
;=================================================================================
;=================================================================================
;ジェノサイドカッター
;=================================================================================
;=================================================================================
[Statedef 1030]
type    = S
movetype= A
physics = N
juggle  = 15
poweradd = -1000
velset = 0,0
anim = 1030
ctrl = 0
sprpriority = 2

[State 1030]
type = SuperPause
trigger1 = animelem = 7
time = 30
movetime = 30
anim = -1

[State ]
type = AssertSpecial
trigger1 = animelemtime(7) = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State ]
type = Helper
trigger1 = animelem = 7
stateno = 1
id = 1
pos = 2,-100
postype = p1
Keyctrl = 0
helpertype = normal
ownpal = 1
supermove = -1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Explod
trigger1 = animelem = 7
anim = 7020
sprpriority = 50
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
ontop = 1
trans = add

[State ]
type = PlaySnd
trigger1 = AnimElem = 7
value = 20000,0

[State 1030]
type = PlaySnd
trigger1 = animelem = 9
value = s1400,random%4
freqmul = 0.9
volume = 255

[State 1030]
type = posset
trigger1 = time = 0
y = 0

[State 1030]
type = HitDef
trigger1 = animelem = 10
trigger2 = animelem = 11
trigger3 = animelem = 12
attr = S,HA
getpower = 0
damage = 0,0
animtype = Hard
hitflag = MAFD
guardflag = MA
priority = 5
pausetime = 3,3
ground.type = high
ground.slidetime = 10
ground.hittime = 10
ground.velocity = 0,0
air.velocity = 0,0
p1facing = 1
p1stateno = 1040
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1030]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1040]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 50
velset = 0,0
anim = 1040
ctrl = 0

[State 1040]
type = PosAdd
trigger1 = time = 1
x = p2dist x-50

[State 1040]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 9
value = 200, random%3
volume = 255
freqmul = 0.9

[State 1040]
type = PlaySnd
trigger1 = animelem = 6
trigger2 = animelem = 15
value = 210, random%3
volume = 255
freqmul = 0.9

[State 1040]
type = PlaySnd
trigger1 = animelem = 22
value = 10000,5
volume = 255
freqmul = 0.9

[State 1040]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 6
trigger3 = animelem = 9
trigger4 = animelem = 15
trigger5 = animelem = 22
value = 10000,10

[State 1040]
type = PlaySnd
trigger1 = animelem = 9
trigger2 = animelem = 15
trigger3 = animelem = 22
value = 10000,19

[State 1040]
type = Explod
trigger1 = animelem = 2
anim = 34500
id = 34500
sprpriority = 5
postype = p1
pos = 30,30
bindtime = 1
supermovetime = 8
ignorehitpause = 0
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1040]
type = Explod
trigger1 = animelem = 6
anim = 34500
id = 34500
sprpriority = 5
postype = p1
facing = -1
vfacing = -1
pos = 45,-200
bindtime = 1
supermovetime = 8
ignorehitpause = 0
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1040]
type = Explod
trigger1 = animelem = 9
anim = 34300
id = 34300
sprpriority = 5
postype = p1
pos = 30,-40
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1040]
type = Explod
trigger1 = animelem = 15
anim = 34500
id = 34500
sprpriority = 5
postype = p1
pos = 30,-40
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1040]
type = Explod
trigger1 = animelem = 22
anim = 34400
id = 34400
sprpriority = 5
postype = p1
pos = 30,-40
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 1040]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = hard
damage = 50,5
getpower = 30,30
guardflag = MA
pausetime = 1,2
sparkno = s4040+random%4
sparkxy = -20, -70     
hitsound   = s2000,4
guard.sparkno = s4050
guardsound = s120,0
ground.type = Low
ground.slidetime = 36
ground.hittime = 36
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -8
air.velocity = -4,-8
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0

[State 1040]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
animtype  = hard
damage = 55,5
getpower = 30,30
guardflag = MA
pausetime = 1,2
sparkno = s4040+random%4
sparkxy = -20, -70     
hitsound   = s2000,4
guard.sparkno = s4050
guardsound = s120,0
ground.type = high
ground.slidetime = 36
ground.hittime = 36
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -8
air.velocity = -4,-8
airguard.velocity = -6.5,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0

