;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;挻昁嶦媄
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 戝恄
[Statedef 2000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -1000
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 = 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 = -96
kill = 0

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

[state a]
type = targetlifeadd
trigger1 = animelem = 18
value = -192

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

;---------------------------------------------------------
[Statedef 2014]
type    = A
movetype= H
physics = N
velset = -1,-1

[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

;---------------------------------------------------------
[Statedef 2016]
type    = A
movetype= H
physics = N
velset = -1,-1

[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

;---------------------------------------------------------
[Statedef 2015]
type    = A
movetype= H
physics = N
velset = -1,-1

[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

;---------------------------------------------------------
[Statedef 2017]
type    = A
movetype= H
physics = N
velset = -1.5,-1

[State 0, PosAdd]
type = PosAdd
trigger1 = 1
x = 0
y = -2
;ignorehitpause =
;persistent =


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

[State 820, 1]
type = ChangeAnim
Trigger1 =1; Time = 0
value = 5010;5012;5010;50


[State 821, 1]
type =VelAdd
Trigger1 = 1
y = .3

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

[State 821, 3]
type = SelfState
triggerall = Vel Y > 0
triggerall=prevstateno=2017
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 = animelem = 7,<=0
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 28
movetime =28
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 = 7
id = 2100
persistent = 0
name = "muni"
pos = -20,0
postype = P1
stateno = 2101
helpertype = normal
keyctrl = 0
ownpal = 1
supermove=1
pausemove =1


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

;--------------------------------------------------
[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    = 1150,15;ifelse(p2name="Hyper Mizuchi",1150,1190),20;90,20;50
getpower = 0,0
guardflag = MA
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 = 1
air.fall = 1
fall.recover = 0
ID = 1200


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

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



[Statedef 2551]
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    = 90,20;50
getpower = 0,0
guardflag = MA
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 = 1
air.fall = 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
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 = 2200,0

;---------------------[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 = 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
supermove=1
pausemove =1

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


; 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


;---------------------[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 != 2205






;---------------------------------------------------------------------------
; 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= -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 = time = 0
time = 28
movetime = 28
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]
;---------------------[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



;---------------------[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
supermove=1
pausemove =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 = 22109 + var(35)
sprpriority = 9
postype = p1
pos = 50,-65
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 18
anim = 22109 + var(35)
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 = Ceil(-0.08 * enemy,Const(data.life)) - 15
kill = 0
absolute = 1

[state a]
type = targetlifeadd
trigger1 = animelem = 8
value =Ceil(-0.08 * enemy,Const(data.life)) - 15
kill = 0
absolute = 1

[state a]
type = targetlifeadd
trigger1 = animelem = 18
value = Ceil(-0.45 * enemy,Const(data.life)) - 15
absolute = 1

;---------------------[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 = 5

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

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime=0
value = 2400
ctrl = 0
;anim =
;ignorehitpause =
;persistent =



;---------------------------------------------------------------------------
; 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= -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 = 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 = 3000,2

;---------------------[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,-93;100+var(5)*100,-93
postype = p2
stateno = 2401
helpertype = normal
keyctrl = 0
ownpal = 1
supermove=1
pausemove =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 = s22109 + root,var(35)
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 = Ceil(-0.75 * enemy,Const(data.life)) - 10
ignorehitpause = 1
absolute = 1


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





;---------------------------------------------------------------------------
; max3
[Statedef 2999]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -4000
anim = 22061
ctrl = 0

[State 10000, sombras] 
type = Afterimage
trigger1 = 1
trans = add
PalContrast =  250, 250, 250
PalBright = 0,0,0
time    =  0
length  = 0
TimeGap = 0
FrameGap = 0

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

;---------------------[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 = 10
anim = 3455
sprpriority = -1
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6010
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
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 = 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 = 2562,2

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

[State 1000, 5]
type = Explod
trigger1 = time = 30
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 30
anim = 1931
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1


[State 2000, 6]
type = PlaySnd
trigger1 = time = 30
value = 2562,20

;---------------------[岠壥壒]
;[State 2000, 6]
;type = PlaySnd
;trigger1 = Time = 0
;value = 193,0

;---------------------[峌寕敾掕]
;---------------------[廔椆]
[state a]
type = changestate
trigger1 = animtime = 0
value = 22050




; 峌寕
[Statedef 22050]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 22060
ctrl = 0

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

[State 1700, 0]
type = ReversalDef
trigger1 = 1
attr = S, HP
reversal.attr = SCA, NA, SA, HA, NT,ST,HT
hitflag = M-
priority = 4, Miss
pausetime = 0,0
sparkno = -1;S7012
hitsound = -1;S121,0
p2facing = 1
;p1stateno = 1310
p2stateno = 13121


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

;---------------------[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 = -40;-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

[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
value = 0,0,0
time = 200
under = 2


;---------------------[岠壥壒]
;[State 2000, 6]
;type = PlaySnd
;trigger1 = Time = 70
;value = 193,1

[State 2000, 6];壒妝
type = PlaySnd
trigger1 = Time = 0
value = 190,1


[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 2990
id = 2200
sprpriority = 99999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 99
ownpal = 1

[State 2000, 6];壒妝
type = PlaySnd
trigger1 = Time = 30 || Time = 60 || Time = 74 || Time = 88 || Time = 96 || Time = 112 || Time = 120 || time = 126 || Time = 130 || Time = 140 || Time = 155 || Time = 170 || Time = 180 || Time = 202   
;trigger1 = (GameTime%6) = 1
value = 11,1


[State 2000, 6];壒妝
type = PlaySnd
trigger1 = Time = 192   
value = 2562,1
volume = -40

[State 2000, 6];壒妝
type = PlaySnd
trigger1 = Time = 30 || Time = 60 || Time = 74 || Time = 88 || Time = 96 || Time = 112 || Time = 120 || time = 126 || Time = 130 || Time = 140 || Time = 155 || Time = 170 || Time = 180 || Time = 202   
;trigger1 = (GameTime%6) = 1
value = 2562,14


[State 1020, 4]
type = EnvShake
trigger1 = Time = 30 || Time = 60 || Time = 74 || Time = 88 || Time = 96 || Time = 112 || Time = 120 || time = 126 || Time = 130 || Time = 140 || Time = 155 || Time = 170 || Time = 180 || Time = 202   
;trigger1 = (GameTime%3) = 1
time = 10
ampl = -20
freq = 95
phase = 95


[State 3221, 0]
type = Pause
trigger1 = time >= 202
time = 1





;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 30
id = 2100
persistent = 0
name = "muni"
pos = 0,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1
supermove=1
pausemove =1

[State 2900, 1];
type = helper
trigger1 = time = 60
id = 2100
persistent = 0
name = "muni"
pos = -80,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1
supermove=1
pausemove =1

[State 2900, 1];
type = helper
trigger1 = time = 74
id = 2100
persistent = 0
name = "muni"
pos = 100,-240
postype = back
stateno = 22221
helpertype = normal
keyctrl = 0
ownpal = 1
supermove=1
pausemove =1

[State 2900, 1];
type = helper
trigger1 = time = 88
id = 2100
persistent = 0
name = "muni"
pos = -100,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1
supermove=1
pausemove =1

[State 2900, 1];
type = helper
trigger1 = time = 96
id = 2100
persistent = 0
name = "muni"
pos = 20,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1
supermove=1
pausemove =1


[State 2900, 1];
type = helper
trigger1 = time = 96
id = 2100
persistent = 0
name = "muni"
pos = -10,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1
supermove=1
pausemove =1


[State 2900, 1];
type = helper
trigger1 = time = 112
id = 2100
persistent = 0
name = "muni"
pos = -50,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1
supermove=1
pausemove =1


[State 2900, 1];
type = helper
trigger1 = time = 120
id = 2100
persistent = 0
name = "muni"
pos = -70,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1
supermove=1
pausemove =1


[State 2900, 1];
type = helper
trigger1 = time = 126
id = 2100
persistent = 0
name = "muni"
pos = 70,-240
postype = back
stateno = 22221
helpertype = normal
keyctrl = 0
ownpal = 1
supermove=1
pausemove =1


[State 2900, 1];
type = helper
trigger1 = time = 130
id = 2100
persistent = 0
name = "muni"
pos = 100,-240
postype = back
stateno = 22221
helpertype = normal
keyctrl = 0
ownpal = 1
supermove=1
pausemove =1



[State 2900, 1];
type = helper
trigger1 = time = 140
id = 2100
persistent = 0
name = "muni"
pos = 50,-240
postype = back
stateno = 22221
helpertype = normal
keyctrl = 0
ownpal = 1
supermove=1
pausemove =1




[State 2900, 1];
type = helper
trigger1 = time = 155
id = 2100
persistent = 0
name = "muni"
pos = 50,-240
postype = back
stateno = 22221
helpertype = normal
keyctrl = 0
ownpal = 1
supermove=1
pausemove =1


[State 2900, 1];
type = helper
trigger1 = time = 155
id = 2100
persistent = 0
name = "muni"
pos = 30,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1
supermove=1
pausemove =1


[State 2900, 1];
type = helper
trigger1 = time = 170
id = 2100
persistent = 0
name = "muni"
pos = -100,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1
supermove=1
pausemove =1


[State 2900, 1];
type = helper
trigger1 = time = 170
id = 2100
persistent = 0
name = "muni"
pos = -70,-240
postype = back
stateno = 22220
helpertype = normal
keyctrl = 0
ownpal = 1
supermove=1
pausemove =1


[State 2900, 1];
type = helper
trigger1 = time = 180
id = 2100
persistent = 0
name = "muni"
pos = 100,-240
postype = back
stateno = 22221
helpertype = normal
keyctrl = 0
ownpal = 1
supermove=1
pausemove =1


[State 2900, 1];
type = helper
trigger1 = time = 195
id = 2100
persistent = 0
name = "muni"
pos = 0,-240
postype = back
stateno = 22229
helpertype = normal
keyctrl = 0
ownpal = 1
supermove=1
pausemove =1


;---------------------[廔椆]
[state a]
type = changestate
trigger1 = time = 230
value = 22100


; 廔椆
[Statedef 22100]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 22062
ctrl = 0

[State 1000, 5]
type = Explod
trigger1 = time = 1
anim = 22068
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 1
anim = 1932
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1


[State 2000, 6]
type = PlaySnd
trigger1 = time = 1
value = 2562,20


[State 10000, sombras] 
type = Afterimage
trigger1 = TIME = 12
trans = add
PalContrast =  250, 250, 250
PalBright = 0,0,0
time    =  -1
length  = 13
TimeGap = 1
FrameGap = 1

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

[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


[State 3040, 7]
type = EnvColor
trigger1 = stateno != 22050
ignorehitpause = 1
value = 0,0,0
time = 0
under = 2



;---------------------[僄僼僃僋僩]

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

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


; 柍僿儖僷乕
[Statedef 22220]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3322



;---------------------[旘傃摴嬶]
[State 1000, 2]
type = Projectile
trigger1 = animelem = 1
attr = S, HP
projanim = 3322
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.06 * enemy,Const(data.life)),Ceil(0.01 * enemy,Const(data.life))
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
p2stateno = 49000


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


[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411


;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = time = 0
;trigger2 = movecontact = 3
trigger2 = hitcount <= 1
attr = S, HP
animtype  = diagup
damage    = Ceil(0.06 * enemy,Const(data.life)),Ceil(0.01 * enemy,Const(data.life))
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
numhits = 1
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1;s2559,2 s1150,0
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-6.5
air.velocity = -1,-6.5
fall = 1
fall.recover = 0
nochainid = 2200
yaccel = .7
p2stateno = 49000




