;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;挻昁嶦媄
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 戝恄
[Statedef 2000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -500
anim = 2000
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 = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2001


;---------------------[僷儚乕僎乕僕尭彮,MAX娭學]
[state a];僗僷僉儍儞帪偺僎乕僕尭彮
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1101
trigger3 = prevstateno = 1200
trigger4 = prevstateno = 1201
trigger5 = prevstateno = 1702
trigger6 = prevstateno = 1150
trigger7 = prevstateno = 1250
value = -1000

[State -2, a];偳偙僉儍儞帪偺揰柵(幐攕)
type = palfx
triggerall = gametime %2
triggerall = time <= 10
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1101
trigger3 = prevstateno = 1200
trigger4 = prevstateno = 1201
trigger5 = prevstateno = 1702
trigger6 = prevstateno = 1150
trigger7 = prevstateno = 1250
time = 1
add = 248,248,248
;mul = 248,248,248
color = 1
ignorehitpause = 1



;---------------------[僗僷僉儍儞]
[state a];僗僷僉儍儞MAX僎乕僕尭彮
type = varadd
trigger1 = time = 0
trigger1 = var(11) = 1
v = 8
value = -128

[state a];僗僷僉儍儞僎乕僕尭彮
type = poweradd
trigger1 = time = 0
trigger1 = var(11) = 1
value = -1000

[state a];僗僷僉儍儞僐儅儞僪敾掕弶婜壔
type = varset
trigger1 = time = 1
v = 11
value = 0

;---------------------[挻昁嶦媄墘弌]
[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy 
trigger1 = animelem = 8,<=0
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = var(50) = 0
trigger1 = time = 0
time = 28
movetime = 28
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6000
sprpriority = -1
postype = p1
pos = 0,-102
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6001
sprpriority = 1
postype = p1
pos = 0,-102
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 = 25
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,0

;---------------------[岠壥壒]
[State 2000, 6];僼僼僼僼僼僼僼
type = PlaySnd
trigger1 = Time = 0
trigger1 = var(5) = 0
value = 2000,0

[State 2000, 6];僼僢僴僢僴僢僴僢僴
type = PlaySnd
trigger1 = Time = 0
trigger1 = var(5) = 1
value = 2000,1

[State 2000, 6];僴傾僢僴僢僴僢僴僢僴僢僴
type = PlaySnd
trigger1 = animelem = 3
trigger1 = var(5) = 1
value = 2000,2

;---------------------[峌寕敾掕]
[State 800, 1]
type = HitDef
Trigger1 = p2stateno != [120,159]
Trigger1 = p2stateno != 40
trigger1 = p2statetype != A
attr = S, HT
damage = 0,0
hitflag = M
priority = 6, Miss
sparkno = -1
sprpriority = 5
p2facing = 1
p1stateno = 2005
p2stateno = 2010
p2facing = 1 
kill = 0


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

;---------------------------------------------------------------------------
; 戝恄僸僢僩
[Statedef 2005]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= 0
anim = 2005
ctrl = 0

;---------------------[夋柺岠壥]
[State 3040, 7]
type = EnvColor
trigger1 = animelem = 18,<=0
ignorehitpause = 1
time = 5
value = 0,0,0
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 18
ignorehitpause = 1
time = 14
value = 255,255,255
under = 3

;---------------------[僄僼僃僋僩]
[State 1000, 5]
type = Explod
trigger1 = animelem = 7
trigger2 = animelem = 8
anim = 7002
sprpriority = 7
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 = 8
anim = 2006
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14


;---------------------[岠壥壒]
[State 2000, 6];巋偡
type = PlaySnd
trigger1 = animelem = 7
value = 2000,4

[State 2000, 6];敳偔
type = PlaySnd
trigger1 = animelem = 9
value = 240,0

[State 2000, 6];捵偡
type = PlaySnd
trigger1 = animelem = 18
value = 2000,5

[State 2000, 6];旘傋
type = PlaySnd
trigger1 = animelem = 17
value = 2000,3

;---------------------[憡庤惂屼]
[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 = 18
value = 2013

[state a]
type = pause
trigger1 = animelem = 18
time = 14
movetime = 14


[state a]
type = targetlifeadd
trigger1 = animelem = 7
value = Ceil(-0.09 * enemy,Const(data.life)) - 1
kill = 0
absolute = 1

[state a]
type = targetlifeadd
trigger1 = animelem = 8
value = Ceil(-0.05 * enemy,Const(data.life)) - 1
kill = 0
absolute = 1

[state a]
type = targetlifeadd
trigger1 = animelem = 18
value = Ceil(-0.15 * enemy,Const(data.life)) - 1
absolute = 1

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


;---------------------------------------------------------------------------
;搳偘傜傟偰偄傞憡庤1
[Statedef 2010]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2010


[State 1];僇儊儔屌掕
type = screenbound
trigger1 = 1
value = 1
movecamera = 1


;---------------------------------------------------------------------------
;搳偘傜傟偰偄傞憡庤2
[Statedef 2011]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2011


[State 1];僇儊儔屌掕
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------------------------------------------------------------
;搳偘傜傟偰偄傞憡庤3
[Statedef 2012]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2012


[State 1];僇儊儔屌掕
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------------------------------------------------------------
;搳偘傜傟偰偄傞憡庤4
[Statedef 2013]
type    = A
movetype= H
physics = N
velset = -7,-7

[State 1];僇儊儔屌掕
type = null;screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
trigger1 = animexist(5052) = 1
value = 5052

[State 821, 1] ;偙傟偼廳椡偙傟偼枅僼儗乕儉帠偵0.4偺椡偑壛傢傝傑偡
type = VelAdd
Trigger1 = 1
y = .3

[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy 
trigger1 = 1
value = SCA

[State 821, 3] 
type = null;SelfState
trigger1 = time = 15
value = 5050 


[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 15
trigger1 = animexist(5061) = 1
value = 5061

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 15
trigger1 = animexist(5062) = 1
value = 5062

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 





;---------------------------------------------------------------------------
; 崿
[Statedef 2100]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -2000
anim = 2100
ctrl = 0


;---------------------[僷儚乕僎乕僕尭彮,MAX娭學]
[state a];僗僷僉儍儞帪偺僎乕僕尭彮
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1101
trigger3 = prevstateno = 1200
trigger4 = prevstateno = 1201
trigger5 = prevstateno = 1702
trigger6 = prevstateno = 1150
trigger7 = prevstateno = 1250
value = -1000

[State -2, a];偳偙僉儍儞帪偺揰柵(幐攕)
type = palfx
triggerall = gametime %2
triggerall = time <= 10
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1101
trigger3 = prevstateno = 1200
trigger4 = prevstateno = 1201
trigger5 = prevstateno = 1702
trigger6 = prevstateno = 1150
trigger7 = prevstateno = 1250
time = 1
add = 248,248,248
;mul = 248,248,248
color = 1
ignorehitpause = 1


;---------------------[僗僷僉儍儞]
[state a];僗僷僉儍儞MAX僎乕僕尭彮
type = varadd
trigger1 = time = 0
trigger1 = var(11) = 1
v = 8
value = -128

[state a];僗僷僉儍儞僎乕僕尭彮
type = poweradd
trigger1 = time = 0
trigger1 = var(11) = 1
value = -1000

[state a];僗僷僉儍儞僐儅儞僪敾掕弶婜壔
type = varset
trigger1 = time = 1
v = 11
value = 0

;---------------------[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 = var(50) = 0
trigger1 = time = 0
time = 38
movetime = 38
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6010
sprpriority = -1
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6011
sprpriority = 1
postype = p1
pos = -1,-138
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 = 25
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,0

;---------------------[岠壥壒]
[State 2000, 6];偝偁
type = PlaySnd
trigger1 = Time = 0
value = 2100,0

[State 2000, 6];柍偵娨傠偆
type = PlaySnd
trigger1 = animelem = 2
value = 2100,1

[State 2000, 6];柍偵娨傠偆
type = PlaySnd
trigger1 = animelem = 2
value = 2100,1

[State 2000, 6];偼偀
type = PlaySnd
trigger1 = animelem = 9
value = 2100,2

[State 2000, 6];岠壥壒
type = PlaySnd
trigger1 = animelem = 8
value = 2100,3

;---------------------[夋柺岠壥]
[State 3040, 7]
type = EnvColor
trigger1 = animelem = 9,<=0
ignorehitpause = 1
time = 2
value = 0,0,0
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 9
ignorehitpause = 1
time = 2
value = 255,255,255
under = 2

