;===============================================================================
;EN ESTA SECCION SE ENCUENTRABN TODOS LOS MOVIMIETOS ESPACIALES DEL CHAR
;LA MODIFICACION SIN AUTORIZACION PUEDE SIGNIFICAR UNA FALLA TOTAL
;EN EL MISMO
;===================================================
; 嫮恹
[Statedef 13000]
type    = S
movetype= A
physics = S
poweradd= 200
juggle  = 8
ctrl = 0
velset = 0,0
anim = 1301
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 211, 0



[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 4
anim = 1312
id = 211
sprpriority = 5
postype = p1
pos = -15,-0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0


[State 1700, 0];僇僂儞僞乕敾掕
type = ReversalDef
trigger1 = time = 0
attr = S, SA
reversal.attr = SCA, NA, SA
hitflag = M-
priority = 4, Miss
pausetime = 7,8
sparkno = S7012
hitsound = S121,0
p2facing = 1
p1stateno = 1046

[State 1301, 0]
type = HitOverride
trigger1 = 1
slot = 2
time = 1
attr = SCA, AP
stateno = 1046
ignorehitpause = 1

[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, SA
animtype  = diagup
damage    = Ceil(0.17 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 0,0
guardflag = H
hitflag = MAF
pausetime = 11,12
sparkno = s22109 + var(35)
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s22113
guardsound = 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
p2stateno = 1310

[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, SA
animtype  = diagup
damage    = 100,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = 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

[State 240, 2]
type = HitDef
trigger1 = animelem = 6
attr = S, SA
animtype  = diagup
damage    = 96,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = 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

[State 240, 2]
type = HitDef
trigger1 = animelem = 8
attr = S, SA
animtype  = diagup
damage    = 96,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = 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

[State 240, 2]
type = HitDef
trigger1 = animelem = 10
attr = S, SA
animtype  = diagup
damage    = 96,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = 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

[State 240, 2]
type = HitDef
trigger1 = animelem = 12
attr = S, SA
animtype  = diagup
damage    = 96,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = 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

[State 240, 2]
type = HitDef
trigger1 = animelem = 14
attr = S, SA
animtype  = diagup
damage    = 96,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = 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

[State 240, 2]
type = HitDef
trigger1 = animelem = 16
attr = S, SA
animtype  = diagup
damage    = 96,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = 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

[State 240, 2]
type = HitDef
trigger1 = animelem = 18
attr = S, SA
animtype  = diagup
damage    = 96,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = 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

[State 240, 2]
type = HitDef
trigger1 = animelem = 20
attr = S, SA
animtype  = diagup
damage    = 96,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = s7011
guardsound = 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

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

============================
;
[Statedef 4701]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 10
poweradd= -1000
anim = 22149
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]
type = Explod
trigger1 = time = 0
anim = 7230
pos = 6,-130
sprpriority = -39
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 0
aNIM = F100
pos = 6,-130
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 3040, 7]
type = AssertSpecial
trigger1 = Time = [10,500]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 5
value = s3000,0

[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 3000,6]
type = PlaySnd
trigger1 = animelem = 3
value = 190,0
channel = 2


;---------------------[岠壥壒]
[State 2000, 6];munikaero
type = PlaySnd
trigger1 = time = 38
value = 2100,3

[State 2000, 6];munikaero
type = PlaySnd
trigger1 = time = 45
value = 2100,3

[State 2000, 6];munikaero
type = PlaySnd
trigger1 = time = 52
value = 2100,3

[State 2000, 6];munikaero
type = PlaySnd
trigger1 = time = 64
value = 2100,3

[State 2000, 6];munikaero
type = PlaySnd
trigger1 = time = 90
value = 2100,3



;--------------------[援护]
[State 2900, 1];
type = Helper
trigger1 = time = 20
id = 4701
persistent = 0
name = "千叶莲"
pos = 50,-150
postype = P1
stateno = 47247
helpertype = normal
keyctrl = 0
ownpal = 0



[State 2900, 1];
type = Helper
trigger1 = time = 26
id = 4701
persistent = 0
name = "千叶莲"
pos = 78,-75
postype = P1
stateno = 47247
helpertype = normal
keyctrl = 0
ownpal = 0


[State 2900, 1];
type = Helper
trigger1 = time = 32
id = 4701
persistent = 0
name = "千叶莲"
pos = 150,-50
postype = P1
stateno = 47247
helpertype = normal
keyctrl = 0
ownpal = 0


[State 2900, 1];
type = Helper
trigger1 = time = 38
id = 4701
persistent = 0
name = "千叶莲"
pos = 250,-150
postype = P1
stateno = 47247
helpertype = normal
keyctrl = 0
ownpal = 0


[State 2900, 1];
type = Helper
trigger1 = time = 44
id = 4701
persistent = 0
name = "千叶莲"
pos = 78,-200
postype = P1
stateno = 47247
helpertype = normal
keyctrl = 0
ownpal = 0


[State 2900, 1];
type = Helper
trigger1 = time = 50
id = 4701
persistent = 0
name = "千叶莲"
pos = 0,-50
postype = P2
stateno = 47247
helpertype = normal
keyctrl = 0
ownpal = 0


[State 2900, 1];
type = Helper
trigger1 = time = 56
id = 4701
persistent = 0
name = "千叶莲"
pos = 178,-178
postype = P1
stateno = 47247
helpertype = normal
keyctrl = 0
ownpal = 0


[State 2900, 1];
type = Helper
trigger1 = time = 62
id = 4701
persistent = 0
name = "千叶莲"
pos = 0,-150
postype = P1
stateno = 47247
helpertype = normal
keyctrl = 0
ownpal = 0


[State 2900, 1];
type = Helper
trigger1 = time = 68
id = 4701
persistent = 0
name = "千叶莲"
pos = 250,-200
postype = P1
stateno = 47247
helpertype = normal
keyctrl = 0
ownpal = 0


[State 2900, 1];
type = Helper
trigger1 = time = 74
id = 4701
persistent = 0
name = "千叶莲"
pos = 50,-200
postype = P1
stateno = 47247
helpertype = normal
keyctrl = 0
ownpal = 0



[State 2900, 1];
type = Helper
trigger1 = time = 80
id = 4701
persistent = 0
name = "千叶莲"
pos = 115,-89
postype = P1
stateno = 47247
helpertype = normal
keyctrl = 0
ownpal = 0



[State 2900, 1];
type = Helper
trigger1 = time = 86
id = 4701
persistent = 0
name = "千叶莲"
pos = 138,-88
postype = P1
stateno = 47247
helpertype = normal
keyctrl = 0
ownpal = 0


[State 2900, 1];
type = Helper
trigger1 = time = 92
id = 4701
persistent = 0
name = "千叶莲"
pos = 250,-180
postype = P1
stateno = 47247
helpertype = normal
keyctrl = 0
ownpal = 0


[State 2900, 1];
type = Helper
trigger1 = time = 98
id = 4701
persistent = 0
name = "千叶莲"
pos = 178,-102
postype = P1
stateno = 47247
helpertype = normal
keyctrl = 0
ownpal = 0



[State 2900, 1];
type = Helper
trigger1 = time = 104
id = 4701
persistent = 0
name = "千叶莲"
pos = 89,-24
postype = P1
stateno = 47247
helpertype = normal
keyctrl = 0
ownpal = 0
;---------------------------[结束]
[State 1010]
type = DestroySelf
;type = changestate
trigger1 = time = 114
;---------------------[廔椆]

[state a]
type = changestate
trigger1 = time = 110
value = 4702
flag = nobardisplay


;黑子风暴结束
[Statedef 4702]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 22101
ctrl = 0

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
;---------------------[廔椆]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------[千叶莲]
; 黑子风护
[Statedef 47247]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3010

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





[State 1000, AfterImage]
type = AfterImage
trigger1 = time = 0
trans = add
PalContrast =  256, 256, 256
PalBright = 0,0,0
time = -1
length  = 15
TimeGap = 1
FrameGap = 1
sprpriority = 6