;---------------------[徚柵]

[State 1010]
type = DestroySelf
trigger1 = moveguarded

[state a]
type = destroyself
;trigger1 = hitcount >= 1
trigger1 = time >= 15
trigger2 = root,stateno != 22050


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




; 柍僿儖僷乕
[Statedef 22221]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3322



;---------------------[旘傃摴嬶]
[State 1000, 2]
type = Projectile
trigger1 = animelem = 1
attr = S, HP
projanim = 3322
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 99999999,Ceil(0.015 * enemy,Const(data.life))
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-6
air.velocity = -1,-6
fall = 1
fall.recover = 0
p2stateno = 49000


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



[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411


;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = time = 0
;trigger2 = movecontact = 3
trigger2 = hitcount <= 1
attr = S, HP
animtype  = diagup
damage    = 99999999,Ceil(0.015 * enemy,Const(data.life))
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
numhits = 1
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1;s2559,2 s1150,0
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 2,-6.5
air.velocity = 2,-6.5
fall = 1
fall.recover = 0
nochainid = 2200
yaccel = .7
p2stateno = 49000




;---------------------[徚柵]

[State 1010]
type = DestroySelf
trigger1 = moveguarded

[state a]
type = destroyself
;trigger1 = hitcount >= 1
trigger1 = time >= 15
trigger2 = root,stateno != 22050


; 柍僿儖僷乕
[Statedef 22229]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3322


;---------------------[旘傃摴嬶]
[State 1000, 2]
type = Projectile
trigger1 = animelem = 1
attr = S, HP
projanim = 3322
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 99999999,Ceil(0.015 * enemy,Const(data.life))
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-6
air.velocity = -1,-6
fall = 1
fall.recover = 0
p2stateno = 49000


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


[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1411


;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = time = 0
;trigger2 = movecontact = 3
trigger2 = hitcount <= 1
attr = S, HP
animtype  = diagup
damage    = 99999999,Ceil(0.015 * enemy,Const(data.life))
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
numhits = 1
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1;s2559,2 s1150,0
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0.1,-6
air.velocity = 0.1,-6
fall = 1
fall.recover = 0
nochainid = 2200
yaccel = .6
p2stateno = 49000


;---------------------[徚柵]

[State 1010]
type = DestroySelf
trigger1 = moveguarded

[state a]
type = destroyself
;trigger1 = hitcount >= 1
trigger1 = time >= 15
trigger2 = root,stateno != 22050

;僷儚乕傾僢僾
[Statedef 3250]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= ifelse(life <=1000,1000,-4000)
sprpriority = 1
anim = 3450
ctrl = 0

;---------------------[挻昁嶦媄墘弌]
[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy 
trigger1 = animelem = 11,<=0
value = SCA

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

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 3455
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 = 2562,2

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


;---------------------[曄悢巜掕]
[state a]
type = varset
trigger1 = time = 0
v = 29
value = 800

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


;---------------------------------------------------------------------------
; max2.5
[Statedef 22075]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -3000
anim = 22075
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 = time = 0
time = 42
movetime = 42
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 3455
sprpriority = -1
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6010
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
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 = 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 = 2562,2

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

[State 3100, 1]
type = AssertSpecial
trigger1 = 1
flag= noBG
flag2= nobardisplay

;---------------------[峌寕敾掕]
;---------------------[廔椆]
[state a]
type = changestate
trigger1 = animtime = 0
value = 22076






; 峌寕
[Statedef 22076]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 22076
ctrl = 0

[State 3100, 1]
type = AssertSpecial
trigger1 = 1
flag= noBG
flag2= noFG
flag3= nobardisplay

[State 1020, 4]
type = EnvShake
trigger1 = (GameTime%3) = 1
time = 5
ampl = -3
freq = 95
phase = 95

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



[State 240, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 2550, 0


[State 240, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 2562, 24

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 2562, 25
volume = 150

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 2562, 17
volume = 150


[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 1
anim = 22080
id = 211
sprpriority = 5
postype = p1
pos = 40,-85
bindtime = -1
removetime = 150
supermove = 0
;ignorehitpause = 1
under = 0
ownpal = 1


[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 1
anim = 22090
id = 211
sprpriority = 99
postype = p1
pos = 30,-85
bindtime = -1
removetime = 150
supermove = 0
;ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 22081
sprpriority = 0
postype = p1
pos = 25,0
vel = 0,0
bindtime = -1
removetime = 150
supermove = 0
under = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]

[State 2900, 1];
type = helper
trigger1 = animelem = 1
id = 2100
persistent = 0
name = "muni"
pos = 15,-85
postype = P1
stateno = 22078
helpertype = normal
keyctrl = 0
ownpal = 1
supermove=1
pausemove =1


;---------------------[廔椆]
[state a]
type = changestate
trigger1 = time = 150
value = 22077


; 廔椆
[Statedef 22077]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2302
ctrl = 0


[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = time = 0
anim = 22090
id = 22090
sprpriority = 0
postype = p1
pos = 30,-85
bindtime = -1
removetime = 15
supermove = 0
;ignorehitpause = 1
under = 0
ownpal = 1

[State a]
type = VarAdd
trigger1 = Time >= 1
var(40) = 1

[State a]
type = ModifyExplod
trigger1 = Time >= 1
ID = 22090
scale = 1.2-Var(40)/12.0 , 1.2-Var(40)/12.0


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






[Statedef 22078]
type = S
movetype = A
physics = N
anim = 22074
velset = 0,0
ctrl = 0
sprpriority = 99

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

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

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 2562, 24
volume = 100

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 2562, 17



;---------------------[旘傃摴嬶]
[State 1000, 2]
type = Projectile
triggerall = time <= 140
trigger1 = (GameTime%3) = 1
attr = S, HA
projanim = 22079
projhitanim = -1
projid = 22079
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.018 * enemy,Const(data.life)) - 5,Ceil(0.0035 * enemy,Const(data.life))
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,4
sparkno = -1
sparkxy = -15,-77
hitsound   = -1;s2562,26
guard.sparkno = -1
guardsound = -1;s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 9000

[State 1010]
type = DestroySelf
trigger1 = time >= 150

[Statedef 8200]
type = S
movetype = A
physics = N
velset = 0,0
poweradd= -2000
anim = 82000
ctrl = 0

[State 3000,0]
type = NotHitBy
trigger1 = 1
value = SCA
time = 3

[State 8000,1]
type = null;Pause
trigger1 = time = 0
time = 31
movetime = 31
anim = -1


[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


[State 0, Helper]
type = null;Helper
trigger1 = AnimElem = 1
helpertype = normal
name = "闪光"
ID = 4900
stateno = 4900
pos = 4,-123
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermove = 1
pausemove = 1
supermovetime = 33
pausemovetime = 33

[State 0, Helper]
type = null;Helper
trigger1 = AnimElem = 1
helpertype = normal
name = "闪光"
ID = 4901
stateno = 4901
pos = 4,-123
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermove = 1
pausemove = 1
supermovetime = 33
pausemovetime = 33

[State 3000,6]
type = null;PlaySnd
trigger1 = animelem = 3
value = 2000,0;313,1
channel = 2

;[State 3000,11]
;type = PlaySnd
;trigger1 = animelem = 4 && p2life != 0
;value = 422,5
;loop = 1
;channel = 0

;[State 8000,5]
;type = stopsnd
;trigger1 = time = 0
;trigger2 = animelem = 3 && anim = 8201
;channel = 0

[State 8000,6]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 2
value = 0,0,0
under = 2

[State 8000,7]
type = changeanim
trigger1 = p2life = 0 && animelem = 5,>=0 && anim = 82000
trigger2 = time >= 150 && anim != 8201; && NumHelper(8220)=0
value = 8201
elem = 1

[State 8000,9]
type = helper
trigger1 = Animelem = 2
id = 8210
persistent = 0
name = "8210"
pos = -20,0
postype = P1
stateno = 8210
helpertype = normal
keyctrl = 0
ownpal = 0;1
supermove = 1
pausemove = 1
supermovetime = 33
pausemovetime = 33

[State 8000,10]
type = changestate
trigger1 = animtime = 0 && anim = 8201
value = 0
ctrl = 1
;-------------------------------
[Statedef 8210]
type = A
movetype = A
physics = N
anim = 9998
velset = 0
SprPriority = -5
ctrl = 0

[State 3000,11]
type = PlaySnd
trigger1 = animelem = 1 && anim = 8210
value = 2558,1;422,5
loop = 1
channel = 0

[State 8000,5]
type = stopsnd
trigger1 = animelem = 3 && anim = 8211
channel = 0

[State 8210,1]
type = ChangeAnim
trigger1 = Root,Anim = 82000 && anim != 8210 && anim != 8211 && Root,AnimElem = 2,>0
value = 8210

[State 8210,2]
type = ChangeAnim
trigger1 = Root,Anim = 8201 && anim != 8211
value = 8211

[State 7100,1]
type = Helper
trigger1 = AnimElem = 4,>=0 && time >= 20 && time%12 = 0 && anim = 8210
triggerall =numhelper(8220) <= 1
name = "8220"
ID = 8220
postype = p1
pos = -10,-119
bindtime = 1
sprpriority = 5
stateno = 8220
helpertype = normal;player
keyctrl = 0
;ignorehitpause = 1
;Persistent = 0
;under = 0
size.xscale = 0.5
size.yscale = 0.5
scale = 0.5,0.5
ownpal = 1
supermovetime = 13
pausemovetime = 13
[State 7100,1]
type = Helper
trigger1 = AnimElem = 4,>=0 && time >= 20 && time%12 = 3 && anim = 8210
name = "8221"
ID = 8220
postype = p1
pos = -11,82
bindtime = 1
sprpriority = 5
stateno = 8221
helpertype = normal;player
keyctrl = 0
;ignorehitpause = 1
;Persistent = 0
;under = 0
size.xscale = 0.5
size.yscale = 0.5
scale = 0.5,0.5
ownpal = 1
supermovetime = 13
pausemovetime = 13

[State 7100,1]
type = Helper
trigger1 = AnimElem = 4,>=0 && time >= 20 && time%12 = 6 && anim = 8210
name = "8220"
ID = 8220
postype = p1
pos = -11,-82
bindtime = 1
sprpriority = 5
stateno = 8220
helpertype = normal;player
keyctrl = 0
size.xscale = 0.5
size.yscale = 0.5
scale = 0.5,0.5
ownpal = 1
supermovetime = 13
pausemovetime = 13
[State 7100,1]
type = Helper
trigger1 = AnimElem = 4,>=0 && time >= 20 && time%12 = 9 && anim = 8210
name = "8221"
ID = 8220
postype = p1
pos = -10,-119
bindtime = 1
sprpriority = 5
stateno = 8221
helpertype = normal;player
keyctrl = 0
size.xscale = 0.5
size.yscale = 0.5
scale = 0.5,0.5
ownpal = 1
supermovetime = 13
pausemovetime = 13

[State 8220, 7]
type = HitDef
trigger1 = Time%5 = 0 && time >= 27
attr = S,HP
animtype = Hard
damage = 10,2
pausetime = 0,4
guardflag = MA
getpower = 20,10
givepower = 5,7
hitflag = MAFP
;priority = 7
;sprpriority = 7
sparkno = s7002;4802
guard.sparkno = s7012;4812
sparkxy = -10,-80
hitsound  = s2000,4;423,0
guardsound = s120,0;446,0
ground.type = High
ground.hittime = 24
ground.slidetime =24
ground.velocity = -0.5,-8.5
air.velocity = -0.3,-8
guard.velocity = -12
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
yaccel = 0.42
fall.recover = 0

