


;===========================================================================
; 僿儖僷乕僗僥乕僩
;===========================================================================






[Statedef 11000];栄嬍
type    = S
anim = 11000
sprpriority = 1


[State -1,]
type = AssertSpecial
trigger1 = 1
flag = NoShadow


[State -1, 堏摦];摦偔
type = Velset
trigger1 = time = 0
x = 1
y = -3


[State -1, 堏摦];摦偔
type = Veladd
trigger1 = time > 5
y = 0.3



[State 11000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = root,Fvar(5)  = 1
value = 11001
ctrl = 0





[State -1, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Time > 10
trigger1 = pos Y >= -5 && Vel Y >= 0
trigger2 = var(28)  != 0
trigger3 =  Facing = 1
trigger3 =  pos x >= 120 && Vel x >= 0
trigger4 =  Facing = -1
trigger4 =  pos x <= -120 && Vel x >= 0
value = 23999



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




[Statedef 11001];栄嬍侾
type    = S
movetype= A
anim = 11001
sprpriority = 6



[State -1, 堏摦];摦偔
type = Velset
trigger1 = time = 0
x = 12
y = -1


[State -1, 堏摦];摦偔
type = Veladd
trigger1 = time > 5
y = 0.3


[State -1, 僸僢僩掕媊]
type = HitDef
TriggerAll = root,palno  != 12
trigger1 =  1
attr = S, NA 
damage = 120, 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 45
sparkno = S17000
sparkxy = -10, 0
hitsound = s70, 3
guardsound = s2, 4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
getpower = 70,50
envshake.time = 20
envshake.freq = 70
envshake.ampl = 20
envshake.phase = 80 
P1StateNo = 23999




[State -1, 僄僼僃僋僩夋憸]
type = Explod
trigger1 = time = 0
anim = 17000
pos = 0, 0  
postype = p1
facing = 1
vfacing = 1
sprpriority = 4
bindtime = 1
removeongethit = 1
ignorehitpause = 0
removetime = 14



[State -1, 妏搙擖椡]
type = Angleadd
trigger1 = 1
value = -20


[State -1, 妏搙曄峏幚峴]
type = AngleDraw
trigger1 = 1






[State -1, 旘傃摴嬶惂屼]
type = VarSet
trigger1 = time = 0
V = 28
Value = 0



[state -1,旘傃摴嬶惂屼]
type = varadd
trigger1 = var(28)>0
V = 28
Value = -1
ignorehitpause = 1







[State -1];侾俀P梡峌寕
type = Projectile
TriggerAll = roundstate = 2
triggerAll = var(28)  = 0
TriggerAll = root,palno  = 12
trigger1 = time%2 = 0
attr = S, SA
projanim = 883
projid = 23100
projremovetime = 2
projpriority = 16
projsprpriority = 0
projedgebound = 220
postype = p1
offset = 0,0
attr = S, NA
air.juggle = 2
postype = p1
offset = 0, 50
velocity = 0 
damage = 200, 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = S17000
sparkxy = -10, 0
hitsound = s70, 3
guardsound = s2, 4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
getpower = 70,50
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.freq = 70
envshake.ampl = 20
envshake.phase = 80 
ignorehitpause = 0




[state -1,旘傃摴嬶惂屼]	
type = VarSet
trigger1 = root,projcontacttime(23100) = 1
V = 28
Value = -11
ignorehitpause = 1







[State -1, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Time > 10
trigger1 = pos Y >= -5 && Vel Y >= 0
trigger2 = var(28)  != 0
trigger3 = movecontact
value = 23999


;--------------------------------------------------------------------------
;--------------------------------------------------------------------------
;攚柺庢傝丂僟儈乕
;--------------------------------------------------------------------------
;--------------------------------------------------------------------------





[Statedef 1055];攚柺庢傝丂僟儈乕僿儖僷乕
type    = S
anim = 999
sprpriority = 0
ctrl = 0






[State -1,]
type = AssertSpecial
trigger1 = 1
flag = NoShadow





[State -1, 僗僥乕僩曄峏]
Type = DestroySelf
trigger1 = Time > 15




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









[Statedef 20000];攇摦
type    = S
anim = 20000
sprpriority = 4


[State -1,]
type = AssertSpecial
trigger1 = 1
flag = NoShadow


[State -1, Trans]
Type = Trans
Trigger1 = 1
Trans = Addalpha
alpha = 256-(time*16),256


[State -1];奼戝Var
Type = Varset
Trigger1 = Time = 0
FV  = 11
Value = 0

[State -1]
Type = VarAdd
Trigger1 = Time%2 = 0
FV  = 11
Value = 0.1

[State -1];奼戝Var
Type = Varset
Trigger1 = Time = 0
FV  = 12
Value = 0

[State -1]
Type = VarAdd
Trigger1 = Time%2 = 0
FV  = 12
Value = 0.3


[State -1]
type = AngleDraw
trigger1 = 1
scale = fvar(11),fvar(12)




[State -1];屌掕
type = bindtoroot
trigger1 =  root,StateNo = [200,399]
trigger2 =  root,StateNo = 1000
trigger3 =  root,StateNo = 2010
facing = 1
time = 1
pos = 40, -50
pausemovetime = 99999999
supermovetime = 99999999



[State -1];屌掕
type = bindtoroot
trigger1 =  root,StateNo = [400,410]
facing = 1
time = 1
pos = 15, 3
pausemovetime = 99999999
supermovetime = 99999999


[State -1, 妏搙擖椡]
type = AngleSet
trigger1 =  root,StateNo = [400,410]
facing = 1
value = -42


