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

[Statedef 1135]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = -1000
velset   = 0,0
anim     = 21000
ctrl     = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S9,1

[State 2000, BGPalFX]
type = BGPalFX
trigger1 = Time = 0
time = 28
mul = 0,0,0

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 3065
sprpriority = -1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 3066
sprpriority = 1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 30
value = 0,0,0
under = 2

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

;---------------------[岠壥壒]

[State 2000, 6];壒妝
type = PlaySnd
trigger1 = Time = 3
value = 2200,2


[State 1000, Explod]
type = Explod
trigger1 = time = 4
anim = 1137
ID = 1137
pos = 52,-95
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -1
supermove = 1
pausemove = 1
sprpriority = 9
removeongethit = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 4
anim = 1139
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove = 1
sprpriority = 9
removeongethit = 1

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 2
id = 1137

[State 1000, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 64
movetime = 64
darken = 0
anim = -1

[State 4000, bgPalFX]
type = bgpalfx
trigger1 = animelem = 4
add = 0, 0, 0
sinadd = 255,255,255,210
time = 105
invertall = 0

[State 1000, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "light Reflection"
ID = 1136
stateno = 1136
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 0

[State 1000, Helper]
type = Helper
trigger1 = animelem = 7
helpertype = normal
name = "light Reflection"
ID = 1136
stateno = 11367
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 0

[State 1000, Helper]
type = Helper
trigger1 = animelem = 8
helpertype = normal
name = "light Reflection"
ID = 1136
stateno = 11366
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 0


[State 1000, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "light Reflection"
ID = 1136
stateno = 11369
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 0

[State 1000, Explod]
type = Explod
trigger1 = animelem = 8
anim = 1138
id = 1138
sprpriority = -1
postype = back
pos = 0,0
bindtime = -1
ownpal = 1
removetime = -2
removeongethit = 1
supermove = 1
pausemove = 1
scale = 1.06,1.075

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S13,0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S13,3



[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;light Reflection
[StateDef 11367]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1136
poweradd = 0

[State 10000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

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

[State 3200, 14]
type = HitDef
trigger1 = animelem = 1 = 1
trigger2 = animelem = 1 = 2
trigger3 = animelem = 1 = 3
trigger4 = animelem = 1 = 4
trigger5 = animelem = 1 = 5
trigger6 = animelem = 1 = 6
trigger7 = animelem = 1 = 7
trigger8 = animelem = 1 = 8
trigger9 = animelem = 1 = 9
trigger10 = animelem = 1 = 10
trigger11 = animelem = 1 = 11
trigger12 = animelem = 1 = 12
trigger13 = animelem = 1 = 13
trigger14 = animelem = 1 = 14
trigger15 = animelem = 1 = 15
trigger16 = animelem = 1 = 16
trigger17 = animelem = 1 = 17
trigger18 = animelem = 1 = 18
trigger19 = animelem = 1 = 19
trigger20 = animelem = 1 = 20
trigger21 = animelem = 1 = 21
trigger22 = animelem = 1 = 22
trigger23 = animelem = 1 = 23
trigger24 = animelem = 1 = 24
trigger25 = animelem = 1 = 25
trigger26 = animelem = 1 = 26
trigger27 = animelem = 1 = 27
trigger28 = animelem = 1 = 28
trigger29 = animelem = 1 = 29
trigger30 = animelem = 1 = 30
trigger31 = animelem = 1 = 31
trigger32 = animelem = 1 = 32
trigger33 = animelem = 1 = 33
trigger34 = animelem = 1 = 34
trigger35 = animelem = 1 = 35
trigger36 = animelem = 1 = 36
trigger37 = animelem = 1 = 37
trigger38 = animelem = 1 = 38
trigger39 = animelem = 1 = 39
trigger40 = animelem = 1 = 40
trigger41 = animelem = 1 = 41
trigger42 = animelem = 1 = 42
trigger43 = animelem = 1 = 43
trigger44 = animelem = 1 = 44
trigger45 = animelem = 1 = 45
trigger46 = animelem = 1 = 46
trigger47 = animelem = 1 = 47
trigger48 = animelem = 1 = 48
trigger49 = animelem = 1 = 49
trigger50 = animelem = 1 = 50
trigger51 = animelem = 1 = 51
trigger52 = animelem = 1 = 52
trigger53 = animelem = 1 = 53
trigger54 = animelem = 1 = 54
trigger55 = animelem = 1 = 55
trigger56 = animelem = 1 = 56
trigger57 = animelem = 1 = 57
trigger58 = animelem = 1 = 58
trigger59 = animelem = 1 = 59
trigger60 = animelem = 1 = 60
attr = A, HA
animtype = diagup
damage = 3,0
hitflag = MAFP
guardflag = MA
priority = 9
pausetime = -4,5
sparkno = s7002
guard.sparkno = s7012
sparkxy = -10,floor(-75+(enemynear, pos y))
hitsound = -1
guardsound = s120,0
ground.type = High
ground.slidetime = 20
ground.hittime = 30
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 0
air.fall = 1
fall.recover = 0
air.recover = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5


[state 1000, destroyself]
type = destroyself
Trigger1 = animtime = 0
trigger2 = parent,movetype = H
trigger3 = parent,animelem = 37

[StateDef 11369]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1136
poweradd = 0

[State 10000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

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

[State 3200, 14]
type = HitDef
trigger1 = animelem = 1 = 1
trigger2 = animelem = 1 = 2
trigger3 = animelem = 1 = 3
trigger4 = animelem = 1 = 4
trigger5 = animelem = 1 = 5
trigger6 = animelem = 1 = 6
trigger7 = animelem = 1 = 7
trigger8 = animelem = 1 = 8
trigger9 = animelem = 1 = 9
trigger10 = animelem = 1 = 10
trigger11 = animelem = 1 = 11
trigger12 = animelem = 1 = 12
trigger13 = animelem = 1 = 13
trigger14 = animelem = 1 = 14
trigger15 = animelem = 1 = 15
attr = A, HA
animtype = diagup
damage = 3,2
hitflag = MAFP
guardflag = MA
priority = 9
pausetime = -4,5
sparkno = s7002
guard.sparkno = s7012
sparkxy = -10,floor(-75+(enemynear, pos y))
hitsound = -1
guardsound = s120,0
ground.type = High
ground.slidetime = 20
ground.hittime = 30
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 0
air.fall = 1
fall.recover = 0
air.recover = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5


[state 1000, destroyself]
type = destroyself
Trigger1 = animtime = 0
trigger2 = parent,movetype = H
trigger3 = parent,animelem = 37
;-------------------------------------------------------------------------------
;light Reflection
[StateDef 1136]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1136
poweradd = 0

[State 10000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

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

[State 3200, 14]
type = HitDef
trigger1 = animelem = 1 = 1
trigger2 = animelem = 1 = 2
trigger3 = animelem = 1 = 3
trigger4 = animelem = 1 = 4
trigger5 = animelem = 1 = 5
trigger6 = animelem = 1 = 6
trigger7 = animelem = 1 = 7
trigger8 = animelem = 1 = 8
trigger9 = animelem = 1 = 9
trigger10 = animelem = 1 = 10
trigger11 = animelem = 1 = 11
trigger12 = animelem = 1 = 12
trigger13 = animelem = 1 = 13
trigger14 = animelem = 1 = 14
trigger15 = animelem = 1 = 15
trigger16 = animelem = 1 = 16
trigger17 = animelem = 1 = 17
trigger18 = animelem = 1 = 18
trigger19 = animelem = 1 = 19
trigger20 = animelem = 1 = 20
trigger21 = animelem = 1 = 21
trigger22 = animelem = 1 = 22
trigger23 = animelem = 1 = 23
trigger24 = animelem = 1 = 24
trigger25 = animelem = 1 = 25
trigger26 = animelem = 1 = 26
trigger27 = animelem = 1 = 27
trigger28 = animelem = 1 = 28
trigger29 = animelem = 1 = 29
trigger30 = animelem = 1 = 30
trigger31 = animelem = 1 = 31
trigger32 = animelem = 1 = 32
trigger33 = animelem = 1 = 33
trigger34 = animelem = 1 = 34
trigger35 = animelem = 1 = 35
trigger36 = animelem = 1 = 36
trigger37 = animelem = 1 = 37
trigger38 = animelem = 1 = 38
trigger39 = animelem = 1 = 39
trigger40 = animelem = 1 = 40
trigger41 = animelem = 1 = 41
trigger42 = animelem = 1 = 42
trigger43 = animelem = 1 = 43
trigger44 = animelem = 1 = 44
trigger45 = animelem = 1 = 45
trigger46 = animelem = 1 = 46
trigger47 = animelem = 1 = 47
trigger48 = animelem = 1 = 48
trigger49 = animelem = 1 = 49
trigger50 = animelem = 1 = 50
trigger51 = animelem = 1 = 51
trigger52 = animelem = 1 = 52
trigger53 = animelem = 1 = 53
trigger54 = animelem = 1 = 54
trigger55 = animelem = 1 = 55
trigger56 = animelem = 1 = 56
trigger57 = animelem = 1 = 57
trigger58 = animelem = 1 = 58
trigger59 = animelem = 1 = 59
trigger60 = animelem = 1 = 60
trigger61 = animelem = 1 = 61
trigger62 = animelem = 1 = 62
trigger63 = animelem = 1 = 63
trigger64 = animelem = 1 = 64
trigger65 = animelem = 1 = 65
trigger66 = animelem = 1 = 66
trigger67 = animelem = 1 = 67
trigger68 = animelem = 1 = 68
trigger69 = animelem = 1 = 69
trigger70 = animelem = 1 = 70
trigger71 = animelem = 1 = 71
trigger72 = animelem = 1 = 72
trigger73 = animelem = 1 = 73
trigger74 = animelem = 1 = 74
trigger75 = animelem = 1 = 75
attr = A, HA
animtype = diagup
damage = 3,1
hitflag = MAFP
guardflag = MA
priority = 9
pausetime = -4,5
sparkno = s7002
guard.sparkno = s7012
sparkxy = -10,floor(-75+(enemynear, pos y))
hitsound = -1
guardsound = s120,0
ground.type = High
ground.slidetime = 20
ground.hittime = 30
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 0
air.fall = 1
fall.recover = 0
air.recover = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5


[state 1000, destroyself]
type = destroyself
Trigger1 = animtime = 0
trigger2 = parent,movetype = H
trigger3 = parent,animelem = 37
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;light Reflection
[StateDef 11366]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1136
poweradd = 0

[State 10000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

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

[State 3200, 14]
type = HitDef
trigger1 = animelem = 1 = 1
attr = A, HA
animtype = diagup
damage = 50,3
hitflag = MAFP
guardflag = MA
priority = 9
pausetime = -4,5
sparkno = s7002
guard.sparkno = s7012
sparkxy = -10,floor(-75+(enemynear, pos y))
hitsound = s2562,1
guardsound = s120,0
ground.type = High
ground.slidetime = 20
ground.hittime = 30
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 0
air.fall = 1
fall.recover = 0
air.recover = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5


[state 1000, destroyself]
type = destroyself
Trigger1 = animtime = 0
trigger2 = parent,movetype = H
trigger3 = parent,animelem = 37
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------


; 戝恄僸僢僩
[Statedef 2005]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= 0
anim = 2005
ctrl = 0

;---------------------[夋柺岠壥]
[State 3040, 7]
type = EnvColor
trigger1 = animelem = 18,<=0
ignorehitpause = 1
time = 5
value = 0,0,0
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 18
ignorehitpause = 1
time = 14
value = 255,255,255
under = 3

;---------------------[僄僼僃僋僩]
[State 1000, 5]
type = Explod
trigger1 = animelem = 7
trigger2 = animelem = 8
anim = 7002
sprpriority = 7
postype = p1
pos = 50,-65
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 18
anim = 7003
sprpriority = 7
postype = p1
pos = 58,-83
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14

[State 1000, 5]
type = Explod
trigger1 = animelem = 8
anim = 2006
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14


;---------------------[岠壥壒]
[State 2000, 6];巋偡
type = PlaySnd
trigger1 = animelem = 7
value = 2000,4

[State 2000, 6];敳偔
type = PlaySnd
trigger1 = animelem = 9
value = 240,0

[State 2000, 6];捵偡
type = PlaySnd
trigger1 = animelem = 18
value = 2000,5

[State 2000, 6];旘傋
type = PlaySnd
trigger1 = animelem = 17
value = 2000,3

;---------------------[憡庤惂屼]
[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 40,0