;---------------------[峌寕敾掕]
;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = Animelem = 6
id = 2100
persistent = 0
name = "muni"
pos = -20,0
postype = P1
stateno = 2101
helpertype = normal
keyctrl = 0
ownpal = 1

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



; 柍僿儖僷乕
[Statedef 2101]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 8,0
ctrl = 0
anim = 2101

;---------------------[曄悢巜掕]
[state a]
type = varset
trigger1 = time = 0
trigger1 = prevstateno != 2101
v = 14
value = 8

[state a]
type = varadd
trigger1 = movecontact = 1
v = 14
value = -1

;---------------------[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 = 2101

;---------------------[僄僼僃僋僩]
[State 1000, 5];
type = Explod
trigger1 = movehit = 1
anim = 2110
id = 2110
sprpriority = 10
postype = p2
velset = 0,0
pos = 10,-70
bindtime = -1
supermove = 1
ignorehitpause = 1
facing = -1
under = 0

[State 1000, 5];
type = Explod
trigger1 = moveguarded = 1
anim = 1015
id = 2110
sprpriority = 10
postype = p2
velset = 0,0
pos = 10,-70
bindtime = 1
supermove = 1
ignorehitpause = 1
facing = -1
under = 0

;---------------------[懍搙巜掕]
[state a]
type = velset
trigger1 = movecontact = 1
trigger2 = p2Dist X <=0
x = 0

[state a]
type = velset
trigger1 = movecontact = 5
x = 8

;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = time = 0
trigger2 = movehit = 10
trigger3 = moveguarded = 8
attr = S, HP
animtype  = hard
damage    = Ceil(0.05 * enemy,Const(data.life)),15
getpower = 0,0
guardflag = M
hitflag = MAFD
numhits = 1
pausetime = 0,6
guard.pausetime = 0,8
sparkno = -1;s7002
sparkxy = -17,0
hitsound   = s190,2
guard.sparkno = -1;s7012
guardsound = s190,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8,-6
air.velocity = -8,-6.5
fall = 0; 1
air.fall = 0;1
fall.recover = 0
ID = 1200


;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = time = 100
trigger2 = var(14) <= 0


;---------------------------------------------------------------------------
; 丠丠丠丠丠丠丒柍偵娨傠偆
[Statedef 2200]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -1000;-3000
anim = 2200
ctrl = 0
sprpriority = 9999999

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg



;---------------------[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 = var(50) = 0
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6010;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 = 6011;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 = 3000,2;3000,1

;---------------------[岠壥壒]

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 10
value = 2000,0

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


; 丠丠丠丠丠丠丒柍偵娨傠偆丒峌寕
[Statedef 2205]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2205
sprpriority = 9999999
ctrl = 0


[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg

[state a]
type = reversaldef
trigger1 = 1
reversal.attr = SCA,AA,AT
pausetime = 0,0
sparkno = -1
sparkxy = -1
hitsound = -1
numhits = 0

;---------------------[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 = null;EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

;---------------------[岠壥壒]


[State 2000, 6];壒妝
type = PlaySnd
trigger1 = Time = 50
value = 2000,1
volume = 150

[State 2000, 6];壒妝
type = PlaySnd
trigger1 = Time = 90
value = 2000,2
volume = 150

[State 2000, 6];壒妝
type = PlaySnd
trigger1 = Time = 160
value = 4000,7
volume = 150


[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 3012
id = 3012
sprpriority = 9999999
postype = back
pos = 0,0
bindtime = -1
removetime = -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 = 220
value = 2210


; 丠丠丠丠丠丠丒柍偵娨傠偆丒廔椆
[Statedef 2210]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2210
ctrl = 0
sprpriority = 9999999

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg


;---------------------[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 = 3013
id = 3013
sprpriority = 9999999
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


; 柍僿儖僷乕
[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,NP,SP,HP
stateno = 2101

[State 22121,1]
type = TargetLifeAdd
trigger1 = movehit = 1
value = Ceil(-0.0015 * enemy,Const(data.life)) - 1
ignorehitpause = 1
absolute = 1

;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = time = 0
trigger2 = movecontact = 2
trigger2 = hitcount <= 18
attr = S, HP
animtype  = hard
damage    = 0,5
getpower = 0,0
guardflag = M
hitflag = MAFD
numhits = 1
pausetime = 10,5
guard.pausetime = 10,5
sparkno = s7002
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = s4000,6
guard.sparkno = s7012
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-2
air.velocity = -1,-2
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 9000

;[State 2900, 1];
;type = helper
;trigger1 = movehit = 1
;id = 4000
;persistent = 1
;name = "da1"
;pos = 0,0
;postype = p2
;stateno = 4000
;helpertype = normal
;keyctrl = 1
;ownpal = 1

;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = hitcount >= 19
trigger2 = root,stateno != 2205



[Statedef 3100]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3017
ownpal = 1


;---------------------[柍揋張棟]

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA


[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1015

[State 1000, 0]
type = AttackDist
trigger1 = time = 0
value = 0

;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
triggerall = p2statetype != A
triggerall = p2stateno  != 40
trigger1 = p2movetype = A
attr = S, HP
animtype  = hard
damage    = 0,5
getpower = 0,0
guardflag = 
hitflag = MAF
numhits = 0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0
fall = 0
air.fall = 1
fall.recover = 0
p2stateno = 4001

[State 2];峌寕偺巜掕
type = HitDef
triggerall = p2statetype = A
triggerall = p2stateno  != 40
trigger1 = p2movetype = A
attr = S, HP
animtype  = hard
damage    = 0,0
getpower = 0,0
guardflag = 
hitflag = MAF
numhits = 0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0
fall = 0
air.fall = 1
fall.recover = 0
p2stateno = 4002

[State 2];峌寕偺巜掕
type = HitDef
triggerall = p2stateno  = 40
trigger1 = p2movetype = A
attr = S, HA
animtype  = hard
damage    = 0,5
getpower = 0,0
guardflag = 
hitflag = MAF
numhits = 0
pausetime = 0,0
guard.pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0
fall = 0
air.fall = 1
fall.recover = 0
p2stateno = 4002



;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = movehit = 1

[state a]
type = destroyself
trigger1 = time >= 10

[Statedef 4000]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3018
ownpal = 1


;---------------------[柍揋張棟]

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA


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

;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = animtime = 0



;---------------------------------------------------------------------------
; 
[Statedef 3101]
type    = S
movetype= H
physics = S
anim = 1

;[State 10051]
;type = ChangeAnim
;trigger1 = Time = 0
;value = 5000



[State 10051, 1]
type = HitVelSet
trigger1 = Time = 0
x = 0

[State 10051, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 10051, 3]
type = null;CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 10051, 4]
type = SelfState
trigger1 = Time >= GetHitVar(hittime)
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 
[Statedef 4001]
type = S
physics = S
sprpriority = 0


[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050

[State 10051, 4]
type = SelfState
trigger1 = Time >= GetHitVar(hittime)
value = 0
ctrl = 1


[Statedef 4002]
type    = A
physics = A

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

[State 10051, 4]
type = SelfState
trigger1 = Time >= 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; 丠丠丠丠丠丠丠丒媧偄婑偣
[Statedef 2300]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -500;-1000
anim = 2300
ctrl = 0

;---------------------[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 = var(50) = 0
trigger1 = time = 0
time = 28
movetime = 28
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6000
sprpriority = -1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6001
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 = 3000,0

;---------------------[岠壥壒]
;---------------------[峌寕敾掕]
;---------------------[廔椆]
[state a]
type = changestate
trigger1 = animtime = 0
value = 2301



; 丠丠丠丠丠丠丒媧偄婑偣丒峌寕
[Statedef 2301]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 2301
ctrl = 0

;---------------------[挻昁嶦媄墘弌]
[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy 
trigger1 = time <= 40
value = SCA

;---------------------[僄僼僃僋僩]
;---------------------[岠壥壒]
[State 2000, 6];壒妝
type = PlaySnd
trigger1 = Time = 0
value = 2300,0


