;===============================================================================
;EN ESTA SECCION SE ENCUENTRABN TODOS LOS MOVIMIETOS ESPACIALES DEL CHAR
;LA MODIFICACION SIN AUTORIZACION PUEDE SIGNIFICAR UNA FALLA TOTAL
;EN EL MISMO
;===================================================
[Statedef 4000]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 4050

[State 240, 4]
type = envcolor
trigger1 = Time = 8
time = 2
value = 255,255,255
under = -1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [8,43]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1




[state 190]
type = superpause
trigger1 = time = 8
time = 34
movetime = 34
poweradd = -2000
anim = -1
darken = 0
unhittable = 1
sound = S3000,0

[State 170, 1]
type = notHitBy
trigger1 = time = 0
value = SCA
time = 42
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = time = 8
anim = f102
pos = 0,-130
sprpriority = -1
ownpal = 1
bindtime = 1
supermove = 1
supermovetime = 99999
pausemovetime = 99999

[State 2000]
type = Explod
trigger1 = time = 8
anim = f103
pos = 0,-130
sprpriority = 5
ownpal = 1
bindtime = 1
supermove = 1
supermovetime = 99999
pausemovetime = 99999

[State 1112,2 Explod]
type = Explod
trigger1 = time = 1
anim = 3500
sprpriority = -1
scale = 0.8,0.6
postype = p1
pos = -10,0
bindtime = -1
ownpal = 1
removeongethit = 1
pausemove = 1
removetime = 200

[State 240, 4]
type = ChangeState
trigger1 = animtime = 0
value = 4010

[Statedef 4010]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 4015

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,260]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[State 240, 4]
type = envshake
trigger1 = AnimElem = 1
time = 400

[State 1112,2 Explod]
type = Explod
trigger1 = time = 1
anim = 3500
sprpriority = -1
scale = 0.8,0.6
postype = p1
pos = -10,0
bindtime = -1
ownpal = 1
removeongethit = 1
pausemove = 1
removetime = 200





[State 1112,1 Explod]
type = Explod
trigger1 = time = 70
anim = 30909
id = 3020
scale = 0.8,0.8
sprpriority = 5
postype = p1
pos = 35,-120
bindtime = 1
ownpal = 1
removeongethit = 1
pausemove = 1




[State 4100,1]
type = Helper
trigger1 = time = 10
helpertype = normal
ID = 2500
name = "blade"
postype = p1
pos = -2,-180
stateno = 4100
facing = 1
keyctrl = 0
ontop = 1
persistent = 0
ignorehitpause = 1
ownpal = 0

[State 4100,1]
type = Helper
trigger1 = time = 20
helpertype = normal
ID = 2500
name = "blade"
postype = p1
pos = -2,-180
stateno = 4110
facing = 1
ontop = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 0

[State 4100,1]
type = Helper
trigger1 = time = 40
helpertype = normal
ID = 2500
name = "blade"
postype = p1
pos = -2,-180
ontop = 1
stateno = 4120
facing = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 0

[State 4100,1]
type = Helper
trigger1 = time = 30
helpertype = normal
ID = 2500
name = "blade"
postype = p1
pos = -2,-180
ontop = 1
stateno = 4130
facing = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 0

[State 4100,1]
type = Helper
trigger1 = time = 0
helpertype = normal
ID = 2500
name = "blade"
postype = p1
pos = -2,-180
ontop = 1
stateno = 4150
facing = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 0

[State 240, 4]
type = ChangeState
trigger1 = time = 80
value = 4020

[Statedef 4020]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 4520

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

[Statedef 4030]
type = S
movetype = A
physics = N
anim = 9250
velset = 0,0
ctrl = 0
sprpriority = 2


[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 260
length = 6
PalBright = 0, 0, 0
PalContrast =20, 0, 50
PalAdd = 0, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 1
sprpriority = 6
Trans = Add
ownpal = 1
ontop = 1

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 1
value = S12,1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,260]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1



[State 240, 4]
type = Explod
trigger1 = time = 0 || time = 3 || time = 6 || time = 9 || time = 12 || time = 15 || time = 18
trigger2 = time = 21 || time = 24 || time = 27 || time = 30 || time = 33 || time = 36 || time = 39
trigger3 = time = 42 || time = 45 || time = 48 || time = 51 || time = 54 || time = 57 || time = 60
trigger4 = time = 63 || time = 66 || time = 69 || time = 72 || time = 75 || time = 78 || time = 81
trigger5 = time = 84 || time = 87 || time = 90 || time = 93 || time = 96 || time = 99 || time = 102
trigger6 = time = 105 || time = 108 || time = 111 || time = 114 || time = 117 || time = 120 || time = 123
trigger7 = time = 126 || time = 129 || time = 132 || time = 135 || time = 138  || time = 141 || time = 144
trigger8 = time = 147 || time = 150 || time = 153 || time = 156 || time = 159  || time = 162 || time = 165
trigger9 = time = 168 || time = 171 || time = 174 || time = 177 || time = 180  || time = 183 || time = 186
trigger10 = time = 189 || time = 192 || time = 195 || time = 198 || time = 201  || time = 204 || time = 207
trigger11 = time = 210 || time = 213 || time = 216 || time = 219 || time = 222  || time = 225 || time = 228
trigger12 = time = 231 || time = 234 || time = 237 || time = 240 || time = 243  || time = 246 || time = 249
trigger13 = time = 252 || time = 255 || time = 258
anim = 9550
postype = p1
pos = -30,-10
bindtime = 1
sprpriority = 5
ownpal = 1
pausemove = 1

[State 1000, 1]
type = PlaySnd
trigger1 = time = 36 || time = 39
trigger2 = time = 42 || time = 45 || time = 48 || time = 51 || time = 54 || time = 57 || time = 60
trigger3 = time = 63 || time = 66 || time = 69 || time = 72 || time = 75 || time = 78 || time = 81
trigger4 = time = 84 || time = 87 || time = 90 || time = 93 || time = 96 || time = 99 || time = 102
trigger5 = time = 105 || time = 108 || time = 111 || time = 114 || time = 117 || time = 120 || time = 123
trigger6 = time = 126 || time = 129 || time = 132 || time = 135 || time = 138  || time = 141 || time = 144
trigger7 = time = 147 || time = 150 || time = 153 || time = 156 || time = 159  || time = 162 || time = 165
trigger8 = time = 168 || time = 171 || time = 174 || time = 177 || time = 180  || time = 183 || time = 186
trigger9 = time = 189 || time = 192 || time = 195 || time = 198 || time = 201  || time = 204 || time = 207
trigger10 = time = 210 || time = 213 || time = 216 || time = 219 || time = 222  || time = 225 || time = 228
trigger11 = time = 231 || time = 234 || time = 237 || time = 240 || time = 243  || time = 246 || time = 249
trigger12 = time = 252 || time = 255 || time = 258
value = S1000,1

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

[State 8220, 1]
type = veladd
trigger1 = time >= 20
trigger1 = p2bodydist X< -20
trigger1 = Vel X >= -20
x = -2.9

[State 8220, 2]
type = veladd
trigger1 = time >= 20
trigger1 = p2bodydist X >= -20
trigger1 = Vel X <= 20
x = 2.9

[State 8220, 3]
type = veladd
trigger1 = time >= 20
trigger1 = p2bodydist y< 70
trigger1 = Vel y >= -20
y = -1.8

[State 8220, 4]
type = veladd
trigger1 = time >= 20
trigger1 = p2bodydist y >= 70
trigger1 = Vel y <= 20
y = 1.7

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0 || time = 20 || time = 40 || time = 60 || time = 80 || time = 100 || time = 120
trigger2 = time = 140 || time = 160 || time = 180 || time = 200 || time = 220 || time = 240 || time = 260
attr = A, HA
damage = 3,1
animtype = hard
guardflag = M
hitflag = MAFP
priority = 9, Hit
pausetime = 0,10
getpower = 0,2
sparkno = -1
guard.sparkno = 50
sparkxy = -15,-75 + (floor(p2bodydist Y))
hitsound = -1
guardsound = -1
ground.type = hard
ground.slidetime = 12
ground.hittime  = 10
ground.velocity = -7,0
air.velocity = 5,-4
fall.recover = 0
air.fall = 1
yaccel = 0.55
guard.pausetime = 0,10
guard.slidetime = 18
guard.hittime = 15

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 270
attr = A, HA
damage = 25,10
animtype = diagup
guardflag = M
hitflag = MAFP
priority = 9, Hit
pausetime = 0,10
getpower = 0,2
sparkno = -1
guard.sparkno = 50
sparkxy = -15,-75 + (floor(p2bodydist Y))
hitsound = s1000,2
guardsound = s1000,2
ground.type = hard
ground.slidetime = 12
ground.hittime  = 10
ground.velocity = -7,-10
air.velocity = 7,-10
fall.recover = 0
fall = 1
yaccel = 0.55
guard.pausetime = 0,10
guard.slidetime = 18
guard.hittime = 15

[State 1010]
type = ChangeState
trigger1 = time >= 277
value = 4090

[Statedef 4090]
type = S
movetype = A
physics = N
anim = 9260
velset = 0,0
ctrl = 0
sprpriority = 2

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

[State 0,end]
type = Destroyself
trigger1 = AnimTime = 0

[Statedef 4100]
type = S
movetype = A
physics = N
anim = 40300
velset = 0,0
ctrl = 1
ownpal = 1
pausemove = 1
sprpriority = 2


[State 0, VelSet]
type = VelSet
trigger1 = time = 5
x = 3
y = -0

[State 0, VelSet]
type = VelSet
trigger1 = time = 34
x = 0
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S1000,2

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,260]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = A, HA
damage = 50,10
animtype = diagup
guardflag = M
hitflag = MAFP
priority = 9, Hit
pausetime = 0,10
getpower = 0,2
sparkno = -1
guard.sparkno = 30
sparkxy = -15,-75 + (floor(p2bodydist Y))
hitsound = -1
guardsound = -1
ground.type = hard
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = -3,-8
air.velocity = 3,-8
fall.recover = 0
fall = 1
yaccel = 0.55
guard.pausetime = 0,10
guard.slidetime = 50
guard.hittime = 50

[State 1010]
type = ChangeState
trigger1 = time >= 90
value = 4160

[Statedef 4110]
type = S
movetype = A
physics = N
anim = 40300
velset = 0,0
ctrl = 1
ontop = 1
ownpal = 1
pausemove = 1
sprpriority = 2


[State 0, VelSet]
type = VelSet
trigger1 = time = 5
x = 3
y = 4

[State 0, VelSet]
type = VelSet
trigger1 = time = 34
x = 0
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S1000,2

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = A, HA
damage = 50,10
animtype = diagup
guardflag = M
hitflag = MAFP
priority = 9, Hit
pausetime = 0,10
getpower = 0,2
sparkno = -1
guard.sparkno = 30
sparkxy = -15,-75 + (floor(p2bodydist Y))
hitsound = -1
guardsound = -1
ground.type = hard
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = -3,-8
air.velocity = 3,-8
fall.recover = 0
fall = 1
yaccel = 0.55
guard.pausetime = 0,10
guard.slidetime = 50
guard.hittime = 50

[State 1010]
type = ChangeState
trigger1 = time >= 90
value = 4160

[Statedef 4120]
type = S
movetype = A
physics = N
anim = 40300
velset = 0,0
ctrl = 1
ownpal = 1
pausemove = 1
sprpriority = 2


[State 0, VelSet]
type = VelSet
trigger1 = time = 5
x = -3
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time = 34
x = 0
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S1000,2

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = A, HA
damage = 50,10
animtype = diagup
guardflag = M
hitflag = MAFP
priority = 9, Hit
pausetime = 0,10
getpower = 0,2
sparkno = -1
guard.sparkno = 30
sparkxy = -15,-75 + (floor(p2bodydist Y))
hitsound = -1
guardsound = -1
ground.type = hard
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = -3,-8
air.velocity = 3,-8
fall.recover = 0
fall = 1
yaccel = 0.55
guard.pausetime = 0,10
guard.slidetime = 50
guard.hittime = 50

[State 1010]
type = ChangeState
trigger1 = time >= 90
value = 4160

[Statedef 4130]
type = S
movetype = A
physics = N
anim = 40300
velset = 0,0
ctrl = 1
ownpal = 1
pausemove = 1
sprpriority = 2


[State 0, VelSet]
type = VelSet
trigger1 = time = 5
x = -3
y = 4

[State 0, VelSet]
type = VelSet
trigger1 = time = 34
x = 0
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S1000,2

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = A, HA
damage = 50,10
animtype = diagup
guardflag = M
hitflag = MAFP
priority = 9, Hit
pausetime = 0,10
getpower = 0,2
sparkno = -1
guard.sparkno = 30
sparkxy = -15,-75 + (floor(p2bodydist Y))
hitsound = -1
guardsound = -1
ground.type = hard
ground.slidetime = 12
ground.hittime  = 10
ground.velocity = -3,-8
air.velocity = 3,-8
fall.recover = 0
fall = 1
yaccel = 0.55
guard.pausetime = 0,10
guard.slidetime = 50
guard.hittime = 50

[State 1010]
type = ChangeState
trigger1 = time >= 90
value = 4160

[Statedef 4150]
type = S
movetype = A
physics = N
anim = 40300
velset = 0,0
ctrl = 1
ownpal = 1
pausemove = 1
sprpriority = 2


[State 0, VelSet]
type = VelSet
trigger1 = time = 5
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = time = 34
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S1000,2

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = A, HA
damage = 50,10
animtype = diagup
guardflag = M
hitflag = MAFP
priority = 9, Hit
pausetime = 0,10
getpower = 0,2
sparkno = -1
guard.sparkno = 30
sparkxy = -15,-75 + (floor(p2bodydist Y))
hitsound = -1
guardsound = -1
ground.type = hard
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = -3,-8
air.velocity = 3,-8
fall.recover = 0
fall = 1
yaccel = 0.55
guard.pausetime = 0,10
guard.slidetime = 50
guard.hittime = 50