[State 1040]
type = HitDef
trigger1 = animelem = 10
attr = A, SA
animtype  = hard
damage = 60,5 
getpower = 30,30
guardflag = M                 
hitflag  = MAFD                 
priority  = 7,Hit 
pausetime = 5,6
sparkno = s4040+random%4
sparkxy = -20, -70     
hitsound   = s2300,2
guard.sparkno = s4050
guardsound = s120,0
ground.type  = Low               
ground.slidetime= 25           
ground.hittime = 25            
ground.velocity = -.5,-7             
air.type = low                 
air.velocity = -.5, -7         
air.hittime = 12                
fall.recover = 0
fall = 1
envshake.time = 16
envshake.freq = 60
envshake.ampl = 4
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = 0

[State 1040]
type = HitDef
trigger1 = animelem = 16
attr = A, SA
animtype  = hard
damage = 40,5  
guardflag = M                 
hitflag  = MAFD                 
priority  = 4, Hit 
pausetime = 5,6
sparkno = s4040+random%4
sparkxy = -20, -70   
hitsound   = s2300,2
guard.sparkno = s4050
guardsound = s120,0
ground.type = low            
ground.slidetime = 25         
ground.hittime = 25          
ground.velocity = -1.5,-5 
airguard.velocity = -1.9,-.8  
air.type  = low             
air.velocity = -4, -7  
air.hittime = 12              
fall  = 1
fall.recover = 0
envshake.time = 16
envshake.freq = 60
envshake.ampl = 4

[State 1040]
type = HitDef
trigger1 = animelem = 22
attr  = A, SA                  
damage = 45,5     
animtype  = diagup           
guardflag = M                 
hitflag  = MAFD                 
priority  = 4, Hit             
pausetime = 2,4          
sparkno = s4040+random%4
sparkxy = -20, -70   
hitsound   = s2300,3
guard.sparkno = s4050
guardsound = s120,0         
ground.type = low            
ground.slidetime = 25         
ground.hittime = 25          
ground.velocity = -2,-5
airguard.velocity = -1.9,-.8  
air.type = low             
air.velocity = -2, -5   
air.hittime = 12              
fall = 1
fall.recover = 0
envshake.time = 20
envshake.freq = 150
envshake.ampl = -7

[State 1040]
type = Posadd
triggerall =  p2bodydist X >32
trigger1 = animelem = 1
trigger2 = animelem = 4
x = 32

[State 1040]
type = Posadd
triggerall =  (p2bodydist X <=32)&&(p2bodydist X >10)
trigger1 = animelem = 1
trigger2 = animelem = 4
x = (p2bodydist X) - 10 

[State 1040]
type = Posadd
triggerall =  p2bodydist X <=10
trigger1 = animelem = 1
trigger2 = animelem = 4
x = 0

[State 1040]
type = VelSet
trigger1 = animelem = 7
trigger2 = animelem = 14
trigger3 = animelem = 22
x = 2
y = -7

[State 1040]
type = VelSet
trigger1 = animelem = 7 > 0
trigger2 = animelem = 14
x = 2

[State 1040]
type = VelAdd
trigger1 = animelem = 7 > 0
trigger2 = animelem = 14 > 0
y = .40

[State 1040]
type = ChangeState
trigger1 = AnimTime = 0
value = 1041
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1041]
type    = A
movetype= A
physics = N
anim = 41
velset = 0,0
ctrl  = 0

[State 1041]
type = VelSet
trigger1 = Time = 0
x = -4
y = -1.5

[State 1041]
type  = VelSet
trigger1 = animelemtime(5) > 1
x = -2

[State 1041]
type = Veladd
trigger1 = 1
y = .4

[State 1041]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0 
trigger1 = AnimElemTime(2) > 0
value = 52

[State 1041]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1300]
type    = S
movetype= A
physics = N
juggle  = 15
poweradd = -1000
velset = 0,0
anim = 30000
ctrl = 0
sprpriority = 2

[State ]
type = SuperPause
trigger1 = animelem = 4
time = 30
movetime = 30
anim = -1
sound = s20000,0