[State -1, 妏搙曄峏幚峴]
type = AngleDraw
trigger1 =  root,StateNo = [400,410]
facing = 1



[State -1, 妏搙擖椡]
type = Angleset
trigger1 =  root,StateNo = 2051
value = 45




[State -1];屌掕
type = bindtoroot
trigger1 =  root,StateNo = 2051
facing = 1
time = 1
pos = 30, -80 
pausemovetime = 99999999
supermovetime = 99999999






[State -1, 妏搙曄峏幚峴]
type = AngleDraw
trigger1 = 1



[State -1, 僗僥乕僩曄峏]
Type = DestroySelf
trigger1 = Time > 40




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



[Statedef 20002];攇摦  墶
type    = S
anim = 20000
sprpriority = 5


[State -1,]
type = AssertSpecial
trigger1 = 1
flag = NoShadow


[State -1, Trans]
Type = Trans
Trigger1 = 1
Trans = Addalpha
alpha = 256-(time*16),256


[State -1];奼戝Var
Type = Varset
Trigger1 = Time = 0
FV  = 11
Value = 0

[State -1]
Type = VarAdd
Trigger1 = Time%2 = 0
FV  = 11
Value = 0.3

[State -1];奼戝Var
Type = Varset
Trigger1 = Time = 0
FV  = 12
Value = 0

[State -1]
Type = VarAdd
Trigger1 = Time%2 = 0
FV  = 12
Value = 0.1


[State -1]
type = AngleDraw
trigger1 = 1
scale = fvar(11),fvar(12)




[State -1];屌掕
type = bindtoroot
trigger1 =  root,StateNo = 1030
trigger2 =  root,StateNo = 2010
facing = 1
time = 1
pos = 20, -80
pausemovetime = 99999999
supermovetime = 99999999


[State -1, 僗僥乕僩曄峏]
Type = DestroySelf
trigger1 = Time > 40







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







[Statedef 20001];攇摦丂抧柺
type    = S
anim = 20001
sprpriority = 0


[State -1,]
type = AssertSpecial
trigger1 = 1
flag = NoShadow


[State -1, Trans]
Type = Trans
Trigger1 = 1
Trans = Addalpha
alpha = 256-(time*16),256


[State -1];奼戝Var
Type = Varset
Trigger1 = Time = 0
FV  = 11
Value = 0

[State -1]
Type = VarAdd
Trigger1 = Time%2 = 0
FV  = 11
Value = 0.3

[State -1];奼戝Var
Type = Varset
Trigger1 = Time = 0
FV  = 12
Value = 0

[State -1]
Type = VarAdd
Trigger1 = Time%2 = 0
FV  = 12
Value = 0.1


[State -1]
type = AngleDraw
trigger1 = 1
scale = fvar(11),fvar(12)




[State -1];屌掕
type = bindtoroot
trigger1 =  root,StateNo = [200,999]
trigger2 =  root,StateNo = 1000
facing = 1
time = 1
pos = 25, 0
pausemovetime = 99999999
supermovetime = 99999999


[State -1];屌掕
type = bindtoroot
trigger1 =  root,StateNo = 1010
facing = 1
time = 1
pos = 0, 0
pausemovetime = 99999999
supermovetime = 99999999



[State -1, 僗僥乕僩曄峏]
Type = DestroySelf
trigger1 = Time > 40





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







[Statedef 13010];徴寕攇
type    = S
anim = 13010
sprpriority = 4


[State -1];屌掕
type = bindtoroot
trigger1 =  root,StateNo = 1010
facing = 1
time = 1
pos = 0, 0
pausemovetime = 99999999
supermovetime = 99999999



[State -1,]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State -1, Trans]
Type = Trans
Trigger1 = time < 22
Trans = Add

[State -1, Trans]
Type = Trans
Trigger1 = time > 20
Trans = Addalpha
alpha = 256-(time*8),256


[State -1];奼戝Var
Type = Varset
Trigger1 = Time = 0
FV  = 11
Value = 0

[State -1]
Type = VarAdd
Trigger1 = Time < 15
Trigger1 = Time%2 = 0
FV  = 11
Value = 0.2

[State -1]
Type = VarAdd
Trigger1 = Time > 15
Trigger1 = Time%2 = 0
FV  = 11
Value = -0.15


[State -1];奼戝Var
Type = Varset
Trigger1 = Time = 0
FV  = 12
Value = 0

[State -1]
Type = VarAdd
Trigger1 = Time < 15
Trigger1 = Time%2 = 0
FV  = 12
Value = 0.15


[State -1]
Type = VarAdd
Trigger1 = Time > 15
Trigger1 = Time%2 = 0
FV  = 12
Value = 0.3



[State -1]
type = AngleDraw
trigger1 = 1
scale = fvar(11),fvar(12)




[State -1];屌掕
type = bindtoroot
trigger1 =  root,StateNo = 1010
facing = 1
time = 1
pos = 0, 0
pausemovetime = 99999999
supermovetime = 99999999




[State -1, 僗僥乕僩曄峏]
Type = DestroySelf
trigger1 = Time > 60




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







[Statedef 13011];徴寕攇廲挿
type    = S
anim = 13010
sprpriority = 3


[State -1];屌掕
type = bindtoroot
trigger1 =  root,StateNo = 1030
facing = 1
time = 1
pos = 20, 0
pausemovetime = 99999999
supermovetime = 99999999




[State -1,]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State -1, Trans]
Type = Trans
Trigger1 = time < 22
Trans = Add

[State -1, Trans]
Type = Trans
Trigger1 = time > 20
Trans = Addalpha
alpha = 256-(time*8),256


