
;曄悢巊梡昞
;丂1 = 僉儍儔僋僞乕偺儌乕僪僠僃儞僕
;丂2 = 寱幙敾暿乮0.椡丂1.媄)丂
;丂3 = 妎惲帪儔僀僼尭彮onoff
;丂4 = 僗儘乕張棟
;丂5 = 僗僥乕僩撪偺帺桼曄悢
;丂6 = 僗僥乕僩撪偺帺桼曄悢俀
;丂7 = 棤廃傝梡斀寕
;丂8 = 婲偒忋偑傝搳偘柍揋敾暿
;丂9 = 彑棙敾掕
; 10 = 僾儗僀儎乕偺岦偒愝掕
; 11 = 妎惲onoff僗僀僢僠
; 12 = KO僒僂儞僪
; 13 = 奐枊婰壇
; 14 = 揋ID幆暿
; 15 = 彫僕儍儞僾(0.僲乕儅儖丂1.彫)
; 16 = 揋峌寕儌乕僔儑儞峝捈幆暿
; 17 = 尅惂幘晽
; 18 = 
; 19 = 搳偘柍揋敾暿
; 20 = 搳偘柍揋敾暿
; 21 = 搳偘柍揋敾暿
; 22 = 
; 23 = 
; 24 = 
; 25 = KO娭學
; 26 = 揋偺峌寕屻峝捈敾暿
; 27 =
; 28 =
; 29 = 
; 30 = AI敾掕(偵偟偨偄側乧)
; 31 = 巊梡嵪傒
; 32 = 妎惲僗僀僢僠
; 33 = 
; 34 = 僞僢僌惗巰敾掕
; 35 = 
; 36 = 婲偒峌傔嬻夊妛廗
; 37 = 婲偒峌傔幘晽妛廗
; 38 = 巊梡嵪傒
; 39 = 徃棿愗傝懼偊偟晄擻敾掕
; 40 = 徃棿愗傝懼偊偟晄擻敾掕
; 41 = 徃棿愗傝懼偊偟晄擻敾掕
; 42 = 庛巃傝妱傝崬傒妛廗
; 43 = 庛巃傝妱傝崬傒妛廗
; 44 = 庛巃傝妱傝崬傒妛廗
; 45 = 拞抜妛廗
; 46 = 拞抜妛廗 
; 47 = 拞抜妛廗 
; 48 = 壓抜妛廗
; 49 = 壓抜妛廗
; 50 = 壓抜妛廗
; 51 = 揋ID幆暿
; 52 = 僟僢僔儏幆暿
; 53 = 棎晳墱媊僗僀僢僠
; 54 = 怓乆丄庡偵僐儞儃梡
; 55 = 僈乕僪婰弎
; 56 = 婲偒忋偑傝帪娫寁應
; 57 = 巊梡嵪傒
; 58 = 婲偒忋偑傝僈乕僪
; 59 巊梡嵪傒

; f(1) = 
; f(2) = 僌儗僀僘
; f(3) = 徟欞欋妱傝崬傒敾暿
; f(4) = 徟欞欋妱傝崬傒敾暿
; f(5) = 僈乕僪晄擻敾暿
; f(6) = 
; f(7) = 廳椡寁嶼
; f(8) = 
; f(9) = 
; f(10) = 捛偄懪偪敾掕
; f(11) = 庴偗恎柍揋敾暿
; f(12) = 
; f(13) = 
; f(14) = 
; f(15) = 
; f(16) = 挻墱媊墘弌
; f(17) = 
; f(18) = 
; f(19) = 
; f(20) = 
; f(21) = 
; f(22) = 
; f(23) = 
; f(24) = 
; f(25) = 
; f(26) = 
; f(27) = 
; f(28) = 
; f(29) = 
; f(30) = 
; f(31) = 
; f(32) = 
; f(33) = 
; f(34) = 
; f(35) = 抏偒棪帺廳僗僀僢僠
; f(36) = 
; f(37) = 庴恎惂屼
; f(38) = 壓抜丄拞抜敾掕

[Data]
life = 1000
power = 1000
attack = 100
defence = 120         ;妎惲慜偼lifeadd摍偱曗惓傪妡偗偰偁傞偺偱DEF偼栺100丅僐儅儞僪傗俀儔僂儞僪栚偺      
fall.defence_up = 50  ;妎惲偑偁傞娭學忋丄偙偙偼楳傜側偄偱壓偝偄丅楳傞応崌偼嵟壓晹偺杊屼曗惓棑偵偰丅
liedown.time = 20
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 255
IntPersistIndex = 0
FloatPersistIndex = 40

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1          ;Vertical scaling factor.
ground.back = 15     ;Player width (back, ground)
ground.front = 16    ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
height = 60          ;Height of player (for opponent to jump over)
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too
head.pos = -5, -90   ;Approximate position of head
mid.pos = -5, -60    ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow
draw.offset = 0,0    ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 2.4      ;Walk forward
walk.back = -2.2     ;Walk backward
run.fwd  = 4.6, 0    ;Run forward (x, y)
run.back = -4.5,-3.8 ;Hop backward (x, y)
jump.neu = 0,-11.0    ;Neutral jumping velocity (x, y)
jump.back = -3    ;Jump back Speed (x, y)
jump.fwd = 3       ;Jump forward Speed (x, y)
runjump.back = -5 ;Running jump speeds (opt)
runjump.fwd = 5      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55      ;Air jump speeds (opt)
airjump.fwd = 2.5         ;.

[Movement]
airjump.num = 0      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .53         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
; Variable usage:
; This is a record of the variables that KFM uses. Keeping a record of your
; variable usage helps you avoid careless mistakes later.
; var(1)  - Used in kfm.cmd for combo condition (updated every tick)
; var(2)  - Used in Kung Fu Throw (state 800) to remember if fwd was being
;           held (remembered from state 800 through state 810).

;---------------------------------------------------------------------------
; 僟僢僔儏
[Statedef 100]
type    = S
physics = N
anim = 100+ var(1)*3000
sprpriority = 1
ctrl = 0

[State 100, 1]
type = PlaySnd
trigger1 = Time = 0
value = 107,0
channel = 1
loop = 1

[State 100, 1]
type = VelSet
trigger1 = 1
x = 6;const(velocity.run.fwd.x)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
triggerall = var(30) = 0
trigger1 = command = "holdup"
value = 40

[State 100, 4] 
type = ChangeState
triggerall = var(30) = 0
triggerall = palno = 12
trigger1 = command != "holdfwd"
trigger2 = command = "holddown"
value = 0 
ctrl = 1

[State 100, 4] 
type = ChangeState
triggerall = var(30) = 0
triggerall = palno != 12
trigger1 = command != "holdfwd"
trigger2 = command = "holddown"
value = 101

;---------------------[曄悢]
[State a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[State a]
type = varset
trigger1 = time >= 10
v = 5
value = 1

;---------------------[僄僼僃僋僩]

[State 100, 4] 
type = ChangeState
triggerall = var(30) != 0
triggerall = !(fvar(2) < 0 && (p2bodydist X > 0 || (enemynear(var(34)),statetype != A &&  p2bodydist X >= 10)))
triggerall = !(enemynear(var(34)),stateno = 902)
triggerall = !(enemynear(var(34)),hitdefattr = SCA,AT)
triggerall = palno = 12
trigger1 = InGuardDist || (helper(40000),inguarddist) || (helper(40001),inguarddist) || (enemynear(var(34)),movetype = A && var(1) = 1)
trigger1 = !(p2bodydist X <= (68 + enemynear(var(34)),vel X*4)) && var(1) = 0 && (Enemynear(var(34)),numproj <= 0) || var(1) = 1
trigger1 = !(enemynear(var(34)),animtime <= -(4 + (P2BodyDist X - (68 + (1-2*(enemynear(var(34)),facing=facing))*EnemyNear(var(34)),Vel X*4))/7.5) && enemynear(var(34)),animtime >= -12)
trigger2 = PlayerIDExist(helper(60000),Var(3)) && PlayerID(helper(60000),Var(3)),hitdefattr = SCA
trigger3 = PlayerIDExist(helper(60000),Var(5)) && PlayerID(helper(60000),Var(5)),hitdefattr = SCA
trigger4 = PlayerIDExist(helper(60000),Var(7)) && PlayerID(helper(60000),Var(7)),hitdefattr = SCA
trigger5 = PlayerIDExist(helper(60000),Var(9)) && PlayerID(helper(60000),Var(9)),hitdefattr = SCA
trigger6 = PlayerIDExist(helper(60000),Var(11))&&PlayerID(helper(60000),Var(11)),hitdefattr = SCA
trigger7 = PlayerIDExist(helper(60000),Var(13))&&PlayerID(helper(60000),Var(13)),hitdefattr = SCA
trigger8 = PlayerIDExist(helper(60000),Var(15))&&PlayerID(helper(60000),Var(15)),hitdefattr = SCA
trigger9 = PlayerIDExist(helper(60000),Var(17))&&PlayerID(helper(60000),Var(17)),hitdefattr = SCA
trigger10 = PlayerIDExist(helper(60000),Var(19))&&PlayerID(helper(60000),Var(19)),hitdefattr = SCA
trigger11 = PlayerIDExist(helper(60000),Var(21))&&PlayerID(helper(60000),Var(21)),hitdefattr = SCA
trigger12 = PlayerIDExist(helper(60000),Var(23))&&PlayerID(helper(60000),Var(23)),hitdefattr = SCA
trigger13 = PlayerIDExist(helper(60000),Var(25))&&PlayerID(helper(60000),Var(25)),hitdefattr = SCA
trigger14 = PlayerIDExist(helper(60000),Var(27))&&PlayerID(helper(60000),Var(27)),hitdefattr = SCA
trigger15 = PlayerIDExist(helper(60000),Var(29))&&PlayerID(helper(60000),Var(29)),hitdefattr = SCA
trigger16 = PlayerIDExist(helper(60000),Var(31))&&PlayerID(helper(60000),Var(31)),hitdefattr = SCA
trigger17 = enemynear(var(34)),movetype = A 
trigger17 = (enemy(0),alive && enemy(1),alive && numenemy = 2) || enemynear(var(34)),animtime >= -4
trigger18 = InGuardDist || (helper(40000),inguarddist) || (helper(40001),inguarddist)
trigger18 = enemynear(var(34)),hitdefattr = SCA,AA || enemynear(var(34)),hitdefattr = SCA,AP || var(1) = 1 || enemy,numproj > 0
value = 0
ctrl = 1

[State 100, 4] 
type = ChangeState
triggerall = var(30) != 0
triggerall = !(fvar(2) < 0 && (p2bodydist X > 0 || (enemynear(var(34)),statetype != A &&  p2bodydist X >= 10)))
triggerall = !(enemynear(var(34)),stateno = 902)
triggerall = !(enemynear(var(34)),hitdefattr = SCA,AT)
triggerall = palno != 12
trigger1 = InGuardDist || (helper(40000),inguarddist) || (helper(40001),inguarddist) || (enemynear(var(34)),movetype = A && var(1) = 1)
trigger1 = !(p2bodydist X <= (68 + enemynear(var(34)),vel X*4)) && var(1) = 0 && (Enemynear(var(34)),numproj <= 0) || var(1) = 1
trigger1 = !(enemynear(var(34)),animtime <= -(4 + (P2BodyDist X - (68 + (1-2*(enemynear(var(34)),facing=facing))*EnemyNear(var(34)),Vel X*4))/7.5) && enemynear(var(34)),animtime >= -12)
trigger2 = PlayerIDExist(helper(60000),Var(3)) && PlayerID(helper(60000),Var(3)),hitdefattr = SCA
trigger3 = PlayerIDExist(helper(60000),Var(5)) && PlayerID(helper(60000),Var(5)),hitdefattr = SCA
trigger4 = PlayerIDExist(helper(60000),Var(7)) && PlayerID(helper(60000),Var(7)),hitdefattr = SCA
trigger5 = PlayerIDExist(helper(60000),Var(9)) && PlayerID(helper(60000),Var(9)),hitdefattr = SCA
trigger6 = PlayerIDExist(helper(60000),Var(11))&&PlayerID(helper(60000),Var(11)),hitdefattr = SCA
trigger7 = PlayerIDExist(helper(60000),Var(13))&&PlayerID(helper(60000),Var(13)),hitdefattr = SCA
trigger8 = PlayerIDExist(helper(60000),Var(15))&&PlayerID(helper(60000),Var(15)),hitdefattr = SCA
trigger9 = PlayerIDExist(helper(60000),Var(17))&&PlayerID(helper(60000),Var(17)),hitdefattr = SCA
trigger10 = PlayerIDExist(helper(60000),Var(19))&&PlayerID(helper(60000),Var(19)),hitdefattr = SCA
trigger11 = PlayerIDExist(helper(60000),Var(21))&&PlayerID(helper(60000),Var(21)),hitdefattr = SCA
trigger12 = PlayerIDExist(helper(60000),Var(23))&&PlayerID(helper(60000),Var(23)),hitdefattr = SCA
trigger13 = PlayerIDExist(helper(60000),Var(25))&&PlayerID(helper(60000),Var(25)),hitdefattr = SCA
trigger14 = PlayerIDExist(helper(60000),Var(27))&&PlayerID(helper(60000),Var(27)),hitdefattr = SCA
trigger15 = PlayerIDExist(helper(60000),Var(29))&&PlayerID(helper(60000),Var(29)),hitdefattr = SCA
trigger16 = PlayerIDExist(helper(60000),Var(31))&&PlayerID(helper(60000),Var(31)),hitdefattr = SCA
trigger17 = enemynear(var(34)),movetype = A 
trigger17 = (enemy(0),alive && enemy(1),alive && numenemy = 2) || enemynear(var(34)),animtime >= -4
trigger18 = InGuardDist || (helper(40000),inguarddist) || (helper(40001),inguarddist)
trigger18 = enemynear(var(34)),hitdefattr = SCA,AA || enemynear(var(34)),hitdefattr = SCA,AP || var(1) = 1 || enemy,numproj > 0
value = 101

;---------------------------------------------------------------------------
; 僟僢僔儏廔椆
[Statedef 101]
type    = S
physics = N
anim = 101+ var(1)*3000
sprpriority = 1
ctrl = 0

[State 100, 1]
type = PlaySnd
trigger1 = Time = 0
value = 101,0

[state a]
type = ChangeState
triggerall = time = 0
trigger1 = palno = 12
value = 0 
ctrl = 1

[state a]
type = velmul
trigger1 = 1
x = 0.9

[State 50, 1]
type = VarSet
trigger1 = Time = 0
v = 55
value = 1

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = animtime = 0
trigger2 = var(1) = 1
trigger2 = Facing = 1
trigger2 = pos X > enemynear(var(34)),pos X
trigger3 = var(1) = 1
trigger3 = Facing = -1
trigger3 = pos X < enemynear(var(34)),pos X
value = 0
ctrl = 1

;---------------------[僄僼僃僋僩]


[state a]
type = afterimagetime
trigger1 = animtime = 0
time = 0

;---------------------------------------------------------------------------
; 僶僢僋僟僢僔儏
[Statedef 105]
type    = S
physics = N
ctrl = 0
anim = 105
sprpriority = 1

[State 105, 1]
type = statetypeset
trigger1 = animelem = 2
value = A

[State 105, 1]
type = VelSet
trigger1 = animelem = 3
x = -6
y = -6

[state a]
type = veladd
trigger1 = animelem = 3,>=0
y = 0.65

;---------------------[岠壥壒]
[State 200, 1];
type = PlaySnd
trigger1 = animelem = 2
value = 105, 0


[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

;---------------------------------------------------------------------------
; 僶僢僋僟僢僔儏丒拝抧
[Statedef 106]
type    = S
physics = S
ctrl = 1
anim = 106

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

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

;---------------------[岠壥壒]
[State 200, 1];
type = PlaySnd
trigger1 = time = 0
value = 106, 0

[State 106, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 僶僢僋僟僢僔儏丒妎惲
[Statedef 3105]
type    = S
physics = N
anim = 3105
sprpriority = 1
velset = -12,0
ctrl = 0

[State 105, 1]
type = statetypeset
trigger1 = animelem = 2
value = A

[State 105, 1]
type = VelSet
trigger1 = animelem = 3
x = -6
y = -6

[state a]
type = veladd
trigger1 = animelem = 3,>=0
y = 0.65

;---------------------[岠壥壒]
[State 200, 1];
type = PlaySnd
trigger1 = animelem = 3
value = 105, 0

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3106

;---------------------------------------------------------------------------
; 僶僢僋僟僢僔儏丒拝抧丒妎惲
[Statedef 3106]
type    = S
physics = S
ctrl = 1
anim = 3106

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

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

;---------------------[岠壥壒]
[State 200, 1];
type = PlaySnd
trigger1 = time = 0
value = 104, 0

[State 106, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1




;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
; CNS 儗儀儖: 婎杮
[Statedef 170]
type = S
ctrl = 0
anim = 170+ var(1)*3000
velset = 0,0

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

;---------------------[僄僼僃僋僩]


;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
; CNS 儗儀儖: 婎杮
[Statedef 180]
type = S

[State 01]
type = ChangeState
trigger1 = MatchOver = 1
value = 182+ var(1)*3000

[State 01]
type = ChangeState
trigger1 = 1
value = 181+ var(1)*3000

;---------------------------------------------------------------------------
; 彑棙侾丒僲乕儅儖 嫟捠
[Statedef 181]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 191, Snd 1];傆偆丒丒丒
type = PlaySnd
trigger1 = animelem = 4
value = 181,0

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

;---------------------------------------------------------------------------
; 彑棙俀丒僲乕儅儖 椡
[Statedef 182]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 191, Snd 1];偙傟偱傛偐偭偨偺偐丒丒丒
type = PlaySnd
trigger1 = animelem = 4
value = 182,0

[State explod];僄僼僃僋僩
type = Explod
trigger1 = AnimElemTime(7) = 20
trigger1 = numExplod(3182) = 0
trigger1 = frontedgebodydist >= backedgebodydist
anim = 3182
id = 3812
facing = ifelse((facing = 1),1,-1)
sprpriority = 5
postype = p1
pos = 80,0
bindtime = -1
supermove = 0
ignorehitpause = 0
removetime = -1
under = 0

[State explod];僄僼僃僋僩
type = Explod
trigger1 = AnimElemTime(7) = 20
trigger1 = numExplod(3182) = 0
trigger1 = frontedgebodydist < backedgebodydist
anim = 3182
id = 3182
facing = ifelse((facing = 1),1,-1)
sprpriority = 5
postype = p1
pos = -80,0
bindtime = -1
supermove = 0
ignorehitpause = 0
removetime = -1
under = 0

[State 191, Snd 1];晼
type = PlaySnd
trigger1 = AnimElemTime(7) = 45
value = 53,0




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

;---------------------[僄僼僃僋僩]


;---------------------------------------------------------------------------
; 彑棙俀丒僲乕儅儖 媄丒嬌
[Statedef 185]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 191, Snd 1];偙傟偱傛偐偭偨偺偐丒丒丒
type = PlaySnd
trigger1 = animelem = 4
value = 182,0

[State explod];僄僼僃僋僩
type = Explod
trigger1 = AnimElemTime(7) = 20
trigger1 = NumExplod(3182) = 0
trigger1 = frontedgebodydist >= backedgebodydist
anim = 3182
id = 3182
sprpriority = 5
postype = p1
pos = 80,0
bindtime = -1
supermove = 0
ignorehitpause = 0
removetime = -1
under = 0

[State explod];僄僼僃僋僩
type = Explod
trigger1 = AnimElemTime(7) = 20
trigger1 = NumExplod(3182) = 0
trigger1 = frontedgebodydist < backedgebodydist
anim = 3182
id = 3182
sprpriority = 5
postype = p1
pos = -80,0
bindtime = -1
supermove = 0
ignorehitpause = 0
removetime = -1
under = 0

[State 191, Snd 1];晼
type = PlaySnd
trigger1 = AnimElemTime(7) = 45
value = 53,0

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

;---------------------------------------------------------------------------
; 彑棙侾丒妎惲
[Statedef 3181]
type = S
ctrl = 0
anim = 3180
velset = 0,0

[State 191, Snd 1];傕偆廔傢傝偐傛
type = PlaySnd
trigger1 = animelem = 3
value = 3181,0

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




;---------------------------------------------------------------------------
; 彑棙俀丒妎惲
[Statedef 3182]
type = S
ctrl = 0
anim = 3181
velset = 0,0

[State 182, 2]
type = AssertSpecial
trigger1 = time = [0,230]
flag = RoundNotOver

[State 191, Snd 1];壌傪婲偙偟偨
type = PlaySnd
trigger1 = time = 0
value = 3182,0

[State 191, Snd 1];庤慜傪庺偄側
type = PlaySnd
trigger1 = time = 70
value = 3182,1

[State 191, Snd 1];晼
type = PlaySnd
trigger1 = time = 150
value = 53,0

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

[State explod];僄僼僃僋僩
type = Explod
trigger1 = time = 150
trigger1 = NumExplod(3182) = 0
trigger1 = frontedgebodydist >= backedgebodydist
anim = 3182
id = 3182
facing = ifelse((facing = 1),1,-1)
sprpriority = 5
postype = p1
pos = 80,0
bindtime = -1
supermove = 0
ignorehitpause = 0
removetime = -1
under = 0

[State explod];僄僼僃僋僩
type = Explod
trigger1 = AnimElemTime(47) = 20
trigger1 = NumExplod(3182) = 0
trigger1 = frontedgebodydist < backedgebodydist
anim = 3182
id = 3182
facing = ifelse((facing = 1),1,-1)
sprpriority = 5
postype = p1
pos = -80,0
bindtime = -1
supermove = 0
ignorehitpause = 0
removetime = -1
under = 0

;---------------------[僄僼僃僋僩]


;---------------------------------------------------------------------------
; 搊応丒僲乕儅儖
[Statedef 190]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 191, 3] ;妎惲
type = ChangeState
trigger1 = var(1) = 1
value = 3190

;---------------------[僿儖僷乕]
[state a];寱幙慖戰
type = Helper
trigger1 = var(1) = 0
trigger1 = time = 1
id = 10000
name = "select"
sprpriority = 4
pos = 0,-120
postype = p1
stateno = 10000
helpertype = normal
pausemovetime = 0
keyctrl = 1 
ownpal = 1

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, Snd 1];幾埆側傞幰偵丒丒丒
type = PlaySnd
trigger1 = animelem = 2
value = 190,0

[State 191, Snd 1];枹棃偼柍偄両
type = PlaySnd
trigger1 = animelem =6
value = 190,1

;---------------------[僄僼僃僋僩]





[State 191, 3] ;Change to stand state when done
type = Changestate
trigger1 = AnimTime = 0
value = 0


;---------------------------------------------------------------------------
; 搊応丒妎惲
[Statedef 3190]
type = S
ctrl = 0
anim = 3190
velset = 0,0

;---------------------[僿儖僷乕]
[state a];寱幙慖戰
type = Helper
trigger1 = time = 1
id = 10000
name = "select"
sprpriority = 4
pos = 0,-120
postype = p1
stateno = 10000
helpertype = normal
pausemovetime = 0
keyctrl = 1 
ownpal = 1


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


[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, Snd 1];偼偁偁偁
type = PlaySnd
trigger1 = time = 5
value = 3190,0
channel = 0

[State 191, Snd 1];偼偁偁偁
type = PlaySnd
trigger1 = time = 1
value = 2101,0

;---------------------[僄僼僃僋僩]


[State 191, 3] ;Change to stand state when done
type = Changestate
trigger1 = AnimTime = 0
value = 0


;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
;(HELPER)寱幙慖戰梡僿儖僷乕
[Statedef 10000]
type = A
ctrl = 0
anim = 10001+random%2
velset = 0,0
movetype = I
physics = N
sprpriority = 5

[state a]
type = turn
trigger1 = facing != 1

;---------------------[]
[State explod];僄僼僃僋僩
type = Explod
trigger1 = time = 0
anim = 10000
id = 10000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
ignorehitpause = 0
removetime = -1
under = 0

;---------------------[曄悢巜掕]
[state a];椡
type = parentvarset
trigger1 = anim = 10001
v = 2
value = 0

