 3651]
type = Explod
trigger1 = time = 20
anim = 3660
ID = 3660
pos = 90, -55
postype = p1
facing = 1
removetime = -2
supermovetime = 99999
pausemovetime = 99999
scale = 1.0, 1.0
sprpriority = 3
ownpal = 1

[State 3651]
type = varset
trigger1 = time = 0
var(0) = floor(target(3653),power)

[State 3651]
type = varset
trigger1 = time = 0
var(1) = floor(target(3653),powermax)

[State 3651]
type = varset
trigger1 = time = 0
var(2) = floor(target(3653),lifemax)

[State 3651]
type = TargetPowerAdd
trigger1 = time = [20,80]
trigger1 = time%2 = 0
value = -floor(var(0)/20)
ID = 3653

[State 3651]
type = TargetState
trigger1 = time = 110
value = 3690

[State 3651]
type = changestate
trigger1 = time = 110
value = 3652

[Statedef 3652]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3652

[State 3652]
type = BGPalFX
trigger1 = animelemtime(1) > 0
time = 1
invertall = 1

[State 3652]
type = PlaySnd
trigger1 = time = 20
value = S7, 37
channel = 11

[State 3652]
type = PlaySnd
trigger1 = animelem = 18
value = S7, 38
channel = 11

[State 3652]
type = PlaySnd
trigger1 = animelem = 9
value = S10, 2

[State 3652]
type = PlaySnd
trigger1 = animelem = 9
value = S10, 11

[State 3652]
type = PlaySnd
trigger1 = animelem = 18
value = S10, 1

[State 3652]
type = PlaySnd
trigger1 = animelem = 25
value = S10, 3

[State 3652]
type = PlaySnd
trigger1 = animelem = 25
value = S10, 23

[State 3652]
type = PlaySnd
trigger1 = animelem = 25
value = S10, 28

[State 3652]
type = EnvShake
trigger1 = animelem = 25
time = 30
freq = 120
ampl = -10
phase = 0

[State 3652]
type = SprPriority
trigger1 = 1
value = 2

[State 3652]
type = Targetlifeadd
trigger1 = animelem = 9
value = -100
ID = 3653
kill = 0

[State 3652]
type = Targetlifeadd
trigger1 = animelem = 26
value = -floor(var(2)*var(0)/var(1))
ID = 3653
kill = 1
absolute = 1

[State 3652]
type = Explod
trigger1 = animelem = 26
anim = 3670
ID = 3670
pos = 135, -45
postype = p1
facing = 1
removetime = -2
supermovetime = 99999
pausemovetime = 99999
scale = 1.0, 1.0
sprpriority = 3
ownpal = 1

[State 3652]
type = DestroySelf
trigger1 = animtime = 0

[Statedef 3680]
type    = S
movetype= H
physics = S
juggle  = 0
velset = 0,0
ctrl = 0

[State 3680]
type = SprPriority
trigger1 = 1
value = 2

[State 3680]
type = ChangeAnim2
trigger1 = time = 0
value = 3680

[Statedef 3690]
type    = A
movetype= H
physics = N
juggle  = 0
velset = 0,0
ctrl = 0

[State 3690]
type = SprPriority
trigger1 = 1
value = -1

[State 3690]
type = ChangeAnim2
trigger1 = time = 0
value = 3690

[State 3690]
type = velset
trigger1 = animelemtime(1) = 0
x = -1
y = -2

[State 3690]
type = velset
trigger1 = animelemtime(19) = 0
x = -1
y = -6

[State 3690]
type = veladd
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(7) < 0
trigger2 = animelemtime(19) >= 0
trigger2 = animelemtime(25) < 0
y = 0.45

[State 3690]
type = velset
trigger1 = animelemtime(7) >= 0
trigger1 = animelemtime(19) < 0
trigger2 = animelemtime(25) >= 0
x = 0
y = 0

[State 3690]
type = changestate
trigger1 = animtime = 0
value = 3695

[Statedef 3695]
type    = A
movetype= H
physics = N
velset = -5,-6

[State 3695]
type = VelAdd
trigger1 = 1
y = .4

[State 3695]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;儈僗擔杮堦-------------------------------------------------------------------------
[Statedef 4200]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0
anim = 4200