[State 1010]
type = ChangeState
trigger1 = time >= 90
value = 4160



[Statedef 4160]
type = S
movetype = A
physics = N
anim = 812
velset = 0,0
ctrl = 0
sprpriority = 2

[State 4100,1]
type = Helper
trigger1 = time = 0
helpertype = normal
ID = 2500
name = "blade"
postype = p1
pos = 0,0
stateno = 4030
facing = 1
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 0

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 9260
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 5
ownpal = 1
pausemove = 1

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

[State 0,end]
type = Destroyself
trigger1 = AnimTime = 0



[Statedef 10700]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
poweradd= -1000
anim = 10009
sprpriority = 2

[state 190]
type = superpause
trigger1 = animelem = 1
time = 32
movetime = 32
anim = -1
darken = 0
unhittable = 1
sound = S0,31

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 5 = 5
value = S6001,0
channel = 0

[State 820, 1]
type = notHitBy
trigger1 = time = 0
value = SCA, AA, AP
time = 35

[State 2000]
type = Explod
trigger1 = time = 5
anim = f100
pos = -10,-115
sprpriority = -390
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 10
anim = f101
pos = -10,-115
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1



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

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




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


[State x]
type = envshake
trigger1 = animelem = 9
time = 10

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,32]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1




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







[State 3000]
type = Explod
trigger1 = Animelem = 5 = 5
anim = 10790
sprpriority = 5
postype = p1
pos = 65,-110
bindtime = 1
ignorehitpause = 1
ownpal = 1
scale = 0.4 ,1.6

[State 3000]
type = Explod
trigger1 = Animelem = 5 = 5
anim = 10770
sprpriority = 5
postype = p1
pos = 50,-110
bindtime = 1
ignorehitpause = 1
ownpal = 1
scale = 1.5 ,1.5
removetime = 85


[State 4100,1]
type = Helper
trigger1 = Animelem = 5 = 20
ID = 10750
name = "cho"
postype = p1
pos = 60,-90
sprpriority = 4
stateno = 10760
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 5 = 20
ID = 10750
name = "cho"
postype = p1
pos = 40,-100
sprpriority = 4
stateno = 10760
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1


[State 4100,1]
type = Helper
trigger1 = Animelem = 5 = 20
ID = 10750
name = "cho"
postype = p1
pos = 40,-110
sprpriority = 4
stateno = 10760
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 5 = 20
ID = 10750
name = "cho"
postype = p1
pos = 40,-120
sprpriority = 4
stateno = 10760
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1


[State 4100,1]
type = Helper
trigger1 = Animelem = 5 = 20
ID = 10750
name = "cho"
postype = p1
pos = 40,-130
sprpriority = 4
stateno = 10760
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1







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

[Statedef 10760]
type = S
movetype = H
physics = N
ctrl = 0
anim = 10800
velset = 25,0
SprPriority = 5

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


[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 100
length = 6
PalBright = 0, 0, 0
PalContrast =115, 135, 185
PalAdd = 0, 0, 3
PalMul = 0.7,0.7,0.7
FrameGap = 1
TimeGap  = 4
sprpriority = 12
Trans = Add
ownpal = 1
ontop = 1

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

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

[State 1034, 2]
type = HitDef
trigger1 = animelem = 1
;projremove = 1344
projanim = 10801
velocity = 0,0
attr = S, SP
damage   = 60
animtype = DiagUp
hitflag = MAF
guardflag =
sparkno = 3
guard.sparkno = 50
sparkxy = 30,0
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -11,-11
air.velocity = -11,-11
air.fall = 1
fall.recover = 0



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


[Statedef 10705]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 10009
poweradd= -1000
sprpriority = 2

[state 190]
type = superpause
trigger1 = animelem = 1
time = 32
movetime = 32
anim = -1
darken = 0
unhittable = 1
sound = S0,31

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 5 = 5
value = S6001,0
channel = 0

[State 820, 1]
type = notHitBy
trigger1 = time = 0
value = SCA, AA, AP
time = 35

[State 2000]
type = Explod
trigger1 = time = 5
anim = f100
pos = -10,-115
sprpriority = -390
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 10
anim = f101
pos = -10,-115
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1



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

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




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


[State x]
type = envshake
trigger1 = animelem = 9
time = 10

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,32]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1




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





[State 3000]
type = Explod
trigger1 = Animelem = 5 = 5
anim = 10790
sprpriority = 5
postype = p1
pos = 65,-110
bindtime = 1
ignorehitpause = 1
ownpal = 1
scale = 0.4 ,1.6

[State 3000]
type = Explod
trigger1 = Animelem = 5 = 5
anim = 10770
sprpriority = 5
postype = p1
pos = 50,-110
bindtime = 1
ignorehitpause = 1
ownpal = 1
scale = 1.5 ,1.5
removetime = 80


[State 4100,1]
type = Helper
trigger1 = Animelem = 5 = 5
ID = 10750
name = "cho"
postype = p1
pos = 30,-100
sprpriority = 4
stateno = 10750
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 5 = 8
ID = 10750
name = "cho"
postype = p1
pos = 30,-100
sprpriority = 4
stateno = 10750
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1


[State 4100,1]
type = Helper
trigger1 = Animelem = 5 = 11
ID = 10750
name = "cho"
postype = p1
pos = 30,-100
sprpriority = 4
stateno = 10750
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 5 = 14
ID = 10750
name = "cho"
postype = p1
pos = 30,-100
sprpriority = 4
stateno = 10750
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1


[State 4100,1]
type = Helper
trigger1 = Animelem = 5 = 17
ID = 10750
name = "cho"
postype = p1
pos = 30,-100
sprpriority = 4
stateno = 10750
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1


[State 4100,1]
type = Helper
trigger1 = Animelem = 5 = 20
ID = 10750
name = "cho"
postype = p1
pos = 30,-100
sprpriority = 4
stateno = 10750
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1


[State 4100,1]
type = Helper
trigger1 = Animelem = 5 = 23
ID = 10750
name = "cho"
postype = p1
pos = 30,-100
sprpriority = 4
stateno = 10750
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 5 = 26
ID = 10750
name = "cho"
postype = p1
pos = 30,-100
sprpriority = 4
stateno = 10750
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 5 = 29
ID = 10750
name = "cho"
postype = p1
pos = 30,-100
sprpriority = 4
stateno = 10750
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 5 = 32
ID = 10750
name = "cho"
postype = p1
pos = 30,-100
sprpriority = 4
stateno = 10755
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 5 = 35
ID = 10750
name = "cho"
postype = p1
pos = 30,-100
sprpriority = 4
stateno = 10755
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1


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

[Statedef 10750]
type = S
movetype = H
physics = N
ctrl = 0
anim = 10801
velset = 0,0
SprPriority = 5

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



[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = animelem = 1
attr = A, HP
damage = 18,5
animtype = Hard
guardflag = M
hitflag = MAF
priority = 9, Hit
pausetime = 0,0
getpower = 0,2
sparkno = 3
guard.sparkno = 50
sparkxy = -15,-95 + (floor(p2bodydist Y))
hitsound = -1
guardsound = s2,1
ground.type = hard
ground.slidetime = 20
ground.hittime  = 10
ground.velocity = 0
air.velocity = -5,-7
fall.recover = 0



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

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

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


[Statedef 10755]
type = S
movetype = H
physics = N
ctrl = 0
anim = 10801
velset = 0,0
SprPriority = 5

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



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

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

[State 1034, 2]
type = HitDef
trigger1 = animelem = 1
;projremove = 1344
projanim = 10801
velocity = 0,0
attr = S, SP
damage   = 60
animtype = DiagUp
hitflag = MAF
guardflag =
sparkno = -1
guard.sparkno = 50
sparkxy = 30,0
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -11,-11
air.velocity = -11,-11
air.fall = 1
fall.recover = 0



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

[Statedef 9837]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 1000
velset   = 0,0
anim     = 13101
sprpriority = 2
ctrl     = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S10,4


[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S13,20

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = time = [0,8]
value = SCA

[State 1000, ReversalDef]
type = ReversalDef
trigger1 = 1
attr = S, ST
reversal.attr = SAC,NA,SA,HA,NP,SP,HP
sparkxy = 10,0
sparkno = s4120
pausetime = 0,50
hitsound = s13,36
p1stateno = 9836
p2stateno = 2020

[State 100, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Target
[Statedef 9836]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 1000
velset   = 0,0
anim     = 10311
sprpriority = 2
ctrl     = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S10,3

[State 1000, EnvColor]
type = EnvColor
trigger1 = animelem = 10
trigger2 = animelem = 11
trigger3 = animelem = 12
trigger4 = animelem = 13
trigger5 = animelem = 14
trigger6 = animelem = 15
trigger7 = animelem = 16
trigger8 = animelem = 17
trigger9 = animelem = 18
trigger10 = animelem = 19
trigger11 = animelem = 20
trigger12 = animelem = 21
trigger13 = animelem = 22
value = 255,255,255
time = 1
under = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 13
trigger2 = animelem = 13
trigger3 = animelem = 13
trigger4 = animelem = 13
trigger5 = animelem = 14
trigger6 = animelem = 15
trigger7 = animelem = 16
trigger8 = animelem = 17
trigger9 = animelem = 18
trigger10 = animelem = 19
trigger11 = animelem = 20
trigger12 = animelem = 21
trigger13 = animelem = 22
anim = 12111
pos = -30,-60
postype = p2
facing = 1
vfacing = 1
bindtime = 1
random = 80,60
removetime = -2
sprpriority = 5
removeongethit = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 23
anim = 30302
pos = -0,10
postype = p2
facing = 1
vfacing = 1
bindtime = 1
random = 0,0
removetime = -2
sprpriority = 5
removeongethit = 1
scale = 1 ,1.5

[State 200, HitDef]
type = HitDef
trigger1 = AnimElem = 10
trigger2 = AnimElem = 13
trigger3 = AnimElem = 15
trigger4 = AnimElem = 16
trigger5 = AnimElem = 17
trigger6 = AnimElem = 21
attr = S, HA
getpower = 0,2
damage = 10,5
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 7,7
hitsound = s12,1
guardsound = -1
sparkxy = -15,-75
sparkno = 12
guard.sparkno = -1
ground.type = Low
ground.slidetime = 0
ground.hittime = 20
ground.velocity = 0
envshake.ampl = -5
envshake.time = 20
envshake.phase = 90
envshake.freq = 90
kill = 0
p2stateno = 2020

[State 200, HitDef]
type = HitDef
trigger1 = AnimElem = 11
trigger2 = AnimElem = 12
trigger3 = AnimElem = 14
trigger4 = AnimElem = 18
trigger5 = AnimElem = 19
trigger6 = AnimElem = 20
trigger7 = AnimElem = 22
attr = S, HA
getpower = 0,2
damage = 20,5
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 5,5
hitsound = s12,1
guardsound = -1
sparkxy = -15,-75
sparkno = 12
guard.sparkno = -1
ground.type = Low
ground.slidetime = 0
ground.hittime = 20
ground.velocity = 0
envshake.ampl = -5
envshake.time = 20
envshake.phase = 90
envshake.freq = 90
kill = 0
p2stateno = 2030

[State 200, HitDef]
type = HitDef
trigger1 = AnimElem = 23
attr = S, HA
getpower = 0,5
damage = 80,5
animtype = diagup
hitflag = MAF
guardflag = MA
priority = 9, Hit
pausetime = 3,3
hitsound = s12,7
guardsound = -1
sparkxy = -15,-75
sparkno = -1
guard.sparkno = -1
ground.type = high
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -0,-15
ground.cornerpush.veloff = 0
guard.velocity = -0
air.velocity = -0,-15
airguard.velocity = -10,-8
envshake.ampl = -8
envshake.time = 20
envshake.phase = 90
envshake.freq = 90
fall = 1
fall.recover = 0
yaccel = .45

[State 100, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 2020]
type    = A
movetype= H
physics = N
velset = 0,0

[state haha]
type = nothitby
trigger1 = ishelper
value = SCA
time = 0
ignorehitpause = 1

[State , RemoveExplod0]
type = RemoveExplod
trigger1 = time = 0
trigger1 = ishelper

[state haha]
type = destroyself
trigger1 = time = 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 = 2020

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
[Statedef 2030]
type    = A
movetype= H
physics = N
velset = 0,0

[state haha]
type = nothitby
trigger1 = ishelper
value = SCA
time = 0
ignorehitpause = 1

[State , RemoveExplod0]
type = RemoveExplod
trigger1 = time = 0
trigger1 = ishelper

[state haha]
type = destroyself
trigger1 = time = 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 = 2030

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


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

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





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


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

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

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

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



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

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




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


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

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

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

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

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

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

[State 3000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 10000
projanim = 11930
projremove = 1
projpriority = 9
projhitanim = -1
getpower = 80,10
ownpal = 1
offset = 0,0
velocity = 4
attr = A, HA
animtype = up
damage = 50 ,10
hitflag = MAF
guardflag = M
hitsound = s12,1
guardsound = s2,1
pausetime = 0,2
sparkno = s4020
guard.sparkno = 50
sparkxy = 10,0
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
air.velocity = -8, -3
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1

[State 3000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 10000
projanim = 11930
projremove = 1
projpriority = 9
projhitanim = -1
getpower = 80,10
ownpal = 1
offset = 0,0
velocity = 3,-0.6
attr = A, HA
animtype = up
damage = 50 ,10
hitflag = MAF
guardflag = M
hitsound = s12,1
guardsound = s2,1
pausetime = 0,2
sparkno = s4020
guard.sparkno = 50
sparkxy = 10,0
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
air.velocity = -8, -3
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1