[State 8210,3]
type = BindToRoot
trigger1 = anim = 8210
time = 1
pos = 0,0

[State 8210,4]
type = SprPriority
trigger1 = 1
value = -5

[State 8210,5]
type = PlayerPush
trigger1 = 1
value = 0

[State 8210,6]
type = HitBy
trigger1 = 1
value = SCA
time = 10

[State 8210,7]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 235,170

[State 8210,8]
type = AfterImageTime
trigger1 = 1
time = 2

[State 8210,9]
type = Afterimage
trigger1 = Time = 0
time = 2
length = 2;4
PalBright = 0, 0, 0
PalContrast =235, 235, 235
PalAdd = 0, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
sprpriority = 5
Trans = Add1
ownpal = 1
ontop = 1

[State 8220, 8]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 8210

[State 8210,10]
type = DestroySelf
trigger1 = Root,StateNo != 8200 || (Anim = 8211 && AnimTime = 0)

;-------------------------------
[Statedef 8220]
type = A
movetype = A
physics = N
;anim = 8220
velset = -IfElse((Random <= 650),IfElse((Random <= 325),9,7),5),-IfElse((Random <= 650),IfElse((Random <= 325),13,9),11)
sprpriority = -4
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = s1100,0;S413,5

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5,=1
movetype = A

[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElem = 1
value = -4
[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElem = 2
value = -2
[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElem = 3
value = 0
[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElem = 4
value = 2
[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElem = 5
value = 4
[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElem = 6,>=0
value = 6

[State 8221, 1]
type = ChangeAnim
trigger1 = Anim != 8220
value = 8220

[State 8220, 1]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist X< 0
trigger1 = Vel X >= -32
x = -1.9

[State 8220, 2]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist X >= 0
trigger1 = Vel X <= 32
x = 1.9

[State 8220, 3]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist y< 30
trigger1 = Vel y >= -32
y = -1.8

[State 8220, 4]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist y >= 30
trigger1 = Vel y <= 32
y = 1.7

[State 0, VarSet]
type = VarSet
trigger1 = Vel X >= 0
var(10) = -35
[State 0, VarSet]
type = VarSet
trigger1 = Vel X >= 0
var(11) = -60
[State 0, VarSet]
type = VarSet
trigger1 = Vel X < 0
var(10) = 35
[State 0, VarSet]
type = VarSet
trigger1 = Vel X < 0
var(11) = 60

[State 8220, 5]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 8210,7]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 135,170

[State 8210,8]
type = AfterImageTime
trigger1 = 1
time = 2

[State 8210,9]
type = Afterimage
trigger1 = Time = 0
time = 2
length = 5
PalBright = 0, 0, 0
PalContrast =235, 235, 235
PalAdd = 0, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
sprpriority = 5
Trans = Add1
ownpal = 1
ontop = 1

[State 8220, 6]
type = Explod
trigger1 = timemod = 2,0
anim = 8221
ID = 8221
sprpriority = 2
postype = p1
pos = 0,0
supermove = 0
ownpal = 1
scale = 0.5,0.5
ontop = 1

[State 8220, 7]
type = HitDef
trigger1 = animelem = 100
attr = S,SP
animtype = Hard
air.animtype = down;up
damage = 20,4
pausetime = 0,3
guardflag = M
getpower = 20,10
givepower = 5,7
hitflag = MAFP
;priority = 7
;sprpriority = 7
sparkno = s7002;4802
guard.sparkno = s7012;4812
sparkxy = -10, 0
hitsound  = s2000,5;s423,1
guardsound = s120,0;446,0
ground.type = High
ground.hittime = 25
guard.hittime = 25
air.hittime = 25
ground.slidetime =25
guard.slidetime =25
air.slidetime = 25
ground.velocity = -6,-8
ground.cornerpush.veloff = 0
air.velocity = -3.5, -7.6
air.cornerpush.veloff = 0
guard.cornerpush.veloff  = 0
yaccel = .50
fall = 1
fall.recover = 0

[State 2102, 6]
type = HitDef
trigger1 = AnimElem = 100
attr = S,SP
animtype = Hard
air.animtype = down;up
damage = 20,4
pausetime = 0,5
guardflag = M
getpower = 20,10
givepower = 5,7
priority = 6
guardflag = M
hitflag = MAFP
getpower = 40,35
givepower = 10,20
sparkno = S7002;4802
guard.sparkno = S7012;4812
sparkxy = -5, -5
hitsound  = s2000,5;s423,1
guardsound = s120,0;446,0
ground.type = low
ground.velocity = var(11)/10,-8
air.velocity = var(10)/10,-7.6
ground.hittime = 25
guard.hittime = 25
air.hittime = 25
ground.slidetime =25
guard.slidetime =25
air.slidetime = 25
guard.velocity = -12
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
yaccel = 0.42
fall.recover = 0

[State 0, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = A,HP
hitflag = MAFD;HLAFD+-
guardflag = MA
getpower = 20,10
givepower = 5,7
affectteam = E          ;B,E,F
animtype = hard
air.animtype = diagup
damage = 20,4
pausetime = 0,5
guard.pausetime = 0,10
sparkno = S7002;4802
guard.sparkno = S7012;4812
sparkxy = -5, -5
hitsound  = s2000,5;s423,1
guardsound = s120,0;446,0
ground.type = High
ground.hittime = 25
guard.hittime = 25
air.hittime = 25
ground.slidetime =25
guard.slidetime =25
air.slidetime = 25
yaccel = 0.5
ground.velocity = var(11)/10,-8
air.velocity = var(10)/10,-7.6
guard.velocity = -10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.damage = 50
numhits = 1
palfx.time = 0

[State 8220, 8]
type = HitOverride
trigger1 = time >= 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 8220

[State 8220, 9]
type = destroyself
trigger1 = movehit
trigger2 = moveguarded
;trigger3 = Pos Y >= 0 && vel y > 0
;----
[Statedef 8221]
type = A
movetype = A
physics = N
;anim = 8220
velset = IfElse((Random <= 650),IfElse((Random <= 325),9,7),5),-IfElse((Random <= 650),IfElse((Random <= 325),14,12),10)
sprpriority = -4
ctrl = 0

[State 8210,7]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 135,170

[State 8210,8]
type = AfterImageTime
trigger1 = 1
time = 2

[State 8210,9]
type = Afterimage
trigger1 = Time = 0
time = 2
length = 5
PalBright = 0, 0, 0
PalContrast =235, 235, 235
PalAdd = 0, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
sprpriority = 5
Trans = Add1
ownpal = 1
ontop = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = s1100,0;S413,5

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5,=1
movetype = A

[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElem = 1
value = -4
[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElem = 2
value = -2
[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElem = 3
value = 0
[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElem = 4
value = 2
[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElem = 5
value = 4
[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElem = 6,>=0
value = 6

[State 8221, 1]
type = ChangeAnim
trigger1 = Anim != 8220
value = 8220

[State 8221, 2]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist X< 0
trigger1 = Vel X >= -32
x = -1.9

[State 8221, 3]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist X >= 0
trigger1 = Vel X <= 32
x = 1.9

[State 8221, 4]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist y< 70
trigger1 = Vel y >= -32
y = -1.8

[State 8221, 5]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist y >= 70
trigger1 = Vel y <= 32
y = 1.7

[State 0, VarSet]
type = VarSet
trigger1 = Vel X >= 0
var(10) = -35
[State 0, VarSet]
type = VarSet
trigger1 = Vel X >= 0
var(11) = -60
[State 0, VarSet]
type = VarSet
trigger1 = Vel X < 0
var(10) = 35
[State 0, VarSet]
type = VarSet
trigger1 = Vel X < 0
var(11) = 60

[State 8221, 6]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 8221, 7]
type = Explod
trigger1 = timemod = 2,0
anim = 8221
ID = 8221
sprpriority = 2
postype = p1
pos = 0,0
supermove = 0
ownpal = 1
scale = 0.5,0.5
ontop = 1

[State 8221, 8]
type = HitDef
trigger1 = animelem = 100
attr = S,SP
animtype = Hard
air.animtype = down;up
damage = 20,4
pausetime = 0,5
guardflag = M
getpower = 20,10
givepower = 5,7
hitflag = MAFP
;priority = 7
;sprpriority = 7
sparkno = s7002;4802
guard.sparkno = s7012;4812
sparkxy = -5, -5
hitsound  = s2000,5;s423,1
guardsound = s120,0;446,0
ground.type = High
ground.slidetime = 99
ground.hittime  = 99
ground.velocity = var(11)/10,-8;-6,-8
ground.cornerpush.veloff = 0
air.velocity = var(10)/10,-7.6;-3.5, -7.6
air.cornerpush.veloff = 0
guard.cornerpush.veloff  = 0
yaccel = .50
fall = 1
fall.recover = 0

[State 2102, 6]
type = HitDef
trigger1 = AnimElem = 100
attr = S,HA
animtype = Hard
air.animtype = down;up
damage = 20,4
pausetime = 0,5
guardflag = M
getpower = 20,10
givepower = 5,7
priority = 6
guardflag = M
hitflag = MAFP
sparkno = S7002;4802
guard.sparkno = S7012;4812
sparkxy = -5, -5
hitsound  = s2000,5;423,1
guardsound = s120,0;446,0
ground.type = low
ground.velocity = var(11)/10,-8
air.velocity = var(10)/10,-7.6
ground.hittime = 22
ground.slidetime = 22
guard.velocity = -12
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
yaccel = 0.42
fall.recover = 0

[State 0, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = A,HP
hitflag = MAFD;HLAFD+-
guardflag = MA
getpower = 20,10
givepower = 5,7
affectteam = E          ;B,E,F
animtype = hard
air.animtype = diagup
damage = 20,4
pausetime = 0,5
guard.pause = 0,10
sparkno = S7002;4802
guard.sparkno = S7012;4812
sparkxy = -5, -5
hitsound  = s2000,5;423,1
guardsound = s120,0;446,0
ground.type = High
ground.hittime = 25
guard.hittime = 25
air.hittime = 25
ground.slidetime =25
guard.slidetime =25
air.slidetime = 25
yaccel = 0.5
ground.velocity = var(11)/10,-8
air.velocity = var(10)/10,-7.6
guard.velocity = -10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.damage = 50
numhits = 1
palfx.time = 0

[State 8221, 9]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 8221

[State 8221, 10]
type = destroyself
trigger1 = movehit
trigger2 = moveguarded
;trigger3 = Pos Y >= 0 && vel y > 0

[Statedef 4900]
type = A
movetype = I
physics = N
anim = 4910
velset = 0
ctrl = 0
SprPriority = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Root,StateNo = 2000 || Root,StateNo = 2100 || Root,StateNo = 2200 || Root,StateNo = 2300
value = S453,0
persistent = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Root,StateNo = 2050 || Root,StateNo = 2150 || Root,StateNo = 2250 || Root,StateNo = 2350 || Root,StateNo = 8000 || Root,StateNo = 8100
value = S453,1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Root,StateNo = 8200
value = S453,0
persistent = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = Root,StateNo = 8200
value = S453,1
persistent = 0

