;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;挻昁嶦媄
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

;---------------------------------------------------------------------------
; 媧偄婑偣
;---------------------------------------------------------------------------

[Statedef 2300]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -1000
anim = 2300
ctrl = 0

[State 1]
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 = 22165
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22166
sprpriority = 20
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]
type = PlaySnd
trigger1 = Time = 1
value = 2563,0

[State 2000]
type = PlaySnd
trigger1 = Time = 20
value = 2562,34

[state a]
type = changestate
trigger1 = animtime = 0
value = 2301

;---------------------------------------------------------------------------
;峌寕
;---------------------------------------------------------------------------

[Statedef 2301]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 2301
ctrl = 0

[State 1]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = (((var(1) = 1)*50)+10)

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2300,0

[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

[state a]
type = varset
trigger1 = time = 0
v = 19
value = 255

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

[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 1]
type = Projectile
trigger1 = time >= 0
trigger1 = p2stateno != 40
trigger1 = p2statetype != A
attr = S, NA
projanim = 23272727
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
p2facing = 1
p1stateno = 2310
p2stateno = 2010
p2facing = 1 
kill = 0

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

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

;---------------------------------------------------------------------------
; 廔椆
;---------------------------------------------------------------------------

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

[state a]
type = varadd
trigger1 = var(19) <= 254
;trigger1 = 
v = 19
value = 5

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

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

;---------------------------------------------------------------------------
; 僸僢僩
;---------------------------------------------------------------------------

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

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

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

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

[State 1]
type = Projectile
trigger1 = AnimElem = 7 || AnimElem = 18
attr = S, NA
projanim = 22157
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 15
postype = p1
offset = 10,0
velocity = 0
animtype  = Light
damage    = Ceil((IfElse((var(29) < 1),0.05,0.015)) * enemy,Const(data.life))
getpower = 150,150
givepower = 0,0
guardflag = 
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + var(35)
sparkxy = 40, -89 
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3

[State 1020, 4]
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

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 16
value = 2300,1

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

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

[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(-0.02 * enemy,Const(data.life)) - 5
kill = 0
absolute = 1

[state a]
type = targetlifeadd
trigger1 = animelem = 8
value = Ceil(-0.02 * enemy,Const(data.life)) - 5
kill = 0
absolute = 1

[state a]
type = targetlifeadd
trigger1 = animelem = 18
value = Ceil(-0.25 * enemy,Const(data.life)) - 5
absolute = 1

[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 a]
type = destroyself
trigger1 = ishelper

[State 13121]
type = lifeset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
value = 0

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(4) = 0
IgnoreHitPause = 1

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

[State 1]
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 a]
type = destroyself
trigger1 = ishelper

[State 13121]
type = lifeset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
value = 0

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(4) = 0
IgnoreHitPause = 1

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

[State 1]
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 a]
type = destroyself
trigger1 = ishelper

[State 13121]
type = lifeset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
value = 0

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(4) = 0
IgnoreHitPause = 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 a]
type = destroyself
trigger1 = ishelper

[State 13121]
type = lifeset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[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]
type = VelAdd
Trigger1 = 1
y = .3

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

[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 13121]
type = lifeadd
trigger1 = life <= 50
value = -9999999
absolute = 1

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

;---------------------------------------------------------------------------
;暻
;---------------------------------------------------------------------------

[Statedef 2320]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2320

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

[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

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

[State 1000, 0]
type = velset
trigger1 = 1
x = 5

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

;---------------------------------------------------------------------------
; 丠丠丠丠丠丠丠丠丒僆儘僠MAX挻
;---------------------------------------------------------------------------

[Statedef 2400]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -2000
anim = 2400
ctrl = 0

[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

[state a]
type = varset
trigger1 = time = 0
v = 20
value = 0

[State 1]
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 = 22167
sprpriority = -3
postype = p1
pos = -31,-112
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 24
anim = 22168
sprpriority = 20
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 = 25
value = 2563,1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 44
value = 2563,2

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 7
value = 2563,4

[State 3040, 7]
type = EnvColor
trigger1 = time >= 27
ignorehitpause = 1
time = 5
value = 0,0,0
under = 2

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

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

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

;---------------------------------------------------------------------------
; 惉岟
;---------------------------------------------------------------------------

[Statedef 2405]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= 0
anim = 2405
sprpriority = 35
ctrl = 0

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

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 9
value = 2300,1

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

;---------------------------------------------------------------------------
;僿儖僷乕
;---------------------------------------------------------------------------

[Statedef 2401]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2401

[State 2002]
type = PlaySnd
trigger1 = animelem = 12
value = 2563,3

[State 2002]
Type = AngleDraw
Trigger1 = AnimElemTime(12) = [1,40]
Scale = 1.0,1.0

[State 2002]
Type = AngleAdd
Trigger1 = AnimElemTime(12) = [1,40]
Value = -7

[state 2002]
type = velset
trigger1 = AnimElemTime(12) = [1,40]
x = ((root,var(1) = 1)*1)+1

[state 2002]
type = velset
triggerall = AnimElemTime(12) = [1,40]
trigger1 = root,var(56) = 2
y = -(((root,var(1) = 1)*1)+1)

[state 2002]
type = velset
triggerall = AnimElemTime(12) = [1,40]
trigger1 = root,var(56) = 3
y = (((root,var(1) = 1)*1)+1)

[state 2002]
type = velset
triggerall = AnimElemTime(12) = [1,40]
trigger1 = root,var(56) = 0
y = 0

[state 2002]
type = velset
trigger1 = AnimElemTime(12) != [1,40]
x = 0


[State 2793]
type = null;Trans
trigger1 = 1
trans = add

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

[State 2]
type = Projectile
trigger1 = AnimElemTime(12) = 2 || AnimElemTime(12) = 4 || AnimElemTime(12) = 6 || AnimElemTime(12) = 8 || AnimElemTime(12) = 10
trigger2 = AnimElemTime(12) = 12 || AnimElemTime(12) = 14 || AnimElemTime(12) = 16 || AnimElemTime(12) = 18 || AnimElemTime(12) = 20
projanim = 22182
projhitanim = -1
projid = 22182
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
attr = A, HT
animtype  = hard
damage    = Ceil(0.002 * enemy,Const(data.life)),0
getpower = 0,0
hitflag = MAFD
guardflag = N
numhits = 1
pausetime = 1,2
guard.pausetime = 0,8
sparkno = -1
sparkxy = 0,0
hitsound   = s2562,19
guard.sparkno = s7012
guardsound = s190,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3,0
air.velocity = -2,-3
fall = 0
air.fall = 1
juggle = 0
fall.recover = 0
p2stateno = 19000

[State 2]
type = Projectile
trigger1 = AnimElemTime(12) = 20
projanim = 22182
projhitanim = -1
projid = 22183
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 20
postype = p1
offset = 0,0
velocity = 0
attr = A, HT
animtype  = hard
damage    = 0,0
getpower = 0,0
hitflag = MAFD
guardflag = N
numhits = 1
pausetime = 0,6
guard.pausetime = 0,8
sparkno = -1
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
p2stateno = 2415

[State 1]
type = ChangeState
trigger1 = root,fvar(33)=1
value = 2410

[state a]
type = destroyself
trigger1 = animtime = 0

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

[state a]
type = parentvarset
trigger1 = time = 0
v = 20
value = 1

[State 2000, 6]
type = PlaySnd
trigger1 = animtime = 0
value = 2300,3

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

[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]
type = EnvShake
trigger1 = animtime = 0
time = 25
ampl = -12
freq = 95
phase = 95