[State 3000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 10000
projanim = 11930
projremove = 1
projpriority = 9
projhitanim = -1
getpower = 80,10
ownpal = 1
offset = -10,0
velocity = 3,0.7
attr = A, HA
animtype = up
damage = 50 ,10
hitflag = MAF
guardflag = M
hitsound = s12,1
guardsound = s2,1
pausetime = 0,2
sparkno = s4020
guard.sparkno = 50
sparkxy = 10,0
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
air.velocity = -8, -3
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1

[State 3000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 10000
projanim = 11930
projremove = 1
projpriority = 9
projhitanim = -1
getpower = 80,10
ownpal = 1
offset = -10,0
velocity = 2,-0.5
attr = A, HA
animtype = up
damage = 50 ,10
hitflag = MAF
guardflag = M
hitsound = s12,1
guardsound = s2,1
pausetime = 0,2
sparkno = s4020
guard.sparkno = 50
sparkxy = 10,0
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
air.velocity = -8, -3
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1

[State 3000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 10000
projanim = 11930
projremove = 1
projpriority = 9
projhitanim = -1
getpower = 80,10
ownpal = 1
offset = -10,0
velocity = 6,-0.2
attr = A, HA
animtype = up
damage = 50 ,10
hitflag = MAF
guardflag = M
hitsound = s12,1
guardsound = s2,1
pausetime = 0,2
sparkno = s4020
guard.sparkno = 50
sparkxy = 10,0
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
air.velocity = -8, -3
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1

[State 3000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 10000
projanim = 11930
projremove = 1
projpriority = 9
projhitanim = -1
getpower = 80,10
ownpal = 1
offset = -10,0
velocity = 5,-0.5
attr = A, HA
animtype = up
damage = 50 ,10
hitflag = MAF
guardflag = M
hitsound = s12,1
guardsound = s2,1
pausetime = 0,2
sparkno = s4020
guard.sparkno = 50
sparkxy = 10,0
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
air.velocity = -8, -3
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1

[State 3000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 10000
projanim = 11930
projremove = 1
projpriority = 9
projhitanim = -1
getpower = 80,10
ownpal = 1
offset = -10,0
velocity = 4,-0.7
attr = A, HA
animtype = up
damage = 50 ,10
hitflag = MAF
guardflag = M
hitsound = s12,1
guardsound = s2,1
pausetime = 0,2
sparkno = s4020
guard.sparkno = 50
sparkxy = 10,0
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
air.velocity = -8, -3
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1

[State 3000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 10000
projanim = 11930
projremove = 1
projpriority = 9
projhitanim = -1
getpower = 80,10
ownpal = 1
offset = -10,0
velocity = 2,-1
attr = A, HA
animtype = up
damage = 50 ,10
hitflag = MAF
guardflag = M
hitsound = s12,1
guardsound = s2,1
pausetime = 0,2
sparkno = s4020
guard.sparkno = 50
sparkxy = 10,0
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
air.velocity = -8, -3
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1

[State 3000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 10000
projanim = 11930
projremove = 1
projpriority = 9
projhitanim = -1
getpower = 80,10
ownpal = 1
offset = -10,0
velocity = 1.5,-0.3
attr = A, HA
animtype = up
damage = 50 ,10
hitflag = MAF
guardflag = M
hitsound = s12,1
guardsound = s2,1
pausetime = 0,2
sparkno = s4020
guard.sparkno = 50
sparkxy = 10,0
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
air.velocity = -8, -3
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1

[State 3000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 10000
projanim = 11930
projremove = 1
projpriority = 12
projhitanim = -1
getpower = 80,10
ownpal = 1
offset = -10,0
velocity = 1
attr = A, HA
animtype = up
damage = 50 ,10
hitflag = MAF
guardflag = M
hitsound = s12,1
guardsound = s2,1
pausetime = 0,2
sparkno = s4020
guard.sparkno = 50
sparkxy = 10,0
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
air.velocity = -8, -3
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1


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

; 嫮恹
[Statedef 13000]
type    = S
movetype= A
physics = S
poweradd= 200
juggle  = 8
ctrl = 0
velset = 0,0
anim = 1301
sprpriority = 2

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



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


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

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

[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, SA
animtype  = diagup
damage    = Ceil(0.17 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 0,0
guardflag = H
hitflag = MAF
pausetime = 11,12
sparkno = s22109 + var(35)
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = 50
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
p2stateno = 1310

[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, SA
animtype  = diagup
damage    = 100,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = 50
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 6
attr = S, SA
animtype  = diagup
damage    = 96,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = 50
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 8
attr = S, SA
animtype  = diagup
damage    = 96,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = 50
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 10
attr = S, SA
animtype  = diagup
damage    = 96,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = 50
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 12
attr = S, SA
animtype  = diagup
damage    = 96,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = 50
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 14
attr = S, SA
animtype  = diagup
damage    = 96,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = 50
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 16
attr = S, SA
animtype  = diagup
damage    = 96,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = 50
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 18
attr = S, SA
animtype  = diagup
damage    = 96,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = 50
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 20
attr = S, SA
animtype  = diagup
damage    = 96,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-77
hitsound   = s225,1
guard.sparkno = 50
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0

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

============================
;
[Statedef 4701]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 10
poweradd= -1000
anim = 22149
ctrl = 0



[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 2210
anim = f7530
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 9
ownpal = 1

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 2210
anim = 7535
pos = 0,73
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 8
trans = addalpha
alpha = 256, 135
ownpal = 1

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

[State 2000]
type = Explod
trigger1 = time = 0
anim = f102
pos = 6,-130
sprpriority = -1
ownpal = 1
bindtime = 1
supermove = 1
supermovetime = 33
pausemovetime = 33

[State 2000]
type = Explod
trigger1 = time = 0
anim = f103
pos = 6,-130
sprpriority = 5
ownpal = 1
bindtime = 1
supermove = 1
supermovetime = 33
pausemovetime = 33

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

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

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

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


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


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

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

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

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

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



;--------------------[援护]





[State 2900, 1];
type = Helper
trigger1 = time = 20
id = 4701
persistent = 0
name = "千叶莲"
pos = 50,-150
postype = P1
stateno = 47247
helpertype = normal
keyctrl = 0
ownpal = 0
size.xscale = 0.7
size.yscale = 0.7

[State 2900, 1];
type = Helper
trigger1 = time = 26
id = 4701
persistent = 0
name = "千叶莲"
pos = 78,-75
postype = P1
stateno = 47248
helpertype = normal
keyctrl = 0
ownpal = 0
size.xscale = 0.7
size.yscale = 0.7

[State 2900, 1];
type = Helper
trigger1 = time = 32
id = 4701
persistent = 0
name = "千叶莲"
pos = 150,-50
postype = P1
stateno = 47249
helpertype = normal
keyctrl = 0
ownpal = 0
size.xscale = 0.7
size.yscale = 0.7


[State 2900, 1];
type = Helper
trigger1 = time = 38
id = 4701
persistent = 0
name = "千叶莲"
pos = 230,-50
postype = P1
stateno = 47252
helpertype = normal
keyctrl = 0
ownpal = 0
size.xscale = 0.7
size.yscale = 0.7

[State 2900, 1];
type = Helper
trigger1 = time = 50
id = 4701
persistent = 0
name = "千叶莲"
pos = 250,-150
postype = P1
stateno = 47250
helpertype = normal
keyctrl = 0
ownpal = 0
size.xscale = 0.8
size.yscale = 0.8

[State 2900, 1];
type = Helper
trigger1 = time = 44
id = 4701
persistent = 0
name = "千叶莲"
pos = 78,-180
postype = P1
stateno = 47251
helpertype = normal
keyctrl = 0
ownpal = 0
size.xscale = 1
size.yscale = 1




[State 2900, 1];
type = Helper
trigger1 = time = 56
id = 4701
persistent = 0
name = "千叶莲"
pos = 178,-178
postype = P1
stateno = 47247
helpertype = normal
keyctrl = 0
ownpal = 0
size.xscale = 0.6
size.yscale = 0.6

[State 2900, 1];
type = Helper
trigger1 = time = 62
id = 4701
persistent = 0
name = "千叶莲"
pos = 0,-150
postype = P1
stateno = 47252
helpertype = normal
keyctrl = 0
ownpal = 0
size.xscale = 0.8
size.yscale = 0.8

[State 2900, 1];
type = Helper
trigger1 = time = 68
id = 4701
persistent = 0
name = "千叶莲"
pos = 250,-200
postype = P1
stateno = 47249
helpertype = normal
keyctrl = 0
ownpal = 0
size.xscale = 0.8
size.yscale = 0.8

[State 2900, 1];
type = Helper
trigger1 = time = 74
id = 4701
persistent = 0
name = "千叶莲"
pos = 50,-200
postype = P1
stateno = 47250
helpertype = normal
keyctrl = 0
ownpal = 0
size.xscale = 0.6
size.yscale = 0.6


[State 2900, 1];
type = Helper
trigger1 = time = 80
id = 4701
persistent = 0
name = "千叶莲"
pos = 115,-140
postype = P1
stateno = 47251
helpertype = normal
keyctrl = 0
ownpal = 0
size.xscale = 0.6
size.yscale = 0.6




[State 2900, 1];
type = Helper
trigger1 = time = 86
id = 4701
persistent = 0
name = "千叶莲"
pos = 250,-180
postype = P1
stateno = 47247
helpertype = normal
keyctrl = 0
ownpal = 0
size.xscale = 0.6
size.yscale = 0.6

[State 2900, 1];
type = Helper
trigger1 = time = 92
id = 4701
persistent = 0
name = "千叶莲"
pos = 178,-102
postype = P1
stateno = 47248
helpertype = normal
keyctrl = 0
ownpal = 0
size.xscale = 0.8
size.yscale = 0.8


[State 2900, 1];
type = Helper
trigger1 = time = 98
id = 4701
persistent = 0
name = "千叶莲"
pos = 89,-24
postype = P1
stateno = 47249
helpertype = normal
keyctrl = 0
ownpal = 0
size.xscale = 1
size.yscale = 1


;---------------------------[结束]
[State 1010]
type = DestroySelf
;type = changestate
trigger1 = time = 114
;---------------------[廔椆]

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


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

[State 3040, 7]
type = AssertSpecial
trigger1 = Time = [0,60]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
;---------------------[廔椆]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------[千叶莲]
; 黑子风护
[Statedef 47247]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 30101

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


[State 1000, AfterImage]
type = AfterImage
trigger1 = time = 0
trans = add
PalContrast = 256, 256, 256
PalBright = 0,0,0
time = -1
length  = 9
TimeGap = 1
FrameGap = 3
sprpriority = 5


;---------------------[柍揋張棟]
[State 3000, Projectile]
type = Projectile
trigger1 = time = 8
projID = 1015
projanim = 22155
projhitanim = 22155
;;projremove = 1
projpriority = 999999999999999999999999999999999
projsprpriority = 99999999999999999999999999999999999999
projremove = 0
Projremovetime = 40
getpower = 50,10
offset = 0,0
velocity = 0
attr =  S, SP
animtype = DIAGUP
damage = 60,15
hitflag = MAFD
guardflag = M
hitsound = s1,7
guardsound = s2,1
;pausetime = 0,2
sparkno = s4060
sparkxy = 0,-60 + (floor(p2bodydist Y))
guard.sparkno = 50
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -2.5,-4
air.velocity = -2.5,-4
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1


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


[Statedef 47248]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 30102

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


[State 1000, AfterImage]
type = AfterImage
trigger1 = time = 0
trans = add
PalContrast = 256, 256, 256
PalBright = 0,0,0
time = -1
length  = 9
TimeGap = 1
FrameGap = 3
sprpriority = 5


;---------------------[柍揋張棟]
[State 3000, Projectile]
type = Projectile
trigger1 = time = 8
projID = 1015
projanim = 22155
projhitanim = 22155
;;projremove = 1
projpriority = 999999999999999999999999999999999
projsprpriority = 99999999999999999999999999999999999999
projremove = 0
Projremovetime = 40
getpower = 50,10
offset = 0,0
velocity = 0
attr =  S, SP
animtype = DIAGUP
damage = 60,15
hitflag = MAFD
guardflag = M
hitsound = s1,7
guardsound = s2,1
;pausetime = 0,2
sparkno = s4060
sparkxy = 0,-60 + (floor(p2bodydist Y))
guard.sparkno = 50
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -2.5,-5
air.velocity = -2.5,-5
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1


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

[Statedef 47249]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 30103

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


[State 1000, AfterImage]
type = AfterImage
trigger1 = time = 0
trans = add
PalContrast = 256, 256, 256
PalBright = 0,0,0
time = -1
length  = 9
TimeGap = 1
FrameGap = 3
sprpriority = 5


;---------------------[柍揋張棟]
[State 3000, Projectile]
type = Projectile
trigger1 = time = 8
projID = 1015
projanim = 22155
projhitanim = 22155
;;projremove = 1
projpriority = 999999999999999999999999999999999
projsprpriority = 99999999999999999999999999999999999999
projremove = 0
Projremovetime = 40
getpower = 50,10
offset = 0,0
velocity = 0
attr =  S, SP
animtype = DIAGUP
damage = 60,15
hitflag = MAFD
guardflag = M
hitsound = s1,7
guardsound = s2,1
;pausetime = 0,2
sparkno = s4060
sparkxy = 0,-60 + (floor(p2bodydist Y))
guard.sparkno = 50
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -2.5,-4
air.velocity = -2.5,-4
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1

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


[Statedef 47250]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 30104

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


[State 1000, AfterImage]
type = AfterImage
trigger1 = time = 0
trans = add
PalContrast = 256, 256, 256
PalBright = 0,0,0
time = -1
length  = 9
TimeGap = 1
FrameGap = 3
sprpriority = 5


