;===============================================================================
;EN ESTA SECCION SE ENCUENTRABN TODOS LOS MOVIMIETOS ESPACIALES DEL CHAR
;LA MODIFICACION SIN AUTORIZACION PUEDE SIGNIFICAR UNA FALLA TOTAL
;EN EL MISMO
;===============================================================================
;-------------------------------------------------------------------------------
[Statedef 4701]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 10
poweradd= -1000
anim = 22149
ctrl = 0

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

[State 2000]
type = Explod
trigger1 = time = 0
anim = 7200
pos = 6,-130
sprpriority = -39
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 7210
pos = 6,-130
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

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

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

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

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


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


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

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

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

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

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



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



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


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


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


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


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


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


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


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


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



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



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


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


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



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

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


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

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

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





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

;---------------------[柍揋張棟]
[State 3000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 1015
projanim = 22155
projhitanim = 22155
;;projremove = 1
projpriority = 999999999999999999999999999999999
projsprpriority = 99999999999999999999999999999999999999
projremove = 0
Projremovetime = 40
getpower = 50,10
offset = 0,0
velocity = 0
attr =  S, SP
animtype = DIAGUP
damage = 70,20
hitflag = MAFD
guardflag = M
hitsound = s1,7
guardsound = s2,1
;pausetime = 0,2
sparkno = s4060
sparkxy = 0,-60 + (floor(p2bodydist Y))
guard.sparkno = s4120
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -2.5,-7.5
air.velocity = -2.5,-7.5
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1


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

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

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

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

[State 3100, 21]
type = Helper
triggerall = prevstateno = 1030 || prevstateno = 1035 || prevstateno = 1000 || prevstateno = 1010
trigger1 = time = 0
helpertype = normal
name = "Super Cancel"
ID = 8500
stateno = 8500
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

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

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

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

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

[State 2000]
type = Explod
trigger1 = time = 12
anim = 7210
pos = 6,-130
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,40]
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 = 2002
id = 2002
sprpriority = -1
postype = back
pos = 1,0
bindtime = -1
ownpal = 1
removeongethit = 1
supermove = 1
pausemove = 1

[State 200, 僸僢僩掕媊]
type = HitDef
triggerall = p2statetype != A
trigger1 = time = 31
trigger2 = time = 36
trigger3 = time = 41
trigger4 = time = 46
trigger5 = time = 51
trigger6 = time = 56
trigger7 = time = 61
attr = A, HP
damage = 10,15
animtype = Hard
guardflag = M
hitflag = MAF
priority = 9, Hit
pausetime = 0,0
getpower = 0,2
sparkno = s4025
guard.sparkno = s4120
sparkxy = -10,-70 + (floor(p2bodydist Y))
hitsound = -1
guardsound = s2,1
ground.type = hard
ground.slidetime = -20
ground.hittime  = 15
ground.velocity = 0
air.velocity = -5,-7
fall.recover = 0

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

[State 1000, ChangeState]
type = ChangeState
trigger1 = Time = 90
trigger2 = win
value = 2001
ctrl = 0
;-------------------------------------------------------------------------------
[Statedef 2001]
type = S
ctrl = 0
anim = 2001
velset = 0,0

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

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

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

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

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

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

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,40]
value = SCA

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

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 5
trigger2 = time = 10
trigger3 = time = 15
trigger4 = time = 20
trigger5 = time = 25
trigger6 = time = 30
trigger7 = time = 35
attr = A, HP
damage = 53,18
animtype = Hard
guardflag = M
hitflag = MAF
priority = 9, Hit
pausetime = 0,0
getpower = 0,2
sparkno = s4025
guard.sparkno = s4120
sparkxy = -15,-95 + (floor(p2bodydist Y))
hitsound = -1
guardsound = s2,1
ground.type = hard
ground.slidetime = 20
ground.hittime  = 10
ground.velocity = 0
air.velocity = -5,-7
fall.recover = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 40
attr = A, HP
damage = 50,10
animtype = diagup
guardflag = M
hitflag = MAF
priority = 9, Hit
pausetime = 0,0
getpower = 0,2
sparkno = s4025
guard.sparkno = s4120
sparkxy = -15,-95 + (floor(p2bodydist Y))
hitsound = -1
guardsound = s2,1
ground.type = hard
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = -7,-8
air.velocity = -5,-7
fall.recover = 0
fall = 1
guard.pausetime = 10,10
guard.slidetime = 18
guard.hittime = 15