[State 4900, 1]
type = PlayerPush
trigger1 = Time < 16
value = 1
[State 4900, 2]
type = PlayerPush
trigger1 = Time >= 16
value = 1

[State 4900, 3]
type = Sprpriority
trigger1 = Time < 16
value = -5
ignorehitpause = 1
[State 4900, 4]
type = Sprpriority
trigger1 = Time >= 16
value = 5
ignorehitpause = 1

;[state 4900,Trans]
;type = Trans
;trigger1 = 1
;trans = addalpha
;alpha = 135,170

[State 4900, PalFX]
type = PalFX
trigger1 = Time >= 0 && (root,StateNo = 2000 || root,StateNo = 2050||root,StateNo = 2100 || root,StateNo = 2150)
time = 1
add = 0,100,255
ignorehitpause = 1

[State 4900, PalFX]
type = PalFX
trigger1 = Time >= 0 && (root,Anim = 8000 || Root,Anim = 8100 || Root,Anim = 82000)
time = 1
add = 255,50,-50
ignorehitpause = 1

[State 4900, PalFX]
type = PalFX
trigger1 = Time >= 0 && (root,Anim = 8005 || root,Anim = 8105 || Root,Anim = 8150)
time = 1
add = 55,55,-60
ignorehitpause = 1

[State 4900, PalFX]
type = PalFX
trigger1 = Time >= 0 && (root,StateNo = 2200 || root,StateNo = 2250||root,StateNo = 2300 || root,StateNo = 2350)
time = 1
add = 40,35,250
ignorehitpause = 1

[State 4900, 6]
type = AfterImage
trigger1 = !time && Root,StateNo = 1
time = 10
TimeGap = 1
FrameGap = 2
length = 60
palbright = -80,-80,-80
paladd = 0,100,120;120,120,120
palmul = .3,.3,.3
palcontrast = 256,256,256
trans = add
persistent = 1
sprpriority = 15

[State 4900, 6]
type = AfterImage
trigger1 = !time && (Root,StateNo = 2000||Root,StateNo = 2050||Root,StateNo = 2100||Root,StateNo = 2150)
time = 10
TimeGap = 1
FrameGap = 2
length = 19
;palbright = 0,100,250
paladd = 0,50,125
trans = add
persistent = 1
sprpriority = 15
[State 4900, 6]
type = AfterImage
trigger1 = !time && (root,Anim = 8000 || Root,Anim = 8100 || Root,Anim = 82000)
time = 10
TimeGap = 1
FrameGap = 2
length = 19
;palbright = 0;250,-50,50
paladd = 227,35,-35
trans = add
persistent = 1
sprpriority = 15
[State 4900, 6]
type = AfterImage
trigger1 = !time && (root,Anim = 8005 || root,Anim = 8105 || Root,Anim = 8150)
time = 10
TimeGap = 1
FrameGap = 2
length = 20
paladd = 55,55,-55
trans = add
persistent = 1
sprpriority = 15
[State 4900, 6]
type = AfterImage
trigger1 = !time && (Root,StateNo = 2200||Root,StateNo = 2250||Root,StateNo = 2300||Root,StateNo = 2350)
time = 10
TimeGap = 1
FrameGap = 2
length = 20
paladd = 0,0,0
trans = add
persistent = 1
sprpriority = 15

[State 4900, 7]
type = AfterImageTime
trigger1 = 1
time = 2

[State 2000, 15]
type = EnvColor
trigger1 = Time = 0
time = 3
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1300, 5]
type = Envcolor
trigger1 = Time = [3,32]
value = 0, 0, 0
time = 1
under = 1
supermove = 1
ignorehitpause = 1

[state 4000,Trans]
type = Trans
trigger1 = !time && (root,Anim = 8000 || Root,Anim = 8100 || Root,Anim = 82000)
trans = addalpha
alpha = 235,270

[State 4900, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time && (root,Anim = 8000 || Root,Anim = 8100 || Root,Anim = 82000)
time = 2
length = 20
PalBright = 0, 0, 0
PalContrast =235, 235, 235
PalAdd = 0, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
sprpriority = 5
Trans = Add1
ownpal = 1
ontop = 1

[State 4900, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
;-----------------------
[Statedef 4901]
type = A
movetype = I
physics = N
anim = 4911
velset = 0
ctrl = 0
SprPriority = 5

[State 4900, 2]
type = PlayerPush
trigger1 = 1
value = 1

type = Sprpriority
trigger1 = 1
value = 5
ignorehitpause = 1

[State 4900, PalFX]
type = PalFX
trigger1 = Time >= 0 && (root,StateNo = 2000 || root,StateNo = 2050||root,StateNo = 2100 || root,StateNo = 2150)
time = 1
add = 0,100,255
ignorehitpause = 1

[State 4900, PalFX]
type = PalFX
trigger1 = Time >= 0 && (root,Anim = 8000 || Root,Anim = 8100 || Root,Anim = 82000)
time = 1
add = 255,50,-50
ignorehitpause = 1

[State 4900, PalFX]
type = PalFX
trigger1 = Time >= 0 && (root,Anim = 8005 || root,Anim = 8105 || Root,Anim = 8150)
time = 0
add = 55,55,-60
ignorehitpause = 1

[State 4900, PalFX]
type = PalFX
trigger1 = Time >= 0 && (root,StateNo = 2200 || root,StateNo = 2250||root,StateNo = 2300 || root,StateNo = 2350)
time = 40
add = 40,35,250
ignorehitpause = 1

[State 4900, 6]
type = AfterImage
trigger1 = !time && Root,StateNo = 1
time = 10
TimeGap = 1
FrameGap = 2
length = 60
palbright = -80,-80,-80
paladd = 0,100,120;120,120,120
palmul = .3,.3,.3
palcontrast = 256,256,256
trans = add
persistent = 1
sprpriority = 15

[State 4900, 6]
type = AfterImage
trigger1 = !time && (Root,StateNo = 2000||Root,StateNo = 2050||Root,StateNo = 2100||Root,StateNo = 2150)
time = 10
TimeGap = 1
FrameGap = 2
length = 19
paladd = 0,50,125
trans = add
persistent = 1
sprpriority = 15
[State 4900, 6]
type = AfterImage
trigger1 = !time && (root,Anim = 8000 || Root,Anim = 8100 || Root,Anim = 82000)
time = 10
TimeGap = 1
FrameGap = 2
length = 19
paladd = 227,35,-35
trans = add
persistent = 1
sprpriority = 15
[State 4900, 6]
type = AfterImage
trigger1 = !time && (root,Anim = 8005 || root,Anim = 8105 || Root,Anim = 8150)
time = 10
TimeGap = 1
FrameGap = 2
length = 20
paladd = 55,55,-55
trans = add
persistent = 1
sprpriority = 15
[State 4900, 6]
type = AfterImage
trigger1 = !time && (Root,StateNo = 2200||Root,StateNo = 2250||Root,StateNo = 2300||Root,StateNo = 2350)
time = 10
TimeGap = 1
FrameGap = 2
length = 20
paladd = 0,0,0
trans = add
persistent = 1
sprpriority = 15

[State 4900, 7]
type = AfterImageTime
trigger1 = 1
time = 2

[State 2000, 15]
type = EnvColor
trigger1 = Time = 0
time = 3
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1300, 5]
type = Envcolor
trigger1 = Time = [3,32]
value = 0, 0, 0
time = 1
under = 1
supermove = 1
ignorehitpause = 1

[State 4900, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::::::MI SUPER DE COMBO:::::::::::::::::
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Statedef 7000]
type     = S
movetype = A
physics  = S
juggle   = 8
velset   = 0,0
anim     = 7100
ctrl     = 0
sprpriority = 2

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 7110
id = 7110
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 =  animelem  =1
value = S1500,0
volume=255
[State 0, PlaySnd]
type = PlaySnd
trigger1 =  animelem  =5
value = S240,0

[State 2000, Super pause]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -3000
movetime = 50;30
time =50;30
pausebg = 1

[State 0, ChangeState]
type = ChangeState
trigger1 =animtime=0
value = 7100
ctrl = 0


[Statedef 7100]
type =  S
movetype =A
physics =  S
juggle =    8
anim     = 7300
ctrl     = 0
sprpriority = 2

[State 2000]
type = Explod
trigger1 = time = 0
anim = 6020;7000
pos = 10,-80
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 6021;7010
pos = 10,-80
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,4000];30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 1120, 慡恎柍揋]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 50

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s192,1;7,15

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s3000,1;20,0

[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A

[State 52, 2]
type = Posadd
trigger1 = AnimElem = 3
x = 23;20

[State 52, 2]
type = Posadd
trigger1 = AnimElem = 3
x = 15;10

[State 3000, 幉埵抲堏摦]
type = VelSet
trigger1 = AnimElem = 3,>=0
x = 15;9

[State 3000, 幉埵抲堏摦]
type = VelSet
trigger1 = AnimElem = 3
y = -2

[State 3000, ]
type = Veladd
trigger1 = AnimElem = 3,>=0
y = .2

[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 0,0
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 5
pausetime = 0,0;8,8
sparkno = s7001;4002
sparkxy = -35,-60
hitsound = s0,3
guardsound = s8,1
guard.sparkno = s7012;4120
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = 0,0
air.velocity = 0,0
p1facing = 1
p2facing = 1
p1stateno = 7110
p2stateno = 2220


[STate 3001]
type=null;AfterImage
trigger1=Animelem=3
time=1000
trans=add1
length=10
palcolor=120
palbright=183,20,20
palcontrast=200,12,2

[State 4000, 11]
type = AfterImage
trigger1 = Time = 0
time = 227
PalBright   = 0,0,0
;PalContrast = 128,128,190
PalContrast = 255,0,0
PalAdd      = 0,0,0
PalMul      = 1,1,1
Trans = Add1
timegap = 1
framegap = 3
length = 10
ignorehitpause = 1

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 0;7105
ctrl = 1;0

[Statedef 7105]
type    = S
physics = S
ctrl = 0
anim = 41

[State 191,]
type = PlaySnd
triggerall = AnimElem = 1
trigger1 = Alive
value = s40,0

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,4000]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 52, 1]
type = VelSet
trigger1 = AnimElem = 1
x = 5
y = 0

[State 52, 1]
type = VelSet
trigger1 = AnimElem = 3
x = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 7110]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 7400
ctrl     = 0
sprpriority = 5

[State 1120,1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 810,1]
type = Width
trigger1 = 1
edge = 50,0


[State 2000]
type = AssertSpecial
trigger1 = Time = [0,4000]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
trigger3 = AnimElem = 14
trigger4 = AnimElem = 22
trigger5 = AnimElem = 30
trigger6 = AnimElem = 35
trigger7 = AnimElem = 41
trigger8 = AnimElem = 49
trigger9 = AnimElem = 57
trigger10 = Animelem = 62
trigger11 = Animelem = 68
trigger12 = Animelem = 76
value = s221,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem= 92;64
value = S2000,2
volume = 255

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 52, 1]
type = VelSet
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(90) <= 0
x = 1

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 810, 1]
type = TargetBind
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(90) <= 0;2 ;47
pos = 50,0

