;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;僿儖僷乕偁傟偙傟
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;///////////////////////////////////////////////////////////////////////////
;---------------------------------------------------------------------------
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;俵俙倃敪摦侾
;伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀
; 杮懱侾
[Statedef 8100]
type    = S
movetype= I
physics = N
juggle  = 1
poweradd= 0
velset = 0,0
anim = 8100
ctrl = 0
sprpriority = 5

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 737
trigger1 = numexplod(8110) = 0
anim = 8110
id = 8110
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 704
id = 8110

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 704
trigger1 = numexplod(8111) = 0
anim = 8111
id = 8111
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 672
id = 8111

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 672
trigger1 = numexplod(8112) = 0
anim = 8112
id = 8112
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 640
id = 8112

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 640
trigger1 = numexplod(8113) = 0
anim = 8113
id = 8113
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 608
id = 8113

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 608
trigger1 = numexplod(8114) = 0
anim = 8114
id = 8114
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 576
id = 8114

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 576
trigger1 = numexplod(8115) = 0
anim = 8115
id = 8115
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 544
id = 8115

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 544
trigger1 = numexplod(8116) = 0
anim = 8116
id = 8116
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 512
id = 8116

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 512
trigger1 = numexplod(8117) = 0
anim = 8117
id = 8117
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 480
id = 8117

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 480
trigger1 = numexplod(8118) = 0
anim = 8118
id = 8118
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 448
id = 8118

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 448
trigger1 = numexplod(8119) = 0
anim = 8119
id = 8119
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 416
id = 8119

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 416
trigger1 = numexplod(8120) = 0
anim = 8120
id = 8120
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 384
id = 8120

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 384
trigger1 = numexplod(8121) = 0
anim = 8121
id = 8121
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 352
id = 8121

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 352
trigger1 = numexplod(8122) = 0
anim = 8122
id = 8122
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 320
id = 8122

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 320
trigger1 = numexplod(8123) = 0
anim = 8123
id = 8123
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 288
id = 8123

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 288
trigger1 = numexplod(8124) = 0
anim = 8124
id = 8124
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 256
id = 8124

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 256
trigger1 = numexplod(8125) = 0
anim = 8125
id = 8125
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 224
id = 8125

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 224
trigger1 = numexplod(8126) = 0
anim = 8126
id = 8126
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 192
id = 8126

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 192
trigger1 = numexplod(8127) = 0
anim = 8127
id = 8127
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 160
id = 8127

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 160
trigger1 = numexplod(8128) = 0
anim = 8128
id = 8128
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 128
id = 8128

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 128
trigger1 = numexplod(8129) = 0
anim = 8129
id = 8129
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 96
id = 8129

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 96
trigger1 = numexplod(8130) = 0
anim = 8130
id = 8130
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 64
id = 8130


[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 64
trigger1 = numexplod(8131) = 0
anim = 8131
id = 8131
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 32
id = 8131

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 32
trigger1 = numexplod(8132) = 0
anim = 8132
id = 8132
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 0
id = 8132



[state a]
type = bindtoroot
trigger1 = time = 0
time = -1
facing = 0
pos = 0,0


[state a]
type = destroyself
trigger1 = root,var(8) <= 0




;伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;俵俙倃敪摦俀
;伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀
; 杮懱俀
[Statedef 8101]
type    = S
movetype= I
physics = N
juggle  = 1
poweradd= 0
velset = 0,0
anim = 8101
ctrl = 0
sprpriority = 5

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 737
trigger1 = numexplod(8110) = 0
anim = 8110
id = 8110
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 704
id = 8110

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 704
trigger1 = numexplod(8111) = 0
anim = 8111
id = 8111
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 672
id = 8111

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 672
trigger1 = numexplod(8112) = 0
anim = 8112
id = 8112
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 640
id = 8112

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 640
trigger1 = numexplod(8113) = 0
anim = 8113
id = 8113
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 608
id = 8113

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 608
trigger1 = numexplod(8114) = 0
anim = 8114
id = 8114
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 576
id = 8114

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 576
trigger1 = numexplod(8115) = 0
anim = 8115
id = 8115
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 544
id = 8115

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 544
trigger1 = numexplod(8116) = 0
anim = 8116
id = 8116
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 512
id = 8116

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 512
trigger1 = numexplod(8117) = 0
anim = 8117
id = 8117
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 480
id = 8117

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 480
trigger1 = numexplod(8118) = 0
anim = 8118
id = 8118
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 448
id = 8118

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 448
trigger1 = numexplod(8119) = 0
anim = 8119
id = 8119
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 416
id = 8119

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 416
trigger1 = numexplod(8120) = 0
anim = 8120
id = 8120
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 384
id = 8120

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 384
trigger1 = numexplod(8121) = 0
anim = 8121
id = 8121
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 352
id = 8121

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 352
trigger1 = numexplod(8122) = 0
anim = 8122
id = 8122
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 320
id = 8122

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 320
trigger1 = numexplod(8123) = 0
anim = 8123
id = 8123
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 288
id = 8123

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 288
trigger1 = numexplod(8124) = 0
anim = 8124
id = 8124
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 256
id = 8124

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 256
trigger1 = numexplod(8125) = 0
anim = 8125
id = 8125
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 224
id = 8125

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 224
trigger1 = numexplod(8126) = 0
anim = 8126
id = 8126
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 192
id = 8126

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 192
trigger1 = numexplod(8127) = 0
anim = 8127
id = 8127
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 160
id = 8127

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 160
trigger1 = numexplod(8128) = 0
anim = 8128
id = 8128
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 128
id = 8128

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 128
trigger1 = numexplod(8129) = 0
anim = 8129
id = 8129
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 96
id = 8129

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 96
trigger1 = numexplod(8130) = 0
anim = 8130
id = 8130
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 64
id = 8130


[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 64
trigger1 = numexplod(8131) = 0
anim = 8131
id = 8131
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 32
id = 8131

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = root,var(8) <= 32
trigger1 = numexplod(8132) = 0
anim = 8132
id = 8132
sprpriority = 6
postype = p1
pos = 0 , 0
bindtime = -1
supermove = 1
under = 0
[state a]
type = removeexplod
trigger1 = root,var(8) <= 0
id = 8132



[state a]
type = bindtoroot
trigger1 = time = 0
time = -1
facing = 0
pos = 0,0


[state a]
type = destroyself
trigger1 = root,var(8) <= 0




;伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀伀
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;























































;-------------------------------------------------------------------------------
;Doble Mu Ni Kaerou
[Statedef 1314520]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 22109
ctrl     = 0

[State 1]
type = removeexplod
trigger1 = time = 0
ID = 1031

[State 3100, 21]
type = Helper
triggerall = prevstateno = 2000 || prevstateno = 2009 || prevstateno = 2010
trigger1 = time = 0
helpertype = normal
name = "Super Cancel"
ID = 8500
stateno = 8500
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1





[State 2000, 挻昁嶦媄敪摦偺帪娫掆巭]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -3000
movetime = 32
time = 32

[State 100, EnvColor]
type = EnvColor
trigger1 = Time = [2,4]
value = 255,255,255
time = 1
under = 1

[State 2000]
type = Explod
trigger1 = time = 5
anim = f104
pos = 6,-130
sprpriority = -39
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 6
anim = f105
pos = 6,-130
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 5
value = s2101,0

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,35]
value = SCA

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 25
value = s12,11
persistent = 9
channel = 0
volume = 255

[State 3000,6]
type = PlaySnd
trigger1 = time = 0
value = 10,2




[State 1112,1 Explod]
type = Explod
trigger1 = time = 30
scale = 1.14,1.14
anim = 2004
id = 2002
sprpriority = -1
postype = back
pos = 1,0
bindtime = -1
ownpal = 1
removeongethit = 1
supermove = 1
pausemove = 1