[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 a]
type = destroyself
trigger1 = ishelper

[State 13121]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
value = 0

[State 1]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
fvalue = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(1) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(2) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(3) = 0
IgnoreHitPause = 1

[State 1]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(4) = 0
IgnoreHitPause = 1

[State 13121]
type = lifeset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = powerset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = lifeadd
trigger1 = life <= 50
value = -9999999
absolute = 1

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

[State 1]
type = posset
trigger1 = time = 0
y = -80

[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 a]
type = destroyself
trigger1 = ishelper

[State 700, 2]
type = NotHitBy
trigger1 = 1
value = SCA

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

[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

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

[State 821, 1]
type = VelAdd
Trigger1 = 1;animelem = 3,>= 0
y = .4

[State 13121]
type = lifeadd
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = Ceil(-0.04 * Const(data.life))
absolute = 1

[State 13121]
type = powerset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 13121]
type = lifeSet
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
value = 0

[State 13121]
type = lifeadd
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
value = -9999999
absolute = 1

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

;---------------------------------------------------------------------------
; 傃乕傓
;---------------------------------------------------------------------------

[Statedef 22075]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -3000
anim = 22075
ctrl = 0

[State 22075]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 22075]
type = SuperPause
trigger1 = time = 0
time = 42
movetime = 42
anim = -1

[State 22075]
type = Explod
trigger1 = time = 10
anim = 22171
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 22075]
type = Explod
trigger1 = time = 0
anim = 22169
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 22075]
type = Explod
trigger1 = Time = 0
anim = 22170
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 22075]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 2

[State 22075]
type = EnvColor
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 50
value = 0,0,0
under = 2

[State 22075]
type = PlaySnd
trigger1 = Time = 2
value = 2562,2

[State 22075]
type = PlaySnd
trigger1 = Time = 1
value = 3000,3

[State 22075]
type = AssertSpecial
trigger1 = 1
flag= noBG
flag2= nobardisplay

[state 22075]
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 22076]
type = AssertSpecial
trigger1 = 1
flag= noBG
flag2= noFG
flag3= nobardisplay

[State 22076]
type = EnvShake
trigger1 = (GameTime%3) = 1
time = 5
ampl = -3
freq = 95
phase = 95

[State 22076]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 22076]
type = PlaySnd
trigger1 = animelem = 1
value = 2550, 0

[State 22076]
type = PlaySnd
trigger1 = animelem = 1
value = 2562, 24

[State 22076]
type = PlaySnd
trigger1 = animelem = 1
value = 2562, 25
volume = 150

[State 22076]
type = PlaySnd
trigger1 = animelem = 1
value = 2562, 17
volume = 150

[State 22076]
type = Projectile
triggerall = time <= 140
trigger1 = (GameTime%3) = 1
attr = S, HA
projanim = 22079
projhitanim = -1
projid = 22079
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 15,-85
velocity = 0
animtype  = diagup
damage  = Ceil((0.004+((palno=12)*0.01))*enemy,Const(data.life)),Ceil(0.0033 * enemy,Const(data.life))
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
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 = 220760

[state 22076]
type = targetstate
trigger1 = palno=12&&time<=140
trigger1 = (GameTime%3) = 1
trigger1 = !(enemy,moveguarded||(enemy,stateno=[120,155]))
value = 220760

[State 22076]
type = Explod
trigger1 = animelem = 1
anim = 22080
id = 211
sprpriority = 5
postype = p1
pos = 40,-85
bindtime = -1
removetime = 150
supermove = 0
under = 0
ownpal = 1

[State 22076]
type = Explod
trigger1 = animelem = 1
anim = 22074
id = 211
sprpriority = 99
postype = p1
pos = 15,-85
bindtime = -1
removetime = 150
supermove = 0
under = 0
ownpal = 1

[State 22076]
type = Explod
trigger1 = animelem = 1
anim = 22090
id = 211
sprpriority = 99
postype = p1
pos = 30,-85
bindtime = -1
removetime = 150
supermove = 0
under = 0
ownpal = 1

[State 22076]
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

[State 22076]
type = Explod
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(53)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 22076]
type = Explod
trigger1 = palno=12
trigger1 = target,stateno = 220760 && enemyNear,time = 0 || projhit22079 = 1
anim = 22109+var(35)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1

[State 22076]
type = HitAdd
trigger1 = palno=12
trigger1 = target,stateno = 220760 && enemyNear,time = 0
value = 1

[State 22076]
type = Envcolor
trigger1 = palno=12
trigger1 = target,stateno = 220760 && enemyNear,time = 0
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 5
supermove = 1

[state 22076]
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 1]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22090
id = 22090
sprpriority = 99
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

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

;---------------------------------------------------------------------------
;價乕儉
;---------------------------------------------------------------------------

[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

[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((0.004+((palno=12)*0.01))*enemy,Const(data.life)),Ceil(0.0033 * enemy,Const(data.life))
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
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

;---------------------------------------------------------------------------
;傗傜傟
;---------------------------------------------------------------------------

[Statedef 220760]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 220760]
type = destroyself
trigger1 = ishelper

[State 220760]
type = lifeadd
trigger1 = time = 0
ignorehitpause = 1
value = -(Ceil(((0.005+((enemynear,palno=12)*0.007))*Const(data.life))))
absolute = 1

[State 220760]
type = lifeset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 220760]
type = powerset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 220760]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
trigger1 = enemynear,palno=12&&alive
value = 0

[State 220760]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
trigger1 = enemynear,palno=12&&alive
fvalue = 0

[State 220760]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
trigger1 = enemynear,palno=12&&alive
sysvar(1) = 0

[State 220760]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
trigger1 = enemynear,palno=12&&alive
sysvar(2) = 0

[State 220760]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
trigger1 = enemynear,palno=12&&alive
sysvar(3) = 0

[State 220760]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
trigger1 = enemynear,palno=12&&alive
sysvar(4) = 0

[State 220760]
type = NotHitBy
trigger1 = enemynear,name="G OROCHI"&&!ishelper
trigger1 = enemynear,palno=12
value = SCA

[State 220760]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 220760]
type = ChangeAnim
Trigger1 = Time = 0
value = 5070

[State 220760]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[State 220760] 
type = changestate
trigger1 = time >= 8
value = 220761

;---------------------------------------------------------------------------
;憡庤棊壓1
;---------------------------------------------------------------------------

[Statedef 220761]
type    = A
movetype= H
physics = N
sprpriority = 4

[state 220761]
type = destroyself
trigger1 = ishelper

[State 220761]
type = lifeadd
trigger1 = time = 0
ignorehitpause = 1
value = -(Ceil(0.01 * Const(data.life)))
absolute = 1

[State 220761]
type = lifeset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 220761]
type = powerset
triggerall = enemynear,name="G OROCHI"&&enemynear,palno=12
trigger1 = life <= (Ceil(0.3 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 220761]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
trigger1 = enemynear,palno=12&&alive
value = 0

[State 220761]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
trigger1 = enemynear,palno=12&&alive
fvalue = 0

[State 220761]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
trigger1 = enemynear,palno=12&&alive
sysvar(1) = 0

[State 220761]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
trigger1 = enemynear,palno=12&&alive
sysvar(2) = 0

[State 220761]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
trigger1 = enemynear,palno=12&&alive
sysvar(3) = 0