[State 200,2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
getpower = 0
damage = 60,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = s7002;4002
sparkxy = -30,-75
hitsound = s202,0;0,5
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 8
attr = S, HA
getpower = 0
damage = 70,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = s7002;4002
sparkxy = -30,-75
hitsound = s222,0;0,4
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 14
attr = S, HA
getpower = 0
damage = 70,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = s7002
sparkxy = -30,-25
hitsound = s225,0;0,11
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 22
attr = S, HA
getpower = 0
damage = 80,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = s7002
sparkxy = -40,-80
hitsound = s225,0;0,3
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 30
attr = S, HA
getpower = 0
damage = 50,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = s7002
sparkxy = -40,-80
hitsound = s225,1;0,3
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 35
attr = S, HA
getpower = 0
damage = 60,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = s7002
sparkxy = -40,-80
hitsound = s225,1;0,3
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 41
attr = S, HA
getpower = 0
damage = 70,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = s7002
sparkxy = -40,-80
hitsound = s225,1;0,3
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 49
attr = S, HA
getpower = 0
damage = 80,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = s7002
sparkxy = -40,-80
hitsound = s225,1;0,3
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1


[State 200,2]
type = HitDef
trigger1 = AnimElem = 57
attr = S, HA
getpower = 0
damage = 60,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = s7002;4002
sparkxy = -30,-75
hitsound = s225,1;0,5
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1


[State 200,2]
type = HitDef
trigger1 = AnimElem = 62
attr = S, HA
getpower = 0
damage = 60,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = s7002;4002
sparkxy = -30,-75
hitsound = s225,1;0,5
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1


[State 200,2]
type = HitDef
trigger1 = AnimElem = 68
attr = S, HA
getpower = 0
damage = 60,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = s7002;4002
sparkxy = -30,-75
hitsound = s225,1;0,5
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1

[State 200,2]
type = HitDef
trigger1 = AnimElem = 76
attr = S, HA
getpower = 0
damage = 60,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = s7002;4002
sparkxy = -30,-75
hitsound = s225,1;0,5
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 85
attr = S, HA
getpower = 0
damage = 110,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = s22113;7002
sparkxy = 0,-80;-40,-80
hitsound = s225,1;0,3
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2220
kill = 0
palfx.time = 5
PalFX.add = 0,15,75
PalFX.color = 0
PalFX.invertall = 1


[State 200, 2]
type = HitDef
trigger1 = AnimElem = 91
attr = S, HA
getpower = 0
damage = 200,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 1,10
sparkno = -1;s22113;7002
sparkxy = -40,-80
hitsound = s1150,0;225,1;0,3
ground.type = Low
ground.slidetime = 14
ground.hittime  = 20;16
ground.velocity = -8
air.animtype = Back
air.velocity = -8,-6
air.juggle = 3
fall.damage = 90
fall = 1
palfx.time = 5
palfx.add = 220, 230,220
kill = 0

[State 0, Explod]
type = Explod
trigger1 = animelem=91
anim =  7360
ID =  7360
pos = 0,0
postype = p1
facing = 1
bindtime = 1
sprpriority = 15

[State 0, Explod]
type = Explod
trigger1 = animelem=91
anim =  3650
ID =  3650
pos = 40,-275;50
postype = p1
facing = 1
bindtime = 1
sprpriority = 15

[State 0, Explod]
type = Explod
trigger1 = animelem=91
anim =  3660
ID =  3660
pos = 40,100;-50
postype = p1
facing = 1
bindtime = 1
sprpriority = 15


[State 0, PalFXWiz]
type = PalFX
trigger1 = animelem=90
time =  100
add = 100,100,180
mul = 256,256,256
sinadd = -80,-80,-80,5
invertall = 1
color = 0
ignorehitpause=1

[STate 3001]
type=null;AfterImage
trigger1=Animelem =1
time=270
trans=add1
length=10
palcolor=120
palbright=183,20,20
palcontrast=200,12,2

[State 4000, 11]
type = AfterImage
trigger1 = Time = 0
time = 227
PalBright   = 0,0,0
;PalContrast = 128,128,190
PalContrast = 255,0,0
PalAdd      = 0,0,0
PalMul      = 1,1,1
Trans = Add1
timegap = 1
framegap = 3
length = 10
ignorehitpause = 1

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0;7215
ctrl=1
;---------------------------------------------------------------------------
[Statedef 2220]
type    = A
movetype= H
physics = N
velset = 0,0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 7220

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1



[Statedef 1350]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 150
velset = 0,0
anim = 1050
ctrl = 0


[State 1300, 0]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA, SA, NP, SP, NT, ST
Time = 17


;---------------------[岠壥壒]
[state a];敪幩
type = playsnd
trigger1 = animelem = 7
value = 1200,0

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

;---------------------[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
id = 1050
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1066
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1050
persistent = 0
name = "sennpuuki"
pos = 36,-126
postype = P1
stateno = 1067
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



; 旘傃摴嬶僿儖僷乕
[Statedef 1066]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1071

[State 2200, 柍揋]
type = NotHitBy
trigger1 = 1
value = SCA,HA

;[state a]
;type = posadd
;trigger1 = time = 0
;x = 49
;y = -95

;[state a]
;type = veladd
;trigger1 = 1
;x = 0.07

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




;---------------------[柍揋張棟]
;---------------------[僄僼僃僋僩]
[State a];峌寕僄僼僃僋僩
type = Explod
trigger1 = time = 0
;trigger1 = stateno = 1066
anim = 1070
;id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
;persistent = 0
ignorehitpause = 1
removetime = 180
under = 0
ownpal = 1


[State 2];峌寕偺巜掕
type = HitDef
trigger1 = time = 0
trigger2 = movecontact = 7
attr = S, SA
animtype  = up
anim = 1070
damage    = Ceil(0.04 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,7
sparkno = s22109 + root,var(35)
sparkxy = 0,0
hitsound   = s300,0
;guard.sparkno = 8
;guardsound = s9999,6
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

[state a]
type = posadd
trigger1 = time >= 0
x = 3

[state a]
type = posadd
trigger1 = time >= 10
x = 1

[state a]
type = posadd
trigger1 = time >= 15
x = 1

[state a]
type = posadd
trigger1 = time >= 20
x = 1

;---------------------[徚柵]
[state a]
type = destroyself
;trigger1 = FrontEdgeDist <= -100
trigger1 = time = 180

; 旘傃摴嬶僿儖僷乕
[Statedef 1067]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1263

[State 2200, 柍揋]
type = NotHitBy
trigger1 = 1
value = SCA

;[state a]
;type = posadd
;trigger1 = time = 0
;x = 49
;y = -95

;[state a]
;type = veladd
;trigger1 = 1
;x = 0.07

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




;---------------------[柍揋張棟]
;---------------------[僄僼僃僋僩]
[State a];峌寕僄僼僃僋僩
type = Explod
trigger1 = time = 0
;trigger1 = stateno = 1067
anim = 1261
;id = 211
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
;persistent = 0
ignorehitpause = 1
removetime = 180
under = 0
ownpal = 1


[State 2];峌寕偺巜掕
type = HitDef
trigger1 = time = 0
trigger2 = movecontact = 7
attr = S, SA
animtype  = up
anim = 1261
damage    = Ceil(0.04 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,7
sparkno = s22109 + root,var(35)
sparkxy = 0,0
;hitsound   = s300,0
;guard.sparkno = 8
;guardsound = s9999,6
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

[state a]
type = posadd
trigger1 = time >= 0
x = 1
y = -3

[state a]
type = posadd
trigger1 = time >= 10
x = 1
y = -1

[state a]
type = posadd
trigger1 = time >= 15
x = 1
y = -1

[state a]
type = posadd
trigger1 = time >= 20
x = 1
y = -1
;---------------------[徚柵]
[state a]
type = destroyself
;trigger1 = FrontEdgeDist <= -100
trigger1 = time = 180


[Statedef 22170]
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 = 1
value = SCA


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



[State 2900]
type = helper
trigger1 = time = 4
id = 11500
persistent = 0
name = "guangzhu"
pos = 30,0
postype = P1
stateno = 22171
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = time = 6
id = 11500
persistent = 0
name = "guangzhu"
pos = 60,0
postype = P1
stateno = 22171
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = time = 8
id = 11500
persistent = 0
name = "guangzhu"
pos = 90,0
postype = P1
stateno = 22171
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = time = 10
id = 11500
persistent = 0
name = "guangzhu"
pos = 120,0
postype = P1
stateno = 22171
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = time = 12
id = 11500
persistent = 0
name = "guangzhu"
pos = 150,0
postype = P1
stateno = 22171
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = time = 14
id = 11500
persistent = 0
name = "guangzhu"
pos = 180,0
postype = P1
stateno = 22171
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = time = 16
id = 11500
persistent = 0
name = "guangzhu"
pos = 210,0
postype = P1
stateno = 22171
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = time = 18
id = 11500
persistent = 0
name = "guangzhu"
pos = 240,0
postype = P1
stateno = 22171
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = time = 20
id = 11500
persistent = 0
name = "guangzhu"
pos = 270,0
postype = P1
stateno = 22171
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900]
type = helper
trigger1 = time = 22
id = 11500
persistent = 0
name = "guangzhu"
pos = 300,0
postype = P1
stateno = 22171
helpertype = normal
keyctrl = 0
ownpal = 1

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


[Statedef 22171]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22134


;---------------------[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 = 1411

;---------------------[]
[state a];
type = playsnd
trigger1 = animelem = 3
value = 190,1

[state a];
type = playsnd
trigger1 = animelem = 3
value = 2562,27

[state a];
type = playsnd
trigger1 = animelem = 3
value = 2551,0




;---------------------[]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 3
anim = 2551;1415
id = 1415
sprpriority = 3
postype = p1
pos = 0,5
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

;---------------------[]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 5
anim = 22102
id = 1415
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
removetime = 5
supermove = 0
ignorehitpause = 1
under = 0


;---------------------[]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 3
anim = 22108
sprpriority = 6
postype = p1
pos = 0,-100
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0

;---------------------[]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 5
anim = 22102
id = 1415
sprpriority = 3
postype = p1
pos = 0,30
bindtime = 1
removetime = 15
supermove = 0
scale = 0.8,0.8
ignorehitpause = 1
under = 0

;---------------------[]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 5
anim = 22102
id = 1415
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
removetime = 20
supermove = 0
scale = 0.6,0.6
ignorehitpause = 1
under = 0

;---------------------[]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 5
anim = 22102
id = 1415
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
removetime = 25
supermove = 0
scale = 0.3,0.3
ignorehitpause = 1
under = 0



;---------------------[]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 5
anim = 2553
sprpriority = 4
postype = p1
pos = -2,1
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0

;---------------------[]
[State 1020, 4]
type = EnvShake
trigger1 = animelem = 3
time = 20
ampl = -18
freq = 95
phase = 95


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


;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = movecontact = 0
attr = S, HA
animtype  = hard
damage    = 50,10
getpower = 61,61
guardflag = H
hitflag = MAFD
numhits = 1
pausetime = 2,4
sparkno = s22109 + root,var(35)
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,-3.0
air.velocity = 0,-3.0
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)
yaccel = .5
;p2stateno = 14200


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

[Statedef 22135];超杀火花
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -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 = time = 0
time = 28
movetime = 28
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]
;---------------------[峌寕敾掕]
;---------------------[廔椆]
[state a]
type = changestate
trigger1 = animtime = 0
value = 22136;连接吸的动作



; 丠丠丠丠丠丠丒媧偄婑偣丒峌寕
[Statedef 22136];吸的动作
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 2301
ctrl = 0



;---------------------[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 = 22139
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 = 22137; 连接自己攻击时的样子
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
trigger1 = time = 259
value = 0;22138;连接结束动作
ctrl=1

; 丠丠丠丠丠丠丒媧偄婑偣丒廔椆
[Statedef 22138];结束动作
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 22136
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