[State 1000, Helper]
type = Helper
trigger1 = time = 30
helpertype = normal
name = "Light"
stateno = 2110
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, Helper]
type = Helper
trigger1 = time = 30
helpertype = normal
name = "Light"
stateno = 2111
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, ChangeState]
type = ChangeState
trigger1 = Time = 115
trigger2 = win
value = 2001
ctrl = 0






[Statedef 2110]
type = A
movetype = A
physics = N
anim = 1314
velset = 0,0
juggle = 0
poweradd = 0
ctrl = 0
sprpriority = 5

[State 3110, 2]
type = BindToParent
trigger1 = 1
facing = 0
pos = 0,0

[State 1000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Colicion"
stateno = 2021
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, Helper]
type = Helper
triggerall = numhelper(9910) <= 0
triggerall = parent,numhelper(9910) <= 0
trigger1 = winKo = 1 && movehit
helpertype = normal
name = "KO Flash"
Id = 9910
stateno = 9910
pos = 0,0
postype = p1
facing = 1
ignorehitpause = 1
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
ownpal = 1

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000, Pause]
type = Pause
triggerall = P2stateno = 5052
triggerall = time = [0,100]
trigger1 = p2movetype = H
time = 1
movetime = 1
ignorehitpause = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 5
trigger2 = time = 10
trigger3 = time = 15
trigger4 = time = 20
trigger5 = time = 25
trigger6 = time = 30
trigger7 = time = 35
trigger8 = time = 40
trigger9 = time = 45
trigger10 = time = 50
trigger11 = time = 55
trigger12 = time = 60
trigger13 = time = 65
trigger14 = time = 70
trigger15 = time = 75
attr = A, HP
damage = 25,10
animtype = diagup
guardflag = M
hitflag = MAF
priority = 9, Hit
pausetime = 0,0
getpower = 0,2
sparkno = 0
guard.sparkno = s4120
sparkxy = -15,-95 + (floor(p2bodydist Y))
hitsound = s1,1
guardsound = s2,1
ground.type = hard
ground.slidetime = 20
ground.hittime  = 10
ground.velocity = -5,-9
air.velocity = -5,-9
fall.recover = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 80
attr = A, HP
damage = 50,10
animtype = diagup
guardflag = M
hitflag = MAF
priority = 9, Hit
pausetime = 0,0
getpower = 0,2
sparkno = 0
guard.sparkno = s4120
sparkxy = -15,-95 + (floor(p2bodydist Y))
hitsound = s1,1
guardsound = s2,1
ground.type = hard
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = -7,-9
air.velocity = -5,-9
fall.recover = 0
fall = 1
guard.pausetime = 10,10
guard.slidetime = 18
guard.hittime = 15

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = parent,stateno != 2100
persistent = 0









[Statedef 2001]
type = S
ctrl = 0
anim = 2211
velset = 0,0

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = win
id = 2002

[State 1000, StopSnd]
type = StopSnd
trigger1 = win
channel = 0

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












































































[Statedef 3010]
type    = S
movetype= A
physics = S
juggle  = 6
poweradd= 100
anim = 999123
ctrl = 0
sprpriority = 2

[State 3010, 1]
type = SuperPause
trigger1 = AnimElem = 1
poweradd = -1000
time = 40
anim = -1
sound = S3000,0
pos = 0,0
darken = 1

[State 3010, 2]
type = Explod
trigger1 = time = 10
anim = 7060
ID = 7060
pos = -5,-120
postype = p1
sprpriority = -1
bindtime = 1
supermove = 1

[State 3010, 3]
type = Explod
trigger1 = time = 10
anim = 7061
ID = 7061
pos = -5,-120
postype = p1
sprpriority = 5
bindtime = 1
supermove = 1

[State 1010, 5]
type = Helper
triggerall = Random > 500
trigger1 = AnimElem = 5 > 3
helpertype = normal
name = "3010"
ID = 3010
pos = -210,0
postype = p1
stateno = 3011

[State 1010, 5]
type = Helper
triggerall = Random > 500
trigger1 = AnimElem = 5 > 3
helpertype = normal
name = "3010"
ID = 3010
pos = -160,0
postype = p1
stateno = 3011

[State 1010, 5]
type = Helper
triggerall = Random > 500
trigger1 = AnimElem = 5 > 3
helpertype = normal
name = "3010"
ID = 3010
pos = -110,0
postype = p1
stateno = 3011

[State 1010, 5]
type = Helper
triggerall = Random > 500
trigger1 = AnimElem = 5 > 3
helpertype = normal
name = "3010"
ID = 3010
pos = -60,0
postype = p1
stateno = 3011

[State 1010, 5]
type = Helper
triggerall = Random > 500
trigger1 = AnimElem = 5 > 3
helpertype = normal
name = "3010"
ID = 3010
pos = -10,0
postype = p1
stateno = 3011

[State 1010, 5]
type = Helper
triggerall = Random > 500
trigger1 = AnimElem = 5 > 3
helpertype = normal
name = "3010"
ID = 3010
pos = 10,0
postype = p1
stateno = 3011

[State 1010, 5]
type = Helper
triggerall = Random > 500
trigger1 = AnimElem = 5 > 1
helpertype = normal
name = "3010"
ID = 3010
pos = 60,0
postype = p1
stateno = 3011

[State 1010, 5]
type = Helper
triggerall = Random > 500
trigger1 = AnimElem = 5 > 3
helpertype = normal
name = "3010"
ID = 3010
pos = 110,0
postype = p1
stateno = 3011

[State 1010, 5]
type = Helper
triggerall = Random > 500
trigger1 = AnimElem = 5 > 3
helpertype = normal
name = "3010"
ID = 3010
pos = 160,0
postype = p1
stateno = 3011

[State 1010, 5]
type = Helper
triggerall = Random > 500
trigger1 = AnimElem = 5 > 3
helpertype = normal
name = "3010"
ID = 3010
pos = 210,0
postype = p1
stateno = 3011

[State 3010, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


















;---------------------------------------------------------------------------
[Statedef 3011]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 3011
sprpriority = 2

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, HA
damage = 15,2
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,2
sparkno = s7001
guard.sparkno = s7011
sparkxy = 0, 0
hitsound = S0,4
guardsound = S6,0
ground.type = High
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = IfElse(random < 500,-4,4),-6
air.velocity = IfElse(random < 500,-4,4),-6
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0

[State 300, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1010,0

[State 200, 4]
type = DestroySelf
trigger1 = AnimTime = 0
value = 0
































































[Statedef 1010]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 10588
sprpriority = 2
ctrl     = 0

[State 1000, Explod]
type = Explod
trigger1 = time = 21
anim = 10082
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 9

[State 1000, Explod]
type = Explod
trigger1 = time = 21
anim = 10081
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 9

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S12,5

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S13,0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 30
trigger2 = time = 35
trigger3 = time = 40
trigger4 = time = 45
trigger5 = time = 50
trigger6 = time = 55
trigger7 = time = 60
trigger7 = time = 65
trigger7 = time = 70
trigger7 = time = 75
trigger7 = time = 80
trigger7 = time = 85
value = 225,0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 30
trigger2 = time = 85
value = 2562,32

[State 3000]
type = Projectile
trigger1 = time = 60
projanim = 10084
projID = 1000
projscreenbound = 1,0
projremove = 0
projpriority = 7
projhitanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 6
getpower = 10
ownpal = 1
offset = 40,0
velocity = 0
attr = S,HP
hitflag = MAFP
guardflag = MA
animtype = diagup
damage = 20,5
getpower = 0
pausetime = 0,2
sparkno = s7000
guard.sparkno = s7012
sparkxy = 30,-65 + (floor(p2bodydist Y))
hitsound = s1,4
guardsound = s2,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -7,-6
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = -7,-6
airguard.velocity = -3,-4
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
fall = 1
fall.recover = 0
yaccel = .45