[State 220761]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
trigger1 = enemynear,palno=12&&alive
sysvar(4) = 0

[State 220761]
type = PlayerPush
trigger1 = 1
value = -1

[State 220761]
type = NotHitBy
trigger1 = enemynear,name="G OROCHI"&&!ishelper
trigger1 = enemynear,palno=12
value = SCA

[State 220761]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 220761]
type = ChangeAnim
trigger1 = time = 0
value = 5052

[state 220761]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),6.32,-6.32)
y = -6.8

[State 220761]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 220761]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
; 柍偵娨傠偆
;---------------------------------------------------------------------------

[Statedef 2200]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -4000
anim = 22061
ctrl = 0

[State 1] 
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
flag2 = nofg
flag3 = nobg

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

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

[State a]
type = helper
trigger1 = time = 12 || time = 16 || AnimElemTime(7) = 1 || AnimElemTime(9) = 2
id = 22101
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 22101
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 1]
type = Explod
trigger1 = AnimElemTime(12) >= 2
anim = 22131
sprpriority = 6
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
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 2000, 6]
type = PlaySnd
trigger1 = Time = 8
value = 2563,2

[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

[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 1]
type = varset
trigger1 = palno=12&&fvar(38)=2
trigger1 = time<150&&enemy,movereversed
fv = 18
value = 1
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999

[State 1]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999

[State 1]
type = ReversalDef
trigger1 = var(1) = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = s22133
hitsound = s2562,31
p2facing = 1
p2stateno = 169995

[state 1]
type = targetstate
trigger1 = palno=12&&fvar(18)!=0&&fvar(38)=2
trigger1 = enemy,alive&&time<150
value = 169995

[State 1]
type = targetLifeAdd
trigger1 = palno=12&&(gametime%(1+((time<150)*7)))=1
value = -9999999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

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

[state a]
type = varset
trigger1 = time = 0
v = 19
value = 0

[State 3040, 7]
type = BGPalfx
trigger1 = 1
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

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

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 2990
id = 2200
sprpriority = 99999
postype = back
scale = 1.0,1.0714285714285714285714285714286
pos = 0,0
bindtime = -1
under = 99
ownpal = 1
SuperMove = 0

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

[State 2000, 6]
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 = -10
freq = 95
phase = 95

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

[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

[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

[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

[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

[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

[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

[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

[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

[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

[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

[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

[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

[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

[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

[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

[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

[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

[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
pausemovetime = 999
supermovetime = 999

[state a]
type = varadd
trigger1 = var(19) <= 255
v = 19
value = 15

[State 3040, 7]
type = BGPalfx
trigger1 = 1
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 = 0
under = 2

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

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

;---------------------------------------------------------------------------
; 僿儖僷乕
;---------------------------------------------------------------------------

[Statedef 22220]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3322

[State 0]
type = Projectile
trigger1 = animelem=1&&root,var(1)!=1
attr = S, HA
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    = 21474836,(random<=40)*(random%250)
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)),0
guardflag = M
numhits = 1
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

[State 1]
type = Projectile
trigger1 = animelem=1&&root,var(1)!=0
attr = S, HA
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    = 21474836
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)),0
guardflag = 
numhits = (root,palno!=12)
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
ignorehitpause = 1

[State 0]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
trigger1 = time = 0
trigger2 = hitcount <= 1
attr = S, HA
animtype  = diagup
damage    = 21474836,(random<=40)*(random%250)
getpower = 0,0
givepower = Ceil(-1*enemy,Const(data.power)),0
guardflag = M
hitflag = MAFD
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1
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
yaccel = .7
p2stateno = 49000

[State 1]
type = HitDef
triggerall = root,var(1)!=0&&root,palno!=12&&ishelper
trigger1 = time = 0
trigger2 = hitcount <= 1
attr = S, HA
animtype  = diagup
damage    = 21474836
getpower = 0,0
givepower = Ceil(-1*enemy,Const(data.power)),0
guardflag = 
hitflag = MAFD
numhits = 1
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1
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
yaccel = .7
p2stateno = 49000
ignorehitpause = 1

[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

[state a]
type = destroyself
trigger1 = time >= 15
trigger2 = root,stateno != 22050
trigger3 = (moveguarded||hitcount>=1)&&root,var(1)!=1

;---------------------------------------------------------------------------
; 僿儖僷乕
;---------------------------------------------------------------------------

[Statedef 22221]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3322

[State 0]
type = Projectile
trigger1 = animelem=1&&root,var(1)!=1
attr = S, HA
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    = 21474836,(random<=40)*(random%250)
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)),0
guardflag = M
numhits = 1
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

[State 1]
type = Projectile
trigger1 = animelem=1&&root,var(1)!=0
attr = S, HA
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    = 21474836
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)),0
guardflag = 
numhits = (root,palno!=12)
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
ignorehitpause = 1

[State 0]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
trigger1 = time = 0
trigger2 = hitcount <= 1
attr = S, HA
animtype  = diagup
damage    = 21474836,(random<=40)*(random%250)
getpower = 0,0
givepower = Ceil(-1*enemy,Const(data.power)),0
guardflag = M
hitflag = MAFD
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1
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
yaccel = .7
p2stateno = 49000

[State 1]
type = HitDef
triggerall = root,var(1)!=0&&root,palno!=12&&ishelper
trigger1 = time = 0
trigger2 = hitcount <= 1
attr = S, HA
animtype  = diagup
damage    = 21474836
getpower = 0,0
givepower = Ceil(-1*enemy,Const(data.power)),0
guardflag = 
hitflag = MAFD
numhits = (root,palno!=12)
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1
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
yaccel = .7
p2stateno = 49000
ignorehitpause = 1

[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

[state a]
type = destroyself
trigger1 = time >= 15
trigger2 = root,stateno != 22050
trigger3 = (moveguarded||hitcount>=1)&&root,var(1)!=1

;---------------------------------------------------------------------------
; 僿儖僷乕
;---------------------------------------------------------------------------

[Statedef 22229]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3322

[State 0]
type = Projectile
trigger1 = animelem=1&&root,var(1)!=1
attr = S, HA
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    = 21474836,(random<=40)*(random%250)
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)),0
guardflag = M
numhits = 1
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

[State 1]
type = Projectile
trigger1 = animelem=1&&root,var(1)!=0
attr = S, HA
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    = 21474836
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)),0
guardflag = 
numhits = (root,palno!=12)
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
ignorehitpause = 1

[State 0]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
trigger1 = time = 0
trigger2 = hitcount <= 1
attr = S, HA
animtype  = diagup
damage    = 21474836,(random<=40)*(random%250)
getpower = 0,0
givepower = Ceil(-1*enemy,Const(data.power)),0
guardflag = M
hitflag = MAFD
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1
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
yaccel = .7
p2stateno = 49000

[State 1]
type = HitDef
triggerall = root,var(1)!=0&&root,palno!=12&&ishelper
trigger1 = time = 0
trigger2 = hitcount <= 1
attr = S, HA
animtype  = diagup
damage    = 21474836
getpower = 0,0
givepower = Ceil(-1*enemy,Const(data.power)),0
guardflag = 
hitflag = MAFD
numhits = (root,palno!=12)
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1
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
yaccel = .7
p2stateno = 49000
ignorehitpause = 1

[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

[state a]
type = destroyself
trigger1 = time >= 15
trigger2 = root,stateno != 22050
trigger3 = (moveguarded||hitcount>=1)&&root,var(1)!=1