[state a]
type = targetstate
trigger1 = animelem = 7
value = 2011

[state a]
type = targetstate
trigger1 = animelem = 8
value = 2012

[state a]
type = targetstate
trigger1 = animelem = 18
value = 2013

[state a]
type = pause
trigger1 = animelem = 18
time = 14
movetime = 14


[state a]
type = targetlifeadd
trigger1 = animelem = 7
value = -96
kill = 0

[state a]
type = targetlifeadd
trigger1 = animelem = 8
value = -58
kill = 0

[state a]
type = targetlifeadd
trigger1 = animelem = 18
value = -192

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

;Reversion of light Target
;---------------------------------------------------------------------------
;搳偘傜傟偰偄傞憡庤1
[Statedef 2010]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

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


[State 1];僇儊儔屌掕
type = screenbound
trigger1 = 1
value = 1
movecamera = 1


;---------------------------------------------------------------------------
;搳偘傜傟偰偄傞憡庤2
[Statedef 2011]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

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


[State 1];僇儊儔屌掕
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------------------------------------------------------------
;搳偘傜傟偰偄傞憡庤3
[Statedef 2012]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2012


[State 1];僇儊儔屌掕
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------------------------------------------------------------
;搳偘傜傟偰偄傞憡庤4
[Statedef 2013]
type    = A
movetype= H
physics = N
velset = -7,-7

[State 1];僇儊儔屌掕
type = null;screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
trigger1 = animexist(5052) = 1
value = 5052

[State 821, 1] ;偙傟偼廳椡偙傟偼枅僼儗乕儉帠偵0.4偺椡偑壛傢傝傑偡
type = VelAdd
Trigger1 = 1
y = .3

[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy 
trigger1 = 1
value = SCA

[State 821, 3] 
type = null;SelfState
trigger1 = time = 15
value = 5050 


[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 15
trigger1 = animexist(5061) = 1
value = 5061

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 15
trigger1 = animexist(5062) = 1
value = 5062

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

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

; 丠丠丠丠丠丠丠丒媧偄婑偣
[Statedef 2300]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -1000
anim = 2300
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, 2]
type = SuperPause
trigger1 = time = 0
time = 28
movetime = 28
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 3065
sprpriority = -1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 3066
sprpriority = 1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 30
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,0

;---------------------[岠壥壒]
;---------------------[峌寕敾掕]
;---------------------[廔椆]
[state a]
type = changestate
trigger1 = animtime = 0
value = 2301



; 丠丠丠丠丠丠丒媧偄婑偣丒峌寕
[Statedef 2301]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 2301
ctrl = 0

;---------------------[挻昁嶦媄墘弌]
[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy 
trigger1 = time <= 40
value = SCA

;---------------------[僄僼僃僋僩]
;---------------------[岠壥壒]
[State 2000, 6];壒妝
type = PlaySnd
trigger1 = Time = 0
value = 2300,0


;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = time = 0
id = 2320
persistent = 0
name = "kabe1"
pos = -10,0
postype = p2
stateno = 2320
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[曄悢巜掕]
[state a]
type = varset
trigger1 = time = 0
v = 19
value = 255

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

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

;---------------------[峌寕敾掕]
[State 800, 1]
type = HitDef
Trigger1 = p2stateno != 40
trigger1 = p2statetype != A
attr = S, HT
damage = 0,0
hitflag = M
priority = 6, Miss
sparkno = -1
sprpriority = 5
p2facing = 1
p1stateno = 2005
p2stateno = 2010
p2facing = 1 
kill = 0

;---------------------[杊屼偺嫍棧偺曄峏]
[State 1000, 0]
type = AttackDist
trigger1 = time = 0
value = 0



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


; 丠丠丠丠丠丠丒媧偄婑偣丒廔椆
[Statedef 2302]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2302
ctrl = 0

;---------------------[曄悢巜掕]
[state a]
type = null;varset
trigger1 = time = 0
v = 19
value = 255

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

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


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



;---------------------------------------------------------------------------
; 戝恄僸僢僩
[Statedef 2310]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= 0
anim = 2310
ctrl = 0

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

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

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

;---------------------[僄僼僃僋僩]
[State 1020, 4];夋柺僔僃僀僋
type = EnvShake
trigger1 = animelem = 7
trigger2 = animelem = 18
time = 15
ampl = -12
freq = 95
phase = 95

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 7
trigger2 = animelem = 18
;persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 1000, 5]
type = Explod
trigger1 = animelem = 7
anim = 7002
sprpriority = 9
postype = p1
pos = 50,-65
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 18
anim = 7003
sprpriority = 7
postype = p1
pos = 58,-83
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14

[State 1000, 5]
type = Explod
trigger1 = animelem = 8
anim = 2311
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14


;---------------------[岠壥壒]
[State 2000, 6];偼偐側偄傕偺偩
type = PlaySnd
trigger1 = animelem = 16
value = 2300,1

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

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

;---------------------[憡庤惂屼]
[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 40,0

[state a]
type = targetstate
trigger1 = animelem = 7
value = 2011

[state a]
type = targetstate
trigger1 = animelem = 8
value = 2012

[state a]
type = targetstate
trigger1 = animelem = 18
value = 2013

[state a]
type = pause
trigger1 = animelem = 18
time = 14
movetime = 14


[state a]
type = targetlifeadd
trigger1 = animelem = 7
value = -96
kill = 0

[state a]
type = targetlifeadd
trigger1 = animelem = 8
value = -58
kill = 0

[state a]
type = targetlifeadd
trigger1 = animelem = 18
value = -300

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



;暻僿儖僷乕
[Statedef 2320]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2320

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

;---------------------[捛偄墇偝傟偨偲偒]
[state a]
type = posset
trigger1 = p2Dist X < 0
x = enemy,pos x

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


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



;---------------------[墴偟栠偟敾掕]
[State 1000, 0]
type = PlayerPush
trigger1 = 1
value = 1

;---------------------[懍搙巜掕]
[State 1000, 0]
type = velset
trigger1 = 1
x = 2

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





;---------------------------------------------------------------------------
; 崿
[Statedef 2100]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -2000
anim = 2100
ctrl = 0


;---------------------[僷儚乕僎乕僕尭彮,MAX娭學]
[state a];僗僷僉儍儞帪偺僎乕僕尭彮
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1101
trigger3 = prevstateno = 1200
trigger4 = prevstateno = 1201
trigger5 = prevstateno = 1702
trigger6 = prevstateno = 1150
trigger7 = prevstateno = 1250
value = -1000

[State -2, a];偳偙僉儍儞帪偺揰柵(幐攕)
type = palfx
triggerall = gametime %2
triggerall = time <= 10
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1101
trigger3 = prevstateno = 1200
trigger4 = prevstateno = 1201
trigger5 = prevstateno = 1702
trigger6 = prevstateno = 1150
trigger7 = prevstateno = 1250
time = 1
add = 248,248,248
;mul = 248,248,248
color = 1
ignorehitpause = 1


;---------------------[僗僷僉儍儞]
[state a];僗僷僉儍儞MAX僎乕僕尭彮
type = varadd
trigger1 = time = 0
trigger1 = var(11) = 1
v = 8
value = -128

[state a];僗僷僉儍儞僎乕僕尭彮
type = poweradd
trigger1 = time = 0
trigger1 = var(11) = 1
value = -1000

[state a];僗僷僉儍儞僐儅儞僪敾掕弶婜壔
type = varset
trigger1 = time = 1
v = 11
value = 0

;---------------------[挻昁嶦媄墘弌]
[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy 
trigger1 = animelem = 7,<=0
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 28
movetime = 28
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 3028
sprpriority = -1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 3029
sprpriority = 1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 25
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,0

;---------------------[岠壥壒]
[State 2000, 6];偝偁
type = PlaySnd
trigger1 = Time = 0
value = 2100,0

[State 2000, 6];柍偵娨傠偆
type = PlaySnd
trigger1 = animelem = 2
value = 2100,1

[State 2000, 6];柍偵娨傠偆
type = PlaySnd
trigger1 = animelem = 2
value = 2100,1

[State 2000, 6];偼偀
type = PlaySnd
trigger1 = animelem = 9
value = 2100,2

[State 2000, 6];岠壥壒
type = PlaySnd
trigger1 = animelem = 8
value = 2100,3

;---------------------[夋柺岠壥]
[State 3040, 7]
type = EnvColor
trigger1 = animelem = 9,<=0
ignorehitpause = 1
time = 2
value = 0,0,0
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 9
ignorehitpause = 1
time = 2
value = 255,255,255
under = 2

;---------------------[峌寕敾掕]
;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = Animelem = 4
id = 2100
persistent = 0
name = "muni"
pos = -20,0
postype = P1
stateno = 2101
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 5
id = 2100
persistent = 0
name = "muni"
pos = -20,0
postype = P1
stateno = 2101
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 6
id = 2100
persistent = 0
name = "muni"
pos = -20,0
postype = P1
stateno = 2101
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 7
id = 2100
persistent = 0
name = "muni"
pos = -20,0
postype = P1
stateno = 2101
helpertype = normal
keyctrl = 0
ownpal = 1

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



; 柍僿儖僷乕
[Statedef 2101]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 8,0
ctrl = 0
anim = 2101

;---------------------[曄悢巜掕]
[state a]
type = varset
trigger1 = time = 0
trigger1 = prevstateno != 2101
v = 14
value = 8

[state a]
type = varadd
trigger1 = movecontact = 1
v = 14
value = -1

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

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

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 2101

;---------------------[僄僼僃僋僩]
[State 1000, 5];
type = Explod
trigger1 = movehit = 1
anim = 2110
id = 2110
sprpriority = 10
postype = p2
velset = 0,0
pos = 10,-70
bindtime = -1
supermove = 1
ignorehitpause = 1
facing = -1
under = 0

[State 1000, 5];
type = Explod
trigger1 = moveguarded = 1
anim = 1015
id = 2110
sprpriority = 10
postype = p2
velset = 0,0
pos = 10,-70
bindtime = 1
supermove = 1
ignorehitpause = 1
facing = -1
under = 0

;---------------------[懍搙巜掕]
[state a]
type = velset
trigger1 = movecontact = 1
trigger2 = p2Dist X <=0
x = 0

[state a]
type = velset
trigger1 = movecontact = 5
x = 8

;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = time = 0
trigger2 = movehit = 10
trigger3 = moveguarded = 8
attr = S, HP
animtype  = hard
damage    = 20, 6
getpower = 0,0
guardflag = MA
numhits = 1
pausetime = 0,6
guard.pausetime = 0,8
sparkno = -1;s7002
sparkxy = -17,0
hitsound   = s190,2
guard.sparkno = -1;s7012
guardsound = s190,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8,-6
air.velocity = -8,-6.5
fall = 1
air.fall = 1
fall.recover = 0
ID = 1200


;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = time = 100
trigger2 = var(14) <= 0


;---------------------------------------------------------------------------
; 戝恄僸僢僩
[Statedef 2310]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= 0
anim = 2310
ctrl = 0

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

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

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

;---------------------[僄僼僃僋僩]
[State 1020, 4];夋柺僔僃僀僋
type = EnvShake
trigger1 = animelem = 7
trigger2 = animelem = 18
time = 15
ampl = -12
freq = 95
phase = 95

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 7
trigger2 = animelem = 18
;persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 1000, 5]
type = Explod
trigger1 = animelem = 7
anim = 22109 + var(35)
sprpriority = 9
postype = p1
pos = 50,-65
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 18
anim = 22109 + var(35)
sprpriority = 7
postype = p1
pos = 58,-83
bindtime = 1
supermove = 1
under = 0
ownpal = 1
;PauseMoveTime = 14

[State 1000, 5]
type = Explod
trigger1 = animelem = 8
anim = 2311
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
;PauseMoveTime = 14


;---------------------[岠壥壒]
[State 2000, 6];偼偐側偄傕偺偩
type = PlaySnd
trigger1 = animelem = 16
value = 1300,0

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

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

;---------------------[憡庤惂屼]
[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 40,0