[State 4200]
type = PlaySnd
trigger1 = animelemtime(2) = 30
value = S10, 34

[State 4200]
type = Explod
trigger1 = animelemtime(2) = 30
anim = 4203
ID = 4203
pos = 0, 0
postype = back
vel = 0, 0
supermovetime = 99999
pausemovetime = 99999
removetime = -2
sprpriority = -5
ownpal = 1
scale = 0.5, 0.5
removeongethit = 1

[State 4200]
type = Explod
trigger1 = animelemtime(2) = 30
anim = 4204
ID = 4204
pos = 0, 0
postype = back
vel = 0, 0
supermovetime = 99999
pausemovetime = 99999
removetime = -2
sprpriority = -5
ownpal = 1
scale = 0.5, 0.5
removeongethit = 1

[State 4200]
type = Explod
trigger1 = animelemtime(2) = 30
anim = 4205
ID = 4205
pos = 0, 0
postype = back
vel = 0, 0
supermovetime = 99999
pausemovetime = 99999
removetime = -2
sprpriority = -5
ownpal = 1
scale = 0.5, 0.5
removeongethit = 1

[State 4200]
type = Explod
trigger1 = animelemtime(2) = 30
anim = 4206
ID = 4206
pos = 0, 0
postype = back
vel = 0, 0
supermovetime = 99999
pausemovetime = 99999
removetime = -2
sprpriority = -5
ownpal = 1
scale = 0.5, 0.5
removeongethit = 1

[State 4200]
type = SuperPause
trigger1 = animelemtime(2) = 30
pos = 0,-30
anim = S14012
sound = S10,19
time = 70
movetime = 0
darken = 1
p2defmul = 1
poweradd = -999999

[State 4200]
type = PlaySnd
trigger1 = animelem = 10
trigger2 = animelem = 12
trigger3 = animelem = 14
value = S10, 35

[State 4200]
type = PlaySnd
trigger1 = animelem = 3
value = S2, 30
channel = 0

[State 4200]
type = PlaySnd
trigger1 = animelem = 18
value = S2, 31
channel = 0

[State 4200]
type = Projectile
trigger1 = animelem = 10
trigger2 = animelem = 12
trigger3 = animelem = 14
attr = S,HP
hitflag = MAF
guardflag = MA
animtype = hard
damage = 0
pausetime = 0, 0
guard.pausetime = 0, 20
sparkno = -1
guard.sparkno = S8100
sparkxy = -60, 20
hitsound = S10, 8
guardsound = S10, 5
ground.slidetime = 20
guard.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
yaccel = .5
ground.velocity = 0, 0
guard.velocity = 0
air.velocity = 0, 0
airguard.velocity = 0, 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
airguard.ctrltime = 20
p2stateno = 4300
forcestand = 1
id = 4210
projID = 4210
projanim = 4210
projhitanim = 4211
projscale = 1, 1
projremove = 1
projremovetime = 30
velocity = 8, 0
velmul = 1, 1
projhits = 1
projpriority = 7
projsprpriority = 2
projedgebound = 80
offset = 55, -45
postype = p1
supermovetime = 0
pausemovetime = 0

[State 4200]
type = Explod
trigger1 = numtarget(4210) > 0
trigger1 = target(4210),stateno = 4300
trigger1 = numexplod(4215) = 0
anim = 4215
ID = 4215
pos = 0, 0
postype = p2
vel = 0, 0
supermovetime = 0
pausemovetime = 0
removetime = -1
sprpriority = 3
ownpal = 1
scale = 1.0, 1.0
removeongethit = 1

[State 4200]
type = ChangeState
trigger1 = numtarget(4210) > 0
trigger1 = target(4210),stateno = 4300
trigger1 = animtime = 0
value = 4202

[State 4200]
type = ChangeState
trigger1 = animtime = 0
value = 4201

[Statedef 4201]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0
anim = 4201

[State 4201]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 4202]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0
anim = 4202