[State 3000]
type = Projectile
trigger1 = time = 65
projanim = 10084
projID = 1000
projscreenbound = 1,0
projremove = 0
projpriority = 7
projhitanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 6
getpower = 10
ownpal = 1
offset = 80,0
velocity = 0
attr = S,HP
hitflag = MAFP
guardflag = MA
animtype = diagup
damage = 20,5
getpower = 0
pausetime = 0,2
sparkno = s7001
guard.sparkno = s7012
sparkxy = 30,-65 + (floor(p2bodydist Y))
hitsound = s1,4
guardsound = s2,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -7,-6
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = -7,-6
airguard.velocity = -3,-4
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
fall = 1
fall.recover = 0
yaccel = .45

[State 3000]
type = Projectile
trigger1 = time = 70
projanim = 10084
projID = 1000
projscreenbound = 1,0
projremove = 0
projpriority = 7
projhitanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 6
getpower = 10
ownpal = 1
offset = 120,0
velocity = 0
attr = S,HP
hitflag = MAFP
guardflag = MA
animtype = diagup
damage = 20,5
getpower = 0
pausetime = 0,2
sparkno = s7002
guard.sparkno = s7012
sparkxy = 30,-65 + (floor(p2bodydist Y))
hitsound = s1,4
guardsound = s2,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -7,-6
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = -7,-6
airguard.velocity = -3,-4
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
fall = 1
fall.recover = 0
yaccel = .45

[State 3000]
type = Projectile
trigger1 = time = 75
projanim = 10084
projID = 1000
projscreenbound = 1,0
projremove = 0
projpriority = 7
projhitanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 6
getpower = 10
ownpal = 1
offset = 160,0
velocity = 0
attr = S,HP
hitflag = MAFP
guardflag = MA
animtype = diagup
damage = 20,5
getpower = 0
pausetime = 0,2
sparkno = s7003
guard.sparkno = s7012
sparkxy = 30,-65 + (floor(p2bodydist Y))
hitsound = s1,4
guardsound = s2,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -7,-6
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = -7,-6
airguard.velocity = -3,-4
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
fall = 1
fall.recover = 0
yaccel = .45

[State 3000]
type = Projectile
trigger1 = time = 80
projanim = 10084
projID = 1000
projscreenbound = 1,0
projremove = 0
projpriority = 7
projhitanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 6
getpower = 10
ownpal = 1
offset = 200,0
velocity = 0
attr = S,HP
hitflag = MAFP
guardflag = MA
animtype = diagup
damage = 20,5
getpower = 0
pausetime = 0,2
sparkno = s7000
guard.sparkno = s7012
sparkxy = 30,-65 + (floor(p2bodydist Y))
hitsound = s1,4
guardsound = s2,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -7,-6
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = -7,-6
airguard.velocity = -3,-4
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
fall = 1
fall.recover = 0
yaccel = .45

[State 3000]
type = Projectile
trigger1 = time = 85
projanim = 10084
projID = 1000
projscreenbound = 1,0
projremove = 0
projpriority = 7
projhitanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 6
getpower = 10
ownpal = 1
offset = 240,0
velocity = 0
attr = S,HP
hitflag = MAFP
guardflag = MA
animtype = diagup
damage = 20,5
getpower = 0
pausetime = 0,2
sparkno = s7000
guard.sparkno = s7012
sparkxy = 30,-65 + (floor(p2bodydist Y))
hitsound = s1,4
guardsound = s2,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -7,-6
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = -7,-6
airguard.velocity = -3,-4
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
fall = 1
fall.recover = 0
yaccel = .45

[State 3000]
type = Projectile
trigger1 = time = 85
projanim = 10084
projID = 1000
projscreenbound = 1,0
projremove = 0
projpriority = 7
projhitanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 6
getpower = 10
ownpal = 1
offset = 280,0
velocity = 0
attr = S,HP
hitflag = MAFP
guardflag = MA
animtype = diagup
damage = 20,5
getpower = 0
pausetime = 0,2
sparkno = s7002
guard.sparkno = s7012
sparkxy = 30,-65 + (floor(p2bodydist Y))
hitsound = s1,4
guardsound = s2,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -7,-6
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = -7,-6
airguard.velocity = -3,-4
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
fall = 1
fall.recover = 0
yaccel = .45


[State 3000]
type = Projectile
trigger1 = time = 30
projanim = 10084
projID = 1000
projscreenbound = 1,0
projremove = 0
projpriority = 7
projhitanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 6
getpower = 10
ownpal = 1
offset = 280,0
velocity = 0
attr = S,HP
hitflag = MAFP
guardflag = MA
animtype = diagup
damage = 20,5
getpower = 0
pausetime = 0,2
sparkno = s7003
guard.sparkno = s7012
sparkxy = 30,-65 + (floor(p2bodydist Y))
hitsound = s1,4
guardsound = s2,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 7,-6
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = 7,-6
airguard.velocity = -3,-4
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
fall = 1
fall.recover = 0
yaccel = .45

[State 3000]
type = Projectile
trigger1 = time = 35
projanim = 10084
projID = 1000
projscreenbound = 1,0
projremove = 0
projpriority = 7
projhitanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 6
getpower = 10
ownpal = 1
offset = 240,0
velocity = 0
attr = S,HP
hitflag = MAFP
guardflag = MA
animtype = diagup
damage = 20,5
getpower = 0
pausetime = 0,2
sparkno = s7000
guard.sparkno = s7012
sparkxy = 30,-65 + (floor(p2bodydist Y))
hitsound = s1,4
guardsound = s2,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 7,-6
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = 7,-6
airguard.velocity = -3,-4
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
fall = 1
fall.recover = 0
yaccel = .45

[State 3000]
type = Projectile
trigger1 = time = 40
projanim = 10084
projID = 1000
projscreenbound = 1,0
projremove = 0
projpriority = 7
projhitanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 6
getpower = 10
ownpal = 1
offset = 200,0
velocity = 0
attr = S,HP
hitflag = MAFP
guardflag = MA
animtype = diagup
damage = 20,5
getpower = 0
pausetime = 0,2
sparkno = s7001
guard.sparkno = s7012
sparkxy = 30,-65 + (floor(p2bodydist Y))
hitsound = s1,4
guardsound = s2,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 7,-6
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = 7,-6
airguard.velocity = -3,-4
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
fall = 1
fall.recover = 0
yaccel = .45

[State 3000]
type = Projectile
trigger1 = time = 45
projanim = 10084
projID = 1000
projscreenbound = 1,0
projremove = 0
projpriority = 7
projhitanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 6
getpower = 10
ownpal = 1
offset = 160,0
velocity = 0
attr = S,HP
hitflag = MAFP
guardflag = MA
animtype = diagup
damage = 20,5
getpower = 0
pausetime = 0,2
sparkno = s7002
guard.sparkno = s7012
sparkxy = 30,-65 + (floor(p2bodydist Y))
hitsound = s1,4
guardsound = s2,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 7,-6
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = 7,-6
airguard.velocity = -3,-4
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
fall = 1
fall.recover = 0
yaccel = .45