;---------------------[柍揋張棟]
[State 3000, Projectile]
type = Projectile
trigger1 = time = 8
projID = 1015
projanim = 22155
projhitanim = 22155
;;projremove = 1
projpriority = 999999999999999999999999999999999
projsprpriority = 99999999999999999999999999999999999999
projremove = 0
Projremovetime = 40
getpower = 50,10
offset = 0,0
velocity = 0
attr =  S, SP
animtype = DIAGUP
damage = 80,20
hitflag = MAFD
guardflag = M
hitsound = s1,7
guardsound = s2,1
;pausetime = 0,2
sparkno = s4060
sparkxy = 0,-60 + (floor(p2bodydist Y))
guard.sparkno = 50
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -2.5,-6
air.velocity = -2.5,-6
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1

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




[Statedef 47251]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 30105

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


[State 1000, AfterImage]
type = AfterImage
trigger1 = time = 0
trans = add
PalContrast = 256, 256, 256
PalBright = 0,0,0
time = -1
length  = 9
TimeGap = 1
FrameGap = 3
sprpriority = 5


;---------------------[柍揋張棟]
[State 3000, Projectile]
type = Projectile
trigger1 = time = 8
projID = 1015
projanim = 22155
projhitanim = 22155
;;projremove = 1
projpriority = 999999999999999999999999999999999
projsprpriority = 99999999999999999999999999999999999999
projremove = 0
Projremovetime = 40
getpower = 50,10
offset = 0,0
velocity = 0
attr =  S, SP
animtype = DIAGUP
damage = 60,15
hitflag = MAFD
guardflag = M
hitsound = s1,7
guardsound = s2,1
;pausetime = 0,2
sparkno = s4060
sparkxy = 0,-60 + (floor(p2bodydist Y))
guard.sparkno = 50
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -2.5,-4
air.velocity = -2.5,-4
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1



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


[Statedef 47252]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 30106

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


[State 1000, AfterImage]
type = AfterImage
trigger1 = time = 0
trans = add
PalContrast = 256, 256, 256
PalBright = 0,0,0
time = -1
length  = 9
TimeGap = 1
FrameGap = 3
sprpriority = 5


;---------------------[柍揋張棟]
[State 3000, Projectile]
type = Projectile
trigger1 = time = 8
projID = 1015
projanim = 22155
projhitanim = 22155
;;projremove = 1
projpriority = 999999999999999999999999999999999
projsprpriority = 99999999999999999999999999999999999999
projremove = 0
Projremovetime = 40
getpower = 50,10
offset = 0,0
velocity = 0
attr =  S, SP
animtype = DIAGUP
damage = 60,15
hitflag = MAFD
guardflag = M
hitsound = s1,7
guardsound = s2,1
;pausetime = 0,2
sparkno = s4060
sparkxy = 0,-60 + (floor(p2bodydist Y))
guard.sparkno = 50
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -2.5,-5
air.velocity = -2.5,-5
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1



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

[Statedef 47260]
type    = S
movetype= A
physics = S
poweradd = 0
velset = 0,0
anim = 30080
ctrl = 0
sprpriority = 16

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 156
length = 12
PalBright = 0, 0, 0
PalContrast =50, 50, 130
PalAdd = 0, 0, 2
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 4
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

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

[Statedef 47270]
type    = S
movetype= A
physics = S
poweradd = 0
velset = 0,0
anim = 30090
ctrl = 0
sprpriority = 16

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 156
length = 12
PalBright = 0, 0, 0
PalContrast =50, 50, 130
PalAdd = 0, 0, 2
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 4
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

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

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

[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 100
add = 100,100,100
mul = 256,256,256
sinadd = 100,100,100,20
invertall = 0
color = 256

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

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 235
anim = f7500
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 9
ownpal = 1

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 235
anim = f7510
pos = 0,73
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 8
trans = addalpha
alpha = 256, 135
ownpal = 1

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

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

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,32]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = time = 5
anim = f100
pos = 6,-130
sprpriority = -39
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 12
anim = f101
pos = 6,-130
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

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

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

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

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

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

[State 1112,1 Explod]
type = Explod
trigger1 = time = 30
anim = 9600
id = 2002
sprpriority = 5
postype = back
pos = 1,0
bindtime = -1
ownpal = 1
removeongethit = 1
pausemove = 1

[State 200, 僸僢僩掕媊]
type = HitDef
triggerall = p2statetype != A
trigger1 = time = 31
trigger2 = time = 36
trigger3 = time = 41
trigger4 = time = 46
trigger5 = time = 51
trigger6 = time = 56
trigger7 = time = 61
attr = A, HP
damage = 32,15
animtype = Hard
guardflag = M
hitflag = MAF
priority = 9, Hit
pausetime = 0,0
getpower = 0,2
sparkno = 3
guard.sparkno = 50
sparkxy = -10,-70 + (floor(p2bodydist Y))
hitsound = -1
guardsound = s2,1
ground.type = hard
ground.slidetime = -20
ground.hittime  = 15
ground.velocity = 0
air.velocity = -5,-7
fall.recover = 0


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

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

[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 1
add = 100,100,100
mul = 256,256,256
sinadd = 100,100,100,20
invertall = 0
color = 256

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

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

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

;Mu Ni Kaerou
[Statedef 10000]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 10000
ctrl     = 0

[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 100
add = 100,100,100
mul = 256,256,256
sinadd = 100,100,100,20
invertall = 0
color = 1

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

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 2000
anim = f7530
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 9
ownpal = 1

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 2000
anim = 7535
pos = 0,73
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 8
trans = addalpha
alpha = 256, 135
ownpal = 1

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 235
anim = f7500
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 9
ownpal = 1

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 235
anim = 7510
pos = 0,73
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 8
trans = addalpha
alpha = 256, 135
ownpal = 1

[State 2000, 挻昁嶦媄敪摦偺帪娫掆巭]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -2000
movetime = 28
time = 28

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

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

[State 2000]
type = Explod
trigger1 = time = 0
anim = f102
pos = 6,-130
sprpriority = -39
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 0
anim = f103
pos = 6,-130
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,30]
value = SCA
Time = 80

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 5
value = 3000,0

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

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 29
value = s5000,3

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 30
value = s12,8
persistent = 9
channel = 0
volume = 255

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 30
value = s5000,0
persistent = 9
channel = 0
volume = 255

;[State 1112,1 Explod]
;type = Explod
;trigger1 = time = 30
;scale = 1.14,1.14
;anim = 30100
;id = 2002
;sprpriority = -1
;postype = back
;pos = -10,-10
;bindtime = -1
;ownpal = 1
;removeongethit = 1
;pausemove = 1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[State 1112,1 Explod]
type = Explod
trigger1 = time = 30
anim = 30111
id = 2002
sprpriority = -1
postype = back
pos = 120,85
bindtime = -1
ownpal = 1
scale = 1.5 ,1.5
removeongethit = 1
supermove = 1
pausemove = 1

[State , Helper0]
type = Helper
trigger1 = time = 30
helpertype = normal
name = "destroy helpers"
ID = 2100
pos = 0,0
postype = back
stateno = 2114
keyctrl = 0
ownpal = 1
scale = 1,1
supermovetime = 9999

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 30
trigger2 = time = 34
trigger3 = time = 38
trigger4 = time = 42
trigger5 = time = 46
trigger6 = time = 50
trigger7 = time = 54
trigger8 = time = 58
trigger9 = time = 62
trigger10 = time = 66
trigger11 = time = 70
trigger12 = time = 74
trigger13 = time = 78
trigger14 = time = 82
trigger15 = time = 86
trigger16 = time = 90
attr = A, HP
damage = 30,10
animtype = Hard
guardflag = M
hitflag = MAF
priority = 9, Hit
pausetime = 0,0
getpower = 0,2
sparkno = 3
guard.sparkno = 50
sparkxy = -15,-95 + (floor(p2bodydist Y))
hitsound = -1
guardsound = s0,21
ground.type = hard
ground.slidetime = 50
ground.hittime  = 50
ground.velocity = 0,0
air.velocity = 0,-1
fall.recover = 0
palfx.time =60
palfx.mul = 100,0,100
palfx.sinadd = 63,65,68,18
palfx.add = 160,0,100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 90
attr = A, HP
damage = 50,10
animtype = diagup
guardflag = M
hitflag = MAF
priority = 9, Hit
pausetime = 0,0
getpower = 0,2
sparkno = 3
guard.sparkno = 50
sparkxy = -15,-95 + (floor(p2bodydist Y))
hitsound = -1
guardsound = s0,21
ground.type = hard
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = -5,-15
air.velocity = -5,-15
fall.recover = 0
fall = 1
guard.pausetime = 10,10
guard.slidetime = 50
guard.hittime = 50

[State 1000, Helper]
type = Helper
trigger1 = time = 60
helpertype = normal
name = "Light"
stateno = 10020
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, Helper]
type = Helper
trigger1 = time = 45
helpertype = normal
name = "Light"
stateno = 10020
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, ChangeState]
type = ChangeState
trigger1 = Time = 100
trigger2 = win
value = 10010
ctrl = 0
;-------------------------------------------------------------------------------
[Statedef 10010]
type = S
ctrl = 0
anim = 10010
velset = 0,0

[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 1
add = 100,100,100
mul = 256,256,256
sinadd = 100,100,100,20
invertall = 0
color = 1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

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

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

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

[Statedef 10020]
type = A
movetype = A
physics = N
anim = 2010
velset = 0,0
juggle = 0
poweradd = 0
ctrl = 0
sprpriority = 5

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

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

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




[State 3110, 8]
type = Pause
triggerall = movehit
trigger1 = Time = [55,70]
time = 2
movetime = 0

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = parent,stateno != 10000
persistent = 0

[Statedef 2001]
type = S
ctrl = 0
anim = 22119
velset = 0,0

[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 126
add = 100,100,100
mul = 256,256,256
sinadd = 100,100,100,20
invertall = 0
color = 1
;ignorehitpause = 0
;persistent = 1

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

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

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

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

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

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

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 6
trigger2 = time = 12
trigger3 = time = 18
trigger4 = time = 24
trigger5 = time = 30
trigger6 = time = 36
trigger7 = time = 42
attr = A, HP
damage = 38,10
animtype = Hard
guardflag = M
hitflag = MAF
priority = 9, Hit
pausetime = 0,0
getpower = 0,2
sparkno = 3
guard.sparkno = 50
sparkxy = -15,-95 + (floor(p2bodydist Y))
hitsound = -1
guardsound = s2,1
ground.type = hard
ground.slidetime = 20
ground.hittime  = 10
ground.velocity = 0
air.velocity = -5,-7
fall.recover = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 48
attr = A, HP
damage = 80,10
animtype = diagup
guardflag = M
hitflag = MAFP
priority = 9, Hit
pausetime = 0,0
getpower = 0,2
sparkno = 3
guard.sparkno = 50
sparkxy = -15,-95 + (floor(p2bodydist Y))
hitsound = -1
guardsound = s2,1
ground.type = hard
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = -7,-7
air.velocity = -7,-7
fall.recover = 0
fall = 1
guard.pausetime = 10,10
guard.slidetime = 18
guard.hittime = 15

[State 3110, 8]
type = Pause
triggerall = movehit
trigger1 = Time = [50,80]
time = 1
movetime = 0

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

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

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

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

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

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

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

;-------------------------------------------------------------------------------
;Doble Mu Ni Kaerou
[Statedef 2100]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = -3000
velset   = 0,0
anim     = 22109
sprpriority = 4
ctrl     = 0

[State 2000, Explod]
type = Explod
trigger1 = animelem = 1
anim = f105
pos = -3,-100
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
sprpriority = 9

[State 2000, Explod]
type = Explod
trigger1 = animelem = 1
anim = f104
pos = -3,-100
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
sprpriority = -1


;Extintion Effect
[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 2001
anim = f7540
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 9
ownpal = 1

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 2001
anim = f7535
pos = 0,73
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 8
trans = addalpha
alpha = 256, 135
ownpal = 1

;-------------------------------------------------------------------------------
[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S2101,0

[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 300
add = 100,100,100
mul = 256,256,256
sinadd = 100,100,100,20
invertall = 0
color = 1
;ignorehitpause = 0
;persistent = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 27
value = s801,2
persistent = 9

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 1,<=50
value = SCA

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 46
id = 2005



[State 2070, EnvShake]
type = EnvShake
triggerall = stateno = 2100
trigger1 = animelem = 8
time = 100
freq = 120
ampl = -7

[State 2000, 4]
type = SuperPause
trigger1 = animelem = 1
time = 70
movetime = 1
anim = -1
sound = S7,7

[State 2000, BGPalFX]
type = BGPalFX
trigger1 = animelem = 1
time = 340
mul = 0,0,0


[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 45
value = s12,11
persistent = 9
channel = 0
volume = 255

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

[State 3000,6]
type = PlaySnd
trigger1 = time = 95
value = 3000,2

[State 1112,1 Explod]
type = Explod
trigger1 = time = 27
anim = 32201
scale = 1.13,1.0
id = 20020
sprpriority = -1
postype = back
pos = -10,-10
bindtime = -1
ownpal = 1
removeongethit = 1
pausemove = 1

[State 7610, kanji]
type=explod
trigger1= time = 125
anim= 32650
ID=7610
sprpriority=-5
postype=left
pos=180,130
bindtime=-1
scale=.65,.65

[State 1112,1 Explod]
type = Explod
trigger1 = time = 125
anim = 32800
sprpriority = 5
postype = left
pos=15,60
bindtime = -1
ignorehitpause = 1
ownpal = 1

[State 1112,1 Explod]
type = Explod
trigger1 = time = 28
anim = 32100
sprpriority = 6
postype = p1
scale = 1.4,1.4
pos = 13,-170
value = 100 * time
bindtime = 1
ownpal = 1
removeongethit = 1
pausemove = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S0,37
persistent = 9

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = s0,14
persistent = 9

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 55
value = s5000,6
persistent = 9

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 110
value = s5000,7
persistent = 9