;---------------------------------------------------------------------------
;挻昁墘弌僿儖僷
;---------------------------------------------------------------------------

[Statedef 22101]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22175
ownpal = 1

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

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

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

[State a]
type = Trans
trigger1 = 1
trans = add

[state a]
type = varset
trigger1 = time = 0
v = 56
value = 0

[State a]
type = VarAdd
trigger1 = Var(56) <= 40
var(56) = 1

[State a]
Type = AngleDraw
Trigger1 = Time >= 0
scale = 0.2 + Var(56)/10.0 , 0.2 + Var(56)/10.0

[State a]
Type = AngleAdd
Trigger1 = Time >= 0
Value = -3

[state a]
type = destroyself
trigger1 = Time >= 25

;---------------------------------------------------------------------------
;僷儚乕傾僢僾
;---------------------------------------------------------------------------

[Statedef 3250]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= -4000
sprpriority = 1
anim = 3450
ctrl = 0

[State 1]
type = NotHitBy 
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2000, 2]
type = SuperPause
trigger1 = time = (palno=12&&RoundState<=2&&var(54)<=50)
time = 25
movetime = 25
anim = -1



[State a]
type = helper
trigger1 = time = 12 || time = 16 ||  time = 22 || time = 30
id = 22101
persistent = 1
name = "wakka"
pos = 1,-115
postype = P1
stateno = 22101
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -2
postype = p1
pos = 1,-115
bindtime = -1
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1000, 5]
type = Explod
trigger1 = time = (palno=12&&RoundState<=2&&var(54)<=50)
anim = 22172
sprpriority = -3
postype = p1
pos = 1,-115
bindtime = -1
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1000, 5]
type = Explod
trigger1 = Time = (palno=12&&RoundState<=2&&var(54)<=50)
anim = 22173
sprpriority = -2
postype = p1
pos = 1,-115
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State -1]
type = Explod
trigger1 = time = 20
anim = 22154
id = 22154
sprpriority = 0
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State a]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%3) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = -70 + (random%140),0 - (random%40)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -2 + (random%4),-7
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
time = 1
value = 255,255,255
under = 2
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3040, 7]
type = EnvColor
trigger1 = time = 1
persistent = 0
time = 75
value = 0,0,0
under = 2
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 2
value = 2562,2
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,3
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 8
value = 2563,2
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 15
value = 2200,2
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 0]
type = Projectile
triggerall = var(1)!=1
trigger1 = AnimElem = 20 || AnimElem = 22 || AnimElem = 24 || AnimElem = 26 || AnimElem = 28 || AnimElem = 30 || AnimElem = 32 || AnimElem = 34 || AnimElem = 36 || AnimElem = 38
trigger2 = AnimElem = 40 || AnimElem = 42 || AnimElem = 44 || AnimElem = 46 || AnimElem = 48 || AnimElem = 50 || AnimElem = 52 || AnimElem = 54
attr = C, HA
projanim = 22156
projhitanim = -1
projid = 35904
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.002 * enemy,Const(data.life)) ,0
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = (enemy,const(size.mid.pos.x)),(enemy,const(size.mid.pos.y))
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-10
air.velocity = -0.5,-10
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 19000

[State 1]
type = Projectile
triggerall = var(1)!=0
trigger1 = AnimElem = 20 || AnimElem = 22 || AnimElem = 24 || AnimElem = 26 || AnimElem = 28 || AnimElem = 30 || AnimElem = 32 || AnimElem = 34 || AnimElem = 36 || AnimElem = 38
trigger2 = AnimElem = 40 || AnimElem = 42 || AnimElem = 44 || AnimElem = 46 || AnimElem = 48 || AnimElem = 50 || AnimElem = 52 || AnimElem = 54
attr = C, HA
projanim = 22156
projhitanim = -1
projid = 35904
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.002 * enemy,Const(data.life)) ,0
getpower = 0,0
givepower = 0,0
guardflag = 
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -7, -85
hitsound   = -1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-10
air.velocity = -0.5,-10
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 19000

[State 1]
type = lifeadd
trigger1 = palno != 12 && time = 0
value = lifemax/(4-(var(1)*2))
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state a]
type = targetstate
triggerall = palno = 12
triggerall = target,stateno = [19000,19035]
trigger1 = animelemtime(52) >= 0
value = 103999
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state a]
type = varset
trigger1 = time = 2
v = 29
value = ((var(1)=1)*400)+400+(((var(54)>=5700)*1700)+((fvar(24)>=2150&&var(54)>=2150)*1700))
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1]
type = varset
trigger1 = var(1) = 1 && palno != 12 && time = 1
fv = 39
value = life
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

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

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

[Statedef 2450]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -4000
anim = 2200
ctrl = 0

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State -2]
type = assertspecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state a]
type = varset
trigger1 = time = 0
v = 5
value = ifelse(var(30)!=1,(1*(command!="x")),0+(random%2))

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2201

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

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

[State a]
type = helper
trigger1 = time = 12 || time = 16 || AnimElemTime(6) = 1 || AnimElemTime(7) = 14
id = 22101
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 22101
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 2
value = 2562,2

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 8
value = 2563,2

[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 = 50
value = 0,0,0
under = 2

[state a]
type = changestate
trigger1 = animtime = 0
value = 2205

;---------------------------------------------------------------------------
;峌寕
;---------------------------------------------------------------------------

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

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State -2]
type = assertspecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2]
type = AssertSpecial
trigger1 = 1
flag = nokoslow

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2206

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

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

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 20
value = 2563,5
volume = 250
channel = 10

[State 2632]
type = Explod
trigger1 = Time = 0
anim = 22176
id = 22176
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add

[State 2632]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 1]
type = Projectile
triggerall = var(1)!=1
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = ((random<=15)*(random%150))+(random<=(3+(var(1)*5)))*21474836,(random<=25)*(random%250)
getpower = 0,0
givepower = 0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2635

[State 1]
type = Projectile
triggerall = var(1)!=0
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 21474836
getpower = 0,0
givepower = 0-((palno = 12)*9999999999)
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2635

[State 1]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 22178
projhitanim = -1
projid = 22178
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 1]
type = AttackDist
trigger1 = palno=12
value = 0

[State 1]
type = ReversalDef
triggerall = palno = 12
trigger1 = time = [20,220]
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,10
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 2636

[state 1]
type = targetstate
triggerall = palno = 12
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
value = 2636

[State 1]
type = targetLifeAdd
trigger1 = palno = 12
value = -9999999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1]
type = Explod
trigger1 = target,stateno = 2636 && enemyNear,time = 0 || projhit22177 = 1
anim = 22109+var(35)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1

[State 1]
type = HitAdd
trigger1 = target,stateno = 2636 && enemyNear,time = 0
value = 1

[state a]
type = changestate
trigger1 = time >= 250
value = 2210

;---------------------------------------------------------------------------
;廔椆
;---------------------------------------------------------------------------

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

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = timerfreeze
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2211

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

;---------------------------------------------------------------------------
;傗傜傟
;---------------------------------------------------------------------------

[Statedef 2635]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 2635]
type = destroyself
trigger1 = ishelper

[State 2635]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.007 * Const(data.life)))

[State 2635]
type = powerset
trigger1 = time = 0
ignorehitpause = 1
value = power - (Ceil(0.005 * Const(data.power)))

[State 2635]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2635]
type = ChangeAnim
Trigger1 = Time = 0
value = 5070