[State 3000]
type = Projectile
trigger1 = time = 50
projanim = 10084
projID = 1000
projscreenbound = 1,0
projremove = 0
projpriority = 7
projhitanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 6
getpower = 10
ownpal = 1
offset = 120,0
velocity = 0
attr = S,HP
hitflag = MAFP
guardflag = MA
animtype = diagup
damage = 20,5
getpower = 0
pausetime = 0,2
sparkno = s7003
guard.sparkno = s7012
sparkxy = 30,-65 + (floor(p2bodydist Y))
hitsound = s1,4
guardsound = s2,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 7,-6
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = 7,-6
airguard.velocity = -3,-4
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
fall = 1
fall.recover = 0
yaccel = .45

[State 3000]
type = Projectile
trigger1 = time = 55
projanim = 10084
projID = 1000
projscreenbound = 1,0
projremove = 0
projpriority = 7
projhitanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 6
getpower = 10
ownpal = 1
offset = 80,0
velocity = 0
attr = S,HP
hitflag = MAFP
guardflag = MA
animtype = diagup
damage = 20,5
getpower = 0
pausetime = 0,2
sparkno = s7000
guard.sparkno = s7012
sparkxy = 30,-65 + (floor(p2bodydist Y))
hitsound = s1,4
guardsound = s2,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 7,-6
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = 7,-6
airguard.velocity = -3,-4
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
fall = 1
fall.recover = 0
yaccel = .45

[State 3000]
type = Projectile
trigger1 = time = 55
projanim = 10084
projID = 1000
projscreenbound = 1,0
projremove = 0
projpriority = 7
projhitanim = -1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 6
getpower = 10
ownpal = 1
offset = 40,0
velocity = 0
attr = S,HP
hitflag = MAFP
guardflag = MA
animtype = diagup
damage = 20,5
getpower = 0
pausetime = 0,2
sparkno = s7001
guard.sparkno = s7012
sparkxy = 30,-65 + (floor(p2bodydist Y))
hitsound = s1,4
guardsound = s2,0
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 7,-6
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = 7,-6
airguard.velocity = -3,-4
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
fall = 1
fall.recover = 0
yaccel = .45

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














































































[Statedef 10500]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 345
velset = 0,0
anim = 1000
ctrl = 0

;---------------------[岠壥壒]
[state a];偼傜偊
type = playsnd
trigger1 = animelem = 6
value = 1000,0

[state a];敪幩
type = playsnd
trigger1 = animelem = 7
value = 1000,1

;---------------------[埵抲愝掕]
[state a]
type = null;posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

[state a]
type = velset
trigger1 = animelem = 7
x = -5

[state a]
type = veladd
trigger1 = vel x <= 0
x = 0.3

[state a]
type = velset
trigger1 = vel x >= 0
x = 0

;---------------------[僄僼僃僋僩]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 7
anim = 211
id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = -11,-31
bindtime = 1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = Animelem = 8 = 2
id = 1000
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1119
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 8 =4
id = 1000
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1020
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 8 =8
id = 1000
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1030
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[棫偪僗僥乕僩偵栠傞]

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



























[Statedef 1119]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 6,0
anim = 1119
ctrl = 0
;---------------------[柍揋張棟]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015




;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
triggerall = enemy,stateno != 1205
trigger1 = time = 0
trigger2 = movecontact = 10
attr = S, SP
animtype  = hard
damage    = 18,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,12
sparkno = s7002
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = 0,-4.5
fall = 0
air.fall = 1
fall.recover = 0
p1stateno = 1118


;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = time = 200














; 嬀(?)僿儖僷乕僸僢僩
[Statedef 1118]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0.5,0
anim = 1118
ctrl = 0
;---------------------[岠壥壒]
[state a];
type = playsnd
trigger1 = time = 5
value = 801,1


[state a];
type = playsnd
trigger1 = time = 10
trigger2 = time = 20
trigger3 = time = 30
trigger4 = time = 40
value = 190,2

;---------------------[柍揋張棟]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[堏摦]
[state a]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = 16

;---------------------[僄僼僃僋僩]
[State 1000, 5];
type = Explod
trigger1 = time = 0
anim = 1012
id = 1012
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
removetime = 45
under = 0

[State 1000, 5];
type = Explod
trigger1 = time = 45
anim = 1013
id = 1013
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = time = 0
trigger2 = movecontact = 7
attr = A, SP
animtype  = hard
damage    = 24,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,7
sparkno = s7002
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,0
air.velocity = -4,-4.5
fall = 0
air.fall = 1
fall.recover = 0


;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = time = 45




[Statedef 1020]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 6,0
anim = 1119
ctrl = 0
;---------------------[柍揋張棟]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015



;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
triggerall = enemy,stateno != 1205
trigger1 = time = 0
trigger2 = movecontact = 10
attr = S, SP
animtype  = hard
damage    = 18,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,12
sparkno = s7002
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = 0,-4.5
fall = 0
air.fall = 1
fall.recover = 0
p1stateno = 1021


;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = time = 200



; 嬀(?)僿儖僷乕僸僢僩
[Statedef 1021]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0.5,0
anim = 1012
ctrl = 0
;---------------------[岠壥壒]
[state a];
type = playsnd
trigger1 = time = 5
value = 801,1


[state a];
type = playsnd
trigger1 = time = 10
trigger2 = time = 20
trigger3 = time = 30
trigger4 = time = 40
value = 190,2

;---------------------[柍揋張棟]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[堏摦]
[state a]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = 16

;---------------------[僄僼僃僋僩]

[State 1000, 5];
type = Explod
trigger1 = time = 55
anim = 1013
id = 1013
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

;---------------------[峌寕偺巜掕]


;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = time = 45

[Statedef 1030]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 6,0
anim = 1119
ctrl = 0
;---------------------[柍揋張棟]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 1015



;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
triggerall = enemy,stateno != 1205
trigger1 = time = 0
trigger2 = movecontact = 10
attr = S, SP
animtype  = hard
damage    = 18,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,12
sparkno = s7002
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = 0,-4.5
fall = 0
air.fall = 1
fall.recover = 0
p1stateno = 1031


;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = time = 200














; 嬀(?)僿儖僷乕僸僢僩
[Statedef 1031]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0.5,0
anim = 1012
ctrl = 0
;---------------------[岠壥壒]
[state a];
type = playsnd
trigger1 = time = 5
value = 801,1


[state a];
type = playsnd
trigger1 = time = 10
trigger2 = time = 20
trigger3 = time = 30
trigger4 = time = 40
value = 190,2

;---------------------[柍揋張棟]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[堏摦]
[state a]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = 16

;---------------------[僄僼僃僋僩]

[State 1000, 5];
type = Explod
trigger1 = time = 55
anim = 1013
id = 1013
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

;---------------------[峌寕偺巜掕]


;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = time = 45































































 [Statedef 2200]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -1000
anim = 2201
ctrl = 0

;---------------------[嫮庛敾掕]
[state a]
type = varset
trigger1 = command = "x"
trigger1 = time = 0
v = 5
value = 0

[state a]
type = varset
trigger1 = command = "y"
trigger1 = time = 0
v = 5
value = 1


;---------------------[傾僯儊乕僔儑儞曄峏]
[state a]
type = null;changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2201

;---------------------[挻昁嶦媄墘弌]
[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = 1
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6020
sprpriority = -1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6021
sprpriority = 1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 30
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,1

;---------------------[岠壥壒]
[State 2000, 6];偝偁
type = PlaySnd
trigger1 = Time = 0
value = S9,2

;---------------------[峌寕敾掕]
;---------------------[廔椆]
[state a]
type = changestate
trigger1 = animtime = 0
value = 2205





































[Statedef 2205]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2206
ctrl = 0

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

;---------------------[傾僯儊乕僔儑儞曄峏]
[state a]
type = null;changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2206

;---------------------[挻昁嶦媄墘弌]
[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = 1
value = SCA

;---------------------[僄僼僃僋僩]
[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