;---------------------------------------------------------------------------
[Statedef 22139]
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 = 5

;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = root,stateno != 22136



; 戝恄僸僢僩
[Statedef 22137];自己攻击时的状态
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= 0
anim = 22135
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 = 26,>=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 = 22109 + var(35)
sprpriority = 9
postype = p1
pos = 50,-65
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 18
anim = 22109 + var(35)
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

[State 2000, 6];munikaero
type = PlaySnd
trigger1 = animelem = 25
value = 2200,1

;=====================================

[State 2000, 6];munikaero
type = PlaySnd
trigger1 = time = 203;183
value = 2100,3

[State 2000, 6];munikaero
type = PlaySnd
trigger1 = time = 215;195
value = 2100,3

[State 2000, 6];munikaero
type = PlaySnd
trigger1 = time = 227;207
value = 2100,3

[State 2000, 6];munikaero
type = PlaySnd
trigger1 = time = 239;219
value = 2100,3

[State 2000, 6];munikaero
type = PlaySnd
trigger1 = time = 251;231
value = 2100,3

[State 2000, 6];munikaero
type = PlaySnd
trigger1 = time = 263;243
value = 2100,3

[State 2000, 6];munikaero
type = PlaySnd
trigger1 = time = 275;255
value = 2100,3
;=======================
;Explods
;=======================
[State 1000, 5]
type = Explod
trigger1 = animelem=21;time = 183
anim = 182
sprpriority = 3
postype = p1
pos = -10,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
removetime = 72
;PauseMoveTime = 72

[State 1000, 5]
type = Explod
trigger1 = time = 203;183
anim = 22137
sprpriority = 3
postype = p1
pos = 50,-50
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14
scale = 0.7,0.7

[State 1000, 5]
type = Explod
trigger1 = time = 209;189
anim = 22138
sprpriority = 3
postype = p1
pos = 150,-100
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14
scale = 0.7,0.7

[State 1000, 5]
type = Explod
trigger1 = time = 215;195
anim = 22137
sprpriority = 3
postype = p1
pos = 35,-75
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14
scale = 0.7,0.7

[State 1000, 5]
type = Explod
trigger1 = time = 221;201
anim = 22138
sprpriority = 3
postype = p1
pos = 150,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14
scale = 0.7,0.7

[State 1000, 5]
type = Explod
trigger1 = time = 227;207
anim = 22137
sprpriority = 3
postype = p1
pos = 75,-125
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14
scale = 0.7,0.7

[State 1000, 5]
type = Explod
trigger1 = time = 233;213
anim = 22138
sprpriority = 3
postype = p1
pos = 135,-75
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14
scale = 0.7,0.7

[State 1000, 5]
type = Explod
trigger1 = time = 239;219
anim = 22137
sprpriority = 3
postype = p1
pos = 150,-112
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14
scale = 0.7,0.7

[State 1000, 5]
type = Explod
trigger1 = time = 245;225
anim = 22138
sprpriority = 3
postype = p1
pos = 50,-62
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14
scale = 0.7,0.7

[State 1000, 5]
type = Explod
trigger1 = time = 251;231
anim = 22137
sprpriority = 3
postype = p1
pos = 20,-100
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14
scale = 0.7,0.7

[State 1000, 5]
type = Explod
trigger1 = time = 257;237
anim = 22138
sprpriority = 3
postype = p1
pos = 90,-33
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14
scale = 0.7,0.7

[State 1000, 5]
type = Explod
trigger1 = time = 263;243
anim = 22137
sprpriority = 3
postype = p1
pos = 150,-127
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14
scale = 0.7,0.7

[State 1000, 5]
type = Explod
trigger1 = time = 269;249
anim = 22138
sprpriority = 3
postype = p1
pos = 75,84
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14
scale = 0.7,0.7

[State 1000, 5]
type = Explod
trigger1 = time = 275;255
anim = 22137
sprpriority = 3
postype = p1
pos = 50,-50
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14
scale = 0.7,0.7

[State 1000, 5]
type = Explod
trigger1 = time = 281;261
anim = 22138
sprpriority = 3
postype = p1
pos = 84,-95
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14
scale = 0.7,0.7


[State 1000, 5]
type = Explod
trigger1 = time = 269;249
anim = 22138
sprpriority = 3
postype = p1
pos = 185,-80;84
bindtime = 1
supermove = 1
under = 0
ownpal = 0
PauseMoveTime = 14
scale = 1,1;0.7,0.7


[State 1000, 5]
type = Explod
trigger1 = time = 269;249
anim = 22139
sprpriority =3
postype = p1
pos = 185,-80;84
bindtime = 1
supermove = 1
under = 0
ownpal = 0
PauseMoveTime = 14
scale = 1,1;0.7,0.7

[State 1000, 5]
type = Explod
trigger1 = time = 275;255
anim = 22137
sprpriority = 3
postype = p1
pos = 190,-120
bindtime = 1
supermove = 1
under = 0
ownpal = 0
PauseMoveTime = 14
scale = 1,1;0.7,0.7

[State 1000, 5]
type = Explod
trigger1 = time = 275;255
anim = 22139
sprpriority = 3
postype = p1
pos = 190,-120
bindtime = 1
supermove = 1
under = 0
ownpal = 0
PauseMoveTime = 14
scale = 1,1;0.7,0.7

[State 1000, 5]
type = Explod
trigger1 = time = 281;261
anim = 22138
sprpriority = 3
postype = p1
pos = 184,-100
bindtime = 1
supermove = 1
under = 0
ownpal = 0
PauseMoveTime = 14
scale = 1,1

[State 1000, 5]
type = Explod
trigger1 = time = 281;261
anim = 22139
sprpriority = 3
postype = p1
pos = 184,-100
bindtime = 1
supermove = 1
under = 0
ownpal = 0
PauseMoveTime = 14
scale = 1,1

;Helpers


;---------------------
;Change State p2
;---------------------
[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 = null;targetstate
trigger1 = time >= 203;183
value = 2010

;[state a]
type = pause
trigger1 = animelem = 18
time = 120
movetime = 120

[state a]
type =targetstate
trigger1 = animelem=18;time = ;180;253 ;>=253
value = 2010;2012;2013


[state a]
type = null;targetstate
trigger1 = time = 122
value = 2012;2013

[state a]
type = null;targetstate
trigger1 = time <= 273;253;126
trigger1 = time >= 200;220;200;126
value = 2017;2013


[State 0, Explod]
type = Explod
trigger1 =  time=203;183
trigger2 =  time=210;190
trigger3 =  time=215;195
trigger4 =  time=220;200
trigger5 =  time=230;210
trigger6 =  time=240;220
trigger7 =  time=250;230
trigger8 =  time=260;240
trigger9 =  time=270;250
;trigger10 = time >=250
anim = 7033
ID =  7033
pos = 0,-60
postype = p2  ;p2,front,back,left,right
bindtime = 1
removetime = -2
priority = 10

[state a]
type = targetstate
trigger1 =  time=203;183
trigger2 =  time=210;190
trigger3 =  time=215;195
trigger4 =  time=220;200
trigger5 =  time=230;210
trigger6 =  time=240;220
trigger7 =  time=250;230
trigger8 =  time=260;240
trigger9 =  time=270;250
value = 2017;2013

[State 0, Explod]
type = PlaySnd
trigger1 =  time=203;183
trigger2 =  time=210;190
trigger3 =  time=215;195
trigger4 =  time=220;200
trigger5 =  time=230;210
trigger6 =  time=240;220
trigger7 =  time=250;230
trigger8 =  time=260;240
trigger9 =  time=270;250
;trigger10 = time >=250
value=S2000,4

[state a]
type = targetstate
trigger1 = time >= 273;253
value = 2013

[state a]
type = targetlifeadd
trigger1 = animelem = 7
value = Ceil(-0.03 * enemy,Const(data.life)) - 5
kill = 0
absolute = 1

[state a]
type = targetlifeadd
trigger1 = animelem = 8
value = Ceil(-0.03 * enemy,Const(data.life)) - 5
kill = 0
absolute = 1

[state a]
type = targetlifeadd
trigger1 = animelem = 18
value = Ceil(-0.35 * enemy,Const(data.life)) - 5
absolute = 1

[state a]
type = targetlifeadd
trigger1 = time = 203;183
value = -35
absolute = 1

[state a]
type = targetlifeadd
trigger1 = time = 207;187
value = -35
absolute = 1

[state a]
type = targetlifeadd
trigger1 = time = 211;191
value = -35
absolute = 1

[state a]
type = targetlifeadd
trigger1 = time = 215;195
value = -35
absolute = 1

[state a]
type = targetlifeadd
trigger1 = time = 219;199
value = -35
absolute = 1

[state a]
type = targetlifeadd
trigger1 = time = 223;203
value = -35
absolute = 1

[state a]
type = targetlifeadd
trigger1 = time = 227;207
value = -35
absolute = 1

[state a]
type = targetlifeadd
trigger1 = time = 231;211
value = -35
absolute = 1

[state a]
type = targetlifeadd
trigger1 = time = 235;215
value = -35
absolute = 1

[state a]
type = targetlifeadd
trigger1 = time = 239;219
value = -35
absolute = 1

[state a]
type = targetlifeadd
trigger1 = time = 243;223
value = -35
absolute = 1

[state a]
type = targetlifeadd
trigger1 = time = 247;227
value = -35
absolute = 1

[state a]
type = targetlifeadd
trigger1 = time = 251;231
value = -35
absolute = 1

[state a]
type = targetlifeadd
trigger1 = time = 255;235
value = -35
absolute = 1

[state a]
type = targetlifeadd
trigger1 = time = 259;239
value = -35
absolute = 1

[state a]
type = targetlifeadd
trigger1 = time =261; 241
value = -35
absolute = 1

[state a]
type = targetlifeadd
trigger1 = time = 265;245
value = -35
absolute = 1

[state a]
type = targetlifeadd
trigger1 = time = 269;249
value = -35
absolute = 1

[state a]
type = targetlifeadd
trigger1 = time = 273;253
value = -35
absolute = 1

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

;----------------------------------------------------------------------------
;Helper
;---------------
[Statedef 22134]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 22138

[State 0, HitDef]
type = HitDef
trigger1 =  animelem= 11 ||animelem= 12||animelem= 13
attr = A,HA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = ;MA         ;HLA
getpower = 0,0
givepower = 0,0
animtype = Diagup          ;light,medium,hard,back,up,diagup
air.animtype = light
priority = 999999,Hit   ;Hit,Miss,Dodge
damage = 0,0
pausetime = 0,0
sparkno = S22111
guard.sparkno = 0
sparkxy = 0,0
hitsound = 2000,4
guardsound = 0,0
air.type = High      ;Low,Trip,None
ground.slide = 0
ground.hit = 0
air.hittime = 20
p2stateno = 2017
fall = 0
fall.yvelocity = -4.5
fall.recover = 0
down.bounce = 0
numhits = 1

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



;---------------------------------------------------------------------------
;
[Statedef 22132]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -3000
anim = 22132
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 = time = 0
time = 42
movetime = 42
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 3455
sprpriority = -1
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6010
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
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 = 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 = 2562,2