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

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

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

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

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

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

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

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


[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 140
add = 100,100,100
mul = 256,256,256
sinadd = 120,50,50,20
invertall = 0
color = 1
;ignorehitpause = 0
;persistent = 1

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

[State 3100, 21]
type = Helper
triggerall = prevstateno = 1030 || prevstateno = 1035 || prevstateno = 1000 || prevstateno = 1010
trigger1 = time = 0
helpertype = normal
name = "Super Cancel"
ID = 8500
stateno = 8500
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 3200, 12]
type = Helper
triggerall = prevstateno = 2210 || prevstateno = 2000
trigger1 = time = 0
helpertype = normal
name = "Dream Cancel"
ID = 8600
stateno = 8600
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 10000
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 = 10000
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 = 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 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 = 9
anim = -1
poweradd = -3000
movetime = 42
time = 42

[State 100, EnvColor]
type = EnvColor
trigger1 = Time = [9,11]
value = 255,255,255
time = 1
under = 1

[State 2000]
type = Explod
trigger1 = time = 9
anim = f104
pos = 6,-130
sprpriority = -1
ownpal = 1
bindtime = 1
supermove = 1
supermovetime = 33
pausemovetime = 33

[State 2000]
type = Explod
trigger1 = time = 9
anim = f105
pos = 6,-130
sprpriority = 5
ownpal = 1
bindtime = 1
supermove = 1
supermovetime = 33
pausemovetime = 33

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

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,35]
value = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP, AA, AT, AP
Time = 130

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 45
value = s12,12
persistent = 9
channel = 0
volume = 255

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

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


[State 1112,1 Explod]
type = Explod
trigger1 = time = 46
anim = 20004
scale = 1.2,1.2
id = 2002
sprpriority = 3
postype = back
pos = -10,-10
bindtime = -1
ownpal = 1
removeongethit = 1
pausemove = 1
removetime = 90


[State 1112,1 Explod]
type = Explod
trigger1 = time = 96
anim = 32100
sprpriority = 6
postype = p1
scale = 1.4,1.4
pos = 13,-170
bindtime = 1
ownpal = 1
removeongethit = 1
pausemove = 1

[State 1000, Helper]
type = Helper
trigger1 = time = 46
helpertype = normal
name = "Light"
stateno = 2110
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, Helper]
type = Helper
trigger1 = time = 46
helpertype = normal
name = "Light"
stateno = 2111
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 1

[State , Helper0]
type = Helper
trigger1 = time = 46
helpertype = normal
name = "destroy helpers"
ID = 2100
pos = 0,0
postype = back
stateno = 2114
keyctrl = 0
ownpal = 1
scale = 1,1
supermovetime = 9999

[State 1000, ChangeState]
type = ChangeState
trigger1 = Time = 140
value = 22101
ctrl = 0
;-------------------------------------------------------------------------------
[Statedef 22101]
type = S
ctrl = 0
anim = 22101
velset = 0,0

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

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

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------
;Light Helper
[Statedef 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 = s4025
guard.sparkno = s4120
sparkxy = -15,-95 + (floor(p2bodydist Y))
hitsound = -1
guardsound = s2,1
ground.type = hard
ground.slidetime = 20
ground.hittime  = 10
ground.velocity = -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 = s4025
guard.sparkno = s4120
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 = 21,9
animtype = Hard
guardflag = M
hitflag = MAFP
priority = 9, Hit
pausetime = 0,0
getpower = 0,2
sparkno = s4025
guard.sparkno = s4120
sparkxy = -15,-95 + (floor(p2bodydist Y))
hitsound = -1
guardsound = s2,1
ground.type = hard
ground.slidetime = 20
ground.hittime  = 10
ground.velocity = -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 = s4025
guard.sparkno = s4120
sparkxy = -15,-95 + (floor(p2bodydist Y))
hitsound = -1
guardsound = s2,1
ground.type = hard
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = -7,-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     = 2200
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 1000]
type = nothitby
trigger1 = 1
value = SCA

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

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

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

[State 2000]
type = Explod
trigger1 = time = 12
anim = 7210
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 1000, Explod]
type = Explod
trigger1 = animelem = 7
anim = 2211
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 9

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

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

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

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

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

[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 440
numhits = 0
animtype = diagup
hitflag = MAF
priority = 99
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = -1
guard.sparkno = -1
ground.type = high
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -7,-7
air.velocity = -7,-7
fall.recover = 0
fall = 1