[State 4202]
type = PlaySnd
trigger1 = animelem = 4
value = S2, 32
channel = 0

[State 4202]
type = PlaySnd
trigger1 = animelem = 6
value = S2, 33
channel = 0

[State 4202]
type = Explod
trigger1 = animelemtime(5) = 0
anim = 4220
ID = 4220
pos = 0, 0
postype = p2
vel = 0, 0
supermovetime = 0
pausemovetime = 0
removetime = -2
sprpriority = 5
ownpal = 1
scale = 0.5, 0.5
removeongethit = 1

[State 4202]
type = PlaySnd
trigger1 = animelemtime(5) = 0
value = S10, 36

[State 4202]
type = RemoveExplod
trigger1 = animelemtime(6) = 0
ID = 4215

[State 4202]
type = Explod
trigger1 = animelemtime(6) = 0
anim = 4225
ID = 4225
pos = 0, 0
postype = p2
vel = 0, 0
supermovetime = 0
pausemovetime = 0
removetime = 115
sprpriority = 4
ownpal = 1
scale = 1.0, 1.0
removeongethit = 1

[State 4202]
type = PlaySnd
trigger1 = animelemtime(6) = 0
value = S10, 37

[State 4202]
type = playsnd
trigger1 = animelemtime(16) = 0
value = 10,38

[State 4202]
type = PlaySnd
trigger1 = animelem = 12
value = S2, 34
channel = 0

[State 4200]
type = PlaySnd
trigger1 = animelem = 20
value = S2, 35
channel = 0

[State 4202]
type = Helper
trigger1 = animelemtime(16) = 0
helpertype = normal
name = "maho_ball01"
stateno = 4230
postype = p1
pos = -80,-90
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ID = 4231

[State 4202]
type = Helper
trigger1 = animelemtime(16) = 0
helpertype = normal
name = "maho_ball02"
stateno = 4231
postype = p1
pos = -40,-140
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ID = 4232

[State 4202]
type = Helper
trigger1 = animelemtime(16) = 0
helpertype = normal
name = "maho_ball03"
stateno = 4232
postype = p1
pos = 20,-80
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ID = 4233

[State 4202]
type = Helper
trigger1 = animelemtime(16) = 0
helpertype = normal
name = "maho_ball04"
stateno = 4233
postype = p1
pos = -20,-80
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ID = 4234

[State 4202]
type = Helper
trigger1 = animelemtime(16) = 0
helpertype = normal
name = "maho_ball04"
stateno = 4234
postype = p1
pos = 10,-140
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ID = 4235

[State 4202]
type = Targetlifeadd
trigger1 = animelemtime(7) = 0
value = -300
id = 4210
kill = 0

[State 4202]
type = Targetlifeadd
trigger1 = animelemtime(19) = 0
value = -700
id = 4210

[State 4202]
type = Targetvelset
trigger1 = animelemtime(19) = 0
y = -20
id = 4210

[State 4202]
type = ChangeState
trigger1 = animtime = 0
value = 4203

[Statedef 4203]
type = S
movetype = I
physics = S
ctrl = 0
velset = 0,0
anim = 4209

[State 4203]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 4230]
type = A
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 30000

[State 4230]
type = Explod
trigger1 = time = 0
anim = 4230
ID = 4241
pos = 0, 0
postype = p1
vel = 0, 0
bindtime = -1
supermovetime = 0
pausemovetime = 0
removetime = -1
sprpriority = 4
ownpal = 1
scale = 0.5, 0.5
removeongethit = 1

[State 4230]
type = velset
trigger1 = time = 30
x = Abs(20*cos(atan(((P2Dist Y))/(P2Dist X))))
y = Abs(20*sin(atan(((P2Dist Y))/(P2Dist X))))

[State 4230]
type = RemoveExplod
trigger1 = pos Y > 0
ID = 4241

[State 4230]
type = Explod
trigger1 = pos Y > 0
anim = 4231
ID = 4251
pos = 0, 0
postype = p1
vel = 0, 0
bindtime = 1
supermovetime = 0
pausemovetime = 0
removetime = -2
sprpriority = 4
ownpal = 1
scale = 1.0, 1.0
removeongethit = 1

[State 4230]
type = EnvShake
trigger1 = numexplod(4251) = 1
time = 10
freq = 60
ampl = -4

[State 4230]
type = playsnd
trigger1 = numexplod(4251) = 1
value = 10,39

[State 4230]
type = DestroySelf
trigger1 = numexplod(4251) = 1

[Statedef 4231]
type = A
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 30000