;---------------------[岠壥壒]
[State 2000, 6];柍偵娨傠偆
type = PlaySnd
trigger1 = Time = 0
value = 2200,1

[State 2000, 6];壒妝
type = PlaySnd
trigger1 = Time = 0
value = 2200,2


[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22100
id = 2200
sprpriority = 0
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 0
id = 2100
persistent = 0
name = "muni"
pos = 0,-240
postype = back
stateno = 2222
helpertype = normal
keyctrl = 0
ownpal = 1


;---------------------[廔椆]
[state a]
type = changestate
trigger1 = time = 100
value = 2210



















[Statedef 2210]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2211
ctrl = 0

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay


;---------------------[傾僯儊乕僔儑儞曄峏]
[state a]
type = null;changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2211

;---------------------[僄僼僃僋僩]
[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[state a]
type = removeexplod
trigger1 = time = 0
is = 2220


[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22101
id = 2201
sprpriority = 0
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1


;---------------------[廔椆]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1























[Statedef 2222]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2222

;---------------------[柍揋張棟]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = null;;hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 2101


;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
triggerall = p2statetype = A
trigger1 = time = 0
trigger2 = movecontact = 5
trigger2 = hitcount <= 7
attr = S, HA
animtype  = hard
damage    = Ceil(0.05 * enemy,Const(data.life)) - 5,10
getpower = 0,0
hitflag = MAFD
guardflag = M
numhits = 1
pausetime = 1,0
guard.pausetime = 0,8
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = s-1,0;190,2
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0
air.velocity = -5,-6.5
;fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 19000
;nochainid = 2200


[State 2];峌寕偺巜掕
type = HitDef
triggerall = p2statetype != A
trigger1 = time = 0
trigger2 = movecontact = 5
trigger2 = hitcount <= 12
attr = S, HA
animtype  = hard
damage    = Ceil(0.038 * enemy,Const(data.life)) - 5,7
getpower = 0,0
hitflag = MAFD
guardflag = M
numhits = 1
pausetime = 2,0
guard.pausetime = 0,8
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = s-1,0;190,2
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0
air.velocity = -5,-6.5
;fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 19000
;nochainid = 2200

[State 2];峌寕偺巜掕
type = HitDef
trigger1 = time = 60
attr = S, HA
animtype  = diagup
damage    = Ceil(0.062 * enemy,Const(data.life)) - 5,15
getpower = 0,0
hitflag = MAFD
guardflag = M
numhits = 1
pausetime = 0,2
guard.pausetime = 0,8
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = s-1,0;190,2
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8,-10
air.velocity = -8,-8.5
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 19000
;id = 2200


;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = hitcount >= 14
trigger2 = root,stateno != 2205























































































































































































































































[Statedef 1003]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 1000
velset   = 0,0
anim     = 10135
sprpriority = 2
ctrl     = 0

[State 8000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 6010
pos = -5,-90
scale = 1
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 999
sprpriority = 5
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time =285;29
value = 0,0,0
under = 2


[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = S9,2

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S12,7

[State 1000, Helper]
type = Helper
triggerall = NumHelper(1055) = 0
trigger1 = animelem = 1
helpertype = normal
name = "Espejo de Dimencion"
ID = 1001
stateno = 1004
pos = -10,50
postype = p1
facing = 1
keyctrl = 0
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
ownpal = 0


[State 1000, Helper]
type = Helper
triggerall = NumHelper(1055) = 0
trigger1 = animelem = 10
helpertype = normal
name = "Espejo de Dimencion"
ID = 1001
stateno = 1004
pos = -10,25
postype = p1
facing = 1
keyctrl = 0
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
ownpal = 0

[State 1000, Helper]
type = Helper
triggerall = NumHelper(1055) = 0
trigger1 = animelem = 15
helpertype = normal
name = "Espejo de Dimencion"
ID = 1001
stateno = 1004
pos = -10,50
postype = p1
facing = 1
keyctrl = 0
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
ownpal = 0


[State 1000, Helper]
type = Helper
triggerall = NumHelper(1055) = 0
trigger1 = animelem = 20
helpertype = normal
name = "Espejo de Dimencion"
ID = 1001
stateno = 1004
pos = -10,28
postype = p1
facing = 1
keyctrl = 0
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
ownpal = 0

[State 1000, Helper]
type = Helper
triggerall = NumHelper(1055) = 0
trigger1 = animelem = 25
helpertype = normal
name = "Espejo de Dimencion"
ID = 1001
stateno = 1004
pos = 0,60
postype = p1
facing = 1
keyctrl = 0
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
ownpal = 0

[State 1000, Helper]
type = Helper
triggerall = NumHelper(1055) = 0
trigger1 = animelem = 29
helpertype = normal
name = "Espejo de Dimencion"
ID = 1001
stateno = 1004
pos = 0,40
postype = p1
facing = 1
keyctrl = 0
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
ownpal = 0


[State 1000, Helper]
type = Helper
triggerall = NumHelper(1055) = 0
trigger1 = animelem = 38
helpertype = normal
name = "Espejo de Dimencion"
ID = 1001
stateno = 1004
pos = -20,70
postype = p1
facing = 1
keyctrl = 0
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
ownpal = 0


[State 1000, Helper]
type = Helper
triggerall = NumHelper(1055) = 0
trigger1 = animelem = 45
helpertype = normal
name = "Espejo de Dimencion"
ID = 1001
stateno = 1004
pos = 20,30
postype = p1
facing = 1
keyctrl = 0
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
ownpal = 0

[State 1000, Helper]
type = Helper
triggerall = NumHelper(1055) = 0
trigger1 = animelem = 50
helpertype = normal
name = "Espejo de Dimencion"
ID = 1001
stateno = 1004
pos = -10,50
postype = p1
facing = 1
keyctrl = 0
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
ownpal = 0



[State 1000, Helper]
type = Helper
triggerall = NumHelper(1055) = 0
trigger1 = animelem = 56
helpertype = normal
name = "Espejo de Dimencion"
ID = 1001
stateno = 1004
pos = -10,70
postype = p1
facing = 1
keyctrl = 0
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
ownpal = 0


[State 1000, Helper]
type = Helper
triggerall = NumHelper(1055) = 0
trigger1 = animelem = 60
helpertype = normal
name = "Espejo de Dimencion"
ID = 1001
stateno = 1004
pos = 0,50
postype = p1
facing = 1
keyctrl = 0
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
ownpal = 0

[State 1000, Helper]
type = Helper
triggerall = NumHelper(1055) = 0
trigger1 = animelem = 65
helpertype = normal
name = "Espejo de Dimencion"
ID = 1001
stateno = 1004
pos = -10,30
postype = p1
facing = 1
keyctrl = 0
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
ownpal = 0


[State 1000, Helper]
type = Helper
triggerall = NumHelper(1055) = 0
trigger1 = animelem = 70
helpertype = normal
name = "Espejo de Dimencion"
ID = 1001
stateno = 1004
pos = 0,10
postype = p1
facing = 1
keyctrl = 0
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
ownpal = 0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 80
value = S195,0






[State 100, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
[Statedef 1004]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1210
sprpriority = 5
ctrl     = 0

[State 4000, 11]
type = AfterImage
trigger1 = AnimElem = 2
time = 73
PalBright   = 0,0,0
PalContrast = 200,200,0
PalAdd      = 0,0,0
PalMul      = 1,1,1
Trans = Add1
timegap = 1
framegap = 3
length = 15;10
ignorehitpause = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
value = S13,2

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S13,11

[State 1000, EnvShake]
type = EnvShake
trigger1 = AnimElem = 6
time = 10
freq = 90
ampl = -4
phase = 90