[State 2635]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[State 2635] 
type = changestate
trigger1 = time >= 8
value = 2637

;---------------------------------------------------------------------------
;傗傜傟
;---------------------------------------------------------------------------

[Statedef 2636]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 2636]
type = lifeset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 2636]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 2636]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
value = 0

[State 2636]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
fvalue = 0

[State 2636]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(1) = 0

[State 2636]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(2) = 0

[State 2636]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(3) = 0

[State 2636]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(4) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(1) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(2) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(3) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(4) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(5) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(6) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(7) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(8) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(9) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(10) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(11) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(12) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(13) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(14) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(15) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(16) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(17) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(18) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(19) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(20) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(21) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(22) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(23) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(24) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(25) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(26) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(27) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(28) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(29) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(30) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(31) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(32) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(33) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(34) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(35) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(36) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(37) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(38) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(39) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(40) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(41) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(42) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(43) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(44) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(45) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(46) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(47) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(48) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(49) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(50) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(51) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(52) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(53) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(54) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(55) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(56) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(57) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(58) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
var(59) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(1) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(2) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(3) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(4) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(5) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(6) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(7) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(8) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(9) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(10) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(11) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(12) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(13) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(14) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(15) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(16) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(17) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(18) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(19) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(20) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(21) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(22) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(23) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(24) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(25) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(26) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(27) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(28) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(29) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(30) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(31) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(32) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(33) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(34) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(35) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(36) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(37) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(38) = 0

[State 2636]
type = parentVarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&enemynear,palno=12&&ishelper
fvar(39) = 0

[State 2636]
type = AssertSpecial
trigger1 = ishelper
flag = invisible

[State 2636]
type = PlayerPush
trigger1 = 1
value = -1

[State 2636]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2636]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2636]
type = ChangeAnim
Trigger1 = Time = 0
value = 5070

[State 2636]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[state 2636]
type = destroyself
trigger1 = ishelper&&time>=1

[State 2636] 
type = changestate
trigger1 = !ishelper&&time >= 8
value = 2637

;---------------------------------------------------------------------------
;憡庤棊壓1
;---------------------------------------------------------------------------

[Statedef 2637]
type    = A
movetype= H
physics = N
sprpriority = 4

[state 2637]
type = destroyself
trigger1 = ishelper

[State 2637]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.035 * Const(data.life)))

[State 2637]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 2637]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 2637]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
value = 0

[State 2637]
type = VarRangeSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
fvalue = 0

[State 2637]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(1) = 0

[State 2637]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(2) = 0

[State 2637]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(3) = 0

[State 2637]
type = VarSet
trigger1 = enemynear,name="G OROCHI"&&enemynear,fvar(37)=1&&!ishelper&&name!="G OROCHI"
sysvar(4) = 0

[State 2637]
type = PlayerPush
trigger1 = 1
value = -1

[State 2637]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2637]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 2637]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[state 2637]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 2637]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 2637]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

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

[Statedef 2770]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2201
ctrl = 0

[State 2300]
type = varset
trigger1 = palno=12&&time=0
fv = 13
value = 1
ignorehitpause = 1

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State -2]
type = assertspecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

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

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

[State a]
type = helper
trigger1 = time = 12 || time = 16 || AnimElemTime(6) = 1 || AnimElemTime(7) = 14
id = 22101
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 22101
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 2300]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2300]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2300]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2300]
type = PlaySnd
trigger1 = Time = 0
value = 2100,0
volume = 150

[State 2300]
type = PlaySnd
trigger1 = Time = 2
value = 2562,2

[State 2300]
type = PlaySnd
trigger1 = Time = 1
value = 3000,3

[State 2300]
type = PlaySnd
trigger1 = Time = 8
value = 2563,4

[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 = 50
value = 0,0,0
under = 2

[state 2300]
type = changestate
trigger1 = animtime = 0
value = 23000

;---------------------------------------------------------------------------
;峌寕
;---------------------------------------------------------------------------

[Statedef 23000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2206
ctrl = 0

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State -2]
type = assertspecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2]
type = AssertSpecial
trigger1 = 1
flag = nokoslow

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

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

[State 23000]
type = varadd
trigger1 = palno=12&&time<160&&fvar(17)!=0
fv = 15
value = (stateno=23000)
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 23000]
type = varset
trigger1 = palno=12&&time<160&&enemy,movereversed
fv = 17
value = (stateno=23000)
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 23000]
type = PlaySnd
trigger1 = Time = 0
value = 2100,1
volume = 150

[State 23000]
type = PlaySnd
trigger1 = Time = 0
value = 4000,17
volume = 250
channel = 9

[State 23000]
type = null;PlaySnd
trigger1 = Time = 0
value = 4000,20
volume = 150

[State 23000]
type = Explod
trigger1 = Time = 0
anim = 3060
id = 3060
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add

[State 2632]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 1]
type = Projectile
triggerall = var(1)!=1
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = ((random<=15)*(random%150))+(random<=(3+(var(1)*5)))*21474836,(random<=25)*(random%250)
getpower = 0,0
givepower = 0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2635

[State 1]
type = Projectile
triggerall = var(1)!=0
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 21474836
getpower = 0,0
givepower = 0-((palno = 12)*9999999999)
hitflag = MAFD
guardflag =
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2635

[State 1]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 22178
projhitanim = -1
projid = 22178
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 23000]
type = AttackDist
trigger1 = palno=12
value = 0

[State 23000]
type = ReversalDef
triggerall = palno = 12
trigger1 = time = [20,220]
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,10
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 2636

[state 23000]
type = targetstate
triggerall = palno = 12
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
value = 2636

[State 23000]
type = targetLifeAdd
trigger1 = 1
value = -9999999999999999999999999999999
absolute = 1
kill = 1

[state 23000]
type = targetpoweradd
trigger1 = 1
value = -999999999999999999999999999999999
absolute = 1
kill = 1


[State 23000]
type = AttackDist
trigger1 = 1
value = 0

[State 23000]
type = targetLifeAdd
trigger1 = palno = 12
value = -9999999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 23000]
type = Explod
trigger1 = target,stateno = 2636 && enemyNear,time = 0 || projhit22177 = 1
anim = IfElse((projguarded=1),7011,7001)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1
trans = add

[State 23000]
type = HitAdd
trigger1 = target,stateno = 2636 && enemyNear,time = 0
value = 1

[state 23000]
type = changestate
trigger1 = time >= 250
value = 23001

;---------------------------------------------------------------------------
;廔椆
;---------------------------------------------------------------------------

[Statedef 23001]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2211
ctrl = 0

[State 23001]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay

[state 23001]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 23000]
type = targetLifeAdd
trigger1 = 1
value = -9999999999999999999999999999999
absolute = 1
kill = 1

[state 23000]
type = targetpoweradd
trigger1 = 1
value = -999999999999999999999999999999999
absolute = 1
kill = 1
;---------------------------------------------------------------------------
; 僆儘僠
;---------------------------------------------------------------------------

[Statedef 2631]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -4000
anim = 2200
ctrl = 0

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State -2]
type = assertspecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state a]
type = varset
trigger1 = time = 0
v = 5
value = ifelse(var(30)!=1,(1*(command!="x")),0+(random%2))

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2201

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

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

[State a]
type = helper
trigger1 = time = 12 || time = 16 || AnimElemTime(6) = 1 || AnimElemTime(7) = 14
id = 22101
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 22101
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 2
value = 2562,2