[State 4231]
type = Explod
trigger1 = time = 0
anim = 4230
ID = 4242
pos = 0, 0
postype = p1
vel = 0, 0
bindtime = -1
supermovetime = 0
pausemovetime = 0
removetime = -1
sprpriority = 4
ownpal = 1
scale = 0.8, 0.8
removeongethit = 1

[State 4231]
type = velset
trigger1 = time = 30
x = Abs(20*cos(atan(((P2Dist Y))/(P2Dist X-40))))
y = Abs(20*sin(atan(((P2Dist Y))/(P2Dist X-40))))

[State 4231]
type = RemoveExplod
trigger1 = pos Y > 0
ID = 4242

[State 4231]
type = Explod
trigger1 = pos Y > 0
anim = 4231
ID = 4252
pos = 0, 0
postype = p1
vel = 0, 0
bindtime = 1
supermovetime = 0
pausemovetime = 0
removetime = -2
sprpriority = 4
ownpal = 1
scale = 1.0, 1.0
removeongethit = 1

[State 4231]
type = EnvShake
trigger1 = numexplod(4252) = 1
time = 10
freq = 60
ampl = -4

[State 4231]
type = playsnd
trigger1 = numexplod(4252) = 1
value = 10,39

[State 4231]
type = DestroySelf
trigger1 = numexplod(4252) = 1

[Statedef 4232]
type = A
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 30000

[State 4232]
type = Explod
trigger1 = time = 0
anim = 4230
ID = 4243
pos = 0, 0
postype = p1
vel = 0, 0
bindtime = -1
supermovetime = 0
pausemovetime = 0
removetime = -1
sprpriority = 4
ownpal = 1
scale = 0.6, 0.6
removeongethit = 1

[State 4232]
type = velset
trigger1 = time = 30
x = Abs(20*cos(atan(((P2Dist Y))/(P2Dist X+40))))
y = Abs(20*sin(atan(((P2Dist Y))/(P2Dist X+40))))

[State 4232]
type = RemoveExplod
trigger1 = pos Y > 0
ID = 4243

[State 4232]
type = Explod
trigger1 = pos Y > 0
anim = 4231
ID = 4253
pos = 0, 0
postype = p1
vel = 0, 0
bindtime = 1
supermovetime = 0
pausemovetime = 0
removetime = -2
sprpriority = 4
ownpal = 1
scale = 1.0, 1.0
removeongethit = 1

[State 4232]
type = EnvShake
trigger1 = numexplod(4253) = 1
time = 10
freq = 60
ampl = -4

[State 4232]
type = playsnd
trigger1 = numexplod(4253) = 1
value = 10,39

[State 4232]
type = DestroySelf
trigger1 = numexplod(4253) = 1

[Statedef 4233]
type = A
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 30000

[State 4233]
type = Explod
trigger1 = time = 0
anim = 4230
ID = 4244
pos = 0, 0
postype = p1
vel = 0, 0
bindtime = -1
supermovetime = 0
pausemovetime = 0
removetime = -1
sprpriority = 4
ownpal = 1
scale = 1.0, 1.0
removeongethit = 1

[State 4233]
type = velset
trigger1 = time = 30
x = Abs(20*cos(atan(((P2Dist Y))/(P2Dist X-80))))
y = Abs(20*sin(atan(((P2Dist Y))/(P2Dist X-80))))

[State 4233]
type = RemoveExplod
trigger1 = pos Y > 0
ID = 4244

[State 4233]
type = Explod
trigger1 = pos Y > 0
anim = 4231
ID = 4254
pos = 0, 0
postype = p1
vel = 0, 0
bindtime = 1
supermovetime = 0
pausemovetime = 0
removetime = -2
sprpriority = 4
ownpal = 1
scale = 1.0, 1.0
removeongethit = 1

[State 4233]
type = EnvShake
trigger1 = numexplod(4254) = 1
time = 10
freq = 60
ampl = -4

[State 4233]
type = playsnd
trigger1 = numexplod(4254) = 1
value = 10,39

[State 4233]
type = DestroySelf
trigger1 = numexplod(4254) = 1

[Statedef 4234]
type = A
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 30000