;---------------------[柍揋張棟]
[State 3000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 1015
projanim = 22155
projhitanim = 22155
;;projremove = 1
projpriority = 999999999999999999999999999999999
projsprpriority = 99999999999999999999999999999999999999
projremove = 0
Projremovetime = 40
getpower = 50,10
offset = 0,0
velocity = 0
attr =  S, SP
animtype = DIAGUP
damage = 68,20
hitflag = MAFD
guardflag = M
hitsound = s1,7
guardsound = s2,1
;pausetime = 0,2
sparkno = 5
sparkxy = 0,-60 + (floor(p2bodydist Y))
guard.sparkno = s4120
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -2.5,-7.5
air.velocity = -2.5,-7.5
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1


[State 1000, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
id = 5501

;-------------------------------------------------------------------------------
;Mu Ni Kaerou
[Statedef 2000]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2000
ctrl     = 0

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

[State 3100, 21]
type = Helper
triggerall = prevstateno = 1030 || prevstateno = 1035
trigger1 = time = 0
helpertype = normal
name = "Super Cancel"
ID = 8500
stateno = 8500
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 2000, 挻昁嶦媄敪摦偺帪娫掆巭]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 32
time = 32

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

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,80]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = time = 5
anim = 7200
pos = 6,-130
sprpriority = -39
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 12
aNIM = F100
pos = 6,-130
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,30]
value = SCA

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 5
value = s9,0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 0
value = s10,0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 27
value = s10,7

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 25
value = s12,8
persistent = 9
channel = 0
volume = 255

[State 1112,1 Explod]
type = Explod
trigger1 = time = 30
anim = 2003
id = 2002
sprpriority = -1
postype = back
pos = 1,0
bindtime = -1
ownpal = 1
removeongethit = 1
supermove = 1
pausemove = 1

[State 200, 僸僢僩掕媊]
type = HitDef
triggerall = p2statetype != A
trigger1 = time = 31
trigger2 = time = 36
trigger3 = time = 41
trigger4 = time = 46
trigger5 = time = 51
trigger6 = time = 56
trigger7 = time = 61
attr = A, HP
damage = 25,15
animtype = Hard
guardflag = M
hitflag = MAF
priority = 9, Hit
pausetime = 0,0
getpower = 0,2
sparkno = 0
guard.sparkno = s4120
sparkxy = -10,-70 + (floor(p2bodydist Y))
hitsound = -1
guardsound = s2,1
ground.type = hard
ground.slidetime = -20
ground.hittime  = 15
ground.velocity = 0
air.velocity = -5,-7
fall.recover = 0

[State 1000, Helper]
type = Helper
trigger1 = time = 40
helpertype = normal
name = "Light"
stateno = 2010
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 1

[State 1000,]
type = ChangeState
trigger1 = command = "Doble Mu Ni Kaerou"
trigger1 = AnimElemtime(5) > 1 && AnimElemtime(15) < 2
value = 2100

[State 1000, ChangeState]
type = ChangeState
trigger1 = Time = 100
trigger2 = win
value = 2009
ctrl = 0
;-------------------------------------------------------------------------------
[Statedef 2009]
type = S
ctrl = 0
anim = 2001
velset = 0,0

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

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

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 2001]
type = S
ctrl = 0
anim = 22119
velset = 0,0

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

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

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Light Helper
[Statedef 2010]
type = A
movetype = A
physics = N
anim = 2010
velset = 0,0
juggle = 0
poweradd = 0
ctrl = 0
sprpriority = 5

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

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

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

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

[State 1000, Pause]
type = Pause
triggerall = P2stateno = 5030
triggerall = time = [0,100]
trigger1 = p2movetype = H
time = 1
movetime = 1
ignorehitpause = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 6
trigger2 = time = 12
trigger3 = time = 18
trigger4 = time = 24
trigger5 = time = 30
trigger6 = time = 36
trigger7 = time = 42
attr = A, HP
damage = 50,10
animtype = Hard
guardflag = M
hitflag = MAF
priority = 9, Hit
pausetime = 0,0
getpower = 0,2
sparkno = 0
guard.sparkno = s4120
sparkxy = -15,-95 + (floor(p2bodydist Y))
hitsound = -1
guardsound = s2,1
ground.type = hard
ground.slidetime = 20
ground.hittime  = 10
ground.velocity = 0
air.velocity = -5,-7
fall.recover = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 50
attr = A, HP
damage = 50,10
animtype = diagup
guardflag = M
hitflag = MAF
priority = 9, Hit
pausetime = 0,0
getpower = 0,2
sparkno = 0
guard.sparkno = s4120
sparkxy = -15,-95 + (floor(p2bodydist Y))
hitsound = -1
guardsound = s2,1
ground.type = hard
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = -7,-8
air.velocity = -5,-7
fall.recover = 0
fall = 1
guard.pausetime = 10,10
guard.slidetime = 18
guard.hittime = 15

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = parent,stateno != 2000
persistent = 0

;-------------------------------------------------------------------------------
;Colicion
[StateDef 2021]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2021
poweradd = 0

[State 3110, 2]
type = BindToParent
trigger1 = 1
facing = 0
pos = 30,-70

[state 1000]
type = nothitby
trigger1 = 1
value = SCA

[state 1000]
type = hitby
trigger1 = 1
value = SCA,NP,SP

[state 1000]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP
stateno = 2021
ignorehitpause = 1

[state 1000, destroyself]
type = destroyself
trigger1 = time = 60
persistent = 0

;-------------------------------------------------------------------------------
;Doble Mu Ni Kaerou
[Statedef 2100]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 22109
ctrl     = 0

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

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





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



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

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

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

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

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

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




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



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

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

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


[State 1000,]
type = ChangeState
trigger1 = command = "Mu Ni Kaerou135"
trigger1 = AnimElemtime(5) > 1 && AnimElemtime(35) < 2
value = 21009



[Statedef 2101]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2000
ctrl     = 0

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


[State 3100, 21]
type = Helper
triggerall = prevstateno = 1030 || prevstateno = 1035
trigger1 = time = 0
helpertype = normal
name = "Super Cancel"
ID = 8500
stateno = 8500
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 3200, 12]
type = Helper
triggerall = prevstateno = 2210
trigger1 = time = 0
helpertype = normal
name = "Dream Cancel"
ID = 8600
stateno = 8600
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

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

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

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

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

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

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

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 0
value = s10,0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 27
value = s10,7

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

[State 1112,1 Explod]
type = Explod
trigger1 = time = 30
scale = 1.14,1.14
anim = 2003
id = 2002
sprpriority = -1
postype = back
pos = 1,0
bindtime = -1
ownpal = 1
removeongethit = 1
supermove = 1
pausemove = 1

[State 200, 僸僢僩掕媊]
type = HitDef
triggerall = p2statetype != A
trigger1 = time = 31
trigger2 = time = 36
trigger3 = time = 41
trigger4 = time = 46
trigger5 = time = 51
trigger6 = time = 56
trigger7 = time = 61
trigger8 = time = 66
trigger9 = time = 71
trigger10 = time = 76
trigger11 = time = 81
trigger12 = time = 86
trigger13 = time = 91
trigger14 = time = 96
trigger15 = time = 101
trigger16 = time = 102
attr = A, HP
damage = 12,12
animtype = Hard
guardflag = M
hitflag = MAF
priority = 9, Hit
pausetime = 0,0
getpower = 0,2
sparkno = 0
guard.sparkno = s4120
sparkxy = -10,-70 + (floor(p2bodydist Y))
hitsound = -1
guardsound = s2,1
ground.type = hard
ground.slidetime = -20
ground.hittime  = 10
ground.velocity = 0
air.velocity = -5,-7
air.guard = 0
fall.recover = 0

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

[State 1000, ChangeState]
type = ChangeState
trigger1 = Time = 140
trigger2 = win
value = 2001
ctrl = 0
;-------------------------------------------------------------------------------
;Light Helper
[Statedef 2110]
type = A
movetype = A
physics = N
anim = 2010
velset = 0,0
juggle = 0
poweradd = 0
ctrl = 0
sprpriority = 5