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

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

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

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

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

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

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

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

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

[State 2000, 挻昁嶦媄敪摦偺帪娫掆巭]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -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 = [0,27]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = time = 5
anim = 7230
pos = 6,-130
sprpriority = -390
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 6
anim = 7240
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, EnvColor]
type = EnvColor
trigger1 = time = [45,210]
trigger1 = gametime%4 = 0
value = 255,255,255
time = 1
under = 1

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

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

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

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

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

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

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

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

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

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

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

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

[State 1950]
type = HitDef
trigger1 = Time = 0
attr = S,HA
getpower = 0
damage = 660
numhits = 0
animtype = diagup
hitflag = MAF
priority = 99
pausetime = 0,12
sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = -1
guard.sparkno = -1
ground.type = high
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -6,-20
air.velocity = -6,-20
fall.recover = 0
fall = 1
yaccel = .55

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

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

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

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

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

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

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

[state 1000]
type = destroyself
trigger1 = root,stateno != 2300
trigger2 = parent,movehit = 1
;-------------------------------------------------------------------------------
[Statedef 2215]
type    = S
movetype= H
physics = N
velset = 0,0

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

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

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

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

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

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

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

[State 2000, 挻昁嶦媄敪摦偺帪娫掆巭]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 30
time = 30

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

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

[State 2000]
type = Explod
trigger1 = time = 5
anim = 7200
pos = 10,-115
sprpriority = -390
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 10
anim = 7210
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, HitBy]
type = HitBy
trigger1 = time = [0,210]
value = SA,HA,HP,NT,ST,HT,SP,SA

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

[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 = 20
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 = s4120
sparkxy = 10,0
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
air.velocity = -8, -3
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1

[State 3000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 10000
projanim = 11930
projremove = 1
projpriority = 20
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 = s4120
sparkxy = 10,0
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
air.velocity = -8, -3
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1

[State 3000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 10000
projanim = 11930
projremove = 1
projpriority = 20
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 = s4120
sparkxy = 10,0
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
air.velocity = -8, -3
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1

[State 3000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 10000
projanim = 11930
projremove = 1
projpriority = 20
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 = s4120
sparkxy = 10,0
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
air.velocity = -8, -3
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1

[State 3000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 10000
projanim = 11930
projremove = 1
projpriority = 20
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 = s4120
sparkxy = 10,0
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
air.velocity = -8, -3
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1

[State 3000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 10000
projanim = 11930
projremove = 1
projpriority = 20
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 = s4120
sparkxy = 10,0
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
air.velocity = -8, -3
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1

[State 3000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 10000
projanim = 11930
projremove = 1
projpriority = 20
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 = s4120
sparkxy = 10,0
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
air.velocity = -8, -3
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1

[State 3000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 10000
projanim = 11930
projremove = 1
projpriority = 20
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 = s4120
sparkxy = 10,0
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
air.velocity = -8, -3
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1

[State 3000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 10000
projanim = 11930
projremove = 1
projpriority = 20
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 = s4120
sparkxy = 10,0
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
air.velocity = -8, -3
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1

[State 3000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 10000
projanim = 11930
projremove = 1
projpriority = 20
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 = s4120
sparkxy = 10,0
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -3
air.velocity = -8, -3
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1


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

;-----------------------------------------------------
 
[Statedef 11000]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd = -1000
velset = 0,0
anim = 11000
ctrl = 0
sprpriority = 2




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

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

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

[State 2000]
type = Explod
trigger1 = time = 10
anim = 7240
pos = -10,-115
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1



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

[State 1000, 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 4100,1]
type = Helper
trigger1 = gametime%30 = 0
name = "dass"
postype = p1
pos = 60,0
stateno = 11010
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = gametime%40 = 0
name = "dass"
postype = p1
pos = 100,0
stateno = 11010
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 50
name = "dass"
postype = p1
pos = 140,0
stateno = 11015
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 65
name = "dass"
postype = p1
pos = 180,0
stateno = 11015
helpertype = normal
keyctrl = 0
ownpal = 1



[State 4100,1]
type = Helper
trigger1 = time = 80
name = "dass"
postype = p1
pos = 220,0
stateno = 11015
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = gametime%110 = 0
name = "dass"
postype = p1
pos = 220,0
stateno = 11015
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 95
name = "dass"
postype = p1
pos = 260,0
stateno = 11015
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = gametime%100 = 0
name = "dass"
postype = p1
pos = 260,0
stateno = 11015
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 110
name = "dass"
postype = p1
pos = 300,0
stateno = 11015
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = gametime%115 = 0
name = "dass"
postype = p1
pos = 300,0
stateno = 11015
helpertype = normal
keyctrl = 0
ownpal = 1