[State 4234]
type = Explod
trigger1 = time = 0
anim = 4230
ID = 4245
pos = 0, 0
postype = p1
vel = 0, 0
bindtime = -1
supermovetime = 0
pausemovetime = 0
removetime = -1
sprpriority = 4
ownpal = 1
scale = 1.2, 1.2
removeongethit = 1

[State 4234]
type = velset
trigger1 = time = 30
x = 20*cos(atan(((P2Dist Y))/(P2Dist X+80)))
y = 20*sin(atan(((P2Dist Y))/(P2Dist X+80)))

[State 4234]
type = RemoveExplod
trigger1 = pos Y > 0
ID = 4245

[State 4234]
type = Explod
trigger1 = pos Y > 0
anim = 4231
ID = 4255
pos = 0, 0
postype = p1
vel = 0, 0
bindtime = 1
supermovetime = 0
pausemovetime = 0
removetime = -2
sprpriority = 4
ownpal = 1
scale = 1.0, 1.0
removeongethit = 1

[State 4234]
type = EnvShake
trigger1 = numexplod(4255) = 1
time = 10
freq = 60
ampl = -4

[State 4234]
type = playsnd
trigger1 = numexplod(4255) = 1
value = 10,39

[State 4234]
type = DestroySelf
trigger1 = numexplod(4255) = 1

[Statedef 4300]
type = S
movetype = H
physics = S
ctrl = 0
velset = 0,0

[State 4300]
type = posset
trigger1 = time = 0
y = 0

[State 4300]
type = ChangeAnim2
trigger1 = time = 0
value = 4300

[State 4300]
type = selfstate
trigger1 = vel Y = -20
trigger1 = pos Y < -320
value = 5050

[State 4300]
type = selfState
trigger1 = time = 300
value = 0
ctrl = 1
;-----------------------------------------------------------
[Statedef 13000]
type = S
movetype = A
physics = N
ctrl = 0
anim = 13000
velset = 0,0

[State 13000]
type = PlaySnd
trigger1 = helper(11000),anim = 14000
trigger1 = helper(11000),animelemtime(7) = 0
value = 10, 3

[State 13000]
type = SuperPause
trigger1 = time = 10
pos = 0,0
anim = -1
time = 27
sound = S10,19
movetime = 4
darken = 0
p2defmul = 1
poweradd = -1000

[State 13000]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
attr = S, HA
animtype  = Hard
damage    = 80
guardflag = MA
pausetime = 6,30
sparkno = S8005
guard.sparkno = S8010
sparkxy = -22,-82
hitsound   = S10,10
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -5.5,-6.0
air.velocity = -6.0,6.2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 13000]
type = Explod
trigger1 = time = 10
anim = 14012
ID = 14012
pos = 30, -60
postype = p1
facing = 1
removetime = 27
supermovetime = 99999
pausemovetime = 99999
scale = 1.0, 1.0
sprpriority = 3
ownpal = 1

[State 13000]
type = Helper
trigger1 = time = 10
helpertype = normal
name = "tyouhituensyutu"
stateno = 13001
postype = back
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ID = 13000

[State 13000]
type = PlaySnd
trigger1 = helper(11000),anim = 14000
trigger1 = helper(11000),animelemtime(5) = 0
value = S4, 14
channel = 2
persistent=0

[State 13000]
type = Explod
trigger1 = helper(11000),anim = 14000
trigger1 = helper(11000),animelemtime(4) = 0
anim = 14001
ID = 14001
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 24
pausemovetime = 24
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
persistent=0
removeongethit = 1

[State 13000]
type = ChangeState
trigger1 = helper(11000),animtime = 0
value = 0
ctrl = 1

[Statedef 13001]
type = S
movetype = I
physics = N
ctrl = 0
anim = 13001
velset = 0,0

[State 13001]
type = Explod
trigger1 = time = 0
anim = 14011
ID = 14011
pos = 0, 240
postype = back
facing = 1
removetime = 27
supermovetime = 99999
pausemovetime = 99999
scale = 1.3, 1.3
sprpriority = -3
ownpal = 1