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

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

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

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

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

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

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

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

[Statedef 2111]
type = A
movetype = A
physics = N
anim = 2010
velset = 0,0
juggle = 0
poweradd = 0
ctrl = 0
sprpriority = 5

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

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

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

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

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

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 5
trigger2 = time = 10
trigger3 = time = 15
trigger4 = time = 20
trigger5 = time = 25
trigger6 = time = 30
trigger7 = time = 35
attr = A, HP
damage = 35,10
animtype = Hard
guardflag = M
hitflag = MAF
priority = 9, Hit
pausetime = 0,0
getpower = 0,2
sparkno = 0
guard.sparkno = s4120
sparkxy = -15,-95 + (floor(p2bodydist Y))
hitsound = s1,1
guardsound = s2,1
ground.type = hard
ground.slidetime = 20
ground.hittime  = 10
ground.velocity = -5,-9
air.velocity = -5,-9
fall.recover = 0

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

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

;-------------------------------------------------------------------------------
;Colicion
[StateDef 2121]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2021
poweradd = 0

[State 3110, 2]
type = BindToParent
trigger1 = 1
facing = 0
pos = 30,-70

[state 1000]
type = nothitby
trigger1 = 1
value = SCA

[state 1000]
type = hitby
trigger1 = 1
value = SCA,NP,SP

[state 1000]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP
stateno = 2121
ignorehitpause = 1

[state 1000, destroyself]
type = destroyself
trigger1 = parent,stateno != 2110
persistent = 0
;-------------------------------------------------------------------------------
;Soul Extraction
[Statedef 2200]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 22000
ctrl     = 0

[State 2000, 挻昁嶦媄敪摦偺帪娫掆巭]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 32
time = 32

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

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,27]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = time = 5
anim = 7200
pos = 6,-130
sprpriority = -39
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 12
aNIM = F100
pos = 6,-130
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 5
value = s9,0

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,30]
value = SCA

[State 1000, EnvColor]
type = EnvColor
trigger1 = time = [45,210]
trigger1 = gametime%4 = 0
value = 255,255,255
time = 1
under = 1



[State 191, 1]
type = playsnd
trigger1 = time = 45
value = S12,5



[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 0,0
numhits = 0
animtype = hard
hitflag = MAF
priority = 99
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = -1
guard.sparkno = -1
air.juggle = 11
ground.type = low
ground.slidetime = 30
ground.hittime = 15
ground.velocity = -7,-6
air.velocity = -7,-6
p2facing = 1
fall.recover = 0
fall = 1

[State 1000, p2GCRUSH]
type = targetstate
trigger1 = movehit
persistent = 0
ignorehitpause = 0
value = 2215
ctrl = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = movehit
value = 2210
ctrl = 0

[State 1000, Helper]
type = helper
trigger1 = time = 40
helpertype = normal
name = "Atraccion"
pos = -10,0
postype = p2
stateno = 2213
keyctrl = 0
ownpal = 1

[State 1000, ChangeState]
type = ChangeState
trigger1 = Time = 210
value = 2201
ctrl = 0
;-------------------------------------------------------------------------------
;End
[Statedef 2201]
type = S
ctrl = 0
anim = 2201
velset = 0,0

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Target
[Statedef 2210]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2210
ctrl     = 0

[State 1000, TargetBind]
type = TargetBind
trigger1 = time = 0
pos = 45,0

[State 1000, Explod]
type = Explod
trigger1 = animelem = 7
anim = 2211
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 9

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S1,7

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 16
value = S10,1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 19
value = S12,2

[State 1000, EnvColor]
type = EnvColor
trigger1 = animelem = 1
trigger2 = animelem = 7
trigger3 = animelem = 19
value = 255,255,255
time = 1
under = 1

[State 1000, EnvShake]
type = EnvShake
trigger1 = animelem = 7
trigger2 = animelem = 19
time = 20
freq = 100
ampl = -4

[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 260
numhits = 0
animtype = diagup
hitflag = MAF
priority = 99
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = -1
guard.sparkno = -1
ground.type = high
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -7,-7
air.velocity = -7,-7
fall.recover = 0
fall = 1

[State 200, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
;Atracccion
[Statedef 2213]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2213

[state 1000,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 1000]
type = posset
trigger1 = p2Dist X < 0
x = enemy,pos x

[state 1000]
type = posset
trigger1 = p2Dist X > 100
x = enemy,pos x

[state 1000]
type = posadd
trigger1 = pos x = enemy,pos x
x = -10

[State 1000, 0]
type = PlayerPush
trigger1 = 1
value = 1

[State 1000, 0]
type = velset
trigger1 = 1
x = 2

[state 1000]
type = destroyself
trigger1 = root,stateno != 2200
trigger2 = parent,movehit = 1
;-------------------------------------------------------------------------------
;Doble Soul Extraction
;[Statedef 2300]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2200
ctrl     = 0

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

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

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,27]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = time = 5
anim = f104
pos = 6,-130
sprpriority = -390
ownpal = 1
bindtime = 1
supermove = 1

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

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

[State 1000, EnvColor]
type = EnvColor
trigger1 = time = [45,210]
trigger1 = gametime%4 = 0
value = 255,255,255
time = 1
under = 1

[State 1000, HitBy]
type = HitBy
trigger1 = time = [0,210]
value = SA,HA,HP,NT,ST,HT,SP,SA



[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 0,0
numhits = 0
animtype = hard
hitflag = MAF
priority = 999
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = -1
guard.sparkno = -1
air.juggle = 11
ground.type = low
ground.slidetime = 30
ground.hittime = 15
ground.velocity = -7,-6
air.velocity = -7,-6
p2facing = 1
fall.recover = 0
fall = 1

[State 1000, p2GCRUSH]
type = targetstate
trigger1 = movehit
persistent = 0
ignorehitpause = 0
value = 2215
ctrl = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = movehit
value = 2310
ctrl = 0

[State 1000, Helper]
type = helper
trigger1 = time = 40
helpertype = normal
name = "Atraccion"
pos = -10,0
postype = p2
stateno = 2313
keyctrl = 0
ownpal = 1

[State 1000, ChangeState]
type = ChangeState
trigger1 = Time = 210
value = 2201
ctrl = 0
;-------------------------------------------------------------------------------
;Target
[Statedef 2310]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2210
ctrl     = 0

[State 1000, TargetBind]
type = TargetBind
trigger1 = time = 0
pos = 45,0

[State 1000, Explod]
type = Explod
trigger1 = animelem = 7
anim = 2211
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 9

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S1,7

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 16
value = S10,1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 19
value = S12,2

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 19
value = S12,7

[State 1000, EnvColor]
type = EnvColor
trigger1 = animelem = 1
trigger2 = animelem = 7
trigger3 = animelem = 19
value = 255,255,255
time = 2
under = 1

[State 1000, EnvShake]
type = EnvShake
trigger1 = animelem = 7
trigger2 = animelem = 19
time = 20
freq = 100
ampl = -7

[State 1000, Explod]
type = Explod
trigger1 = animelem = 19
anim = 2212
pos = 50,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 9

[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 10000
numhits = 0
animtype = diagup
hitflag = MAF
priority = 99
pausetime = 0,12
sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = -1
guard.sparkno = -1
ground.type = high
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -6,-20
air.velocity = -6,-20
fall.recover = 0
fall = 1
yaccel = .55

[State 200, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Atracccion
[Statedef 2313]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2213

[state 1000,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 1000]
type = posset
trigger1 = p2Dist X < 0
x = enemy,pos x

[state 1000]
type = posset
trigger1 = p2Dist X > 100
x = enemy,pos x

[state 1000]
type = posadd
trigger1 = pos x = enemy,pos x
x = -10

[State 1000, 0]
type = PlayerPush
trigger1 = 1
value = 1

[State 1000, 0]
type = velset
trigger1 = 1
x = 3

[state 1000]
type = destroyself
trigger1 = root,stateno != 2300
trigger2 = parent,movehit = 1
;-------------------------------------------------------------------------------
[Statedef 2215]
type    = S
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 = 2215