[State 4100,1]
type = Helper
trigger1 = gametime%35 = 0
name = "dass"
postype = p1
pos = -60,0
stateno = 11015
helpertype = normal
keyctrl = 0
ownpal = 1


[State 4100,1]
type = Helper
trigger1 = gametime%40 = 0
name = "dass"
postype = p1
pos = -220,0
stateno = 11015
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = gametime%30 = 0
name = "dass"
postype = p1
pos = -260,0
stateno = 11015
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 = 11012
ctrl = 0
sprpriority = 5

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

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

[State 1000, 5]
type = HitDef
trigger1 = Time = 0
attr = S, HP
animtype = hard
getpower = 0,0
damage    = 40,5
priority  = 6
hitflag = MAFD
guardflag = M
pausetime = 0,1
sparkxy = 10,-70
sparkno = -1
guard.sparkno = S4120
hitsound   = S1,4
guardsound = S2,1
ground.type = high
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0,-5
air.velocity = 0,-8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower = 0,0
givepower = 60,30
fall = 1
sprpriority = 5
ignorehitpause = 1
fall.recover = 0

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

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

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

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

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

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

[State 1000, 5]
type = HitDef
trigger1 = Time = 0
attr = S, HP
animtype = hard
getpower = 0,0
damage    = 55,5
priority  = 6
hitflag = MAFD
guardflag = M
pausetime = 0,1
sparkxy = 10,-70
sparkno = -1
guard.sparkno = S4120
hitsound   = S1,4
guardsound = S2,1
ground.type = high
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-5
air.velocity = -4,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
getpower = 0,0
givepower = 60,30
fall = 1
sprpriority = 5
ignorehitpause = 1
fall.recover = 0

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



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


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

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

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

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

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

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

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

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

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

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

;---------------------------------------------------or
[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 2000]
type = AssertSpecial
trigger1 = time = [0,42]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[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 = -20,10
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 = 10
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 = 570
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 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 7610, kanji]
type=explod
trigger1= time = 1
anim=19000
ID=19000
sprpriority=-5
postype=left
pos=160,120
scale=.5,.5
bindtime=-1

[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

;----------------------------------------------------------
;Mu Ni Kaerou2
[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 3100, 21]
type = Helper
triggerall = prevstateno = 1030 || prevstateno = 1035 || prevstateno = 1000 || prevstateno = 1010
trigger1 = time = 0
helpertype = normal
name = "Super Cancel"
ID = 8500
stateno = 8500
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 3200, 12]
type = Helper
triggerall = prevstateno = 2210 || prevstateno = 2000
trigger1 = time = 0
helpertype = normal
name = "Dream Cancel"
ID = 8600
stateno = 8600
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 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 = s12,11
persistent = 9
channel = 0
volume = 255

[State 1112,1 Explod]
type = Explod
trigger1 = time = 30
scale = 1.14,1.14
anim = 2004
id = 2002
sprpriority = -1
postype = back
pos = -10,-10
bindtime = -1
ownpal = 1
removeongethit = 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 = 35
trigger3 = time = 40
trigger4 = time = 45
trigger5 = time = 50
trigger6 = time = 55
trigger7 = time = 60
attr = A, HP
damage = 18,8
animtype = Hard
guardflag = M
hitflag = MAFP
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  = 0
ground.velocity = 0
air.velocity = -5,-6
fall.recover = 0
fall = 1

[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 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 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 5
trigger2 = time = 10
trigger3 = time = 15
trigger4 = time = 20
trigger5 = time = 25
trigger6 = time = 30
trigger7 = time = 35
trigger8 = time = 40
trigger9 = time = 45
trigger10 = time = 50
attr = A, HP
damage = 30,8
animtype = Hard
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 = 20
ground.hittime  = 0
ground.velocity = 0
air.velocity = -5,-6
fall.recover = 0
fall = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 55
attr = A, HP
damage = 50,10
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,-10
air.velocity = -5,-10
fall.recover = 0
fall = 1
guard.pausetime = 10,10
guard.slidetime = 18
guard.hittime = 15

[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 = 42,10
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

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