[State ]
type = AssertSpecial
trigger1 = animelemtime(4) = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State ]
type = Helper
trigger1 = animelem = 4
stateno = 1
id = 1
pos = -20,-100
postype = p1
Keyctrl = 0
helpertype = normal
ownpal = 1
supermove = -1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Explod
trigger1 = animelem = 4
anim = 7020
sprpriority = 50
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
ontop = 1
trans = add

[State ]
type = Playsnd
trigger1 = animelem = 5
value = 20001,4
volume = 255

[State ]
type = Explod
trigger1 = Animelem = 5
anim = 10009
sprpriority = 5
postype = p1
pos = 40,-100
bindtime = 1
ownpal = 1
trans = add
ontop = 1
scale = 0.4,1.6
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Explod
trigger1 = Animelem = 5
anim = 32300
sprpriority = 5
postype = p1
pos = 30,-100
bindtime = 1
ownpal = 1
removetime = 85
trans = add
facing = -1
ontop = 1
scale = 1.5,1.5
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Helper
trigger1 = Animelemtime(5) = 20
name = "XE"
ID = 1301
postype = p1
pos = 80,-100
sprpriority = 4
stateno = 1301
helpertype = normal
keyctrl = 0
ownpal = 1
persistent = 0
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

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

[Statedef 3000]
type     = S
movetype = A
physics  = S
juggle   = 2
velset   = 0,0
anim     = 30001
ctrl     = 0
sprpriority = 2

[State ]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -2000
movetime = 30
time = 30

[State ]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State ]
type = Helper
trigger1 = !Time
stateno = 3
id = 3
pos = -5,-85
postype = p1
Keyctrl = 0
helpertype = normal
ownpal = 1
supermove = -1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Explod
trigger1 = !Time
anim = 7050
sprpriority = 50
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
ontop = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Explod
trigger1 = !Time
anim = 10006
sprpriority = 2147483647
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
ontop = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = PlaySnd
trigger1 = !Time
value = 20000,1

[State ]
type = PlaySnd
trigger1 = !time
value = 2200,1
volume = 255

[State 1000, ]
type = Velset
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(3) < 20
x = 20

[State ]
type = Velset
trigger1 = AnimElem = 4
x = 0

[State ]
type = PlayerPush
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(3) < 20
value = 0

[State ]
type = HitDef
trigger1 = !time
attr = S,HA
damage = 0,25
getpower = 0
animtype = Hard
hitflag = MAF
guardflag = M
priority = 3, Hit
pausetime = 0,0
guard.pausetime = 0,20
sparkno = -1
guard.sparkno = s4050
sparkxy = -20,-60
hitsound = -1
guardsound = s121,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
fall = 1
fall.recover = 0
p1sprpriority = 1
p2sprpriority = 0
p1facing = 1
p2facing = 1
p1stateno = 3001
p2stateno = 3003

[State ]
type = Explod
trigger1 = animelem = 4
anim = 10007
sprpriority = 2147483647
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
ontop = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = PlaySnd
trigger1 = animelem = 4
value = 20001,4

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

[Statedef 3001]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
anim     = 30002
ctrl     = 0

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

[State ]
type = Explod
trigger1 = !Time
anim = 10011
sprpriority = 2147483647
postype = back
pos = -20,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
ontop = 1
trans = add
scale = 1.5,0.9
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = PlaySnd
trigger1 = animelemtime(1)=0||animelemtime(1)=10||animelemtime(1)=20||animelemtime(1)=30||animelemtime(1)=40
value = 20001,5
volume = 255

[State ]
type = EnvShake
trigger1 = animelemtime(1)=0||animelemtime(1)=10||animelemtime(1)=20||animelemtime(1)=30||animelemtime(1)=40
time = 5
ampl = -10
freq = 95
phase = 95
ignorehitpause = 1

[State ]
type = Width
trigger1 = time = 0
edge = 100,0

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

[State ]
type = TargetLifeadd
trigger1 = animelemtime(1)=0||animelemtime(1)=10||animelemtime(1)=20||animelemtime(1)=30||animelemtime(1)=40
value = -70
absolute = 1

[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 3002

[Statedef 3002]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
anim     = 30003
ctrl     = 0

[State ]
type = Targetstate
trigger1 = !Time
value = 14200

[State ]
type = Explod
trigger1 = !Time
anim = 10007
sprpriority = 2147483647
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
ontop = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = PlaySnd
trigger1 = !Time
value = 20001,4