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
trigger3 = AnimElem = 8
value = S13,14


[State 1000, EnvShake]
type = EnvShake
trigger1 = animelem = 1
time = 18
freq = 90
ampl = -3
phase = 90




[State 3000]
type = Projectile
trigger1 = AnimElem = 6
projanim = 10185
projID = 1000
projscreenbound = 1,0
projremove = 0
projpriority = 7
projhitanim = -1
projsprpriority = 6
projshadow = 0,0,0
projremovetime = 17
getpower = 10
ownpal = 1
offset = 35,-94
velocity = 0
attr = S,HP
hitflag = MAFP
guardflag = L
animtype = diagup
damage = 30,5
getpower = 0
pausetime = 0,2
sparkno = s7000
guard.sparkno = s7012
sparkxy =  30 + FrontEdgeDist - Ceil(FrontEdgeDist - p2BodyDist X), -10 + var(12)
hitsound = s1,4
guardsound = s2,1
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -7,-6
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = -7,-6
airguard.velocity = -3,-4
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
fall = 1
fall.recover = 0
yaccel = .45

[State 3000]
type = Projectile
trigger1 = AnimElem = 7
projanim = 10185
projID = 1000
projscreenbound = 1,0
projremove = 0
projpriority = 7
projhitanim = -1
projsprpriority = 6
projshadow = 0,0,0
projremovetime = 17
getpower = 10
ownpal = 1
offset = 35,-114
velocity = 0
attr = S,HP
hitflag = MAFP
guardflag = L
animtype = diagup
damage = 30,5
getpower = 0
pausetime = 0,2
sparkno = s7001
guard.sparkno = s7012
sparkxy =  30 + FrontEdgeDist - Ceil(FrontEdgeDist - p2BodyDist X), -10 + var(12)
hitsound = s1,4
guardsound = s2,1
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -7,-6
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = -7,-6
airguard.velocity = -3,-4
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
fall = 1
fall.recover = 0
yaccel = .45

[State 3000]
type = Projectile
trigger1 = AnimElem = 8
projanim = 10185
projID = 1000
projscreenbound = 1,0
projremove = 0
projpriority = 7
projhitanim = -1
projsprpriority = 6
projshadow = 0,0,0
projremovetime = 17
getpower = 10
ownpal = 1
offset = 35,-134
velocity = 0
attr = S,HP
hitflag = MAFP
guardflag = L
animtype = diagup
damage = 30,5
getpower = 0
pausetime = 0,2
sparkno = s7002
guard.sparkno = s7012
sparkxy =  30 + FrontEdgeDist - Ceil(FrontEdgeDist - p2BodyDist X), -10 + var(12)
hitsound = s1,4
guardsound = s2,1
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -7,-6
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = -7,-6
airguard.velocity = -3,-4
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
fall = 1
fall.recover = 0
yaccel = .45

[State 3000]
type = Projectile
trigger1 = AnimElem = 9
projanim = 10185
projID = 1000
projscreenbound = 1,0
projremove = 0
projpriority = 7
projhitanim = -1
projsprpriority = 6
projshadow = 0,0,0
projremovetime = 17
getpower = 10
ownpal = 1
offset = 35,-124
velocity = 0
attr = S,HP
hitflag = MAFP
guardflag = L
animtype = diagup
damage = 30,5
getpower = 0
pausetime = 0,2
sparkno = s7003
guard.sparkno = s7012
sparkxy =  30 + FrontEdgeDist - Ceil(FrontEdgeDist - p2BodyDist X), -10 + var(12)
hitsound = s1,4
guardsound = s2,1
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -7,-6
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = -7,-6
airguard.velocity = -3,-4
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
fall = 1
fall.recover = 0
yaccel = .45


[State 1000, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
id = 1001

























































































;冲刺
[Statedef 35317]
type = S
movetype = A
physics = S
anim = 8510
velset = 0,0
ctrl = 0

[State 2250, 9]
type = ChangeState
trigger1 = p2life <=0
trigger1 = time = 0
value = 0
ctrl = 1


[State 3000, 5]
type = Explod
trigger1 = time = 0
anim = 6000
sprpriority =  -1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3000, 5]
type = Explod
trigger1 = time = 0
anim = 6010
sprpriority =  -1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1




[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time =49;29
value = 0,0,0
under = 2

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 29
movetime = 29
anim = -1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 3000,3
volume=255

[state a]
type = changestate
trigger1 = animtime = 0
value = 35318






































[Statedef 35318]
type = S
movetype = A
physics = S
anim = 8509
velset = 0,0
ctrl = 0


[State 2000, 6]
type = PlaySnd
trigger1 = Time = 4
value = 190,1

[State 3000, 5]
type = Explod
trigger1 = time = 4
anim = 6050
id = 6050
sprpriority =  -1
postype = back
pos = 0,0
bindtime = 9999
supermove = 1
under = 0
removetime = -1
ownpal = 1
scale = 1.2,1.2




[State 2250, 8]
type = velset
trigger1 = time >= 7
x=8;10;17

[State 10001, 3]
type = HitDef
trigger1 = AnimElem = 3|| AnimElem =4|| AnimElem = 5
;attr = S, HP
attr = C, NA
damage   = 70,22
getpower = 90,45
givepower = 0,0
animtype = light
;guardflag = M
hitflag = MAFPD
pausetime = 23,60
sparkno = S22110
hitsound = S2562,15
;guardsound = S1100,3
;guard.sparkno = S10004
sparkxy = 0,-70
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -4,0
air.slidetime = 16
air.hittime = 32
air.velocity = -6,0
guard.velocity =  -9
fall = 0
air.fall = 0
fall.recover = 0
ownpal = 1
shadow=1
snap=27,0
kill = 0
p2stateno = 2010

[State 2250, 9]
type = ChangeState
trigger1 = Time >=35 && FrontEdgedist <= 20
trigger1 = movehit !=1
trigger3 = Time = 88
trigger3 = movehit !=1
trigger2 = movehit !=1
trigger2 = movecontact = 1
;trigger2 = animelem =7 ||animelem =6 ||animelem =5
value = 0;22161
ctrl=1

[State 4000, 11]
type = AfterImage
trigger1 = time = 0
time = 40;224
PalBright   = 0,0,0
;PalContrast = 128,128,190
PalContrast = 200,200,0;125,0,255;255,0,0
PalAdd      = 0,0,0
PalMul      = 1,1,1
Trans = Add1
timegap = 1
framegap = 3
length = 15;10
ignorehitpause = 1






[State 2250, 9]
type = ChangeState
trigger1 = movehit =1
value = 19184























































































































































































[Statedef 2040]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = -3000
velset   = 0,0
anim     = 13189
ctrl     = 0


[State 2000, 4]
type = SuperPause
trigger1 = Time = 0
time = 30
anim = -1
movetime = 30
sound = s9,2

[State 2000, BGPalFX]
type = BGPalFX
trigger1 = Time = 0
time = 30
mul = 0,0,0
;火花
[State 2000, Explod]
type = Explod
trigger1 = Time = 0
anim = 6000
pos = -3,-77
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
sprpriority = 9
;火花
[State 2000, Explod]
type = Explod
trigger1 = Time = 0
anim = 6010
pos = -3,-77
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
sprpriority = -1

[State 1000,VarRandom]
type = VarRandom
trigger1 = 1
v = 24
range = -270,270

[State 1000,VarRandom]
type = VarRandom
trigger1 = 1
v = 25
range = -10,10

[State 1000,VarRandom]
type = VarRandom
trigger1 = 1
v = 26
range = 10,20

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S13,20
lowpriority = 9
persistent = 9

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = (var(24))&& time = [57,228]
value = S13,10