[State 13001]
type = Explod
trigger1 = time = 0
anim = 14010
ID = 14010
pos = 0, 240
postype = back
facing = 1
removetime = 27
supermovetime = 99999
pausemovetime = 99999
scale = 0.5, 0.5
sprpriority = -2
ownpal = 1

[State 13001]
type = ModifyExplod
trigger1 = 1
ID = 14010
Scale = 0.25+(time/60.0),0.25+(time/60.0)

[State 13001]
type = DestroySelf
trigger1 = time = 60

;-----------------------------------------------------------
[Statedef 13010]
type = S
movetype = A
physics = N
ctrl = 0
anim = 13010
velset = 0,0

[State 13010]
type = SuperPause
trigger1 = time = 53
pos = 0,0
anim = -1
time = 27
sound = S10,19
movetime = 4
darken = 0
p2defmul = 1
poweradd = -1000

[State 13010]
type = PlaySnd
triggerall = helper(11000),anim = 14002
trigger1 = helper(11000),animelemtime(6) = 0
trigger2 = helper(11000),animelemtime(16) = 0
value = 10, 3

[State 13010]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
animtype  = Hard
damage    = 40
guardflag = MA
pausetime = 0,30
sparkno = S8005
guard.sparkno = S8010
sparkxy = -22,-82
hitsound   = S10,10
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -2.7,-1.0
air.velocity = -3.5,-2.2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 13010]
type = HitDef
trigger1 = AnimElem = 15
trigger2 = AnimElem = 16
attr = S, HA
animtype  = Hard
damage    = 80
guardflag = MA
pausetime = 6,30
sparkno = S8005
guard.sparkno = S8010
sparkxy = -22,-82
hitsound   = S10,10
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -5.5,-6.0
air.velocity = -6.0,6.2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 13010]
type = Explod
trigger1 = time = 53
anim = 14012
ID = 14012
pos = 30, -60
postype = p1
facing = 1
removetime = 27
supermovetime = 99999
pausemovetime = 99999
scale = 1.0, 1.0
sprpriority = 3
ownpal = 1

[State 13010]
type = Helper
trigger1 = time = 53
helpertype = normal
name = "tyouhituensyutu"
stateno = 13001
postype = back
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ID = 13000

[State 13010]
type = PlaySnd
trigger1 = helper(11000),anim = 14002
trigger1 = helper(11000),animelemtime(15) = 0
value = S4, 14
channel = 2
persistent=0

[State 13010]
type = Explod
trigger1 = helper(11000),anim = 14002
trigger1 = helper(11000),animelemtime(14) = 0
anim = 14003
ID = 14003
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 99999
pausemovetime = 99999
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
persistent=0
removeongethit = 1

[State 13010]
type = ChangeState
trigger1 = helper(11000),animtime = 0
value = 0
ctrl = 1
;-----------------------------------------------------------
[Statedef 13020]
type = S
movetype = A
physics = N
ctrl = 0
anim = 13020
velset = 0,0

[State 13020]
type = PlaySnd
triggerall = helper(11000),anim = 14004
trigger1 = helper(11000),animelemtime(6) = 0
trigger2 = helper(11000),animelemtime(17) = 0
trigger3 = helper(11000),animelemtime(26) = 0
value = 10, 3

[State 13020]
type = SuperPause
trigger1 = time = 92
pos = 0,0
anim = -1
time = 27
sound = S10,19
movetime = 4
darken = 0
p2defmul = 1
poweradd = -1000

[State 13020]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
animtype  = Hard
damage    = 40
guardflag = MA
pausetime = 0,60
sparkno = S8005
guard.sparkno = S8010
sparkxy = -22,-82
hitsound   = S10,10
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -2.7,-1.0
air.velocity = -3.5,-2.2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 13020]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
animtype  = Hard
damage    = 40
guardflag = MA
pausetime = 0,30
sparkno = S8005
guard.sparkno = S8010
sparkxy = -22,-82
hitsound   = S10,10
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -2.7,-1.0
air.velocity = -3.5,-2.2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 13020]
type = HitDef
trigger1 = AnimElem = 17
trigger2 = AnimElem = 18
attr = S, HA
animtype  = Hard
damage    = 80
guardflag = MA
pausetime = 6,30
sparkno = S8005
guard.sparkno = S8010
sparkxy = -22,-82
hitsound   = S10,10
guardsound = S10,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -5.5,-6.0
air.velocity = -6.0,6.2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 13020]
type = Explod
trigger1 = time = 92
anim = 14012
ID = 14012
pos = 30, -60
postype = p1
facing = 1
removetime = 27
supermovetime = 99999
pausemovetime = 99999
scale = 1.0, 1.0
sprpriority = 3
ownpal = 1