;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 0
id = 2320
persistent = 0
name = "kabe1"
pos = -10,0
postype = p2
stateno = 2320
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[曄悢巜掕]
[state a]
type = varset
trigger1 = time = 0
v = 19
value = 255

[state a]
type = varadd
trigger1 = var(19) >= 128
;trigger1 = 
v = 19
value = -3

;---------------------[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

;---------------------[峌寕敾掕]
[State 800, 1]
type = HitDef
Trigger1 = p2stateno != 40
trigger1 = p2statetype != A
attr = S, HT
damage = 0,0
hitflag = M
priority = 6, Miss
sparkno = -1
sprpriority = 5
p2facing = 1
p1stateno = 2310
p2stateno = 2010
p2facing = 1 
kill = 0

;---------------------[杊屼偺嫍棧偺曄峏]
[State 1000, 0]
type = AttackDist
trigger1 = time = 0
value = 0



;---------------------[廔椆]
[state a]
type = changestate
trigger1 = time = 170
value = 2302


; 丠丠丠丠丠丠丒媧偄婑偣丒廔椆
[Statedef 2302]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2302
ctrl = 0

;---------------------[曄悢巜掕]
[state a]
type = null;varset
trigger1 = time = 0
v = 19
value = 255

[state a]
type = varadd
trigger1 = var(19) <= 254
;trigger1 = 
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


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



;---------------------------------------------------------------------------
; 戝恄僸僢僩
[Statedef 2310]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= 0
anim = 2310
ctrl = 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 = 19,>=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

;---------------------[僄僼僃僋僩]
[State 1020, 4];夋柺僔僃僀僋
type = EnvShake
trigger1 = animelem = 7
trigger2 = animelem = 18
time = 15
ampl = -12
freq = 95
phase = 95

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 7
trigger2 = animelem = 18
;persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 1000, 5]
type = Explod
trigger1 = animelem = 7
anim = 7002
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 = 8
anim = 2311
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14


;---------------------[岠壥壒]
[State 2000, 6];偼偐側偄傕偺偩
type = PlaySnd
trigger1 = animelem = 16
value = 2300,1

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

[State 2000, 6];捵偡
type = PlaySnd
trigger1 = animelem = 18
value = 2300,3

;---------------------[憡庤惂屼]
[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 = 18
value = 2013

[state a]
type = pause
trigger1 = animelem = 18
time = 14
movetime = 14


[state a]
type = targetlifeadd
trigger1 = animelem = 7
value = -48
kill = 0

[state a]
type = targetlifeadd
trigger1 = animelem = 8
value = -29
kill = 0

[state a]
type = targetlifeadd
trigger1 = animelem = 18
value = -150

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



;暻僿儖僷乕
[Statedef 2320]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2320

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

;---------------------[捛偄墇偝傟偨偲偒]
[state a]
type = posset
trigger1 = p2Dist X < 0
x = enemy,pos x

[state a]
type = posset
trigger1 = p2Dist X > 100
x = enemy,pos x


[state a]
type = posadd
trigger1 = pos x = enemy,pos x
x = -10



;---------------------[墴偟栠偟敾掕]
[State 1000, 0]
type = PlayerPush
trigger1 = 1
value = 1

;---------------------[懍搙巜掕]
[State 1000, 0]
type = velset
trigger1 = 1
x = 2

;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = root,stateno != 2301




;---------------------------------------------------------------------------
; 丠丠丠丠丠丠丠丠丒僆儘僠MAX挻
[Statedef 2400]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -1000;-2000
anim = 2400
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

;---------------------[曄悢巜掕]
[state a]
type = varset
trigger1 = time = 0
v = 20
value = 0

;---------------------[挻昁嶦媄墘弌]
[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy 
trigger1 = animelem = 8,<=0
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = var(50) = 0
trigger1 = time = 24
time = 28
movetime = 28
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 24
anim = 6010
sprpriority = -1
postype = p1
pos = -31,-112
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 34
anim = 6011
sprpriority = 1
postype = p1
pos = -31,-112
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 24
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 27
persistent = 0
ignorehitpause = 1
time = 30
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 24
value = 3000,0

;---------------------[岠壥壒]
[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 7
value = 801,1


;---------------------[僄僼僃僋僩]
[State 3040, 7]
type = EnvColor
trigger1 = time >= 27
ignorehitpause = 1
time = 5
value = 0,0,0
under = 2

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = animelem = 7
id = 2401
persistent = 0
name = "???"
pos = 0,-92;100+var(5)*100,-93
postype = p2;p1
stateno = 2401
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[廔椆]
[state a]
type = changestate
trigger1 = var(20) = 1
value = 2405

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


; 丠丠丠丠丠丠丠丠丒僆儘僠MAX挻丒惉岟
[Statedef 2405]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= 0
anim = 2405
sprpriority = 35
ctrl = 0


;---------------------[僄僼僃僋僩]
[State 3040, 7]
type = EnvColor
trigger1 = animelem = 11,<=0
;persistent = 0
ignorehitpause = 1
time = 3
value = 0,0,0
under = 2

;---------------------[岠壥壒]
[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 9
value = 2300,1

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







;嬀(?)僿儖僷乕
[Statedef 2401]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2401

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

;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = time = 0
attr = S, HP
animtype  = hard
damage    = 0,0
getpower = 0,0
hitflag = MA
guardflag = N
numhits = 1
pausetime = 0,6
guard.pausetime = 0,8
sparkno = s7002
sparkxy = 0,0
hitsound   = s240,0
guard.sparkno = s7012
guardsound = s190,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = 0,0
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = 2410
p2stateno = 2415

;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = animtime = 0



;嬀(?)僿儖僷乕廔椆
[Statedef 2410]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
sprpriority = 15
ctrl = 0
anim = 2410

;---------------------[曄悢巜掕]
[state a]
type = parentvarset
trigger1 = time = 0
v = 20
value = 1

;---------------------[岠壥壒]
[State 2000, 6]
type = PlaySnd
trigger1 = animtime = 0
value = 2300,3

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

;---------------------[僄僼僃僋僩]
[State 3040, 7]
type = EnvColor
trigger1 = time = 0
trigger2 = animtime = 0
;persistent = 0
ignorehitpause = 1
time = 5
value = 255,255,255
under = 0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 2411
sprpriority = 25
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1020, 4];夋柺僔僃僀僋
type = EnvShake
trigger1 = animtime = 0
time = 25
ampl = -12
freq = 95
phase = 95

;---------------------[憡庤惂屼]
[State 801, 2]
type = TargetBind
trigger1 = time = 0
pos = 0,0

[State 801, 2]
type = Targetstate
trigger1 = animtime = 0
value = 2416

[State 801, 2]
type = Targetlifeadd
trigger1 = animtime = 0
value = -600

;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = animtime = 0


;---------------------------------------------------------------------------
;搳偘傜傟偰偄傞憡庤
[Statedef 2415]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 20

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2415

[State 1];僇儊儔屌掕
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------------------------------------------------------------
;搳偘傜傟偰偄傞憡庤2
[Statedef 2416]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 700, 2];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2416

[State 1];僇儊儔屌掕
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[state a]
type = velset
trigger1 = animelem = 1
x = -.5
y = -12

[State 821, 1] ;偙傟偼廳椡偙傟偼枅僼儗乕儉帠偵0.4偺椡偑壛傢傝傑偡
type = VelAdd
Trigger1 = 1;animelem = 3,>= 0
y = .4

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

spp
[Statedef 180]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= -1000
sprpriority = 1
anim = 182
ctrl = 0

[State 1000, 1]
type = Explod
trigger1 = time = 69
anim = 180
sprpriority = -1
postype = p1
pos = -7,-100
bindtime = -1
supermove = 1
removetime = 104
under = 0
ownpal = 1

[State 1000, 1]
type = Explod
trigger1 = time = 173
anim = 182
sprpriority = -1
postype = p1
pos = -7,-100
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 1]
type = Explod
trigger1 = time = 10
anim = 6010
sprpriority = -1
postype = p1
pos = 1,-115
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, `]
type = Explod
trigger1 = time = 0
anim = 6010
sprpriority = -1
postype = p1
pos = 1,-115
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 1]
type = Explod
trigger1 = Time = 10
anim = 6011
sprpriority = 1
postype = p1
pos = 1,-115
bindtime = 1
supermove = 1
under = 0
ownpal = 1