[state a];媄
type = parentvarset
trigger1 = anim = 10002
v = 2
value = 1



[state a];
type = varadd
triggerall = anim = 10002
triggerall = var(1) < 6
trigger1 = root,var(31) = 0
trigger1 = command = "U"
trigger2 = root,var(31) = 3
v = 1
value = 1


[state a];
type = varadd
triggerall = anim = 10001
triggerall = var(1) >= 6
triggerall = var(1) < 9
trigger1 = root,var(31) = 0
trigger1 = command = "D"
trigger2 = root,var(31) = 3
v = 1
value = 1

[state a];
type = varadd
triggerall = anim = 10002
triggerall = var(1) >= 9
trigger1 = root,var(31) = 0
trigger1 = command = "U"
trigger2 = root,var(31) = 3
trigger2 = var(1) < 12
trigger3 = root,var(31) = 3
trigger3 = var(1) = 12
trigger3 = root,time = 200 / (((TeamMode=Turns)*4)+1)
v = 1
value = 1



;---------------------[傾僯儊乕僔儑儞]
[state a]
type = changeanim
triggerall = anim = 10001
triggerall = animelem = 2,>=0
trigger1 = root,var(31) = 0
trigger1 = command = "F" || command = "B"
trigger2 = root,var(31) = 2
trigger2 = root,time = 30 / (((TeamMode=Turns)*4)+1)
trigger3 = animelem = 2,>=10
trigger3 = root,palno != 12
trigger3 = root,var(31) = 0
trigger3 = Random <= 30
value = 10002

[state a]
type = changeanim
triggerall = anim = 10002
triggerall = animelem = 2,>=0
trigger1 = root,var(31) = 0
trigger1 = command = "F" || command = "B"
trigger2 = root,var(31) = 1 || root,palno = 12
trigger2 = root,time = 30 / (((TeamMode=Turns)*4)+1)
trigger3 = animelem = 2,>=10
trigger3 = root,var(31) = 0
trigger3 = Random <= 30
value = 10001

[state a]
type = changeanim
trigger1 = var(1) >= 13
value = 10003

;---------------------[岠壥壒]
[State 191, Snd 1]
type = PlaySnd
;trigger1 = animelem = 2,>=0
trigger1 = root,var(30) = 0
trigger1 = root,var(31) = 0
trigger1 = command = "F" || command = "B"
trigger2 = root,var(31) = 2
trigger2 = anim = 10001
trigger2 = root,time = (30/(((TeamMode=Turns)*4)+1))-1
trigger2 = root,stateno = 190
trigger3 = root,var(31) = 1
trigger3 = anim = 10002
trigger3 = root,time = (30/(((TeamMode=Turns)*4)+1))-1
trigger3 = root,stateno = 190
trigger4 = root,var(31) = 0
trigger4 = var(5) = -1 || var(6) = -1
value = 10000,0

[State 191, Snd 1]
type = PlaySnd
trigger1 = anim = 10003
value = 10000,0
persistent = 0

[state a];
type = varset
triggerall = anim = 10001 
trigger1 = 1
v = 5
value = 1

[state a];
type = varset
triggerall = anim = 10002
trigger1 = animelem = 2,=0
trigger1 = var(5) = 1
v = 5
value = -1
[state a];
type = varset
triggerall = anim = 10002
trigger1 = animelem = 2,>0
trigger1 = var(5) != 0
v = 5
value = 0

[state a];
type = varset
triggerall = anim = 10002 
trigger1 = 1
v = 6
value = 1

[state a];
type = varset
triggerall = anim = 10001
trigger1 = animelem = 2,=0
trigger1 = var(6) = 1
v = 6
value = -1
[state a];
type = varset
triggerall = anim = 10001
trigger1 = animelem = 2,>0
trigger1 = var(6) != 0
v = 6
value = 0



;---------------------[]
[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[state a]
type = changestate
trigger1 = root,var(30) = 0
trigger1 = command = "start"
trigger2 = time >= 300
trigger3 = root,var(31) = 1
trigger3 = root,var(2) = 0
trigger3 = root,time >= 100 || EnemyNear,StateNo = 0
trigger4 = root,var(31) = 2
trigger4 = root,var(2) = 1
trigger4 = root,time >= 100 || EnemyNear,StateNo = 0
trigger5 = root,var(31) = 3
trigger5 = root,var(2) = 2
trigger5 = root,time >= 215 || EnemyNear,StateNo = 0
trigger6 = root,var(30) != 0
trigger6 = root,var(31) = 0
value = 10001

;----------------------------------------------------------------------------
;(HELPER)寱幙慖戰梡僿儖僷乕
[Statedef 10001]
type = A
ctrl = 0
anim = anim + 10
velset = 0,0
movetype = I
physics = N
sprpriority = 1

;---------------------[岠壥壒]
[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 0
value = 10000,1

;---------------------[僄僼僃僋僩]
[State removeexplod];
type = removeexplod
trigger1 = animtime = 0
ID = 10000

;---------------------[]
[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

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

;----------------------------------------------------------------------------
;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]






;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 199]
type = S
ctrl = 0
anim = 199 + var(1)*3000
velset = 0,0
movetype = I
physics = S
sprpriority = 1

[State 191, Snd 1];傆偅丒丒丒
type = PlaySnd
trigger1 = var(1) = 0
trigger1 = animelem = 1
value = 181,0

[State 191, Snd 1];棊偪拝偗両
type = PlaySnd
trigger1 = var(1) = 0
trigger1 = animelem = 11
value = 199,0

[State 191, Snd 1];偞傑偁偹偊側偁
type = PlaySnd
trigger1 = var(1) = 1
trigger1 = animelem = 4
value = 3199,0

;---------------------[僄僼僃僋僩]

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 棫偪庛巃傝
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = ifelse(var(53) = 0,8,0)
velset = 0,0
ctrl = 0
anim = 200
poweradd = 0
sprpriority = 1

;---------------------[棎晳墱媊]

[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -100
persistent = 0
ignorehitpause = 1

[State 200, 1]
type = VelSet
trigger1 = var(53) > 0
trigger1 = time = 0
x = 6
persistent = 0


[State 200, 1]
type = HitDef
trigger1 = AnimElem >= 4
attr = S, NA
damage = ifelse(var(2) = 0,40,32), ifelse(var(2) = 0,4,0)
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,94,32),0),ifelse(var(53) = 0,ifelse(var(2) = 0,47,16),0)
givepower = 32,0
animtype = Light
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
guard.pausetime = ifelse(var(2) = 0,0,5), 5
sparkno = s4008
sparkxy = -15, -36
hitsound = s202, 0
guard.sparkno = s4009
guardsound = s120, 0
ground.type = low
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -4.1
air.type = High
air.velocity = -2.4,-5
yaccel = 0.43
air.hittime = 12

;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = animelem = 3
value = 200, random%2
channel = 0

[State 200, 1];怳傝
type = PlaySnd
trigger1 = animelem = 3
value = 203, 0

;---------------------[僄僼僃僋僩]
[State explod];寣
type = Explod
trigger1 = movehit
anim = 4001
id = 4001
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 256,60
persistent = 0
ignorehitpause = 1

;---------------------[]
[State 200, 7]
type = Changestate
value = 300
trigger1 = moveguarded
ignorehitpause = 1


[State 200, 7];楢嶦巃
type = ChangeState
trigger1 = var(30) = 0
trigger1 = var(2) != 0
trigger1 = movecontact
trigger1 = command = "x"
value = 280

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 楢嶦巃
[Statedef 280]
type    = S
movetype= A
physics = S
juggle  = ifelse(var(53) = 0,8,0)
velset = 0,0
ctrl = 0
anim = 280
poweradd = 0
sprpriority = 1

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -100
persistent = 0
ignorehitpause = 1

[State 200, 1]
type = VelSet
trigger1 = var(53) > 0
trigger1 = time = 0
x = 6
persistent = 0


[State 200, 1]
type = HitDef
trigger1 = AnimElem >= 5
attr = S, NA
damage = ifelse(var(2) = 0,40,32), ifelse(var(2) = 0,4,0)
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,94,32),0),ifelse(var(53) = 0,ifelse(var(2) = 0,47,16),0)
givepower = 32,0
animtype = Light
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
guard.pausetime = 5, 5
sparkno = s4008
sparkxy = -15, -36
hitsound = s202, random%1
guard.sparkno = s4009
guardsound = s120, 0
ground.type = low
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -4.1
air.type = High
air.velocity = -2.4,-5
yaccel = 0.43
air.hittime = 12

;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = animelem = 2
value = 200, random%2
channel = 0

[State 200, 1];怳傝
type = PlaySnd
trigger1 = animelem = 3
value = 203, 0


;---------------------[堏摦]
[state a]
type = posadd
trigger1 = animelem = 2
x = 16

[state a]
type = posadd
trigger1 = animelem = 8
x = -16

;---------------------[僄僼僃僋僩]
[State explod];寣
type = Explod
trigger1 = movehit
anim = 4001
id = 4001
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 256,60
persistent = 0
ignorehitpause = 1

;---------------------[]
[State 200, 7]
type = ChangeState
trigger1 = moveguarded
trigger1 = var(2) = 0
ignorehitpause = 1
value = 300

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 僈乕僪抏偒
[Statedef 300]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 300 + var(1)*3000
poweradd = 0
sprpriority = 1

;---------------------[傾僯儊乕僔儑儞]
[state a]
type = changeanim
triggerall = time = 0
trigger1 = prevstateno = 210
trigger2 = prevstateno = 270
value = 301

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = prevstateno = 220
value = 302


[state a]
type = changeanim
trigger1 = time = 0
trigger1 = prevstateno = 400
value = 310

[state a]
type = changeanim
triggerall = time = 0
trigger1 = prevstateno = 410
trigger2 = prevstateno = 450
value = 311

[state a]
type = statetypeset
trigger1 = anim = 310
trigger1 = anim = 311
value = C

[state a]
type = posadd
trigger1 = time = 0
trigger1 = anim = 311
x = -24



[state a]
type = changeanim
triggerall = time = 0
trigger1 = prevstateno = 3210
value = 3300

[state a]
type = changeanim
triggerall = time = 0
trigger1 = prevstateno = 3220
trigger2 = prevstateno = 3410
value = 3301

;---------------------[僄僼僃僋僩]



;---------------------[]
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = statetype != C
value = 0
ctrl = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = statetype = C
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 僈乕僪抏偒
[Statedef 301]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 300 + var(1)*3000
poweradd = 0
sprpriority = 1

;---------------------[傾僯儊乕僔儑儞]
[state a]
type = changeanim
triggerall = time = 0
trigger1 = prevstateno = 210
trigger2 = prevstateno = 270
value = 301

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = prevstateno = 220
value = 302


[state a]
type = changeanim
trigger1 = time = 0
trigger1 = prevstateno = 400
value = 310

[state a]
type = changeanim
triggerall = time = 0
trigger1 = prevstateno = 410
trigger2 = prevstateno = 450
value = 311

[state a]
type = statetypeset
trigger1 = anim = 310
trigger1 = anim = 311
value = C

[state a]
type = posadd
trigger1 = time = 0
trigger1 = anim = 311
x = -24



[state a]
type = changeanim
triggerall = time = 0
trigger1 = prevstateno = 3210
value = 3300

[state a]
type = changeanim
triggerall = time = 0
trigger1 = prevstateno = 3220
trigger2 = prevstateno = 3410
value = 3301

;---------------------[僄僼僃僋僩]



;---------------------[]
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = statetype != C
value = 0
ctrl = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = statetype = C
value = 11
ctrl = 1



;---------------------------------------------------------------------------
; 棫偪庛僷儞僠
; CNS difficulty: easy
[Statedef 205]
type    = S
movetype= A
physics = S
juggle  = ifelse(var(53) = 0,8,0)
velset = 0,0
ctrl = 0
anim = 205
poweradd = 0
sprpriority = 1

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -100
persistent = 0
ignorehitpause = 1

[State 200, 1]
type = VelSet
trigger1 = var(53) > 0
trigger1 = time = 0
x = 6
persistent = 0

;---------------------[峌寕]
[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = ifelse(var(2) = 0,40,32), ifelse(var(2) = 0,4,0)
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,94,32),0),ifelse(var(53) = 0,ifelse(var(2) = 0,47,16),0)
givepower = 32,0
animtype = Light
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = s4000
sparkxy = -12, -58
hitsound = s207, random%3
guard.sparkno = s4009
guardsound = s121, 0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3.8
air.type = High
air.velocity = -2.4,-5
yaccel = 0.43
air.hittime = 8
air.fall = 0
fall.recover = 0

;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = animelem = 3
value = 200, random%2

[State 200, 1];怳傝
type = PlaySnd
trigger1 = animelem = 3
value = 206, 0

;---------------------[]
[State 200, 7]
type = Changestate
value = 300
trigger1 = moveguarded
trigger1 = var(2) = 0
ignorehitpause = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 棫偪拞巃傝
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = ifelse(var(53) = 0,8,0)
velset = 0,0
ctrl = 0
anim = 210
poweradd = 0
sprpriority = 1

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -125
persistent = 0
ignorehitpause = 1

[State 200, 1]
type = VelSet
trigger1 = var(53) > 0
trigger1 = time = 0
x = 7
persistent = 0


[State 200, 1]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
damage = ifelse(var(2) = 0,118,63),ifelse(var(2) = 0,12,0)
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,157,47),0),ifelse(var(53) = 0,ifelse(var(2) = 0,62,16),0)
givepower = 32,0
animtype = mid
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 13, 13
guard.pausetime = ifelse(var(2) = 0,0,13), 13
sparkno = s4004
sparkxy = -17, -76
hitsound = s211, random%1
guard.sparkno = s4009
guardsound = s120, 0
ground.type = high
ground.slidetime = 24
ground.hittime  = 24
ground.velocity = -8.5
air.type = High
air.velocity = -2.4,-6
yaccel = 0.43
air.hittime = 12
air.fall = 0
fall.recover = 0

;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = animelem = 2
value = 210, random%1

[State 200, 1];怳傝
type = PlaySnd
trigger1 = animelem = 4
value = 203, 0

;---------------------[僄僼僃僋僩]
[State explod];寣
type = Explod
trigger1 = movehit
anim = 4006
id = 4006
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 256,60
persistent = 0
ignorehitpause = 1


;---------------------[]
[State 200, 7]
type = ChangeState
trigger1 = moveguarded
trigger1 = var(2) = 0
ignorehitpause = 1
value = 300

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 棫偪嫮巃傝
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = ifelse(var(53) = 0,8,0)
velset = 0,0
ctrl = 0
anim = 220
poweradd = 0
sprpriority = 1

[State 200, 0]
type = PlayerPush
trigger1 = time = [1,50]
value = 1

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -150
persistent = 0
ignorehitpause = 1

[State 200, 1]
type = VelSet
trigger1 = var(53) > 0
trigger1 = time = 0
x = 8
persistent = 0

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(2) != 0
value = 222

;---------------------[峌寕]
[State 200, 1]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
damage = ifelse(var(2) = 0,196,90),ifelse(var(2) = 0,12,0)
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,187,63),0),ifelse(var(53) = 0,ifelse(var(2) = 0,63,16),0)
givepower = 32,0
animtype = hard
guardflag = M
hitflag = MAF
priority = 6, Hit
pausetime = 16, 16
guard.pausetime = ifelse(var(2) = 0,0,16), 16
sparkno = s4004
sparkxy = -22, -46
hitsound = s211, random%1
guard.sparkno = s4009
guardsound = s120, 0
ground.type = low
ground.slidetime = 24
ground.hittime  = 24
ground.velocity = -8.6
air.type = High
air.velocity = -2.4,-6
yaccel = 0.43
air.hittime = 12
air.fall = 0
fall.recover = 0

;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = animelem = 4
value = 210, random%1

[State 200, 1];怳傝
type = PlaySnd
trigger1 = animelem = 3
value = 203, 0

;---------------------[僄僼僃僋僩]
[State explod];寣
type = Explod
trigger1 = movehit
anim = 4006
id = 4006
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 256,60
persistent = 0
ignorehitpause = 1



;---------------------[]
[State 200, 7]
type = ChangeState
trigger1 = moveguarded
trigger1 = var(2) = 0
ignorehitpause = 1
value = 301

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 棫偪廟傝
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 230
poweradd = 0
sprpriority = 1

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -100
persistent = 0
ignorehitpause = 1

[State 200, 1]
type = VelSet
trigger1 = var(53) > 0
trigger1 = time = 0
x = 6
persistent = 0

;---------------------[峌寕]
[State 200, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = ifelse(var(2) = 0,51,43),ifelse(var(2) = 0,4,0)
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,97,32),0),ifelse(var(53) = 0,ifelse(var(2) = 0,47,16),0)
givepower = 32,0
animtype = Light
guardflag = L
hitflag = MAFLD
priority = 3, Hit
pausetime = 8, 8
sparkno = s4000
sparkxy = -21, -28
hitsound = s207, random%3
guard.sparkno = s4009
guardsound = s121, 0
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3.7
air.type = high
air.velocity = -2.4,7
yaccel = 0.43
air.hittime = 8
air.fall = 0
fall.recover = 0
down.velocity = 0,0

;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = animelem = 4
value = 200, random%2

[State 200, 1];怳傝
type = PlaySnd
trigger1 = animelem = 4
value = 230, 0


;---------------------[]
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 撍偒旘偽偟峌寕
[Statedef 235]
type = S
movetype = A
physics = S
anim = 235
poweradd = 0
velset = 0
ctrl = 0

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -150
persistent = 0
ignorehitpause = 1

[State 200, 1]
type = VelSet
trigger1 = var(53) > 0
trigger1 = time = 0
x = 8
persistent = 0


;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = animelem = 3
value = 200, random%2

[State 200, 1];怳傝
type = PlaySnd
trigger1 = animelem = 3
value = 206, 0

;---------------------[峌寕]
[State 200, 1]
type = HitDef
trigger1 = AnimElem >= 3
attr = S, NA
damage = ifelse(var(2) = 0,75,63),ifelse(var(2) = 0,8,0)
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,97,32),0),ifelse(var(53) = 0,ifelse(var(2) = 0,47,16),0)
givepower = 0,0
animtype = mid
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 12, 12
guard.pausetime = 14, 14
sparkno = s4000
sparkxy = -21, -56
hitsound = s207, random%3
guard.sparkno = s4009
guardsound = s121, 0
ground.type = high
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -5.5,-5
air.type = High
air.velocity = -5.4,-5
yaccel = 0.43
air.hittime = 12
fall = 1
fall.recover = 0

[State 105, 2]
type = Turn
trigger1 = (var(20)!=0) && (animtime = 0)
trigger1 = p2dist X < 0

[State 1050, 4]
type = ChangeState
trigger1 = (var(20)!=0) && (animtime = 0)
value = var(20)
ctrl = 0

[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 222, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;----------------------------------------------------------------------------
;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]

;---------------------------------------------------------------------------
; 懪偪忋偘巃傝
[Statedef 260]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 260
poweradd = 0
sprpriority = 1

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -125
persistent = 0
ignorehitpause = 1

[State 200, 1]
type = VelSet
trigger1 = var(53) > 0
trigger1 = time = 0
x = 7
persistent = 0

;---------------------[峌寕]
[State 200, 1]
type = HitDef
trigger1 = AnimElem >= 3
attr = S, NA
damage = ifelse(var(2) = 0,75,63),ifelse(var(2) = 0,8,0)
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,94,47),0),ifelse(var(53) = 0,ifelse(var(2) = 0,47,16),0)
givepower = 32,0
animtype = up
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 9, 9
guard.pausetime = 0, 0
sparkno = s4005
sparkxy = -17, -76
hitsound = s211, random%1
guard.sparkno = s4009
guardsound = s120, 0
ground.type = high
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -1.1,-13
air.type = High
air.velocity = -1.1,-13
yaccel = 0.67
air.hittime = 12
fall = 1
fall.recover = 0

[State 200, 1]
type = HitDef
trigger1 = moveguarded = 1
trigger1 = enemy,statetype != C
persistent = 0
attr = S, NA
damage = 0, ifelse(var(2) = 1,0,8)
getpower = 0,ifelse(var(53) = 0,ifelse(var(2) = 0,1,16),0)
givepower = 0,0
animtype = up
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 8, 8
guard.pausetime = 12, 12
sparkno = s4005
sparkxy = -17, -76
hitsound = s211, random%1
guard.sparkno = s4009
guardsound = s120, 0
ground.type = high
ground.slidetime = 28
ground.hittime  = 28
ground.velocity = -1.1,-13
guard.velocity = -5.1
air.type = High
air.velocity = -1.1,-13
yaccel = 0.67
air.hittime = 12
fall = 1
fall.recover = 0
id = 260
nochainid = 260

[State 200, 1]
type = HitDef
trigger1 = moveguarded = 1
trigger1 = enemy,statetype = C
persistent = 0
attr = S, NA
damage = ifelse(var(2) = 1,75,86), 0
getpower = ifelse(var(53) = 0,47,0),0
givepower = 32,0
animtype = up
guardflag = S
hitflag = MAF
priority = 5, Hit
pausetime = 8, 8
guard.pausetime = 0, 0
sparkno = s4005
sparkxy = -17, -76
hitsound = s211, random%1
guard.sparkno = -1
guardsound = -1, 0
ground.type = high
ground.slidetime = 28
ground.hittime  = 28
ground.velocity = -1.1,-13
air.type = High
air.velocity = -1.1,-13
yaccel = 0.67
air.hittime = 12
fall = 0
fall.recover = 0
id = 260
nochainid = 260
p2stateno = 265


;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = animelem = 2
value = 210, random%1

[State 200, 1];怳傝
type = PlaySnd
trigger1 = animelem = 3
value = 203, 0

;---------------------[僄僼僃僋僩]
[State explod];寣
type = Explod
trigger1 = movehit
anim = 4006
id = 4006
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 256,60
persistent = 0
ignorehitpause = 1




;---------------------[]
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;(ENEMY)傛傠偗
[Statedef 265]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[state a]
type = turn
trigger1 = facing = enemy,facing
trigger1 = time = 0

[state a]
type = velset
trigger1 = animelem = 9
x = -1

[state a]
type = velmul
trigger1 = animelem = 13,>=0
x = 0.94

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 265

[State 820, 1]
type = ChangeAnim
triggerall = time = 0
trigger1 = name = "Shinnosuke Kagami" && authorname = "Ahuron"
trigger2 = name = "Mukuro" && authorname = "Ahuron"
trigger3 = name = "Ponta" && authorname = "Ahuron"
value = 266

[State 210, Width];夋柺抂偺墴偟栠偟敾掕
type = Width
trigger1 = 1
edge = 0,0

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

;---------------------------------------------------------------------------
; 偟傖偑傒庛巃傝
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = ifelse(var(53) = 0,8,0)
velset = 0,0
ctrl = 0
anim = 400
poweradd = 0
sprpriority = 1

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -100
persistent = 0
ignorehitpause = 1

[State 200, 1]
type = VelSet
trigger1 = var(53) > 0
trigger1 = time = 0
x = 6
persistent = 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = ifelse(var(2) = 0,51,43),ifelse(var(2) = 0,4,0)
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,94,47),0),ifelse(var(53) = 0,ifelse(var(2) = 0,47,16),0)
givepower = 32,0
animtype = Light
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
guard.pausetime = ifelse(var(2) = 0,0,6), 6
sparkno = s4000
sparkxy = -12, -32
hitsound = s207, random%3
guard.sparkno = s4009
guardsound = s120, 0
ground.type = low
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -3.8
air.type = High
air.velocity = -2.4,-5
yaccel = 0.43
air.hittime = 12

;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = animelem = 3
value = 200, random%2

[State 200, 1];怳傝
type = PlaySnd
trigger1 = animelem = 3
value = 206, 0

[State 200, 7]
type = Changestate
value = 300
trigger1 = moveguarded
ignorehitpause = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 偟傖偑傒拞巃傝
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = ifelse(var(53) = 0,8,0)
velset = 0,0
ctrl = 0
anim = 410
poweradd = 0
sprpriority = 1

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -125
persistent = 0
ignorehitpause = 1