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

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

[Statedef 10450]
type     = S
movetype = A
physics  = S
juggle   = 8
velset   = 0,0
anim     = 10450
ctrl     = 0

[State -3, 3];
type = PlaySnd
trigger1 = Time = 0
value = S10,3

[State 2000, 挻昁嶦媄敪摦偺帪娫掆巭]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -500
movetime = 30
time = 30

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

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,27]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = time = 5
anim = 7230
pos = 10,-115
sprpriority = -390
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 10
aNIM = F100
pos = 10,-115
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 5
value = s3000,0


[State 1000, HitBy]
type = HitBy
trigger1 = time = [0,210]
value = SA,HA,HP,NT,ST,HT,SP,SA



[State 1000, Helper]
type = Helper
triggerall = numhelper(10450) = 0
trigger1 = time = 0
helpertype = normal
name = "dashe"
stateno = 11920
pos = 64,-66
postype = p1
facing = 1
keyctrl = 0
ownpal = 0


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

[StateDef 11920]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 10460
poweradd = 0

[State 3110, 2]
type = BindToParent
trigger1 = 1
facing = 0
pos = 30,-70

;[state 1000]
;type = nothitby
;trigger1 = 1
;value = ,NA,NP,SA,SP,HA,HP



[State 1000,HitBy]
type = HitBy
trigger1 = 1
value = SCA, NP, SP, HP, HA,AA,SA

[State 1000, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA, NP, SP, HP, HA ,AA,SA
stateno = 11930




[state 1000, destroyself]
type = destroyself
Trigger1 = time = 45
trigger2 = parent,movetype = H
persistent = 0


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[Statedef 11930]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = -1
ctrl     = 0
sprpriority = 9

[State 1000, Explod]
type = Explod
trigger1 = time = 0
anim = 1047
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 7
removeongethit = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 =  time = 0
value = S12,3

[State 2000, 挻昁嶦媄敪摦偺帪娫掆巭]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = 0
movetime = 10
time = 10

[State 1000, PlaySnd]
type = PlaySnd
trigger1 =  time = 0
value = S3000,2

[State 3000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 10000
projanim = 11930
projremove = 1
projpriority = 9
projhitanim = -1
getpower = 80,10
ownpal = 1
offset = 0,0
velocity = 4
attr = A, HA
animtype = up
damage = 50 ,10
hitflag = MAF
guardflag = M
hitsound = s12,1
guardsound = s2,1
pausetime = 0,2
sparkno = 1
guard.sparkno = s4120
sparkxy = 10,0
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
air.velocity = -8, -3
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1

[State 3000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 10000
projanim = 11930
projremove = 1
projpriority = 9
projhitanim = -1
getpower = 80,10
ownpal = 1
offset = 0,0
velocity = 3,-0.6
attr = A, HA
animtype = up
damage = 50 ,10
hitflag = MAF
guardflag = M
hitsound = s12,1
guardsound = s2,1
pausetime = 0,2
sparkno = 1
guard.sparkno = s4120
sparkxy = 10,0
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
air.velocity = -8, -3
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1

[State 3000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 10000
projanim = 11930
projremove = 1
projpriority = 9
projhitanim = -1
getpower = 80,10
ownpal = 1
offset = -10,0
velocity = 3,0.7
attr = A, HA
animtype = up
damage = 50 ,10
hitflag = MAF
guardflag = M
hitsound = s12,1
guardsound = s2,1
pausetime = 0,2
sparkno = 1
guard.sparkno = s4120
sparkxy = 10,0
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
air.velocity = -8, -3
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1

[State 3000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 10000
projanim = 11930
projremove = 1
projpriority = 9
projhitanim = -1
getpower = 80,10
ownpal = 1
offset = -10,0
velocity = 2,-0.5
attr = A, HA
animtype = up
damage = 50 ,10
hitflag = MAF
guardflag = M
hitsound = s12,1
guardsound = s2,1
pausetime = 0,2
sparkno = 1
guard.sparkno = s4120
sparkxy = 10,0
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
air.velocity = -8, -3
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1

[State 3000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 10000
projanim = 11930
projremove = 1
projpriority = 9
projhitanim = -1
getpower = 80,10
ownpal = 1
offset = -10,0
velocity = 6,-0.2
attr = A, HA
animtype = up
damage = 50 ,10
hitflag = MAF
guardflag = M
hitsound = s12,1
guardsound = s2,1
pausetime = 0,2
sparkno = 1
guard.sparkno = s4120
sparkxy = 10,0
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
air.velocity = -8, -3
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1

[State 3000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 10000
projanim = 11930
projremove = 1
projpriority = 9
projhitanim = -1
getpower = 80,10
ownpal = 1
offset = -10,0
velocity = 5,-0.5
attr = A, HA
animtype = up
damage = 50 ,10
hitflag = MAF
guardflag = M
hitsound = s12,1
guardsound = s2,1
pausetime = 0,2
sparkno = 1
guard.sparkno = s4120
sparkxy = 10,0
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
air.velocity = -8, -3
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1

[State 3000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 10000
projanim = 11930
projremove = 1
projpriority = 9
projhitanim = -1
getpower = 80,10
ownpal = 1
offset = -10,0
velocity = 4,-0.7
attr = A, HA
animtype = up
damage = 50 ,10
hitflag = MAF
guardflag = M
hitsound = s12,1
guardsound = s2,1
pausetime = 0,2
sparkno = 1
guard.sparkno = s4120
sparkxy = 10,0
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
air.velocity = -8, -3
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1

[State 3000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 10000
projanim = 11930
projremove = 1
projpriority = 9
projhitanim = -1
getpower = 80,10
ownpal = 1
offset = -10,0
velocity = 2,-1
attr = A, HA
animtype = up
damage = 50 ,10
hitflag = MAF
guardflag = M
hitsound = s12,1
guardsound = s2,1
pausetime = 0,2
sparkno = 1
guard.sparkno = s4120
sparkxy = 10,0
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
air.velocity = -8, -3
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1

[State 3000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 10000
projanim = 11930
projremove = 1
projpriority = 9
projhitanim = -1
getpower = 80,10
ownpal = 1
offset = -10,0
velocity = 1.5,-0.3
attr = A, HA
animtype = up
damage = 50 ,10
hitflag = MAF
guardflag = M
hitsound = s12,1
guardsound = s2,1
pausetime = 0,2
sparkno = 1
guard.sparkno = s4120
sparkxy = 10,0
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
air.velocity = -8, -3
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1

[State 3000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 10000
projanim = 11930
projremove = 1
projpriority = 12
projhitanim = -1
getpower = 80,10
ownpal = 1
offset = -10,0
velocity = 1
attr = A, HA
animtype = up
damage = 50 ,10
hitflag = MAF
guardflag = M
hitsound = s12,1
guardsound = s2,1
pausetime = 0,2
sparkno = 1
guard.sparkno = s4120
sparkxy = 10,0
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
air.velocity = -8, -3
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1


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

;-----------------------------------------------------
 
[Statedef 11000]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd = 250
velset = 0,0
anim = 11009
ctrl = 0
sprpriority = 2




[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 0
value = s10,5

[state 190]
type = envcolor
trigger1 = time = 0
time = 2
value = 255,255,255
under = -2