;千手佛
[Statedef 22172]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= -1000
sprpriority = 1
anim = 22174
ctrl = 0

;---------------------[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 = var(50) = 0
trigger1 = time = 0
time = 50
movetime = 50
anim = -1

;---------------------[攚宨]
[State 3040, 7]
type = BGPalfx
trigger1 = 1;animelem = 24,<=0
;persistent = 0
ignorehitpause = 1
time = 1
mul = -255,-255,-255
under = 2

[State 1000, 5]
type = Explod
trigger1 = time = 69
anim = 22172
sprpriority = -1
postype = p1
pos = -7,-100
bindtime = -1
supermove = 1
removetime = 104
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 173
anim = 22173
sprpriority = -1
postype = p1
pos = -7,-100
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 6010
sprpriority = -1
postype = p1
pos = 1,-115
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6010
sprpriority = -1
postype = p1
pos = 1,-115
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6011
sprpriority = 1
postype = p1
pos = 1,-115
bindtime = 1
supermove = 1
under = 0
ownpal = 1

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

[State 3040, 7]
type = EnvColor
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 50
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 2
value = 199,0

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,3

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 69
value = 190,1


[State 2];峌寕偺巜掕
type = HitDef
trigger1 = time >= 69
trigger2 = movecontact = 7
attr = S, SA
animtype  = up
damage    = 5,2;6,2
getpower = 5,5
guardflag = M
numhits = 1
pausetime = 0,7
;sparkno = s22109 + root,var(35)
sparkxy = 0,enemy,pos y - 40
hitsound   = s2300,2
;guard.sparkno = s22113
guardsound = s2801,1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-4
air.velocity = -4,-4.5
fall = 1
air.fall = 1
fall.recover = 0




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






;石化

[statedef 22177]
type = S
movetype = A
physics = S
ctrl = 0
anim = 22131
velset = 0,0
poweradd = -1000



[state 3000]
type = superpause
trigger1 = var(50) = 0
trigger1 = time =0
time = 76
;movetime = 1000
;sound = S23,0
;darken = 0
sound = S23,0
;darken = 0
anim = -1; S6041
pos = -3,-112
;unhittable = 1
p2defmul = 1

[State 3000, 5]
type = Explod
trigger1 = time = 0
anim = 22132
sprpriority = 1
postype = p1
pos = 0, 0
;bindtime = 1
supermove = 1
under = 0
ownpal = 1







[state 3010]
type = nothitby
trigger1 = 1
value = SCA

[state 181]
type = playsnd
trigger1 = time = 0;animelem = 2
supermove = 1
value = 4100,0;90000,0
volume = 255
channel = 3



;[state 3000]
;type = superpause
;trigger1 = animelem = 2;1
;time = 33
;sound = S23,0
;darken = 0
;anim = S6041
;pos = -3,-112
;p2defmul = 1


[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 199,0

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



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

[state 3000]
type = bgpalFX
trigger1 = animelem = 1
time = 80
add = 255,255,255
mul = 0,0,0

[State 3000, 5]
type = Explod
trigger1 = time = 1
anim = 6010
sprpriority = -1
postype = p1
pos = 1,-50
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3000, 5]
type = Explod
trigger1 = Time = 10
anim = 6011
sprpriority = 1
postype = p1
pos = 1,-50
bindtime = 1
supermove = 1
under = 0
ownpal = 1





[State 191, massive flash]
type = Explod
trigger1 = animelem = 2
persistent = 0
anim = 30000
postype = back
pos = 0,0
removetime = 63
bindtime = -1
sprpriority = -5
supermovetime = 33
scale = 1.1, 1.1





[State 1011,]
type = HitDef
trigger1 = animelem = 3
trigger2 = animelem = 6
trigger3 = animelem = 9
trigger4 = animelem = 12
trigger5 = animelem = 15
trigger6 = animelem = 18
attr = S, HA
hitflag = MAFP
guardflag = MA
animtype  = medium
damage    = 48
pausetime = 0,12
sparkno = S6082
guard.sparkno = S6084
sparkxy = ifelse(hitcount = 0, -15, -5),ifelse(hitcount = 0, -90, -40)
hitsound   = S200,6
guardsound = S600,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 60
ground.velocity = -0
guard.velocity = -3
air.velocity = -2.5,-3.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2stateno = 830
getpower = 0,0
givepower = 94,94

[state 3010]
type = playsnd
trigger1 = animelem = 5
value = 23000,1
volume = 255

[state 3010]
type = playsnd
trigger1 = animtime = 0 && movehit && !moveguarded
value = 17000,0
persistent = 0

[state 3010]
type = varset
trigger1 = numhelper(8) = 1
trigger1 = enemynear(0), stateno = 830
v = 5
value = enemynear(0), ID
persistent = 0

[state 3010]
type = varset
trigger1 = numhelper(9) = 1
trigger1 = numenemy = 2
trigger1 = enemynear(1), stateno = 830
v = 6
value = enemynear(1), ID
persistent = 0





[state 3010]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[statedef 830]
type = S
movetype = H
physics = N
ctrl = 0
velset = 0,0

[state 830]
type = changeanim2
trigger1 = time = 0 && anim != 830
value = 830

[state 830]
type = gravity
trigger1 = pos Y!= 0

[state 830]
type = velset
trigger1 = pos Y>= 0
y = 0

[state 830]
type = posset
trigger1 = pos Y>= 0
y = 0

[state 3000]
type = palFX
trigger1 = time < 170
trigger2 = time = [170,172]
trigger3 = time = [173,175]
trigger4 = time = [176,178]
trigger5 = time = [179,181]
trigger6 = time = [182,184]
trigger7 = time = [183,185]
trigger8 = time = [186,188]
time = 1
add = 0,0,0
mul = 192,184,208
color = 0

[state 3000]
type = palFX
trigger1 = time >= 188
trigger2 = time = [172,173]
trigger3 = time = [175,176]
trigger4 = time = [178,179]
trigger5 = time = [181,182]
trigger6 = time = [182,183]
trigger7 = time = [185,186]
time = 1
add = 0,0,0
mul = 255,255,255
color = 256

[state 830]
type = velset
trigger1 = time >= 190
x = -3
y = -4

[state 830]
type = selfstate
trigger1 = time >=190
value = 5050

;阳光
; 丠丠丠丠丠丠丒柍偵娨傠偆
[Statedef 32200]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -500;-1000
anim = 2201
ctrl = 0

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

;[state a]
;type = varset
;trigger1 = command = "a"
;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 = var(50) = 0
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6000; 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 = 6001;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 = 2200,0


;---------------------[峌寕敾掕]
;---------------------[廔椆]
[state a]
type = changestate
trigger1 = animtime = 0
value = 32205


; 丠丠丠丠丠丠丒柍偵娨傠偆丒峌寕
[Statedef 32205]
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 = 32222
helpertype = normal
keyctrl = 0
ownpal = 1


;---------------------[廔椆]
[state a]
type = changestate
trigger1 = time = 100
value = 32210


; 丠丠丠丠丠丠丒柍偵娨傠偆丒廔椆
[Statedef 32210]
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 = 32211

;---------------------[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

;------help
[Statedef 32222]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22222

;---------------------[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,NP,SP,HP
;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, HP
animtype  = hard
damage    = Ceil(0.05 * enemy,Const(data.life)) - 5,10
getpower = 0,0
hitflag = MAF
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, HP
animtype  = hard
damage    = Ceil(0.032 * enemy,Const(data.life)) - 5,5
getpower = 0,0
hitflag = MAF
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, HP
animtype  = diagup
damage    = Ceil(0.042 * enemy,Const(data.life)) - 5,10
getpower = 0,0
hitflag = MAF
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 != 32205
value = 0
ctrl = 1

;白罗______________

[Statedef 23100]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
juggle = 9
anim = 3100
;poweradd = -500
poweradd = -500

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

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

[State 3100, 1]
type = SuperPause
trigger1 = var(50) = 0
trigger1 = Time = 13
time = 30
movetime = 30
darken = 0
anim = -1