[State 200, 1]
type = VelSet
trigger1 = var(53) > 0
trigger1 = time = 0
x = 7
persistent = 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = C, NA
damage = ifelse(var(2) = 0,110,90),ifelse(var(2) = 0,12,0)
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,125,63),0),ifelse(var(53) = 0,ifelse(var(2) = 0,63,32),0)
givepower = 32,0
animtype = hard
guardflag = L
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
guard.pausetime = ifelse(var(2) = 0,0,16), 16
sparkno = s4005
sparkxy = -18, -26
hitsound = s211, random%1
guard.sparkno = s4009
guardsound = s120, 0
ground.type = low
ground.slidetime = 24
ground.hittime  = 24
ground.velocity = -8.3
air.type = High
air.velocity = -2.4,-6
yaccel = 0.43
air.hittime = 12
air.fall = 0
fall.recover = 0

;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = animelem = 3
value = 210, random%1

[State 200, 1];怳傝
type = PlaySnd
trigger1 = animelem = 4
value = 203, 0

;---------------------[僄僼僃僋僩]
[State explod];寣
type = Explod
trigger1 = movehit
anim = 4006
id = 4006
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 256,60
persistent = 0
ignorehitpause = 1


;---------------------[]
[State 200, 7]
type = ChangeState
trigger1 = moveguarded
trigger1 = var(2) = 0
ignorehitpause = 1
value = 300

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;---------------------------------------------------------------------------
; 偟傖偑傒廟傝
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = ifelse(var(53) = 0,8,0)
velset = 0,0
ctrl = 0
anim = 420
poweradd = 0
sprpriority = 1

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -100
persistent = 0
ignorehitpause = 1

[State 200, 1]
type = VelSet
trigger1 = var(53) > 0
trigger1 = time = 0
x = 6
persistent = 0

;---------------------[峌寕]
[State 200, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage = ifelse(var(2) = 0,51,43),ifelse(var(2) = 0,4,0)
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,94,47),0),ifelse(var(53) = 0,ifelse(var(2) = 0,47,16),0)
givepower = 32,0
animtype = Light
guardflag = L
hitflag = MAF
priority = 4, Hit
pausetime = 8, 8
sparkno = s4000
sparkxy = -12, -18
hitsound = s207, random%3
guard.sparkno = s4009
guardsound = s121, 0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3.8
air.type = High
air.velocity = -2.4,-5
yaccel = 0.43
air.hittime = 8
air.fall = 0
fall.recover = 0

;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = animelem = 2
value = 200, random%2

[State 200, 1];怳傝
type = PlaySnd
trigger1 = animelem = 2
value = 230, 0


;---------------------[]
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;---------------------------------------------------------------------------
; 懌暐偄
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = ifelse(var(53) = 0,8,0)
velset = 0,0
ctrl = 0
anim = 430
poweradd = 0
sprpriority = 1

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -125
persistent = 0
ignorehitpause = 1

[State 200, 1]
type = VelSet
trigger1 = var(53) > 0
trigger1 = time = 0
x = 6
persistent = 0

;---------------------[峌寕]
[State 200, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = C, NA
damage = ifelse(var(2) = 0,94,75),ifelse(var(2) = 0,12,0)
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,125,47),0),ifelse(var(53) = 0,ifelse(var(2) = 0,63,16),0)
givepower = 32,0
animtype = hard
guardflag = L
hitflag = MAF
priority = 5, Hit
pausetime = 13, 13
sparkno = s4000
sparkxy = -12, -18
hitsound = s207, random%3
guard.sparkno = s4009
guardsound = s121, 0
ground.type = trip
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = 0,-3
air.type = High
air.velocity = 0,-3
guard.velocity = -4.4
yaccel = 0.43
air.hittime = 8
fall = 1
fall.recover = 0

;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = animelem = 2
value = 200, random%2

[State 200, 1];怳傝
type = PlaySnd
trigger1 = animelem = 2
value = 230, 0


;---------------------[]
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 捛偄摙偪
[Statedef 440]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 440
poweradd = 0
sprpriority = 1


[State 200, 1]
type = HitDef
trigger1 = AnimElem >= 4
attr = S, NA
damage = ifelse(var(2) = 0,71,ifelse(var(2) = 1,71,86)),0
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,32,16),0),0
givepower = 0,0
animtype = mid
guardflag = N
hitflag = FLD
priority = 6, Hit
pausetime = 13, 13
guard.pausetime = 13, 13
sparkno = s7002
sparkxy = -17, -6
hitsound = s211, random%1
guard.sparkno = s7020
guardsound = s120, random%2
ground.type = high
ground.slidetime = 28
ground.hittime  = 28
ground.velocity = 0
air.type = High
air.velocity = 0,0
yaccel = 0.43
air.hittime = 12
fall = 1
fall.recover = 0
down.velocity = 0,0

;---------------------[僄僼僃僋僩]
[State explod];寣
type = Explod
trigger1 = movehit
anim = 4001
id = 4001
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 256,60
persistent = 0
ignorehitpause = 1

;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = animelem = 3
value = 210, random%2

[State 200, 1];怳傝
type = PlaySnd
trigger1 = animelem = 3
value = 203, 0



;---------------------[]
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;嬻拞庛巃傝
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = ifelse(var(53) = 0,8,0)
poweradd= 0
ctrl = 0
anim = 600
sprpriority = 2

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -100
persistent = 0
ignorehitpause = 1

;---------------------[峌寕]
[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = ifelse(var(2) = 0,51,43),ifelse(var(2) = 0,4,0)
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,94,47),0),ifelse(var(53) = 0,ifelse(var(2) = 0,47,16),0)
givepower = 32,0
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 3, 3
sparkno = s4008
sparkxy = -15, -56
hitsound = s202, random%1
guard.sparkno = s4009
guardsound = s120, 0
ground.type = high
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -4.4
air.type = High
air.velocity = -2.4,-5
yaccel = 0.43
air.hittime = 12

;---------------------[僄僼僃僋僩]
[State explod];寣
type = Explod
trigger1 = movehit
anim = 4001
id = 4001
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 256,60
persistent = 0
ignorehitpause = 1

;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = animelem = 2
value = 200, random%2

[State 200, 1];怳傝
type = PlaySnd
trigger1 = animelem = 2
value = 203, 0


;---------------------------------------------------------------------------
;嬻拞嫮巃傝
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = ifelse(var(53) = 0,8,0)
poweradd= 0
ctrl = 0
anim = 620
sprpriority = 2

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -125
persistent = 0
ignorehitpause = 1

;---------------------[僄僼僃僋僩]
[State explod];寣
type = Explod
trigger1 = movehit
anim = 4006
id = 4006
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 256,60
persistent = 0
ignorehitpause = 1



;---------------------[峌寕]
[State 200, 1]
type = HitDef
trigger1 = prevstateno = 920
trigger1 = AnimElem >= 3
attr = A, NP
damage = ifelse(var(2) = 0,118,63),ifelse(var(2) = 0,12,0)
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,125,47),0),ifelse(var(53) = 0,ifelse(var(2) = 0,63,16),0)
givepower = 32,0
animtype = hard
guardflag = HA
hitflag = MAF
priority = 5, Hit
pausetime = 10, 10
sparkno = s4004
sparkxy = -7, -56
hitsound = s211, random%1
guard.sparkno = s4009
guardsound = s120, 0
ground.type = low
ground.slidetime = 24
ground.hittime  = 24
ground.velocity = -4.5
air.type = High
air.velocity = -2.4,-6
yaccel = 0.43
air.hittime = 12
air.fall = 0
fall.recover = 0

[State 200, 1]
type = HitDef
trigger1 = prevstateno != 920
trigger1 = AnimElem >= 3
attr = A, NA
damage = ifelse(var(2) = 0,118,63),ifelse(var(2) = 0,12,0)
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,125,47),0),ifelse(var(53) = 0,ifelse(var(2) = 0,63,16),0)
givepower = 32,0
animtype = hard
guardflag = HA
hitflag = MAF
priority = 5, Hit
pausetime = 10, 10
sparkno = s4004
sparkxy = -7, -56
hitsound = s211, random%1
guard.sparkno = s4009
guardsound = s120, 0
ground.type = low
ground.slidetime = 24
ground.hittime  = 24
ground.velocity = -4.5
air.type = High
air.velocity = -2.4,-6
yaccel = 0.43
air.hittime = 12
air.fall = 0
fall.recover = 0

;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = animelem = 2
value = 210, random%1

[State 200, 1];怳傝
type = PlaySnd
trigger1 = animelem = 2
value = 203, 0


;---------------------------------------------------------------------------
;嬻拞廟傝
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = ifelse(var(53) = 0,8,0)
poweradd= 0
ctrl = 0
anim = 610
sprpriority = 2

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -100
persistent = 0
ignorehitpause = 1

;---------------------[峌寕]
[State 200, 1]
type = HitDef
trigger1 = AnimElem >= 3
attr = A, NA
damage = ifelse(var(2) = 0,51,43),ifelse(var(2) = 0,4,0)
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,94,47),0),ifelse(var(53) = 0,ifelse(var(2) = 0,47,16),0)
givepower = 32,0
animtype = mid
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 5, 5
sparkno = s4000
sparkxy = -12, -38
hitsound = s207, random%3
guard.sparkno = s4009
guardsound = s121, 0
ground.type = high
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -4.2
air.type = High
air.velocity = -2.4,-5
yaccel = 0.43
air.hittime = 8
air.fall = 0
fall.recover = 0

;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = animelem = 2
value = 200, random%2

[State 200, 1];怳傝
type = PlaySnd
trigger1 = animelem = 2
value = 230, 0



;---------------------------------------------------------------------------
; 棫偪庛巃傝丒妎惲
[Statedef 3200]
type    = S
movetype= A
physics = S
juggle  = ifelse(var(53) = 0,8,0)
velset = 0,0
ctrl = 0
anim = 3200
poweradd = 0
sprpriority = 1

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -100
persistent = 0
ignorehitpause = 1

[State 200, 1]
type = VelSet
trigger1 = var(53) > 0
trigger1 = time = 0
x = 6
persistent = 0

;---------------------[峌寕]
[State 200, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = ifelse(var(2) = 0,51,43),ifelse(var(2) = 0,4,0)
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,94,47),0),ifelse(var(53) = 0,ifelse(var(2) = 0,47,16),0)
givepower = 0,0
animtype = Light
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 6, 6
guard.pausetime = ifelse(var(2) = 0,0,6), 6
sparkno = s4008
sparkxy = -17, -50
hitsound = s202, random%1
guard.sparkno = s4009
guardsound = s120, 0
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2.1
air.type = High
air.velocity = -2.4,-5
yaccel = 0.43
air.hittime = 12



;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = animelem = 2
value = 200, random%2

[State 200, 1];怳傝
type = PlaySnd
trigger1 = animelem = 4
value = 203, 0

;---------------------[僄僼僃僋僩]
[State explod];寣
type = Explod
trigger1 = movehit
anim = 4001
id = 4001
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 256,60
persistent = 0
ignorehitpause = 1


;---------------------[]
[State 200, 7]
type = Changestate
trigger1 = var(2) = 0
value = 300
trigger1 = moveguarded
ignorehitpause = 1


[State 200, 7];楢嶦巃
type = ChangeState
trigger1 = var(30) = 0
trigger1 = var(2) = 1
trigger1 = animelem = 10,>=0
trigger1 = movecontact
trigger1 = command = "x"
value = 3202

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 楢嶦巃丒妎惲
[Statedef 3202]
type    = S
movetype= A
physics = S
juggle  = ifelse(var(53) = 0,8,0)
velset = 0,0
ctrl = 0
anim = 3280
poweradd = 0
sprpriority = 1

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -100
persistent = 0
ignorehitpause = 1

[State 200, 1]
type = VelSet
trigger1 = var(53) > 0
trigger1 = time = 0
x = 6
persistent = 0

;---------------------[峌寕]
[State 200, 1]
type = HitDef
trigger1 = AnimElem >= 5
attr = S, NA
damage = ifelse(var(2) = 0,51,43),ifelse(var(2) = 0,4,0)
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,94,47),0),ifelse(var(53) = 0,ifelse(var(2) = 0,47,16),0)
givepower = 0,0
animtype = Light
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 6, 6
guard.pausetime = 6, 6
sparkno = s4008
sparkxy = -17, -50
hitsound = s202, random%1
guard.sparkno = s4009
guardsound = s120, 0
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2.1
air.type = High
air.velocity = -2.4,-5
yaccel = 0.43
air.hittime = 12



;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = animelem = 2
value = 220, random%2

[State 200, 1];怳傝
type = PlaySnd
trigger1 = animelem = 4
value = 203, 0

;---------------------[僄僼僃僋僩]
[State explod];寣
type = Explod
trigger1 = movehit
anim = 4001
id = 4001
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 256,60
persistent = 0
ignorehitpause = 1


;---------------------[]
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 棫偪庛僷儞僠丒妎惲
[Statedef 3205]
type    = S
movetype= A
physics = S
juggle  = ifelse(var(53) = 0,8,0)
velset = 0,0
ctrl = 0
anim = 3205
poweradd = 0
sprpriority = 1

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -100
persistent = 0
ignorehitpause = 1

[State 200, 1]
type = VelSet
trigger1 = var(53) > 0
trigger1 = time = 0
x = 6
persistent = 0

;---------------------[峌寕]
[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = ifelse(var(2) = 0,51,43),ifelse(var(2) = 0,4,0)
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,94,47),0),ifelse(var(53) = 0,ifelse(var(2) = 0,47,16),0)
givepower = 0,0
animtype = Light
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 6, 6
sparkno = s4000
sparkxy = -12, -88
hitsound = s207, random%3
guard.sparkno = s4009
guardsound = s121, 0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3.8
air.type = High
air.velocity = -2.4,-5
yaccel = 0.43
air.hittime = 8
air.fall = 0
fall.recover = 0

;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = animelem = 3
value = 200, random%2

[State 200, 1];怳傝
type = PlaySnd
trigger1 = animelem = 3
value = 206, 0


;---------------------[]
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 棫偪拞巃傝丒妎惲
[Statedef 3210]
type    = S
movetype= A
physics = S
juggle  = ifelse(var(53) = 0,8,0)
velset = 0,0
ctrl = 0
anim = 3210
poweradd = 0
sprpriority = 1

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -125
persistent = 0
ignorehitpause = 1

[State 200, 1]
type = VelSet
trigger1 = var(53) > 0
trigger1 = time = 0
x = 7
persistent = 0


[State 200, 1]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
damage = ifelse(var(2) = 0,118,63),ifelse(var(2) = 0,8,0)
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,157,63),0),ifelse(var(53) = 0,ifelse(var(2) = 0,63,16),0)
givepower = 0,0
animtype = mid
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 12, 12
guard.pausetime = ifelse(var(2) = 0,0,12), 12
sparkno = s4004
sparkxy = -19, -90
hitsound = s211, random%1
guard.sparkno = s4009
guardsound = s120, 0
ground.type = high
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -6.5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-6
yaccel = 0.43
air.hittime = 12
air.fall = 0
fall.recover = 0

;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = animelem = 2
value = 3210, random%1

[State 200, 1];怳傝
type = PlaySnd
trigger1 = animelem = 3
value = 203, 0

;---------------------[僄僼僃僋僩]
[State explod];寣
type = Explod
trigger1 = movehit
anim = 4006
id = 4006
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 256,60
persistent = 0
ignorehitpause = 1


;---------------------[]
[State 200, 7]
type = ChangeState
trigger1 = moveguarded
ignorehitpause = 1
value = 300

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 棫偪嫮巃傝丒妎惲
[Statedef 3220]
type    = S
movetype= A
physics = S
juggle  = ifelse(var(53) = 0,8,0)
velset = 0,0
ctrl = 0
anim = 3220
poweradd = 0
sprpriority = 1

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -150
persistent = 0
ignorehitpause = 1

[State 200, 1]
type = VelSet
trigger1 = var(53) > 0
trigger1 = time = 0
x = 8
persistent = 0

;---------------------[峌寕]
[State 200, 1]
type = HitDef
trigger1 = AnimElem >= 3
attr = S, NA
damage = ifelse(var(2) = 0,196,90),ifelse(var(2) = 0,12,0)
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,187,63),0),ifelse(var(53) = 0,ifelse(var(2) = 0,63,16),0)
givepower = 0,0
animtype = hard
guardflag = H
hitflag = MAF
priority = 7, Hit
pausetime = 18, 18
guard.pausetime = 0, 18
sparkno = s4004
sparkxy = -22, -46
hitsound = s211, random%1
guard.sparkno = s4009
guardsound = s120, 0
ground.type = low
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -8.6
air.type = High
air.velocity = -2.4,-6
yaccel = 0.43
air.hittime = 12
air.fall = 0
fall.recover = 0

;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = animelem = 4
value = 3210, random%1

[State 200, 1];怳傝
type = PlaySnd
trigger1 = animelem = 4
value = 203, 0

;---------------------[僄僼僃僋僩]
[State explod];寣
type = Explod
trigger1 = movehit
anim = 4006
id = 4006
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 256,60
persistent = 0
ignorehitpause = 1

;---------------------[]
[State 200, 7]
type = ChangeState
trigger1 = moveguarded
ignorehitpause = 1
value = 301

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 棫偪C丒妎惲
[Statedef 3230]
type    = S
movetype= A
physics = S
juggle  = ifelse(var(53) = 0,8,0)
velset = 0,0
ctrl = 0
anim = 3230
poweradd = 0
sprpriority = 1

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -100
persistent = 0
ignorehitpause = 1

[State 200, 1]
type = VelSet
trigger1 = var(53) > 0
trigger1 = time = 0
x = 6
persistent = 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem >= 3
attr = C, NA
damage = ifelse(var(2) = 0,51,43),ifelse(var(2) = 0,4,0)
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,94,32),0),ifelse(var(53) = 0,ifelse(var(2) = 0,47,16),0)
givepower = 0,0
animtype = mid
guardflag = L
hitflag = MAFLD
priority = 5, Hit
pausetime = 8, 8
guard.pausetime = 8, 8
sparkno = s4000
sparkxy = -7, -30
hitsound = s207, random%3
guard.sparkno = s4009
guardsound = s121, 0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2.5
air.type = High
air.velocity = -2.4,-6
yaccel = 0.43
air.hittime = 12
air.fall = 0
fall.recover = 0
down.velocity = 0,0


;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = animelem = 2
value = 200, random%2

[State 200, 1];怳傝
type = PlaySnd
trigger1 = animelem = 3
value = 230, 0


;---------------------[]
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 撍偒旘偽偟峌寕丒妎惲
[Statedef 3235]
type    = S
movetype= A
physics = S
juggle  = ifelse(var(53) = 0,8,0)
velset = 0,0
ctrl = 0
anim = 3235
poweradd = 0
sprpriority = 1

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -150
persistent = 0
ignorehitpause = 1

[State 200, 1]
type = VelSet
trigger1 = var(53) > 0
trigger1 = time = 0
x = 8
persistent = 0

;---------------------[峌寕]
[State 200, 1]
type = HitDef
trigger1 = AnimElem >= 3
attr = S, NA
damage = ifelse(var(2) = 0,75,63),ifelse(var(2) = 0,8,0)
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,94,47),0),ifelse(var(53) = 0,ifelse(var(2) = 0,47,16),0)
givepower = 0,0
animtype = mid
guardflag = M
hitflag = MAF
priority = 5, Hit
pausetime = 14, 14
guard.pausetime = 14, 14
sparkno = s4000
sparkxy = -21, -56
hitsound = s207, random%3
guard.sparkno = s7020
guardsound = s121, 0
ground.type = high
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -5.5,-5
air.type = High
air.velocity = -5.4,-5
yaccel = 0.43
air.hittime = 12
fall = 1
fall.recover = 0

;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = animelem = 4
value = 200, random%2

[State 200, 1];怳傝
type = PlaySnd
trigger1 = animelem = 5
value = 230, 0

;---------------------[]
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 懪偪忋偘巃傝丒妎惲
[Statedef 3260]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3260
poweradd = 0
sprpriority = 1

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -125
persistent = 0
ignorehitpause = 1

[State 200, 1]
type = VelSet
trigger1 = var(53) > 0
trigger1 = time = 0
x = 8
persistent = 0

;---------------------[峌寕]
[State 200, 1]
type = HitDef
trigger1 = AnimElem >= 3
attr = S, NA
damage = ifelse(var(2) = 0,75,63),ifelse(var(2) = 0,8,0)
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,94,47),0),ifelse(var(53) = 0,ifelse(var(2) = 0,47,16),0)
givepower = 0,0
animtype = up
guardflag = M
hitflag = MAF
priority = 6, Hit
pausetime = 10, 10
guard.pausetime = 0, 0
sparkno = s4005
sparkxy = -17, -76
hitsound = s211, random%1
guard.sparkno = s4009
guardsound = s120, 0
ground.type = high
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -1.1,-13
air.type = High
air.velocity = -1.1,-13
yaccel = 0.67
air.hittime = 12
fall = 1
fall.recover = 0

[State 200, 1]
type = HitDef
trigger1 = moveguarded
trigger1 = enemy,statetype != C
attr = S, NA
damage = 0, 8
getpower = 0,ifelse(var(53) = 0,157,0)
givepower = 0,0
animtype = up
guardflag = M
hitflag = MAF
priority = 6, Hit
pausetime = 8, 8
guard.pausetime = 12, 12
sparkno = s4005
sparkxy = -17, -76
hitsound = s211, random%1
guard.sparkno = s4009
guardsound = s120, 0
ground.type = high
ground.slidetime = 28
ground.hittime  = 28
ground.velocity = -1.1,-13
guard.velocity = -5.1
air.type = High
air.velocity = -1.1,-13
yaccel = 0.67
air.hittime = 12
fall = 1
fall.recover = 0
id = 260
nochainid = 260

[State 200, 1]
type = HitDef
trigger1 = moveguarded
trigger1 = enemy,statetype = C
attr = S, NA
damage = 90, 0
getpower = ifelse(var(53) = 0,157,0),0
givepower = 0,0
animtype = up
guardflag = N
hitflag = MAF
priority = 6, Hit
pausetime = 8, 8
guard.pausetime = 0, 0
sparkno = s4005
sparkxy = -17, -76
hitsound = s211, random%1
guard.sparkno = -1
guardsound = -1, 0
ground.type = high
ground.slidetime = 28
ground.hittime  = 28
ground.velocity = -1.1,-13
air.type = High
air.velocity = -1.1,-13
yaccel = 0.67
air.hittime = 12
fall = 0
fall.recover = 0
id = 260
nochainid = 260
p2stateno = 265


;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = animelem = 4
value = 3210, random%1

[State 200, 1];怳傝
type = PlaySnd
trigger1 = animelem = 5
value = 203, 0

;---------------------[僄僼僃僋僩]
[State explod];寣
type = Explod
trigger1 = movehit
anim = 4006
id = 4006
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 256,60
persistent = 0
ignorehitpause = 1


;---------------------[]
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 偟傖偑傒庛巃傝丒妎惲
[Statedef 3400]
type    = C
movetype= A
physics = C
juggle  = ifelse(var(53) = 0,8,0)
velset = 0,0
ctrl = 0
anim = 3400
poweradd = 0
sprpriority = 1

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -100
persistent = 0
ignorehitpause = 1

[State 200, 1]
type = VelSet
trigger1 = var(53) > 0
trigger1 = time = 0
x = 6
persistent = 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem >= 3
attr = C, NA
damage = ifelse(var(2) = 0,51,43),ifelse(var(2) = 0,4,0)
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,94,47),0),ifelse(var(53) = 0,ifelse(var(2) = 0,47,16),0)
givepower = 0,0
animtype = Light
guardflag = L
hitflag = MAF
priority = 4, Hit
pausetime = 6, 6
guard.pausetime = 6, 6
sparkno = s4000
sparkxy = -17, -34
hitsound = s207, random%3
guard.sparkno = s4009
guardsound = s121, 0
ground.type = low
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -3.8
air.type = High
air.velocity = -2.4,-5
yaccel = 0.43
air.hittime = 12

;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = animelem = 3
value = 200, random%2