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

[Statedef 3003]
type    = A
movetype= H
physics = N
velset = 0,0

[State ]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State ]
type = Posset
trigger1 = time = 0
y = 0

[State ]
type = ChangeAnim2
Trigger1 = !Time
value = 30004

[State ]
type = SelfState
trigger1 = time = 500
trigger1 = Alive
value = 5120

[State ]
type = SelfState
trigger1 = time = 500
trigger1 = !Alive
value = 5150

[Statedef 3100]
type = S
movetype = A
physics = S
juggle = 0
velset = 0,0
anim = 30005
ctrl = 0

[State ]
type = AssertSpecial
trigger1 = !Ishelper
flag = nobg
flag2 = nofg
ignorehitpause = 1

[State ]
type = NotHitBy

trigger1 = !Ishelper
value = SCA

[State ]
type = SuperPause
trigger1 = animelem = 4
anim = -1
poweradd = -2000
movetime = 30
time = 30
sound = s20000,1

[State ]
type = Helper
trigger1 = animelem = 4
stateno = 3
id = 3
pos = -20,-100
postype = p1
Keyctrl = 0
helpertype = normal
ownpal = 1
supermove = -1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Explod
trigger1 = animelem = 4
anim = 7050
sprpriority = 50
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
ontop = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Playsnd
trigger1 = animelem = 5
value = 2400,0
volume = 255

[State ]
type = Playsnd
trigger1 = animelem = 5
value = 20001,4

[State ]
type = PlaySnd

trigger1 = time = 49
trigger2 = time = 55
trigger3 = time = 61
trigger4 = time = 67
trigger5 = time = 73
trigger6 = time = 79
trigger7 = time = 85
trigger8 = time = 91
trigger9 = time = 97
value = 20001,6
volume = 255

[State ]
type = Projectile
trigger1 = time = 49
projanim = 10012
projscale = .6,.6
projremove = 0

projremovetime = 50

projhits = 1
projpriority = 9999
projsprpriority = 6

projedgebound = 100
projstagebound = 100
projheightbound = -300
offset = 132,-81
postype = p1
attr = S,SP
hitflag = MAF
guardflag = MA
getpower = 50,20
animtype = up
air.animtype = up
priority = 7,Hit
damage = 50,5
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = s2000,5
guardsound = s2000,5
ground.type = low
ground.slide = 20
ground.hit = 7
air.hittime = 7
yaccel = 0.3
ground.velocity = -13.5,-8.7
air.velocity = -13.5,-8.7
p2facing = 1
fall = 1
fall.recover = 0
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,0
afterimage.palcontrast = 130,20,0
afterimage.paladd = 0,0,0
afterimage.palmul = 1,1,1
afterimage.timegap = 1
afterimage.framegap = 2
afterimage.trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Projectile
trigger1 = time = 55
projanim = 10012
projscale = .6,.6
projremove = 0

projremovetime = 50

projhits = 1
projpriority = 9999
projsprpriority = 6

projedgebound = 100
projstagebound = 100
projheightbound = -300
offset = 219,-32
postype = p1
attr = S,SP
hitflag = MAF
guardflag = MA
getpower = 50,20
animtype = up
air.animtype = up
priority = 7,Hit
damage = 50,5
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = s2000,5
guardsound = s2000,5
ground.type = High
ground.slide = 20
ground.hit = 7
air.hittime = 7
yaccel = 0.3
ground.velocity = 25.5,-8.7
air.velocity = 25.5,-8.7
p2facing = 1
fall = 1
fall.recover = 0
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,0
afterimage.palcontrast = 130,20,0
afterimage.paladd = 0,0,0
afterimage.palmul = 1,1,1
afterimage.timegap = 1
afterimage.framegap = 2
afterimage.trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Projectile
trigger1 = time = 61
projanim = 10012
projscale = .6,.6
projremove = 0