[State 3100, 1]
type = Explod
trigger1 = animelem=7;Time = 17;13
anim = 6000;6060
pos = 25,-102
sprpriority = -1
supermove = 1
shadow = 0
ownpal = 1

[State 3100, 1]
type = Explod
trigger1 = Time = 26
anim = 6001;6050
pos = 25,-102
sprpriority = 5
supermove = 1
shadow = 0
ownpal = 1

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

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

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

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

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

[State 3100, 4]
type = PlaySnd
trigger1 = AnimElem = 5
value = 3000,1;S3000,0

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

[State 3100, 4] ;笑声
type = PlaySnd
trigger1 = AnimElem = 5;6
value = 192,0
volume = 255
;channel = 2

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

[State 3100, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 23110

;---------------------
; 敀梾柵惛乮峌寕乯
;---------------------
[Statedef 23110]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 3110



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

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

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

[State 3110, 3]
type = Helper
trigger1 = AnimElem = 1
ID = 3110
postype = p1
pos = 39,-20;34,-32
stateno = 26010;6010
keyctrl = 0
facing = 1
ownpal = 1

________________________________

[State 3110, 3]
type = Explod
trigger1 = AnimElem = 1
anim = 26000;6000
pos = 39,-20;34,-32
postype = p1
sprpriority = -98
supermove = 1
bindtime = 1
facing = 1


[State 3110, 3]
type = Explod
trigger1 = AnimElem = 1
anim = 26001;6001
pos =39,-20; 34,-32
postype = p1
sprpriority = -98
supermove = 1
bindtime = 1
facing = 1


[State 3110, 3]
type = Explod
trigger1 = AnimElem = 1
anim = 26002;6002
pos = 39,-20;34,-32
postype = p1
sprpriority = -98
supermove = 1
bindtime = 1
facing = 1

[State 3110, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
animtype =  Heavy
damage = 150,20
guardflag = M
pausetime = 0,13
sparkno = 22222
guard.sparkno = S8070
sparkxy = -10,-75
hitsound = S5,4
priority = 6, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10.9,-8.2
air.velocity = -10.9,-8.6
guard.slidetime = 22
guard.hittime  = 32
guard.ctrltime = 34
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 3110, 3]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
animtype =  Heavy
damage = 20,10
guardflag = M
pausetime = 0,13
sparkno = 22222
guard.sparkno = S8070
sparkxy = -10,-75
hitsound = S5,4
priority = 2, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10.9,-8.2
air.velocity = -10.9,-8.6
guard.slidetime = 22
guard.hittime  = 32
guard.ctrltime = 34
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 3110, 3]
type = HitDef
trigger1 = AnimElem = 14
attr = S, HA
animtype =  Heavy
damage = 20,10
guardflag = M
pausetime = 0,13
sparkno = 22222
guard.sparkno = S8070
sparkxy = -10,-75
hitsound = S5,4
priority = 2, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10.9,-8.2
air.velocity = -10.9,-8.6
guard.slidetime = 22
guard.hittime  = 32
guard.ctrltime = 34
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 3110, 3]
type = HitDef
trigger1 = AnimElem = 19
attr = S, HA
animtype =  Heavy
damage = 20,10
guardflag = M
pausetime = 0,13
sparkno = 22222
guard.sparkno = S8070
sparkxy = -10,-75
hitsound = S5,4
priority = 2, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10.9,-8.2
air.velocity = -10.9,-8.6
guard.slidetime = 22
guard.hittime  = 32
guard.ctrltime = 34
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 3110, 3]
type = HitDef
trigger1 = AnimElem = 24
attr = S, HA
animtype = Heavy
damage = 20,10
guardflag = M
pausetime = 0,13
sparkno = 22222
guard.sparkno = S8070
sparkxy = -10,-75
hitsound = S5,4
priority = 2, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10.9,-8.2
air.velocity = -10.9,-8.6
guard.slidetime = 22
guard.hittime  = 32
guard.ctrltime = 34
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 3110, 3]
type = HitDef
trigger1 = AnimElem = 29
attr = S, HA
animtype = Heavy
damage = 20,10
guardflag = M
pausetime = 0,13
sparkno = 22222
guard.sparkno = S8070
sparkxy = -10,-75
hitsound = S5,4
priority = 2, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10.9,-8.2
air.velocity = -10.9,-8.6
guard.slidetime = 22
guard.hittime  = 32
guard.ctrltime = 34
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 3110, 3]
type = HitDef
trigger1 = AnimElem = 34
attr = S, HA
animtype = Heavy
damage = 20,10
guardflag = M
pausetime = 0,13
sparkno = 22222
guard.sparkno = S8070
sparkxy = -10,-75
hitsound = S5,4
priority = 2, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10.9,-8.2
air.velocity = -10.9,-8.6
guard.slidetime = 22
guard.hittime  = 32
guard.ctrltime = 34
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 3110, 3]
type = HitDef
trigger1 = AnimElem = 39
attr = S, HA
animtype =  Heavy
damage = 20,10
guardflag = M
pausetime = 0,13
sparkno = 22222
guard.sparkno = S8070
sparkxy = -10,-75
hitsound = S5,4
priority = 2, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10.9,-8.2
air.velocity = -10.9,-10.1;-8.6
guard.slidetime = 22
guard.hittime  = 32
guard.ctrltime = 34
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

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

[State 3110, 8]
type = Pause
trigger1 = MoveHit = 1
trigger1 = (GameTime%2) =1
trigger1 = P2movetype != A
time = 1
movetime = 0

[State 3110, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 23120

_____________________

;---------------------
; 敀梾柵惛乮廔椆乯
;---------------------
[Statedef 23120]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
anim = 3120


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

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

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

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

[State 3120, 3]
type = Explod
trigger1 = AnimElem = 1
anim = 26020;6020
postype = p1
pos = 39,-20;34,-32
sprpriority = -4
bindtime = -1
ownpal = 1

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


;白罗helper
[Statedef 26010]
movetype = A
velset = 0,0
anim = 26010
juggle = 9
sprpriority = -99
Ctrl = 0

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

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

;时间暂停——————————————————————————

[Statedef 22000]
type    = S
movetype= A
physics = S
;velset = 0,0
;juggle = 15
;poweradd= -2000
anim = 2200
ctrl = 0
;sprpriority = 9999999






;---------------------[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
trigger1 = var(50) = 0
time = 32
movetime = 32
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 3125
sprpriority = -99
postype = back
pos = 0,0
bindtime = 1
supermove = 1






;---------------------[岠壥壒]


[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 = 3000,3;3000,1

;---------------------[岠壥壒]

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 10
value = 2000,0

;---------------------[峌寕敾掕]
;---------------------[廔椆]
[state a]
type = changestate
trigger1 = animtime = 0
value = 22500
ctrl =1




[Statedef 22500]
type    = s
movetype= A
physics = S
velset = 0,0
anim =3121
poweradd  = -2000
ctrl = 0

[State 191, 7]
type = VarSet
trigger1 = animelem = 3
v = 50
value = 1



[State 3000, The World Vortex]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 3122
id = 3017
;scale = Const(size.xscale), Const(size.yscale)
pos = 1,-129
postype = p1
sprpriority = -999999999
bindtime = 1
ownpal = 1
supermove = 1
supermovetime = -1
pausemovetime = -1
under = 1
invertall = 1

[State 3000, The World Vortex remove]
type = RemoveExplod
trigger1 = StateNo != 22500
id = 3017




;[State 3040, 7]
;type = EnvColor
;trigger1 = time = 0
;persistent = 0
;ignorehitpause = 1
;time = 900
;value = 0,0,0
;under =1; 2

[state a]
type =  superPause
trigger1 = animelem = 3
trigger1 = p2life > 0
time = 900
anim = -1
movetime = 900
darken =  1

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

[Statedef 22501]
type    = a
movetype= A
physics = s
velset = 0,0
anim =3124
ctrl = 0

[State 3000, The World Vortex]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 3123
;id = 3017
pos = 1,-129
postype = p1
sprpriority = -999999999
bindtime = 1
ownpal = 1
supermove = 1
supermovetime = -1
pausemovetime = -1
removetime = -2
under = 1
invertall = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time =  0
value = 191,1