[State 4100,1]
type = Helper
trigger1 = time = 20
name = "dass"
postype = p1
pos = 50,0
stateno = 11010
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 17
name = "dass"
postype = p1
pos = 40,0
stateno = 11014
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 35
name = "dass"
postype = p1
pos = 90,0
stateno = 11010
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 32
name = "dass"
postype = p1
pos = 80,0
stateno = 11014
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 50
name = "dass"
postype = p1
pos = 130,0
stateno = 11010
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 47
name = "dass"
postype = p1
pos = 120,0
stateno = 11014
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 65
name = "dass"
postype = p1
pos = 170,0
stateno = 11010
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 62
name = "dass"
postype = p1
pos = 160,0
stateno = 11014
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 80
name = "dass"
postype = p1
pos = 210,0
stateno = 11010
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 77
name = "dass"
postype = p1
pos = 200,0
stateno = 11014
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 95
name = "dass"
postype = p1
pos = 250,0
stateno = 11010
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 92
name = "dass"
postype = p1
pos = 240,0
stateno = 11014
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 110
name = "dass"
postype = p1
pos = 290,0
stateno = 11015
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 107
name = "dass"
postype = p1
pos = 280,0
stateno = 11014
helpertype = normal
keyctrl = 0
ownpal = 1

[State 107, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



[Statedef 11001]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd = -2000
velset = 0,0
anim = 11008
ctrl = 0
sprpriority = 2

[state 190]
type = envcolor
trigger1 = time = 0
time = 2
value = 255,255,255
under = -2

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

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,180]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 7230
pos = 6,-130
sprpriority = -39
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 0
aNIM = F100
pos = 6,-130
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 5
value = s3000,0


[State 1000, HitBy]
type = HitBy
trigger1 = time = [0,210]
value = SA,HA,HP,NT,ST,HT,SP,SA


[State 4100,1]
type = Helper
trigger1 = time = 36
name = "dass"
postype = p1
pos = 50,0
stateno = 11019
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 33
name = "dass"
postype = p1
pos = 37,0
stateno = 11016
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 46
name = "dass"
postype = p1
pos = 90,0
stateno = 11019
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 43
name = "dass"
postype = p1
pos = 77,0
stateno = 11016
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 56
name = "dass"
postype = p1
pos = 130,0
stateno = 11019
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 53
name = "dass"
postype = p1
pos = 117,0
stateno = 11016
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 66
name = "dass"
postype = p1
pos = 170,0
stateno = 11019
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 63
name = "dass"
postype = p1
pos = 157,0
stateno = 11016
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 76
name = "dass"
postype = p1
pos = 210,0
stateno = 11019
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 73
name = "dass"
postype = p1
pos = 197,0
stateno = 11016
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 86
name = "dass"
postype = p1
pos = 250,0
stateno = 11019
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 83
name = "dass"
postype = p1
pos = 237,0
stateno = 11016
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 96
name = "dass"
postype = p1
pos = 290,0
stateno = 11019
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 93
name = "dass"
postype = p1
pos = 277,0
stateno = 11016
helpertype = normal
keyctrl = 0
ownpal = 1


[State 4100,1]
type = Helper
trigger1 = time = 106
name = "dass"
postype = p1
pos = 250,0
stateno = 11011
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 103
name = "dass"
postype = p1
pos = 270,0
stateno = 11018
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 116
name = "dass"
postype = p1
pos = 210,0
stateno = 11011
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 113
name = "dass"
postype = p1
pos = 230,0
stateno = 11018
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 126
name = "dass"
postype = p1
pos = 170,0
stateno = 11011
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 123
name = "dass"
postype = p1
pos = 190,0
stateno = 11018
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 136
name = "dass"
postype = p1
pos = 130,0
stateno = 11011
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 133
name = "dass"
postype = p1
pos = 150,0
stateno = 11018
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 146
name = "dass"
postype = p1
pos = 90,0
stateno = 11011
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 143
name = "dass"
postype = p1
pos = 110,0
stateno = 11018
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 156
name = "dass"
postype = p1
pos = 50,0
stateno = 11015
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 153
name = "dass"
postype = p1
pos = 70,0
stateno = 11018
helpertype = normal
keyctrl = 0
ownpal = 1

[State 107, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;愇拰壓
[Statedef 11010]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = 0
velset = 0,0
anim = 11014
ctrl = 0
sprpriority = 5


[State -3, 3];
type = PlaySnd
trigger1 = Time = 0
value = S3000,8

;[State -3, 3];
;type = PlaySnd
;trigger1 = animelem = 13
;value = S3000,6

[State 1000, 5]
type = HitDef
trigger1 = Time = 0
attr = S, HP
animtype = hard
getpower = 0,0
damage    = 60,5
priority  = 6
hitflag = MAFD
guardflag = M
pausetime = 0,1
sparkxy = 10,-70
sparkno = 0
guard.sparkno = S4120
hitsound   = S1,4
guardsound = S2,1
ground.type = high
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3,-2.5
air.velocity = -3,-2.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower = 0,0
givepower = 60,30
fall = 1
sprpriority = 5
ignorehitpause = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 11010
trigger1 = time = 0
projremove = 1
Projremovetime = 30
projremanim = 1
projhitanim = 11011
projpriority = 999999999
projanim = 11011
offset = 0,0
guard.dist = 150

[State 240, 4]
type = destroyself
trigger1 = AnimTime = 0

[Statedef 11014]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = 0
velset = 0,0
anim = 11015
ctrl = 0
sprpriority = 5

[State 1034, 2]
type = Projectile
projID = 11010
trigger1 = time = 0
projremove = 1
Projremovetime = 30
projremanim = 1
projhitanim = 11011
projpriority = 999999999
projanim = 11011
offset = 0,0
guard.dist = 150

[State 240, 4]
type = destroyself
trigger1 = AnimTime = 0

[Statedef 11016]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = 0
velset = 0,0
anim = 11015
ctrl = 0
sprpriority = 5

[State 1034, 2]
type = Projectile
projID = 11010
trigger1 = time = 0
projremove = 1
Projremovetime = 30
projremanim = 1
projhitanim = 11011
projpriority = 999999999
projanim = 11011
offset = 0,0
guard.dist = 150

[State 240, 4]
type = destroyself
trigger1 = AnimTime = 0

[Statedef 11018]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = 0
velset = 0,0
anim = 11015
ctrl = 0
sprpriority = 5

[State 1034, 2]
type = Projectile
projID = 11010
trigger1 = time = 0
projremove = 1
Projremovetime = 30
projremanim = 1
projhitanim = 11011
projpriority = 999999999
projanim = 11011
offset = 0,0
guard.dist = 150

[State 240, 4]
type = destroyself
trigger1 = AnimTime = 0

[Statedef 11019]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = 0
velset = 0,0
anim = 11017
ctrl = 0
sprpriority = 5

[State -3, 3];
type = PlaySnd
trigger1 = Time = 0
value = S3000,8

;[State -3, 3];
;type = PlaySnd
;trigger1 = animelem = 13
;value = S3000,6

[State 1000, 5]
type = HitDef
trigger1 = Time = 0
attr = S, HP
animtype = hard
getpower = 0,0
damage    = 50,5
priority  = 6
hitflag = MAFD
guardflag = M
pausetime = 0,1
sparkxy = 10,-70
sparkno = 0
guard.sparkno = S4120
hitsound   = S1,4
guardsound = S2,1
ground.type = high
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-2
air.velocity = -4,-2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower = 0,0
givepower = 60,30
fall = 1
sprpriority = 5
ignorehitpause = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 11010
trigger1 = time = 0
projremove = 1
Projremovetime = 30
projremanim = 1
projhitanim = 11011
projpriority = 999999999
projanim = 11011
offset = 0,0
guard.dist = 150

[State 240, 4]
type = destroyself
trigger1 = AnimTime = 0


[Statedef 11011]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = 0
velset = 0,0
anim = 11019
ctrl = 0
sprpriority = 5

[State 1000, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 11013
pos = 0,-0
postype = p1
facing = 1
bindtime = 1
removetime = -2
sprpriority = 9
removeongethit = 1

