;===============================================================================
;EN ESTA SECCION SE ENCUENTRABN TODOS LOS MOVIMIETOS ESPACIALES DEL CHAR
;LA MODIFICACION SIN AUTORIZACION PUEDE SIGNIFICAR UNA FALLA TOTAL
;EN EL MISMO
;===================================================
[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 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 110
add = 100,100,100
mul = 256,256,256
sinadd = 120,50,50,20
invertall = 0
color = 256
;ignorehitpause = 0
;persistent = 1

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 2210
anim = 7530
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 4100,1]
type = Helper
trigger1 = time = 20
name = "dass"
postype = p1
pos = -30,-70
stateno = 47270
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 20
name = "dass"
postype = p1
pos = -30,-70
stateno = 47260
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1112,1 Explod]
type = Explod
trigger1 = time = 20
anim = 30600
sprpriority = 25
postype = p1
pos = 10,-90
bindtime = -1
ownpal = 1
removeongethit = 1
pausemove = 1
removetime = 72

[State 1112,1 Explod]
type = Explod
trigger1 = time = 92
anim = 30650
sprpriority = 25
postype = p1
pos = 10,-90
bindtime = -1
ownpal = 1
removeongethit = 1
pausemove = 1

[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 = 47249
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 = 47248
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 = 47250
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 = 47248
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 = 47249
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 = 47250
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 = 47249
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 = 47250
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 = 47248
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 = 47249
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 = 47250
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

[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 = 110
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 = 110
pausemove = 1
ignorehitpause = 1
under = 0
ownpal = 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 -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 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = -1
TimeGap = 1
FrameGap = 1
length = 13
paladd = 0,0,256
PalBright = 0,0,256
trans = add
PalMul = 0.5,0.5,0.5
sprpriority = 15


;---------------------[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 = 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
id = 5501

[Statedef 47248]
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 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = -1
TimeGap = 1
FrameGap = 1
length = 13
paladd = 0,0,256
PalBright = 0,0,256
trans = add
PalMul = 0.5,0.5,0.5
sprpriority = 15


;---------------------[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 = 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
id = 5501

[Statedef 47249]
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 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = -1
TimeGap = 1
FrameGap = 1
length = 13
paladd = 0,0,256
PalBright = 0,0,256
trans = add
PalMul = 0.5,0.5,0.5
sprpriority = 15


;---------------------[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 = 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
id = 5501

[Statedef 47250]
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 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = -1
TimeGap = 1
FrameGap = 1
length = 13
paladd = 0,0,256
PalBright = 0,0,256
trans = add
PalMul = 0.5,0.5,0.5
sprpriority = 15


;---------------------[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 = 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
id = 5501

[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 = -1
TimeGap = 1
FrameGap = 1
length = 13
paladd = 0,0,256
PalBright = 0,0,256
trans = add
PalMul = 0.5,0.5,0.5
sprpriority = 15

[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 = -1
TimeGap = 1
FrameGap = 1
length = 13
paladd = 0,0,256
PalBright = 0,0,256
trans = add
PalMul = 0.5,0.5,0.5
sprpriority = 15

[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 = 7500
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 = -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
trigger1 = time = 36
trigger2 = time = 41
trigger3 = time = 46
trigger4 = time = 51
trigger5 = time = 56
trigger6 = time = 61
attr = A, HP
damage = 15,10
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,-3
fall.recover = 0
fall = 1

[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 = 7530
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 = 7500
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 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 , 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 = 28,8
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 = 10
trigger2 = time = 15
trigger3 = time = 20
trigger4 = time = 25
trigger5 = time = 30
trigger6 = time = 35
trigger7 = time = 40
trigger8 = time = 45
trigger9 = time = 50
attr = A, HP
damage = 24,5
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,-3
fall.recover = 0
fall = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 50
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,-8
air.velocity = -5,-8
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 = 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 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 10000
anim = 7540
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 = 7530
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 = 7500
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 = s12,11
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 = 46
anim = 2004
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 = 2001
ctrl = 0
;-------------------------------------------------------------------------------
;Light Helper
[Statedef 2110]
type = A
movetype = A
physics = N
anim = 2010
velset = 0,0
juggle = 0
poweradd = 0
ctrl = 0
sprpriority = 5

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

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

[State 1000, 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 = [0,27]
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 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
scale = 0.9,0.9
anim = 9700
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 = 2220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1112,1 Explod]
type = Explod
trigger1 = time = 92
anim = 30030
sprpriority = 6
postype = p1
pos = -15,-170
bindtime = -1
ownpal = 1
removeongethit = 1
pausemove = 1

[State 1112,1 Explod]
type = Explod
trigger1 = time = 172
anim = 9750
scale = 0.9,0.9
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 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 84
length = 8
PalBright = 0, 0, 0
PalContrast =130, 100, 50
PalAdd = 0, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[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 = 7530
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
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
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, 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 = 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 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 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 84
length = 8
PalBright = 0, 0, 0
PalContrast =50, 50, 130
PalAdd = 0, 0, 2
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[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 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 28
length = 8
PalBright = 0, 0, 0
PalContrast =50, 50, 150
PalAdd = 0, 0, 2
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[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 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 84
length = 8
PalBright = 0, 0, 0
PalContrast =50, 50, 130
PalAdd = 0, 0, 2
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[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 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 84
length = 8
PalBright = 0, 0, 0
PalContrast =50, 50, 130
PalAdd = 0, 0, 2
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[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 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 = 20
name = "dass"
postype = p1
pos = 50,0
stateno = 11010
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 25
name = "dass"
postype = p1
pos = 90,0
stateno = 11010
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 30
name = "dass"
postype = p1
pos = 130,0
stateno = 11010
helpertype = normal
keyctrl = 0
ownpal = 1


[State 4100,1]
type = Helper
trigger1 = time = 35
name = "dass"
postype = p1
pos = 170,0
stateno = 11010
helpertype = normal
keyctrl = 0
ownpal = 1


[State 4100,1]
type = Helper
trigger1 = time = 40
name = "dass"
postype = p1
pos = 210,0
stateno = 11010
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 45
name = "dass"
postype = p1
pos = 250,0
stateno = 11010
helpertype = normal
keyctrl = 0
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 50
name = "dass"
postype = p1
pos = 290,0
stateno = 11015
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 = 7530
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 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 50
length = 8
PalBright = 0, 0, 0
PalContrast =50, 50, 50
PalAdd = 0, 0, 0
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 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 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 50
length = 8
PalBright = 0, 0, 0
PalContrast =50, 50, 50
PalAdd = 0, 0, 2
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[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 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 50
length = 8
PalBright = 0, 0, 0
PalContrast =150, 150, 180
PalAdd = 0, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[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 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 50
length = 8
PalBright = 0, 0, 0
PalContrast =150, 150, 180
PalAdd = 0, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

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

[Statedef 11012]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = 0
velset = 0,0
anim = 9201
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 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 50
length = 8
PalBright = 0, 0, 0
PalContrast =50, 50, 50
PalAdd = 0, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 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 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 50
length = 8
PalBright = 0, 0, 0
PalContrast =50, 90, 90
PalAdd = 0, 0, 0
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 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 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 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, 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 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 2310
anim = 7540
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 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 = 80

[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 = 220
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 = 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 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 840, 2]
type = afterimage
trigger1 = time = 0
time = 13
length = 3
PalBright   =   0,  0,  0
PalContrast = 255,255,255
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 2
ignorehitpause = 1

[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 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 84
length = 8
PalBright = 0, 0, 0
PalContrast =130, 130, 130
PalAdd = 0, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[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