[State 200, 1];怳傝
type = PlaySnd
trigger1 = animelem = 3
value = 206, 0


[State 210, Width];墴偟栠偟敾掕
type = Width
trigger1 = animelem = 3
player = 30,0

[State 210, Width];墴偟栠偟敾掕
type = Width
trigger1 = animelem = 4,>= 0
trigger1 = animelem = 8,< 0
player = 50,0

;---------------------[]
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;---------------------------------------------------------------------------
; 偟傖偑傒嫮巃傝丒妎惲
[Statedef 3410]
type    = C
movetype= A
physics = C
juggle  = ifelse(var(53) = 0,8,0)
velset = 0,0
ctrl = 0
anim = 3410
poweradd = 0
sprpriority = 1

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -125
persistent = 0
ignorehitpause = 1

[State 200, 1]
type = VelSet
trigger1 = var(53) > 0
trigger1 = time = 0
x = 7
persistent = 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem >= 3
attr = C, NA
damage = ifelse(var(2) = 0,110,90),ifelse(var(2) = 0,12,0)
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,125,63),0),ifelse(var(53) = 0,ifelse(var(2) = 0,63,32),0)
givepower = 0,0
animtype = hard
guardflag = L
hitflag = MAF
priority = 5, Hit
pausetime = 12, 12
guard.pausetime = ifelse(var(2) = 0,0,12), 12
sparkno = s4005
sparkxy = -17, -34
hitsound = s211, random%1
guard.sparkno = s4009
guardsound = s120, 0
ground.type = low
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -8.3
air.type = High
air.velocity = -2.4,-6
yaccel = 0.43
air.hittime = 12
air.fall = 0
fall.recover = 0

;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = animelem = 3
value = 3210, random%1

[State 200, 1];怳傝
type = PlaySnd
trigger1 = animelem = 4
value = 203, 0


[State 210, Width];墴偟栠偟敾掕
type = Width
trigger1 = animelem = 3
player = 30,0

[State 210, Width];墴偟栠偟敾掕
type = Width
trigger1 = animelem = 4,>= 0
trigger1 = animelem = 8,< 0
player = 50,0

;---------------------[僄僼僃僋僩]
[State explod];寣
type = Explod
trigger1 = movehit
anim = 4006
id = 4006
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 256,60
persistent = 0
ignorehitpause = 1

;---------------------[]
[State 200, 7]
type = ChangeState
trigger1 = moveguarded
ignorehitpause = 1
value = 300

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;---------------------------------------------------------------------------
; 偟傖偑傒廟傝丒妎惲
[Statedef 3420]
type    = C
movetype= A
physics = C
juggle  = ifelse(var(53) = 0,8,0)
velset = 0,0
ctrl = 0
anim = 3420
poweradd = 0
sprpriority = 1

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -100
persistent = 0
ignorehitpause = 1

[State 200, 1]
type = VelSet
trigger1 = var(53) > 0
trigger1 = time = 0
x = 6
persistent = 0

;---------------------[峌寕]
[State 200, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage = ifelse(var(2) = 0,51,43),ifelse(var(2) = 0,4,0)
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,94,47),0),ifelse(var(53) = 0,ifelse(var(2) = 0,47,16),0)
givepower = 0,0
animtype = Light
guardflag = L
hitflag = MAF
priority = 4, Hit
pausetime = 8, 8
sparkno = s4000
sparkxy = -12, -18
hitsound = s207, random%3
guard.sparkno = s4009
guardsound = s121, 0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3.8
air.type = High
air.velocity = -2.4,-5
yaccel = 0.43
air.hittime = 8
air.fall = 0
fall.recover = 0

;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = animelem = 2
value = 200, random%2

[State 200, 1];怳傝
type = PlaySnd
trigger1 = animelem = 2
value = 230, 0


;---------------------[]
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; 懌暐偄丒妎惲
[Statedef 3430]
type    = C
movetype= A
physics = C
juggle  = ifelse(var(53) = 0,8,0)
velset = 0,0
ctrl = 0
anim = 3430
poweradd = 0
sprpriority = 1

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -125
persistent = 0
ignorehitpause = 1

[State 200, 1]
type = VelSet
trigger1 = var(53) > 0
trigger1 = time = 0
x = 6
persistent = 0

;---------------------[峌寕]
[State 200, 1]
type = HitDef
trigger1 = AnimElem >= 4
attr = C, NA
damage = ifelse(var(2) = 0,94,75),ifelse(var(2) = 0,12,0)
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,125,47),0),ifelse(var(53) = 0,ifelse(var(2) = 0,63,16),0)
givepower = 0,0
animtype = hard
guardflag = L
hitflag = MAF
priority = 5, Hit
pausetime = 13, 13
sparkno = s4000
sparkxy = -12, -18
hitsound = s207, random%3
guard.sparkno = s7021
guardsound = s121, 0
ground.type = trip
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = 0,-3
air.type = High
air.velocity = 0,-3
guard.velocity = -4.4
yaccel = 0.43
air.hittime = 8
fall = 1
fall.recover = 0

;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = animelem = 2
value = 200,  random%2

[State 200, 1];怳傝
type = PlaySnd
trigger1 = animelem = 2
value = 230, 0


;---------------------[]
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
; 捛偄摙偪丒妎惲
[Statedef 3440]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3440
poweradd = 0
sprpriority = 1


[State 200, 1]
type = HitDef
trigger1 = AnimElem >= 4
attr = S, NA
damage = ifelse(var(2) = 0,71,ifelse(var(2) = 1,71,86)),0
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,32,16),0),0
givepower = 0,0
animtype = mid
guardflag = N
hitflag = FLD
priority = 6, Hit
pausetime = 14, 14
guard.pausetime = 14, 14
sparkno = s7002
sparkxy = -17, -6
hitsound = s211, random%1
guard.sparkno = s7020
guardsound = s120, random%2
ground.type = high
ground.slidetime = 28
ground.hittime  = 28
ground.velocity = 0
air.type = High
air.velocity = 0,0
yaccel = 0.43
air.hittime = 12
fall = 1
fall.recover = 0
down.velocity = 0,0

;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = animelem = 3
value = 3210, random%1

[State 200, 1];怳傝
type = PlaySnd
trigger1 = animelem = 3
value = 203, 0

;---------------------[僄僼僃僋僩]
[State explod];寣
type = Explod
trigger1 = movehit
anim = 4001
id = 4001
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 256,60
persistent = 0
ignorehitpause = 1



;---------------------[]
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;嬻拞庛巃傝丒妎惲
[Statedef 3600]
type    = A
movetype= A
physics = A
juggle  = ifelse(var(53) = 0,8,0)
poweradd= 0
ctrl = 0
anim = 3600
sprpriority = 1

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -100
persistent = 0
ignorehitpause = 1

;---------------------[峌寕]
[State 200, 1]
type = HitDef
trigger1 = AnimElem >= 3
attr = A, NA
damage = ifelse(var(2) = 0,51,43),ifelse(var(2) = 0,4,0)
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,94,47),0),ifelse(var(53) = 0,ifelse(var(2) = 0,47,16),0)
givepower = 0,0
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 3, 3
sparkno = s4008
sparkxy = -15, -56
hitsound = s202, random%1
guard.sparkno = s4009
guardsound = s120, 0
ground.type = high
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -4.4
air.type = High
air.velocity = -2.4,-5
yaccel = 0.43
air.hittime = 12

;---------------------[僄僼僃僋僩]
[State explod];寣
type = Explod
trigger1 = movehit
anim = 4001
id = 4001
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 256,60
persistent = 0
ignorehitpause = 1

;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = animelem = 2
value = 200, random%2

[State 200, 1];怳傝
type = PlaySnd
trigger1 = animelem = 2
value = 203, 0


;---------------------------------------------------------------------------
;嬻拞嫮巃傝丒妎惲
[Statedef 3610]
type    = A
movetype= A
physics = A
juggle  = ifelse(var(53) = 0,8,0)
poweradd= 0
ctrl = 0
anim = 3610
sprpriority = 1

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -125
persistent = 0
ignorehitpause = 1

;---------------------[峌寕]
[State 200, 1]
type = HitDef
trigger1 = AnimElem >= 3
attr = A, NA
damage = ifelse(var(2) = 0,118,63),ifelse(var(2) = 0,12,0)
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,125,47),0),ifelse(var(53) = 0,ifelse(var(2) = 0,63,16),0)
givepower = 0,0
animtype = hard
guardflag = HA
hitflag = MAF
priority = 5, Hit
pausetime = 10, 10
sparkno = s4004
sparkxy = -7, -56
hitsound = s211, random%1
guard.sparkno = s4009
guardsound = s120, 0
ground.type = low
ground.slidetime = 24
ground.hittime  = 24
ground.velocity = -4.5
air.type = High
air.velocity = -2.4,-6
yaccel = 0.43
air.hittime = 12
air.fall = 0
fall.recover = 0

;---------------------[僄僼僃僋僩]
[State explod];寣
type = Explod
trigger1 = movehit
anim = 4006
id = 4006
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 256,60
persistent = 0
ignorehitpause = 1

;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = animelem = 2
value = 3210, random%1

[State 200, 1];怳傝
type = PlaySnd
trigger1 = animelem = 2
value = 203, 0

;---------------------------------------------------------------------------
;嬻拞廟傝丒妎惲
[Statedef 3620]
type    = A
movetype= A
physics = A
juggle  = ifelse(var(53) = 0,8,0)
poweradd= 0
ctrl = 0
anim = 3620
sprpriority = 2

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -100
persistent = 0
ignorehitpause = 1

;---------------------[峌寕]
[State 200, 1]
type = HitDef
trigger1 = AnimElem >= 3
attr = A, NA
damage = ifelse(var(2) = 0,51,43),ifelse(var(2) = 0,4,0)
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,94,47),0),ifelse(var(53) = 0,ifelse(var(2) = 0,47,16),0)
givepower = 32,0
animtype = mid
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 5, 5
sparkno = s4000
sparkxy = -12, -38
hitsound = s207, random%3
guard.sparkno = s4009
guardsound = s121, 0
ground.type = high
ground.slidetime = 24
ground.hittime  = 24
ground.velocity = -4.2
air.type = High
air.velocity = -2.4,-5
yaccel = 0.43
air.hittime = 8
air.fall = 0
fall.recover = 0

;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = animelem = 2
value = 200, random%2

[State 200, 1];怳傝
type = PlaySnd
trigger1 = animelem = 3
value = 230, 0


;---------------------------------------------------------------------------
; 抏偒丒峔偊
[Statedef 900]
type    = S
movetype= A
physics = N
juggle  = 0
;velset = 0,0
ctrl = 0
anim = 900
poweradd = 0
sprpriority = 1

;---------------------[傾僯儊乕僔儑儞曄峏]
[state a];偟傖偑傒丒僲乕儅儖
type = changeanim
triggerall = var(1) = 0
trigger1 = time = 0
trigger1 = statetype = C
value = 910


[state a];抧忋丒妎惲
type = changeanim
triggerall = var(1) = 1
trigger1 = time = 0
trigger1 = statetype != A
value = 3900


;---------------------[摉恎敾掕]
[State 1700, 0];
type = ReversalDef
trigger1 = time = 0
attr = S, ST
reversal.attr = SCA, NA,SA, HA
hitflag = MAF
priority = 6, hit
pausetime = 0,0
sparkno = s-1
hitsound = -1,0
;p2facing = 1
p1stateno = 901

[State 1700, 0];
type = ReversalDef
trigger1 = time = 6
attr = S, ST
reversal.attr = SCA, NA
hitflag = MAF
priority = 6, hit
pausetime = 0,0
sparkno = s-1
hitsound = -1,0
;p2facing = 1
p1stateno = 901

;---------------------[岠壥壒]

;---------------------[巆憸]
[State 50, 4];巆憸
type = AfterImage
trigger1 = time = 0
time = -1
trans = none
timegap = 2
framegap = 2
length = 5
ignorehitpause = 1
palbright = 3,3,64
;palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

;---------------------[堏摦]
[state a]
type = velset
trigger1 = statetype != A
x = 0
y = 0

[state a]
type = gravity
trigger1 = statetype = A

;---------------------[]
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = statetype = S
value = 0
ctrl = 1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = statetype = C
value = 11
ctrl = 1




;---------------------------------------------------------------------------
; 抏偒丒峌寕丒捠忢斉
[Statedef 901]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 901 + var(1)* 3000
poweradd = 0
sprpriority = 1

;---------------------[僈乕僪僉儍儞僙儖]
[state a]
type = statetypeset
trigger1 = pos Y >= 0
trigger1 = prevstateno = [140,159]
value = S

[state a]
type = statetypeset
trigger1 = pos Y < 0
trigger1 = prevstateno = [140,159]
value = A

[state a]
type = poweradd
trigger1 = prevstateno = [140,159]
trigger1 = time = 0
value = -1000

;---------------------[傾僯儊乕僔儑儞曄峏]

[state a];棫偪丒妎惲
type = changeanim
triggerall = var(1) = 1
trigger1 = time = 0
value = 3901


[state a]
type = hitadd
trigger1 = movehit = 1
value = -1


;---------------------[敾掕]
[State 800, 1]
type = HitDef
trigger1 = prevstateno = [140,159]
Trigger1 = time = 0
attr = S, NA
damage = 0
getpower = 0,0
givepower = 0,0
animtype = up
hitflag = MAF
priority = 7, Hit
guard.pausetime = 0, 0
sparkno = s7008
sparkxy = -26, -82
hitsound = S120,0
ground.type = high
ground.slidetime = 28
ground.hittime  = 28
ground.velocity = -1.1,-9
air.type = High
air.velocity = -1.1,-8
air.hittime = 12
fall = 1
fall.recover = 0
persistent = 0

[State 800, 1]
type = HitDef
trigger1 = prevstateno != [140,159]
Trigger1 = time = 0
attr = S, ST
hitflag = MAF
priority = 7, hit
sparkno = s7008
sparkxy = -26, -82
p2facing = 1
p2stateno = 902
hitsound = S120,random%2
persistent = 0

[State 800, 1]
type = null;HitDef
trigger1 = prevstateno = [120,159]
attr = S, ST
hitflag = MAF
priority = 7, hit
sparkno = s7008
sparkxy = -26, -82
fall = 1
fall.recover = 0
velset = 0,-1
p2facing = 1
p2stateno = 902
hitsound = S120,random%2
persistent = 0

;---------------------[巆憸]
[state a]
type = afterimagetime
trigger1 = time = 0
time = 0




[State 3040, 7];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = movehit = 1
trigger2 = movehit = 9
;persistent = 0
ignorehitpause = 1
time = 2
value = 0,0,255
under = 1

[State 3040, 7];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = movehit = 5
trigger2 = movehit = 12
;persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1


;---------------------[]
[state a]
type = ctrlset
trigger1 = anim = 901 && animelemtime(6) = 6
trigger2 = anim = 911 && animelemtime(4) = 6
trigger3 = anim = 3902 && animelem = 4
trigger4 = anim = 3910 && animelem = 5
trigger5 = anim = 921 && animelem = 8
trigger6 = anim = 3922 && animelem = 10
value = 1

;---------------------[]
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = statetype != A
value = 0
ctrl = 1

[State 00]
type = ChangeState
triggerall = statetype = A
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
;(ENEMY)抏偐傟
[Statedef 902]
type    = U
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[state a]
type = turn
trigger1 = facing = enemy,facing
trigger1 = time = 0

;---------------------[傾僯儊乕僔儑儞]
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = statetype = S
value = 933

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = statetype = C
value = 943

[State 820, 1]
type = Changestate
Trigger1 = Time = 0
trigger1 = statetype = A
value = 1703


[State 820, 1]
type = ChangeAnim
triggerall = var(1) = 0
triggerall = time = 0
triggerall = statetype = S
trigger1 = name = "Shinnosuke Kagami" && authorname = "Ahuron"
trigger2 = name = "Mukuro" && authorname = "Ahuron"
trigger3 = name = "Ponta" && authorname = "Ahuron"
value = 902

[State 820, 1]
type = ChangeAnim
triggerall = var(1) = 0
triggerall = time = 0
triggerall = statetype = C
trigger1 = name = "Shinnosuke Kagami" && authorname = "Ahuron"
trigger2 = name = "Mukuro" && authorname = "Ahuron"
trigger3 = name = "Ponta" && authorname = "Ahuron"
value = 912


[State 820, 1]
type = ChangeAnim
triggerall = var(1) = 1
triggerall = time = 0
triggerall = statetype != A
trigger1 = name = "Shinnosuke Kagami" && authorname = "Ahuron"
trigger2 = name = "Mukuro" && authorname = "Ahuron"
trigger3 = name = "Ponta" && authorname = "Ahuron"
value = 3905

;---------------------[堏摦]
[state a]
type = posadd
trigger1 = statetype != A
trigger1 = time = 0
x = -8

[state a]
type = posadd
trigger1 = statetype != A
trigger1 = animelem = 2
x = -16



[State 210, Width];夋柺抂偺墴偟栠偟敾掕
type = Width
trigger1 = 1
edge = 0,0

;---------------------[]
[state a]
type = selfstate
trigger1 = animtime = 0
trigger1 = statetype = S
value = 0
ctrl = 1

[state a]
type = selfstate
trigger1 = animtime = 0
trigger1 = statetype = C
value = 11
ctrl = 1



;---------------------------------------------------------------------------
; 抏偒丒捛壛峌寕丒捠忢
[Statedef 930]
type    = S
movetype= A
physics = N
juggle  = 8
velset = 12,0
ctrl = 0
anim = 930
poweradd = 0
sprpriority = 1

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -100
persistent = 0
ignorehitpause = 1

[State 200, 1]
type = VelSet
trigger1 = var(53) > 0
trigger1 = time = 0
x = 5
persistent = 0


[State 200, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
damage = ifelse(var(2) = 0,110,ifelse(var(2) = 1,90,106)), ifelse(var(2) = 0,110,ifelse(var(2) = 1,90,106))
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,125,63),0),ifelse(var(53) = 0,ifelse(var(2) = 0,125,63),0)
givepower = 0,0
animtype = mid
guardflag = N
hitflag = MAF
priority = 7, Hit
pausetime = 14, 14
guard.pausetime = 14, 14
sparkno = s7002
sparkxy = -17, -76
hitsound = s210, random%4
guard.sparkno = s7020
guardsound = s120, random%2
ground.type = high
ground.slidetime = 28
ground.hittime  = 28
ground.velocity = -5.5,-5
air.type = High
air.velocity = -5.4,-5
yaccel = 0.43
air.hittime = 12
fall = 1
fall.recover = 0

;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = animelem = 2
value = 200, random%4

[State 200, 1];怳傝
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

;---------------------[僄僼僃僋僩]


;---------------------[堏摦]
[state a]
type = velmul
trigger1 = 1
x = 0.8

[state a]
type = posadd
trigger1 = animelem = 2
x = 8

[state a]
type = posadd
trigger1 = animelem = 3
x = 16

[state a]
type = posadd
trigger1 = animelem = 10
x = -24



;---------------------[]
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 抏偒丒捛壛峌寕丒妎惲
[Statedef 3930]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3930
poweradd = 0
sprpriority = 1

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -100
persistent = 0
ignorehitpause = 1

[State 200, 1]
type = VelSet
trigger1 = var(53) > 0
trigger1 = time = 0
x = 5
persistent = 0

;---------------------[峌寕]
[State 200, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
damage = 106, 106
getpower = ifelse(var(53) = 0,157,0),ifelse(var(53) = 0,157,0)
givepower = 0,0
animtype = up
guardflag = N
hitflag = MAF
priority = 7, Hit
pausetime = 14, 14
guard.pausetime = 14, 14
sparkno = s7005
sparkxy = -17, -76
hitsound = s220, random%3
guard.sparkno = -1
guardsound = -1, 0
ground.type = high
ground.slidetime = 28
ground.hittime  = 28
ground.velocity = -1.1,-13
air.type = High
air.velocity = -1.1,-13
yaccel = 0.67
air.hittime = 12
fall = 1
fall.recover = 0

;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = animelem = 4
value = 200, random%3

[State 200, 1];怳傝
type = PlaySnd
trigger1 = animelem = 5
value = 200, 0

;---------------------[僄僼僃僋僩]


;---------------------[堏摦]
[state a]
type = posadd
trigger1 = time = 0
trigger2 = animelem = 2
x = 4

[state a]
type = posadd
trigger1 = animelem = 3
trigger2 = animelem = 7
x = 8

[state a]
type = posadd
trigger1 = animelem = 4
trigger2 = animelem = 5
x = 12

[state a]
type = posadd
trigger1 = animelem = 6
x = 16

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

[state a]
type = posadd
trigger1 = animelem = 13
trigger2 = animtime = 0
x = -16

[state a]
type = posadd
trigger1 = animelem = 14
x = -20

;---------------------[]
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 嬻拞暅婣
[Statedef 700]
type    = A
movetype= I
physics = N
anim = 701 + var(1)*3000
velset = -0.5,-8
ctrl = 0

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

;---------------------[僄僼僃僋僩]




[State 5210, 1]
type = PalFX
trigger1 = Time = 0
time = 12
add = 200,200,200;98,68,178
mul = 110,109,209
color = 0

[State 5210, 2] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < 0

;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = time = 0
value = 200, random%4


[State 5210, 2]
type = gravity
trigger1 = 1
x = -1

[State 5210, 4]
type = CtrlSet
trigger1 = Time = 2
value = 1

[State 5210, 5] ;Land on ground
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMP_LAND
ctrl = 1


;---------------------------------------------------------------------------
; 僟僂儞夞旔
[Statedef 710]
type    = A
movetype= I
physics = N
ctrl = 0
velset = -4,-3.6
anim = 700
sprpriority = 1

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

[State 5210, 1]
type = PalFX
trigger1 = 1
time = 1
add = 200,200,200;98,68,178
mul = 110,109,209
color = 1

[State 105, 1]
type = Veladd
trigger1 = 1
y = 0.47

[State explod];
type = Explod
trigger1 = time = 0
anim = 7040
id = 7040
sprpriority = 3
postype = p1
pos = 0,-40
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 190,200
ignorehitpause = 0
ownpal = 1

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 僟僂儞夞旔丒拝抧
[Statedef 711]
type    = S
physics = N
ctrl = 0
anim = 711
velset = 0,0

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

[State 106, 1]
type = posSet
trigger1 = Time = 0
y = 0

;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = time = 0
value = 47, 0

[State 106, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
; 堏摦婲偒忋偑傝
[Statedef 720]
type    = U
movetype= I
physics = N
ctrl = 0
velset = 0,0

[State 106, 1]
type = posSet
trigger1 = Time = 0
y = 0

[State 5120, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
 
;---------------------[傾僯儊乕僔儑儞]
[state a]
type = changeanim
trigger1 = var(30) = 0
trigger1 = var(1) = 0
trigger1 = time = 0
trigger1 = command = "holdfwd"
value = 700

[state a]
type = changeanim
triggerall = var(30) != 0
triggerall = var(1) = 0
triggerall = time = 0
triggerall = (facing = 1 && Helper(30000),ParentDist X >= 70) || (facing = -1 && Helper(30010),ParentDist X >= 70)
trigger1 = facing = 1
trigger1 = (pos X < enemy(0),pos X && pos X < enemy(1),pos X)
trigger2 = facing = -1
trigger2 = (pos X > enemy(0),pos X && pos X > enemy(1),pos X)
trigger3 = !(facing = -1 && pos X < enemy(0),pos X && pos X < enemy(1),pos X)
trigger3 = !(facing = 1 && pos X > enemy(0),pos X && pos X > enemy(1),pos X)
value = 721

[state a]
type = changeanim
triggerall = var(30) != 0
triggerall = time = 0
triggerall = var(1) = 0
triggerall = frontedgebodydist >= 80
trigger1 = facing = -1
trigger1 = (pos X < enemy(0),pos X && pos X < enemy(1),pos X)
trigger2 = facing = 1
trigger2 = (pos X > enemy(0),pos X && pos X > enemy(1),pos X)
trigger3 = pos X <= ((enemy(0),pos X) + 70) && pos X >= ((enemy(0),pos X) - 70)
trigger3 = pos X <= ((enemy(1),pos X) + 70) && pos X >= ((enemy(1),pos X) - 70)
value = 720

[state a]
type = changeanim
trigger1 = var(30) = 0
trigger1 = var(1) = 0
trigger1 = time = 0
trigger1 = command = "holdback"
value = 721