[State 1000, PosSet]
type = PosSet
trigger1 = time = 171
x = 0
y = 0

[State 3000, Projectile]
type = Projectile
trigger1 = time = [57,228]
projID = 1000
projanim = 2041
projremove = 0
projpriority = 9
projhitanim = -1
projsprpriority = 9
projremovetime = 23
ownpal = 1
offset = (var(24)),(var(26))
getpower = 0,10
velocity = 0
attr = A, HA
animtype = diagup
damage = 35,5
hitflag = MAF
guardflag = MA
hitsound = s1,4
guardsound = s2,1
pausetime = 0,2
sparkno = s4020
guard.sparkno = s4120
sparkxy = 10,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = (var(25))
envshake.time = 15
envshake.ampl = 5
envshake.freq = 100
envshake.phase = 120
afterimage.trans = add
afterimage.PalContrast = 250, 250, 250
afterimage.PalBright = 0,0,0
afterimage.time = -1
afterimage.length  = 13
afterimage.TimeGap = 1
afterimage.FrameGap = 1
air.velocity = (var(25)), -3
fall.recover = 0
fall = 1

[State 4000, 11]
type = AfterImage
trigger1 = time = 0
time = 224;224
PalBright   = 0,0,0
PalContrast = 200,200,0
PalAdd      = 0,0,0
PalMul      = 1,1,1
Trans = Add1
timegap = 1
framegap = 3
length = 15;10
ignorehitpause = 1

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



















































































































































































































































































[Statedef 11500]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 50
ctrl = 0
velset = 0,0
anim = 11500
sprpriority = 2


[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 10


[State 210, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0



[State 2900]
type = helper
trigger1 = Animelem = 5
id = 11500
persistent = 0
name = "hikari"
pos = 50,-95
postype = P1
stateno = 11502
helpertype = normal
keyctrl = 0
ownpal = 1

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1









[Statedef 11502]
type = S
movetype = A
physics = N
anim = 22107
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 200, 1]
type = PlaySnd
trigger1 = (GameTime%20) = 1
value = 2562, 28
volume = -50


[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 4
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,-5
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -15,0
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.4,0.4
under = 0
ownpal = 1

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 3
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -5,0
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 2
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,5
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1





[state 1013]
type = velset
trigger1 = p2bodydist X< 0
trigger1 = Time >= 10
x = -1

[state 1013]
type = velset
trigger1 = p2bodydist X > 0
trigger1 = Time >= 10
x = 1

[state 1013]
type = velset
trigger1 = p2bodydist Y < 50
trigger1 = Time >= 10
y = -0.2

[state 1013]
type = velset
trigger1 = p2bodydist Y > 50
trigger1 = Time >= 10
y = 0.2



[State 240, 4]
type = ChangeState
trigger1 = p2dist x = [-50,50]
trigger1 = p2dist y = [-80,80]
value = 12503


[State 1010]
type = DestroySelf
trigger1 = time >= 300
























[Statedef 12503]
type = S
movetype = A
physics = N
anim = 22159
velset = 0,0
ctrl = 0
sprpriority = 3

[State 2900]
type = helper
trigger1 = Animelem = 2
id = 11500
persistent = 0
name = "hikari"
pos = 20,20
postype = P1
stateno = 11508
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 1000]
type = Explod
trigger1 = animelem = 6
anim = 22158
id = 22158
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 2
value = 2550, 0

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 3
value = 2552, 0
volume = -50

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 2
value = 2562, 33
volume = 220

[State 1020, 4]
type = EnvShake
trigger1 = AnimElem = 2
time = 8
ampl = -8
freq = 95
phase = 95

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22159
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.007 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-2
air.velocity = -1,-2
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000;14200

[State 1010]
type = DestroySelf
trigger1 = AnimTime = 0







































[Statedef 11508]
type = S
movetype = A
physics = N
anim = 22162;22160
velset = 0,0
ctrl = 0
sprpriority = 3

[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 1]
type = Explod
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
anim = 22163;22161
sprpriority = 6
postype = p1
pos = 0,0
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

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

[State 1000]
type = Explod
trigger1 = animelem = 2
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 8
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 3
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 4
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 40,-40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 10
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 40,-40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 5
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 40,-40
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 6
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 20,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 12
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 7
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 20,40
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 8
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = -40,-20
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 14
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -40,-20
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 9
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = -40,-20
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 10
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 10,-5
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 16
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 10,-5
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 11
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 10,-5
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 12
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 60,-60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 18
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 60,-60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 13
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 60,-60
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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


[State 1000]
type = Explod
trigger1 = animelem = 14
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 70,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 20
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 70,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 15
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 70,40
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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


[State 1000]
type = Explod
trigger1 = animelem = 16
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = -50,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 22
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -50,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 17
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = -50,-30
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 18
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 30,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 24
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 30,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 19
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 30,0
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 2900]
type = helper
trigger1 = Animelem = 18
id = 11509
persistent = 0
name = "hikari"
pos = 0,0
postype = P1
stateno = 11509
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2550, 0

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
value = 2562, 9

[State 1020, 4]
type = EnvShake
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
time = 5
ampl = -5
freq = 95
phase = 95

[State 1010]
type = DestroySelf
trigger1 = AnimTime = 0

























[Statedef 11509]
type = S
movetype = A
physics = N
anim = 22162;22160
velset = 0,0
ctrl = 0
sprpriority = 3

[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1010]
type = NotHitBy
trigger1 = time >= 0
value = SCA, AA, AT, AP

[State 1]
type = Explod
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
anim = 22163
sprpriority = 6
postype = p1
pos = 0,0
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

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

[State 1000]
type = Explod
trigger1 = animelem = 2
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = -30,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 8
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 3
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = -30,0
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 4
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 50,-60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 10
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 50,-60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 5
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 50,-60
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 6
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = -40,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 12
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -40,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 7
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = -40,30
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 8
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 20,60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 14
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 9
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 20,60
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 10
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 70,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 16
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 70,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 11
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 70,-30
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 12
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 18
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 13
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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


[State 1000]
type = Explod
trigger1 = animelem = 14
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,-80
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 20
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,-80
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 15
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,-80
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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


[State 1000]
type = Explod
trigger1 = animelem = 16
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = -70,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 22
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -70,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 17
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = -70,0
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 1000]
type = Explod
trigger1 = animelem = 18
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1000]
type = Explod
trigger1 = animelem = 24
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 19
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,40
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 19000

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

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
value = 2562, 9

[State 810, Grab Sound];
type = PlaySnd
trigger1 = AnimElem = 3
value = 2562, 32

[State 1020, 4]
type = EnvShake
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
time = 6
ampl = -6
freq = 95
phase = 95

[State 1010]
type = DestroySelf
trigger1 = AnimTime = 0


[Statedef 13141]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = -3000
velset   = 0,0
anim     = 17156
ctrl     = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9,2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 10
value = S190,0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 6000
ID = 6000
pos = 2,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
removetime = -2
scale = 1,1
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 6010
ID = 6010
pos = 2,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
removetime = -2
scale = 1,1
sprpriority = 2



[State 0, Helper]
type = Helper
trigger1 = Time = 54
helpertype = normal
name = "loveyou"
ID = 13141
stateno = 12503
pos = 130,-50
postype = back
facing = 1
keyctrl = 0
ownpal = 0
pausemove = 9999999

[State 0, Helper]
type = Helper
trigger1 = Time = 55
helpertype = normal ;player
name = "loveyou"
ID = 13141
stateno = 12503
pos = 160,-60
postype = back
facing = 1
keyctrl = 0
ownpal = 0
pausemove = 9999999