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = S, HA
getpower = 0
damage = 280,10 
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 6,6
sparkno = 12
guard.sparkno = 50
sparkxy = -20,-90
hitsound  = -1
guardsound = -1
ground.type = Low
ground.slidetime = 60
ground.hittime = 60
ground.velocity = ifelse(enemy,backedgebodydist <=10,0,-2.5),-3
air.velocity = ifelse(enemy,backedgebodydist <=10,0,-2),-3.5
p2stateno = 2042
kill = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 55
attr = S, HA
getpower = 0
damage = 280,10
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 6,6
sparkno = 12
guard.sparkno = 50
sparkxy = -20,-70
hitsound  = -1
guardsound = -1
ground.type = Low
ground.slidetime = 60
ground.hittime = 60
ground.velocity = ifelse(enemy,backedgebodydist <=10,0,-2.5),-3
air.velocity = ifelse(enemy,backedgebodydist <=10,0,-2),-3.5
p2stateno = 2050
kill = 0



[State 220, 2]
type = HitDef
trigger1 = AnimElem = 110
attr = S, HP
damage = 280
animtype = diagup
hitflag = MAFP
sparkno = 12
guard.sparkno = 12
sparkxy = -20,-70
hitsound = -1
guardsound = -1
pausetime = 44,44
ground.hittime = 60
ground.type = high
ground.slidetime = 60
ground.velocity = -6,-15
air.velocity = -6,-15
fall = 1
air.juggle = 10
yaccel = .5
getpower = 0

[State -2, Sp Finish]
type = Explod
triggerall = numexplod(9910) <= 0
trigger1 = winKo = 1 && movehit
anim = f9910
removetime = -2
id = 9910
sprpriority = -9
pos = 0,0
postype = left
bindtime = -1
ignorehitpause = 1
ownpal = 1

[State 1000, ChangeState]
type = ChangeState
trigger1 = Time = 140
value = 2001
ctrl = 0



[Statedef 2042]
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 = 2042

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

;---------------------------------------------------------------------------
[Statedef 2050]
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 = 2050

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Light Helper
[Statedef 2110]
type = A
movetype = A
physics = N
anim = 2010
velset = 0,0
juggle = 0
poweradd = 0
ctrl = 0
sprpriority = 5

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

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

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

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

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 5
trigger2 = time = 8
trigger3 = time = 11
trigger4 = time = 14
trigger5 = time = 17
trigger6 = time = 20
trigger7 = time = 23
trigger8 = time = 26
trigger9 = time = 29
trigger10 = time = 32
trigger11 = time = 35
trigger12 = time = 38
trigger13 = time = 41
trigger14 = time = 44
trigger15 = time = 47
trigger16 = time = 50
trigger17 = time = 53
trigger18 = time = 56
trigger19 = time = 59
trigger20 = time = 62
trigger21 = time = 65
trigger22 = time = 68
trigger23 = time = 71
trigger24 = time = 74
trigger25 = time = 77
attr = A, HA
damage = 18,8
animtype = diagup
guardflag = M
hitflag = MAFP
priority = 9, Hit
pausetime = 0,0
getpower = 0,2
sparkno = s30000
guard.sparkno = 50
sparkxy = -15,-95 + (floor(p2bodydist Y))
hitsound = -1
guardsound = s2,1
ground.type = hard
ground.slidetime = 20
ground.hittime  = 10
ground.velocity = -5,-9
air.velocity = -5,-9
fall.recover = 0
kill = 0
p2facing = 1
p2stateno = 2112
envshake.time = 3
envshake.ampl = -5
envshake.freq = 102
envshake.phase = 102

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 85
attr = A, HA
damage = 40,10
animtype = diagup
guardflag = M
hitflag = MAFP
priority = 9, Hit
pausetime = 0,0
getpower = 0,2
sparkno = s30000
guard.sparkno = 50
sparkxy = -15,-95 + (floor(p2bodydist Y))
hitsound = -1
guardsound = s2,1
ground.type = hard
ground.slidetime = 12
ground.hittime  = 10
ground.velocity = -7,-14
air.velocity = -5,-14
fall.recover = 0
fall = 1
yaccel = 0.55
guard.pausetime = 10,10
guard.slidetime = 18
guard.hittime = 15
envshake.time = 30
envshake.ampl = -15
envshake.freq = 102
envshake.phase = 102

[State 3110, 8]
type = Pause
triggerall = movehit
trigger1 = Time = [80,100]
time = 5
movetime = 0

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

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

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

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

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

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

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 5
trigger2 = time = 8
trigger3 = time = 11
trigger4 = time = 14
trigger5 = time = 17
trigger6 = time = 20
trigger7 = time = 23
trigger8 = time = 26
trigger9 = time = 29
trigger10 = time = 32
trigger11 = time = 35
attr = A, HA
damage = 25,9
animtype = Hard
guardflag = M
hitflag = MAFP
priority = 9, Hit
pausetime = 0,0
getpower = 0,2
sparkno = s30000
guard.sparkno = 50
sparkxy = -15,-95 + (floor(p2bodydist Y))
hitsound = -1
guardsound = s2,1
ground.type = hard
ground.slidetime = 20
ground.hittime  = 10
ground.velocity = -5,-9
air.velocity = -5,-9
fall.recover = 0
kill = 0
p2facing = 1
p2stateno = 2112
envshake.time = 3
envshake.ampl = -5
envshake.freq = 102
envshake.phase = 102

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 1
attr = A, HA
damage = 50,15
animtype = diagup
guardflag = M
hitflag = MAFP
priority = 9, Hit
pausetime = 0,0
getpower = 0,2
sparkno = s30000
guard.sparkno = 50
sparkxy = -15,-95 + (floor(p2bodydist Y))
hitsound = -1
guardsound = s2,1
ground.type = hard
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = -7,-9
air.velocity = -5,-9
fall.recover = 0
fall = 1
kill = 0
guard.pausetime = 10,10
guard.slidetime = 18
guard.hittime = 15
p2facing = 1
p2stateno = 2112
envshake.time = 3
envshake.ampl = -5
envshake.freq = 102
envshake.phase = 102

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

[Statedef 2112]
type    = A
movetype= H
physics = N
velset = 0,0

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

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

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5022

[State 1000, ChangeState]
type = ChangeState
trigger1 = Time = 14
value = 2113
;--------------------------------------------------------
[Statedef 2113]
type    = A
movetype= H
physics = N
velset = 0,0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 2
y = 3

[State 821, 4]
type = SelfState
trigger1 = Time = 1
value = 5030

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5035

[State 1000, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 2115

[Statedef 2115]
type    = A
movetype= H
physics = N
velset = 0,0

[State 821, 4]
type = SelfState
trigger1 = Time = 0
value = 5030

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5030
;--------------------------------------------------------
[Statedef 2114]
type = S
movetype = I
physics = N
ctrl = 0
anim = 6005

[state haha]
type = nothitby
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[state haha]
type = changeanim
triggerall = time < 100
trigger1 = root, stateno = 10000
trigger2 = root, stateno = 2100
value = 2010

[State 800, Repel]
type = ReversalDef
trigger1 = anim = 2010
reversal.attr = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP, AA, AT, AP
pausetime = -2,0
priority = 99, hit
numhits = 0
sparkno = -1
sparkxy = 100, -100
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.xvelocity = -3.27272725105286
fall.yvelocity = -3.25555985694885

[State haha]
type = DestroySelf
trigger1 = Time >= 100
trigger2 = root, MoveType = H


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

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

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

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

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

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

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

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



[State 2000]
type = AssertSpecial
trigger1 = time = [0,300]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = time = 5
anim = f100
pos = 6,-130
sprpriority = -39
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 12
anim = f101
pos = 6,-130
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

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

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

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

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 45
value = S12,5
volume = 0
channel = 12
loop = 1

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

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

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

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

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

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

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

[State 2000]
type = AssertSpecial
trigger1 = time = [0,300]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

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

[State 1112,1 Explod]
type = Explod
trigger1 = time = 92
anim = 30955;9700
sprpriority = 5
postype = p1
scale = 1.20,1.20
pos = -50,-170
bindtime = -1
ownpal = 1
removeongethit = 1
pausemove = 1

[State 4100,1]
type = Helper
trigger1 = time = 92
name = "dass"
postype = p1
pos = -15,-170
stateno = 2220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1112,1 Explod]
type = Explod
trigger1 = time = 92
anim = 30030
sprpriority = 6
postype = p1
pos = -20,-170
bindtime = -1
ownpal = 1
removeongethit = 1
pausemove = 1

[State 1112,1 Explod]
type = Explod
trigger1 = time = 172
anim = 9750
scale = 0.80,0.80
sprpriority = 5
postype = p1
pos = -15,-130
bindtime = -1
ownpal = 1
removeongethit = 1
pausemove = 1

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

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

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

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

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

[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 320
numhits = 0
animtype = diagup
hitflag = MAF
priority = 99
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = -1
guard.sparkno = -1
ground.type = high
ground.slidetime = 15
ground.hittime = 15
ground.velocity = 0,-12
air.velocity = 0,-12
fall.recover = 0
fall = 1

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

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

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

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

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

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

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

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

[state 1000]
type = destroyself
trigger1 = root,stateno != 2200
trigger2 = parent,movehit = 1

[Statedef 2220]
type    = S
movetype= A
physics = S
poweradd = 0
velset = 0,0
anim = 30030
ctrl = 0
sprpriority = 6


[State 240, 4]
type = destroyself
trigger1 = AnimTime = 0
;-------------------------------------------------------------------------------
;Doble Soul Extraction
[Statedef 2300]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2200
ctrl     = 0

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 2210
anim = f7530
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 9
ownpal = 1

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 2210
anim = 7535
pos = 0,73
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 8
trans = addalpha
alpha = 256, 135
ownpal = 1

[State 1000, 0]
type = velset
trigger1 = time = [44,200]
x = 2

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

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

[State 2000]
type = AssertSpecial
trigger1 = time = [0,210]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = time = 5
anim = f102
pos = 6,-130
sprpriority = -39
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 6
anim = f103
pos = 6,-130
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 5
value = 3000,0

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,35]
value = SCA,AA, AT, AP
Time = 200

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

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 45
value = S12,5
volume = 0
channel = 12
loop = 1

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

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

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

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

[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 210
add = 100,100,100
mul = 256,256,256
sinadd = 100,100,100,1
invertall = 0
color = 100

[State 2000]
type = AssertSpecial
trigger1 = time = [0,210]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

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

[State 1000, Explod]
type = Explod
trigger1 = animelem = 7
anim = 2212
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 9

[State 1112,1 Explod]
type = Explod
trigger1 = time = 92
anim = 9800
scale = 1.10,1.10
sprpriority = 5
postype = p1
pos = -15,-170
bindtime = -1
ownpal = 1
removeongethit = 1
pausemove = 1

[State 4100,1]
type = Helper
trigger1 = time = 92
name = "dass"
postype = p1
pos = -15,-170
stateno = 2320
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1112,1 Explod]
type = Explod
trigger1 = time = 172
anim = 9850
scale = 1.10,1.10
sprpriority = 5
postype = p1
pos = -15,-130
bindtime = -1
ownpal = 1
removeongethit = 1
pausemove = 1

;[State 4100,1]
;type = Helper
;trigger1 = time = 172
;name = "dass"
;postype = p2
;pos = -10,0
;stateno = 2330
;helpertype = normal
;keyctrl = 0
;ownpal = 1


[State 1000, 5];壩拰
type = Explod
trigger1 = time = 172
anim = 30055
sprpriority = 3
postype = p1
velset = -0,0
pos = 50,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 1000, 5];壩拰
type = Explod
trigger1 = time = 172
anim = 3513
sprpriority = 4
postype = p1
velset = 0,0
pos = 50,-140
bindtime = 1
supermove = 0
under = 0
ownpal = 1

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

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 16
value = S5000,4

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

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

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

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

[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 600
numhits = 0
animtype = diagup
hitflag = MAF
priority = 99
pausetime = 0,12
sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = -1
guard.sparkno = -1
ground.type = high
ground.slidetime = 15
ground.hittime = 15
ground.velocity = 0,-16
air.velocity = 0,-16
fall.recover = 0
fall = 1
yaccel = .55

[State 3110, 8]
type = Pause
trigger1 = Time = [172,182]
time = 2
movetime = 0

[State 200, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
[Statedef 2320]
type    = S
movetype= A
physics = S
poweradd = 0
velset = 0,0
anim = 30030
ctrl = 0
sprpriority = 6



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

[Statedef 2330]
type    = S
movetype= A
physics = S
poweradd = 0
velset = 0,0
anim = 30050
ctrl = 0
sprpriority = 6



[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 300
numhits = 0
animtype = diagup
hitflag = MAF
priority = 99
pausetime = 0,12
sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = -1
guard.sparkno = -1
ground.type = high
ground.slidetime = 15
ground.hittime = 15
ground.velocity = 0,-16
air.velocity = 0,-16
fall.recover = 0
fall = 1
yaccel = .55

[State 4100,1]
type = Helper
trigger1 = time = 1
name = "dass"
postype = p1
pos = 0,-20
stateno = 2340
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 8
name = "dass"
postype = p1
pos = 0,-80
stateno = 2350
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 16
name = "dass"
postype = p1
pos = 0,-140
stateno = 2340
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 24
name = "dass"
postype = p1
pos = 0,-200
stateno = 2350
helpertype = normal
keyctrl = 0
ownpal = 1

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

[Statedef 2340]
type    = S
movetype= A
physics = S
poweradd = 0
velset = 0,0
anim = 30060
ctrl = 0
sprpriority = 6



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

[Statedef 2350]
type    = S
movetype= A
physics = S
poweradd = 0
velset = 0,0
anim = 30070
ctrl = 0
sprpriority = 6



[State 240, 4]
type = destroyself
trigger1 = AnimTime = 0
;-------------------------------------------------------------------------------
[Statedef 2215]
type    = S
movetype= H
physics = N
velset = 0,0