;---------------------[堏摦]
[state a]
type = velset
triggerall = time = 0
trigger1 = var(30) = 0
trigger1 = command = "holdfwd"
trigger2 = var(30) != 0
trigger2 = var(1) = 0
trigger2 = anim = 720
x = 16

[state a]
type = velset
triggerall = var(30) != 0
triggerall = var(1) = 1
triggerall = time = 0
triggerall = (facing = 1 && Helper(30000),ParentDist X >= 70) || (facing = -1 && Helper(30010),ParentDist X >= 70)
trigger1 = facing = 1
trigger1 = (pos X < enemy(0),pos X && pos X < enemy(1),pos X)
trigger2 = facing = -1
trigger2 = (pos X > enemy(0),pos X && pos X > enemy(1),pos X)
trigger3 = !(facing = -1 && pos X < enemy(0),pos X && pos X < enemy(1),pos X)
trigger3 = !(facing = 1 && pos X > enemy(0),pos X && pos X > enemy(1),pos X)
x = -16

[state a]
type = velset
triggerall = var(30) != 0
triggerall = time = 0
triggerall = var(1) = 1
triggerall = frontedgebodydist >= 60
trigger1 = facing = -1
trigger1 = (pos X < enemy(0),pos X && pos X < enemy(1),pos X)
trigger2 = facing = 1
trigger2 = (pos X > enemy(0),pos X && pos X > enemy(1),pos X)
x = 16

[state a]
type = velset
triggerall = time = 0
trigger1 = var(30) = 0
trigger1 = command = "holdback"
trigger2 = var(30) != 0
trigger2 = var(1) = 0
trigger2 = anim = 721
x = -16

[state a]
type = velmul
trigger1 = 1
x = 0.9

[State 0, 1]
type = Turn
triggerall = roundstate = 2
triggerall = (Facing = 1 && pos X > enemynear(var(34)),pos X) || (Facing = -1 && pos X < enemynear(var(34)),pos X)
triggerall = AnimTime = 0 
trigger1 = var(30) = 0
trigger2 = var(30) != 0
IgnoreHitPause = 1

;---------------------[]

[State 106, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 720, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = AnimTime = 0
value = SCA
time = 3

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;搳偘
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;捠忢搳偘
[Statedef 980]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 980

[State 900, 3]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,50,25),0),ifelse(var(53) = 0,ifelse(var(2) = 0,50,25),0)
givepower = 0,0
hitflag = M-
numhits = 0
priority = 7, miss
sparkno = -1
sprpriority = -1
p2facing = 1
ground.hittime = 30
p1stateno = ifelse(command = "holdback",981,983)
p2stateno = 913

[State 900, 5]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;棆杌
[Statedef 981]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 981

[State 1000, 2]
type = Width
trigger1 = AnimElem = 1
value = 0,70

[state 1, 1]
type = sprpriority
trigger1 = Animelem = 1
value = 5

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 207,0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 210,2

[State 1101, 1]
type = targetbind
trigger1 = Animelem = 2
pos = 30,-80
time = 9

[State 911, 4]
type = targetbind
trigger1 = Animelem = 1
pos =  50,0
time = 1

[State 1101, 1]
type = targetbind
trigger1 = Animelem = 5
pos = -10,-80
time = 9

[State 1101, 1]
type = targetbind
trigger1 = Animelem = 7
pos = -25,-37
time = 9

[State 905, 11]
type = Turn
trigger1 = AnimElem = 1
value = 0

[State 950, 1]
type = Veladd
trigger1 = time >= 21
y = .6

[State 950, 1]
type = VelSet
trigger1 = animelem = 6
x = -4
y = -5.5

[State 905, 13]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 982
;---------------------------------------------------------------------------
;棆杌
[Statedef 982]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 982
 
[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 127,0

[State 1101, 1]
type = velset
trigger1 = AnimElem = 2
x = 4

[State 1101, 1]
type = velset
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 3
x = 3

[State 1101, 1]
type = posset
trigger1 = time = 0
y = 0

[State 905, 1]
type = PlayerPush
trigger1 = Time >= 0
trigger1 = Time <= 40
value = 0

[State 2010, 6]
type = EnvShake
trigger1 = AnimElem = 1
time = 15
ignorehitpause = 1
  
[State 905, 11]
type = TargetLifeAdd
trigger1 = AnimElem = 1
value = -100

[State 905, 11]
type = Turn
trigger1 = AnimElem = 2
value = 0

[State 105, 2]
type = Turn
trigger1 =  (animtime = 0)
trigger1 = p2dist X < 0

[State 1105, 3]
type = Changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;捠忢搳偘丒妎惲
[Statedef 3980]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 3980

[State 900, 3]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,50,25),0),ifelse(var(53) = 0,ifelse(var(2) = 0,50,25),0)
givepower = 0,0
hitflag = M-
numhits = 0
priority = 7, miss
sparkno = -1
sprpriority = -1
p2facing = 1
ground.hittime = 30
p1stateno = ifelse(command = "holdback",3981,3983)
p2stateno = 913

[State 900, 5]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;棆杌
[Statedef 3981]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 3981

[State 1000, 2]
type = Width
trigger1 = AnimElem = 1
value = 0,70

[state 1, 1]
type = sprpriority
trigger1 = Animelem = 1
value = 5

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 207,0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 71,0

[State 1101, 1]
type = targetbind
trigger1 = Animelem = 2
pos = 30,-80
time = 9

[State 911, 4]
type = targetbind
trigger1 = Animelem = 1
pos =  50,0
time = 1

[State 1101, 1]
type = targetbind
trigger1 = Animelem = 5
pos = -10,-80
time = 9

[State 1101, 1]
type = targetbind
trigger1 = Animelem = 7
pos = -25,-37
time = 9

[State 905, 11]
type = Turn
trigger1 = AnimElem = 1
value = 0

[State 950, 1]
type = Veladd
trigger1 = time >= 21
y = .6

[State 950, 1]
type = VelSet
trigger1 = animelem = 6
x = -4
y = -5.5

[State 905, 13]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3982
;---------------------------------------------------------------------------
;棆杌
[Statedef 3982]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 3982
 
[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 127,0

[State 1101, 1]
type = velset
trigger1 = AnimElem = 2
x = 4

[State 1101, 1]
type = velset
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 3
x = 3

[State 1101, 1]
type = posset
trigger1 = time = 0
y = 0

[State 905, 1]
type = PlayerPush
trigger1 = Time >= 0
trigger1 = Time <= 40
value = 0

[State 2010, 6]
type = EnvShake
trigger1 = AnimElem = 1
time = 15
ignorehitpause = 1
  
[State 905, 11]
type = TargetLifeAdd
trigger1 = AnimElem = 1
value = -100

[State 905, 11]
type = Turn
trigger1 = AnimElem = 2
value = 0

[State 105, 2]
type = Turn
trigger1 =  (animtime = 0)
trigger1 = p2dist X < 0

[State 1105, 3]
type = Changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------
;棆杌(p2傗傜傟)
[Statedef 913]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 5050, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 903

[State 905, 11]
type = Turn
trigger1 = time = 1
value = 0


[State 2020, 2.2]
type = sprpriority
trigger1 = time >= 0
trigger1 = time <= 18
value = 2

[State 950, 1]
type = Veladd
trigger1 = time >= 21
y = .6

[State 950, 1]
type = VelSet
trigger1 = animelem = 6
x = -4
y = -5

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -30
value = 914

;---------------------------------------------------------------------------
;棆杌
[Statedef 983]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 981

[State 1000, 2]
type = Width
trigger1 = AnimElem = 1
value = 0,70

[state 1, 1]
type = sprpriority
trigger1 = Animelem = 1
value = 5

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 207,0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 210,2

[State 1101, 1]
type = targetbind
trigger1 = Animelem = 2
pos = 30,-80
time = 9

[State 1101, 1]
type = targetbind
trigger1 = Animelem = 5
pos = -10,-80
time = 9

[State 1101, 1]
type = targetbind
trigger1 = Animelem = 7
pos = -25,-37
time = 9

[State 950, 1]
type = Veladd
trigger1 = time >= 21
y = .6

[State 950, 1]
type = VelSet
trigger1 = animelem = 6
x = -4
y = -5.5

[State 905, 13]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 912
;---------------------------------------------------------------------------
;棆杌
[Statedef 3983]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 3981

[State 1000, 2]
type = Width
trigger1 = AnimElem = 1
value = 0,70

[state 1, 1]
type = sprpriority
trigger1 = Animelem = 1
value = 5

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 207,0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 71,0

[State 1101, 1]
type = targetbind
trigger1 = Animelem = 2
pos = 30,-80
time = 9

[State 1101, 1]
type = targetbind
trigger1 = Animelem = 5
pos = -10,-80
time = 9

[State 1101, 1]
type = targetbind
trigger1 = Animelem = 7
pos = -25,-37
time = 9

[State 950, 1]
type = Veladd
trigger1 = time >= 21
y = .6

[State 950, 1]
type = VelSet
trigger1 = animelem = 6
x = -4
y = -5.5

[State 905, 13]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3982

;--------------------------------------------------------------------
;搳偘拝抧
[Statedef 912]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 982
 
[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 127,0

[State 1101, 1]
type = velset
trigger1 = AnimElem = 2
x = 4

[State 1101, 1]
type = velset
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 3
x = 3

[State 1101, 1]
type = posset
trigger1 = time = 0
y = 0

[State 905, 1]
type = PlayerPush
trigger1 = Time >= 0
trigger1 = Time <= 40
value = 0

[State 2010, 6]
type = EnvShake
trigger1 = AnimElem = 1
time = 15
ignorehitpause = 1
  
[State 905, 11]
type = TargetLifeAdd
trigger1 = AnimElem = 1
value = -100

[State 905, 11]
type = Turn
trigger1 = AnimElem = 2
value = 0

[State 105, 2]
type = Turn
trigger1 = (var(20)!=0) && (animtime = 0)
trigger1 = p2dist X < 0

[State 1050, 4]
type = ChangeState
trigger1 = (var(20)!=0) && (animtime = 0)
value = var(20)
ctrl = 0

[State 1105, 3]
type = Changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;搳偘傗傜傟
[Statedef 913]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 5050, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 903

[State 2020, 2.2]
type = sprpriority
trigger1 = time >= 0
trigger1 = time <= 18
value = 2

[State 950, 1]
type = Veladd
trigger1 = time >= 21
y = .6

[State 950, 1]
type = VelSet
trigger1 = animelem = 6
x = -4
y = -5

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -30
value = 914

;---------------------------------------------------------------------------
;搳偘傗傜傟
[Statedef 914]
type    = A
movetype= H
physics = N
velset = 0,0

[State 5050, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 904

[State 1000, 2]
type = turn
trigger1 = time = 0

[State 1270, 2]
type = posset
trigger1 = time = 0
y = 0

[State 1270, 2]
type = VelSet
trigger1 = time = 1
x = 0.5

[State 1270, 2]
type = VelSet
trigger1 = animelem = 2
x = 3
y = -4

[State 5050, 3]
type = VelAdd
trigger1 = Time >= 13
y = .5


[State 1281, 3]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 0
trigger1 = Time >= 20
value = 5100

;------------------------------------------------------
;嬻拞搳偘
[Statedef 920]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 920

[State 1000, 1]
type = VelAdd
trigger1 = time >= 0
y = .5

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 900,0

[State 900, 3]
type = HitDef
Trigger1 = Time = 0
trigger1 = p2bodydist X <= 24
attr = A, NT
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,50,25),0),ifelse(var(53) = 0,ifelse(var(2) = 0,50,25),0)
givepower = 0,0
hitflag = AF
numhits = 0
priority = 7, Hit
sparkno = -1
sprpriority = -1
p2facing = 1
ground.hittime = 30
p1stateno = 921
p2stateno = 923

[State 900, 5]
type = ChangeState
Trigger1 = animtime = 0
value = 610

;--------------------------------------------------------------------
;嬻拞搳偘敪惗
[Statedef 921]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 921

[state 1, 1]
type = sprpriority
trigger1 = Animelem = 1
value = 5

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 207,0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 210,2

[State 1101, 1]
type = targetbind
trigger1 = Animelem = 1
pos = 30,-80
time = 9

[State 1101, 1]
type = targetbind
trigger1 = Animelem = 4
pos = -10,-80
time = 9

[State 1101, 1]
type = targetbind
trigger1 = Animelem = 6
pos = -25,-37
time = 9

[State 950, 1]
type = Veladd
trigger1 = time >= 10
y = .6

[State 950, 1]
type = Veladd
trigger1 = time >= 18
y = .3

[State 950, 1]
type = VelSet
trigger1 = animelem = 3
x = -3
y = -6

[State 905, 13]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 982

;------------------------------------------------------
;嬻拞搳偘丒妎惲
[Statedef 3920]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 3920

[State 1000, 1]
type = VelAdd
trigger1 = time >= 0
y = .5

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 900,0

[State 900, 3]
type = HitDef
Trigger1 = Time = 0
trigger1 = p2bodydist X <= 24
attr = A, NT
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,50,25),0),ifelse(var(53) = 0,ifelse(var(2) = 0,50,25),0)
givepower = 0,0
hitflag = AF
numhits = 0
priority = 7, Hit
sparkno = -1
sprpriority = -1
p2facing = 1
ground.hittime = 30
p1stateno = 3921
p2stateno = 923

[State 900, 5]
type = ChangeState
Trigger1 = animtime = 0
value = 3610

;--------------------------------------------------------------------
;嬻拞搳偘敪惗
[Statedef 3921]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 3921

[state 1, 1]
type = sprpriority
trigger1 = Animelem = 1
value = 5

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 207,0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 71,0

[State 1101, 1]
type = targetbind
trigger1 = Animelem = 1
pos = 30,-80
time = 9

[State 1101, 1]
type = targetbind
trigger1 = Animelem = 4
pos = -10,-80
time = 9

[State 1101, 1]
type = targetbind
trigger1 = Animelem = 6
pos = -25,-37
time = 9

[State 950, 1]
type = Veladd
trigger1 = time >= 10
y = .6

[State 950, 1]
type = Veladd
trigger1 = time >= 18
y = .3

[State 950, 1]
type = VelSet
trigger1 = animelem = 3
x = -3
y = -6

[State 905, 13]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3982

;-------------------------------------------------------------
;嬻拞搳偘傗傜傟
[Statedef 923]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 5050, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 923

[State 2020, 2.2]
type = sprpriority
trigger1 = time >= 0
trigger1 = time <= 8
value = 2

[State 950, 1]
type = Veladd
trigger1 = time >= 10
y = .6

[State 950, 1]
type = Veladd
trigger1 = time >= 18
y = .3

[State 950, 1]
type = VelSet
trigger1 = animelem = 3
x = -3
y = -6

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -30
value = 914


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;昁嶦媄
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 庛幘晽
[Statedef 1000]
type    = S
movetype= A
physics = N
juggle  = ifelse(var(53) = 0,8,0)
poweradd= ifelse(var(53) = 0,ifelse(var(2) = 0,32,16),0)
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 1

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
var(53) = -100
persistent = 0
ignorehitpause = 1

;---------------------[岠壥壒]
[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 1000, 0
channel = 0

;---------------------[僿儖僷乕]
[state a];墛
type = Helper
trigger1 = animelem = 6
id = 1000
name = "honoo"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1010
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
persistent = 0
keyctrl = 1 
ownpal = 1


;---------------------[僗僥乕僩僠僃儞僕]
[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 嫮幘晽
[Statedef 1001]
type    = S
movetype= A
physics = N
juggle  = ifelse(var(53) = 0,4,0)
poweradd= ifelse(var(53) = 0,ifelse(var(2) = 0,32,16),0)
velset = 0,0
anim = 1001
ctrl = 0
sprpriority = 1

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
var(53) = -100
persistent = 0
ignorehitpause = 1


;---------------------[岠壥壒]
[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 1000, 0
channel = 0

;---------------------[僿儖僷乕]
[state a];墛
type = Helper
trigger1 = animelem = 6
id = 1000
name = "honoo"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1010
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
persistent = 0
keyctrl = 1 
ownpal = 1


;---------------------[僗僥乕僩僠僃儞僕]
[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
;(HELPER)抏
[Statedef 1010]
type = S
ctrl = 0
anim = 1010
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[懍搙]
[state a]
type = velset
trigger1 = time = 0
trigger1 = root,stateno = 1000
x = 3

[state a]
type = velset
trigger1 = time = 0
trigger1 = root,stateno = 1001
x = 6

;---------------------[岠壥壒]
[State 1000, 1]
type = PlaySnd
trigger1 = time = 0
value = 1001, 0

;---------------------[峌寕]
[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, SP
damage = ifelse(var(2) = 0,96,64),ifelse(var(2) = 0,10,6)
getpower = ifelse(root,var(53) = 0,ifelse(root,var(2) = 0,125,47),0),ifelse(root,var(53) = 0,ifelse(root,var(2) = 0,63,16),0)
givepower = 0,0
animtype = hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 0, 10
guard.pausetime = 0, 10
sparkno = s-1
sparkxy = -21, 0
hitsound = s1002, 0
guard.sparkno = s4009
guardsound = s121, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -8.5
air.type = High
air.velocity = -2.5,-9
yaccel = 0.5
air.hittime = 12
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0


;---------------------[摉恎娭學]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

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


[State 200, 7]
type = changestate
trigger1 = movecontact
value = 1015
ignorehitpause = 1

[State 200, 7]
type = destroyself
trigger1 = frontedgedist <= -20

;----------------------------------------------------------------------------
;(HELPER)抏徚柵
[Statedef 1015]
type = S
ctrl = 0
anim = 1011
velset = 0,0
movetype = A
physics = N
sprpriority = 5


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


;---------------------[摟夁]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 220,180

;---------------------[]
[State 200, 7]
type = destroyself
trigger1 = animtime = 0
;----------------------------------------------------------------------------

;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 庛嬻夊
[Statedef 1100]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= ifelse(var(53) = 0,ifelse(var(2) = 0,32,16),0)
velset = 0,0
anim = 1100
ctrl = 0
sprpriority = 1

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -100
persistent = 0
ignorehitpause = 1

;---------------------[岠壥壒]
[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 1100, 0
channel = 0

;---------------------[堏摦]
[State 1000, 2]
type = PosAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
x = 10

[state a]
type = statetypeset
trigger1 = animelem = 8
value = A

[state a]
type = velset
trigger1 = animelem = 8
x = 1
y = -8

[state a]
type = veladd
trigger1 = animelem = 8,>0
y = 0.5

;---------------------[峌寕]
[State 200, 1]
type = HitDef
trigger1 = AnimElem >= 7
attr = S, SA
damage = ifelse(var(2) = 0,104,80),ifelse(var(2) = 0,10,0)
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,125,47),0),ifelse(var(53) = 0,ifelse(var(2) = 0,63,16),0)
givepower = 0,0
animtype = hard
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 8, 8
sparkno = s4005
sparkxy = -7, -56
hitsound = s211, random%1
guard.sparkno = s4009
guardsound = s120,0
ground.type = high
ground.slidetime = 28
ground.hittime  = 28
ground.velocity = -2,-9
guard.velocity = -3
air.type = High
air.velocity = -2,-9
yaccel = 0.5
air.hittime = 12
fall = 1
fall.recover = 0

;---------------------[岠壥壒]
[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 1101, 0

;---------------------[僄僼僃僋僩]
[State explod];寣
type = Explod
trigger1 = movehit
anim = 4006
id = 4006
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 256,60
persistent = 0
ignorehitpause = 1

;---------------------[]
[State 00]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1105

;---------------------------------------------------------------------------
; 嬻夊拝抧
[Statedef 1105]
type    = S
physics = N
;anim = anim+5
sprpriority = 1
ctrl = 0

[state a]
type = changeanim
trigger1 = time = 0
value = 1105

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = anim != 1105
value = anim + 5

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

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

[state a]
type = velmul
trigger1 = 1
x = 0.85

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 0
value = 106,0

[State 100, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 嫮嬻夊
[Statedef 1101]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= ifelse(var(53) = 0,ifelse(var(2) = 0,63,32),0)
velset = 0,0
anim = 1101
ctrl = 0
sprpriority = 1

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -100
persistent = 0
ignorehitpause = 1

;---------------------[岠壥壒]
[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 1100, 0
channel = 0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 1101, 0


;---------------------[堏摦]
[State 1000, 2]
type = PosAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
x = 10

[state a]
type = statetypeset
trigger1 = animelem = 8
value = A

[state a]
type = velset
trigger1 = animelem = 8
x = 1.5
y = -9

[state a]
type = veladd
trigger1 = animelem = 8,>0
y = 0.5

;---------------------[峌寕]
[State 200, 1]
type = HitDef
trigger1 = AnimElem >= 6
attr = S, SA
damage = ifelse(var(2) = 0,72,64),ifelse(var(2) = 0,12,0)
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,125,47),0),ifelse(var(53) = 0,ifelse(var(2) = 0,63,32),0)
givepower = 0,0
animtype = hard
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 8, 8
sparkno = s4005
sparkxy = -7, -56
hitsound = s211, random%1
guard.sparkno = s4009
guardsound = s120, 0
ground.type = high
ground.slidetime = 28
ground.hittime  = 28
ground.velocity = -2.5,-10
guard.velocity = -3
air.type = High
air.velocity = -2.5,-10
yaccel = 0.5
air.hittime = 12
fall = 1
fall.recover = 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem >= 8
attr = A, SA
damage = ifelse(var(2) = 0,72,64),ifelse(var(2) = 0,4,4)
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,94,47),0),ifelse(var(53) = 0,ifelse(var(2) = 0,47,16),0)
givepower = 0,0
animtype = hard
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 12, 12
sparkno = s4005
sparkxy = -7, -82
hitsound = s211, random%1
guard.sparkno = s4009
guardsound = s120, 0
ground.type = high
ground.slidetime = 28
ground.hittime  = 28
ground.velocity = -2.5,-10
guard.velocity = -7
air.type = High
air.velocity = -2.5,-10
yaccel = 0.5
air.hittime = 12
fall = 1
fall.recover = 0

[State 1505, 9]
type = ChangeState
triggerall = var(30) = 0
triggerall = command = "嫮嬻夊"
triggerall = time = [0,22]
trigger1 = movecontact
trigger2 = NumTarget(1101) = 1
value = 1103

;---------------------[僄僼僃僋僩]
[State explod];寣
type = Explod
trigger1 = movehit
anim = 4006
id = 4006
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 256,60
persistent = 0
ignorehitpause = 1



;---------------------[]
[State 00]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1105

;--------------------------------------------------------------------
;嫮嬻夊 捛壛擖椡
[Statedef 1103]
type = A
movetype = A
physics = N
anim = 1202
poweradd = ifelse(var(53) = 0,27,0)
velset = 0,0

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -100
persistent = 0
ignorehitpause = 1

[State 1505, 3]
type = VelSet
trigger1 = AnimElem = 1
y = -6.8

[State 1505, 3]
type = VelSet
trigger1 = AnimElem = 1
x = 2

[State 1505, 4]
type = VelAdd
trigger1 = Time >= 0
y = .5

[State 1505, 6]
type = HitDef
trigger1 = AnimElem >= 2
attr = A, SA
animtype = Hard
damage = ifelse(var(2) = 0,100,84),9
getpower = ifelse(var(53) = 0,50,0),ifelse(var(53) = 0,50,0)
sparkno = S4004
guard.sparkno = S4009
sparkxy = 10,-70
guardflag = M
hitflag = MAF
pausetime = 4,4
givepower = 0,0
hitsound = S211,random%1
guardsound = S120,0
ground.type = low
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -9
guard.velocity = -4
air.velocity = -2.3,-3
ground.cornerpush.veloff = -9
guard.cornerpush.veloff = -4
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
yaccel = 0.60

;---------------------[僄僼僃僋僩]
[State explod];寣
type = Explod
trigger1 = movehit
anim = 4006
id = 4006
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 256,60
persistent = 0
ignorehitpause = 1

;---------------------[岠壥壒]
[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1202, 0
channel = 0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1205, 0