[State -1];奼戝Var
Type = Varset
Trigger1 = Time = 0
FV  = 11
Value = 0

[State -1]
Type = VarAdd
Trigger1 = Time < 15
Trigger1 = Time%2 = 0
FV  = 11
Value = 0.07

[State -1]
Type = VarAdd
Trigger1 = Time > 15
Trigger1 = Time%2 = 0
FV  = 11
Value = -0.07


[State -1];奼戝Var
Type = Varset
Trigger1 = Time = 0
FV  = 12
Value = 0

[State -1]
Type = VarAdd
Trigger1 = Time < 15
Trigger1 = Time%2 = 0
FV  = 12
Value = 0.25


[State -1]
Type = VarAdd
Trigger1 = Time > 15
Trigger1 = Time%2 = 0
FV  = 12
Value = 0.35



[State -1]
type = AngleDraw
trigger1 = 1
scale = fvar(11),fvar(12)



[State -1, 妏搙曄峏幚峴]
type = AngleDraw
trigger1 = 1




[State -1, 妏搙擖椡]
type = Angleset
trigger1 =  root,StateNo = 2051
value = -45


[State -1, 妏搙曄峏幚峴]
type = AngleDraw
trigger1 = 1


[State -1];屌掕
type = bindtoroot
trigger1 =  root,StateNo = 2051
facing = 1
time = 1
pos = 10, -50 
pausemovetime = 99999999
supermovetime = 99999999




[State -1, 僗僥乕僩曄峏]
Type = DestroySelf
trigger1 = Time > 60





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









;===========================================================================
;===========================================================================
;釯
;===========================================================================
;===========================================================================






[Statedef 25000];釯侾
type    = S
movetype= A
anim = 25000
sprpriority = 4
juggle  = 4


[State -1, 妏搙擖椡]
type = Angleadd
trigger1 = 1
value = 6


[State -1, 妏搙曄峏幚峴]
type = AngleDraw
trigger1 = 1


[State -1,]
type = AssertSpecial
trigger1 = 1
flag = NoShadow 

[State -1, 堏摦];摦偔
type = Velset
trigger1 = time = 0
x = 3
y = -8

[State -1, 堏摦];摦偔
type = Veladd
trigger1 = time > 10
y = 0.5



[State -1, 僸僢僩掕媊]
type = HitDef
TriggerAll = root,palno  != 12
trigger1 =  root,StateNo = 1040
trigger1 = AnimElem != 1
trigger2 =  root,StateNo = 2040
trigger2 = AnimElem != 1
attr = S, NA 
damage = 70, 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 45
sparkno = S17000
sparkxy = -10, 0
hitsound = s70, 22
guardsound = s2, 4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
getpower = 70,50
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.freq = 70
envshake.ampl = 20
envshake.phase = 80 
P1StateNo = 25010

[State -1, 旘傃摴嬶惂屼]
type = VarSet
trigger1 = time = 0
V = 28
Value = 0



[state -1,旘傃摴嬶惂屼]
type = varadd
trigger1 = var(28)>0
V = 28
Value = -1
ignorehitpause = 1




[state -1,旘傃摴嬶惂屼]	
type = VarSet
trigger1 = root,projcontacttime(25000) = 1
V = 28
Value = -11
ignorehitpause = 1





[State -1];侾俀P梡峌寕
type = Projectile
TriggerAll = roundstate = 2
triggerAll = var(28)  = 0
TriggerAll = root,palno  = 12
trigger1 = time%2 = 0
attr = S, SA
projanim = 884
projid = 25000
projremovetime = 2
projpriority = 16
projsprpriority = 0
projedgebound = 220
postype = p1
offset = 0,0
attr = S, NA
air.juggle = 2
postype = p1
offset = 0, 50
velocity = 0 
damage = 140, 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 45
sparkno = S17000
sparkxy = -10, 0
hitsound = s70, 22
guardsound = s2, 4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
getpower = 70,50
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.freq = 70
envshake.ampl = 20
envshake.phase = 80 
ignorehitpause = 0







[State -1, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Time > 10
trigger1 = pos Y >= -5 && Vel Y >= 0
trigger2 = var(28)  != 0
value = 25010



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




[Statedef 25001];釯俀
type    = S
movetype= A
anim = 25001
sprpriority = 0
juggle  = 4



[State -1, 僸僢僩掕媊]
type = HitDef
TriggerAll = root,palno  != 12
trigger1 =  root,StateNo = 1040
trigger1 = AnimElem != 1
trigger2 =  root,StateNo = 2040
trigger2 = AnimElem != 1
attr = S, NA 
damage = 70, 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 45
sparkno = S17000
sparkxy = -10, 0
hitsound = s70, 22
guardsound = s2, 4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
getpower = 70,50
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.freq = 70
envshake.ampl = 20
envshake.phase = 80 
P1StateNo = 25010



[State -1, 妏搙擖椡]
type = Angleadd
trigger1 = 1
value = 12


[State -1, 妏搙曄峏幚峴]
type = AngleDraw
trigger1 = 1


[State -1,]
type = AssertSpecial
trigger1 = 1
flag = NoShadow 

[State -1, 堏摦];摦偔
type = Velset
trigger1 = time = 0
x = 4
y = -3

[State -1, 堏摦];摦偔
type = Veladd
trigger1 = time > 10
y = 0.5

[State -1, 旘傃摴嬶惂屼]
type = VarSet
trigger1 = time = 0
V = 28
Value = 0



[state -1,旘傃摴嬶惂屼]
type = varadd
trigger1 = var(28)>0
V = 28
Value = -1
ignorehitpause = 1