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

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

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2215

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

;==================================================
;-----------------------------------------------------
 
[Statedef 904]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 500
velset   = 0,0
anim     = 904
ctrl     = 0

[State 2510, BGPalFX]
type = BGPalFX
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
trigger4 = animelem = 8
trigger5 = animelem = 10
trigger6 = animelem = 12
trigger7 = animelem = 14
trigger8 = animelem = 16
trigger9 = animelem = 18
time = 2
add = 255,255,255

[State 2070, EnvShake]
type = EnvShake
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
trigger4 = animelem = 8
trigger5 = animelem = 10
trigger6 = animelem = 12
trigger7 = animelem = 14
trigger8 = animelem = 16
trigger9 = animelem = 18
time = 10
freq = 60
ampl = -5
phase = 90

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S3000,2

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
trigger4 = animelem = 8
trigger5 = animelem = 10
trigger6 = animelem = 12
trigger7 = animelem = 14
trigger8 = animelem = 16
trigger9 = animelem = 18
value = S7,1


[State 3000, Projectile]
type = Projectile
trigger1 = animelem = 2
projID = 905
projanim = 905
projremove = 0
projpriority = 7
projremovetime = 12
getpower = 0
ownpal = 0
projscale = 1.20, 1.0
offset = 30,0
velocity = 0
attr = A, HA
animtype = up
damage = 70 ,10
hitflag = MAF
guardflag = M
hitsound = s1,1
guardsound = s2,1
pausetime = 0,5
sparkno = 3
guard.sparkno = 50
sparkxy = -10,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
p2stateno = ifelse(var(25) = 1, 2003, 5000)
;p2facing = 0
p2getp1state = var(25) ;((random >= 500) || p2statetype = A)
air.velocity = -8, -3
air.type = Low
fall.recover = 0
fall = 1
getpower = 0,0

[State 3000, Projectile]
type = Projectile
trigger1 = animelem = 2
projID = 906
projanim = 18111
projremove = 0
projpriority = 7
projremovetime = 12
getpower = 0
ownpal = 0
offset = 30,0
velocity = 0
attr = A, HA
animtype = up
damage = 70 ,10
hitflag = MAF
guardflag = M
hitsound = s0,11
guardsound = s0,38
pausetime = 0,5
sparkno = 3
guard.sparkno = 50
sparkxy = -10,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -10, -3
p2stateno = ifelse(var(25) = 1, 2003, 5000)
;p2facing = 0
p2getp1state = var(25) ;((random >= 500) || p2statetype = A)
air.velocity = -10, -3
air.type = Low
fall.recover = 0
fall = 1
getpower = 0,0

[State 3000, Projectile]
type = Projectile
trigger1 = animelem = 4
projID = 905
projanim = 905
projremove = 0
projpriority = 7
projremovetime = 12
getpower = 0
ownpal = 0
projscale = 1.20, 1.0
offset = 60,0
velocity = 0
attr = A, HA
animtype = up
damage = 70 ,10
hitflag = MAF
guardflag = M
hitsound = s1,1
guardsound = s2,1
pausetime = 0,5
sparkno = 3
guard.sparkno = 50
sparkxy = -10,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
p2stateno = ifelse(var(25) = 1, 2003, 5000)
;p2facing = 0
p2getp1state = var(25) ;((random >= 500) || p2statetype = A)
air.velocity = -8, -3
air.type = Low
fall.recover = 0
fall = 1
getpower = 0,0

[State 3000, Projectile]
type = Projectile
trigger1 = animelem = 4
projID = 906
projanim = 18111
projremove = 0
projpriority = 7
projremovetime = 12
getpower = 0
ownpal = 0
offset = 60,0
velocity = 0
attr = A, HA
animtype = up
damage = 70 ,10
hitflag = MAF
guardflag = M
hitsound = s0,11
guardsound = s0,38
pausetime = 0,5
sparkno = 3
guard.sparkno = 50
sparkxy = -10,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -10, -3
p2stateno = ifelse(var(25) = 1, 2003, 5000)
;p2facing = 0
p2getp1state = var(25) ;((random >= 500) || p2statetype = A)
air.velocity = -10, -3
air.type = Low
fall.recover = 0
fall = 1
getpower = 0,0

[State 3000, Projectile]
type = Projectile
trigger1 = animelem = 6
projID = 905
projanim = 905
projremove = 0
projpriority = 7
projremovetime = 12
getpower = 0
ownpal = 0
projscale = 1.20, 1.0
offset = 90,0
velocity = 0
attr = A, HA
animtype = up
damage = 70 ,10
hitflag = MAF
guardflag = M
hitsound = s1,1
guardsound = s2,1
pausetime = 0,5
sparkno = 3
guard.sparkno = 50
sparkxy = -10,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
p2stateno = ifelse(var(25) = 1, 2003, 5000)
;p2facing = 0
p2getp1state = var(25) ;((random >= 500) || p2statetype = A)
air.velocity = -8, -3
air.type = Low
fall.recover = 0
fall = 1
getpower = 0,0

[State 3000, Projectile]
type = Projectile
trigger1 = animelem = 6
projID = 906
projanim = 18111
projremove = 0
projpriority = 7
projremovetime = 12
getpower = 0
ownpal = 0
offset = 90,0
velocity = 0
attr = A, HA
animtype = up
damage = 70 ,10
hitflag = MAF
guardflag = M
hitsound = s0,11
guardsound = s0,38
pausetime = 0,5
sparkno = 3
guard.sparkno = 50
sparkxy = -10,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
p2stateno = ifelse(var(25) = 1, 2003, 5000)
;p2facing = 0
p2getp1state = var(25) ;((random >= 500) || p2statetype = A)
air.velocity = -8, -3
air.type = Low
fall.recover = 0
fall = 1
getpower = 0,0

[State 3000, Projectile]
type = Projectile
trigger1 = animelem = 8
projID = 905
projanim = 905
projremove = 0
projpriority = 7
projremovetime = 12
getpower = 0
ownpal = 0
projscale = 1.20, 1.0
offset = 120,0
velocity = 0
attr = A, HA
animtype = up
damage = 70 ,10
hitflag = MAF
guardflag = M
hitsound = s1,1
guardsound = s2,1
pausetime = 2,5
sparkno = 3
guard.sparkno = 50
sparkxy = -10,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
p2stateno = ifelse(var(25) = 1, 2003, 5000)
;p2facing = 0
p2getp1state = var(25) ;((random >= 500) || p2statetype = A)
air.velocity = -8, -3
air.type = Low
fall.recover = 0
fall = 1
getpower = 0,0

[State 3000, Projectile]
type = Projectile
trigger1 = animelem = 8
projID = 906
projanim = 18111
projremove = 0
projpriority = 7
projremovetime = 12
getpower = 0
ownpal = 0
offset = 120,0
velocity = 0
attr = A, HA
animtype = up
damage = 70 ,10
hitflag = MAF
guardflag = M
hitsound = s0,11
guardsound = s0,38
pausetime = 2,5
sparkno = 3
guard.sparkno = 50
sparkxy = -10,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
p2stateno = ifelse(var(25) = 1, 2003, 5000)
;p2facing = 0
p2getp1state = var(25) ;((random >= 500) || p2statetype = A)
air.velocity = -8, -3
air.type = Low
fall.recover = 0
fall = 1
getpower = 0,0

[State 3000, Projectile]
type = Projectile
trigger1 = animelem = 10
projID = 905
projanim = 905
projremove = 0
projscale = 1.20, 1.0
projpriority = 7
projremovetime = 12
getpower = 0
ownpal = 0
offset = 150,0
velocity = 0
attr = A, HA
animtype = up
damage = 70 ,10
hitflag = MAF
guardflag = M
hitsound = s1,1
guardsound = s2,1
pausetime = 2,5
sparkno = 3
guard.sparkno = 50
sparkxy = -10,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
p2stateno = ifelse(var(25) = 1, 2003, 5000)
;p2facing = 0
p2getp1state = var(25) ;((random >= 500) || p2statetype = A)
air.velocity = -8, -3
air.type = Low
fall.recover = 0
fall = 1
getpower = 0,0

[State 3000, Projectile]
type = Projectile
trigger1 = animelem = 10
projID = 906
projanim = 18111
projremove = 0
projpriority = 7
projremovetime = 12
getpower = 0
ownpal = 0
offset = 150,0
velocity = 0
attr = A, HA
animtype = up
damage = 70 ,10
hitflag = MAF
guardflag = M
hitsound = s0,11
guardsound = s0,38
pausetime = 2,5
sparkno = 3
guard.sparkno = 50
sparkxy = -10,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
p2stateno = ifelse(var(25) = 1, 2003, 5000)
;p2facing = 0
p2getp1state = var(25) ;((random >= 500) || p2statetype = A)
air.velocity = -8, -3
air.type = Low
fall.recover = 0
fall = 1
getpower = 0,0

[State 3000, Projectile]
type = Projectile
trigger1 = animelem = 12
projID = 905
projanim = 905
projremove = 0
projpriority = 7
projscale = 1.20, 1.0
projremovetime = 12
getpower = 0
ownpal = 0
offset = 180,0
velocity = 0
attr = A, HA
animtype = up
damage = 70 ,10
hitflag = MAF
guardflag = M
hitsound = s1,1
guardsound = s2,1
pausetime = 0,5
sparkno = 3
guard.sparkno = 50
sparkxy = -10,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
p2stateno = ifelse(var(25) = 1, 2003, 5000)
;p2facing = 0
p2getp1state = var(25) ;((random >= 500) || p2statetype = A)
air.velocity = -8, -3
air.type = Low
fall.recover = 0
fall = 1
getpower = 0,0

[State 3000, Projectile]
type = Projectile
trigger1 = animelem = 12
projID = 906
projanim = 18111
projremove = 0
projpriority = 7
projremovetime = 12
getpower = 0
ownpal = 0
offset = 180,0
velocity = 0
attr = A, HA
animtype = up
damage = 70 ,10
hitflag = MAF
guardflag = M
hitsound = s0,11
guardsound = s0,38
pausetime = 0,5
sparkno = 3
guard.sparkno = 50
sparkxy = -10,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
p2stateno = ifelse(var(25) = 1, 2003, 5000)
;p2facing = 0
p2getp1state = var(25) ;((random >= 500) || p2statetype = A)
air.velocity = -8, -3
air.type = Low
fall.recover = 0
fall = 1
getpower = 0,0


[State 3000, Projectile]
type = Projectile
trigger1 = animelem = 14
projID = 905
projanim = 905
projremove = 0
projpriority = 7
projremovetime = 12
getpower = 0
ownpal = 0
projscale = 1.20, 1.0
offset = 210,0
velocity = 0
attr = A, HA
animtype = up
damage = 70 ,10
hitflag = MAF
guardflag = M
hitsound = s1,1
guardsound = s2,1
pausetime = 2,5
sparkno = 3
guard.sparkno = 50
sparkxy = -10,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
p2stateno = ifelse(var(25) = 1, 2003, 5000)
;p2facing = 0
p2getp1state = var(25) ;((random >= 500) || p2statetype = A)
air.velocity = -8, -3
air.type = Low
fall.recover = 0
fall = 1
getpower = 0,0

[State 3000, Projectile]
type = Projectile
trigger1 = animelem = 14
projID = 906
projanim = 18111
projremove = 0
projpriority = 7
projremovetime = 12
getpower = 0
ownpal = 0
offset = 210,0
velocity = 0
attr = A, HA
animtype = up
damage = 70 ,10
hitflag = MAF
guardflag = M
hitsound = s0,11
guardsound = s0,38
pausetime = 2,5
sparkno = 3
guard.sparkno = 50
sparkxy = -10,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
p2stateno = ifelse(var(25) = 1, 2003, 5000)
;p2facing = 0
p2getp1state = var(25) ;((random >= 500) || p2statetype = A)
air.velocity = -8, -3
air.type = Low
fall.recover = 0
fall = 1
getpower = 0,0

[State 3000, Projectile]
type = Projectile
trigger1 = animelem = 16
projID = 905
projanim = 905
projremove = 0
projpriority = 7
projremovetime = 12
getpower = 0
ownpal = 0
projscale = 1.20, 1.0
offset = 240,0
velocity = 0
attr = A, HA
animtype = up
damage = 70 ,10
hitflag = MAF
guardflag = M
hitsound = s1,1
guardsound = s2,1
pausetime = 0,5
sparkno = 3
guard.sparkno = 50
sparkxy = -10,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
p2stateno = ifelse(var(25) = 1, 2003, 5000)
;p2facing = 0
p2getp1state = var(25) ;((random >= 500) || p2statetype = A)
air.velocity = -8, -3
air.type = Low
fall.recover = 0
fall = 1
getpower = 0,0

[State 3000, Projectile]
type = Projectile
trigger1 = animelem = 16
projID = 906
projanim = 18111
projremove = 0
projpriority = 7
projremovetime = 12
getpower = 0
ownpal = 0
offset = 240,0
velocity = 0
attr = A, HA
animtype = up
damage = 70 ,10
hitflag = MAF
guardflag = M
hitsound = s0,11
guardsound = s0,38
pausetime = 0,5
sparkno = 3
guard.sparkno = 50
sparkxy = -10,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
p2stateno = ifelse(var(25) = 1, 2003, 5000)
;p2facing = 0
p2getp1state = var(25) ;((random >= 500) || p2statetype = A)
air.velocity = -8, -3
air.type = Low
fall.recover = 0
fall = 1
getpower = 0,0

[State 3000, Projectile]
type = Projectile
trigger1 = animelem = 18
projID = 905
projanim = 905
projremove = 0
projpriority = 7
projremovetime = 12
getpower = 0
ownpal = 0
projscale = 1.20, 1.0
offset = 270,0
velocity = 0
attr = A, HA
animtype = DiagUp
damage = 70 ,10
hitflag = MAF
guardflag = M
hitsound = s1,4
guardsound = s2,1
pausetime = 0,5
sparkno = 3
guard.sparkno = 50
sparkxy = -10,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -6, -9
air.velocity = -6, -9
air.type = Low
fall.recover = 0
fall = 1
getpower = 0,0