[state a]
type = targetstate
trigger1 = animelem = 7
value = 2011

[state a]
type = targetstate
trigger1 = animelem = 8
value = 2012

[state a]
type = targetstate
trigger1 = animelem = 18
value = 2013

;[state a]
;type = pause
;trigger1 = animelem = 18
;time = 14
;movetime = 14


[state a]
type = targetlifeadd
trigger1 = animelem = 7
value = Ceil(-0.03 * enemy,Const(data.life)) - 5
kill = 0
absolute = 1

[state a]
type = targetlifeadd
trigger1 = animelem = 8
value = Ceil(-0.03 * enemy,Const(data.life)) - 5
kill = 0
absolute = 1

[state a]
type = targetlifeadd
trigger1 = animelem = 18
value = Ceil(-0.35 * enemy,Const(data.life)) - 5
absolute = 1

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



;暻僿儖僷乕
[Statedef 2320]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2320

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

;---------------------[捛偄墇偝傟偨偲偒]
[state a]
type = posset
trigger1 = p2Dist X < 0
x = enemy,pos x

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


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



;---------------------[墴偟栠偟敾掕]
[State 1000, 0]
type = PlayerPush
trigger1 = 1
value = 1

;---------------------[懍搙巜掕]
[State 1000, 0]
type = velset
trigger1 = 1
x = 5

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

;---------------------------------------------------------------------------
;=====================================================================
;==================================

;----------------------------------------
[Statedef 22140]
type = S
movetype = A
physics = N
velset = 0,0
poweradd= -2000
anim = 22140
ctrl = 0

[State 3000,0]
type = NotHitBy
trigger1 = 1
value = SCA
time = 3

[State 8000,1]
type = SuperPause
trigger1 = time = 0
time = 28
movetime = 28
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 3028
sprpriority = -1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 3029
sprpriority = 1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

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

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

;[State 3000,11]
;type = PlaySnd
;trigger1 = animelem = 4 && p2life != 0
;value = 422,5
;loop = 1
;channel = 0

;[State 8000,5]
;type = stopsnd
;trigger1 = time = 0
;trigger2 = animelem = 3 && anim = 8201
;channel = 0

[State 8000,6]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 2
value = 0,0,0
under = 2

[State 8000,7]
type = changeanim
trigger1 = p2life = 0 && animelem = 5,>=0 && anim = 22140
trigger2 = time >= 150 && anim != 22141; && NumHelper(22150)=0
value = 22141;8201
elem = 1

[State 8000,9]
type = helper
trigger1 = Animelem = 2
id = 22110
persistent = 0
name = "8210"
pos = -20,0
postype = P1
stateno = 22141;8210
helpertype = normal
keyctrl = 0
ownpal = 1
supermove = 1
pausemove = 1
supermovetime = 33
pausemovetime = 33

[State 8000,10]
type = changestate
trigger1 = animtime = 0 && anim = 22141
value = 0
ctrl = 1














;-------------------------------
[Statedef 22141];8210
type = A
movetype = A
physics = N
anim = 22142;9998
velset = 0
SprPriority = -5
ctrl = 0

[State 3000,11]
type = PlaySnd
trigger1 = animelem = 1 && anim = 22143;8210
value = 2558,0
loop = 1
channel = 0

[State 8000,5]
type = stopsnd
trigger1 = animelem = 3 && anim = 22144;8211
channel = 0

[State 8210,1]
type = ChangeAnim
trigger1 = Root,Anim = 22140 && anim != 22143 && anim != 22144 && Root,AnimElem = 2,>0
value = 22143

[State 8210,2]
type = ChangeAnim
trigger1 = Root,Anim = 22141 && anim != 22144
value = 22144

[State 7100,1]
type = Helper
trigger1 = AnimElem = 4,>=0 && time >= 20 && time%12 = 0 && anim = 22143
;trigger1 = AnimElem = 4,>=0 && time >= 20 && time%12 = 0 && anim = 22141
name = "22150"
ID = 22150
postype = p1
pos = -10,-119
bindtime = 1
sprpriority = 5
stateno = 22150
helpertype = normal;player
keyctrl = 0
;ignorehitpause = 1
;Persistent = 0
;under = 0
size.xscale = 0.5
size.yscale = 0.5
scale = 0.5,0.5
ownpal = 1
supermovetime = 13
pausemovetime = 13
[State 7100,1]
type = Helper
trigger1 = AnimElem = 4,>=0 && time >= 20 && time%12 = 3 && anim = 22143
;trigger1 = AnimElem = 4,>=0 && time >= 20 && time%12 = 0 && anim = 22141
name = "8221"
ID = 22150
postype = p1
pos = -11,82
bindtime = 1
sprpriority = 5
stateno = 22151
helpertype = normal;player
keyctrl = 0
;ignorehitpause = 1
;Persistent = 0
;under = 0
size.xscale = 0.5
size.yscale = 0.5
scale = 0.5,0.5
ownpal = 1
supermovetime = 13
pausemovetime = 13

[State 7100,1]
type = Helper
trigger1 = AnimElem = 4,>=0 && time >= 20 && time%12 = 6 && anim = 22143
;trigger1 = AnimElem = 4,>=0 && time >= 20 && time%12 = 0 && anim = 22141
name = "8220"
ID = 22150
postype = p1
pos = -11,-82
bindtime = 1
sprpriority = 5
stateno = 22150
helpertype = normal;player
keyctrl = 0
;ignorehitpause = 1
;Persistent = 0
;under = 0
size.xscale = 0.5
size.yscale = 0.5
scale = 0.5,0.5
ownpal = 1
supermovetime = 13
pausemovetime = 13
[State 7100,1]
type = Helper
trigger1 = AnimElem = 4,>=0 && time >= 20 && time%12 = 9 && anim = 22143
;trigger1 = AnimElem = 4,>=0 && time >= 20 && time%12 = 0 && anim = 22141
name = "8221"
ID = 22150
postype = p1
pos = -10,-119
bindtime = 1
sprpriority = 5
stateno = 22151
helpertype = normal;player
keyctrl = 0
;ignorehitpause = 1
;Persistent = 0
;under = 0
size.xscale = 0.5
size.yscale = 0.5
scale = 0.5,0.5
ownpal = 1
supermovetime = 13
pausemovetime = 13

[State 8220, 7]
type = HitDef
trigger1 = Time%5 = 0 && time >= 27
attr = S,HP
animtype = Hard
damage = 10,2
pausetime = 0,4
guardflag = MA
getpower = 200,100
givepower = 0,0
hitflag = MAFP
;priority = 7
;sprpriority = 7
sparkno = s22109
;guard.sparkno = s4812
sparkxy = -10,-80
hitsound  = s2000,5
guardsound = s801,1
ground.type = High
ground.hittime = 24
ground.slidetime =24
ground.velocity = -0.5,-8.5
air.velocity = -0.3,-8
guard.velocity = -12
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
yaccel = 0.42
fall.recover = 0

[State 8210,3]
type = BindToRoot
trigger1 = anim = 22143
time = 1
pos = 0,0

[State 8210,4]
type = SprPriority
trigger1 = 1
value = -5

[State 8210,5]
type = PlayerPush
trigger1 = 1
value = 0

[State 8210,6]
type = HitBy
trigger1 = 1
value = SCA
time = 10

[State 8210,7]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 235,170

[State 8210,8]
type = AfterImageTime
trigger1 = 1
time = 2

[State 8210,9]
type = Afterimage
trigger1 = Time = 0
time = 2
length = 4
PalBright = 0, 0, 0
PalContrast =235, 235, 235
PalAdd = 0, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
sprpriority = 5
Trans = Add1
ownpal = 1
ontop = 1

[State 8220, 8]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 22141;8210

[State 8210,10]
type = DestroySelf
trigger1 = Root,StateNo != 22140 || (Anim = 22144 && AnimTime = 0)



























;-------------------------------
[Statedef 22150]
type = A
movetype = A
physics = N
;anim = 8220
velset = -IfElse((Random <= 650),IfElse((Random <= 325),9,7),5),-IfElse((Random <= 650),IfElse((Random <= 325),13,9),11)
sprpriority = -4
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1100,0;s413,5

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5,=1
movetype = A

[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElem = 1
value = -4
[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElem = 2
value = -2
[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElem = 3
value = 0
[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElem = 4
value = 2
[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElem = 5
value = 4
[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElem = 6,>=0
value = 6

[State 8221, 1]
type = ChangeAnim
trigger1 = Anim != 22150
value = 22150

[State 8220, 1]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist X< 0
trigger1 = Vel X >= -32
x = -1.9

[State 8220, 2]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist X >= 0
trigger1 = Vel X <= 32
x = 1.9

[State 8220, 3]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist y< 30
trigger1 = Vel y >= -32
y = -1.8

[State 8220, 4]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist y >= 30
trigger1 = Vel y <= 32
y = 1.7

[State 0, VarSet]
type = VarSet
trigger1 = Vel X >= 0
var(60) = -35
[State 0, VarSet]
type = VarSet
trigger1 = Vel X >= 0
var(61) = -60
[State 0, VarSet]
type = VarSet
trigger1 = Vel X < 0
var(60) = 35
[State 0, VarSet]
type = VarSet
trigger1 = Vel X < 0
var(61) = 60

[State 8220, 5]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 8210,7]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 135,170

[State 8210,8]
type = AfterImageTime
trigger1 = 1
time = 2

[State 8210,9]
type = Afterimage
trigger1 = Time = 0
time = 2
length = 5
PalBright = 0, 0, 0
PalContrast =235, 235, 235
PalAdd = 0, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
sprpriority = 5
Trans = Add1
ownpal = 1
ontop = 1

[State 8220, 6]
type = Explod
trigger1 = timemod = 2,0
anim = 22151
ID = 8221
sprpriority = 2
postype = p1
pos = 0,0
supermove = 0
ownpal = 1
scale = 0.5,0.5
ontop = 1

[State 8220, 7]
type = HitDef
trigger1 = animelem = 100
attr = S,SP
animtype = Hard
air.animtype = down;up
damage = 12,5
pausetime = 0,3
guardflag = M
getpower = 200,100
givepower = 0,0
hitflag = MAFP
;priority = 7
;sprpriority = 7
sparkno = s22110
guard.sparkno = s22123
sparkxy = -10, 0
hitsound  = s2000,5
guardsound = s801,1
ground.type = High
ground.hittime = 25
guard.hittime = 25
air.hittime = 25
ground.slidetime =25
guard.slidetime =25
air.slidetime = 25
ground.velocity = -6,-8
ground.cornerpush.veloff = 0
air.velocity = -3.5, -7.6
air.cornerpush.veloff = 0
guard.cornerpush.veloff  = 0
yaccel = .50
fall = 1
fall.recover = 0

[State 2102, 6]
type = HitDef
trigger1 = AnimElem = 100
attr = S,SP
animtype = Hard
air.animtype = down;up
damage = 12,5
pausetime = 0,5
guardflag = M
getpower = 200,100
givepower = 0,0
priority = 6
guardflag = M
hitflag = MAFP
getpower = 400,350
givepower = 0,0
sparkno = s22111
guard.sparkno = s22123
sparkxy = -5, -5
hitsound  = s2000,5
guardsound = s801,1
ground.type = low
ground.velocity = var(61)/10,-8
air.velocity = var(60)/10,-7.6
ground.hittime = 25
guard.hittime = 25
air.hittime = 25
ground.slidetime =25
guard.slidetime =25
air.slidetime = 25
guard.velocity = -12
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
yaccel = 0.42
fall.recover = 0

[State 0, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = A,HP
hitflag = MAFD;HLAFD+-
guardflag = MA
getpower = 200,100
givepower = 0,0
affectteam = E          ;B,E,F
animtype = hard
air.animtype = diagup
damage = 12,5
pausetime = 0,5
guard.pausetime = 0,10
sparkno = s22112
guard.sparkno = s22123
sparkxy = -5, -5
hitsound  = s2000,5
guardsound = s801,1
ground.type = High
ground.hittime = 25
guard.hittime = 25
air.hittime = 25
ground.slidetime =25
guard.slidetime =25
air.slidetime = 25
yaccel = 0.5
ground.velocity = var(61)/10,-8
air.velocity = var(60)/10,-7.6
guard.velocity = -10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.damage = 50
numhits = 1
palfx.time = 0

[State 8220, 8]
type = HitOverride
trigger1 = time >= 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 22150

[State 8220, 9]
type = destroyself
trigger1 = Movehit = 1
trigger2 = Moveguarded = 1
;trigger3 = Pos Y >= 0 && vel y > 0