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 8
value = 2563,2

[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 = 50
value = 0,0,0
under = 2

[state a]
type = changestate
trigger1 = animtime = 0
value = 2205

;---------------------------------------------------------------------------
;峌寕
;---------------------------------------------------------------------------

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

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State -2]
type = assertspecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2]
type = AssertSpecial
trigger1 = 1
flag = nokoslow

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2206

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

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

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 20
value = 2563,5
volume = 250
channel = 10

[State 2632]
type = Explod
trigger1 = Time = 0
anim = 22176
id = 22176
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add

[State 2632]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 1]
type = Projectile
triggerall = var(1)!=1
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = ((random<=15)*(random%150))+(random<=(3+(var(1)*5)))*21474836,(random<=25)*(random%250)
getpower = 0,0
givepower = 0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2635

[State 1]
type = Projectile
triggerall = var(1)!=0
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 21474836
getpower = 0,0
givepower = 0-((palno = 12)*9999999999)
hitflag = MAFD
guardflag =
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2635

[State 1]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 22178
projhitanim = -1
projid = 22178
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 1]
type = AttackDist
trigger1 = palno=12
value = 0

[State 1]
type = ReversalDef
triggerall = palno = 12
trigger1 = time = [20,220]
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,10
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 2636

[state 1]
type = targetstate
triggerall = palno = 12
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
value = 2636

[State 1]
type = targetLifeAdd
trigger1 = palno = 12
value = -9999999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 1]
type = Explod
trigger1 = target,stateno = 2636 && enemyNear,time = 0 || projhit22177 = 1
anim = 22109+var(35)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1

[State 1]
type = HitAdd
trigger1 = target,stateno = 2636 && enemyNear,time = 0
value = 1

[state a]
type = changestate
trigger1 = time >= 250
value = 2210

;---------------------------------------------------------------------------
;廔椆
;---------------------------------------------------------------------------

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

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = timerfreeze
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2211

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

[Statedef 2880]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= 0
anim = 2201
ctrl = 0
sprpriority = 99

[state 2630]
type = varset
trigger1 = palno = 12 && time = 0
v = 5
value = (palno=12&&power>=(0.4*Const(data.power)))*1

[State 2630]
type = powerAdd
trigger1 = palno = 12 && time = 1 && (var(5) = 1)
value = (-0.4*Const(data.power))

[State 2631]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg
flag3 = nofg

[State 2631]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2631]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 2631]
type = Explod
trigger1 = time = 1
anim = 22172
sprpriority = -1
postype = p1
pos = 0,-130
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2631]
type = Explod
trigger1 = Time = 11
anim = 22173
sprpriority = 101
postype = p1
pos = 0,-130
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2631]
type = Explod
trigger1 = Time = 15
anim = 22174
sprpriority = -4
postype = p1
pos = 0,-130
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2631]
type = helper
trigger1 = time = 10 || time = 14 ||  time = 38 || time = 44
id = 2634
persistent = 1
name = "wakka"
pos = 0,-500
postype = P1
stateno = 2634
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 2631]
type = EnvColor
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 2631]
type = PlaySnd
trigger1 = Time = 1
value = 3000,3

[State 2631]
type = PlaySnd
trigger1 = Time = 2
value = 2562,2

[State 2631]
type = PlaySnd
trigger1 = Time = 8
value = 2563,2

[state 2631]
type = changestate
trigger1 = animtime = 0
value = 2632

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

[Statedef 2632]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 2206
sprpriority = 99
ctrl = 0

[State 2632]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nobg
flag3 = nofg

[State 2632]
type = AssertSpecial
trigger1 = 1
flag = nokoslow

[State 2632]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2632]
type = PlaySnd
trigger1 = Time = 0
value = 2500,7
volume = 250
channel = 13

[State 2632]
type = EnvShake
trigger1 = time >= 350 && (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 2632]
type = Explod
trigger1 = Time = 0
anim = 3073
id = 3073
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add

[State 2632]
type = Projectile
triggerall = palno = 12
trigger1 = time <= 350 && (GameTime%30) = 1
attr = S, NA
projanim = 3049
projhitanim = -1
projid = 2632
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
numhit = 0
animtype  = hard
damage    = 0,0
getpower = 0,0
givepower = 0-((palno = 12)*9999999999)
hitflag = MAFD
guardflag =
pausetime = 9,10
guard.pausetime = 9,10
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = (IfElse(!(enemynear,statetype=S&&enemynear,statetype=C),2640,2639))

[State 2632]
type = Projectile
trigger1 = time >= 350 && time <= 550
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 3049
projhitanim = -1
projid = 1073
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(((0.0001+((var(1)=1)*0.00015))+((palno=12)*0.02)+((palno=12&&(var(5)=1))*100.0))*enemy,Const(data.life))
getpower = 0,0
givepower = 0-((palno = 12)*9999999999)
hitflag = MAFD
guardflag =
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2635

[State 2632]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3050
projhitanim = -1
projid = 3050
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 0,0
getpower = 10,0
givepower = -9999999999
guardflag = M
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 2632]
type = AttackDist
trigger1 = 1
value = 0

[State 2632]
type = ReversalDef
trigger1 = palno = 12 && time <= 550
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7, hit
pausetime = 0,10
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = IfElse((time <= 350),(IfElse(!(enemynear,statetype=S&&enemynear,statetype=C),2640,2639)),72001)

[state 2632]
type = targetstate
triggerall = palno = 12
trigger1 = time >= 350 && time <= 550
trigger1 = (GameTime%3) = 1
value = 72001

[state 2632]
type = targetstate
triggerall = palno = 12
trigger1 = time < 350 && (enemynear,statetype = S||enemynear,statetype = C)
trigger1 = !(target,stateno = 2639||target,stateno = 2640)
value = 72003

[state 2632]
type = targetstate
triggerall = palno = 12
trigger1 = time < 350 && enemynear,statetype = A
trigger1 = !(target,stateno = 2639||target,stateno = 2640)
value = 2640

[State 2632]
type = Explod
triggerall = palno = 12
trigger1 = target,stateno = 72001 && enemyNear,time = 0
anim = IfElse((var(54)= 1),(22109 + (random%8)),22111)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1

[State 2632]
type = HitAdd
triggerall = palno = 12
trigger1 = target,stateno = 72001 && enemyNear,time = 0
value = 1

[State 2633]
type = EnvColor
trigger1 = time = 540
time = 20
value = 255,255,255
sprpriority = 99999
persistent = 1
ignorehitpause = 1

[state 2632]
type = changestate
trigger1 = time >= 550
value = 2633

;---------------------------------------------------------------------------
; 廔椆
;---------------------------------------------------------------------------

[Statedef 2633]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2211
ctrl = 0
sprpriority = 99

[State 2633]
type = EnvColor
trigger1 = time = 0
time = 10
value = 255,255,255
sprpriority = 99999
persistent = 1
ignorehitpause = 1

[State 2633]
type = AssertSpecial
trigger1 = AnimElemtime(5) <= 0
flag = nobardisplay
flag2 = nobg
flag3 = nofg

[State 2632]
type = AssertSpecial
trigger1 = 1
flag = nokoslow

[state 2633]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;----------------------------------------

[Statedef 2600]
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 = 20;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 1]
type = Projectile
trigger1 = time >= 0
trigger1 = p2stateno != 40
trigger1 = p2statetype != A
attr = S, NA
projanim = 23272727
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
p2facing = 1
p1stateno = 7110
p2stateno = 2220
p2facing = 1
kill = 0