projremovetime = 50

projhits = 1
projpriority = 9999
projsprpriority = 6

projedgebound = 100
projstagebound = 100
projheightbound = -300
offset = 258,-83
postype = p1
attr = S,SP
hitflag = MAF
guardflag = MA
getpower = 50,20
animtype = up
air.animtype = up
priority = 7,Hit
damage = 50,5
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = s2000,5
guardsound = s2000,5
ground.type = High
ground.slide = 20
ground.hit = 7
air.hittime = 7
yaccel = 0.3
ground.velocity = 25.5,-8.7
air.velocity = 25.5,-8.7
p2facing = 1
fall = 1
fall.recover = 0
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,0
afterimage.palcontrast = 130,20,0
afterimage.paladd = 0,0,0
afterimage.palmul = 1,1,1
afterimage.timegap = 1
afterimage.framegap = 2
afterimage.trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Projectile
trigger1 = time = 67
projanim = 10012
projscale = .8,.8
projremove = 0

projremovetime = 50
projhits = 1
projpriority = 9999
projsprpriority = 6

projedgebound = 100
projstagebound = 100
projheightbound = -300
offset = 77,-86
postype = p1
attr = S,SP
hitflag = MAF
guardflag = MA
getpower = 50,20
animtype = up
air.animtype = up
priority = 7,Hit
damage = 50,5
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = s2000,5
guardsound = s2000,5
ground.type = High
ground.slide = 20
ground.hit = 7
air.hittime = 7
yaccel = 0.3
ground.velocity = -13.5,-8.7
air.velocity = -13.5,-8.7
p2facing = 1
fall = 1
fall.recover = 0
snap = 60,0
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,0
afterimage.palcontrast = 130,20,0
afterimage.paladd = 0,0,0
afterimage.palmul = 1,1,1
afterimage.timegap = 1
afterimage.framegap = 2
afterimage.trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Projectile
trigger1 = time = 73
projanim = 10012
projscale = .8,.8
projremove = 0

projremovetime = 50
projhits = 1
projpriority = 9999
projsprpriority = 6
projedgebound = 100
projstagebound = 100
projheightbound = -300
offset = 73,-170
postype = p1
attr = S,SP
hitflag = MAF
guardflag = MA
getpower = 50,20
animtype = up
air.animtype = up
priority = 7,Hit
damage = 50,5
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = s2000,5
guardsound = s2000,5
ground.type = High
ground.slide = 20
ground.hit = 7
air.hittime = 7
yaccel = 0.3
ground.velocity = -13.5,-8.7
air.velocity = -13.5,-8.7
p2facing = 1
fall = 1
fall.recover = 0
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,0
afterimage.palcontrast = 130,20,0
afterimage.paladd = 0,0,0
afterimage.palmul = 1,1,1
afterimage.timegap = 1
afterimage.framegap = 2
afterimage.trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Projectile
trigger1 = time = 79
projanim = 10012
projscale = .5,.5
projremove = 0

projremovetime = 50

projhits = 1
projpriority = 9999
projsprpriority = 6
projedgebound = 100
projstagebound = 100
projheightbound = -300
offset = 171,-142
postype = p1
attr = S,SP
hitflag = MAF
guardflag = MA
getpower = 50,20
animtype = up
air.animtype = up
priority = 7,Hit
damage = 50,5
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = s2000,5
guardsound = s2000,5
ground.type = High
ground.slide = 20
ground.hit = 7
air.hittime = 7
yaccel = 0.3
ground.velocity = -13.5,-8.7
air.velocity = -13.5,-8.7
p2facing = 1
fall = 1
fall.recover = 0
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,0
afterimage.palcontrast = 130,20,0
afterimage.paladd = 0,0,0
afterimage.palmul = 1,1,1
afterimage.timegap = 1
afterimage.framegap = 2
afterimage.trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Projectile
trigger1 = time = 85
projanim = 10012
projscale = .5,.5
projremove = 0
projremovetime = 50
projhits = 1
projpriority = 9999
projsprpriority = 6

projedgebound = 100
projstagebound = 100
projheightbound = -300
offset = 154,-45
postype = p1
attr = S,SP
hitflag = MAF
guardflag = MA
getpower = 50,20
animtype = up
air.animtype = up
priority = 7,Hit
damage = 50,5
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = s2000,5
guardsound = s2000,5
ground.type = High
ground.slide = 20
ground.hit = 7
air.hittime = 7
yaccel = 0.3
ground.velocity = -13.5,-8.7
air.velocity = -13.5,-8.7
p2facing = 1
fall = 1
fall.recover = 0
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,0
afterimage.palcontrast = 130,20,0
afterimage.paladd = 0,0,0
afterimage.palmul = 1,1,1
afterimage.timegap = 1
afterimage.framegap = 2
afterimage.trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Projectile
trigger1 = time = 91
projanim = 10012
projscale = .8,.8
projremove = 0