[State 1505, 9]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1215


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;庛丂楢恘巃堦敪栚
[Statedef 1200]
type = S
movetype = A
physics = N
anim = 1200
poweradd = ifelse(var(53) = 0,40,0)
velset = 0
ctrl = 0

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -100
persistent = 0
ignorehitpause = 1

[State 210, 0]
type = velset
trigger1 = AnimElem = 3
x = 3

[State 210, 0]
type = veladd
trigger1 = AnimElem = 4
x = 1

[State 210, 0]
type = veladd
trigger1 = AnimElem = 8, >= 0
trigger1 = Vel X >= 0
x = -0.5

[State 210, 0]
type = velset
trigger1 = time >= 40
x = 0


[State 230, 3]
type = HitDef
trigger1 = AnimElem >= 5
attr = S, SA
animtype = Hard
damage = ifelse(var(2) = 0,50,36),3
guardflag = M
hitflag = MA
pausetime = 8,8
getpower = ifelse(var(53) = 0,50,0),ifelse(var(53) = 0,50,0)
getpower  = 50,50
givepower = 0,0
sparkno = S4007
guard.sparkno = S4009
sparkxy = 10,-68
hitsound = S211,random%1
guardsound = S120,0
ground.type = Low
ground.slidetime = 24
ground.hittime  = 24
ground.velocity = -9
guard.velocity = -4
ground.cornerpush.veloff = -9
guard.cornerpush.veloff = -4
air.cornerpush.veloff = 0

;---------------------[僄僼僃僋僩]
[State explod];寣
type = Explod
trigger1 = movehit
anim = 4006
id = 4006
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 256,60
persistent = 0
ignorehitpause = 1

;---------------------[岠壥壒]
[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 1200, 0
channel = 0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 1203, 0


[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;庛丂楢恘巃擇敪栚
[Statedef 1201]
type = S
movetype = A
physics = S
anim = 1201
poweradd = ifelse(var(53) = 0,27,0)
velset = 0
ctrl = 0

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -100
persistent = 0
ignorehitpause = 1

[State 210, 0]
type = velset
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 5, < 0
x = 4

[State 230, 3]
type = HitDef
trigger1 = AnimElem >= 3
attr = S, NA
damage = ifelse(var(2) = 0,55,44),8
getpower = ifelse(var(53) = 0,50,0),ifelse(var(53) = 0,50,0)
givepower = 0,0
animtype = up
guardflag = M
hitflag = MA
priority = 5, Hit
pausetime = 8, 8
sparkno = s4005
sparkxy = -17, -76
hitsound = s211, random%1
guard.sparkno = s4009
guardsound = 120, 0
ground.type = high
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -1.1,-13
air.type = High
air.velocity = -1.1,-13
yaccel = 0.67
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff = -15

;---------------------[僄僼僃僋僩]
[State explod];寣
type = Explod
trigger1 = movehit
anim = 4006
id = 4006
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 256,60
persistent = 0
ignorehitpause = 1

;---------------------[岠壥壒]
[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 1201, 0
channel = 0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 1204, 0


[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;庛丂楢恘巃嶰敪栚
[Statedef 1202]
type = A
movetype = A
physics = N
anim = 1202
poweradd = ifelse(var(53) = 0,27,0)
velset = 0,0

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -100
persistent = 0
ignorehitpause = 1

[State 1505, 3]
type = VelSet
trigger1 = AnimElem = 1
y = -6.8

[State 1505, 3]
type = VelSet
trigger1 = AnimElem = 1
x = 4

[State 1505, 4]
type = VelAdd
trigger1 = Time >= 0
y = .5

[State 1505, 6]
type = HitDef
trigger1 = AnimElem >= 2
attr = A, SA
animtype = Hard
damage = ifelse(var(2) = 0,100,84),9
getpower = ifelse(var(53) = 0,50,0),ifelse(var(53) = 0,50,0)
sparkno = S4004
guard.sparkno = S4009
sparkxy = 10,-70
guardflag = M
hitflag = MAF
pausetime = 8,8
givepower = 0,0
hitsound = S211,random%1
guardsound = S120,0
ground.type = low
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -9
guard.velocity = -4
air.velocity = -2.3,-3
ground.cornerpush.veloff = -9
guard.cornerpush.veloff = -4
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
yaccel = 0.60

;---------------------[僄僼僃僋僩]
[State explod];寣
type = Explod
trigger1 = movehit
anim = 4006
id = 4006
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 256,60
persistent = 0
ignorehitpause = 1

;---------------------[岠壥壒]
[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1202, 0
channel = 0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1205, 0

[State 1505, 9]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1210

;---------------------------------------------------------------------------
;庛丂楢恘巃嶰敪栚乮拝抧乯
[Statedef 1210]
type = S
movetype = I
physics = S
anim = 1210
poweradd = 0
velset = 0,0
ctrl = 0

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -100
persistent = 0
ignorehitpause = 1

;---------------------[岠壥壒]
[State 1000, 1]
type = PlaySnd
trigger1 = time = 0
value = 106, 0


[State 410, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1505, 3]
type = VelSet
trigger1 = time = [0,10]
x = 1

[State 1000, 2]
type = Width
trigger1 = FrontEdgeDist <= 10
value = 2,0

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;嫮丂楢恘巃堦敪栚
[Statedef 1203]
type = S
movetype = A
physics = N
anim = 1203
poweradd = ifelse(var(53) = 0,40,0)
velset = 0
ctrl = 0

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -100
persistent = 0
ignorehitpause = 1

[State 210, 0]
type = velset
trigger1 = AnimElem = 3
x = 6

[State 210, 0]
type = veladd
trigger1 = AnimElem = 4
x = 3

[State 210, 0]
type = veladd
trigger1 = AnimElem = 8, >= 0
trigger1 = Vel X >= 0
x = -0.5

[State 210, 0]
type = velset
trigger1 = time >= 40
x = 0

[State 230, 3]
type = HitDef
trigger1 = AnimElem >= 5
attr = S, SA
animtype = Hard
damage = ifelse(var(2) = 0,50,36),3
getpower = ifelse(var(53) = 0,50,0),ifelse(var(53) = 0,50,0)
guardflag = M
hitflag = MA
pausetime = 8,8
givepower = 0,0
sparkno = S4007
guard.sparkno = S4009
sparkxy = 10,-68
hitsound = S211,random%2
guardsound = S120,0
ground.type = Low
ground.slidetime = 24
ground.hittime  = 24
ground.velocity = -9
guard.velocity = -4
ground.cornerpush.veloff = -9
guard.cornerpush.veloff = -4
air.cornerpush.veloff = 0

;---------------------[僄僼僃僋僩]
[State explod];寣
type = Explod
trigger1 = movehit
anim = 4006
id = 4006
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 256,60
persistent = 0
ignorehitpause = 1

;---------------------[岠壥壒]
[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 1200, 0
channel = 0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 1203, 0

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;嫮丂楢恘巃擇敪栚
[Statedef 1204]
type = S
movetype = A
physics = S
anim = 1204
poweradd = ifelse(var(53) = 0,27,0)
velset = 0
ctrl = 0

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -100
persistent = 0
ignorehitpause = 1

[State 210, 0]
type = velset
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 5, < 0
x = 7

[State 230, 3]
type = HitDef
trigger1 = AnimElem >= 3
attr = S, NA
damage = ifelse(var(2) = 0,55,44),8
getpower = ifelse(var(53) = 0,50,0),ifelse(var(53) = 0,50,0)
givepower = 0,0
animtype = up
guardflag = M
hitflag = MA
priority = 5, Hit
pausetime = 8, 8
sparkno = s4005
sparkxy = -17, -76
hitsound = s211, random%1
guard.sparkno = s4009
guardsound = s120, 0
ground.type = high
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -1.1,-13
air.type = High
air.velocity = -1.1,-13
yaccel = 0.67
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff = -15

;---------------------[僄僼僃僋僩]
[State explod];寣
type = Explod
trigger1 = movehit
anim = 4006
id = 4006
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 256,60
persistent = 0
ignorehitpause = 1

;---------------------[岠壥壒]
[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 1201, 0
channel = 0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 1204, 0

random%2

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;嫮丂楢恘巃嶰敪栚
[Statedef 1205]
type = A
movetype = A
physics = N
anim = 1205
poweradd = ifelse(var(53) = 0,27,0)
velset = 0,0

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -100
persistent = 0
ignorehitpause = 1

[State 1505, 3]
type = VelSet
trigger1 = AnimElem = 1
y = -6.8

[State 1505, 3]
type = VelSet
trigger1 = AnimElem = 1
x = 5

[State 1505, 4]
type = VelAdd
trigger1 = Time >= 0
y = .5

[State 1505, 6]
type = HitDef
trigger1 = AnimElem >= 2
attr = A, SA
animtype = Hard
damage = ifelse(var(2) = 0,100,84),9
getpower = ifelse(var(53) = 0,50,0),ifelse(var(53) = 0,50,0)
sparkno = S4004
guard.sparkno = S4009
sparkxy = 10,-70
guardflag = M
hitflag = MAF
pausetime = 4,4
givepower = 0,0
hitsound = S211,random%1
guardsound = S120,0
ground.type = low
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -9
guard.velocity = -4
air.velocity = -2.3,-3
ground.cornerpush.veloff = -9
guard.cornerpush.veloff = -4
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
yaccel = 0.60

;---------------------[僄僼僃僋僩]
[State explod];寣
type = Explod
trigger1 = movehit
anim = 4006
id = 4006
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 256,60
persistent = 0
ignorehitpause = 1

;---------------------[岠壥壒]
[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 1202, 0
channel = 0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 1205, 0


[State 1505, 9]
type = ChangeState
trigger1 = Vel Y >= 0
trigger1 = Pos Y >= 0
value = 1215

;---------------------------------------------------------------------------
;嫮丂楢恘巃嶰敪栚乮拝抧乯
[Statedef 1215]
type = S
movetype = I
physics = S
anim = 1215
poweradd = 0
velset = 0,0
ctrl = 0

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -100
persistent = 0
ignorehitpause = 1

;---------------------[岠壥壒]
[State 1000, 1]
type = PlaySnd
trigger1 = time = 0
value = 106, 0


[State 410, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1505, 3]
type = VelSet
trigger1 = time = [0,10]
x = 2

[State 1000, 2]
type = Width
trigger1 = FrontEdgeDist <= 10
value = 2,0

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 棐摙
[Statedef 1300]
type    = S
movetype= A
physics = N
juggle  = ifelse(var(53) = 0,4,0)
poweradd= ifelse(var(53) = 0,32,0)
velset = 0,0
anim = 1300
ctrl = 0
sprpriority = 1

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -100
persistent = 0
ignorehitpause = 1


[State 1000, 4]
type = PlaySnd
trigger1 = AnimElem = 3
value = 200,random%2
channel = 0

[State 271, 0]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 1

[State 200, 3]
type = HitDef
trigger1 = AnimElem = 1
ID = 3000
attr = S, ST
hitflag = M-
getpower  = 50,50
givepower = 20,20
sparkno = -1
numhits = 0
pausetime = 0,0
ground.type = high
ground.hittime = 14
ground.slidetime = 14
fall = 1
p1stateno = 1301
p2stateno = 1302


[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;堦搧丒棐摙乮侾俹乯
[Statedef 1301]
type = S
movetype = A
physics = S
anim = 1301
poweradd = 0
velset = 0,0
ctrl = 0



[State 200, 4]
type = velset
trigger1 = Time = [14,53]
x = 1.8

[State 3200, 1]
type = Width
trigger1 = 1
value = 50,0

[State 1105, 3]
type = TargetBind
trigger1 = time <= 52
Pos = 50,0

;---------------------[岠壥壒]
[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 12
trigger3 = AnimElem = 19
trigger4 = AnimElem = 31
value = 200, random%2
channel = 0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 207, random%2

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 12
trigger2 = AnimElem = 19
trigger3 = AnimElem = 31
value = 202, random%2

;---------------------[僄僼僃僋僩]
[State explod];寣
type = Explod
trigger1 = AnimElem = 12
anim = 4001
id = 4001
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 256,60
persistent = 0
ignorehitpause = 1

[State explod];寣
type = Explod
trigger1 = AnimElem = 19
anim = 4001
id = 4001
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 256,60
persistent = 0
ignorehitpause = 1

[State explod];寣
type = Explod
trigger1 = AnimElem = 31
anim = 4006
id = 4006
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 256,60
persistent = 0
ignorehitpause = 1




[State 1105, 3]
type = HitAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 12
trigger3 = AnimElem = 19
trigger4 = AnimElem = 31
value = 1

[State 903, 11]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -15
kill = 0

[State 903, 11]
type = TargetLifeAdd
trigger1 = AnimElem = 12
value = -10
kill = 0

[State 903, 11]
type = TargetLifeAdd
trigger1 = AnimElem = 19
value = -10
kill = 0

[State 903, 11]
type = TargetLifeAdd
trigger1 = AnimElem = 31
value = -15

[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;堦搧丒棐摙乮俀俹乯
[Statedef 1302]
type = S
movetype = H
physics = S
ctrl = 0

[State 200, 4]
type = ChangeAnim2
trigger1 = Time = 0
value = 1702

[State 1105, 3]
type = BindToTarget
trigger1 = anim = 1702
Pos = 45
time = 1

[State 1105, 3]
type = SprPriority
trigger1 = time = 0
value = -5

[State 1105, 3]
type = posset
trigger1 = time = 0
y = 0

[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1703
;---------------------------------------------------------------------------
;庛丂楢恘巃丒妎惲堦敪栚
[Statedef 1400]
type = S
movetype = A
physics = N
anim = 1400
poweradd = ifelse(var(53) = 0,40,0)
velset = 0
ctrl = 0

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -100
persistent = 0
ignorehitpause = 1

[State 210, 0]
type = velset
trigger1 = AnimElem = 3
x = 4

[State 210, 0]
type = veladd
trigger1 = AnimElem = 4
x = 4

[State 210, 0]
type = veladd
trigger1 = AnimElem = 8, >= 0
trigger1 = Vel X >= 0
x = -0.5

[State 210, 0]
type = velset
trigger1 = time >= 40
x = 0


[State 230, 3]
type = HitDef
trigger1 = AnimElem >= 5
attr = S, SA
animtype = Hard
damage = ifelse(var(2) = 0,50,36),3
getpower = ifelse(var(53) = 0,50,0),ifelse(var(53) = 0,50,0)
guardflag = M
hitflag = MA
pausetime = 8,8
givepower = 0,0
sparkno = S4007
guard.sparkno = S4009
guardsound = S120,0
sparkxy = 10,-68
hitsound = S211,random%1
ground.type = Low
ground.slidetime = 24
ground.hittime  = 24
guard.hittime = 24
ground.velocity = -9
air.velocity = -2,-2
guard.velocity = -5
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
air.cornerpush.veloff = 0

;---------------------[僄僼僃僋僩]
[State explod];寣
type = Explod
trigger1 = movehit
anim = 4006
id = 4006
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 256,60
persistent = 0
ignorehitpause = 1

;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = animelem = 3
value = 1400, 0
channel = 0

[State 200, 1];怳傝
type = PlaySnd
trigger1 = animelem = 3
value = 1203, 0


[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;庛丂楢恘巃丒妎惲擇敪栚
[Statedef 1401]
type = S
movetype = A
physics = S
anim = 1401
poweradd = ifelse(var(53) = 0,27,0)
velset = 0
ctrl = 0

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -100
persistent = 0
ignorehitpause = 1

[State 210, 0]
type = velset
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 5, < 0
x = 4

[State 230, 3]
type = HitDef
trigger1 = AnimElem >= 3
attr = S, NA
damage = ifelse(var(2) = 0,55,44),8
getpower = ifelse(var(53) = 0,50,0),ifelse(var(53) = 0,50,0)
givepower = 0,0
animtype = up
guardflag = M
hitflag = MA
priority = 5, Hit
pausetime = 8, 8
sparkno = s4005
sparkxy = -17, -76
hitsound = s211, random%1
guard.sparkno = S4009
guardsound = S120,0
ground.type = high
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -1.1,-13
air.type = High
air.velocity = -1.1,-13
yaccel = 0.67
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff = -10

;---------------------[僄僼僃僋僩]
[State explod];寣
type = Explod
trigger1 = movehit
anim = 4006
id = 4006
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 256,60
persistent = 0
ignorehitpause = 1

;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = animelem = 3
value = 1401, 0
channel = 0

[State 200, 1];怳傝
type = PlaySnd
trigger1 = animelem = 3
value = 1204, 0

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;庛丂楢恘巃丒妎惲嶰敪栚
[Statedef 1402]
type = A
movetype = A
physics = N
anim = 1402
poweradd = ifelse(var(53) = 0,27,0)
velset = 0,0

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -100
persistent = 0
ignorehitpause = 1

[State 1505, 3]
type = VelSet
trigger1 = AnimElem = 1
y = -6.8

[State 1505, 3]
type = VelSet
trigger1 = AnimElem = 1
x = 4

[State 1505, 4]
type = VelAdd
trigger1 = Time >= 0
y = .5

[State 1505, 6]
type = HitDef
trigger1 = AnimElem >= 3
attr = A, SA
animtype = back
damage = ifelse(var(2) = 0,100,84),9
getpower = ifelse(var(53) = 0,50,0),ifelse(var(53) = 0,50,0)
sparkno = S4007
guard.sparkno = S4009
sparkxy = 10,-70
guardflag = M
hitflag = MAF
pausetime = 8,8
givepower = 0,0
hitsound = S1208,0
guardsound = S120,0
ground.type = low
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -9
guard.velocity = -4
air.velocity = -8,1
ground.cornerpush.veloff = -9
guard.cornerpush.veloff = -4
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
yaccel = 0.60

;---------------------[僄僼僃僋僩]
[State explod];寣
type = Explod
trigger1 = movehit
anim = 4006
id = 4006
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 256,60
persistent = 0
ignorehitpause = 1

;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = animelem = 4
value = 1402, 0
channel = 0

[State 200, 1];怳傝
type = PlaySnd
trigger1 = animelem = 2
value = 1204, 0

[State 1505, 9]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1410

;---------------------------------------------------------------------------
;庛丂楢恘巃丒妎惲嶰敪栚乮拝抧乯
[Statedef 1410]
type = S
movetype = I
physics = S
anim = 1410
poweradd = 0
velset = 0,0
ctrl = 0

[State 200, 1];拝抧
type = PlaySnd
trigger1 = time = 0
value = 106, 0

[State 410, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1505, 3]
type = VelSet
trigger1 = time = [0,10]
x = 1

[State 1000, 2]
type = Width
trigger1 = FrontEdgeDist <= 10
value = 2,0

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;嫮丂楢恘巃丒妎惲堦敪栚
[Statedef 1403]
type = S
movetype = A
physics = N
anim = 1403
poweradd =ifelse(var(53) = 0,40,0)
velset = 0
ctrl = 0

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -100
persistent = 0
ignorehitpause = 1

[State 210, 0]
type = velset
trigger1 = AnimElem = 3
x = 6

[State 210, 0]
type = veladd
trigger1 = AnimElem = 4
x = 3

[State 210, 0]
type = veladd
trigger1 = AnimElem = 8, >= 0
trigger1 = Vel X >= 0
x = -0.5

[State 210, 0]
type = velset
trigger1 = time >= 40
x = 0

[State 230, 3]
type = HitDef
trigger1 = AnimElem >= 5
attr = S, SA
animtype = Hard
damage = ifelse(var(2) = 0,60,44),6
getpower = ifelse(var(53) = 0,50,0),ifelse(var(53) = 0,50,0)
guardflag = M
hitflag = MA
pausetime = 8,8
givepower = 0,0
sparkno = S4007
guard.sparkno = S4009
sparkxy = 10,-68
hitsound = S211,random%1
guardsound = S120,0
ground.type = Low
ground.slidetime = 24
ground.hittime  = 24
guard.hittime = 24
ground.velocity = -9
guard.velocity = -5
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
air.cornerpush.veloff = 0

;---------------------[僄僼僃僋僩]
[State explod];寣
type = Explod
trigger1 = movehit
anim = 4006
id = 4006
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 256,60
persistent = 0
ignorehitpause = 1

;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = animelem = 3
value = 1400, 0
channel = 0

[State 200, 1];怳傝
type = PlaySnd
trigger1 = animelem = 3
value = 1203, 0


[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;嫮丂楢恘巃丒妎惲擇敪栚
[Statedef 1404]
type = S
movetype = A
physics = S
anim = 1404
poweradd = ifelse(var(53) = 0,27,0)
velset = 0
ctrl = 0

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -100
persistent = 0
ignorehitpause = 1

[State 210, 0]
type = velset
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 5, < 0
x = 7

[State 230, 3]
type = HitDef
trigger1 = AnimElem >= 3
attr = S, NA
damage = ifelse(var(2) = 0,60,44),6
getpower = ifelse(var(53) = 0,50,0),ifelse(var(53) = 0,50,0)
givepower = 0,0
animtype = up
guardflag = M
hitflag = MA
priority = 5, Hit
pausetime = 8, 8
sparkno = s4005
sparkxy = -17, -76
hitsound = s211, random%1
guard.sparkno = S4009
guardsound = S120,0
ground.type = high
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -1.1,-13
air.type = High
air.velocity = -1,-13
yaccel = 0.67
air.hittime = 12
fall = 1
fall.recover = 0
p2stateno = 1703
ground.cornerpush.veloff = -10

;---------------------[僄僼僃僋僩]
[State explod];寣
type = Explod
trigger1 = movehit
anim = 4006
id = 4006
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 256,60
persistent = 0
ignorehitpause = 1

[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = animelem = 3
value = 1401, 0
channel = 0

[State 200, 1];怳傝
type = PlaySnd
trigger1 = animelem = 3
value = 1204, 0

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;嫮丂楢恘巃丒妎惲嶰敪栚
[Statedef 1405]
type = A
movetype = A
physics = N
anim = 1405
poweradd = ifelse(var(53) = 0,27,0)
velset = 0,0

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -100
persistent = 0
ignorehitpause = 1

[State 1505, 3]
type = VelSet
trigger1 = AnimElem = 1
y = -7.8

[State 1505, 3]
type = VelSet
trigger1 = AnimElem = 1
x = 5

[State 1505, 4]
type = VelAdd
trigger1 = Time >= 0
y = .5

[State 1505, 6]
type = HitDef
trigger1 = AnimElem >= 2
attr = A, SA
animtype = back
damage = ifelse(var(2) = 0,92,76),9
getpower = ifelse(var(53) = 0,50,0),ifelse(var(53) = 0,50,0)
sparkno = S4007
guard.sparkno = S4009
sparkxy = 10,-70
guardflag = M
hitflag = MAF
pausetime = 8,8
givepower = 0,0
hitsound = S1208,0
guardsound = S120,0
ground.type = low
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -9
guard.velocity = -4
air.velocity = -8,1
ground.cornerpush.veloff = -9
guard.cornerpush.veloff = -4
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
yaccel = 0.60

;---------------------[僄僼僃僋僩]
[State explod];寣
type = Explod
trigger1 = movehit
anim = 4006
id = 4006
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 256,60
persistent = 0
ignorehitpause = 1

;---------------------[岠壥壒]
[State 200, 1];儃僀僗
type = PlaySnd
trigger1 = animelem = 4
value = 1402, 0
channel = 0

[State 200, 1];怳傝
type = PlaySnd
trigger1 = animelem = 3
value = 1205, 0

[State 1505, 9]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1415

;---------------------------------------------------------------------------
;嫮丂楢恘巃嶰敪栚乮拝抧乯
[Statedef 1415]
type = S
movetype = I
physics = S
anim = 1415
poweradd = 0
velset = 0,0
ctrl = 0

[State 200, 1];拝抧
type = PlaySnd
trigger1 = time = 0
value = 106, 0


[State 410, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1505, 3]
type = VelSet
trigger1 = time = [0,10]
x = 2

[State 1000, 2]
type = Width
trigger1 = FrontEdgeDist <= 10
value = 2,0

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;庛幘晽丒妎惲
[Statedef 1500]
type    = S
movetype= A
physics = N
juggle  = ifelse(var(53) = 0,4,0)
poweradd= ifelse(var(53) = 0,32,0)
velset = 0,0
anim = 1500 + var(2)*2
ctrl = 0
sprpriority = 1