[State 3000, Projectile]
type = Projectile
trigger1 = animelem = 18
projID = 906
projanim = 18111
projremove = 0
projpriority = 7
projremovetime = 12
getpower = 0
ownpal = 0
offset = 270,0
velocity = 0
attr = A, HA
animtype = DiagUp
damage = 70 ,10
hitflag = MAF
guardflag = M
hitsound = s1,4
guardsound = s2,1
pausetime = 0,5
sparkno = 3
guard.sparkno = 50
sparkxy = -10,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -6, -12
air.velocity = -6, -12
air.type = Low
fall.recover = 0
fall = 1
getpower = 0,0

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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





[State 4100,1]
type = Helper
trigger1 = time = 30
name = "dass"
postype = p1
pos = 50,0
stateno = 11019
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 35
name = "dass"
postype = p1
pos = 90,0
stateno = 11019
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 40
name = "dass"
postype = p1
pos = 130,0
stateno = 11019
helpertype = normal
keyctrl = 0
ownpal = 1


[State 4100,1]
type = Helper
trigger1 = time = 45
name = "dass"
postype = p1
pos = 170,0
stateno = 11019
helpertype = normal
keyctrl = 0
ownpal = 1


[State 4100,1]
type = Helper
trigger1 = time = 50
name = "dass"
postype = p1
pos = 210,0
stateno = 11019
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 55
name = "dass"
postype = p1
pos = 250,0
stateno = 11019
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 60
name = "dass"
postype = p1
pos = 290,0
stateno = 11016
helpertype = normal
keyctrl = 0
ownpal = 1

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



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

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 2210
anim = f7530
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 9
ownpal = 1

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 2210
anim = 7535
pos = 0,73
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 8
trans = addalpha
alpha = 256, 135
ownpal = 1

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,125]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 70
time = 65
add = 10,10,10
mul = 256,256,256
sinadd = 10,10,10,20
invertall = 0
color = 1

[State 2000]
type = SuperPause
trigger1 = time = 0
anim = -1
movetime = 22
time = 22

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

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

[State 2000]
type = Explod
trigger1 = time = 0
anim = f102
pos = 6,-130
sprpriority = -39
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 0
anim = f103
pos = 6,-130
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

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


[State 1000, HitBy]
type = NotHitBy
trigger1 = time = 1
value = SCA
time = 120


[State 4100,1]
type = Helper
trigger1 = time = 35
name = "dass"
postype = p1
pos = 50,0
stateno = 11019
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 40
name = "dass"
postype = p1
pos = 90,0
stateno = 11019
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 45
name = "dass"
postype = p1
pos = 130,0
stateno = 11019
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 50
name = "dass"
postype = p1
pos = 170,0
stateno = 11019
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 55
name = "dass"
postype = p1
pos = 210,0
stateno = 11019
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 60
name = "dass"
postype = p1
pos = 250,0
stateno = 11019
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 65
name = "dass"
postype = p1
pos = 290,0
stateno = 11019
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 80
name = "dass"
postype = p1
pos = 290,0
stateno = 11011
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 85
name = "dass"
postype = p1
pos = 250,0
stateno = 11011
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 90
name = "dass"
postype = p1
pos = 210,0
stateno = 11011
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 95
name = "dass"
postype = p1
pos = 170,0
stateno = 11011
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 100
name = "dass"
postype = p1
pos = 130,0
stateno = 11011
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 105
name = "dass"
postype = p1
pos = 90,0
stateno = 11011
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 110
name = "dass"
postype = p1
pos = 50,0
stateno = 11016
helpertype = normal
keyctrl = 0
ownpal = 1

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

;愇拰壓
[Statedef 11010]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = 0
velset = 0,0
anim = 9400
ctrl = 0
sprpriority = 5

[State 1112,1 Explod]
type = Explod
trigger1 = time = 1
anim = 30020
sprpriority = 6
postype = p1
pos = 0,5
bindtime = -1
ownpal = 1
removeongethit = 1
pausemove = 1



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

[State 1034, 2]
type = Projectile
projID = 11010
trigger1 = AnimElem = 1
projremove = 0
Projremovetime = 4
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 999999999
projanim = 9300
offset = 0,0
velocity = 0,0
attr = S, SP
animtype = up
getpower = 0,0
damage    = 50,5
priority  = 6
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkxy = 10,-70
sparkno = 3
guard.sparkno = 50
hitsound   = S1,4
guardsound = S2,1
ground.slidetime = 12
ground.hittime  = 0
ground.velocity = -7,-3.5
air.velocity = -7,-3.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower = 0,0
givepower = 60,30
fall = 1
sprpriority = 5
ignorehitpause = 1
fall.recover = 0

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

[Statedef 11019]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = 0
velset = 0,0
anim = 9400
ctrl = 0
sprpriority = 5

[State 1112,1 Explod]
type = Explod
trigger1 = time = 1
anim = 30020
sprpriority = 6
postype = p1
pos = 0,-10
bindtime = -1
ownpal = 1
removeongethit = 1
pausemove = 1

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 50
length = 8
PalBright = 0, 0, 0
PalContrast =50, 50, 100
PalAdd = 0, 0, 2
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

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

[State 1112,1 Explod]
type = Explod
trigger1 = time = 1
anim = 30010
sprpriority = 6
postype = p1
pos = 0,5
bindtime = -1
ownpal = 1
removeongethit = 1
pausemove = 1

[State 1034, 2]
type = Projectile
projID = 11010
trigger1 = AnimElem = 1
projremove = 0
Projremovetime = 4
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 999999999
projanim = 9300
offset = 0,0
velocity = 0,0
attr = S, HP
animtype = up
getpower = 0,0
damage    = 50,5
priority  = 6
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkxy = 10,-70
sparkno = 3
guard.sparkno = 50
hitsound   = S1,4
guardsound = S2,1
ground.slidetime = 12
ground.hittime  = 0
ground.velocity = -7,-3
air.velocity = -7,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower = 0,0
givepower = 60,30
fall = 1
sprpriority = 5
ignorehitpause = 1
fall.recover = 0

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

[Statedef 11018]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = 0
velset = 0,0
anim = 9500
ctrl = 0
sprpriority = 5



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

[Statedef 11017]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = 0
velset = 0,0
anim = 1042
ctrl = 0
sprpriority = 9



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

[Statedef 11014]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = 0
velset = 0,0
anim = 1043
ctrl = 0
sprpriority = 9



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

[Statedef 11012]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = 0
velset = 0,0
anim = 92001
ctrl = 0
sprpriority = 5

[State 1112,1 Explod]
type = Explod
trigger1 = time = 1
anim = 30020
sprpriority = 6
postype = p1
pos = 0,5
bindtime = -1
ownpal = 1
removeongethit = 1
pausemove = 1

[State 4100,1]
type = Helper
trigger1 = time = 1
name = "dass"
postype = p1
pos = 0,5
stateno = 11018
helpertype = normal
keyctrl = 0
ownpal = 1



[State 1034, 2]
type = Projectile
projID = 11010
trigger1 = AnimElem = 1
projremove = 0
Projremovetime = 4
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 999999999
projanim = 9300
offset = 0,0
velocity = 0,0
attr = S, SP
animtype = up
getpower = 0,0
damage    = 180,8
priority  = 6
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkxy = 10,-70
sparkno = 3
guard.sparkno = 50
hitsound   = S1,4
guardsound = S2,1
ground.slidetime = 12
ground.hittime  = 0
ground.velocity = -8,-3.5
air.velocity = -8,-3.5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower = 0,0
givepower = 60,30
fall = 1
sprpriority = 5
ignorehitpause = 1
fall.recover = 0

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


[Statedef 11011]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = 0
velset = 0,0
anim = 9400
ctrl = 0
sprpriority = 5

[State 1112,1 Explod]
type = Explod
trigger1 = time = 1
anim = 30020
sprpriority = 6
postype = p1
pos = 0,-10
bindtime = -1
ownpal = 1
removeongethit = 1
pausemove = 1

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 50
length = 8
PalBright = 0, 0, 0
PalContrast =50, 50, 100
PalAdd = 0, 0, 2
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

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

[State 1112,1 Explod]
type = Explod
trigger1 = time = 1
anim = 30010
sprpriority = 6
postype = p1
pos = 0,5
bindtime = -1
ownpal = 1
removeongethit = 1
pausemove = 1

[State 1034, 2]
type = Projectile
projID = 11010
trigger1 = AnimElem = 1
projremove = 0
Projremovetime = 4
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 999999999
projanim = 9300
offset = 0,0
velocity = 0,0
attr = S, HP
animtype = up
getpower = 0,0
damage    = 30,5
priority  = 6
hitflag = MAFD
guardflag = MA
pausetime = 0,0
sparkxy = 10,-70
sparkno = 3
guard.sparkno = 50
hitsound   = S1,4
guardsound = S2,1
ground.slidetime = 12
ground.hittime  = 0
ground.velocity = 8,-2
air.velocity = 8,-2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower = 0,0
givepower = 60,30
fall = 1
sprpriority = 5
ignorehitpause = 1
fall.recover = 0

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

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

[Statedef 11015]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = 0
velset = 0,0
anim = 9400
ctrl = 0
sprpriority = 5

[State 1112,1 Explod]
type = Explod
trigger1 = time = 1
anim = 30020
sprpriority = 6
postype = p1
pos = 0,5
bindtime = -1
ownpal = 1
removeongethit = 1
pausemove = 1



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

[State 1034, 2]
type = Projectile
projID = 11010
trigger1 = AnimElem = 1
projremove = 0
Projremovetime = 4
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 999999999
projanim = 9300
offset = 0,0
velocity = 0,0
attr = S, SP
animtype = diagup
getpower = 0,0
damage    = 100,10
priority  = 6
hitflag = MAF
guardflag = M
pausetime = 0,0
sparkxy = 10,-70
sparkno = 3
guard.sparkno = 50
hitsound   = S1,4
guardsound = S2,1
ground.slidetime = 12
ground.hittime  = 0
ground.velocity = -5,-9
air.velocity = -5,-9
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower = 0,0
givepower = 60,30
fall = 1
sprpriority = 5
ignorehitpause = 1
fall.recover = 0



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

[Statedef 11016]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = 0
velset = 0,0
anim = 9400
ctrl = 0
sprpriority = 5

[State 1112,1 Explod]
type = Explod
trigger1 = time = 1
anim = 30010
sprpriority = 6
postype = p1
pos = 0,5
bindtime = -1
ownpal = 1
removeongethit = 1
pausemove = 1



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

[State 1034, 2]
type = Projectile
projID = 11010
trigger1 = AnimElem = 1
projremove = 0
Projremovetime = 4
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 999999999
projanim = 9300
offset = 0,0
velocity = 0,0
attr = S, SP
animtype = diagup
getpower = 0,0
damage    = 150,5
priority  = 6
hitflag = MAF
guardflag = M
pausetime = 0,0
sparkxy = 10,-70
sparkno = 3
guard.sparkno = 50
hitsound   = S1,4
guardsound = S2,1
ground.slidetime = 12
ground.hittime  = 0
ground.velocity = -5,-9
air.velocity = -5,-9
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower = 0,0
givepower = 60,30
fall = 1
sprpriority = 5
ignorehitpause = 1
fall.recover = 0



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


;-------------------------------
[Statedef 20000]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd = 0
velset = 0,0
anim = 20000
ctrl = 0

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 2310
anim = f7530
pos = 0,75
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 9
ownpal = 1

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 2310
anim = 7535
pos = 0,73
postype = left
removetime = -2
bindtime = -1
pausemove = 1
supermove = 1
sprpriority = 8
trans = addalpha
alpha = 256, 135
ownpal = 1


[State 2000]
type = Explod
trigger1 = time = 12
anim = 20030
pos = 0,0
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 33
pausemovetime = 33

[State 2000]
type = Explod
trigger1 = time = 12
anim = 20040
pos = 0,0
sprpriority = 5
ownpal = 1
bindtime = -1
supermove = 1
supermovetime = 33
pausemovetime = 33

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



[State 1000, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,92]
value = SCA,AA, AT, AP

[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 0,0
numhits = 0
animtype = hard
hitflag = MAF
priority = 999
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = -1
guard.sparkno = -1
air.juggle = 11
ground.type = low
ground.slidetime = 30
ground.hittime = 15
ground.velocity = -7,-6
air.velocity = -7,-6
p2facing = 1
p1stateno = 20010
p2stateno = 20001

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

[Statedef 20001]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, HitBy]
type = HitBy
trigger1 = time = 1
value = S,HA
time = 300

[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 = 20001

[State 1830]
type = SelfState
trigger1 = time >= 300
value = 0
ctrl = 1

[Statedef 20010];僸僢僩
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
anim = 20010

[State 1112,1 Explod]
type = Explod
trigger1 = time = 1
anim = 17000
sprpriority = -1
scale = 0.8,0.1
postype = p1
pos = 0,0
bindtime = -1
ownpal = 1
removeongethit = 1
pausemove = 1

[State 1000, EnvColor]
type = EnvColor
trigger1 = AnimElem = 5
value = 255,255,255
time = 1
under = 1

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 5
trigger1 = Alive
value = s1,7

[State 700, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 3
anim = 32500
postype = P1
pos = 0, 0
bindtime = -1
sprpriority = 5
ownpal = 1

[State 701, 1]
type = velset
trigger1 = frontedgedist <= 160
trigger1 = AnimElem = 1, >= 0
x = -4

[State 701, 1]
type = velset
trigger1 = backedgedist <= 70
trigger1 = AnimElem = 1, >= 0
x = 4