[state -1,旘傃摴嬶惂屼]	
type = VarSet
trigger1 = root,projcontacttime(25001) = 1
V = 28
Value = -11
ignorehitpause = 1





[State -1];侾俀P梡峌寕
type = Projectile
TriggerAll = roundstate = 2
triggerAll = var(28)  = 0
TriggerAll = root,palno  = 12
trigger1 = time%2 = 0
attr = S, SA
projanim = 884
postype = p1
offset = 0,0
projid = 25001
projremovetime = 2
projpriority = 16
projsprpriority = 0
projedgebound = 220
attr = S, NA
air.juggle = 2
postype = p1
offset = 0, 50
velocity = 0 
damage = 140, 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 45
sparkno = S17000
sparkxy = -10, 0
hitsound = s70, 22
guardsound = s2, 4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
getpower = 70,50
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.freq = 70
envshake.ampl = 20
envshake.phase = 80 
ignorehitpause = 0




[State -1, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Time > 10
trigger1 = pos Y >= -5 && Vel Y >= 0
trigger2 = var(28)  != 0
value = 25010

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



[Statedef 25002];釯俁
type    = S
movetype= A
anim = 25002
sprpriority = 4
juggle  = 4


[State -1, 妏搙擖椡]
type = Angleadd
trigger1 = 1
value = 20






[State -1, 僸僢僩掕媊]
type = HitDef
TriggerAll = root,palno  != 12
trigger1 =  root,StateNo = 1040
trigger1 = AnimElem != 1
trigger2 =  root,StateNo = 2040
trigger2 = AnimElem != 1
attr = S, NA 
damage = 70, 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 45
sparkno = S17000
sparkxy = -10, 0
hitsound = s70, 22
guardsound = s2, 4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
getpower = 70,50
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.freq = 70
envshake.ampl = 20
envshake.phase = 80 
P1StateNo = 25010




[State -1, 妏搙曄峏幚峴]
type = AngleDraw
trigger1 = 1


[State -1,]
type = AssertSpecial
trigger1 = 1
flag = NoShadow 

[State -1, 堏摦];摦偔
type = Velset
trigger1 = time = 0
x = 4.5
y = -6

[State -1, 堏摦];摦偔
type = Veladd
trigger1 = time > 10
y = 0.5


[State -1, 旘傃摴嬶惂屼]
type = VarSet
trigger1 = time = 0
V = 28
Value = 0



[state -1,旘傃摴嬶惂屼]
type = varadd
trigger1 = var(28)>0
V = 28
Value = -1
ignorehitpause = 1




[state -1,旘傃摴嬶惂屼]	
type = VarSet
trigger1 = root,projcontacttime(25002) = 1
V = 28
Value = -11
ignorehitpause = 1





[State -1];侾俀P梡峌寕
type = Projectile
TriggerAll = roundstate = 2
triggerAll = var(28)  = 0
TriggerAll = root,palno  = 12
trigger1 = time%2 = 0
attr = S, SA
projanim = 884
projid = 25002
postype = p1
offset = 0,0
projremovetime = 2
projpriority = 16
projsprpriority = 0
projedgebound = 220
attr = S, NA
air.juggle = 2
postype = p1
offset = 0, 50
velocity = 0 
damage = 140, 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 45
sparkno = S17000
sparkxy = -10, 0
hitsound = s70, 22
guardsound = s2, 4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
getpower = 70,50
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.freq = 70
envshake.ampl = 20
envshake.phase = 80 
ignorehitpause = 0







[State -1, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Time > 10
trigger1 = pos Y >= -5 && Vel Y >= 0
trigger2 = var(28)  != 0
value = 25010


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



[Statedef 25003];釯係
type    = S
movetype= A
anim = 25003
sprpriority = 0
juggle  = 4


[State -1, 妏搙擖椡]
type = Angleadd
trigger1 = 1
value = 4


[State -1, 妏搙曄峏幚峴]
type = AngleDraw
trigger1 = 1



[State -1, 僸僢僩掕媊]
type = HitDef
TriggerAll = root,palno  != 12
trigger1 =  root,StateNo = 1040
trigger1 = AnimElem != 1
trigger2 =  root,StateNo = 2040
trigger2 = AnimElem != 1
attr = S, NA 
damage = 70, 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 45
sparkno = S17000
sparkxy = -10, 0
hitsound = s70, 22
guardsound = s2, 4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
getpower = 70,50
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.freq = 70
envshake.ampl = 20
envshake.phase = 80 
P1StateNo = 25010





[State -1, 旘傃摴嬶惂屼]
type = VarSet
trigger1 = time = 0
V = 28
Value = 0



[state -1,旘傃摴嬶惂屼]
type = varadd
trigger1 = var(28)>0
V = 28
Value = -1
ignorehitpause = 1




[state -1,旘傃摴嬶惂屼]	
type = VarSet
trigger1 = root,projcontacttime(25003) = 1
V = 28
Value = -11
ignorehitpause = 1





[State -1];侾俀P梡峌寕
type = Projectile
TriggerAll = roundstate = 2
triggerAll = var(28)  = 0
TriggerAll = root,palno  = 12
trigger1 = time%2 = 0
attr = S, SA
projanim = 884
projid = 25003
projremovetime = 2
projpriority = 16
projsprpriority = 0
projedgebound = 220
postype = p1
offset = 0,0
attr = S, NA
air.juggle = 2
postype = p1
offset = 0, 50
velocity = 0 
damage = 140, 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 45
sparkno = S17000
sparkxy = -10, 0
hitsound = s70, 22
guardsound = s2, 4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
getpower = 70,50
air.fall = 1
fall.recover = 0
envshake.time = 20
envshake.freq = 70
envshake.ampl = 20
envshake.phase = 80 
ignorehitpause = 0