[Statedef 22151]
type = A
movetype = A
physics = N
;anim = 8220
velset = IfElse((Random <= 650),IfElse((Random <= 325),9,7),5),-IfElse((Random <= 650),IfElse((Random <= 325),14,12),10)
sprpriority = -4
ctrl = 0

[State 8210,7]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 135,170

[State 8210,8]
type = AfterImageTime
trigger1 = 1
time = 2

[State 8210,9]
type = Afterimage
trigger1 = Time = 0
time = 2
length = 5
PalBright = 0, 0, 0
PalContrast =235, 235, 235
PalAdd = 0, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
sprpriority = 5
Trans = Add1
ownpal = 1
ontop = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1100,0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5,=1
movetype = A

[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElem = 1
value = -4
[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElem = 2
value = -2
[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElem = 3
value = 0
[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElem = 4
value = 2
[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElem = 5
value = 4
[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElem = 6,>=0
value = 6

[State 8221, 1]
type = ChangeAnim
trigger1 = Anim != 22150
value = 22150

[State 8221, 2]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist X< 0
trigger1 = Vel X >= -32
x = -1.9

[State 8221, 3]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist X >= 0
trigger1 = Vel X <= 32
x = 1.9

[State 8221, 4]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist y< 70
trigger1 = Vel y >= -32
y = -1.8

[State 8221, 5]
type = veladd
trigger1 = time >= 10
trigger1 = p2bodydist y >= 70
trigger1 = Vel y <= 32
y = 1.7

[State 0, VarSet]
type = VarSet
trigger1 = Vel X >= 0
var(60) = -35
[State 0, VarSet]
type = VarSet
trigger1 = Vel X >= 0
var(61) = -60
[State 0, VarSet]
type = VarSet
trigger1 = Vel X < 0
var(60) = 35
[State 0, VarSet]
type = VarSet
trigger1 = Vel X < 0
var(61) = 60

[State 8221, 6]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 8221, 7]
type = Explod
trigger1 = timemod = 2,0
anim = 22151
ID = 8221
sprpriority = 2
postype = p1
pos = 0,0
supermove = 0
ownpal = 1
scale = 0.5,0.5
ontop = 1

[State 8221, 8]
type = HitDef
trigger1 = animelem = 100
attr = S,SP
animtype = Hard
air.animtype = down;up
damage = 12,5
pausetime = 0,5
guardflag = M
getpower = 200,100
givepower = 0,0
hitflag = MAFP
;priority = 7
;sprpriority = 7
sparkno = s22121
guard.sparkno = s22123
sparkxy = -5, -5
hitsound  = s2000,5
guardsound = s801,1
ground.type = High
ground.slidetime = 99
ground.hittime  = 99
ground.velocity = var(61)/10,-8;-6,-8
ground.cornerpush.veloff = 0
air.velocity = var(60)/10,-7.6;-3.5, -7.6
air.cornerpush.veloff = 0
guard.cornerpush.veloff  = 0
yaccel = .50
fall = 1
fall.recover = 0

[State 2102, 6]
type = HitDef
trigger1 = AnimElem = 100
attr = S,HA
animtype = Hard
air.animtype = down;up
damage = 12,5
pausetime = 0,5
guardflag = M
getpower = 200,100
givepower = 0,0
priority = 6
guardflag = M
hitflag = MAFP
sparkno = s22122
guard.sparkno = s22123
sparkxy = -5, -5
hitsound  = s2000,5
guardsound = s801,1
ground.type = low
ground.velocity = var(61)/10,-8
air.velocity = var(60)/10,-7.6
ground.hittime = 22
ground.slidetime = 22
guard.velocity = -12
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
yaccel = 0.42
fall.recover = 0

[State 0, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = A,HP
hitflag = MAFD;HLAFD+-
guardflag = MA
getpower = 200,100
givepower = 0,0
affectteam = E          ;B,E,F
animtype = hard
air.animtype = diagup
damage = 12,5
pausetime = 0,5
guard.pause = 0,10
sparkno = s22109
guard.sparkno = s22123
sparkxy = -5, -5
hitsound  = s2000,5
guardsound = s801,1
ground.type = High
ground.hittime = 25
guard.hittime = 25
air.hittime = 25
ground.slidetime =25
guard.slidetime =25
air.slidetime = 25
yaccel = 0.5
ground.velocity = var(61)/10,-8
air.velocity = var(60)/10,-7.6
guard.velocity = -10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.damage = 50
numhits = 1
palfx.time = 0

[State 8221, 9]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 22151

[State 8221, 10]
type = destroyself
trigger1 = Movehit = 1
trigger2 = Moveguarded = 1
;trigger3 = Pos Y >= 0 && vel y > 0

;=============================================
;=============================================
;=============================================
;=============================================
;=============================================
;=============================================
;===============乱舞技代码====================
;=============================================
;=============================================
;=============================================
;=============================================
;=============================================
;=============================================
;=============================================


;=====================================================================
[Statedef 22160]
type = S
movetype = A
physics = S
anim = 22160
poweradd = -2000
velset = 0
ctrl = 0

[State 2250, 8]
type = PlaySnd
trigger1 = animelem = 5
value = 2562,30

[State 2250, 4]
type = SuperPause
trigger1 = animelem = 4
time = 26
movetime = 0
anim = s3455
pos = 1,-129

[State 2250, 8]
type = PlaySnd
trigger1 = animelem = 4
value = 3000,3

[State 2250, 8]
type = velset 
trigger1 = time >= 7
x=17

[State 10001, 3]
type = HitDef
trigger1 = AnimElem = 5 || AnimElem = 6 || AnimElem = 7
;attr = S, HP
attr = C, NA
damage   = 70,22
getpower = 90,45
givepower = 0,0
animtype = light
;guardflag = M
hitflag = MAFPD
pausetime = 23,30
sparkno = S22110
hitsound = S2562,15
;guardsound = S1100,3
;guard.sparkno = S10004
sparkxy = 0,-70
ground.type = High       
ground.slidetime = 16        
ground.hittime  = 16         
ground.velocity = -4,0
air.slidetime = 16
air.hittime = 32
air.velocity = -6,0
guard.velocity = -9
fall = 0 
air.fall = 0    
fall.recover = 0
ownpal = 1
shadow=1
snap=27,0

[State 2250, 9]
type = ChangeState
trigger1 = Time >=38 && FrontEdgedist <= 20
trigger1 = movehit !=1
trigger3 = Time = 91
trigger3 = movehit !=1
trigger2 = movehit !=1
trigger2 = movecontact = 1
;trigger2 = animelem =7 ||animelem =6 ||animelem =5
value = 22161
ctrl=1

[State 4000, 11]
type = AfterImage
trigger1 = Time = 0
time = 227
PalBright   = 0,0,0
;PalContrast = 128,128,190
PalContrast = 255,0,0
PalAdd      = 0,0,0
PalMul      = 1,1,1
Trans = Add1
timegap = 1
framegap = 3
length = 10
ignorehitpause = 1



[State 191 , 4]
type = AssertSpecial
trigger1 = 1
flag = noBG

[State 2250, 9]
type = ChangeState
;trigger1 = Time = 44
trigger1 = movehit =1
value = 22165
ctrl=0





















;----------------------------------------------------------------
[Statedef 22165]
type = S
movetype = A
physics = S
anim = 22165
poweradd = 0
velset = 0
ctrl = 0

[State 3000, 12]
type = NotHitBy
trigger1 = Time = 1
;value = SCA,NA,SA,HA,NP,SP,HP,AA
value = SCA
;time = 65

[State 191 , 4]
type = AssertSpecial
trigger1 = 1
flag = noBG

[State 191 , 4]
type = playerpush
trigger1 = 1
value=1

;[State 2250, 8]
type = velset
trigger1 = time>0
x=4

[State 10001, 3]
type = HitDef
;trigger1 = AnimElem != 10 || AnimElem != 36 
trigger1 = animelem = 3 || animelem = 7 || animelem = 14 || animelem = 21 || animelem = 26 || animelem = 33 || animelem = 36     
;attr = S, HP
attr = C, NA
damage   = 20,10
getpower = 1,0
givepower = 0,0
animtype = light
guardflag = M
hitflag = MAFPD
pausetime = 0,30
sparkno = S22121
hitsound = S2562,15
guardsound = S2562,10
guard.sparkno = S22113
sparkxy = 0,-70
ground.type = High       
ground.slidetime = 16        
ground.hittime  = 16         
ground.velocity = -4,0
air.slidetime = 16
air.hittime = 32
air.velocity = -6,0
guard.velocity = -9
fall = 0 
air.fall = 1    
fall.recover = 0
ownpal = 1
shadow=1
snap=27,-2

[State 10001, 3]
type = HitDef
trigger1 = AnimElem = 42 || AnimElem = 53 || AnimElem = 62
;attr = S, HP
attr = C, NA
damage   = 50,30
getpower = 90,45
givepower = 0,0
animtype = light
guardflag = LA
hitflag = MAFPD
pausetime = 0,30
sparkno = S22122
hitsound = S2562,15
guardsound = S2562,10
guard.sparkno = S22113
sparkxy = 0,0
ground.type = High       
ground.slidetime = 16        
ground.hittime  = 16         
ground.velocity = -4,0
air.slidetime = 16
air.hittime = 32
air.velocity = -6,0
guard.velocity = -9
fall = 0 
air.fall = 1    
fall.recover = 0
ownpal = 1
shadow=1
snap=27,-2

[State 2250, 9]
type = ChangeState
trigger1 = animTime = 0
value = 22166

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































;----------------------------------------------------------------
[Statedef 22166]
type = S
movetype = A
physics = S
anim = 22165
poweradd = 0
velset = 0
ctrl = 0

[State 3000, 12]
type = NotHitBy
trigger1 = Time = 1
;value = SCA,NA,SA,HA,NP,SP,HP,AA
value = SCA
;time = 65

[State 191 , 4]
type = AssertSpecial
trigger1 = 1
flag = noBG

[State 191 , 4]
type = playerpush
trigger1 = 1
value=1

;[State 2250, 8]
type = velset
trigger1 = time>0
x=3

[State 10001, 3]
type = HitDef
;trigger1 = AnimElem != 10 || AnimElem != 36 
trigger1 = animelem = 3 || animelem = 7 || animelem = 14 || animelem = 21 || animelem = 26 || animelem = 33 || animelem = 36     
;attr = S, HP
attr = C, NA
damage   = 20,10
getpower = 1,0
givepower = 0,0
animtype = light
guardflag = M
hitflag = MAFPD
pausetime = 0,30
sparkno = S22121
hitsound = S2562,15
guardsound = S2562,10
guard.sparkno = S22113
sparkxy = 0,-70
ground.type = High       
ground.slidetime = 16        
ground.hittime  = 16         
ground.velocity = -4,0
air.slidetime = 16
air.hittime = 32
air.velocity = -6,0
guard.velocity = -9
fall = 0 
air.fall = 1    
fall.recover = 0
ownpal = 1
shadow=1
snap=27,0

[State 10001, 3]
type = HitDef
trigger1 = AnimElem = 42 || AnimElem = 53 || AnimElem = 62
;attr = S, HP
attr = C, NA
damage   = 10,11
getpower = 90,45
givepower = 0,0
animtype = light
guardflag = LA
hitflag = MAFPD
pausetime = 0,30
sparkno = S22122
hitsound = S2562,15
guardsound = S2562,10
guard.sparkno = S22113
sparkxy = 0,0
ground.type = High       
ground.slidetime = 16        
ground.hittime  = 16         
ground.velocity = -4,0
air.slidetime = 16
air.hittime = 32
air.velocity = -6,0
guard.velocity = -9
fall = 0 
air.fall = 1    
fall.recover = 0
ownpal = 1
shadow=1

[State 2250, 9]
type = ChangeState
trigger1 = animTime =0
value = 22167































;----------------------------------------------------------------
[Statedef 22167]
type = S
movetype = A
physics = S
anim = 22165
poweradd = 0
velset = 0
ctrl = 0

[State 3000, 12]
type = NotHitBy
trigger1 = Time = 1
;value = SCA,NA,SA,HA,NP,SP,HP,AA
value = SCA
;time = 65