[State -3, 3];
type = PlaySnd
trigger1 = Time = 0
value = S3000,8

;[State -3, 3];
;type = PlaySnd
;trigger1 = animelem = 13
;value = S3000,6

[State 1000, 5]
type = HitDef
trigger1 = Time = 0
attr = S, HP
animtype = hard
getpower = 0,0
damage    = 30,5
priority  = 6
hitflag = MAFD
guardflag = M
pausetime = 0,1
sparkxy = 10,-70
sparkno = 0
guard.sparkno = S4120
hitsound   = S1,4
guardsound = S2,1
ground.type = high
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 5,-1.5
air.velocity = 5,-1.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower = 0,0
givepower = 60,30
fall = 1
sprpriority = 5
ignorehitpause = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 11010
trigger1 = time = 0
projremove = 1
Projremovetime = 30
projremanim = 1
projhitanim = 11011
projpriority = 999999999
projanim = 11011
offset = 0,0
guard.dist = 150

[State 240, 4]
type = destroyself
trigger1 = AnimTime = 0


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

[Statedef 11015]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = 0
velset = 0,0
anim = 11012
ctrl = 0
sprpriority = 5

[State -3, 3];
type = PlaySnd
trigger1 = Time = 0
value = S3000,8

;[State -3, 3];
;type = PlaySnd
;trigger1 = animelem = 13
;value = S3000,6

[State 1000, 5]
type = HitDef
trigger1 = Time = 0
attr = S, HP
animtype = diagup
getpower = 0,0
damage    = 150,5
priority  = 6
hitflag = MAFD
guardflag = M
pausetime = 0,1
sparkxy = 10,-70
sparkno = 0
guard.sparkno = S4120
hitsound   = S1,4
guardsound = S2,1
ground.type = high
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5,-9
air.velocity = -5,-9
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower = 0,0
givepower = 60,30
fall = 1
sprpriority = 5
ignorehitpause = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 11010
trigger1 = time = 0
projremove = 1
Projremovetime = 30
projremanim = 1
projhitanim = 11011
projpriority = 999999999
projanim = 11011
offset = 0,0
guard.dist = 150



[State 240, 4]
type = destroyself
trigger1 = AnimTime = 0


;-------------------------------
[Statedef 8500]
type    = S
movetype= I
physics = S
anim = 9994
velset = 0,0
poweradd = 0
ctrl = 0
sprpriority = -1

[State 3500, 1]
type = Explod
trigger1 = time = 10
anim = 8500
ID = 8500
pos = 65,66
postype = Left
facing = 1
vfacing = 1
bindtime = 50
vel = 0,0
accel = 0,0
random = 0,0
removetime = 40
supermovetime = 50
pausemovetime = 50
scale = .5,.5
sprpriority = 9998
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 1

[State 3500, 2]
type = Explod
trigger1 = time = 0
anim = 8505
ID = 8505
pos = -5,65
postype = Left
facing = 1
vfacing = 1
bindtime = 65
vel = 0,0
accel = 0,0
random = 0,0
removetime = 58
supermovetime = 65
pausemovetime = 65
scale = 1.5,1
sprpriority = 9999
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 1

[State 3500, 3]
type = Explod
trigger1 = time = 0
anim = 8510
ID = 8510
pos = -150,65
postype = Left
facing = 1
vfacing = 1
bindtime = 65
vel = 0,0
accel = 0,0
random = 0,0
removetime = 58
supermovetime = 65
pausemovetime = 65
scale = 1.5,1
sprpriority = 9997
ownpal = 1
trans = addalpha
alpha = 256, 135
removeongethit = 0
ignorehitpause = 1
persistent = 1

[State 3500, 6]
type = DestroySelf
trigger1 = time = 65

;-----------------------------------------------------------------------------------------
; Dream Cancel States
;-----------------------------------------------------------------------------------------
[Statedef 8600]
type    = S
movetype= I
physics = S
anim = 9994
velset = 0,0
poweradd = 0
ctrl = 0
sprpriority = -1

[State 3500, 1]
type = Explod
trigger1 = time = 10
anim = 8600
ID = 8600
pos = -3,68
postype = Left
facing = 1
vfacing = 1
bindtime = 50
vel = 0,0
accel = 0,0
random = 0,0
removetime = 40
supermovetime = 50
pausemovetime = 50
scale = .5,.5
sprpriority = 9998
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 1

[State 3500, 2]
type = Explod
trigger1 = time = 0
anim = 8605
ID = 8605
pos = -5,65
postype = Left
facing = 1
vfacing = 1
bindtime = 65
vel = 0,0
accel = 0,0
random = 0,0
removetime = 58
supermovetime = 65
pausemovetime = 65
scale = 1.5,1
sprpriority = 9999
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 1

[State 3500, 3]
type = Explod
trigger1 = time = 0
anim = 8610
ID = 8610
pos = -150,65
postype = Left
facing = 1
vfacing = 1
bindtime = 65
vel = 0,0
accel = 0,0
random = 0,0
removetime = 58
supermovetime = 65
pausemovetime = 65
scale = 1.5,1
sprpriority = 9997
ownpal = 1
trans = addalpha
alpha = 256, 135
removeongethit = 0
ignorehitpause = 1
persistent = 1

[State 3500, 6]
type = DestroySelf
trigger1 = time = 65




















[Statedef 21009]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = -3000
velset   = 0,0
anim     = 22109
ctrl     = 0

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





[State 3200, 12]
type = Helper
triggerall = prevstateno = 2100 || prevstateno = 2101 || prevstateno = 2110
trigger1 = time = 0
helpertype = normal
name = "Dream Cancel"
ID = 8600
stateno = 8600
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 3100, 21]
type = Helper
triggerall = prevstateno = 1030 || prevstateno = 1035
trigger1 = time = 0
helpertype = normal
name = "Super Cancel"
ID = 8500
stateno = 8500
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 3200, 12]
type = Helper
triggerall = prevstateno = 2210
trigger1 = time = 0
helpertype = normal
name = "Dream Cancel"
ID = 8600
stateno = 8600
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

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



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

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

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

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

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 25
value = s12,12
persistent = 9
channel = 0
volume = 255

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

[State 3000,6]
type = PlaySnd
trigger1 = time = 70
value = 3000,2




[State 1112,1 Explod]
type = Explod
trigger1 = time = 30
scale = 1.14,1.14
anim = 20041
id = 2002
sprpriority = -1
postype = back
pos = 1,0
bindtime = -1
ownpal = 1
removeongethit = 1
supermove = 1
pausemove = 1



[State 1000, Helper]
type = Helper
trigger1 = time = 30
helpertype = normal
name = "Light"
stateno = 21109
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, Helper]
type = Helper
trigger1 = time = 30
helpertype = normal
name = "Light"
stateno = 21119
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 1

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

[Statedef 21019]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2000
ctrl     = 0

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


[State 3100, 21]
type = Helper
triggerall = prevstateno = 1030 || prevstateno = 1035
trigger1 = time = 0
helpertype = normal
name = "Super Cancel"
ID = 8500
stateno = 8500
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 3200, 12]
type = Helper
triggerall = prevstateno = 2210
trigger1 = time = 0
helpertype = normal
name = "Dream Cancel"
ID = 8600
stateno = 8600
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

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



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

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

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

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

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 0
value = s10,0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 27
value = s10,7

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

[State 1112,1 Explod]
type = Explod
trigger1 = time = 30
scale = 1.14,1.14
anim = 2003
id = 2002
sprpriority = -1
postype = back
pos = 1,0
bindtime = -1
ownpal = 1
removeongethit = 1
supermove = 1
pausemove = 1

[State 200, 僸僢僩掕媊]
type = HitDef
triggerall = p2statetype != A
trigger1 = time = 31
trigger2 = time = 36
trigger3 = time = 41
trigger4 = time = 46
trigger5 = time = 51
trigger6 = time = 56
trigger7 = time = 61
trigger8 = time = 66
trigger9 = time = 71
trigger10 = time = 76
trigger11 = time = 81
trigger12 = time = 86
trigger13 = time = 91
trigger14 = time = 96
trigger15 = time = 101
trigger16 = time = 102
attr = A, HP
damage = 100,20
animtype = Hard
guardflag = M
hitflag = MAF
priority = 9, Hit
pausetime = 0,0
getpower = 0,2
sparkno = 0
guard.sparkno = s4120
sparkxy = -10,-70 + (floor(p2bodydist Y))
hitsound = -1
guardsound = s2,1
ground.type = hard
ground.slidetime = -20
ground.hittime  = 10
ground.velocity = 0
air.velocity = -5,-7
air.guard = 0
fall.recover = 0