;[State Effect];攚宨1
;type = Explod
;trigger1 = time = 0
;anim = 20050
;id = 20020
;sprpriority = 5
;postype = back
;pos = 0,0
;vel = -16,0
;bindtime = -1
;removetime = 134
;pausemove = 1
;ignorehitpause = 1
;under = 0
;ownpal = 1

;[State Effect];攚宨1
;type = Explod
;trigger1 = time = 0
;anim = 20050
;id = 20020
;sprpriority = 5
;postype = back
;pos = 640,0
;vel = -16,0
;bindtime = -1
;removetime = 134
;pausemove = 1
;ignorehitpause = 1
;under = 0
;ownpal = 1

;[State 3040, 7]
;type = AssertSpecial
;trigger1 = Time = [0,134]
;flag = NoFG
;flag2 = NOBG
;ignorehitpause = 1

[State 840,0]
type = PlayerPush
trigger1 = 1
value = 0

[State 810, Bind 1]
type = TargetBind
trigger1 = 1
pos = 65, 0
postype = p1
time = 2

[State 107, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 20020

[Statedef 20020];僸僢僩
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
anim = 20020


[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 9
value = s2101,0

[State 2000]
type = Explod
trigger1 = time = 9
anim = f104
pos = -65,-135
sprpriority = -1
ownpal = 1
bindtime = 1
supermove = 1
supermovetime = 33
pausemovetime = 33

[State 2000]
type = Explod
trigger1 = time = 9
anim = f105
pos = -65,-135
sprpriority = 5
ownpal = 1
bindtime = 1
supermove = 1
supermovetime = 33
pausemovetime = 33

[State 2000, 挻昁嶦媄敪摦偺帪娫掆巭]
type = SuperPause
trigger1 = time = 5
anim = -1
poweradd = -3000
movetime = 32
time = 32

;[State Effect];攚宨1
;type = Explod
;trigger1 = time = 0
;anim = 20050
;id = 20020
;sprpriority = 5
;postype = back
;pos = 0,0
;vel = -16,0
;bindtime = -1
;removetime = 324
;pausemove = 1
;ignorehitpause = 1
;under = 0
;ownpal = 1

;[State Effect];攚宨1
;type = Explod
;trigger1 = time = 0
;anim = 20050
;id = 20020
;sprpriority = 5
;postype = back
;pos = 640,0
;vel = -16,0
;bindtime = -1
;removetime = 324
;pausemove = 1
;ignorehitpause = 1
;under = 0
;ownpal = 1

[State 3040, 7]
type = AssertSpecial
trigger1 = Time = [0,448]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 1112,1 Explod]
type = Explod
trigger1 = time = 8
anim = 30700
sprpriority = 6
postype = p1
pos = -85,-135
bindtime = -1
ownpal = 1
removeongethit = 1
pausemove = 1
removetime = 62

[State 4100,1]
type = Helper
trigger1 = time = 8
name = "dass"
postype = p1
pos = -85,-135
stateno = 20027
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3110, 8]
type = Pause
trigger1 = Time = [8,60]
time = 1
movetime = 0

[State 1112,1 Explod]
type = Explod
trigger1 = time = 100
anim = 30950
sprpriority = 6
postype = p1
pos = 40,-70
bindtime = -1
ownpal = 1
removeongethit = 1
pausemove = 1
removetime = 228

[State 1112,1 Explod]
type = Explod
trigger1 = time = 96
anim = 18000
sprpriority = 6
postype = p1
pos = 40,-80
bindtime = -1
ownpal = 1
removeongethit = 1
pausemove = 1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 8
value = s5000,0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 96
value = s12,4

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 100 || time = 215
value = s5000,1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 324
value = s5000,5

[State 1112,1 Explod]
type = Explod
trigger1 = time = 96
anim = 30800
sprpriority = 6
postype = p1
pos = 70,-70
bindtime = -1
ownpal = 1
removeongethit = 1
pausemove = 1

[State 1112,1 Explod]
type = Explod
trigger1 = time = 96
anim = 3400
sprpriority = -1
scale = 1.0,0.2
postype = p2
pos = -10,0
bindtime = -1
ownpal = 1
removeongethit = 1
pausemove = 1

[State 1112,2 Explod]
type = Explod
trigger1 = time = 96
anim = 3500
sprpriority = -1
scale = 0.8,0.6
postype = p2
pos = -10,0
bindtime = -1
ownpal = 1
removeongethit = 1
pausemove = 1
removetime = 228

[State 1112,1 Explod]
type = Explod
trigger1 = time = 96
anim = 30300
sprpriority = 5
scale = 1.5,1.5
postype = p2
pos = -10,10
bindtime = -1
ownpal = 1
removeongethit = 1
pausemove = 1

[State 1112,1 Explod]
type = Explod
trigger1 = time = 96
anim = 32400
sprpriority = 6
postype = p2
pos = -10,-70
bindtime = -1
ownpal = 1
removeongethit = 1
pausemove = 1

[State 1112,1 Explod]
type = Explod
trigger1 = time = 196
anim = 32300
sprpriority = 6
postype = p2
scale = 1.1,1.1
pos = -10,20
bindtime = -1
ownpal = 1
removeongethit = 1
pausemove = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 96
time = 15
freq = 60
ampl = -10
phase = 90


[State 1950]
type = HitDef
trigger1 = Time = 100 || Time = 105 || Time = 110 || Time = 115  || Time = 120
trigger2 = Time = 125 || Time = 130 || Time = 135 || Time = 140  || Time = 145
trigger3 = Time = 150 || Time = 155 || Time = 160 || Time = 165  || Time = 170
trigger4 = Time = 175 || Time = 180 || Time = 185 || Time = 190  || Time = 195
trigger5 = Time = 200 || Time = 205 || Time = 210 || Time = 215  || Time = 220
trigger6 = Time = 225 || Time = 230 || Time = 235 || Time = 240  || Time = 245
trigger7 = Time = 250 || Time = 255 || Time = 260 || Time = 265  || Time = 270
trigger8 = Time = 275 || Time = 280 || Time = 285 || Time = 290  || Time = 295
trigger9 = Time = 300 || Time = 305 || Time = 310 || Time = 315  || Time = 320
attr = S,HA
getpower = 0
damage = 20
numhits = 0
animtype = diagup
hitflag = MAF
priority = 99
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = -1
guard.sparkno = -1
ground.type = high
ground.slidetime = 15
ground.hittime = 15
ground.velocity = 0
air.velocity = 0
p2facing = 1
p2stateno = 20022

[State 1112,1 Explod]
type = Explod
trigger1 = time = 324
anim = 30900
sprpriority = 6
postype = p2
pos = -10,-70
bindtime = 1
ownpal = 1
removeongethit = 1
pausemove = 1

[State 1112,1 Explod]
type = Explod
trigger1 = time = 294
anim = 32200
scale = 1.13,1.0
id = 20020
sprpriority = -1
postype = back
pos = -10,-10
bindtime = -1
ownpal = 1
removeongethit = 1
pausemove = 1



[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 324
value = s5000,6

[State 1950]
type = HitDef
trigger1 = Time = 324
attr = S,HA
getpower = 0
damage = 400
numhits = 0
animtype = diagup
hitflag = MAF
priority = 99
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = -1
guard.sparkno = -1
ground.type = high
ground.slidetime = 15
ground.hittime = 15
ground.velocity = 0
air.velocity = 0
p2facing = 1
p2stateno = 20025



[State 0, EnvShake]
type = EnvShake
triggerall = movehit
trigger1 = time = 324
time = 15
freq = 60
ampl = -6
phase = 90

[State 183, kanjibg]
type=helper
trigger1=time = 324
helpertype=normal
stateno=19000
ID=19000
postype=left
ownpal=1
persistent=0



[State 7610, kanji]
type=explod
trigger1= time = 324
anim= 19100
ID=7610
sprpriority=-5
postype=left
pos=160,120
bindtime=-1
scale=.60,.60


[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 18
value = s10,2

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

[Statedef 20022]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, HitBy]
type = HitBy
trigger1 = time = 1
value = S,HA
time = 300

[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 = 20022

[State 1830]
type = SelfState
trigger1 = time >= 100
value = 0
ctrl = 1

[Statedef 20025];憡庤
type    = S
movetype= H
physics = N
velset = 0,0

[State 1021,0]
type = turn
Trigger1 = frontedgedist <= 0
value = 1

[State 1021,0]
type = velset
trigger1 = time = 1
x = -9



[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 20025

[State 9000, 1]
type = ScreenBound
trigger1 = Time = 50
movecamera = 1,1

[state 190]
type = changestate
Trigger1 = backedgedist <= 0
Trigger2 = frontedgedist <= 0
value = 20026

[Statedef 20026]
type    = A
movetype= H
physics = N
velset = 1,-12.2

[State 6002, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 65
postype = back
sprpriority = 3
ownpal = 1

[State 3225, 7]
type = PlaySnd
trigger1 = Time = 0
value = F7,1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5052

[State 9000, 1]
type = null
trigger1 = 1
movecamera = 1,1

[State 821, 1]
type = VelAdd
Trigger1 = time > 3
y =0.6
x = .0

[State 9000, 1]
type = turn
trigger1 = time = 0
value = 1

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

[Statedef 20027]
type    = S
movetype= A
physics = S
poweradd = 0
velset = 0,0
anim = 30030
ctrl = 0
sprpriority = 6



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

[Statedef 19000]
physics=N
velset=0,0
anim=999


[State 7610, black]
type=bgpalfx
trigger1=time<120
time=2
add=-255,-255,-255

[State 7610, black]
type=bgpalfx
trigger1=time=120
time=60
add=-255,-255,-255
sinadd=255,255,255,240

[State 6200, fade]
type=palfx
trigger1=time=120
time=60
sinadd=-255,-255,-255,240

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 1
value = s5000,7

[State 7610, shrink]
type=modifyexplod
trigger1=time<6
ID=19000
scale=(5.5-time),(5.5-time)

[State 7610, shrink]
type=modifyexplod
trigger1=time>=6
ID=19000
scale=.5,.5

[State 7610, assert]
type=assertspecial
trigger1=1
flag=invisible
flag2=nobardisplay
ignorehitpause=1

[State 7610, assert]
type=assertspecial
trigger1=time<120
flag=noFG
ignorehitpause=1

[State 7610, safety]
type=removeexplod
trigger1=time>=180

[State 7610, end]
type=destroyself
trigger1=time>=180

[Statedef 15955]
type = S
physics = N
movetype = A
ctrl = 0
anim = 15550
sprpriority = 20



[State 1170, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1000, 2]
type = PlaySnd
trigger1 = time = 17
value = 801,1
volume = 0

[State -3, 3];
type = PlaySnd
trigger1 = Time = 15
value = S3000,8

[State -2]
type = Explod
trigger1 = Time = 20
trigger2 = Time = 21
anim = 1554
sprpriority = 50
postype = p1
velset = 0,0
pos = 0,10
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 1.5,1.6

[State -2]
type = Explod
trigger1 = Time = 18
trigger2 = Time = 19
trigger3 = Time = 22
trigger4 = Time = 24
trigger5 = Time = 26
trigger6 = Time = 28
anim = 9400
sprpriority = 18
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 1,1

[State 1051, 2]
type = Projectile
trigger1 = time = 17
projpriority = 7
attr = S, HP
projID = 1550
projanim = 1551
projshadow = 68,68,68
projremovetime = 10
projhits = 1
projremove = 1
projhitanim = -1
offset = 0,0
velocity = 0, 0
damage = 60,20
getpower = 50,50
givepower = 20,20
animtype = Hard
guardflag = M
hitflag = MAFD
pausetime = 0,4
pausemovetime = 0
sparkno = 3
guard.sparkno = 50
sparkxy = 0,(ceil(p2bodydist Y)-50)
hitsound   = S1,4
guardsound = S2,1
air.type = low
ground.type = low
ground.slidetime = 55
ground.hittime = 55
ground.velocity = -14,-3
air.velocity = -14,-3
airguard.velocity = -14,-3
guard.hittime = 25
guard.velocity = -12
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.juggle = ifelse(parent,var(12),20,1)
fall = 1
air.fall = 1
fall.recover = 0
ownpal = 1
yaccel = .53

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

[Statedef 15956]
type = S
physics = N
movetype = A
ctrl = 0
anim = 15550
sprpriority = 20



[State 1170, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State -3, 3];
type = PlaySnd
trigger1 = Time = 15
value = S3000,8

[State -2]
type = Explod
trigger1 = Time = 20
trigger2 = Time = 21
anim = 1554
sprpriority = 50
postype = p1
velset = 0,0
pos = 0,3
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 1.5,1.6

[State -2]
type = Explod
trigger1 = Time = 18
trigger2 = Time = 19
trigger3 = Time = 22
trigger4 = Time = 24
trigger5 = Time = 26
trigger6 = Time = 28
anim = 9400
sprpriority = 18
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0
ownpal = 1
Scale = 1,1

[State 1051, 2]
type = Projectile
trigger1 = time = 17
projpriority = 7
attr = S, HP
projID = 1550
projanim = 1551
projshadow = 68,68,68
projremovetime = 10
projhits = 1
projremove = 1
projhitanim = -1
offset = 0,0
velocity = 0, 0
damage = 80,20
getpower = 50,50
givepower = 20,20
animtype = diagup
guardflag = M
hitflag = MAFD
pausetime = 0,4
pausemovetime = 0
sparkno = 3
guard.sparkno = 50
sparkxy = 0,(ceil(p2bodydist Y)-50)
hitsound   = S1,4
guardsound = S2,1
air.type = low
ground.type = low
ground.slidetime = 55
ground.hittime = 55
ground.velocity = -8,-16
air.velocity = -8,-16
airguard.velocity = -6,-16
guard.velocity = -9
guard.hittime = 25
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.juggle = ifelse(parent,var(12),20,1)
fall = 1
air.fall = 1
fall.recover = 0
ownpal = 1
yaccel = .53

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