[State -1,]
type = AssertSpecial
trigger1 = 1
flag = NoShadow 

[State -1, 堏摦];摦偔
type = Velset
trigger1 = time = 0
x = 5
y = -4

[State -1, 堏摦];摦偔
type = Veladd
trigger1 = time > 10
y = 0.6



[State -1, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Time > 10
trigger1 = pos Y >= -5 && Vel Y >= 0
trigger2 = var(28)  != 0
value = 25010


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

[Statedef 25010];嵱偗嶶傞
type    = S
movetype= A
anim = 25010
sprpriority = 4
velset = 0,0

[State -1, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 0
value = 70, 22



[State -1, 妏搙擖椡]
type = Angleadd
trigger1 = 1
value = 21


[State -1, 妏搙曄峏幚峴]
type = AngleDraw
trigger1 = 1





[State -1, 僗僥乕僩曄峏]
Type = DestroySelf
trigger1 = AnimTime = 0



;--------------------------------------------------------------------------
;--------------------------------------------------------------------------
;柌憐晻報
;--------------------------------------------------------------------------
;--------------------------------------------------------------------------




[Statedef 21000];柌
type    = S
anim = 21000
sprpriority = 5


[State -1];屌掕
type = bindtoroot
trigger1 =  root,StateNo = 2001
time = 1
pos = 40, -60
pausemovetime = 99999999
supermovetime = 99999999



[State -1,]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State -1, Trans]
Type = Trans
Trigger1 = time < 12
Trans = Add

[State -1, Trans]
Type = Trans
Trigger1 = time > 11
Trans = Addalpha
alpha = 256-(time*10),256





[State -1];奼戝Var
Type = Varset
Trigger1 = Time = 0
FV  = 12
Value = 0


[State -1]
Type = VarAdd
Trigger1 = Time > 5
Trigger1 = Time%2 = 0
FV  = 12
Value = 0.035


[State -1]
Type = VarAdd
Trigger1 = Time > 10
Trigger1 = Time%2 = 0
FV  = 12
Value = 0.05




[State -1]
type = AngleDraw
trigger1 = 1
scale = 1-fvar(12),1-fvar(12)







[State -1, 僗僥乕僩曄峏]
Type = DestroySelf
trigger1 = Time > 20


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




[Statedef 21001];憐
type    = S
anim = 21001
sprpriority = 5




[State -1];屌掕
type = bindtoroot
trigger1 =  root,StateNo = 2001
time = 1
pos = 40, -60
pausemovetime = 99999999
supermovetime = 99999999



[State -1,]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State -1, Trans]
Type = Trans
Trigger1 = time < 12
Trans = Add

[State -1, Trans]
Type = Trans
Trigger1 = time > 11
Trans = Addalpha
alpha = 256-(time*10),256





[State -1];奼戝Var
Type = Varset
Trigger1 = Time = 0
FV  = 12
Value = 0


[State -1]
Type = VarAdd
Trigger1 = Time > 5
Trigger1 = Time%2 = 0
FV  = 12
Value = 0.035


[State -1]
Type = VarAdd
Trigger1 = Time > 10
Trigger1 = Time%2 = 0
FV  = 12
Value = 0.05



[State -1]
type = AngleDraw
trigger1 = 1
scale = 1-fvar(12),1-fvar(12)







[State -1, 僗僥乕僩曄峏]
Type = DestroySelf
trigger1 = Time > 20

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




[Statedef 21002];晻
type    = S
anim = 21002
sprpriority = 5




[State -1];屌掕
type = bindtoroot
trigger1 =  root,StateNo = 2001
time = 1
pos = 40, -60
pausemovetime = 99999999
supermovetime = 99999999



[State -1,]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State -1, Trans]
Type = Trans
Trigger1 = time < 12
Trans = Add

[State -1, Trans]
Type = Trans
Trigger1 = time > 11
Trans = Addalpha
alpha = 256-(time*10),256





[State -1];奼戝Var
Type = Varset
Trigger1 = Time = 0
FV  = 12
Value = 0


[State -1]
Type = VarAdd
Trigger1 = Time > 5
Trigger1 = Time%2 = 0
FV  = 12
Value = 0.035


[State -1]
Type = VarAdd
Trigger1 = Time > 10
Trigger1 = Time%2 = 0
FV  = 12
Value = 0.05



[State -1]
type = AngleDraw
trigger1 = 1
scale = 1-fvar(12),1-fvar(12)









[State -1, 僗僥乕僩曄峏]
Type = DestroySelf
trigger1 = Time > 20

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




[Statedef 21003];報
type    = S
anim = 21003
sprpriority = 5



[State -1];屌掕
type = bindtoroot
trigger1 =  root,StateNo = 2001
time = 1
pos = 40, -60
pausemovetime = 99999999
supermovetime = 99999999



[State -1,]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State -1, Trans]
Type = Trans
Trigger1 = time < 12
Trans = Add

[State -1, Trans]
Type = Trans
Trigger1 = time > 11
Trans = Addalpha
alpha = 256-(time*10),256





[State -1];奼戝Var
Type = Varset
Trigger1 = Time = 0
FV  = 12
Value = 0


[State -1]
Type = VarAdd
Trigger1 = Time > 5
Trigger1 = Time%2 = 0
FV  = 12
Value = 0.035


[State -1]
Type = VarAdd
Trigger1 = Time > 10
Trigger1 = Time%2 = 0
FV  = 12
Value = 0.05



[State -1]
type = AngleDraw
trigger1 = 1
scale = 1-fvar(12),1-fvar(12)