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
var(53) = -100
persistent = 0
ignorehitpause = 1

;---------------------[岠壥壒]
[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 1500, 0
channel = 0



;---------------------[僿儖僷乕]
[state a];抏
type = Helper
trigger1 = animelem = 6
id = 1510
name = "honoo"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1510
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
persistent = 0
keyctrl = 0
ownpal = 1

;---------------------[僗僥乕僩僠僃儞僕]
[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
;(HELPER)幘晽丒妎惲丒抏
[Statedef 1510]
type = S
ctrl = 0
anim = 1510
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[懍搙]
[state a]
type = velset
trigger1 = time = 0
x = 4


;---------------------[峌寕]
[State 200, 1]
type = HitDef
trigger1 = 1
persistent = 0
attr = S, SP
damage = ifelse(root,var(2) = 0,136,96),ifelse(root,var(2) = 0,13,10)
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,125,47),0),ifelse(var(53) = 0,ifelse(var(2) = 0,63,32),0)
givepower = 0,0
animtype = hard
guardflag = M
hitflag = MAF
priority = 7, Hit
pausetime = 6, 6
guard.pausetime = 0,0
sparkno = -1
sparkxy = -21, 0
hitsound = s1800, 0
guard.sparkno = -1
guardsound = s121, 0
ground.type = high
ground.slidetime = ifelse(root,var(2) = 0,29,24)
ground.hittime  = ifelse(root,var(2) = 0,29,24)
guard.slidetime = ifelse(root,var(2) = 0,29,21)
guard.hittime  = ifelse(root,var(2) = 0,29,21)
ground.velocity = -5
guard.velocity = -8.0
air.type = High
air.velocity = -2.5,-6
air.hittime = 12
air.fall = 1
fall.recover = 0
palfx.color = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 3121, 3]
type = Explod
trigger1 = movehit
trigger1 = NumExplod(4003) = 0
id = 4003
anim = 4003
pos = 0, -60
postype = p2
bindtime = -1
removetime = 48
sprpriority = 1
ownpal = 1
ignorehitpause = 1


[State 200, 1];怳傝
type = PlaySnd
trigger1 = time = 0
value = 1800, 0


;---------------------[摉恎娭學]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 200, 7]
type = changestate
trigger1 = movecontact
value = 1016
ignorehitpause = 1

[State 200, 7]
type = destroyself
trigger1 = frontedgedist <= -40

;----------------------------------------------------------------------------
;----------------------------------------------------------------------------
;(HELPER)幘晽丒妎惲丒抏
[Statedef 1511]
type = S
ctrl = 0
anim = 1510
velset = 0,0
movetype = A
physics = N
sprpriority = 5

;---------------------[懍搙]
[state a]
type = velset
trigger1 = time = 0
x = 7
;---------------------[峌寕]
[State 200, 1]
type = HitDef
trigger1 = 1
persistent = 0
attr = S, SP
damage = ifelse(root,var(2) = 0,136,96),ifelse(root,var(2) = 0,13,10)
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,125,47),0),ifelse(var(53) = 0,ifelse(var(2) = 0,63,32),0)
givepower = 0,0
animtype = hard
guardflag = M
hitflag = MAF
priority = 7, Hit
pausetime = 6, 6
guard.pausetime = 0,0
sparkno = -1
sparkxy = -21, 0
hitsound = s1800, 0
guard.sparkno = -1
guardsound = s121, 0
ground.type = high
ground.slidetime = ifelse(root,var(2) = 0,29,24)
ground.hittime  = ifelse(root,var(2) = 0,29,24)
guard.slidetime = ifelse(root,var(2) = 0,29,21)
guard.hittime  = ifelse(root,var(2) = 0,29,21)
ground.velocity = -5
guard.velocity = -8.0
air.type = High
air.velocity = -2.5,-6
air.hittime = 12
air.fall = 1
fall.recover = 0
palfx.color = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 3121, 3]
type = Explod
trigger1 = movehit
trigger1 = NumExplod(4003) = 0
id = 4003
anim = 4003
pos = 0, -60
postype = p2
bindtime = -1
removetime = 48
sprpriority = 1
ownpal = 1
ignorehitpause = 1


[State 200, 1];怳傝
type = PlaySnd
trigger1 = time = 0
value = 1800, 0


;---------------------[摉恎娭學]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 200, 7]
type = changestate
trigger1 = movecontact
value = 1016
ignorehitpause = 1

[State 200, 7]
type = destroyself
trigger1 = frontedgedist <= -40

;----------------------------------------------------------------------------
;(HELPER)抏徚柵
[Statedef 1016]
type = S
ctrl = 0
anim = 1011
velset = 0,0
movetype = A
physics = N
sprpriority = 5


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

[state a]
type = posadd
trigger1 = time = 0
x = 40

;---------------------[摟夁]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 220,180

;---------------------[]
[State 200, 7]
type = destroyself
trigger1 = animtime = 0

;----------------------------------------------------------------------------
;(HELPER)醿傟傗傜傟
[Statedef 4003]
type = A
ctrl = 0
anim = 4003
velset = 0,0
movetype = I
physics = N
sprpriority = 5

;---------------------[摉恎娭學]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

;---------------------[摟夁]
;---------------------[]
[State 200, 7]
type = destroyself
trigger1 = animtime = 0


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

;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 嫮幘晽丒妎惲
[Statedef 1501]
type    = S
movetype= A
physics = N
juggle  = ifelse(var(53) = 0,4,0)
poweradd = ifelse(var(53) = 0,32,0)
velset = 0,0
anim = 1501
ctrl = 0
sprpriority = 1

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
var(53) = -100
persistent = 0
ignorehitpause = 1

;---------------------[岠壥壒]
;---------------------[岠壥壒]
[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 1500, 0
channel = 0


;---------------------[僿儖僷乕]
[state a];抏
type = Helper
trigger1 = animelem = 5
id = 1511
name = "honoo"
sprpriority = 5
pos = 0,0
postype = p1
stateno = 1511
helpertype = normal
pausemovetime = 0
ignorehitpause = 1
persistent = 0
keyctrl = 0
ownpal = 1

;---------------------[僗僥乕僩僠僃儞僕]
[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 庛嬻夊丒妎惲
[Statedef 1600]
type    = S
movetype= A
physics = N
juggle  = ifelse(var(53) = 0,7,0)
poweradd=  ifelse(var(53) = 0,32,0)
velset = 0,0
anim = 1600
ctrl = 0
sprpriority = 1

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -100
persistent = 0
ignorehitpause = 1

;---------------------[岠壥壒]
[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1600, 0
channel = 0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1101, 0

;---------------------[堏摦]
[State 1000, 2]
type = PosAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
x = 8

[state a]
type = statetypeset
trigger1 = animelem = 8
value = A

[state a]
type = velset
trigger1 = animelem = 8
x = 1
y = -7.0 + (var(2) = 1&& palno != 12)*1.0 + (palno = 12)*1.5

[state a]
type = veladd
trigger1 = animelem = 8,>0
y = 0.5

;---------------------[柍揋]
[state a]
type = nothitby
trigger1 = time <= 12 + (palno = 12)*9
value = SCA
time = 1

[State 3121, 3]
type = Explod
trigger1 = movehit
trigger1 = NumExplod(4003) = 0
id = 4003
anim = 4003
pos = 0, -60
postype = p2
bindtime = -1
removetime = 48
sprpriority = 1
ownpal = 1
ignorehitpause = 1

;---------------------[峌寕]
[State 200, 1]
type = HitDef
trigger1 = AnimElem >= 6
attr = S, SP
damage = ifelse(var(2) = 0,100,56),ifelse(var(2) = 0,10,6)
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,125,47),0),ifelse(var(53) = 0,ifelse(var(2) = 0,63,16),0)
givepower = 0,0
animtype = hard
guardflag = M
hitflag = MAF
priority = 6, Hit
pausetime = 6, 6
sparkno = -1
sparkxy = -7, -56
hitsound = s1800, 0
guard.sparkno = s4009
guardsound = s121, 0
ground.type = high
ground.slidetime = 28
ground.hittime  = 28
ground.velocity = -3,-9
guard.velocity = -4
air.type = High
air.velocity = -3,-9
yaccel = 0.5
air.hittime = 12
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = 60
palfx.mul = 110,140,220
;palfx.sinadd = 63,65,68,18
;palfx.add = 220,130,114
palfx.add = 20,10,10
ground.cornerpush.veloff = -15

[State 200, 1]
type = HitDef
trigger1 = AnimElem >= 7
trigger1 = var(2) = 1
attr = A, SP
damage = 32, 4
getpower = ifelse(var(53) = 0,47,0),ifelse(var(53) = 0,16,0)
getpower = 47,16
givepower = 0,0
animtype = hard
guardflag = M
hitflag = MAF
priority = 7, Hit
pausetime = 10, 10
sparkno = -1
sparkxy = -7, -82
hitsound = s1800, 0
guard.sparkno = s4009
guardsound = s121, 0
ground.type = high
ground.slidetime = 28
ground.hittime  = 28
ground.velocity = -2.5,-10
guard.velocity = -4
air.type = High
air.velocity = -2.5,-10
yaccel = 5.5
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 60
palfx.mul = 110,140,220
;palfx.sinadd = 63,65,68,18
;palfx.add = 220,130,114
palfx.add = 20,10,10
ground.cornerpush.veloff = -5

;---------------------[僿儖僷乕]
[state a];棆
type = Helper
trigger1 = animelem = 6
id = 1602
name = "honoo"
sprpriority = 5
pos = 65,0
postype = p1
stateno = 1606
helpertype = normal
ignorehitpause = 1
persistent = 0
keyctrl = 0
ownpal = 1

;---------------------[曄悢]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

;---------------------[]
[State 00]
type = ChangeState
triggerall = Vel Y > 0
triggerall = palno = 12
trigger1 = Pos Y >= 0
value = 0
ctrl = 1

[State 00]
type = ChangeState
triggerall = Vel Y > 0
triggerall = palno != 12
trigger1 = Pos Y >= 0
value = 1605
;-----------------------------------------------------------------------------
;嬻夊梡棆丒懸婡
[Statedef 1606]
type = S
ctrl = 0
anim = 9999
velset = 0,0
movetype = A
physics = N
sprpriority = 8

;---------------------[摉恎娭學]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = changestate
trigger1 = time >= 8
value = 1602
ignorehitpause = 1

;----------------------------------------------------------------------------
;嬻夊梡棆
[Statedef 1602]
type = S
ctrl = 0
anim = 1602
velset = 0,0
movetype = A
physics = N
sprpriority = 8



[State 3122, 3]
type = HitDef
trigger1 = 1
persistent = 0
attr = S, SP
damage = 32,8
animtype = up
hitflag = MAF
guardflag = M
sprpriority = 3
sparkno = -1
guard.sparkno = -1
numhits = 1
hitsound = s1800,0
guardsound = S121,0
pausetime = 0,8
getpower  = 0,0
givepower = 0,0
ground.type = High
ground.slidetime = 20 + (root,var(2) = 1)*10
ground.hittime  = 20 + (root,var(2) = 1)*10
ground.velocity = -3,-7
guard.velocity = -2 - (root,var(2) = 0)*2
air.velocity = -3,-7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 66
palfx.sinadd = 50,100,110, 3
fall = 1
air.fall = 1
fall.recover = 0

[State 3122, 3]
type = HitDef
trigger1 = moveguarded = 10 || (movecontact = 10 && !(movehit >= 1))
attr = S, SP
damage = 32,8
animtype = up
hitflag = MAF
guardflag = M
sprpriority = 3
sparkno = -1
guard.sparkno = -1
numhits = 1
hitsound = s1800,0
guardsound = S121,0
pausetime = 0,10
getpower  = 0,0
givepower = 0,0
ground.type = High
ground.slidetime = 20 + (root,var(2) = 1)*10
ground.hittime  = 20 + (root,var(2) = 1)*10
ground.velocity = -7,-7
guard.velocity = -2 - (root,var(2) = 0)*2
air.velocity = -3,-7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 66
palfx.sinadd = 50,100,110, 3
fall = 1
air.fall = 1
fall.recover = 0

[State 3121, 3]
type = Explod
trigger1 = movehit
trigger1 = NumExplod(4003) = 0
id = 4003
anim = 4003
pos = 0, -60
postype = p2
bindtime = -1
removetime = 48
sprpriority = 1
ownpal = 1
ignorehitpause = 1

[State 3121, 3]
type = Explod
trigger1 = moveguarded
trigger1 = NumExplod(4009) = 0
id = 4009
anim = 4009
pos = 10, -60
postype = p2
bindtime = -1
removetime = 48
sprpriority = 1
ownpal = 1

[State 1000, 1]
type = PlaySnd
trigger1 = time = 0
value = 1800, 0

;---------------------[摉恎娭學]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[]

[State 200, 7]
type = destroyself
trigger1 = animtime = 0
;----------------------------------------------------------------------------
;嬻夊捛壛擖椡梡棆
[Statedef 1611]
type = S
ctrl = 0
anim = 1602
velset = 0,0
movetype = A
physics = N
sprpriority = 8


;---------------------[峌寕]
[State 3122, 3]
type = HitDef
trigger1 = 1
persistent = 0
attr = S, SP
damage = 12,4
animtype = up
hitflag = MAF
guardflag = M
sprpriority = 3
sparkno = -1
guard.sparkno = -1
numhits = 1
hitsound = s1800,0
guardsound = S121,0
pausetime = 0,10
getpower  = 0,0
givepower = 0,0
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -3,-7
guard.velocity = -1
air.velocity = -3,-7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 66
palfx.sinadd = 50,100,110, 3
fall = 1
air.fall = 1
fall.recover = 0

[State 3122, 3]
type = HitDef
trigger1 = animelem >= 7
trigger1 = moveguarded || !(movehit) 
persistent = 0
attr = S, SP
damage = 12,4
animtype = up
hitflag = MAF
guardflag = M
sprpriority = 3
sparkno = -1
guard.sparkno = -1
numhits = 1
hitsound = s1800,0
guardsound = S121,0
pausetime = 0,8
getpower  = 0,0
givepower = 0,0
ground.type = High
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -3,-7
guard.velocity = -1
air.velocity = -3,-7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 66
palfx.sinadd = 50,100,110, 3
fall = 1
air.fall = 1
fall.recover = 0

[State 3121, 3]
type = Explod
trigger1 = movehit
trigger1 = NumExplod(4003) = 0
id = 4003
anim = 4003
pos = 0, -60
postype = p2
bindtime = -1
removetime = 48
sprpriority = 1
ownpal = 1
ignorehitpause = 1

[State 3121, 3]
type = Explod
trigger1 = moveguarded
trigger1 = NumExplod(4009) = 0
id = 4009
anim = 4009
pos = 10, -60
postype = p2
bindtime = -1
removetime = 48
sprpriority = 1
ownpal = 1

[State 1000, 1]
type = PlaySnd
trigger1 = time = 0
value = 1800, 0

;---------------------[摉恎娭學]
[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[]

[State 200, 7]
type = destroyself
trigger1 = animtime = 0


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


;---------------------------------------------------------------------------
; 庛嬻夊拝抧
[Statedef 1605]
type    = S
physics = N
anim = 1605 + (var(2) = 1)
sprpriority = 1
ctrl = 0

[State 200, 1]
type = Turn
triggerall = var(30) != 0
triggerall = time = 0
trigger1 = Facing = 1
trigger1 = pos X > enemynear(var(34)),pos X
trigger2 = Facing = -1
trigger2 = pos X < enemynear(var(34)),pos X
IgnoreHitPause = 1

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

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

[state a]
type = velmul
trigger1 = 1
x = 0.85

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 0
value = 106,0

[State 100, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 嫮嬻夊丒妎惲
[Statedef 1601]
type    = S
movetype= A
physics = N
juggle  = ifelse(var(53) = 0,6,0)
poweradd= ifelse(var(53) = 0,94,0)
velset = 0,0
anim = 1601
ctrl = 0
sprpriority = 1

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -100
persistent = 0
ignorehitpause = 1

;---------------------[僿儖僷乕]
[state a];棆
type = Helper
trigger1 = animelem = 6
id = 1602
name = "honoo"
sprpriority = 5
pos = 65,0
postype = p1
stateno = 1606
helpertype = normal
ignorehitpause = 1
persistent = 0
keyctrl = 0
ownpal = 1


;---------------------[柍揋]
[state a]
type = nothitby
trigger1 = time <= 5
value = SCA
time = 1

[State 200, 1]
type = Turn
triggerall = var(30) != 0
triggerall = time = 0
trigger1 = Facing = 1
trigger1 = pos X > ((enemynear(var(34)),pos X) + 5)
trigger2 = Facing = -1
trigger2 = pos X < ((enemynear(var(34)),pos X) - 5)
IgnoreHitPause = 1


;---------------------[堏摦]
[State 1000, 2]
type = PosAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
x = 10

[state a]
type = statetypeset
trigger1 = animelem = 8
value = A

[state a]
type = velset
trigger1 = animelem = 8
x = 1
y = -11

[state a]
type = veladd
trigger1 = animelem = 8,>0
y = 0.525

;---------------------[峌寕]
[State 200, 1]
type = HitDef
trigger1 = AnimElem >= 6 
persistent = 0
attr = S, SP
damage = ifelse(var(2) = 0,104,32),ifelse(var(2) = 0,13,9)
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,125,47),0),ifelse(var(53) = 0,ifelse(var(2) = 0,63,16),0)
givepower = 0,0
animtype = hard
guardflag = M
hitflag = MAF
priority = 8, Hit
pausetime = 10, 10
sparkno = -1
sparkxy = -7, -56
hitsound = s1800, 0
guard.sparkno = s4009
guardsound = s121, 0
ground.type = high
ground.slidetime = 28
ground.hittime  = 28
ground.velocity = -3,-12
guard.velocity = -7
air.type = High
air.velocity = -3,-12
yaccel = 0.5
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 60
palfx.mul = 110,140,220
;palfx.sinadd = 63,65,68,18
;palfx.add = 220,130,114
palfx.add = 20,10,10
ground.cornerpush.veloff = -10

[State 200, 1]
type = HitDef
trigger1 = AnimElem >= 7 
persistent = 0
attr = A, SP
damage = ifelse(var(2) = 0,48,64),ifelse(var(2) = 0,10,10)
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,125,47),0),ifelse(var(53) = 0,ifelse(var(2) = 0,63,16),0)
givepower = 0,0
animtype = hard
guardflag = M
hitflag = MAF
priority = 8, Hit
pausetime = 4, 4
sparkno = -1
sparkxy = -7, -56
hitsound = s1800, 0
guard.sparkno = s4009
guardsound = s121, 0
ground.type = high
ground.slidetime = 28
ground.hittime  = 28
ground.velocity = -1,-12
guard.velocity = -7
air.type = High
air.velocity = -1,-12
yaccel = 0.5
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 60
palfx.mul = 110,140,220
;palfx.sinadd = 63,65,68,18
;palfx.add = 220,130,114
palfx.add = 20,10,10
ground.cornerpush.veloff = -5

[State 200, 1]
type = HitDef
trigger1 = AnimElem >= 8
trigger1 = var(2) =1
persistent = 0
attr = A, SP
damage = 32,8
getpower = ifelse(var(53) = 0,ifelse(var(2) = 0,125,47),0),ifelse(var(53) = 0,ifelse(var(2) = 0,63,16),0)
givepower = 0,0
animtype = hard
guardflag = M
hitflag = MAF
priority = 8, Hit
pausetime = 4, 4
sparkno = -1
sparkxy = -7, -56
hitsound = s1800, 0
guard.sparkno = s4009
guardsound = s121, 0
ground.type = high
ground.slidetime = 28
ground.hittime  = 28
ground.velocity = -1,-12
guard.velocity = -8
air.type = High
air.velocity = -1,-12
yaccel = 0.5
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 60
palfx.mul = 110,140,220
;palfx.sinadd = 63,65,68,18
;palfx.add = 220,130,114
palfx.add = 20,10,10
ground.cornerpush.veloff = -5

[State 3121, 3]
type = Explod
trigger1 = movehit
trigger1 = NumExplod(4003) = 0
id = 4003
anim = 4003
pos = 0, -60
postype = p2
bindtime = -1
removetime = 48
sprpriority = 1
ownpal = 1
ignorehitpause = 1

;---------------------[岠壥壒]
[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1600, 0
channel = 0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1101, 0



;---------------------[曄悢]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

;---------------------[]
[State 1505, 9]
type = ChangeState
triggerall = var(30) = 0
triggerall = statetype = A
triggerall = command = "嫮嬻夊"
triggerall = time = [0,43]
trigger1 = movecontact
trigger2 = NumTarget(1601) = 1
value = 1603

[State 00]
type = ChangeState
triggerall = Vel Y > 0
triggerall = palno = 12
trigger1 = Pos Y >= 0
value = 0
ctrl = 1

[State 00]
type = ChangeState
triggerall = Vel Y > 0
triggerall = palno != 12
trigger1 = Pos Y >= 0
value = 1610

;---------------------------------------------------------------------------
; 嫮嬻夊丒妎惲丒捛壛擖椡
[Statedef 1603]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= ifelse(var(53) = 0,32,0)
velset = 0,0
anim = 1600
ctrl = 0
sprpriority = 1

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -100
persistent = 0
ignorehitpause = 1

[State 200, 1]
type = Turn
triggerall = var(30) != 0
triggerall = time = 0
trigger1 = Facing = 1
trigger1 = pos X > enemynear(var(34)),pos X
trigger2 = Facing = -1
trigger2 = pos X < enemynear(var(34)),pos X
trigger3 = p2bodydist X <= -20
trigger3 = enemynear(var(34)),pos Y < 0
trigger3 = enemynear(var(34)),statetype = A
IgnoreHitPause = 1


;---------------------[岠壥壒]
[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 3210, 1
channel = 0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1101, 0

;---------------------[堏摦]
[State 1000, 2]
type = PosAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
x = 10

[state a]
type = statetypeset
trigger1 = animelem = 8
value = A

[state a]
type = velset
trigger1 = animelem = 8
x = 1
y = -7.5 + (palno = 12)*2

[state a]
type = veladd
trigger1 = animelem = 8,>0
y = 0.5

;---------------------[柍揋]
[state a]
type = nothitby
trigger1 = time <= 11 + (palno = 12)*9
value = SCA
time = 1

[State 3121, 3]
type = Explod
trigger1 = movehit
trigger1 = NumExplod(4003) = 0
id = 4003
anim = 4003
pos = 0, -60
postype = p2
bindtime = -1
removetime = 48
sprpriority = 1
ownpal = 1
ignorehitpause = 1

;---------------------[峌寕]
[State 200, 1]
type = HitDef
trigger1 = AnimElem >= 7
attr = S, SP
damage = ifelse(var(2) = 0,12,12),ifelse(var(2) = 0,10,6)
getpower = 0,0
givepower = 0,0
animtype = hard
guardflag = M
hitflag = MAF
priority = 6, Hit
pausetime = 6, 6
sparkno = -1
sparkxy = -7, -56
hitsound = s1800, 0
guard.sparkno = s4009
guardsound = s121, 0
ground.type = high
ground.slidetime = 28
ground.hittime  = 28
ground.velocity = -3,-9
guard.velocity = -3
air.type = High
air.velocity = -3,-9
yaccel = 0.5
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 60
palfx.mul = 110,140,220
;palfx.sinadd = 63,65,68,18
;palfx.add = 220,130,114
palfx.add = 20,10,10
ground.cornerpush.veloff = -15

;---------------------[僿儖僷乕]
[state a];棆
type = Helper
trigger1 = animelem = 9
id = 1611
name = "honoo"
sprpriority = 5
pos = 70,30
postype = p1
stateno = 1611
helpertype = normal
ignorehitpause = 1
persistent = 0
keyctrl = 0
ownpal = 1

;---------------------[曄悢]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0


[State 00]
type = ChangeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1605
;---------------------------------------------------------------------------
; 嫮嬻夊拝抧
[Statedef 1610]
type    = S
physics = N
anim = 1610+ var(2)*1
sprpriority = 1
ctrl = 0

[State 00]
type = ChangeState
triggerall = palno = 12
trigger1 = time = 0
value = 0 
ctrl = 1