[State 1000, Helper]
type = Helper
trigger1 = time = 30
helpertype = normal
name = "Light"
stateno = 21109
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 1


;-------------------------------------------------------------------------------
;Light Helper
[Statedef 21109]
type = A
movetype = A
physics = N
anim = 2010
velset = 0,0
juggle = 0
poweradd = 0
ctrl = 0
sprpriority = 5

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

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

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

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

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

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 5
trigger2 = time = 10
trigger3 = time = 15
trigger4 = time = 20
trigger5 = time = 25
trigger6 = time = 30
trigger7 = time = 35
trigger8 = time = 40
trigger9 = time = 45
trigger10 = time = 50
trigger11 = time = 55
trigger12 = time = 60
trigger13 = time = 65
trigger14 = time = 70
trigger15 = time = 75
attr = A, HP
damage = 100,10
animtype = diagup
guardflag = M
hitflag = MAF
priority = 9, Hit
pausetime = 0,0
getpower = 0,2
sparkno = 0
guard.sparkno = s4120
sparkxy = -15,-95 + (floor(p2bodydist Y))
hitsound = s1,1
guardsound = s2,1
ground.type = hard
ground.slidetime = 20
ground.hittime  = 10
ground.velocity = -5,-9
air.velocity = -5,-9
fall.recover = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 80
attr = A, HP
damage = 100,10
animtype = diagup
guardflag = M
hitflag = MAF
priority = 9, Hit
pausetime = 0,0
getpower = 0,2
sparkno = 0
guard.sparkno = s4120
sparkxy = -15,-95 + (floor(p2bodydist Y))
hitsound = s1,1
guardsound = s2,1
ground.type = hard
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = -7,-9
air.velocity = -5,-9
fall.recover = 0
fall = 1
guard.pausetime = 10,10
guard.slidetime = 18
guard.hittime = 15

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

[Statedef 21119]
type = A
movetype = A
physics = N
anim = 2010
velset = 0,0
juggle = 0
poweradd = 0
ctrl = 0
sprpriority = 5

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

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

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

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

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

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 5
trigger2 = time = 10
trigger3 = time = 15
trigger4 = time = 20
trigger5 = time = 25
trigger6 = time = 30
trigger7 = time = 35
attr = A, HP
damage = 100,10
animtype = Hard
guardflag = M
hitflag = MAF
priority = 9, Hit
pausetime = 0,0
getpower = 0,2
sparkno = 0
guard.sparkno = s4120
sparkxy = -15,-95 + (floor(p2bodydist Y))
hitsound = s1,1
guardsound = s2,1
ground.type = hard
ground.slidetime = 20
ground.hittime  = 10
ground.velocity = -5,-9
air.velocity = -5,-9
fall.recover = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 1
attr = A, HP
damage = 100,15
animtype = diagup
guardflag = M
hitflag = MAF
priority = 9, Hit
pausetime = 0,0
getpower = 0,2
sparkno = 0
guard.sparkno = s4120
sparkxy = -15,-95 + (floor(p2bodydist Y))
hitsound = s1,1
guardsound = s2,1
ground.type = hard
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = -7,-9
air.velocity = -5,-9
fall.recover = 0
fall = 1
guard.pausetime = 10,10
guard.slidetime = 18
guard.hittime = 15

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = parent,stateno != 21009
persistent = 0












[Statedef 10700]
type    = S
movetype= A
physics = S
ctrl = 0
poweradd = -1000
velset = 0,0
anim = 10700
sprpriority = 2

[State 240, 4]
type = envcolor
trigger1 = Time = 21
time = 220
value = 0,0,0
under = -1



[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [21,51]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[State 170, 1]
type = NotHitBy
trigger1 = AnimElem = 5
value = SCA
time = 50

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 5
trigger2 = Animelem = 5 = 10
trigger3 = Animelem = 5 = 20
trigger4 = Animelem = 5 = 30
trigger5 = Animelem = 5 = 40
trigger6 = Animelem = 5 = 50
trigger7 = Animelem = 5 = 60
trigger8 = Animelem = 5 = 70
trigger9 = Animelem = 5 = 80
trigger10 = Animelem = 5 = 90
trigger11 = Animelem = 5 = 100
trigger12 = Animelem = 5 = 100
trigger13 = Animelem = 5 = 180
value = S6000,1
channel = 0

[State 821, 4]
type = playsnd
trigger1 = Animelem = 5 = 10
trigger2 = Animelem = 5 = 20
trigger3 = Animelem = 5 = 30
trigger4 = Animelem = 5 = 40
trigger5 = Animelem = 5 = 50
trigger6 = Animelem = 5 = 60
trigger7 = Animelem = 5 = 70
trigger8 = Animelem = 5 = 80
trigger9 = Animelem = 5 = 90
trigger10 = Animelem = 5 = 100
trigger11 = Animelem = 5 = 110
trigger12 = Animelem = 5 = 110
value = S6000,0
channel = 0

[State 3000]
type = Explod
trigger1 = Animelem = 5
anim = 10750
sprpriority = 5
postype = p1
pos = 60,-90
bindtime = 1
ignorehitpause = 1
ownpal = 1
scale = 0.4 ,1.2

[State 3000]
type = Explod
trigger1 = Animelem = 5 = 10
anim = 10750
sprpriority = 5
postype = p1
pos = 100,-70
bindtime = 1
ignorehitpause = 1
ownpal = 1
scale = 0.4 ,1.2

[State 3000]
type = Explod
trigger1 = Animelem = 5 = 20
anim = 10750
sprpriority = 5
postype = p1
pos = 80,-110
bindtime = 1
ignorehitpause = 1
ownpal = 1
scale = 0.4 ,1.2

[State 3000]
type = Explod
trigger1 = Animelem = 5 = 30
anim = 10750
sprpriority = 5
postype = p1
pos = 60,-40
bindtime = 1
ignorehitpause = 1
ownpal = 1
scale = 0.4 ,1.2

[State 3000]
type = Explod
trigger1 = Animelem = 5 = 40
anim = 10750
sprpriority = 5
postype = p1
pos = 80,-70
bindtime = 1
ignorehitpause = 1
ownpal = 1
scale = 0.4 ,1.2

[State 3000]
type = Explod
trigger1 = Animelem = 5 = 50
anim = 10750
sprpriority = 5
postype = p1
pos = 60,-70
bindtime = 1
ignorehitpause = 1
ownpal = 1
scale = 0.4 ,1.2

[State 3000]
type = Explod
trigger1 = Animelem = 5 = 60
anim = 10750
sprpriority = 5
postype = p1
pos = 70,-110
bindtime = 1
ignorehitpause = 1
ownpal = 1
scale = 0.4 ,1.2

[State 3000]
type = Explod
trigger1 = Animelem = 5 = 70
anim = 10750
sprpriority = 5
postype = p1
pos = 100,-70
bindtime = 1
ignorehitpause = 1
ownpal = 1
scale = 0.4 ,1.2

[State 3000]
type = Explod
trigger1 = Animelem = 5 = 80
anim = 10750
sprpriority = 5
postype = p1
pos = 60,-40
bindtime = 1
ignorehitpause = 1
ownpal = 1
scale = 0.4 ,1.2

[State 3000]
type = Explod
trigger1 = Animelem = 5 = 90
anim = 10750
sprpriority = 5
postype = p1
pos = 60,-110
bindtime = 1
ignorehitpause = 1
ownpal = 1
scale = 0.4 ,1.2

[State 3000]
type = Explod
trigger1 = Animelem = 5 = 100
anim = 10750
sprpriority = 5
postype = p1
pos = 120,-110
bindtime = 1
ignorehitpause = 1
ownpal = 1
scale = 0.4 ,1.2