[State -1, 僗僥乕僩曄峏]
Type = DestroySelf
trigger1 = Time > 20




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




[Statedef 21004];揤
type    = S
anim = 21004
sprpriority = 5



[State -1];屌掕
type = bindtoroot
trigger1 =  root,StateNo = 2001
time = 1
pos = 40, -60
pausemovetime = 99999999
supermovetime = 99999999



[State -1,]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State -1, Trans]
Type = Trans
Trigger1 = time < 12
Trans = Add

[State -1, Trans]
Type = Trans
Trigger1 = time > 11
Trans = Addalpha
alpha = 256-(time*10),256





[State -1];奼戝Var
Type = Varset
Trigger1 = Time = 0
FV  = 12
Value = 0


[State -1]
Type = VarAdd
Trigger1 = Time > 5
Trigger1 = Time%2 = 0
FV  = 12
Value = 0.035


[State -1]
Type = VarAdd
Trigger1 = Time > 10
Trigger1 = Time%2 = 0
FV  = 12
Value = 0.05



[State -1]
type = AngleDraw
trigger1 = 1
scale = 1-fvar(12),1-fvar(12)




[State -1, 僗僥乕僩曄峏]
Type = DestroySelf
trigger1 = Time > 20


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




[Statedef 21005];惗
type    = S
anim = 21005
sprpriority = 5



[State -1];屌掕
type = bindtoroot
trigger1 =  root,StateNo = 2001
time = 1
pos = 40, -60
pausemovetime = 99999999
supermovetime = 99999999



[State -1,]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State -1, Trans]
Type = Trans
Trigger1 = time < 12
Trans = Add

[State -1, Trans]
Type = Trans
Trigger1 = time > 11
Trans = Addalpha
alpha = 256-(time*10),256





[State -1];奼戝Var
Type = Varset
Trigger1 = Time = 0
FV  = 12
Value = 0


[State -1]
Type = VarAdd
Trigger1 = Time > 5
Trigger1 = Time%2 = 0
FV  = 12
Value = 0.035


[State -1]
Type = VarAdd
Trigger1 = Time > 10
Trigger1 = Time%2 = 0
FV  = 12
Value = 0.05



[State -1]
type = AngleDraw
trigger1 = 1
scale = 1-fvar(12),1-fvar(12)




[State -1, 僗僥乕僩曄峏]
Type = DestroySelf
trigger1 = Time > 20



;--------------------------------------------------------------------------
;--------------------------------------------------------------------------
;晻杺曮嬍
;--------------------------------------------------------------------------
;--------------------------------------------------------------------------


[Statedef 13030];曮嬍丒丒丒側偺偐丠
type    = S
anim = 13030
movetype = A
sprpriority = 4


[State -1,]
type = AssertSpecial
trigger1 = 1
flag = NoShadow


[State -1];屌掕
type = bindtoroot
trigger1 =  root,StateNo = 2030
time = 1
pos = 80, -40
pausemovetime = 99999999
supermovetime = 99999999




[State -1, Trans]
Type = Trans
Trigger1 = time < 80
Trans = Add

[State -1, Trans]
Type = Trans
Trigger1 = time > 75
Trans = Addalpha
alpha = 256-(time/2),256




[State -1, 僸僢僩掕媊]
type = HitDef
TriggerAll =  root,palno  != 12
trigger1 = time%6 = 0
attr = S, HA 
damage = 15, 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 8
sparkno = -1
sparkxy = -10, -76
hitsound = s70, 9
guardsound = s2, 4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -7,-7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -7,-7
air.hittime = 14
getpower = 70,50
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.freq = 70
envshake.ampl = 10
envshake.phase = 80
p1sprpriority = 4




[State -1];侾俀P梡峌寕
type = Projectile
TriggerAll = root,palno  = 12
trigger1 = time%6 = 0
attr = S, SA
projanim = 885
projremovetime = 3
projpriority = 16
projsprpriority = 0
projedgebound = 220
postype = p1
offset = 0, -20
attr = S, HA 
damage = 40, 0
animtype = High
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 8
sparkno = -1
sparkxy = -10, -76
hitsound = s70, 9
guardsound = s2, 4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -7,-7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -7,-7
air.hittime = 14
getpower = 70,50
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.freq = 70
envshake.ampl = 10
envshake.phase = 80
p1sprpriority = 4



[State -1, 妏搙擖椡]
type = Angleadd
trigger1 = 1
value = 8


[State -1, 妏搙曄峏幚峴]
type = AngleDraw
trigger1 = 1



[State -1];奼戝Var
Type = Varset
Trigger1 = Time = 0
Trigger2 = Time%10 = 0
FV  = 12
Value = 0


[State -1]
Type = VarAdd
Trigger1 = Time%2 = 0
FV  = 12
Value = 0.08


[State -1]
Type = VarAdd
Trigger1 = Time%3 = 0
FV  = 12
Value = -0.06


[State -1]
Type = VarAdd
Trigger1 = Time%4 = 0
FV  = 12
Value = -0.02


[State -1]
type = AngleDraw
trigger1 = 1
scale = 0.7-fvar(12),0.7-fvar(12)


[State -1, 僗僥乕僩曄峏]
Type = DestroySelf
trigger1 = Time > 120
trigger2 =  root,movetype = H
Trigger2 = palno  != 12


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



[Statedef 2034];曮嬍丒丒丒偺攇摦
type    = S
anim = 20000
sprpriority = 3


[State -1,]
type = AssertSpecial
trigger1 = 1
flag = NoShadow



[State -1];屌掕
type = bindtoroot
trigger1 =  root,StateNo = 2030
time = 1
pos = 80, -40
pausemovetime = 99999999
supermovetime = 99999999