[State 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
animtype =  Heavy
damage = 20,10
guardflag = M
pausetime = 0,13
sparkno = 22222
guard.sparkno = S8070
sparkxy = -10,-75
;hitsound = S5,4
priority = 2, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 20
;ground.hittime  = 20
ground.velocity = -10.9,0;-8.2
air.velocity = -10.9,0;-10.1;-8.6
;guard.slidetime = 22
;guard.hittime  = 32
;guard.ctrltime = 34
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

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

[Statedef 7250]
physics=N
velset=0,0
anim=9741

[State 7250, bgpalfx]
type=bgpalfx
trigger1=!time
time=20
add=-255,-128,-64
sinadd=255,128,64,80
persistent=0

[State 7250, palfx]
type=palfx
trigger1=!time
time=20
sinadd=-255,-255,-255,80

[State 7250, thunder]
type=explod
trigger1=!time
anim=7250
ID=7250
sprpriority=999
postype=p1
pos=0,-ceil(pos y)
removetime=-2
supermovetime=30
ownpal=1

;[State 7250, circle]
;type=explod
;trigger1=!time
;anim=7251
;ID=7251
;sprpriority=999
;postype=p1
;removetime=20
;supermovetime=30

;[State 7250, shrink]
;type=modifyexplod
;trigger1=numexplod(7251)
;ID=7251
;scale=.2+(.09*time),.2+(.09*time)

[State 7250, noshadow]
type=assertspecial
trigger1=1
flag=noshadow
flag2=invisible
ignorehitpause=1

[State 7250, end]
type=destroyself
trigger1=time>=20












;ignes

[Statedef 22502];僀乕僨傿傾儞僽儗僀僪
type    = S
movetype= A
physics = S
poweradd = -500
ctrl = 0
velset = 0,0
anim = 1860;1080
sprpriority = 2

[State 3000, 1]
type = PalFX
trigger1 = Time < 16 && Time % 2
trigger1 = prevstateno = [1000,1060]
time = 1
add = 255,255,255
ignorehitpause = 1

[State 170, 1]
type = notHitBy
trigger1 = time = 0
value = SCA, AP,AA,AT
time = 45
ignorehitpause = 1

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 4;1
value = 3000,1
;channel = 0



[State 1000, 5]
type = Explod
trigger1 = animelem = 4
anim = 6000
sprpriority = -1
postype = p1
pos = 0,-97
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 5
anim = 6021
sprpriority = 1
postype = p1
pos = 0,-97
bindtime = 1
supermove = 1
under = 0
ownpal = 1





[State 240, 4]
type = envcolor
trigger1 = Time = 0
time = 2
value = 255,255,255
under = -1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [3,30]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1



[state 190]
type = superpause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1
darken = 0
unhittable = 1




[State 4100,1]
type = Helper
trigger1 = Animelem = 16;21
name = "blade"
postype = p1
pos = 30,0
sprpriority = 4
Bindtime =99999
stateno = 22506
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1





[State 240, 4]
type = envshake
trigger1 = AnimElem =16; 21
time = 20

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

;helper

[Statedef 22506];僀乕僨傿傾儞僽儗僀僪僿儖僷乕
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 6052;2035
sprpriority = 4

[State 4100,1]
type = Helper
trigger1 = time = 4
name = "blade"
pos = 45,0
sprpriority = 4
Bindtime =99999
stateno = 22506
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1





[State 240, 4]
type = Explod
triggerall = movehit
triggerall = p2movetype = H
trigger1 = AnimElem = 2,= 1
anim = 8020
postype = p2
pos = -10,-68
sprpriority = 5
ignorehitpause = 1



[State 1034, 2]
type = Projectile
trigger1 = time >= 5
trigger1 = 1
projremove = 0
Projremovetime = 2
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 999999999
projanim = 2231
offset = 0,0;35,-105
velocity = 0,0
attr = S, SP

[State 1034, 2]
type = Projectile
trigger1 = time = 0
projremove = 0
Projremovetime = 40
projhits = 1
;projmisstime = 4
projremanim = -1
;projhitanim = -1
projpriority = 9999
;projremove = 1344
projanim = 1081
offset = 0,0
velocity = 0,0;0,0
attr = S, HP
damage = 100,24
getpower = 0,0
givepower = 20,0
animtype = DiagUp
;guardflag = M
hitflag = MAFD
pausetime = 0,7
sparkno = S503
guard.sparkno = S507
sparkxy = -10, -76
hitsound = S0,17
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -4,-7
air.velocity = -3,-10;-4,-6
fall = 1
fall.recover = 0
sprpriority = 4
ignorehitpause = 1

[State 240, 4]
type = destroyself
trigger1 = Time = 20
trigger2 = FrontEdgeBodyDist < -40

;天国之门
[Statedef 22200]
type    = S
movetype= A
physics = S
poweradd= -2000
anim = 22200
ctrl = 0

[State 4100,1]
type = Helper
trigger1 = Animelem = 4;21
name = "blade"
postype = p1
pos = 0,0
sprpriority = 1
stateno = 22201
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1



[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = 1
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
trigger1 = var(50) = 0
time = 32
movetime = 32
anim = -1

;[State 1000, 5]
;type = Explod
;trigger1 = time = 0
;anim = 3125
;sprpriority = -99
;postype = back
;pos = 0,0
;supermove = 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 = 3000,3;3000,1

;---------------------[岠壥壒]

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 10
value = 181,0

;---------------------[峌寕敾掕]
;---------------------[廔椆]


[state a]
type = changestate
trigger1 = animtime = 0
value = 22202;22201
ctrl =0

[Statedef 22201]
type = S
movetype = A
physics = S
anim = 22201
velset = 0
ctrl = 0



[State 2250, 8]
type = velset
trigger1 = time >= 5
x=20;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 = 23,30
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
;p2stateno = 22830

[State 2250, 9]
type = destroyself;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 = 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 191 , 4]
type = AssertSpecial
trigger1 = 1
flag = noBG

[State 2250, 9]
type = destroyself;ChangeState
trigger1 = movehit =1
;value = 0
;ctrl=1

[Statedef 22202]
type = S
movetype = A
velset = 0
anim =22202
ctrl = 0

[State 10001, 3]
type = HitDef
trigger1 = time = 0
trigger1 = p2movetype = H
;attr = S, HP
attr = C, NA
damage   = 0,0
animtype = light
guardflag = MAFP
pausetime = 0,100
sparkno = S77777;22110
hitsound = S77777;2562,15
;guardsound = S1100,3
;guard.sparkno = S10004
sparkxy = 0,-70
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
air.slidetime = 16
air.hittime = 32
fall = 0
air.fall = 0
fall.recover = 0
ownpal = 1
shadow=1
p1stateno =22203

[state a]
type = changestate
trigger1 = animtime = 0
value = 0;22201
ctrl =1

[Statedef 22203]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 22203
ctrl = 0

[State 240, 4]
type = Explod
trigger1 = time = 3
anim = 44444
postype = p1
pos = 0,-79
sprpriority = 5
supermove =1
removetime =  67
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 85
value = 0,0,0
under = 2


[State 2000, 6]
type = PlaySnd
trigger1 = Time = 17
value = 190,1




[State 240, 4]
type = Explod
trigger1 = TIME=67
anim = 44445
postype = p2
pos = 0,-56
sprpriority = 5
removetime = 180
supermove = 1
ownpal = 1

[State 1700]
type = Helper
trigger1 = time = 0
helpertype = normal
pos = 0,-56
postype = p2
;stateno = 31000
stateno = 30999
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = 9999
pausemovetime = 9999

[State 1700]
type = Helper
trigger1 = time = 0
helpertype = normal
pos = 0,-56
postype = p2
;stateno = 31000
stateno = 30888
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = 9999
pausemovetime = 9999

[State 1700]
type = Helper
trigger1 = time = 0
helpertype = normal
pos = 0,-56
postype = p2
;stateno = 31000
stateno = 30777
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = 9999
pausemovetime = 9999

[State 1700]
type = Helper
trigger1 = time = 0
helpertype = normal
pos = 0,-56
postype = p2
;stateno = 31000
stateno = 30666
ownpal = 1
size.xscale = 1
size.yscale = 1
supermovetime = 9999
pausemovetime = 9999