[State 13020]
type = Helper
trigger1 = time = 92
helpertype = normal
name = "tyouhituensyutu"
stateno = 13001
postype = back
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ID = 13000

[State 13020]
type = PlaySnd
trigger1 = helper(11000),anim = 14004
trigger1 = helper(11000),animelemtime(25) = 0
value = S4, 14
channel = 2
persistent=0

[State 13020]
type = Explod
trigger1 = helper(11000),anim = 14004
trigger1 = helper(11000),animelemtime(24) = 0
anim = 14003
ID = 14003
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0, 0
accel = 0, 0
random = 0, 0
removetime = -2
supermovetime = 99999
pausemovetime = 99999
scale = 1.3, 1.3
sprpriority = 3
shadow = 0, 0, 0
ownpal = 1
persistent=0
removeongethit = 1

[State 13020]
type = ChangeState
trigger1 = helper(11000),animtime = 0
value = 0
ctrl = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;AI婲摦僿儖僷乕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[Statedef 30000]
anim=30000;側偵傕昞帵偟側偄逼覀艂鄠瘋菗鼈陚葌瓊膫鄳S慠栤戣側偄
ctrl=0

[State 30000,娫堘偄偱杮懱偑棃偨傜棫偪傊堏峴]
type=selfstate
trigger1=!ishelper
value=0

[State 30000,僾儗僀儎乕敾掕]
type=varset
trigger1=command="up"&&root,command="up"
trigger2=command="down"&&root,command="down"
trigger3=command="back"&&root,command="back"
trigger4=command="fwd"&&root,command="fwd"
trigger5=command="a"&&root,command="a"
trigger6=command="b"&&root,command="b"
trigger7=command="c"&&root,command="c"
trigger8=command="x"&&root,command="x"
trigger9=command="y"&&root,command="y"
trigger10=command="z"&&root,command="z"
trigger11=command="start"&&root,command="start"
var(59)=-1

[State 30000,僾儗僀儎乕敾掕]
type=parentvarset
Trigger1=command="up"&&root,command="up"
Trigger2=command="down"&&root,command="down"
Trigger3=command="back"&&root,command="back"
Trigger4=command="fwd"&&root,command="fwd"
Trigger5=command="a"&&root,command="a"
Trigger6=command="b"&&root,command="b"
Trigger7=command="c"&&root,command="c"
Trigger8=command="x"&&root,command="x"
Trigger9=command="y"&&root,command="y"
Trigger10=command="z"&&root,command="z"
Trigger11=command="start"&&root,command="start"
var(59)=-1

[State 30000,棫偭偨傜徚幐]
Type = DestroySelf
triggerAll = isHelper
Trigger1 = root,var(59)||var(59)=-1
trigger2=command="up"&&root,command="up"
trigger3=command="down"&&root,command="down"
trigger4=command="back"&&root,command="back"
trigger5=command="fwd"&&root,command="fwd"
trigger6=command="a"&&root,command="a"
trigger7=command="b"&&root,command="b"
trigger8=command="c"&&root,command="c"
trigger9=command="x"&&root,command="x"
trigger10=command="y"&&root,command="y"
trigger11=command="z"&&root,command="z"
trigger12=command="start"&&root,command="start"

[State 30000,套皋ON]
type=varset
triggerall=var(59)!=-1
trigger1=root,command="up"
trigger2=root,command="down"
trigger3=root,command="back"
trigger4=root,command="fwd"
trigger5=root,command="a"
trigger6=root,command="b"
trigger7=root,command="c"
trigger8=root,command="x"
trigger9=root,command="y"
trigger10=root,command="z"
trigger11=root,command="start"
var(59)=1
;===========================================================================
;AI丂崯張傑偱
;===========================================================================