[State -1, 妏搙擖椡]
type = Angleadd
trigger1 = 1
value = -8


[State -1, 妏搙曄峏幚峴]
type = AngleDraw
trigger1 = 1


[State -1, Trans]
Type = Trans
Trigger1 = time < 80
Trans = Addalpha
alpha = 256-100,256


[State -1, Trans]
Type = Trans
Trigger1 = time > 75
Trans = Addalpha
alpha = 256-(100+time/2),256


[State -1, 僗僥乕僩曄峏]
Type = DestroySelf
trigger1 = Time > 120
trigger2 =  root,movetype = H
Trigger2 = palno  != 12




;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;丂憻婍攋夡梡撆墘弌
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------



[Statedef 2072]
type    = S
movetype= I
physics = N
anim = 2072
sprpriority = 5

[State 2072, ]
type = posset
trigger1 = time >= 1
x = (enemy,pos x)
y = (enemy,pos y)+60

[State 2072, 僇僂儞僞乕]
type = reversaldef
trigger1 =  time = 0
reversal.attr = C,HP
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = -10,-76
hitsound = -1
attr = S, HT
hitflag = M
time = 2
priority = 5, hit
animtype = Hard
ground.type = Low
forcestand = 1
ground.slidetime = 6




;憻婍攋夡偺撆
[State 2072, 儔僀僼憹尭]
type = TargetLifeAdd
trigger1 =  time%6 = 2
value = -1
Kill = 0
absolute = 1


[State 2072, ]
type = Hitadd
trigger1 =  enemynear,movetype !=H
value = -1



[State -2]
type = SelfState
TriggerAll = isHelper
TriggerAll = root,palno = 12
TriggerAll = root,life != 0
TriggerAll =! isHelper(111111)
Trigger1 = movetype = H 
Trigger2 = root,Var(59) > 1
Trigger3 = root,Var(55) > 1

Trigger4 = root,Var(56) > 1
Trigger5 = root,FVar(33)  > 110
Trigger6 = root,palno = 12
Trigger6 = root,NumHelper(111111) = 0
Trigger7 = root,Var(37) = Gametime-1
value = 5150
Persistent = 1
supermove = 1
IgnoreHitPause = 1
pausemovetime = 99999999
supermovetime = 99999999



[State -1, 僗僥乕僩曄峏]
Type = DestroySelf
trigger1 = NumHelper(2072) > 1
trigger2 = root,Win = 1
trigger3 = root,Lose = 1





;--------------------------------------------------------------------------
;--------------------------------------------------------------------------
;柌憐揤惗丂帪娫
;--------------------------------------------------------------------------
;--------------------------------------------------------------------------





[Statedef 2065];柌憐揤惗帪娫娔帇僿儖僷乕
type    = S
anim = 999
sprpriority = 0
ctrl = 0



[State -1];屌掕
type = bindtoroot
Trigger1 = 1
facing = 1
time = 1
pos = 0, 0
pausemovetime = 99999999
supermovetime = 99999999



[State -1,]
type = AssertSpecial
trigger1 = 1
flag = NoShadow





[State -1, 僗僥乕僩曄峏]
Type = DestroySelf
trigger1 = Time > 900












;===========================================================================
;===========================================================================
;僇僢僩僀儞僗僥乕僩
;===========================================================================
;===========================================================================







[StateDef 9999];涋彈僇僢僩僀儞
Type = A
Physics = N
Anim = 999
SprPriority = 4
VelSet = 0,0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = Trans
Trigger1 = 1
Trans = Add

[State -1]
Type = PalFx
Trigger1 = 1
Time = 1
Add = -150,-150,0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = Time = 11
FV  = 1
Value = 1.0

[State -1]
Type = VarAdd
Trigger1 = Time = [12,35]
FV  = 1
Value = 0.01

[State -1]
Type = VarSet
Trigger1 = Time = 11
FV  = 2
Value = 1.0

[State -1]
Type = VarAdd
Trigger1 = Time = [12,35]
FV  = 2
Value = 0.075

[State -1]
Type = AngleDraw
Trigger1 = 1
Scale = 0.0+FVar(1),0.0+FVar(1)

[State -1]
Type = VarSet
Trigger1 = Time = 30
V = 6
Value = 0

[State -1]
Type = VarAdd
Trigger1 = Time = [0,10]
Trigger2 = Time >= 30
V = 6
Value = 26





[State -1]
Type = VarAdd
Trigger1 = Time >= 23
FV  = 4
Value = 0.004

[State -1]
Type = Explod
Trigger1 = Time = 0
ID = 9999
Anim = 9999
Pos = 0,240
PosType = Back
Ownpal = 1
Scale = 0.40+FVar(4),0.40+FVar(4)
SprPriority = -5
RemoveTime = 42
RemoveOnGetHit = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = ModifyExplod
Trigger1 = Time = [1,50]
ID = 9999
Scale = 0.40+FVar(4),0.40+FVar(4)
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = BGPalFX
Trigger1 = Time = [1,29]
Add = 0-Var(6),0-Var(6),0-Var(6)
Time = 1

[State -1]
Type = BGPalFX
Trigger1 = Time = [30,35]
Trigger1 = Parent,StateNo != 3000
Add = Ceil(-255+Var(6)*1.5),Ceil(-255+Var(6)*1.5),Ceil(-255+Var(6)*1.5)
Time = 1

[State -1]
Type = AssertSpecial
Trigger1 = Time <= 35
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = AssertSpecial
Trigger1 = Time >= 36
Flag = Noshadow
Flag2 = Invisible
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time = 50