projremovetime = 50

projhits = 1
projpriority = 9999
projsprpriority = 6
projedgebound = 100
projstagebound = 100
projheightbound = -300
offset = 244,-149
postype = p1
attr = S,SP
hitflag = MAF
guardflag = MA
getpower = 50,20
animtype = up
air.animtype = up
priority = 7,Hit
damage = 50,5
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = s2000,5
guardsound = s2000,5
ground.type = High
ground.slide = 20
ground.hit = 7
air.hittime = 7
yaccel = 0.3
ground.velocity = 13.5,-8.7
air.velocity = 13.5,-8.7
p2facing = 1
fall = 1
fall.recover = 0
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,0
afterimage.palcontrast = 130,20,0
afterimage.paladd = 0,0,0
afterimage.palmul = 1,1,1
afterimage.timegap = 1
afterimage.framegap = 2
afterimage.trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Projectile
trigger1 = time = 97
projanim = 10012
projscale = .9,.9
projremove = 0

projremovetime = 50
projhits = 1
projpriority = 9999
projsprpriority = 6

projedgebound = 100
projstagebound = 100
projheightbound = -300
offset = 142,-82
postype = p1
attr = S,SP
hitflag = MAF
guardflag = MA
getpower = 50,20
animtype = up
air.animtype = up
priority = 7,Hit
damage = 50,5
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = s2000,5
guardsound = s2000,5
ground.type = High
ground.slide = 20
ground.hit = 7
air.hittime = 7
yaccel = 0.3
ground.velocity = -13.5,-8.7
air.velocity = -13.5,-8.7
p2facing = 1
fall = 1
fall.recover = 0
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,0
afterimage.palcontrast = 130,20,0
afterimage.paladd = 0,0,0
afterimage.palmul = 1,1,1
afterimage.timegap = 1
afterimage.framegap = 2
afterimage.trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

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

[Statedef 3200]
type = S
movetype = A
physics = S
velset = 0,0
anim = 30006
ctrl = 0

[State ]
type = AssertSpecial
trigger1 = Time <= 40
flag = nobg
flag2 = nofg
ignorehitpause = 1

[State ]
type = NotHitBy

trigger1 = !Ishelper
value = SCA

[State ]
type = SuperPause
trigger1 = animelem = 1
anim = -1
poweradd = -3000
movetime = 40
time = 40
sound = s20000,3

[State ]
type = Playsnd
trigger1 = !Time
value = 1400,2
volume = 255

[State ]
type = Explod
trigger1 = animelem = 1
anim = 7060
sprpriority = 10
postype = p1
pos = 13,-90
bindtime = -1
ownpal = 1
ontop = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647
[State ]
type = Explod
trigger1 = animelem = 1
anim = 7061
sprpriority = 10
postype = p1
pos = 0,0
bindtime = -1
ownpal = 1
ontop = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647
[State ]
type = Explod
trigger1 = animelem = 1
anim = 7061
sprpriority = 10
postype = p1
pos = 0,0
bindtime = -1
ownpal = 1
ontop = 1
facing = -1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647
[State ]
type = Explod
trigger1 = animelem = 1
anim = 7062
sprpriority = 2147483647
postype = back
pos = 0,0
bindtime = -1
supermove = 1
ownpal = 1
ontop = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = ReversalDef
trigger1 = !Ishelper
reversal.attr = SCA,AA,AT,AP
priority = 2147483647
pausetime = 0,2
sparkno = -1
hitsound = s1150,0
p1stateno = 3201
p2stateno = 3205
ignorehitpause = 1

[State ]
type = Changestate
trigger1 = !Animtime
value = 0
ctrl = 1

[Statedef 3201]
type = S
movetype = A
physics = S
velset = 0,0
anim = 30007
ctrl = 0