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

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 15
id = 1050
persistent = 0
name = "sennpuuki"
pos = 36,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 21
id = 1050
persistent = 0
name = "sennpuuki"
pos = -36,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 27
id = 1050
persistent = 0
name = "sennpuuki"
pos = 250,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 33
id = 1050
persistent = 0
name = "sennpuuki"
pos = -250,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 39
id = 1050
persistent = 0
name = "sennpuuki"
pos = 100,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 45
id = 1050
persistent = 0
name = "sennpuuki"
pos = -100,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 51
id = 1050
persistent = 0
name = "sennpuuki"
pos = 73,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 57
id = 1050
persistent = 0
name = "sennpuuki"
pos = -73,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 63
id = 1050
persistent = 0
name = "sennpuuki"
pos = 190,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 69
id = 1050
persistent = 0
name = "sennpuuki"
pos = -190,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;=======================第1秒结束

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 75
id = 1050
persistent = 0
name = "sennpuuki"
pos = 36,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 81
id = 1050
persistent = 0
name = "sennpuuki"
pos = -36,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 87
id = 1050
persistent = 0
name = "sennpuuki"
pos = 250,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 93
id = 1050
persistent = 0
name = "sennpuuki"
pos = -250,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 99
id = 1050
persistent = 0
name = "sennpuuki"
pos = 100,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 105
id = 1050
persistent = 0
name = "sennpuuki"
pos = -100,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 111
id = 1050
persistent = 0
name = "sennpuuki"
pos = 73,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 117
id = 1050
persistent = 0
name = "sennpuuki"
pos = -73,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 123
id = 1050
persistent = 0
name = "sennpuuki"
pos = 190,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 129
id = 1050
persistent = 0
name = "sennpuuki"
pos = -190,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1


;==================第2秒结束
;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 135
id = 1050
persistent = 0
name = "sennpuuki"
pos = 36,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 141
id = 1050
persistent = 0
name = "sennpuuki"
pos = -36,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 147
id = 1050
persistent = 0
name = "sennpuuki"
pos = 250,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 153
id = 1050
persistent = 0
name = "sennpuuki"
pos = -250,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 159
id = 1050
persistent = 0
name = "sennpuuki"
pos = 100,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 165
id = 1050
persistent = 0
name = "sennpuuki"
pos = -100,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 171
id = 1050
persistent = 0
name = "sennpuuki"
pos = 73,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 177
id = 1050
persistent = 0
name = "sennpuuki"
pos = -73,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 183
id = 1050
persistent = 0
name = "sennpuuki"
pos = 190,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 189
id = 1050
persistent = 0
name = "sennpuuki"
pos = -190,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1


;========================第3秒结束
;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 195
id = 1050
persistent = 0
name = "sennpuuki"
pos = 36,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 201
id = 1050
persistent = 0
name = "sennpuuki"
pos = -36,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 207
id = 1050
persistent = 0
name = "sennpuuki"
pos = 250,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 213
id = 1050
persistent = 0
name = "sennpuuki"
pos = -250,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 219
id = 1050
persistent = 0
name = "sennpuuki"
pos = 100,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 225
id = 1050
persistent = 0
name = "sennpuuki"
pos = -100,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 231
id = 1050
persistent = 0
name = "sennpuuki"
pos = 73,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 237
id = 1050
persistent = 0
name = "sennpuuki"
pos = -73,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 243
id = 1050
persistent = 0
name = "sennpuuki"
pos = 190,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 249
id = 1050
persistent = 0
name = "sennpuuki"
pos = -190,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;===================第4秒结束
;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 255
id = 1050
persistent = 0
name = "sennpuuki"
pos = 36,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 261
id = 1050
persistent = 0
name = "sennpuuki"
pos = -36,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 267
id = 1050
persistent = 0
name = "sennpuuki"
pos = 250,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 273
id = 1050
persistent = 0
name = "sennpuuki"
pos = -250,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 279
id = 1050
persistent = 0
name = "sennpuuki"
pos = 100,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 285
id = 1050
persistent = 0
name = "sennpuuki"
pos = -100,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 291
id = 1050
persistent = 0
name = "sennpuuki"
pos = 73,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 297
id = 1050
persistent = 0
name = "sennpuuki"
pos = -73,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 303
id = 1050
persistent = 0
name = "sennpuuki"
pos = 190,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 309
id = 1050
persistent = 0
name = "sennpuuki"
pos = -190,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;====================第5秒结束
;开始扫屏幕每个HELPER走20 共5秒 每秒10次
;---------------------[1]
[State 2900, 1];
type = helper
trigger1 = time = 315
id = 1050
persistent = 0
name = "sennpuuki"
pos = 250,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 315
id = 1050
persistent = 0
name = "sennpuuki"
pos = -250,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[2]
[State 2900, 1];
type = helper
trigger1 = time = 330
id = 1050
persistent = 0
name = "sennpuuki"
pos = 220,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 330
id = 1050
persistent = 0
name = "sennpuuki"
pos = -220,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[3]
[State 2900, 1];
type = helper
trigger1 = time = 345
id = 1050
persistent = 0
name = "sennpuuki"
pos = 190,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 345
id = 1050
persistent = 0
name = "sennpuuki"
pos = -190,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[4]
[State 2900, 1];
type = helper
trigger1 = time = 360
id = 1050
persistent = 0
name = "sennpuuki"
pos = 160,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 360
id = 1050
persistent = 0
name = "sennpuuki"
pos = -160,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[5]
[State 2900, 1];
type = helper
trigger1 = time = 375
id = 1050
persistent = 0
name = "sennpuuki"
pos = 130,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 375
id = 1050
persistent = 0
name = "sennpuuki"
pos = -130,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[6]
[State 2900, 1];
type = helper
trigger1 = time = 390
id = 1050
persistent = 0
name = "sennpuuki"
pos = 100,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 390
id = 1050
persistent = 0
name = "sennpuuki"
pos = -100,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[7]
[State 2900, 1];
type = helper
trigger1 = time = 405
id = 1050
persistent = 0
name = "sennpuuki"
pos = 70,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 405
id = 1050
persistent = 0
name = "sennpuuki"
pos = -70,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[8]
[State 2900, 1];
type = helper
trigger1 = time = 420
id = 1050
persistent = 0
name = "sennpuuki"
pos = 40,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 420
id = 1050
persistent = 0
name = "sennpuuki"
pos = -40,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[9]
[State 2900, 1];
type = helper
trigger1 = time = 435
id = 1050
persistent = 0
name = "sennpuuki"
pos = 10,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 435
id = 1050
persistent = 0
name = "sennpuuki"
pos = -10,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;=========================扫屏第6秒
;开始扫屏幕每个HELPER走20 共5秒 每秒10次

;---------------------[1]
[State 2900, 1];
type = helper
trigger1 = time = 450
id = 1050
persistent = 0
name = "sennpuuki"
pos = 40,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 450
id = 1050
persistent = 0
name = "sennpuuki"
pos = -40,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[2]
[State 2900, 1];
type = helper
trigger1 = time = 465
id = 1050
persistent = 0
name = "sennpuuki"
pos = 70,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 465
id = 1050
persistent = 0
name = "sennpuuki"
pos = -70,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[3]
[State 2900, 1];
type = helper
trigger1 = time = 480
id = 1050
persistent = 0
name = "sennpuuki"
pos = 100,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 480
id = 1050
persistent = 0
name = "sennpuuki"
pos = -100,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[4]
[State 2900, 1];
type = helper
trigger1 = time = 495
id = 1050
persistent = 0
name = "sennpuuki"
pos = 130,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 495
id = 1050
persistent = 0
name = "sennpuuki"
pos = -130,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[5]
[State 2900, 1];
type = helper
trigger1 = time = 510
id = 1050
persistent = 0
name = "sennpuuki"
pos = 160,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 510
id = 1050
persistent = 0
name = "sennpuuki"
pos = -160,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[6]
[State 2900, 1];
type = helper
trigger1 = time = 525
id = 1050
persistent = 0
name = "sennpuuki"
pos = 190,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 525
id = 1050
persistent = 0
name = "sennpuuki"
pos = -190,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[7]
[State 2900, 1];
type = helper
trigger1 = time = 540
id = 1050
persistent = 0
name = "sennpuuki"
pos = 220,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 540
id = 1050
persistent = 0
name = "sennpuuki"
pos = -220,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[8]
[State 2900, 1];
type = helper
trigger1 = time = 555
id = 1050
persistent = 0
name = "sennpuuki"
pos = 250,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 555
id = 1050
persistent = 0
name = "sennpuuki"
pos = -250,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[9]
[State 2900, 1];
type = helper
trigger1 = time = 570
id = 1050
persistent = 0
name = "sennpuuki"
pos = 280,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 570
id = 1050
persistent = 0
name = "sennpuuki"
pos = -280,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[10]
[State 2900, 1];
type = helper
trigger1 = time = 585
id = 1050
persistent = 0
name = "sennpuuki"
pos = 310,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 585
id = 1050
persistent = 0
name = "sennpuuki"
pos = -310,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1


;=============================第7秒完成

;开始扫屏幕每个HELPER走20 共5秒 每秒10次

;---------------------[1]
[State 2900, 1];
type = helper
trigger1 = time = 600
id = 1050
persistent = 0
name = "sennpuuki"
pos = 280,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 600
id = 1050
persistent = 0
name = "sennpuuki"
pos = -280,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[2]
[State 2900, 1];
type = helper
trigger1 = time = 610
id = 1050
persistent = 0
name = "sennpuuki"
pos = 250,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 610
id = 1050
persistent = 0
name = "sennpuuki"
pos = -250,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[3]
[State 2900, 1];
type = helper
trigger1 = time = 620
id = 1050
persistent = 0
name = "sennpuuki"
pos = 220,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 620
id = 1050
persistent = 0
name = "sennpuuki"
pos = -220,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[4]
[State 2900, 1];
type = helper
trigger1 = time = 630
id = 1050
persistent = 0
name = "sennpuuki"
pos = 190,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 630
id = 1050
persistent = 0
name = "sennpuuki"
pos = -190,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[5]
[State 2900, 1];
type = helper
trigger1 = time = 640
id = 1050
persistent = 0
name = "sennpuuki"
pos = 160,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 640
id = 1050
persistent = 0
name = "sennpuuki"
pos = -160,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[6]
[State 2900, 1];
type = helper
trigger1 = time = 650
id = 1050
persistent = 0
name = "sennpuuki"
pos = 130,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 650
id = 1050
persistent = 0
name = "sennpuuki"
pos = -130,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[7]
[State 2900, 1];
type = helper
trigger1 = time = 660
id = 1050
persistent = 0
name = "sennpuuki"
pos = 100,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 660
id = 1050
persistent = 0
name = "sennpuuki"
pos = -100,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[8]
[State 2900, 1];
type = helper
trigger1 = time = 670
id = 1050
persistent = 0
name = "sennpuuki"
pos = 70,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 670
id = 1050
persistent = 0
name = "sennpuuki"
pos = -70,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[9]
[State 2900, 1];
type = helper
trigger1 = time = 680
id = 1050
persistent = 0
name = "sennpuuki"
pos = 40,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 680
id = 1050
persistent = 0
name = "sennpuuki"
pos = -40,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[10]
[State 2900, 1];
type = helper
trigger1 = time = 690
id = 1050
persistent = 0
name = "sennpuuki"
pos = 10,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 690
id = 1050
persistent = 0
name = "sennpuuki"
pos = -10,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;=============================第8秒完成
;开始扫屏幕每个HELPER走20 共5秒 每秒10次