[State 200, 1]
type = Turn
triggerall = var(30) != 0
triggerall = time = 0
trigger1 = Facing = 1
trigger1 = pos X > enemynear(var(34)),pos X
trigger2 = Facing = -1
trigger2 = pos X < enemynear(var(34)),pos X
IgnoreHitPause = 1

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

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

[state a]
type = velmul
trigger1 = 1
x = 0.85

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 0
value = 106,0


[State 100, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
; 棐摙丒妎惲
[Statedef 1700]
type    = S
movetype= A
physics = N
juggle  = ifelse(var(53) = 0,4,0)
poweradd= ifelse(var(53) = 0,32,0)
velset = 0,0
anim = 1700
ctrl = 0
sprpriority = 1

;---------------------[棎晳墱媊]
[State 200, 0]
type = VarAdd
trigger1 = var(53) > 0
trigger1 = movecontact
var(53) = -100
persistent = 0
ignorehitpause = 1

[State 1000, 4]
type = PlaySnd
trigger1 = AnimElem = 3
value = 200,random%2
channel = 0

[State 271, 0]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 1

[State 200, 3]
type = HitDef
trigger1 = AnimElem = 1
ID = 3000
attr = S, ST
hitflag = M-
getpower  = 50,50
givepower = 20,20
sparkno = -1
numhits = 0
pausetime = 0,0
ground.type = high
ground.hittime = 14
ground.slidetime = 14
fall = 1
p1stateno = 1701
p2stateno = 1702


[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;堦搧丒棐摙乮侾俹乯
[Statedef 1701]
type = S
movetype = A
physics = S
anim = 1701
poweradd = 0
velset = 0,0
ctrl = 0



[State 200, 4]
type = velset
trigger1 = Time = [14,53]
x = 1.8

[State 3200, 1]
type = Width
trigger1 = 1
value = 50,0

[State 1105, 3]
type = TargetBind
trigger1 = time <= 52
Pos = 50,0

;---------------------[岠壥壒]
[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 12
trigger3 = AnimElem = 19
trigger4 = AnimElem = 31
value = 200, random%2
channel = 0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 207, random%2

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 12
trigger2 = AnimElem = 19
trigger3 = AnimElem = 31
value = 202, random%2

;---------------------[僄僼僃僋僩]
[State explod];寣
type = Explod
trigger1 = AnimElem = 12
anim = 4001
id = 4001
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 256,60
persistent = 0
ignorehitpause = 1

[State explod];寣
type = Explod
trigger1 = AnimElem = 19
anim = 4001
id = 4001
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 256,60
persistent = 0
ignorehitpause = 1

[State explod];寣
type = Explod
trigger1 = AnimElem = 31
anim = 4006
id = 4006
sprpriority = 4
postype = p2
facing = -1
pos = 0,enemy,const(size.mid.pos.y) + 0
bindtime = 1
supermove = 0
under = 0
scale = const(size.xscale),const(size.yscale)
trans = addalpha
alpha = 256,60
persistent = 0
ignorehitpause = 1

[State 1105, 3]
type = HitAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 12
trigger3 = AnimElem = 19
trigger4 = AnimElem = 31
value = 1

[State 903, 11]
type = TargetLifeAdd
trigger1 = AnimElem = 3
value = -15
kill = 0

[State 903, 11]
type = TargetLifeAdd
trigger1 = AnimElem = 12
value = -10
kill = 0

[State 903, 11]
type = TargetLifeAdd
trigger1 = AnimElem = 19
value = -10
kill = 0

[State 903, 11]
type = TargetLifeAdd
trigger1 = AnimElem = 31
value = -15

[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;堦搧丒棐摙乮俀俹乯
[Statedef 1702]
type = S
movetype = H
physics = S
ctrl = 0

[State 200, 4]
type = ChangeAnim2
trigger1 = Time = 0
value = 1702

[State 1105, 3]
type = BindToTarget
trigger1 = anim = 1702
Pos = 45
time = 1

[State 1105, 3]
type = SprPriority
trigger1 = time = 0
value = -5

[State 1105, 3]
type = posset
trigger1 = time = 0
y = 0

[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1703
;--------------------------------------------------
;棐摙(懪偪忋偘)
[Statedef 1703]
type = A
movetype = H
physics = N

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

[State 8140, 2]
type = ChangeAnim
trigger1 = Time >= 0
trigger1 = animexist(5060)
value = 5060

[State 8140, 3]
type = ChangeAnim
trigger1 = Time >= 0
trigger1 = !animexist(5060)
value = 5030

[State 8140, 4]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1704

;---------------------------------------
;偆偮傇偣傗傜傟
[Statedef 1704]
type = A
movetype = H
physics = N
velset = 0,0

[State 8145, 1]
type = Velset
trigger1 = Time = 0
x = ifelse(p2dist X >= 0,-1.3,1.3)
y = -12

[State 8145, 1]
type = VelAdd
trigger1 = Time > 0
y = .5

[State 8145, 1]
type = VelAdd
trigger1 = Time >= 30
y = .3

[State 8145, 2]
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
time = 8

[State 8145, 2]
type = ChangeAnim
trigger1 = animexist(5061)
trigger1 = Time = 0
value = 5061

[State 8145, 3]
type = ChangeAnim
trigger1 = !animexist(5061)
trigger1 = Time = 5
value = 5050

[State 5050, 4]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
trigger1 = Command = "recovery"
value = 5200

[State 8145, 4]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

;------------------------------------------------------
;懇晽
[Statedef 1800]
type = S
movetype = I
physics = N
anim = 700 + var(1)*3000
poweradd = 0
velset = 0
ctrl = 0

[State 3500, 1]
type = NotHitBy
trigger1 = var(1) = 1
trigger1 = Time <= 20
value = ,AA,AP
time = 1

[State 250, 4]
type = VelSet
trigger1 = AnimElem = 2
x = ifelse(var(30)=1,6,8)

[State 250, 4]
type = VelSet
trigger1 = AnimElem = 5, >= 0
trigger1 = AnimElem = 8, < 0
x = 5

[State 250, 6]
type = VelSet
trigger1 = AnimElem = 8
x = 0

[State 800, 6]
type = PlayerPush
trigger1 = animelem = 2,>=0
trigger1 = animelem = 8,<0
value = 0

[State 3120, 0]
type = Width
trigger1 = animelem = 3,>=0
trigger1 = animtime <= 0
value =  -5, 0

[State 105, 2]
type = Turn
trigger1 = (animtime = 0)
trigger1 = p2dist X < 0

[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Initialize (at the start of the round)
[Statedef 5900]
type = S

[State 5900, 3] ;妎惲夝彍
type = varset
trigger1 = var(32) = 1
trigger1 = palno <= 6
var(1) = 0

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
trigger2 = roundsexisted = 0
trigger2 = teammode = turns
trigger2 = roundno > 0
trigger2 = var(1) = 0
value = 190




[State 5900, 3] ;嫮惂妎惲曄恎
type = ChangeState
trigger1 = var(1) = 0
trigger1 = var(25) = 1
trigger1 = var(32) = 0
value = 3190


[State 0, 1]
type = ChangeAnim
trigger1 = Anim != var(1)*3000 && Anim != 5+var(1)*3000
trigger2 = Anim = 5 + var(1)*3000 && AnimTime = 0 ;Turn anim over
value = var(1)*3000



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;忢帪娗棟僗僥乕僩
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef -2]
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::
[State -2, AI婲摦梡僿儖僷乕]
type=helper
trigger1=!NumHelper(20000)
trigger1= roundstate= 2 || roundstate= 1
trigger1=(PrevStateNo= [190,199]) || PrevStateNo=5900 || PrevStateNo=3190 || var(13) != 0 || stateno = 0 || (roundstate= 1 && stateno = 3190)
trigger1=alive
trigger1=var(30)=0
helpertype=normal
name="AI"
stateno=20000
ID=20000
pos=9999,9999
keyctrl=1
pausemovetime=2147483647
supermovetime=2147483647
persistent = 0
IgnoreHitPause = 1

;擮偺偨傔伀傕晅偗偰偍偔
[State -3, 娭學柍偄僗僥乕僩偵峴偐側偄傛偆偵]
type=changestate
trigger1= ishelper(20000)
trigger1= stateno!=20000
value=20000

[state -2, a];僟僢僔儏壒掆巭
type = StopSnd
trigger1 = stateno != 100
channel = 1

[state -2, a];塃岦偒愝掕
type = varset
trigger1 = var(10) = 0
trigger1 = facing = 1
v = 10
value = 1

[state -2, a];嵍岦偒愝掕
type = varset
trigger1 = var(10) = 0
trigger1 = facing = -1
v = 10
value = 2

[state a]
type = playerpush
trigger1 = statetype = A
trigger1 = movetype != H
value = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::僷儗僢僩偵傛傞儌乕僪敾暿(1偱俤倃)
[state -2, a]
type = null;varset
trigger1 = palno = 1
trigger2 = palno = 2
trigger3 = palno = 3
trigger4 = palno = 4
trigger5 = palno = 5
trigger6 = palno = 6
v = 1
value = 0

[state -2, a]
type = varset
trigger1 = palno = 7
trigger2 = palno = 8
trigger3 = palno = 9
trigger4 = palno = 10
trigger5 = palno = 11
trigger6 = palno = 12
v = 1
value = 1


;::::::::僇僂儞僞乕僸僢僩愝掕
[state a]
type = varset
trigger1 = enemy,movetype != A
v = 8
value = 0

[state a]
type = varset
trigger1 = enemy,movetype = A
v = 8
value = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;僟儊乕僕帪偺僄僼僃僋僩丄僒僂儞僪偺徚嫀
;//////////////////////////////////////////////////////////////////////////
;僟儊乕僕帪偺僄僼僃僋僩偺徚嫀
[State 1];
type = removeexplod
trigger1 = MoveType = H
ID = 4000

;僟儊乕僕帪偺僒僂儞僪偺徚嫀
[state a]
type = stopsnd
trigger1 = MoveType = H
channel = 1

;僟儊乕僕帪偺僒僂儞僪偺徚嫀
[state a]
type = stopsnd
trigger1 = MoveType = H
channel = 3

;僟儊乕僕帪偺僒僂儞僪偺徚嫀
[state a]
type = stopsnd
trigger1 = MoveType = H
channel = 4

;僟儊乕僕帪偺巆憸偺徚嫀
[State 1];
type = afterimagetime
trigger1 = MoveType = H
trigger2 = prevstateno = 101
trigger3 = prevstateno = 105
trigger4 = prevstateno = 1400
trigger5 = prevstateno = 1450
trigger6 = stateno = 0
trigger7 = stateno = 20
trigger8 = stateno = 10
trigger9 = stateno = 40
trigger10= prevstateno = 100 && stateno != 101
trigger11= prevstateno = 2200
trigger12= ctrl
time = 0

;///////////////////////////////////////////////////////////////////////
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;僐儞儃偵傛傞僟儊乕僕曗惓
;//////////////////////////////////////////////////////////////////////////

[state a];曗惓弶婜壔
type = varset
trigger1 = enemy,movetype != H
trigger2 = enemynear(var(34)),movetype != H
trigger3 = enemynear(var(34)),stateno = [120,155]
fvar(5) = 1.0
; 
;---------------------[楢懕媄曗惓乮椡乯]
[state a]
type = varset
triggerall = var(2) = 0
trigger1 = enemy,gethitvar(hitcount) = 0
trigger2 = enemy,gethitvar(hitcount) = 1
trigger3 = enemynear(var(34)),movetype != H || enemynear(var(34)),stateno = [120,155]
fvar(5) = 1.0

type = varset
triggerall = var(2) = 0
trigger1 = enemy,gethitvar(hitcount) = 2
fvar(5) = 0.8

[state a]
type = varset
triggerall = var(2) = 0
trigger1 = enemy,gethitvar(hitcount) = 3
fvar(5) = 0.7 

[state a]
type = varset
triggerall = var(2) = 0
trigger1 = enemy,gethitvar(hitcount) = 4
fvar(5) = 0.6 

[state a]
type = varset
triggerall = var(2) = 0
trigger1 = enemy,gethitvar(hitcount) >= 5
fvar(5) = 0.5



;---------------------[楢懕媄曗惓乮媄乯]
[state a]
type = varset
triggerall = var(2) = 1
trigger1 = enemy,gethitvar(hitcount) = 0
trigger2 = enemy,gethitvar(hitcount) = 1
trigger3 = enemynear(var(34)),movetype != H || enemynear(var(34)),stateno = [120,155]
fvar(5) = 1.0 - (var(53) > 0)*0.3

[state a]
type = varset
triggerall = var(2) = 1
trigger1 = enemy,gethitvar(hitcount) = 2
fvar(5) = 0.9 - (var(53) > 0)*0.2

[state a]
type = varset
triggerall = var(2) = 1
trigger1 = enemy,gethitvar(hitcount) = 3
fvar(5) = 0.8 - (var(53) > 0)*0.2

[state a]
type = varset
triggerall = var(2) = 1
trigger1 = enemy,gethitvar(hitcount) = 4
fvar(5) = 0.7 - (var(53) > 0)*0.2

[state a]
type = varset
triggerall = var(2) = 1
trigger1 = enemy,gethitvar(hitcount) >= 5
fvar(5) = 0.6 - (var(53) > 0)*0.2

[state a];曗惓弶婜壔
type = varset
trigger1 = enemy,movetype != H
trigger2 = enemynear(var(34)),movetype != H
trigger3 = enemynear(var(34)),stateno = [120,155]
fvar(5) = 1.0

;---------------------[]

[state a];峌寕曗惓
type = attackmulset
trigger1 = 1
trigger1 = !(palno = 12)
value = fvar(5)


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;//////////////////////////////////////////////////////////////////////////
;僟儊乕僕儃僀僗
[state a]
type = PlaySnd
triggerall = stateno = 5000 ||  stateno = 5010 || stateno = 5020
triggerall = time = 0
triggerall = alive = 1
trigger1 = GetHitVar(animtype) = 0
value = 5000,0+(random%7)
persistent = 0

[state a]
type = PlaySnd
triggerall = stateno = 5000 ||  stateno = 5010 || stateno = 5020
triggerall = time = 0
triggerall = alive = 1
trigger1 = GetHitVar(animtype) = 1
value = 5000,0+(random%7)
persistent = 0

[state a]
type = PlaySnd
triggerall = stateno = 5000 ||  stateno = 5010 || stateno = 5020
triggerall = time = 0
triggerall = alive = 1
trigger1 = GetHitVar(animtype) = 2
trigger2 = GetHitVar(animtype) = 3
trigger3 = GetHitVar(animtype) = 4
value = 5000,0+(random%7)
persistent = 0




[State 1];晧偗
type = varset
triggerall = lose
trigger1 = roundstate = 4
v = 25
value = 1


[state a];KO
type = playsnd
triggerall = var(12) = 0
triggerall = var(25) = 0
trigger1 = loseKO
trigger2 = life = 0
IgnoreHitPause = 1
persistent = 0
value = 5002,random%2
channel = 4

[state a];KO
type = playsnd
triggerall = var(12) = 0
triggerall = var(25) = 1
trigger1 = loseKO
trigger2 = life = 0
IgnoreHitPause = 1
persistent = 0
value = 12,random%3
channel = 4

[state a]
type =  varset
trigger1 = RoundState = 3
IgnoreHitPause = 1
v = 12
value = 1

[state a]
type = varset
trigger1 = RoundState = 2
IgnoreHitPause = 1
v = 12
value = 0


[State 1];彑棙
type = varset
trigger1 = win
v = 9
value = 2

[State -2, 僔僗僥儉];搳偘僴儊杊巭
type = NotHitBy
triggerall = HitOver
trigger1 = StateNo = 5001 || StateNo = 5011
Value = , NT,ST,HT
time = 6

[State -2, 僔僗僥儉];搳偘僴儊杊巭
type = NotHitBy
triggerall = 1
trigger1 = (StateNo = [150,155]) 
Value = , NT,ST,HT
time = 1

;-------------------------------------------------------------------------
;僨僶僢僌
;-------------------------------------------------------------------------
;昞帵傪墶偵壛偊傞
[State -2, 僨僶僢僌昞帵偦偺1]
type = AppendToClipboard
trigger1 = 1
text = " Pos X=%d,Y=%d"
params = ceil(Pos X),floor(Pos Y)
ignorehitpause = 1

;昞帵傪壓偵壛偊傞
[State -2, 僨僶僢僌昞帵偦偺2]
type = AppendToClipboard
trigger1 = 1
text = "\nDist X=%d,Y=%d"
params = ceil(P2Dist X),floor(P2Dist Y)
ignorehitpause = 1

;昞帵傪壓偵壛偊傞
[State -2, 僨僶僢僌昞帵偦偺2]
type = AppendToClipboard
trigger1 = 1
text = "\nbodyDist X=%d,Y=%d"
params = floor(P2BodyDist X),ceil(P2BodyDist Y)
ignorehitpause = 1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;僿儖僷乕
;//////////////////////////////////////////////////////////////////////////


;---------------------[僿儖僷乕]
[state a];僎乕僕
type = Helper
trigger1 = time >= 2
trigger1 = numhelper(10000) = 0
trigger1 = numhelper(11000) = 0
id = 11000
name = "g"
sprpriority = 1
pos = 0,0
postype = p1
stateno = 11000
helpertype = normal
pausemovetime = 99999999;-1
keyctrl = 0 
ownpal = 1

[State -2,娔帇梡僿儖僷乕]
Type = Helper
Triggerall = !NumHelper(60000)
Triggerall = alive
Trigger1 = var(30) != 0
Helpertype = Normal
Name = "search"
Postype = p1
Stateno = 60000
ID = 60000
Pausemovetime = 99999
Persistent = 99999
Ignorehitpause = 1
Keyctrl = 0
Ownpal = 1

[State -2, 憡庤僿儖僷乕妋擣梡僿儖僷乕:F4懳嶔]
Type = HelPer
Triggerall = RoundState != 0
Triggerall = !NumHelPer(70000)
Triggerall = !IsHelper
Triggerall = var(30) != 0
Trigger1 = NumHelper(60000)
Trigger1 = Helper(60000),ID > Helper(60000),Var(2)
HelPerType = Normal
Name = "search_F4"
StateNo = 70000
ID = 70000
OwnPal = 1
PauseMoveTime= 99999999
SuperMoveTime= 99999999
IgnoreHitPause = 1


[State -2, a]
type = palfx
trigger1 = stateno = [2900,2999]
trigger1 = time % 2 = 0
time = 1
add = 0,0,255
mul = 0,0,255
color = 256
ignorehitpause = 0

[state a]
type = destroyself
triggerall = Ishelper
trigger1 = stateno = [0,1000]
trigger2 = stateno = [3000,3105]
trigger3 = stateno = [5000,5120]
trigger4 = movetype = H
trigger5 = statetype = L
IgnoreHitPause = 1

;---------------------[]
;棎晳墱媊怓乆
;---------------------[]
[State 200, 0]
type = Varset
trigger1 = var(53) < 0
var(53) = 0
ignorehitpause = 1

[State -2, a];僺僇僺僇岝傞
type = palfx
trigger1 = var(2) = 1
trigger1 = var(53) > 0
trigger1 = time % 3 = 0
time = 1
add = 0,0,255
mul = 0,0,255
color = 256
ignorehitpause = 0

[State -2, 0];僆儕僐儞僎乕僕帺摦尭彮
type = VarAdd
trigger1 = var(53) > 0
v = 53
value = -1

;---------------------[]
;杊屼曗惓(帋峴嶖岆拞)
;---------------------[]
[state -2, HEAT];儔僀僼尭彮丒妎惲捠忢僇儔乕梡
type = lifeadd
triggerall = palno != 12
triggerall = roundstate = 2
triggerall = var(1) = 1
triggerall = var(3) = 0
triggerall = life > 1
triggerall = gametime % 11 = 0
trigger1 = (stateno = [5000,5120]) 
trigger2 = movetype != H && (stateno != [5000,5120]) && (stateno != [120,155])
trigger3 = statetype = L && (stateno != [5000,5120]) && (stateno != [120,155])
trigger4 = stateno = [120,155]
kill = 0
value = -1
ignorehitpause = 1

[State -2, 0]
type = DefenceMulSet
trigger1 = var(1) = 0
trigger1 = stateno != [120,155]
value = 1.1 ; 妎惲慜偼僟儊乕僕1妱憹偟 
ignorehitpause = 1


[State 2035, 0]
type = lifeadd
trigger1 = palno = 12
value = gethitvar(damage)*0.5   ; 12P偼懴媣抣擇攞
ignorehitpause = 1
persistent=0

[State 50, 1]
type = VarSet
triggerall = !(numpartner = 1 && partner,alive)
trigger1 = var(55) = 1 || var(55) = -1 || var(55) = -2
trigger1 = stateno != 101 
trigger1 = stateno != 140
trigger1 = stateno != [120,131]
trigger1 = !(var(1) = 1 && P2BodyDist X <= 60 + (1-2*(enemynear(var(34)),facing=facing))*EnemyNear(var(34)),Vel X*6)
trigger1 = !(var(1) = 0 && P2BodyDist X <= 20)
trigger2 = var(55) = -2
trigger2 = (stateno = 120 && time >= 1) || (var(16) != 0 && enemynear(var(34)),stateno = var(16))
v = 55
value = 0

[state -2, HEAT];儔僀僼夞暅丒12僇儔乕梡嘆
type = lifeadd
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = statetype != L
triggerall = movetype != H || stateno = [120,155]
trigger1 = life = [500,999]
trigger1 = gametime % 5 = 0
value = 2
ignorehitpause = 1
[state -2, HEAT];儔僀僼夞暅丒12僇儔乕梡嘆
type = lifeadd
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = statetype != L
triggerall = movetype != H || stateno = [120,155]
trigger1 = life = [1,499]
trigger1 = gametime % 5 = 0
value = 3
ignorehitpause = 1

[state -2, HEAT];儔僀僼夞暅丒12僇儔乕梡嘇
type = lifeadd
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = (movetype = H && !(stateno = [120,155])) || statetype = L
trigger1 = life = [500,999]
trigger1 = gametime % 3 = 0
value = 3
ignorehitpause = 1
[state -2, HEAT];儔僀僼夞暅丒12僇儔乕梡嘇
type = lifeadd
triggerall = palno = 12
triggerall = roundstate = 2
triggerall = (movetype = H && !(stateno = [120,155])) || statetype = L
trigger1 = life = [1,499]
trigger1 = gametime % 3 = 0
value = 5
ignorehitpause = 1

[state -2, HEAT];僎乕僕憹壛丒12僇儔乕梡
type = poweradd
triggerall = palno = 12
trigger1 = power < powermax
value = 1
ignorehitpause = 1

[State -3,僈乕僪梡僿儖僷乕嘆]
Type = Helper
Trigger1 = !NumHelper(40000)
Helpertype = Normal
Name = "guard1"
Postype = p1
Stateno = 40000
ID = 40000
Pausemovetime = 99999
Persistent = 99999
Ignorehitpause = 1
Keyctrl = 0
Ownpal = 1

[State -3,僈乕僪梡僿儖僷乕嘇]
Type = Helper
Trigger1 = !NumHelper(40001)
Helpertype = Normal
Name = "guard2"
Postype = p2
Stateno = 40001
ID = 40001
Pausemovetime = 99999
Persistent = 99999
Ignorehitpause = 1
Keyctrl = 0
Ownpal = 1

[State 810, 2];旘傃摴嬶梡
type = powerAdd
triggerall = var(53) = 0
trigger1 = helper(1010),moveguarded = 1
value = ifelse(var(2) = 0,63,16)
persistent = 0

[State 810, 4];旘傃摴嬶梡
type = powerAdd
triggerall = var(53) = 0
trigger1 = helper(1510),moveguarded = 1
value = ifelse(var(2) = 0,63,32)
persistent = 0

;---------------------[]
;暘恎杊巭
;---------------------[]
[State 200, 7]
type = destroyself
triggerall = !(name ="Shinnosuke Kagami")
trigger1 = stateno = [5000,5120]
trigger2 = anim = [5000,5170]
trigger3 = statetype = L
supermove = 1
pausemovetime = 999999
ignorehitpause = 1