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











[StateDef 9899];涋彈僇僢僩僀儞
Type = A
Physics = N
Anim = 999
SprPriority = 4
VelSet = 0,0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = Trans
Trigger1 = 1
Trans = Add

[State -1]
Type = PalFx
Trigger1 = 1
Time = 1
Add = -150,-150,0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = Time = 11
FV  = 1
Value = 1.0

[State -1]
Type = VarAdd
Trigger1 = Time = [12,35]
FV  = 1
Value = 0.01

[State -1]
Type = VarSet
Trigger1 = Time = 11
FV  = 2
Value = 1.0

[State -1]
Type = VarAdd
Trigger1 = Time = [12,35]
FV  = 2
Value = 0.075

[State -1]
Type = AngleDraw
Trigger1 = 1
Scale = 0.0+FVar(1),0.0+FVar(1)

[State -1]
Type = VarSet
Trigger1 = Time = 30
V = 6
Value = 0

[State -1]
Type = VarAdd
Trigger1 = Time = [0,10]
Trigger2 = Time >= 30
V = 6
Value = 26





[State -1]
Type = VarAdd
Trigger1 = Time >= 23
FV  = 4
Value = 0.004

[State -1]
Type = Explod
Trigger1 = Time = 0
ID = 9899
Anim = 9899
Pos = 0,240
PosType = Back
Ownpal = 1
Scale = 0.40+FVar(4),0.40+FVar(4)
SprPriority = -5
RemoveTime = 42
RemoveOnGetHit = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = ModifyExplod
Trigger1 = Time = [1,50]
ID = 9899
Scale = 0.40+FVar(4),0.40+FVar(4)
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = BGPalFX
Trigger1 = Time = [1,29]
Add = 0-Var(6),0-Var(6),0-Var(6)
Time = 1

[State -1]
Type = BGPalFX
Trigger1 = Time = [30,35]
Trigger1 = Parent,StateNo != 3000
Add = Ceil(-255+Var(6)*1.5),Ceil(-255+Var(6)*1.5),Ceil(-255+Var(6)*1.5)
Time = 1

[State -1]
Type = AssertSpecial
Trigger1 = Time <= 35
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = AssertSpecial
Trigger1 = Time >= 36
Flag = Noshadow
Flag2 = Invisible
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = DestroySelf
Trigger1 = Time = 50












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








[StateDef 9990];涋彈
Type = A
Physics = N
Anim = 999
SprPriority = 4
VelSet = 0,0

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State -1]
Type = Trans
Trigger1 = 1
Trans = Add

[State -1]
Type = PalFx
Trigger1 = 1
Time = 1
Add = -150,-150,0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type = VarSet
Trigger1 = Time = 11
FV  = 1
Value = 1.0

[State -1]
Type = VarAdd
Trigger1 = Time = [12,35]
FV  = 1
Value = 0.01

[State -1]
Type = VarSet
Trigger1 = Time = 11
FV  = 2
Value = 1.0

[State -1]
Type = VarAdd
Trigger1 = Time = [12,35]
FV  = 2
Value = 0.075

[State -1]
Type = AngleDraw
Trigger1 = 1
Scale = 0.0+FVar(1),0.0+FVar(1)

[State -1]
Type = VarSet
Trigger1 = Time = 30
V = 6
Value = 0

[State -1]
Type = VarAdd
Trigger1 = Time = [0,10]
Trigger2 = Time >= 30
V = 6
Value = 26





[State -1]
Type = VarAdd
Trigger1 = Time >= 23
FV  = 4
Value = 0.0175

[State -1];柌憐宯
Type = Explod
Trigger1 = Time = 0
ID = 9990
Anim = 9990
Pos = 125,100
PosType = Back
Ownpal = 1
Scale = 0.40+FVar(4),0.40+FVar(4)
SprPriority = -5
RemoveTime = 42
RemoveOnGetHit = 1
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
ontop = 0


[State -1]
Type = ModifyExplod
Trigger1 = Time = [1,50]
ID = 9990
Scale = 0.40+FVar(4),0.40+FVar(4)
IgnoreHitPause = 1
Persistent = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999
ontop = 0


[State -1]
Type = BGPalFX
Trigger1 = Time = [1,29]
Add = 0-Var(6),0-Var(6),0-Var(6)
Time = 1

[State -1]
Type = BGPalFX
Trigger1 = Time = [30,35]
Trigger1 = Parent,StateNo != 3000
Add = Ceil(-255+Var(6)*1.5),Ceil(-255+Var(6)*1.5),Ceil(-255+Var(6)*1.5)
Time = 1

[State -1]
Type = AssertSpecial
Trigger1 = Time <= 35
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999

[State -1]
Type = AssertSpecial
Trigger1 = Time >= 36
Flag = Noshadow
Flag2 = Invisible
IgnoreHitPause = 1
SuperMoveTime  = 9999
PauseMoveTime  = 9999






[State -1]
Type = DestroySelf
Trigger1 = Time = 50






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





;===========================================================================
;===========================================================================
;柖
;===========================================================================
;===========================================================================


[Statedef 13020];柖
type    = S
anim = 13020
sprpriority = 6



[State -1,]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State -1, Trans]
Type = Trans
Trigger1 = time < 120
alpha = 256-(150),256

[State -1, Trans]
Type = Trans
Trigger1 = time > 118
Trans = Addalpha
alpha = 256-(150+time/7),256



[State -1, 堏摦];摦偔
type = Velset
trigger1 = time = 0
x = -1.5







[State -1]
Type = DestroySelf
Trigger1 = Time = 168




