[State 191 , 4]
type = AssertSpecial
trigger1 = 1
flag = noBG

[State 191 , 4]
type = playerpush
trigger1 = 1
value=1

;[State 2250, 8]
type = velset
trigger1 = time>0
x=1

[State 10001, 3]
type = HitDef
;trigger1 = AnimElem != 10 || AnimElem != 36 
trigger1 = animelem = 3 || animelem = 7 || animelem = 14 || animelem = 21 || animelem = 26 || animelem = 33 || animelem = 36 
;attr = S, HP
attr = C, NA
damage   = 20,10
getpower = 1,0
givepower = 0,0
animtype = light
guardflag = M
hitflag = MAFPD
pausetime = 0,30
sparkno = S22121
hitsound = S2562,15
guardsound = S2562,10
guard.sparkno = S22113
sparkxy = 0,-70
ground.type = High       
ground.slidetime = 16        
ground.hittime  = 16         
ground.velocity = -4,0
air.slidetime = 16
air.hittime = 32
air.velocity = -6,0
guard.velocity = -9
fall = 0 
air.fall = 1    
fall.recover = 0
ownpal = 1
shadow=1
snap=27,0

[State 10001, 3]
type = HitDef
trigger1 = AnimElem = 42 || AnimElem = 53 || AnimElem = 62
;attr = S, HP
attr = C, NA
damage   = 10,11
getpower = 90,45
givepower = 0,0
animtype = light
guardflag = LA
hitflag = MAFPD
pausetime = 0,30
sparkno = S22122
hitsound = S2562,15
guardsound = S2562,10
guard.sparkno = S22113
sparkxy = 0,0
ground.type = High       
ground.slidetime = 16        
ground.hittime  = 16         
ground.velocity = -4,0
air.slidetime = 16
air.hittime = 32
air.velocity = -6,0
guard.velocity = -9
fall = 0 
air.fall = 1    
fall.recover = 0
ownpal = 1
shadow=1


;[State 800, 1]
type = ChangeAnim
trigger1 = animelem = 66
value = 22169


;---------------------[峌寕敾掕]
[State 800, 1]
type = HitDef
Trigger1 = AnimElem = 66
attr = S, HA
damage = 0,0
;hitflag = M
hitflag = MAFD
priority = 6, Miss
sparkno = -1
sprpriority = 5
p2facing = 1
p1stateno = 22169; 连接自己攻击时的样子
p2stateno = 2010
p2facing = 1 
kill = 0

[State 2250, 9]
type = ChangeState
trigger1 = animTime = 0
value = 22161

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










;---------------------------------------------------------------------------
; 戝恄僸僢僩
[Statedef 22169];自己攻击时的状态
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= 0
anim = 22135
ctrl = 0

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

[state a]
type = varadd
trigger1 = var(19) <= 254
trigger1 = animelem = 26,>=0
v = 19
value = 5

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

;---------------------[僄僼僃僋僩]
[State 1020, 4];夋柺僔僃僀僋
type = EnvShake
trigger1 = animelem = 7
trigger2 = animelem = 18
time = 15
ampl = -12
freq = 95
phase = 95

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 7
trigger2 = animelem = 18
;persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 1000, 5]
type = Explod
trigger1 = animelem = 7
anim = 22109 + var(35)
sprpriority = 9
postype = p1
pos = 50,-65
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 18
anim = 22109 + var(35)
sprpriority = 7
postype = p1
pos = 58,-83
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14

[State 1000, 5]
type = Explod
trigger1 = animelem = 8
anim = 2311
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14


;---------------------[岠壥壒]
[State 2000, 6];偼偐側偄傕偺偩
type = PlaySnd
trigger1 = animelem = 16
value = 2000,2

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

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

[State 2000, 6];munikaero
type = PlaySnd
trigger1 = animelem = 25
value = 2200,1

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

[State 2000, 6];munikaero
type = PlaySnd
trigger1 = time = 183
value = 2100,3

[State 2000, 6];munikaero
type = PlaySnd
trigger1 = time = 195
value = 2100,3

[State 2000, 6];munikaero
type = PlaySnd
trigger1 = time = 207
value = 2100,3

[State 2000, 6];munikaero
type = PlaySnd
trigger1 = time = 219
value = 2100,3

[State 2000, 6];munikaero
type = PlaySnd
trigger1 = time = 231
value = 2100,3

[State 2000, 6];munikaero
type = PlaySnd
trigger1 = time = 243
value = 2100,3

[State 2000, 6];munikaero
type = PlaySnd
trigger1 = time = 255
value = 2100,3
;=======================
;=======================
[State 1000, 5]
type = Explod
trigger1 = time = 183
anim = 182
sprpriority = 3
postype = p1
pos = -10,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
removetime = 72
;PauseMoveTime = 72

[State 1000, 5]
type = Explod
trigger1 = time = 183
anim = 22137
sprpriority = 3
postype = p1
pos = 50,-50
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14
scale = 0.7,0.7

[State 1000, 5]
type = Explod
trigger1 = time = 189
anim = 22137
sprpriority = 3
postype = p1
pos = 150,-100
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14
scale = 0.7,0.7

[State 1000, 5]
type = Explod
trigger1 = time = 195
anim = 22137
sprpriority = 3
postype = p1
pos = 35,-75
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14
scale = 0.7,0.7

[State 1000, 5]
type = Explod
trigger1 = time = 201
anim = 22137
sprpriority = 3
postype = p1
pos = 150,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14
scale = 0.7,0.7

[State 1000, 5]
type = Explod
trigger1 = time = 207
anim = 22137
sprpriority = 3
postype = p1
pos = 75,-125
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14
scale = 0.7,0.7

[State 1000, 5]
type = Explod
trigger1 = time = 213
anim = 22137
sprpriority = 3
postype = p1
pos = 135,-75
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14
scale = 0.7,0.7

[State 1000, 5]
type = Explod
trigger1 = time = 219
anim = 22137
sprpriority = 3
postype = p1
pos = 150,-112
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14
scale = 0.7,0.7

[State 1000, 5]
type = Explod
trigger1 = time = 225
anim = 22137
sprpriority = 3
postype = p1
pos = 50,-62
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14
scale = 0.7,0.7

[State 1000, 5]
type = Explod
trigger1 = time = 231
anim = 22137
sprpriority = 3
postype = p1
pos = 20,-100
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14
scale = 0.7,0.7

[State 1000, 5]
type = Explod
trigger1 = time = 237
anim = 22137
sprpriority = 3
postype = p1
pos = 90,-33
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14
scale = 0.7,0.7

[State 1000, 5]
type = Explod
trigger1 = time = 243
anim = 22137
sprpriority = 3
postype = p1
pos = 150,-127
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14
scale = 0.7,0.7

[State 1000, 5]
type = Explod
trigger1 = time = 249
anim = 22137
sprpriority = 3
postype = p1
pos = 75,84
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14
scale = 0.7,0.7

[State 1000, 5]
type = Explod
trigger1 = time = 255
anim = 22137
sprpriority = 3
postype = p1
pos = 50,-50
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14
scale = 0.7,0.7

[State 1000, 5]
type = Explod
trigger1 = time = 261
anim = 22137
sprpriority = 3
postype = p1
pos = 84,-95
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14
scale = 0.7,0.7

[State 1000, 5]
type = Explod
trigger1 = time >=183
anim = 22109 + var(35)
sprpriority = 7
postype = p2
pos = 0,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
;---------------------[憡庤惂屼]
[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 40,0

[state a]
type = targetstate
trigger1 = animelem = 7
value = 2011

[state a]
type = targetstate
trigger1 = animelem = 8
value = 2012

[state a]
type = targetstate
trigger1 = time = 183
value = 2014

;[state a]
type = pause
trigger1 = animelem = 18
time = 120
movetime = 120

[state a]
type = targetstate
trigger1 = time >= 253
value = 2013


[state a]
type = targetlifeadd
trigger1 = animelem = 7
value = Ceil(-0.03 * enemy,Const(data.life)) - 5
kill = 0
absolute = 1

[state a]
type = targetlifeadd
trigger1 = animelem = 8
value = Ceil(-0.03 * enemy,Const(data.life)) - 5
kill = 0
absolute = 1

[state a]
type = targetlifeadd
trigger1 = animelem = 18
value = -50
absolute = 1

[state a]
type = targetlifeadd
trigger1 = time = 183
value = -20
absolute = 1

[state a]
type = targetlifeadd
trigger1 = time = 187
value = -20
absolute = 1

[state a]
type = targetlifeadd
trigger1 = time = 191
value = -20
absolute = 1

[state a]
type = targetlifeadd
trigger1 = time = 195
value = -20
absolute = 1

[state a]
type = targetlifeadd
trigger1 = time = 199
value = -20
absolute = 1

[state a]
type = targetlifeadd
trigger1 = time = 203
value = -20
absolute = 1

[state a]
type = targetlifeadd
trigger1 = time = 207
value = -20
absolute = 1

[state a]
type = targetlifeadd
trigger1 = time = 211
value = -20
absolute = 1

[state a]
type = targetlifeadd
trigger1 = time = 215
value = -20
absolute = 1

[state a]
type = targetlifeadd
trigger1 = time = 219
value = -20
absolute = 1

[state a]
type = targetlifeadd
trigger1 = time = 223
value = -20
absolute = 1

[state a]
type = targetlifeadd
trigger1 = time = 227
value = -20
absolute = 1

[state a]
type = targetlifeadd
trigger1 = time = 231
value = -20
absolute = 1

[state a]
type = targetlifeadd
trigger1 = time = 235
value = -20
absolute = 1

[state a]
type = targetlifeadd
trigger1 = time = 239
value = -20
absolute = 1

[state a]
type = targetlifeadd
trigger1 = time = 241
value = -20
absolute = 1

[state a]
type = targetlifeadd
trigger1 = time = 245
value = -20
absolute = 1

[state a]
type = targetlifeadd
trigger1 = time = 249
value = -20
absolute = 1

[state a]
type = targetlifeadd
trigger1 = time = 253
value = -20
absolute = 1

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






















[Statedef 22161]
type = S
movetype = I
physics = S
anim = 22161

[State 1020, 1]
type = AfterImage
trigger1 = Time = 0
Time = 0

[State 1020, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 22181]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
sprpriority = 2
poweradd= -3000
anim = 22180
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, 2]
type = SuperPause
trigger1 = time = 0
time = 42
movetime = 42
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 10
anim = 3455;3048
sprpriority = -1
postype = p1
pos = 1,-80
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 3048;6010
sprpriority = -1
postype = p1
pos = 1,-80
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 3046;6011
sprpriority = 1
postype = p1
pos = 1,-80
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 60
anim = 22175
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
removetime = 240
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 60
anim = 22143
sprpriority = 1
postype = p1
pos = -20,0
bindtime = -1
supermove = 1
removetime = 240
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 300
anim = 22144
sprpriority = 1
postype = p1
pos = -20,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 22181,6]
type = varset
trigger1 = time = 1
v = 32
value = 60

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

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

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

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



[State 2];峌寕偺巜掕
type = HitDef
trigger1 = time >= 70
trigger2 = movecontact = 7
attr = S, SA
animtype  = up
damage    = 3,1
getpower = 5,5
guardflag = M
numhits = 1
pausetime = 0,7
sparkno = s22109 + root,var(35)
sparkxy = 0,enemy,pos y - 40
hitsound   = s2562,15
guard.sparkno = s22113
guardsound = s2562,19
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,-4
air.velocity = 0,-4.5
fall = 1
air.fall = 1
fall.recover = 0

[State 2900, 1];
type = helper
trigger1 = time = 60
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 63
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 66
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 69
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 72
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 75
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1


[State 2900, 1];
type = helper
trigger1 = time = 78
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 81
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 84
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 87
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 90
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 93
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 96
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 99
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 102
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 105
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1


[State 2900, 1];
type = helper
trigger1 = time = 108
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 111
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 114
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 117
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 120
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 123
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 126
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 129
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 132
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 135
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1


[State 2900, 1];
type = helper
trigger1 = time = 138
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 141
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 144
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 147
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 150
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 153
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 156
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 159
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 162
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 165
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1


[State 2900, 1];
type = helper
trigger1 = time = 168
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 171
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 174
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 177
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 180
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 183
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 186
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 189
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 192
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 195
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1


[State 2900, 1];
type = helper
trigger1 = time = 198
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 201
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 204
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 207
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 210
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 213
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 216
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 219
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 222
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 225
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1