[State ]
type = EnvShake
trigger1 = !Time
time = 25
ampl = -12
freq = 95
phase = 140
ignorehitpause = 1

[State ]
type = EnvShake
triggerall = animelemtime(10) >= 0
trigger1 = !(Time%4)
time = 4
ampl = -4
freq = 95
phase = 120
ignorehitpause = 1

[State ]
type = AllPalfx
trigger1 = AnimElem = 3
time = 6
add = -100,-100,-100
ignorehitpause = 1

[State ]
type = AllPalfx
trigger1 = AnimElem = 5
time = 6
add = -150,-150,-150
ignorehitpause = 1

[State ]
type = AllPalfx
trigger1 = AnimElem = 7
time = 6
add = -200,-200,-200
ignorehitpause = 1

[State ]
type = AllPalfx
trigger1 = AnimElem = 9
time = 10
add = -250,-250,-250
ignorehitpause = 1

[State ]
type = BGPalfx
trigger1 = AnimElemtime(10) >= 0
time = -1
add = -255,-255,-255
invertall = 0
ignorehitpause = 1

[State ]
type = Playsnd
trigger1 = !Time
value = 2000,0+random%3
volume = 255
ignorehitpause = 1

[State ]
type = HitDef
trigger1 = !Time
attr = S, NA
damage = 0,0
getpower = 0,0
animtype = Light
guardflag = 
hitflag = MAF
pausetime = 0,0
priority = 3,Hit
pausetime = 0,0
sparkno = -1
sparkxy = -1
hitsound = -1
numhits = 0
p2stateno = 3206

[State ]
type = Explod
triggerall = animelemtime(10) >= 20
trigger1 = !(Time%4)
anim = 4040+random%4
postype = p2
pos = 0,(target,const(size.mid.pos.y))
random = 60,60
sprpriority = -2147483647
bindtime = -1
ownpal = 1
trans = add
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State ]
type = Explod
triggerall = animelemtime(10) >= 20
trigger1 = !(Time%4)
anim = 10000
sprpriority = 2147483647
postype = p2
pos = 0,(target,const(size.mid.pos.y))
random = 50,50
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State ]
type = Explod
triggerall = animelemtime(10) >= 20
trigger1 = !(Time%4)
anim = 10000
sprpriority = 2147483647
postype = p2
pos = 0,(target,const(size.mid.pos.y))
random = 60,60
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Hitadd
triggerall = animelemtime(10) >= 20
trigger1 = !(Time%4)
value = 1
ignorehitpause = 1

[State ]
type = Targetlifeadd
triggerall = animelemtime(10) >= 20
trigger1 = !(Time%4)
value = -8
ignorehitpause = 1

[State ]
type = Playsnd
triggerall = animelemtime(10) >= 20
trigger1 = !(Time%4)
value = 2300,2+random%2
volume = 255
ignorehitpause = 1

[State ]
type = Changestate
trigger1 = !Animtime
value = 3202

[Statedef 3202]
type = S
movetype = A
physics = S
velset = 0,0
anim = 30008
ctrl = 0

[State ]
type = Targetstate
trigger1 = !Time
value = 3207

[State ]
type = BGPalfx
trigger1 = !Time
time = 1
add = 0,0,0
ignorehitpause = 1

[State ]
type = Playsnd
trigger1 = !Time
value = 2400,2
volume = 255
ignorehitpause = 1

[State ]
type = Changestate
trigger1 = !Animtime
value = 0
ctrl = 1

[Statedef 3205]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = 1

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

[State ]
type = Changeanim2
trigger1 = !time
value = 30010

[State ]
type = velset
trigger1 = 1
x = 0
y = 0

[State ]
type = Selfstate
trigger1 = Time >= 500
value = 5100

[Statedef 3206]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = 1

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

[State ]
type = Changeanim2
trigger1 = !time
value = 60000

[State ]
type = velset
trigger1 = 1
x = 0
y = 0

[State ]
type = Selfstate
trigger1 = Time >= 500
value = 5100

[Statedef 3207]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = 1

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

[State ]
type = Changeanim2
trigger1 = !time
value = 30011

[State ]
type = velset
trigger1 = 1
x = 0
y = 0

[State ]
type = Selfstate
trigger1 = Time >= 200
value = 5100