[State 3000]
type = Explod
trigger1 = Animelem = 5 = 100
anim = 10790
sprpriority = 5
postype = p1
pos = 60,-100
bindtime = 1
ignorehitpause = 1
ownpal = 1
scale = 0.4 ,1.6

[State 3000]
type = Explod
trigger1 = Animelem = 5 = 10
anim = 10760
sprpriority = 5
postype = p1
pos = 60,-110
bindtime = 1
ignorehitpause = 1
ownpal = 1

[State 3000]
type = Explod
trigger1 = Animelem = 5 = 20
anim = 10760
sprpriority = 5
postype = p1
pos = 100,-70
bindtime = 1
ignorehitpause = 1
ownpal = 1

[State 3000]
type = Explod
trigger1 = Animelem = 5 = 30
anim = 10760
sprpriority = 5
postype = p1
pos = 80,-110
bindtime = 1
ignorehitpause = 1
ownpal = 1

[State 3000]
type = Explod
trigger1 = Animelem = 5 = 40
anim = 10760
sprpriority = 5
postype = p1
pos = 60,-40
bindtime = 1
ignorehitpause = 1
ownpal = 1

[State 3000]
type = Explod
trigger1 = Animelem = 5 = 50
anim = 10760
sprpriority = 5
postype = p1
pos = 80,-70
bindtime = 1
ignorehitpause = 1
ownpal = 1

[State 3000]
type = Explod
trigger1 = Animelem = 5 = 60
anim = 10760
sprpriority = 5
postype = p1
pos = 60,-70
bindtime = 1
ignorehitpause = 1
ownpal = 1

[State 3000]
type = Explod
trigger1 = Animelem = 5 = 70
anim = 10760
sprpriority = 5
postype = p1
pos = 70,-110
bindtime = 1
ignorehitpause = 1
ownpal = 1

[State 3000]
type = Explod
trigger1 = Animelem = 5 = 80
anim = 10760
sprpriority = 5
postype = p1
pos = 100,-70
bindtime = 1
ignorehitpause = 1
ownpal = 1

[State 3000]
type = Explod
trigger1 = Animelem = 5 = 90
anim = 10760
sprpriority = 5
postype = p1
pos = 60,-40
bindtime = 1
ignorehitpause = 1
ownpal = 1

[State 3000]
type = Explod
trigger1 = Animelem = 5 = 100
anim = 10760
sprpriority = 5
postype = p1
pos = 60,-110
bindtime = 1
ignorehitpause = 1
ownpal = 1

[State 3000]
type = Explod
trigger1 = Animelem = 5 = 110
anim = 10760
sprpriority = 5
postype = p1
pos = 120,-110
bindtime = 1
ignorehitpause = 1
ownpal = 1

[State 3000]
type = Explod
trigger1 = Animelem = 5 = 110
anim = 10770
sprpriority = 5
postype = p1
pos = 60,-100
bindtime = 1
ignorehitpause = 1
ownpal = 1
scale = 1.4 ,1.4
removetime = 70

[State 3000]
type = Explod
trigger1 = Animelem = 5 = 180
anim = 10780
sprpriority = 5
postype = p1
pos = 60,-100
bindtime = 1
ignorehitpause = 1
ownpal = 1
scale = 1.4 ,1.4


[State 4100,1]
type = Helper
trigger1 = Animelem = 5 = 10
ID = 10720
name = "cho"
postype = p1
pos = 60,-110
sprpriority = 4
stateno = 10720
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 5 = 20
ID = 10720
name = "cho"
postype = p1
pos = 100,-70
sprpriority = 4
stateno = 10720
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 5 = 30
ID = 10720
name = "cho"
postype = p1
pos = 80,-110
sprpriority = 4
stateno = 10720
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 5 = 40
ID = 10720
name = "cho"
postype = p1
pos = 60,-40
sprpriority = 4
stateno = 10720
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 5 = 50
ID = 10720
name = "cho"
postype = p1
pos = 80,-70
sprpriority = 4
stateno = 10720
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 5 = 60
ID = 10720
name = "cho"
postype = p1
pos = 60,-70
sprpriority = 4
stateno = 10720
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 5 = 70
ID = 10720
name = "cho"
postype = p1
pos = 70,-110
sprpriority = 4
stateno = 10720
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 5 = 80
ID = 10720
name = "cho"
postype = p1
pos = 100,-70
sprpriority = 4
stateno = 10720
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 5 = 90
ID = 10720
name = "cho"
postype = p1
pos = 60,-40
sprpriority = 4
stateno = 10720
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 5 = 100
ID = 10720
name = "cho"
postype = p1
pos = 60,-110
sprpriority = 4
stateno = 10720
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 5 = 110
ID = 10720
name = "cho"
postype = p1
pos = 120,-110
sprpriority = 4
stateno = 10720
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 5 = 180
ID = 10750
name = "cho"
postype = p1
pos = 60,-100
sprpriority = 4
stateno = 10750
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------
[Statedef 10720]
type = S
movetype = H
physics = N
ctrl = 0
anim = 10720
velset = 20,0
SprPriority = 5



[State 1034, 2]
type = Projectile
projID = 10720
trigger1 = AnimElem = 1
projremove = 0
Projremovetime = 2
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 999999999
projanim = 10810
offset = 0,0
velocity = 20,0
attr = S, SP
AfterImage.time = -1
AfterImage.TimeGap = 1
AfterImage.FrameGap = 1
AfterImage.length = 20
AfterImage.PalContrast =  256, 256, 256
AfterImage.PalBright = 0,0,0
AfterImage.trans = add
AfterImage.sprpriority = -999

[State 0,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = noautoturn

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 100
length = 8
PalBright = 0, 0, 0
PalContrast =115, 135, 185
PalAdd = 0, 0, 3
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 4
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 1
getpower = 0,0
givepower = 20,0
attr = S, HP
damage = 40,10
animtype = hard
guardflag = M
hitflag = MAF
pausetime = 0, 10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S0,17
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -4,-5
air.velocity = -4,-5
fall = 1
fall.recover = 0
p2facing = 1
p2stateno = 19000
envshake.time = 20
envshake.ampl = -8
envshake.freq = 92
envshake.phase = 92
kill = 0

[State 240, 4]
type = destroyself
trigger1 = Time = 37


[Statedef 10750]
type = S
movetype = H
physics = N
ctrl = 0
anim = 10800
velset = 20,0
SprPriority = 5

[State 1034, 2]
type = Projectile
projID = 10750
trigger1 = AnimElem = 1
projremove = 0
Projremovetime = 2
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 999999999
projanim = 10810
offset = 0,0
velocity = 20,0
attr = S, SP
AfterImage.time = -1
AfterImage.TimeGap = 1
AfterImage.FrameGap = 1
AfterImage.length = 20
AfterImage.PalContrast =  256, 256, 256
AfterImage.PalBright = 0,0,0
AfterImage.trans = add
AfterImage.sprpriority = -999

[State 0,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = noautoturn

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 100
length = 8
PalBright = 0, 0, 0
PalContrast =115, 135, 185
PalAdd = 0, 0, 3
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 4
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 1
getpower = 0,0
givepower = 20,0
attr = S, HP
damage = 125,10
animtype = DiagUp
guardflag = M
hitflag = MAF
pausetime = 0, 10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S0,17
guardsound = S0,10
ground.type = High
ground.slidetime = 12
ground.hittime  = 25
guard.hittime = 25
ground.velocity = -12,-11
air.velocity = -12,-11
fall = 1
fall.recover = 0
envshake.time = 30
envshake.ampl = -10
envshake.freq = 92
envshake.phase = 92

[State 3110, 8]
type = null
trigger1 = MoveHit
time = 1
movetime = 0

[State 3110, 8]
type = Pause
triggerall = MoveHit
trigger1 = (GameTime%3) = 1
time = 2
movetime = 0

[State 240, 4]
type = destroyself
trigger1 = Time = 37