[State 2900, 1];
type = helper
trigger1 = time = 228
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 231
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 234
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 237
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 240
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 243
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 246
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 249
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 252
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 255
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1


[State 2900, 1];
type = helper
trigger1 = time = 258
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 261
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 264
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 267
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 270
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 273
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 276
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 279
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 282
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 285
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1


[State 2900, 1];
type = helper
trigger1 = time = 288
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 291
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 294
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 297
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 300
persistent = 0
name = "sennpuuki"
pos = -98,var(31)
postype = P1
stateno = 22182
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3100, 1]
type = AssertSpecial
trigger1 = 1
flag= noBG
;flag2= nobardisplay

;---------------------[峌寕敾掕]
;---------------------[廔椆]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1












; 柍僿儖僷乕
[Statedef 22182]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 50,0
ctrl = 0
anim = 22181

[State 2901,1]
type = PlaySnd
trigger1 = Time = 1
value = 2562,30

[State 1000, 5]
type = Explod
trigger1 = Time = 1
anim = 22182
sprpriority = 0
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
removetime = 30
under = 0
ownpal = 1


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



[state a]
type = destroyself
trigger1 = FrontEdgeDist <= -100
trigger2 = time = 30
;---------------------[]

[Statedef 24005]
type = S
movetype = A
physics = N
velset = 0,0
poweradd= -3000
anim = 22149
ctrl = 0

[State 3000,0]
type = NotHitBy
trigger1 = 1
value = SCA
time = 5

[State 8000,1]
type = SuperPause
trigger1 = time = 11
time = 28
movetime = 28
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 11
anim = 3455
sprpriority = -1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 11
anim = 3048
sprpriority = 1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 11
anim = 3046
sprpriority = 1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

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

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

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

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






[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 = 75
value = 2100,3



;---------------------[僿儖僷乕屇傃弌偟]




[State 2900, 1];
type = helper
trigger1 = Animelem = 11
id = 1050
persistent = 0
name = "sennpuuki"
pos = 76,-146
postype = P1
stateno = 2401
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 1
id = 1050
persistent = 0
name = "sennpuuki"
pos = 60,-76
postype = P1
stateno = 2401
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 13
id = 1050
persistent = 0
name = "sennpuuki"
pos = 76,0
postype = P1
stateno = 2401
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 3
id = 1050
persistent = 0
name = "sennpuuki"
pos = 152,-146
postype = P1
stateno = 2401
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 7
id = 1050
persistent = 0
name = "sennpuuki"
pos = 142,-76
postype = P1
stateno = 2401
helpertype = normal
keyctrl = 0
ownpal = 1


[State 2900, 1];
type = helper
trigger1 = Animelem = 5
id = 1050
persistent = 0
name = "sennpuuki"
pos = 152,0
postype = P1
stateno = 2401
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 15
id = 1050
persistent = 0
name = "sennpuuki"
pos = 224,-146
postype = P1
stateno = 2401
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 9
id = 1050
persistent = 0
name = "sennpuuki"
pos = 216,-76
postype = P1
stateno = 2401
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 17
id = 1050
persistent = 0
name = "sennpuuki"
pos = 224,0
postype = P1
stateno = 2401
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 18
id = 1050
persistent = 0
name = "sennpuuki"
pos = 142,-76
postype = P1
stateno = 2401
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 19
id = 1050
persistent = 0
name = "sennpuuki"
pos = 76,-110
postype = P1
stateno = 2401
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 20
id = 1050
persistent = 0
name = "sennpuuki"
pos = 224,-136
postype = P1
stateno = 2401
helpertype = normal
keyctrl = 0
ownpal = 1


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

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



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

[state a]
type = posset
trigger1 = time = 0

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

;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = movecontact = 0
attr = S, SP
animtype  = hard
damage    = 80, 35
getpower = 61,61
guardflag = M
numhits = 1
pausetime = 16,16
sparkno = s22109 + root,var(35)
sparkxy = -7,-40
hitsound   = s240,0
guard.sparkno = s22113
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
id = 1200+root,var(5)
nochainID = 1200+root,var(5)

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



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 23011]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -3000
anim = 2201
ctrl = 0

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

[State 2300]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg

[State 2300]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2300]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 2300]
type = helper
trigger1 = time = 12 || time = 16 || AnimElemTime(6) = 1 || AnimElemTime(7) = 14
id = 26380
persistent = 1
name = "wakka"
pos = 1,-129
postype = P1
stateno = 26380
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 2300]
type = Explod
trigger1 = time = 10
anim = 3062
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2300]
type = Explod
trigger1 = time = 0
anim = 3048
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2300]
type = Explod
trigger1 = Time = 0
anim = 3046
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

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

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

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

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 69
value = 2562,1

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

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

[State 23000]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 23000]
type = AssertSpecial
trigger1 = 1
flag = nokoslow
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

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

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

[State 23000]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 23000]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[State 23000]
type = PlaySnd
trigger1 = Time = 30
value = 4000,13
volume = 300

[State 23000]
type = PlaySnd
trigger1 = Time = 35
value = 4000,7
volume = 300

[State 23000]
type = PlaySnd
trigger1 = Time = 45
value = 4000,13
volume = 300

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

[State 23000]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 23000]
type = Projectile
triggerall = palno = 12
trigger1 = fvar(16)!=1&&(time=[20,220])&&(GameTime%3) = 1
trigger2 = fvar(16)!=0&&(time=[180,220])&&(GameTime%3) = 1
attr = S, NA
projanim = 3063
projhitanim = -1
projid = 3063
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 10,3
getpower = 0,0
givepower = -9999999999
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 26350

[State 23000]
type = Projectile
triggerall = palno != 12
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 3063
projhitanim = -1
projid = 3063
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 10,3
getpower = 0,0
givepower = 0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 26350

[State 23000]
type = Projectile
triggerall = palno != 12
trigger1 = time = [20,220]
trigger1 = (GameTime%2) = 1
attr = S, NA
projanim = 3067
projhitanim = -1
projid = 3067
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = back
offset = 160,-140
velocity = 0
animtype  = hard
damage    = 10,3
getpower = 0,0
givepower = 0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 26350

[State 23000]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 3064
projhitanim = -1
projid = 3064
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = 10,3
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

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

[State 23000]
type = ReversalDef
triggerall = palno = 12
trigger1 = time <= 220
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 263601
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 23000]
type = targetdrop
trigger1 = palno=12&&(roundstate>=3&&enemy,alive=0&&enemy,stateno=5150||numtarget>=7)

[state 23000]
type = targetstate
triggerall = palno = 12 &&roundstate=2
trigger1 = time = [160,220]
trigger1 = (GameTime%3) = 1
value = 263601
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 23000]
type = null;targetstate
triggerall = palno=12&&roundstate=2&&fvar(17)=1&&(fvar(15)=[1,50])&&enemy,alive
trigger1 = time <= 159
value = 263601
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 23000]
type = targetstate
triggerall = palno=12&&roundstate=2&&fvar(17)=1&&enemy,alive
trigger1 = time <= 159
value = 263601
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 23000]
type = targetstate
trigger1 = palno=12&&enemy,alive=0&&!(enemy,stateno=2701000||enemy,stateno=263601||enemy,stateno=5150)
value = 2701000
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 23000]
type = Explod
trigger1 = palno=12&&target,stateno=263601&&enemyNear,time=0||projhit3063=1||projguarded3063=1
anim = IfElse((projguarded=1),7011,7001)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x))+(random%20)-(random%40),(target,const(size.mid.pos.y))+(random%40)-(random%60)
facing = -1
ownpal = 1
trans = add

[State 23000]
type = Explod
trigger1 = projhit3067=1||projguarded3067=1
anim = IfElse((projguarded=1),7011,7001)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x))+(random%20)-(random%40),(target,const(size.mid.pos.y))+(random%40)-(random%60)
facing = -1
ownpal = 1
trans = add

[State 23000]
type = HitAdd
trigger1 = palno = 12 && target,stateno = 263601 && enemyNear,time = 0
value = 1

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

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

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

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

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

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

[Statedef 26350]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 26350]
type = destroyself
trigger1 = ishelper



[State 26350]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 26350]
type = ChangeAnim
Trigger1 = Time = 0
value = 5070

[State 26350]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[State 26350] 
type = changestate
trigger1 = time >= 8
value = 26370

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

[Statedef 263601]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 263601]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 26360]
type = VarRangeSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&!ishelper&&name!="G Mizuchi"&&prevstateno!=263601
value = 0
IgnoreHitPause = 1

[State 26360]
type = VarRangeSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&!ishelper&&name!="G Mizuchi"&&prevstateno!=263601
fvalue = 0
IgnoreHitPause = 1

[state 26360]
type = varset
trigger1 = ishelper&&time=0&&enemynear,name="G Mizuchi"&&enemynear,fvar(19)!=0
v = 2
value = prevstateno

[state 26360]
type = varset
trigger1 = ishelper&&time=0&&enemynear,name="G Mizuchi"&&enemynear,fvar(19)!=0
v = 3
value = anim

[State 263601]
type = PlayerPush
trigger1 = 1
value = -1

[State 263601]
type = NotHitBy
trigger1 = 1
value = SCA

[State 263601]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 263601]
type = ChangeAnim
Trigger1 = Time = 0&&!ishelper
value = 5070

[State 263601]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[State 263601]
type = AssertSpecial
trigger1 = ishelper
flag = invisible

[state 263601]
type = destroyself
trigger1 = ishelper&&time=0&&enemynear,name="G Mizuchi"&&enemynear,fvar(19)!=1
trigger2 = ishelper&&time>=5

[state 263601]
type = changestate
trigger1 = ishelper&&time=1&&enemynear,name="G Mizuchi"&&enemynear,fvar(19)!=0
value = 2636010

[State 263601] 
type = changestate
trigger1 = time>=8&&!ishelper
value = 26370

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

[Statedef 26360]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 26360]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 26360]
type = PlayerPush
trigger1 = 1
value = -1

[State 26360]
type = NotHitBy
trigger1 = 1
value = SCA

[State 26360]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 26360]
type = ChangeAnim
Trigger1 = Time = 0 && !ishelper
value = 5070

[State 26360]
type = Trans
trigger1 = 1
trans = add1
alpha = 250,70

[State 26360]
type = AssertSpecial
trigger1 = ishelper
flag = invisible

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(1) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(2) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(3) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(4) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(5) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(6) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(7) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(8) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(9) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(10) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(11) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(12) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(13) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(14) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(15) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(16) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(17) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(18) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(19) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(20) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(21) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(22) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(23) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(24) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(25) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(26) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(27) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(28) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(29) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(30) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(31) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(32) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(33) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(34) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(35) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(36) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(37) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(38) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(39) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(40) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(41) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(42) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(43) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(44) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(45) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(46) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(47) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(48) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(49) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(50) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(51) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(52) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(53) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(54) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(55) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(56) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(57) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(58) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
var(59) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(1) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(2) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(3) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(4) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(5) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(6) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(7) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(8) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(9) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(10) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(11) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(12) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(13) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(14) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(15) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(16) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(17) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(18) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(19) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(20) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(21) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(22) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(23) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(24) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(25) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(26) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(27) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(28) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(29) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(30) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(31) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(32) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(33) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(34) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(35) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(36) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(37) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(38) = 0

[State 26360]
type = parentVarSet
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(26)=1&&ishelper&&root,name!="G Mizuchi"
fvar(39) = 0

[state 26360]
type = varset
trigger1 = ishelper&&time=0&&enemynear,name="G Mizuchi"&&enemynear,fvar(19)!=0
v = 2
value = prevstateno

[state 26360]
type = varset
trigger1 = ishelper&&time=0&&enemynear,name="G Mizuchi"&&enemynear,fvar(19)!=0
v = 3
value = anim

[state 26360]
type = changestate
triggerall = enemynear,name="G Mizuchi"&&enemynear,var(55)<=0&&enemynear,fvar(19)!=0
trigger1 = ishelper
value = 2636030

[state 26360]
type = changestate
trigger1 = ishelper&&enemynear,name="G Mizuchi"&&enemynear,fvar(19)!=0&&enemynear,stateno=23000
value = 2636010

[state 26360]
type = destroyself
trigger1 = ishelper&&time=0&&enemynear,name="G Mizuchi"&&enemynear,fvar(19)!=1&&enemynear,var(55)<=0
;trigger2 = ishelper&&time=0&&enemynear,name="G Mizuchi"&&enemynear,fvar(26)!=1