[State 10001, 3]
type = HitDef
trigger1 = time = 0
trigger1 = p2movetype = H
;attr = S, HP
attr = C, NA
damage   = 0,0
animtype = light
guardflag = MAFP
pausetime = 0,100
sparkno = S77777;22110
hitsound = S99818,24
;guardsound = S1100,3
;guard.sparkno = S10004
sparkxy = 0,-70
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
air.slidetime = 16
air.hittime = 32
fall = 0
air.fall = 0
fall.recover = 0
ownpal = 1
shadow=1
p2stateno = 22830
p1stateno = 22204

[state a]
type = changestate
trigger1 = animtime = 0
value = 0;22201
ctrl =1

[Statedef 22204]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 22204
ctrl = 0

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 120
anim = -1


[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 184,0



[State 240, 4]
type = Explod
trigger1 = TIME= 0
anim = 11001
postype = back
pos = 0,0
sprpriority = -1
supermove = 1
bindtime = 120
ownpal = 1


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






[Statedef 22830]
type = S
movetype = H
SprPriority = 4
velset = 0
ctrl = 0



[state 7550,anim]
type = velset
trigger1 = time = 0
x = 0
y = 0

[state 7550,anim]
type = changeanim
trigger1 = time = 0
value = 5010

[state 7550,anim]
type = changeanim2
trigger1 = time = 0
value = 1826

[state 7550,life]
type = posset
trigger1 = time = 1
y = 9999

[state 7550,life]
type = lifeadd
trigger1 = time = 1
value = -1100

[state 7550,some]
type = SprPriority
trigger1 = time >= 1
value = -5

[state 7550,some]
type = changeanim
trigger1 = NumExplod(2702) = 0
trigger1 = time = 10
trigger1 = NumExplod(2702) = 1
trigger2 = time = 10
value = 5050

[State 7550, 2]
type = SelfState
trigger1 = time = 60;life = 0
;trigger2 = time = 1
value =5050; 5150

;[state 7550,some]
;type = selfstate
;trigger1 = time = 12
;value = 50



;====================================
[Statedef 30999]
type = S
movetype = A
physics = N
anim = 30999
ctrl = 0
juggle = 2
sprpriority = 19999

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




[State 320, 10]
type = AngleAdd
trigger1 = Time >= 1
value = 3

[State 320, 14]
type = AngleDraw
Trigger1 = Time >= 0

[State 7110, 2]
type = destroyself
trigger1 = time = 68

;==================
[Statedef 30888]
type = S
movetype = A
physics = N
anim = 30888
ctrl = 0
juggle = 2
sprpriority = 20000

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




[State 320, 10]
type = AngleAdd
trigger1 = Time >= 1
value = -3

[State 320, 14]
type = AngleDraw
Trigger1 = Time >= 0

[State 7110, 2]
type = destroyself
trigger1 = time = 68

;====================
[Statedef 30777]
type = S
movetype = A
physics = N
anim = 30777
ctrl = 0
juggle = 2
sprpriority = -20000

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




[State 320, 10]
type = AngleAdd
trigger1 = Time >= 1
value = 3

[State 320, 14]
type = AngleDraw
Trigger1 = Time >= 0

[State 7110, 2]
type = destroyself
trigger1 = time = 68

;=========================
[Statedef 30666]
type = S
movetype = A
physics = N
anim = 30666
ctrl = 0
juggle = 2
sprpriority = -19999

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


[State 320, 10]
type = AngleAdd
trigger1 = Time >= 1
value = 3

[State 320, 14]
type = AngleDraw
Trigger1 = Time >= 0

[State 7110, 2]
type = destroyself
trigger1 = time =68

;________真

[Statedef 35311]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 3530
ctrl = 0
poweradd = -3000

[State 2000, 2]
type = SuperPause
trigger1 = AnimElem = 6
time = 201
movetime = 201
anim = -1

[State 3560, Rayo1]
type = Explod
trigger1 = time = 46
anim = 7804
ID=7804
postype = p1
pos = -60,0
sprpriority = 26
supermove = 1
removetime = 136

[State 3560, Rayo2]
type = Explod
trigger1 = time = 46
anim = 7805
ID=7805
postype = p1
pos = 60,0
supermove = 1
sprpriority = 26
removetime = 136

[State 3560, Rayo3]
type = Explod
trigger1 = time = 46
anim = 7803
ID=7803
postype = p1
pos = 0,0
supermove = 1
sprpriority = 26
removetime = 136

[State 3560, circulo ritual]
type =Explod
trigger1 =  time = 46
anim = 3531
ID=3531
postype = p1
pos = -2,-5
sprpriority = -2
supermove = 1
scale = 1,.25
shadow = 68,68,68
bindtime = 1
removetime = -1
ownpal = 1

[State 0, PlaySnd rayos]
type = PlaySnd
trigger1 =  time = 46
trigger2 =  time = 66
trigger3 =  time = 86
trigger4 =  time = 106
trigger5 =  time = 126
value = S3600,6
;volume=-100

[State 0, PlaySnd rayos]
type = PlaySnd
trigger1 =  time = 46
trigger2 =  time = 106
value = S3600,3
volume=100


[State 0, PlaySnd rayos]
type = PlaySnd
trigger1 =  time= 172
value = S3600,4
volume=255

[State 3560, explosion]
type = Explod
trigger1 = time = 172
anim = 917
postype = p1
pos = -2,170
sprpriority = 26
scale = 3,3
supermove = 1

[State 3560, explosion]
type = Explod
trigger1 = time = 172
anim = 918
postype = back
pos = 0,60
sprpriority = 27
supermove = 1
bindtime  = 9999
removetime = 40
scale = 1.07,1.07
ownpal = 1





[State 3000, 5]
type = Explod
trigger1 = time = 21
anim = 6030
sprpriority =  -1
postype = p1
pos = 0,-50
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale =1.5,1.5

[State 3000, 5]
type = Explod
trigger1 = Time = 26
anim = 6031
sprpriority = 1
postype = p1
pos = 0,-50
bindtime = 1
supermove = 1
under = 0
ownpal = 1






[State 2000, 6]
type = PlaySnd
trigger1 = Time = 21
value = 3000,3






[State 3040, 7]
type = EnvColor
trigger1 = time = 21
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 24
persistent = 0
ignorehitpause = 1
time = 201
value = 0,0,0
under = 2

[State 3560, explosion]
type = Explod
trigger1 = time = 204
anim = 920
id=920
postype = back
pos = 0,0
sprpriority = -999
supermove = 1
bindtime  = 9999
removetime = -1;200
ownpal = 1



[State 7110, 2]
type = changestate
trigger1 = animtime = 0
value = 35312
ctrl = 0



[Statedef 35312]
type    = S
movetype= A
physics = N
anim = 35312
ctrl = 0

[State 191 , 3]
type = Explod
trigger1 = Time = 0
anim  = 919
pos = -4, -1
postype = p1
removetime = 150
sprpriority = 5
supermove = 1
under = 0
ownpal = 1
scale = 1,1



[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 20000, 5
volume=255

[state -2]
type = VelAdd
trigger1 = time = 0
y =  -.35





[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time =150
value = 0,0,0
under = 2

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 150
movetime = 150
anim = -1

[State 7110, 2]
type = removeexplod
trigger1 = animtime = 0
id = 3531




[State 7110, 2]
type = changestate
trigger1 = animtime = 0
value = 35313

[Statedef 35313]
type    = S
movetype= A
physics = N
anim = 35313
velset = 0,0
ctrl = 0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 3780
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = 1.5,1.5



[State 8000, wings]
type = explod
trigger1 = animelem = 2
anim = 8502
postype = p1
pos = -35, -124
id = 8502
bindtime = 9999
supermove = 1
under = 0
ownpal = 1
removetime = -1
sprpriority = 0
scale = .3,.2



[State 8000, wings]
type = explod
trigger1 = animelem = 2
anim = 8503
postype = p1
pos = 5, 0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
removetime = -2
sprpriority = -3



[State 8000, wings]
type = explod
trigger1 = time = 31
anim = 8506
postype = p1
pos = 5,0
id = 8506
bindtime = 1
supermove = 1
under = 0
ownpal = 1
removetime = -1
sprpriority = -3

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 3600,7

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 67;57
movetime = 67;57
anim = -1