[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 = 1;Time = [0,4000]
flag = NoFG
flag2 = NOBG
flag3 = nobardisplay
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  = 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 = 1

[State 3003, SuperPause]
type = SuperPause
trigger1 = AnimElem = 91
time = 37
movetime = 37
anim = -1
darken = 0

[State 0, Helper]
type = Helper
trigger1 = animelem=89
triggerall=movehit
helpertype = normal ;player
name =  "OrochiVS"
ID =  60154
stateno = 60153
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove=1
pausemove
supermovetime = 29
ignorehitpause =1

[State 0, Helper]
type = Helper
trigger1 = animelem=89
triggerall=movehit
helpertype = normal ;player
name =  "Orochi no Dai"
ID =  60154
stateno = 60154
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove=1
pausemove
supermovetime = 29
ignorehitpause =1

[State 0, Helper]
type = Helper
trigger1 = animelem=89
triggerall=movehit
helpertype = normal ;player
name =  "Orochi no Dai2"
ID =  60154
stateno = 60155
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove=1
pausemove
supermovetime = 29
ignorehitpause =1

[State 0, VarSet]
type = VarSet
trigger1 =var(29)!=0
trigger1=animelem=70
v = 29
value = 0
ignorehitpause =1
;persistent =


[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, EnvColor]
type = EnvColor
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
trigger13 = Animelem = 85
trigger14 = Animelem = 91
value = 255,255,255
time = 1
under = 1
ignorehitpause =1

[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 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
;----------------------
;Hel

[Statedef 60153]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 6016
ctrl = 0

[State 3002, 0]
type = ModifyExplod
trigger1 = time = [3,33]
ID = 7150
scale = -(2*(time**2)/1089.0)+365.0/121.0,-(2*(time**2)/1089.0)+365.0/121.0
;scale = ((2*time)/30.0)+3.2,-((2*time)/30.0)+3.2

[State 3002, 1]
type = explod
trigger1 = time = 3
id = 7150
anim = 7150
pos = -160,120
postype = right
sprpriority = -10
supermove = 1
removetime = 200
;removeongethit = 1
removetime=33
;ownpal = 1
;ontop = 1
bindtime = 10000
scale=.2,.2

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time > 50
id =7150
;ignorehitpause =
;persistent =


[State 0, DestroySelf]
type = DestroySelf
trigger1 =time>63;animtime=;0
ignorehitpause =1

;---------------------------
[Statedef 60154]
type = S      ;S/C/A/L  stand/crouch/air/liedown
movetype =I   ;I/A/H    idle/attack/gethit
physics = S   ;S/C/A/N  stand/crouch/air/none
anim=6014

[State 3000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 6012
postype = back
ID = 9009
sprpriority = -3
supermovetime = 1
removetime = 1
supermove = 1
scale = 3 - (time * 0.15), 3 - (time * 0.15)
pos = 0,60-time * 5
ignorehitpause=1

[state 3000, Explod]
type = Explod
trigger1 = animelem = 2
anim = 6012
postype = back
id = 9009
vel = -.65,0
sprpriority = -3
supermovetime = 29
removetime = 40
pos = 0,0
ignorehitpause=1

[State 0, PlaySnd]
type = PlaySnd
trigger1 =Time=1
trigger2 =Time=3
trigger3 =Time=4
trigger4 =Time=6
value = S20000,1
volume = 255
ignorehitpause =1

[State 2000, 6]
type = PlaySnd
trigger1 = time < 10;77
triggerall=timemod= 4,3
volume=255
value = 20000,1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =1
flag = nobardisplay
flag2 = noBG
flag3= noFG
ignorehitpause =1


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 20
ignorehitpause =1
;----------------------------------
[Statedef 60155]
type = S
movetype =I
physics = S
anim=6014

[State 3000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 6013
postype = back
ID = 9009
sprpriority = -3
supermovetime = 1
removetime = 1
supermove = 1
scale = 3 - (time * 0.15), 3 - (time * 0.15)
pos = 235,60+time * 5
ignorehitpause=1

[state 3000, Explod]
type = Explod
trigger1 = animelem = 2
anim = 6013
postype = back
id = 9009
vel = .65,0
sprpriority = -3
supermovetime = 29
removetime = 40 ;30
pos = 117,0
ignorehitpause=1

[State 0, PlaySnd]
type = PlaySnd
trigger1 =Time=1
trigger2 =Time=3
trigger3 =Time=4
trigger4 =Time=6
value = S20000,1
volume = 255
ignorehitpause =1

[State 2000, 6]
type = PlaySnd
trigger1 = time < 10;77
triggerall=timemod= 4,3
volume=255
value = 20000,1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =1
flag = nobardisplay
flag2 = noBG
flag3= noFG
ignorehitpause =1


[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 20
ignorehitpause =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
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;僇僆僥傿僢僋丒僼儗傾
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 2500]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -3000
anim = 21238384
ctrl = 0


;---------------------[挻昁嶦媄墘弌]
;---------------------[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 0, PlaySnd]
type = PlaySnd
trigger1 = time=5
value = S192,0
volume = 255

[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 = 39332134


;---------------------[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 = 221870
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 = 221870;1415
id = 221870
sprpriority = 4
postype = p1
pos = 0,5
bindtime = 1
removetime=-2
supermove = 0
ignorehitpause = 1
under = 0
scale = 1,1;0.8,1;0.7


[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 3;10
anim = 221870;1415
id = 221870
sprpriority = 4
facing = -1
postype = p1
pos = 0,5
bindtime = 1
removetime=-2
supermove = 0
ignorehitpause = 1
under = 0
scale = 1,1



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

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

;千手佛
[Statedef 22172]
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 = 1050,0

[state a];敪幩
type = playsnd
trigger1 = animelem = 7
value = 1000,0


;---------------------[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 = 1065
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 = -38,-156
postype = P1
stateno = 1065
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1050
persistent = 0
name = "sennpuuki"
pos = -38,-36
postype = P1
stateno = 1065
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 1065]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 6,0
ctrl = 0
anim = 1065


;---------------------[柍揋張棟]
;---------------------[僄僼僃僋僩]
[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 2
anim = 1061
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
;persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animtime = 0
anim = 1063
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
;persistent = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22129
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,0
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.5,0.5
under = 0
ownpal = 1

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22129
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,0
scale = 0.8,0.8
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22129
sprpriority = 1
postype = p1
velset = 0,0
pos = -60,0
;scale = 0.8,0.8
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1



[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 10,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = (GameTime%5) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -20,0
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1



;---------------------[峌寕偺巜掕]
[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 2
attr = S, SA
projanim = 1062
;projhitanim = 2011
projremovetime = 16
projid = 1050
projpriority = 16
projsprpriority = 16
projedgebound = 220
;hitflag =HA,MA,LA,AA
air.juggle = 2
postype = p1
getpower = 100,100
offset = 0,0
velocity = 0
damage = Ceil(0.04 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 0,0
hitsound = S222,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1
p2stateno = 19000
;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 300


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;僼傿傾?丒僷僯僢僔儏儊儞僩
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 2555]
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 = 39332134


;---------------------[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
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;挻昁嶦媄
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

[Statedef 2155]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 50
velset = 0,0
anim = 3007
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];偼傜偊
type = playsnd
trigger1 = animelem = 6
value = 1000,0