[state 26360]
type = velset
trigger1 = time = 0 && !ishelper
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 26360]
type = VelAdd
Trigger1 = time > 0 && !ishelper
y = .39

[State 26360]
type = selfstate
trigger1 = Vel Y > 0 && !ishelper
trigger1 = Pos Y >= 0
value = 5100

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

[Statedef 26370]
type    = A
movetype= H
physics = N
sprpriority = 4

[state 26370]
type = destroyself
trigger1 = ishelper

[State 26370]
type = lifeset
trigger1 = time = 0
ignorehitpause = 1
value = life - (Ceil(0.035 * Const(data.life)))

[State 26370]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 26370]
type = PlayerPush
trigger1 = 1
value = -1

[State 26370]
type = NotHitBy
trigger1 = 1
value = SCA

[State 26370]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 26370]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[state 26370]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 26370]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 26370]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100


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

[Statedef 26380]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3061
ownpal = 1

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

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

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

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

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

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

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

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

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

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

[Statedef 169992]
type    = S
physics = S
anim = 0

[State 169995]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 169992]
type = BindToroot
trigger1 = 1

[State 169992]
type = PlayerPush
trigger1 = 1
value = 0

[State 169992]
type = PosSet
trigger1 = 1 
X = root, Pos X

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

[Statedef 169995]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 0,0

[State 169995]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0

[State 169995]
type = NotHitBy
trigger1 = 1
value = SCA

[State 169995]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 169995]
type = lifeset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 169995]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[state 169995]
type = varset
trigger1 = ishelper
v = 2
value = prevstateno

[State 169995]
type = VarRangeSet
trigger1 = !ishelper && name != "G Mizuchi"
value = 0
IgnoreHitPause = 1

[State 169995]
type = VarRangeSet
trigger1 = name != "G Mizuchi"
fvalue = 0
IgnoreHitPause = 1

[State 169995]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[state 169995]
type = changestate
trigger1 = IfElse((ishelper),(time>=1),(time>=10))
value = IfElse((ishelper),169994,169998)

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

[Statedef 169994]
type    = U
movetype= I
physics = N
sprpriority = 4

[State 169994]
type = NotHitBy
trigger1 = 1
value = SCA

[State 169994]
type = PosSet
trigger1 = ishelper
Y = 240

[State 169994]
type = ChangeAnim
triggerall = ishelper
trigger1 = time = 0
value = var(2)

[State 169994]
type = ChangeState
trigger1 = !ishelper
value = 169998

[State 169994]
type = destroyself
trigger1 = roundstate != 2 || root,alive = 0 || time >= 5

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

[Statedef 169993]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3068
ownpal = 1

[State 169993]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 169993]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 169993]
type = ReversalDef
trigger1 = !(EnemyNear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT)
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = s7011
hitsound = s120,0
p1stateno = 1699931
p2stateno = 26360
getpower = 0

[state 169993]
type = null;targetstate
trigger1 =1
value = 26360

[state 169993]
type = nothitby
trigger1 = 1
value = SCA

[state 1699931]
type = destroyself
trigger1 = root,var(55) < 1

[State 169993]
type = ChangeState
trigger1 = EnemyNear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
value = 1699932

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

[Statedef 1699931]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3068
ownpal = 1

[State 1699931]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 1699931]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 1699931]
type = ReversalDef
trigger1 = !(EnemyNear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT)
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,2
numhits = 0
sparkno = s7011
hitsound = s120,0
p1stateno = 1699931
p2stateno = 1699951
getpower = 0

[state 1699931]
type = nothitby
trigger1 = 1
value = SCA

[state 1699931]
type = targetdrop
trigger1 = root,var(55) < 2

[state 1699931]
type = destroyself
trigger1 = root,var(55) < 1

[State 1699931]
type = ChangeState
trigger1 = EnemyNear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
value = 1699933

[State 1699931]
type = ChangeState
trigger1 = root,stateno=23000
value = 169993301

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

[Statedef 169993301]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3063
ownpal = 1

[State 169993301]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 169993301]
type = AssertSpecial
trigger1 = 1
flag = invisible

[state 169993301]
type = nothitby
trigger1 = 1
value = SCA

[State 169993301]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 263601
getpower = 0

[State 169993301]
type = targetLifeAdd
trigger1 = root,stateno=23000
value = -9999999999
absolute = 1

[state 169993301]
type = targetdrop
trigger1 = root,var(55) < 2

[state 169993301]
type = destroyself
trigger1 = root,var(55) < 1

[State 169993301]
type = ChangeState
trigger1 = root,stateno!=23000&&root,var(55) >=1
value = 1699931

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

[Statedef 1699932]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3068
ownpal = 1

[State 1699932]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 1699932]
type = AssertSpecial
trigger1 = 1
flag = invisible

[state 1699932]
type = nothitby
trigger1 = 1
value = SCA

[State 1699932]
type = ChangeState
trigger1 = !(EnemyNear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT)
value = 169993

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

[Statedef 1699933]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3068
ownpal = 1

[State 1699933]
type = BindToroot
trigger1 = 1
pos = 0,0

[State 1699933]
type = AssertSpecial
trigger1 = 1
flag = invisible

[state 1699933]
type = nothitby
trigger1 = 1
value = SCA

[State 1699933]
type = ChangeState
trigger1 = !(EnemyNear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT)
value = 1699931

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

[Statedef 1699951]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = -4,-6

[State 1699951]
type = powerset
trigger1 = 1
value = 0

[state 1699951]
type = destroyself
trigger1 = ishelper

[State 1699951]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State 1699951]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 1699951]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

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

[Statedef 169996]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = -4,-6

[state 169996]
type = destroyself
trigger1 = ishelper

[State 169996]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State 169996]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 169996]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

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

[Statedef 169997]
type    = A
movetype= H
physics = N
sprpriority = 4

[state 169997]
type = destroyself
trigger1 = ishelper

[State 169997]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 169997]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 169997]
type = PlayerPush
trigger1 = 1
value = -1

[State 169997]
type = NotHitBy
trigger1 = 1
value = SCA

[State 169997]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 169997]
type = ChangeAnim
trigger1 = time = 0
value = 5050

[state 169997]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),3.32,-3.32)
y = -2.8

[State 169997]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 169997]
type = Changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 10382

;---------------------------------------------------------------------------
[Statedef 169998]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 169998]
type = destroyself
trigger1 = ishelper

[State 169998]
type = lifeset
trigger1 = IfElse((enemynear,name="G Mizuchi"&&enemynear,var(48)>=3),(time >= 0),(time = 0))
ignorehitpause = 1
value = IfElse((enemynear,name="G Mizuchi"&&enemynear,var(48)>=3),0,life-(Ceil(0.02*Const(data.life))))

[State 169998]
type = lifeset
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(25)=1
ignorehitpause = 1
value = 0

[State 169998]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 169998]
type = NotHitBy
trigger1 = 1
value = SCA

[State 169998]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 169998]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3030

[State 169998]
type = Trans
trigger1 = AnimElemtime(1) <= 5
trans = add1
alpha = 250,70

[State 169998]
type = Trans
trigger1 = AnimElemtime(2) >= 0
trans = add1
alpha = 250,180

[state 169998]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),0.3,-0.3)
y = -0.25

[state 169998]
type = veladd
trigger1 = 1
y = 0.002

[State 169998] 
type = changestate
trigger1 = time >= 11
value = 169997

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

[Statedef 169999]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[state 169999]
type = destroyself
trigger1 = ishelper

[State 169999]
type = Envcolor
trigger1 = time = 0
value = 255, 255, 255
time = 1
under = 1
supermove = 1
invertall = 1
ignorehitpause = 1

[State 169999]
type = lifeset
trigger1 = IfElse((enemynear,name="G Mizuchi"&&enemynear,var(48)>=3),(time >= 0),(time = 0))
ignorehitpause = 1
value = IfElse((enemynear,name="G Mizuchi"&&enemynear,var(48)>=3),0,life-(Ceil(0.012*Const(data.life))))

[State 169999]
type = lifeset
trigger1 = enemynear,name="G Mizuchi"&&enemynear,fvar(25)=1
ignorehitpause = 1
value = 0

[State 169999]
type = lifeset
trigger1 = life <= (Ceil(0.01 * Const(data.life)))
ignorehitpause = 1
value = 0

[State 169999]
type = NotHitBy
trigger1 = 1
value = SCA

[State 169999]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 169999]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3030

[State 169999]
type = Trans
trigger1 = AnimElemtime(1) <= 5
trans = add1
alpha = 250,70

[State 169999]
type = Trans
trigger1 = AnimElemtime(2) >= 0
trans = add1
alpha = 250,180

[state 169999]
type = velset
trigger1 = time = 0
x = IfElse((p2dist x< 0 ),0.01,-0.01)
y = -0.02

[state 169999]
type = veladd
trigger1 = 1
y = 0.002

[State 169999] 
type = changestate
trigger1 = time >= 5
value = 10381

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

[Statedef 170000]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 5040
sprpriority = 1
ctrl = 0

[State 170000]
type = helper
trigger1 = time=0&&enemy,life>=enemy,lifemax*0.9&&numhelper(195011)=0
id = 195011
persistent = 0
name = "baef"
pos = 20,-90
postype = P1
stateno = 195010
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[state 170000]
type = lifeadd
trigger1 = time=0&&enemy,life<enemy,lifemax*0.9&&!(EnemyNear,HitDefAttr=SCA,NA)
value = -((const(data.life))/(50+((fvar(21)!=1&&fvar(24)>=1000)*450)+((100*enemy,life/enemy,const(data.life))*2)))

[state 170000]
type = lifeadd
trigger1 = time=0&&enemy,life<enemy,lifemax*0.9&&EnemyNear,HitDefAttr=SCA,NA&&EnemyNear,movehit
value = -(lifemax/10)

[State 170000]
type = poweradd
trigger1 = time = 0&&!(EnemyNear,HitDefAttr=SCA,NA)
value = (const(data.power))/80

[State 170000]
type = poweradd
trigger1 = time = 0&&(EnemyNear,HitDefAttr=SCA,NA)&&enemy,life<enemy,lifemax*0.9
value = -powermax

[State 170000]
type = NotHitBy
trigger1 = Time=0
value = SCA,AA,AT,AP
Time = 30

[state 170000]
type = velset
trigger1 = time = 0
x = -3.5
y = -5

[state 170000]
type = veladd
trigger1 = time >= 0
y = 0.45

[state 170000]
type = changestate
trigger1 = vel y >0 && pos y >=0
value = 170003
ctrl = 0

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

[Statedef 170001]
type    = S
movetype= I
physics = S
anim = 0

[State 170001]
type = helper
trigger1 = time=0&&enemy,life>=enemy,lifemax*0.9&&numhelper(195010)=0
id = 195010
persistent = 0
name = "baef"
pos = 20,-85
postype = P1
stateno = 195010
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[state 170001]
type = posset
trigger1 = time = 0
y = 0

[state 170001]
type = lifeadd
trigger1 = time=0&&enemy,life<enemy,lifemax*0.9&&!(EnemyNear,HitDefAttr=SCA,NA)
value = -((const(data.life))/(50+((fvar(21)!=1&&fvar(24)>=1000)*450)+((100*enemy,life/enemy,const(data.life))*2)))

[state 170001]
type = lifeadd
trigger1 = time=0&&enemy,life<enemy,lifemax*0.9&&EnemyNear,HitDefAttr=SCA,NA&&EnemyNear,movehit
value = -(lifemax/10)

[State 170001]
type = poweradd
trigger1 = time = 0&&!(EnemyNear,HitDefAttr=SCA,NA)
value = (const(data.power))/80

[State 170001]
type = poweradd
trigger1 = time = 0&&(EnemyNear,HitDefAttr=SCA,NA)&&enemy,life<enemy,lifemax*0.9
value = -powermax

[State 170001]
type = NotHitBy
trigger1 = Time=0
value = SCA,AA,AT,AP
Time = 30

[State 170001]
type = HitVelSet
trigger1 = Time = 0
x = 0

[State 170001]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 170001]
type = ChangeState
trigger1 = Time >= 1+((EnemyNear,HitDefAttr=SCA,NA)*10)
value = 0
ctrl = 1