;---------------------[1]
[State 2900, 1];
type = helper
trigger1 = time = 700
id = 1050
persistent = 0
name = "sennpuuki"
pos = 40,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 700
id = 1050
persistent = 0
name = "sennpuuki"
pos = -40,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[2]
[State 2900, 1];
type = helper
trigger1 = time = 710
id = 1050
persistent = 0
name = "sennpuuki"
pos = 70,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 710
id = 1050
persistent = 0
name = "sennpuuki"
pos = -70,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[3]
[State 2900, 1];
type = helper
trigger1 = time = 720
id = 1050
persistent = 0
name = "sennpuuki"
pos = 100,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 720
id = 1050
persistent = 0
name = "sennpuuki"
pos = -100,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[4]
[State 2900, 1];
type = helper
trigger1 = time = 730
id = 1050
persistent = 0
name = "sennpuuki"
pos = 130,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 730
id = 1050
persistent = 0
name = "sennpuuki"
pos = -130,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[5]
[State 2900, 1];
type = helper
trigger1 = time = 740
id = 1050
persistent = 0
name = "sennpuuki"
pos = 160,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 740
id = 1050
persistent = 0
name = "sennpuuki"
pos = -160,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[6]
[State 2900, 1];
type = helper
trigger1 = time = 750
id = 1050
persistent = 0
name = "sennpuuki"
pos = 190,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 750
id = 1050
persistent = 0
name = "sennpuuki"
pos = -190,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[7]
[State 2900, 1];
type = helper
trigger1 = time = 760
id = 1050
persistent = 0
name = "sennpuuki"
pos = 220,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 760
id = 1050
persistent = 0
name = "sennpuuki"
pos = -220,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[8]
[State 2900, 1];
type = helper
trigger1 = time = 770
id = 1050
persistent = 0
name = "sennpuuki"
pos = 250,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 770
id = 1050
persistent = 0
name = "sennpuuki"
pos = -250,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[9]
[State 2900, 1];
type = helper
trigger1 = time = 780
id = 1050
persistent = 0
name = "sennpuuki"
pos = 280,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 780
id = 1050
persistent = 0
name = "sennpuuki"
pos = -280,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[10]
[State 2900, 1];
type = helper
trigger1 = time = 790
id = 1050
persistent = 0
name = "sennpuuki"
pos = 310,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 790
id = 1050
persistent = 0
name = "sennpuuki"
pos = -310,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;=============================第9秒完成
;开始扫屏幕每个HELPER走20 共5秒 每秒10次

;---------------------[1]
[State 2900, 1];
type = helper
trigger1 = time = 800
id = 1050
persistent = 0
name = "sennpuuki"
pos = 50,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 800
id = 1050
persistent = 0
name = "sennpuuki"
pos = -50,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[2]
[State 2900, 1];
type = helper
trigger1 = time = 800
id = 1050
persistent = 0
name = "sennpuuki"
pos = 100,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 800
id = 1050
persistent = 0
name = "sennpuuki"
pos = -100,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[3]
[State 2900, 1];
type = helper
trigger1 = time = 800
id = 1050
persistent = 0
name = "sennpuuki"
pos = 150,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 800
id = 1050
persistent = 0
name = "sennpuuki"
pos = -150,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[4]
[State 2900, 1];
type = helper
trigger1 = time = 800
id = 1050
persistent = 0
name = "sennpuuki"
pos = 200,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 800
id = 1050
persistent = 0
name = "sennpuuki"
pos = -200,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[5]
[State 2900, 1];
type = helper
trigger1 = time = 800
id = 1050
persistent = 0
name = "sennpuuki"
pos = 250,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 800
id = 1050
persistent = 0
name = "sennpuuki"
pos = -250,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[6]
[State 2900, 1];
type = helper
trigger1 = time = 800
id = 1050
persistent = 0
name = "sennpuuki"
pos = 300,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 800
id = 1050
persistent = 0
name = "sennpuuki"
pos = -300,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[7]
[State 2900, 1];
type = helper
trigger1 = time = 800
id = 1050
persistent = 0
name = "sennpuuki"
pos = 0,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;[State 2900, 1];
type = helper
trigger1 = time = 800
id = 1050
persistent = 0
name = "sennpuuki"
pos = -170,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[8]
;[State 2900, 1];
type = helper
trigger1 = time = 800
id = 1050
persistent = 0
name = "sennpuuki"
pos = 190,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;[State 2900, 1];
type = helper
trigger1 = time = 800
id = 1050
persistent = 0
name = "sennpuuki"
pos = -190,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[9]
;[State 2900, 1];
type = helper
trigger1 = time = 800
id = 1050
persistent = 0
name = "sennpuuki"
pos = 210,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;[State 2900, 1];
type = helper
trigger1 = time = 800
id = 1050
persistent = 0
name = "sennpuuki"
pos = -210,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[10]
;[State 2900, 1];
type = helper
trigger1 = time = 800
id = 1050
persistent = 0
name = "sennpuuki"
pos = 230,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;[State 2900, 1];
type = helper
trigger1 = time = 800
id = 1050
persistent = 0
name = "sennpuuki"
pos = -230,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1


;[State 2900, 1];
type = helper
trigger1 = time = 800
id = 1050
persistent = 0
name = "sennpuuki"
pos = 250,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;[State 2900, 1];
type = helper
trigger1 = time = 800
id = 1050
persistent = 0
name = "sennpuuki"
pos = -250,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1


;[State 2900, 1];
type = helper
trigger1 = time = 800
id = 1050
persistent = 0
name = "sennpuuki"
pos = 280,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;[State 2900, 1];
type = helper
trigger1 = time = 800
id = 1050
persistent = 0
name = "sennpuuki"
pos = -280,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;[State 2900, 1];
type = helper
trigger1 = time = 800
id = 1050
persistent = 0
name = "sennpuuki"
pos = 310,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1

;[State 2900, 1];
type = helper
trigger1 = time = 800
id = 1050
persistent = 0
name = "sennpuuki"
pos = -310,0
postype = P1
stateno = 22133
helpertype = normal
keyctrl = 0
ownpal = 1
;=============================第10秒完成





[State 3100, 1]
type = AssertSpecial
trigger1 = 1
flag= noBG
flag2= nobardisplay

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


; 壩拰
[Statedef 22133]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22134


;---------------------[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 = 1411

;---------------------[]
[state a];
type = playsnd
trigger1 = animelem = 3
value = 190,1

[state a];
type = playsnd
trigger1 = animelem = 3
value = 2562,27

[state a];
type = playsnd
trigger1 = animelem = 3
value = 2551,0




;---------------------[]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 3
anim = 2551;1415
id = 1415
sprpriority = 3
postype = p1
pos = 0,5
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0

;---------------------[]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 5
anim = 22102
id = 1415
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
removetime = 5
supermove = 0
ignorehitpause = 1
under = 0

;---------------------[]
[State 1000, 5];峌寕僄僼僃僋僩
type = null;Explod
trigger1 = animelem = 3;5
anim = 22170
id = 1415
sprpriority = 3
postype = p1
pos = -50,0
bindtime = 1
;removetime = 5
supermove = 0
ignorehitpause = 1
under = 0

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 3;10
anim = 22170;1415
id = 22170
sprpriority = 4
postype = p1
pos = 0,5
bindtime = 1
removetime=-2
supermove = 0
ignorehitpause = 1
under = 0
scale = 0.8,1;0.7

;---------------------[]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 3
anim = 22108
sprpriority = 6
postype = p1
pos = 0,-100
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0

;---------------------[]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 5
anim = 22102
id = 1415
sprpriority = 3
postype = p1
pos = 0,30
bindtime = 1
removetime = 15
supermove = 0
scale = 0.8,0.8
ignorehitpause = 1
under = 0

;---------------------[]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 5
anim = 22102
id = 1415
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
removetime = 20
supermove = 0
scale = 0.6,0.6
ignorehitpause = 1
under = 0

;---------------------[]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 5
anim = 22102
id = 1415
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
removetime = 25
supermove = 0
scale = 0.3,0.3
ignorehitpause = 1
under = 0



;---------------------[]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 5
anim = 2553
sprpriority = 4
postype = p1
pos = -2,1
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0

;---------------------[]
[State 1020, 4]
type = EnvShake
trigger1 = animelem = 3
time = 20
ampl = -18
freq = 95
phase = 95


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


;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = movecontact = 0
attr = S, HA
animtype  = hard
damage    = 80,50;150,50
getpower = 61,61
guardflag = H
hitflag = MAFD
numhits = 1
pausetime = 2,4
sparkno = s22109 + root,var(35)
sparkxy = -7,-40
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,-3.0
air.velocity = 0,-3.0
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)
yaccel = .5
;p2stateno = 14200




;---------------------[徚柵]
[State 0, DestroySelf]
type = DestroySelf
trigger1 =animtime=0
ignorehitpause =1

;------------------------------------------------------------------------
;........................................................................
; 丠丠丠丠丠丠丒柍偵娨傠偆
[Statedef 2500]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -2000
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 = 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]
type = PlaySnd
trigger1 = Time = 10
value = 2000,0

;---------------------[峌寕敾掕]
;---------------------[廔椆]
[state a]
type = changestate
trigger1 = animtime = 0
value = 2505


; 丠丠丠丠丠丠丒柍偵娨傠偆丒峌寕
[Statedef 2505]
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 = 60;160
value = 4000,7
volume = 150


[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 3012
id = 3012
sprpriority = 9999999
postype = p1;back
pos = -70,-250
bindtime = -1
removetime = -1
supermove = 1
under = 0
ownpal = 1

[State 0, RemoveExplod]
type = null;RemoveExplod
trigger1 = time=230
id =  3012
ignorehitpause =1
;persistent =
;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 0
id = 2522
persistent = 0
name = "muni22"
pos = 0,-240
postype = back
stateno = 2522
helpertype = normal
keyctrl = 0
ownpal = 1


;---------------------[廔椆]
[state a]
type = changestate
trigger1 = time = 220
value = 2510


; 丠丠丠丠丠丠丒柍偵娨傠偆丒廔椆
[Statedef 2510]
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

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animtime =0
id =  3012
ignorehitpause =1
;---------------------[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
id = 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 0, ChangeState]
type = ChangeState
trigger1 = animtime=0;-21;-7;0
value = 0;2999
ctrl = 1

; 柍僿儖僷乕
[Statedef 2522]
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 = 2551

[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 ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
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 = "da122"
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 != 2505

[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 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

[Statedef 2551]
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 != 2551;101
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 = 1
air.fall = 1
fall.recover = 0
ID = 1200


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




;-------------- Generated by Fighter Factory -------------

;--------------------- Variable List ----------------------

; Var(1) - StateDef -2
; Var(2) - StateDef 180
; Var(4) - StateDef -2
; Var(5) - StateDef 2000, 2200, 2400, 1450, 1800
; Var(6) - StateDef -2
; Var(7) - StateDef 1450
; Var(8) - StateDef 2000, 2100
; Var(10) - StateDef 8220, 8221, -2
; Var(11) - StateDef 2000, 2100, 8220, 8221
; Var(12) - StateDef 4711, 4712, 4715, 4718, 4719
; Var(13) - StateDef 1450, -2
; Var(14) - StateDef 2101
; Var(15) - StateDef -2, -3
; Var(16) - StateDef -3
; Var(18) - StateDef 1450
; Var(19) - StateDef 2301, 2302, 2310, 22050, 22100
; Var(20) - StateDef 2400
; Var(21) - StateDef -2
; Var(22) - StateDef -2
; Var(29) - StateDef 3250, -2
; Var(30) - StateDef 195
; Var(35) - StateDef -2
; Var(39) - StateDef -2
; Var(40) - StateDef 22077

;--------------------- Float Variable List ----------------------