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

[state a];敪幩
type = playsnd
trigger1 = animelem = 9
value = 1000,1

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

[state a]
type = velset
trigger1 = animelem = 7
x = -2

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

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

;---------------------[僄僼僃僋僩]
[State 1000, 5];峌寕僄僼僃僋僩
type = null;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 = 7
id = 3005
persistent = 0
name = "sennpuuki"
pos = 46,-146
postype = P1
stateno = 3006
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 7
id = 3005
persistent = 0
name = "sennpuuki"
pos = 46,-86
postype = P1
stateno = 3006
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 7
id = 3005
persistent = 0
name = "sennpuuki"
pos = 46,-26
postype = P1
stateno = 3006
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]

[State 2900, 1];
type = helper
trigger1 = Animelem = 11
id = 3005
persistent = 0
name = "sennpuuki"
pos = 26,-106
postype = P1
stateno = 1010 ;3006
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]

[State 2900, 1];
type = helper
trigger1 = Animelem = 11
id = 3005
persistent = 0
name = "sennpuuki"
pos = 46,-86
postype = P1
stateno = 3007
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = Animelem = 11
id = 3005
persistent = 0
name = "sennpuuki"
pos = 76,-106
postype = P1
stateno = 3008
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 11
id = 3005
persistent = 0
name = "sennpuuki"
pos = 76,-66
postype = P1
stateno = 3009
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 11
id = 3005
persistent = 0
name = "sennpuuki"
pos = 46,-106;-86
postype = P1
stateno = 1020
helpertype = normal
keyctrl = 0
ownpal = 1


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


; 嬀(?)僿儖僷乕
[Statedef 3006]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3003
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


;---------------------[旘傃摴嬶]
[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 6
attr = S, SA
projanim = 1010
projhitanim = 2110
projid = 10000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
hitflag = MAFD
postype = p1
getpower = 100,100
offset = -10,-20
velocity = 5
damage = 20,5
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = s22109 + var(35)
guard.sparkno = S7012
sparkxy = 20,0
hitsound = S190,2
guardsound = S121,0
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -9,0
air.velocity = -4,-4
air.juggle = 7
fall = 0
air.fall = 1
fall.recover = 0
ownpal = 1
p2stateno = 9000


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


; 嬀(?)僿儖僷乕
[Statedef 3007]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3003
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


;---------------------[旘傃摴嬶]
[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 6
attr = S, SA
projanim = 1010
projhitanim = 2110
projid = 10000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
hitflag = MAFD
postype = p1
getpower = 100,100
offset = -10,-20
velocity = 4;2
damage = 20,5
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = s22109 + var(35)
guard.sparkno = S7012
sparkxy = 20,0
hitsound = S190,2
guardsound = S121,0
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -9,0
air.velocity = -4,-4
air.juggle = 7
fall = 0
air.fall = 1
fall.recover = 0
ownpal = 1
p2stateno = 9000

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



; 嬀(?)僿儖僷乕
[Statedef 3008]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3003
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


;---------------------[旘傃摴嬶]
[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 6
attr = S, SA
projanim = 1010
projhitanim = 2110
projid = 10000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
hitflag = MAFD
postype = p1
getpower = 100,100
offset = -10,-20
velocity = 3,-1
damage = 20,5
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = s22109 + var(35)
guard.sparkno = S7012
sparkxy = 20,0
hitsound = S190,2
guardsound = S121,0
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -9,0
air.velocity = -4,-4
air.juggle = 7
fall = 0
air.fall = 1
fall.recover = 0
ownpal = 1
p2stateno = 9000


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




; 嬀(?)僿儖僷乕
[Statedef 3009]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3003
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


;---------------------[旘傃摴嬶]
[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 6
attr = S, SA
projanim = 1010
projhitanim = 2110
projid = 10000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
hitflag = MAFD
postype = p1
getpower = 100,100
offset = -10,-20
velocity = 3,1
damage = 20,5
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = s22109 + var(35)
guard.sparkno = S7012
sparkxy = 20,0
hitsound = S190,2
guardsound = S121,0
ground.type = high
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -9,0
air.velocity = -4,-4
air.juggle = 7
fall = 0
air.fall = 1
fall.recover = 0
ownpal = 1
p2stateno = 9000

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










; 嬀(?)僿儖僷乕
[Statedef 1010]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 4,0
ctrl = 0
anim = 1010

;---------------------[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 = 1011 ;1015


;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
triggerall = enemy,stateno != 1205
trigger1 = time = 0
trigger2 = movecontact = 10
attr = S, SA
animtype  = hard
damage    = 18,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,12
sparkno = s22109 + var(35)
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s9999,6
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = 0,-4.5
fall = 0
air.fall = 1
fall.recover = 0
p1stateno = 1013 ;1011



;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = FrontEdgeDist <= -95
trigger2 = time = 300


; 嬀(?)僿儖僷乕
[Statedef 1020]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 2,0
ctrl = 0
anim = 1010

;---------------------[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 = 1011 ;1015


;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
triggerall = enemy,stateno != 1205
trigger1 = time = 0
trigger2 = movecontact = 10
attr = S, SA
animtype  = hard
damage    = 18,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,12
sparkno = s22109 + var(35)
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s9999,6
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = 0,-4.5
fall = 0
air.fall = 1
fall.recover = 0
p1stateno = 1013 ;1011



;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = FrontEdgeDist <= -95
trigger2 = time = 300

; 嬀(?)僿儖僷乕2
[Statedef 1012]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 8,0
ctrl = 0
anim = 1010

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

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

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


;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
triggerall = enemy,stateno != 1205
trigger1 = time = 0
trigger2 = movecontact = 3
attr = S, SA
animtype  = hard
damage    = 18,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,12
sparkno = s22109 + var(35)
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s9999,6
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = 0,-4.5
fall = 0
air.fall = 1
fall.recover = 0
p1stateno = 1013


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



; 嬀(?)僿儖僷乕僸僢僩
[Statedef 1011]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0.5,0
ctrl = 0
anim = 1011

;---------------------[岠壥壒]
[state a];
type = playsnd
trigger1 = time = 5
value = 801,1

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

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

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

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

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

;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = time = 0
trigger2 = movecontact = 7
attr = A, SA
animtype  = hard
damage    = 24,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,7
sparkno = s22109 + var(35)
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s9999,6
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,0
air.velocity = -4,-4.5
fall = 0
air.fall = 1
fall.recover = 0


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



; 嬀(?)僿儖僷乕僸僢僩2
[Statedef 1013]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 1,0
ctrl = 0
anim = 1011

;---------------------[岠壥壒]
[state a];
type = playsnd
trigger1 = time = 5
value = 801,1

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

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

;---------------------[堏摦]
[state a]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = 18

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

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

;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
triggerall = hitcount <= 6
trigger1 = time = 0
trigger2 = movecontact = 4
attr = A, SA
animtype  = hard
damage    = 24,10
getpower = 30,30
guardflag = M
numhits = 1
pausetime = 0,7
sparkno = s22109 + var(35)
sparkxy = -17,0
hitsound   = s300,0
guard.sparkno = s7012
guardsound = s9999,6
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,0
air.velocity = -4,-4.5
fall = 0
air.fall = 1
fall.recover = 0


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


; 嬀(?)僿儖僷乕徚柵
[Statedef 1015]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1015

;---------------------[岠壥壒]
[state a];
type = playsnd
trigger1 = time = 0
value = 190,2

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