[State 0, Helper]
type = Helper
trigger1 = Time = 56
helpertype = normal ;player
name = "loveyou"
ID = 13141
stateno = 12503
pos = 140,-40
postype = back
facing = 1
keyctrl = 0
ownpal = 0
pausemove = 9999999


[State 0, Helper]
type = Helper
trigger1 = Time = 57
helpertype = normal ;player
name = "loveyou"
ID = 13141
stateno = 12503
pos = 180,-100
postype = back
facing = 1
keyctrl = 0
ownpal = 0
pausemove = 9999999

[State 0, Helper]
type = Helper
trigger1 = Time = 56
helpertype = normal ;player
name = "loveyou"
ID = 13141
stateno = 12503
pos = 130,-80
postype = back
facing = 1
keyctrl = 0
ownpal = 0
pausemove = 9999999


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




























[Statedef 19186]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 19185
sprpriority = 2
ctrl     = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S9,2

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


[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1031
trigger2 = prevstateno = 1010
trigger3 = prevstateno = 1012
anim = 7510
pos = 0,73
postype = left
removetime = -2
bindtime = -1
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
sprpriority = 8
trans = addalpha
alpha = 256, 135
ownpal = 1
;---------------------------------------------------------

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = time = [0,8]
value = SCA

[State 2000, 4]
type = SuperPause
trigger1 = Time = 0
time = 28
movetime = -1
anim = -1
sound = s9,1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = 0
flag = NoBG
ignorehitpause = 1

[State 2000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 6010
pos = -2,-80
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
sprpriority = 9

[State 2000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 6000
pos = -2,-80
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
sprpriority = -1


[State 200, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, HA
getpower = 0,10
damage = 0
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 0,20
hitsound = s13,9
guardsound = s2,1
sparkxy = -15,-75
sparkno = s4020
guard.sparkno = s4120
ground.type = Low
ground.slidetime = 0
ground.hittime = 20
ground.velocity = 0
envshake.ampl = -5
envshake.time = 20
envshake.phase = 90
envshake.freq = 90
p1stateno = 19184
p2stateno = 4550
p2facing = 1
kill = 0

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 4
id = 184

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



[Statedef 19184]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= 0
anim = 18186
ctrl = 0


[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 20002
ID = 20002
pos = 0,-60
postype = p2
facing = 1
scale = 0.7,1
sprpriority = 5
[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 20003
ID = 20003
pos = 0,-60
postype = p2
facing = 1
scale = 0.4,1
sprpriority = -5
[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 20004
ID = 20004
pos = 0,-60
postype = p2
facing = 1
scale = 0.4,1
sprpriority = -5
[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 20005
ID = 20005
pos = 0,-60
postype = p2
facing = 1
scale = 0.4,1
sprpriority = -5
[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 20006
ID = 20006
pos = 0,-60
postype = p2
facing = 1
scale = 0.4,1
sprpriority = -5

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 20007
ID = 20007
pos = 0,-60
postype = p2
facing = 1
scale = 0.5,1
sprpriority = 5
[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 20008
ID = 20008
pos = 0,-60
postype = p2
facing = 1
scale = 0.7,1
sprpriority = 5

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 20007
ID = 20007
pos = 0,-60
postype = back
facing = 1
scale = 0.3,1.5
sprpriority = -5

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 20002
ID = 20002
pos = 0,-20
postype = back
facing = 1
scale = 0.5,1
sprpriority = 5

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 20002
ID = 20002
pos = -50,-130
postype = p2
facing = 1
scale = 0.5,1
sprpriority = -5

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 20007
ID = 20004
pos = 77,120
postype = back
facing = 1
scale = 0.3,1
sprpriority = -5

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 20008
ID = 20008
pos = 50,-130
postype = p2
facing = 1
scale = 0.6,1
sprpriority = 5

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 20008
ID = 20008
pos = 0,-20
postype = back
facing = 1
scale = 0.5,1
sprpriority = 5
[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 20006
ID = 20006
pos = 20,-60
postype = back
facing = 1
scale = 0.45,1
sprpriority = 5

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 20004
ID = 20004
pos = 40,-80
postype = back
facing = 1
scale = 0.4,1
sprpriority = 5

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 20005
ID = 20005
pos = 80,-10
postype = p2
facing = 1
scale = 0.4,1
sprpriority = -5





[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 20007
ID = 20007
pos = -30,0
postype = p2
facing = 1
scale = 0.35,1
sprpriority = -5

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 20005
ID = 20005
pos = -55,0
postype = p2
facing = 1
scale = 0.35,1
sprpriority = -5
[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 20003
ID = 20003
pos = -70,0
postype = p2
facing = 1
scale = 0.35,1
sprpriority = -5

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 20002
ID = 20002
pos = -100,0
postype = p2
facing = 1
scale = 0.35,1
sprpriority = -5

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 20008
ID = 20008
pos = 30,0
postype = p2
facing = 1
scale = 0.36,1
sprpriority = -5

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 20006
ID = 20006
pos = 55,0
postype = p2
facing = 1
scale = 0.36,1
sprpriority = -5
[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 20004
ID = 20004
pos = 70,0
postype = p2
facing = 1
scale = 0.36,1
sprpriority = -5
[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 20002
ID = 20002
pos = 100,0
postype = p2
facing = 1
scale = 0.36,1
sprpriority = -5

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 20008
ID = 20008
pos = 130,-60
postype = back
facing = 1
scale = 0.9,1
sprpriority = -5

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 20007
ID = 20007
pos = 130,-60
postype = back
facing = 1
scale = 0.9,1
sprpriority = -5




[State 3040, 7]
type = EnvColor
trigger1 = animelem = 6
persistent = 0
ignorehitpause = 1
time = 75
value = 0,0,0
under = 99


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S11,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S191,1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 18
value = S195,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = time = 65
trigger3 = time = 95
value = S211,0



;---------------------[曄悢巜掕]
[state a]
type = varadd
trigger1 = var(19) > 5
trigger1 = animelem = 10,<=0
v = 19
value = -5

[state a]
type = varadd
trigger1 = var(19) <= 254
trigger1 = animelem = 31,>=0
v = 19
value = 5

;---------------------[攚宨]
[State 3040, 7]
type = BGPalfx
trigger1 = 1;animelem = 24,<=0
;persistent = 0
ignorehitpause = 1
time = 1
mul = var(19),var(19),var(19)
under = 2





[State 1000, 5]
type = Explod
trigger1 = animelem = 7
anim = 7001
sprpriority = 9
postype = p1
pos = 50,-65
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 18
anim = 7003
sprpriority = 7
postype = p1
pos = 58,-83
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 15186
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14


[State 2000, 6];巋偡
type = PlaySnd
trigger1 = animelem = 7
value = 2300,2

[State 2000, 6];巋偡
type = PlaySnd
trigger1 = animelem = 39
value = S190,1



[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 40,0

[state a]
type = targetstate
trigger1 = animelem = 7
value = 2011

;[state a]
;type = targetstate
;trigger1 = animelem = 8
;value = 2012

[state a]
type = targetstate
trigger1 = animelem = 30
value = 2012

[state a]
type = pause
trigger1 = animelem = 30
time = 14
movetime = 14


[state a]
type = targetlifeadd
trigger1 = animelem = 7
value = -200
kill = 0

[state a]
type = targetlifeadd
trigger1 = animelem = 30
value = -200

[State 3560, circulo ritual]
type = Explod
trigger1 =  animelem = 7
anim = 20011
ID = 20011
postype = p2
pos = -2,-5
sprpriority = -2
supermove = 1
scale = 1,.25
shadow = 68,68,68
bindtime = 1
removetime = 311
ownpal = 1



;---------------------[廔椆]
[state a]
type = changestate
trigger1 = animtime = 0
value = 2310
ctrl = 0