[State 7110, 2]
type = removeexplod
trigger1 = animtime = 0
id = 920




[State 7110, 2]
type = changestate
trigger1 = animtime = 0
value = 35314
ctrl = 0

;阳光中
[Statedef 35314]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2205
ctrl = 0

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

[State 191 , 3]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 40
anim  = 8999
pos = 1, -129
postype = p1
removetime = -2
sprpriority = 5
supermove = 1
under = 0
ownpal = 1
scale = 2,2





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

[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2


[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2200,1


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


[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22102
id = 22100
sprpriority = -5
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1


[State 2900, 1]
type = helper
trigger1 = time = 0
persistent = 0
name = "muni"
pos = 0,-240
postype = back
stateno = 35316
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2000, 6]
type = PlaySnd
trigger1 = time =100
value = 2000,1
volume=255





[state a]
type = changestate
trigger1 = time = 100
value = 35315





;阳光打击
[Statedef 35316]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim =8500

;---------------------[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




;---------------------[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, HP
animtype  = hard
damage    = Ceil(0.10 * 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 = 0,-1;-6.5
;fall = 1
air.fall = 1
fall.recover = 0
kill = 0



[State 2];峌寕偺巜掕
type = HitDef
triggerall = p2statetype != A
trigger1 = time = 0
trigger2 = movecontact = 5
trigger2 = hitcount <= 12
attr = S, HP
animtype  = hard
damage    = Ceil(0.064 * enemy,Const(data.life)) - 5,5
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 = 0,-1;-6.5
;fall =1
air.fall = 1
fall.recover = 0
kill = 0

[State 10001, 3]
type = HitDef
trigger1 = time = 60
trigger2 = time = 40
trigger3 = time = 50
trigger4 = time = 70
trigger5 = time = 80
trigger6 = time = 90
;trigger1 = p2movetype = H
;attr = S, HP
attr = C, NA
damage   = 0,0
animtype = light
guardflag = MAFP
pausetime = 0,300
sparkno = S77777;22110
hitsound = S77777;2562,15
;guardsound = S1100,3
;guard.sparkno = S10004
sparkxy = 0,-70
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
air.slidetime = 16
air.hittime = 32
fall = 0
air.fall = 0
fall.recover = 0
ownpal = 1
shadow=1





[state a]
type = destroyself
trigger1 = root,stateno != 35314

;收招
[Statedef 35315]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 8051
ctrl = 0


[State 8000, wings]
type = explod
trigger1 = time = 0
anim = 8508
postype = p1
pos = 20, -10
bindtime = 9999
supermove = 1
under = 0
ownpal = 1
sprpriority = -3



[state -2]
type = VelAdd
trigger1 = time = 0
y =  1.3

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time =40
value = 0,0,0
under = 2

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 40
movetime = 40
anim = -1




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

[State 7110, 2]
type = removeexplod
trigger1 = time =0
id = 8506

[State 7110, 2]
type = removeexplod
trigger1 = time =12
id = 8502



[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[State 7110, 2]
type = removeexplod
trigger1 = time = 0
id =22100


[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22103
id = 2201
sprpriority =-5
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1



[state a]
type = changestate
trigger1 = animtime = 0
value = 35317


;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 = 3455
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 =  -5
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 = 1;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 = 35319

;掏魂
[Statedef 35319]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= 0
anim = 2310
ctrl = 0

[State 2250, 9]
type = removeexplod
id=6050
trigger1 = time=0


[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 = 19,>=0
v = 19
value = 5


[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

;---------------------[僄僼僃僋僩]
[State 1020, 4];夋柺僔僃僀僋
type = EnvShake
trigger1 = animelem = 7
trigger2 = animelem = 18
time = 15
ampl = -12
freq = 95
phase = 95

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 7
trigger2 = animelem = 18
;persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 19
ignorehitpause = 1
time = 30
value = 0,0,0
under = 2

[State 3000, 5]
type = Explod
trigger1 = animelem = 17
anim = 2604
id = 2604
sprpriority =  5
postype = p2
pos = 0,0
bindtime = 9999
supermove = 1
under = 0
removetime = -1
ownpal = 1
scale = 1,1

[State 1000, 5]
type = Explod
trigger1 = animelem = 7
anim = 7002
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 = 8
anim = 2311
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14



[State 2000, 6];偼偐側偄傕偺偩
type = PlaySnd
trigger1 = animelem = 16
value = 2300,1

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

[State 2000, 6];捵偡
type = PlaySnd
trigger1 = animelem = 18
value = 2300,3


[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 50,0;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 = 18
value = 8301;2013

[state a]
type = pause
trigger1 = animelem = 18
time = 14
movetime = 14


[state a]
type = targetlifeadd
trigger1 = animelem = 7
value = -96
kill = 0

[state a]
type = targetlifeadd
trigger1 = animelem = 8
value = -58
kill = 0

[state a]
type = targetlifeadd
trigger1 = animelem = 18
value = -300
kill = 0


[state a]
type = changestate
trigger1 = animtime = 0
value = 35320

[statedef 8301]
type = S
movetype = H
physics = N
ctrl = 0
velset = 0,0

[state 830]
type = changeanim2
trigger1 = time = 0 && anim != 830
value = 830



[state 830]
type = velset
trigger1 = pos Y>= 0
y = 0

[state 830]
type = posset
trigger1 = pos Y>= 0
y = 0



[state 830]
type = velset
trigger1 = time >= 1900
x = -3
y = -4

[state 830]
type = selfstate
trigger1 = time >=1900
value = 5050




[Statedef 35320]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 2602

[State 3040, 7]
type = BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 1
mul = -255,-255,-255
under = 2

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 160;50
movetime = 160;50
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time =23
anim = 2610;6010
sprpriority = 3
postype = p1
pos = 0,-95; -115
bindtime = -1
supermove = 1
under = 0
ownpal = 1
scale = 1.5,1.5
[State 2000, 6]
type = PlaySnd
trigger1 = Time = 29
value = 3000,3

[State 3000, 5]
type = Explod
trigger1 = time = 63
anim = 2603
id = 2603
sprpriority =  -99
postype = back
pos = 0,0
bindtime = 9999
supermove = 1
under = 0
removetime = -1
ownpal = 1
scale = 1,1


[State 3040, 7]
type = EnvColor
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 180
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 17
value = 190,1


[State 2601]
type = PlaySnd
trigger1 = time= 63;217
value = 187,1

[State 3000, 5]
type = Explod
trigger1 = time = 63
anim = 2603
id = 2603
sprpriority =  -99
postype = back
pos = 0,0
bindtime = 9999
supermove = 1
under = 0
removetime = -1
ownpal = 1
scale = 1,1


[state a]
type = changestate
trigger1 = animtime = 0
value =  35321



[Statedef 35321]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= 0
anim = 2601

[State 3000, 5]
type = removeExplod
id = 2603
trigger1 = time=16

[State 3000, 5]
type = removeExplod
id = 2604
trigger1 = time=0

[State 3000, 5]
type = Explod
trigger1 = time = 0
anim = 2605
id = 2605
sprpriority =  5
postype = p2
pos = 0,0
bindtime = 9999
supermove = 1
under = 0
ownpal = 1
scale = 1,1


[State 3000, 5]
type = Explod
trigger1 = time = 0
anim = 2600
sprpriority =  -1
postype = back
pos = 0,0
bindtime = 9999
supermove = 1
under = 0
removetime = -2
ownpal = 1
scale = 1.2,1.2

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time =120
value = 0,0,0
under = 2

[State 2601]
type = PlaySnd
trigger1 = Time = 18;217
value = 2600,0
volume = 255;180

[State 2601]
type = PlaySnd
trigger1 = Time = 18; 18
value = 2600,1
volume = 40

[State 2601]
type = EnvShake
trigger1 = Time = 18
time = 10
ampl = 8
freq = 90
phase = 90

[State 2601]
type = HitDef
trigger1 = time = 21
attr = C, NA
damage   = 9999,9999
getpower = 90,45
givepower = 0,0
animtype = light
hitflag = MAFPD
pausetime = 0,60
sparkno = S22110
hitsound = S2562,15
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 = 1
air.fall = 0
fall.recover = 0
ownpal = 1
shadow=1
snap=27,0
p2stateno = 2013

[state a]
type = targetlifeadd
trigger1 = time = 22
value = -9999



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






