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

[Statedef 170002]
type    = C
movetype= I
physics = C
anim = 11

[State 170002]
type = helper
trigger1 = time=0&&enemy,life>=enemy,lifemax*0.9&&numhelper(195011)=0
id = 195011
persistent = 0
name = "baef"
pos = 20,-40
postype = P1
stateno = 195010
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[state 170002]
type = posset
trigger1 = time = 0
y = 0

[state 170002]
type = lifeadd
trigger1 = time=0&&enemy,life<enemy,lifemax*0.9&&!(EnemyNear,HitDefAttr=SCA,NA)
value = -((const(data.life))/(50+((fvar(21)!=1&&fvar(24)>=1000)*450)+((100*enemy,life/enemy,const(data.life))*2)))

[state 170002]
type = lifeadd
trigger1 = time=0&&enemy,life<enemy,lifemax*0.9&&EnemyNear,HitDefAttr=SCA,NA&&EnemyNear,movehit
value = -(lifemax/10)

[State 170002]
type = poweradd
trigger1 = time = 0&&!(EnemyNear,HitDefAttr=SCA,NA)
value = (const(data.power))/80

[State 170002]
type = poweradd
trigger1 = time = 0&&(EnemyNear,HitDefAttr=SCA,NA)&&enemy,life<enemy,lifemax*0.9
value = -powermax

[State 170002]
type = NotHitBy
trigger1 = Time=0
value = SCA,AA,AT,AP
Time = 30

[State 170002]
type = HitVelSet
trigger1 = Time = 0
x = 0

[State 170002]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 170002]
type = ChangeState
trigger1 = Time >= 1
value = 11
ctrl = 1

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

[Statedef 170003]
type    = S
movetype= I
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 11
sprpriority = 1
ctrl = 0

[State 170003]
type = NotHitBy
trigger1 = 1
value = SCA

[state 170003]
type = playsnd
trigger1 = time = 0
value = 40,0

[state 170003]
type = posset
trigger1 = time = 0
y = 0

[state 170003]
type = changestate
trigger1 = Time >= 10
value = 12
ctrl = 1

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

[Statedef 190000]
type    = S
movetype= I
physics = S
anim = 1

[state 190000]
type = posset
trigger1 = 1
y = 0

[State 190000]
type = NotHitBy
trigger1 = 1
value = SCA

[State 190000]
type = ChangeState
trigger1 = Time >= 1
value = 190010

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

[Statedef 190001]
type    = A
movetype= I
physics = N
velset = 0,0
anim = 5040
sprpriority = 1
ctrl = 0

[State 190001]
type = NotHitBy
trigger1 = 1
value = SCA

[state 190001]
type = velset
trigger1 = time = 0
x = -3.5
y = -5

[state 190001]
type = veladd
trigger1 = time >= 0
y = 0.45

[state 190001]
type = changestate
trigger1 = vel y >0 && pos y >=0
value = 190002
ctrl = 0

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

[Statedef 190002]
type    = S
movetype= I
physics = S

[State 190002]
type = ChangeAnim
trigger1 = time = 0
value = 11

[State 190002]
type = NotHitBy
trigger1 = 1
value = SCA

[state 190002]
type = playsnd
trigger1 = time = 0
value = 40,0

[state 190002]
type = posset
trigger1 = 1
y = 0

[state 190002]
type = changestate
trigger1 = time>=5
value = 190003

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

[Statedef 190003]
type    = S
movetype= I
physics = S

[State 190003]
type = ChangeAnim
trigger1 = time = 0
value = 12

[State 190003]
type = NotHitBy
trigger1 = 1
value = SCA

[state 190002]
type = posset
trigger1 = 1
y = 0

[State 190003]
type = ChangeState
trigger1 = animtime=0
value = 190010

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

[Statedef 190010]
type    = S
movetype= I
physics = S

[state 190010]
type = posset
trigger1 = 1
y = 0

[State 190010] 
type = turn 
trigger1 = p2dist x< 0 
value = 1

[State 190010]
type = ChangeAnim
trigger1 = time = 0
value = 0

[State 190010]
type = NotHitBy
trigger1 = 1
value = SCA

[State 190010]
type = ChangeState
trigger1 = ifelse(ishelper,(enemy,stateno=[170,190])||time>=600,time>=10)
value = ifelse(ishelper,180-((!win)*10),0)
ctrl = (!ishelper)

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

[Statedef 195000]
type    = S
movetype= I
physics = S
anim = 0

[State 195000]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 195000]
type = NotHitBy
trigger1 = 1
value = SCA

[State 195000]
type = PlayerPush
trigger1 = 1
value = -1

[state 195000]
type = posset
trigger1 = 1
x = root,pos x
y = root,pos y

[state 195000]
type = varset
trigger1 = time = 0
trigger2 = (time=[1,60])&&var(1)>=0
trigger3 = (time=[61,120])&&var(1)<=255
v = 1
value = ((time=0)*255)+(ifelse((time=[1,60]),var(1)-5,var(1)+7))
pausemovetime = 99999999
supermovetime = 99999999

[State 195000]
type = AllPalfx
trigger1 = time >= 1
mul = var(1),var(1),var(1)
time = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 195000]
type = destroyself
trigger1 = time>=121

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

[Statedef 195001]
type    = S
movetype= I
physics = S

[State 195001]
type = ChangeAnim
trigger1 = time = 0
value = root,anim

[State 195001]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 195001]
type = NotHitBy
trigger1 = 1
value = SCA

[State 195001]
type = PlayerPush
trigger1 = 1
value = -1

[state 195001]
type = posset
trigger1 = 1
x = root,pos x
y = root,pos y

[state 195001]
type = playsnd
trigger1 = time = 0
IgnoreHitPause = 1
persistent = 0
value = 11,10

[State 195001]
type = destroyself
trigger1 = RoundState != 3

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

[Statedef 195010]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3071
ownpal = 1
sprpriority = 99999

[state 195010]
type = nothitby
trigger1 = 1
value = SCA

[State 195010]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 195010]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 250-(time*14),50*(time*30)

[State 195010]
type = AngleDraw
trigger1 = ishelper(195010)
Scale = 0.01+(time*0.04),0.1+(time*0.04)

[State 195010]
type = AngleDraw
trigger1 = ishelper(195011)
Scale = 0.01+(time*0.04),0.1+(time*0.04)

[State 195010]
type = Explod
trigger1 = time=0
anim = 3074
id = 3074
sprpriority = 11
postype = p1
pos = 0,0
vel = 0,0
trans = add
bindtime = -1
removetime = 15
supermove = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 195010]
type = ModifyExplod
trigger1 = 1
ID = 3074
scale = 1.0-(time*0.07),1.0-(time*0.07)

[State 195010]
type = PlaySnd
trigger1 = Time = 0
value = 4000,21
volume= 250

[State 195010]
type = null;AssertSpecial
trigger1 = (GameTime%2) = 1
flag = invisible

[state 195010]
type = destroyself
trigger1 = Time >= 16

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

[Statedef 195020]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3072
ownpal = 1

[State 195020]
type = BindToroot
trigger1 = 1
pos = -8,0

[State 195020]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 195020]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = -1
hitsound = s120,0
p1stateno = 195022
p2stateno = 195023
getpower = 0

[state 195020]
type = nothitby
trigger1 = 1
value = SCA

[state 195020]
type = targetdrop
trigger1 = 1

[state 195020]
type = destroyself
trigger1 = enemy,life<enemy,lifemax*0.9||EnemyNear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
trigger2 = root,var(55)>=2||(root,stateno=[2000,2005])

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

[Statedef 195021]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3072
ownpal = 1

[State 195021]
type = BindToroot
trigger1 = 1
pos = -8,0

[State 195021]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 195021]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
numhits = 0
sparkno = -1
hitsound = s120,0
p1stateno = 195022
p2facing = ifelse(enemynear,vel x>0,-1,1)
getpower = 0

[state 195021]
type = nothitby
trigger1 = 1
value = SCA

[state 195021]
type = targetdrop
trigger1 = 1

[state 195021]
type = destroyself
trigger1 = enemy,life<enemy,lifemax*0.9||!(EnemyNear,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT)
trigger2 = root,var(55)>=2||(root,stateno=[2000,2005])

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

[Statedef 195022]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3073
ownpal = 1

[State 195022]
type = BindToroot
trigger1 = 1
pos = -8,0

[State 195022]
type = AssertSpecial
trigger1 = 1
flag = invisible

[state 195022]
type = nothitby
trigger1 = 1
value = SCA

[state 195022]
type = targetdrop
trigger1 = 1

[state 195022]
type = changestate
trigger1 = time >= 1
value = prevstateno

[state 195022]
type = destroyself
trigger1 = enemy,life<enemy,lifemax*0.9
trigger2 = root,var(55)>=2||(root,stateno=[2000,2005])

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

[Statedef 195023]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = -4,-6

[state 195023]
type = destroyself
trigger1 = ishelper

[State 195023]
type = ChangeAnim
trigger1 = time=0
value = 5070

[State 195023]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 195023]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

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

[Statedef 2636010]
type    = U
movetype= I
physics = N
sprpriority = 4

[State 2636010]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow

[State 2636010]
type = Projectile
trigger1 = time<=1&&enemynear,name="G Mizuchi"&&enemynear,fvar(19)!=0&&ishelper
attr = S, NA
projanim = var(3)
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projid = 26360100
projremovetime = 100
postype = p2
offset = 0,250
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag = 
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = var(2)
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 2636010]
type = Projectile
trigger1 = time>=20&&enemynear,name="G Mizuchi"&&enemynear,fvar(19)!=0&&ishelper&&root,alive
;trigger1 =!(root,HitDefAttr=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AT,AP)
attr = S, NA
projanim = var(3)
projhitanim = -1
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projid = 26360100
projremovetime = 100
postype = p2
offset = 0,250
velocity = 0
animtype  = hard
damage    = 0
numhits = 0
getpower = 0,0
givepower = 0,0
hitflag = MAFLPD
guardflag = 
pausetime = 10,10
sparkno = -1
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p1stateno = 40
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 2636010]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2636010]
type = PosSet
trigger1 = ishelper
Y = 2400

[State 2636010]
type = ChangeState
trigger1 = !ishelper
value = 0

[State 2636010]
type = destroyself
trigger1 = roundstate!=2||root,alive=0||enemynear,name="G Mizuchi"&&enemynear,stateno!=23000||time>=21


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

[Statedef 2636030]
type    = U
movetype= I
physics = N
sprpriority = 4

[State 2636030]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow

[State 2636030]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2636030]
type = PosSet
trigger1 = ishelper
Y = 2400

[State 2229900]
type = Projectile
trigger1 = ishelper&&roundstate<=2&&time<=2
projanim = 0
projremove = 1
projremovetime = 1
projpriority = 1
projsprpriority = 1
projid = 97857373211
attr = S,NA
offset = 0,2500
hitflag = M
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 2636030]
type = ChangeState
trigger1 = !ishelper
value = 0

[State 2636030]
type = destroyself
trigger1 = roundstate!=2||root,alive=0

[state 2636030]
type = changestate
trigger1 = ishelper&&enemynear,name="G Mizuchi"&&enemynear,stateno=23000
value = 2636010

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

[Statedef 2636020]
type    = S
physics = S
anim = 3069

[State 2636020]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
flag3 = globalnoshadow

[State 2636020]
type = BindToroot
trigger1 = 1

[State 2636020]
type = PlayerPush
trigger1 = 1
value = 0

[State 2636020]
type = PosSet
trigger1 = 1 
X = root, Pos X

[state 2636020]
type = nothitby
trigger1 = ishelper(2636020)
value = SCA

[State 2636020]
type = helper
trigger1 = numhelper(2636021) = 0 && roundstate <= 2
id = 2636021
persistent = 1
name = "g G Mizuchi"
pos = 0,0
postype = P1
stateno = 2636020
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 2636020]
type = destroyself
trigger1 = root,stateno != 23000 || roundstate >= 3 || enemy,numprojid(26360100)=0

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

[Statedef 2701000]
type    = A
movetype= I
physics = N
sprpriority = 4
velset = -4,-6

[State 2701000]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2701000]
type = lifeset
trigger1 = 1
ignorehitpause = 1
value = 0

[State 2701000]
type = powerset
trigger1 = 1
ignorehitpause = 1
value = 0

[state 2701000]
type = destroyself
trigger1 = ishelper

[State 2701000]
type = ChangeAnim
trigger1 = time = 0 && !ishelper
value = ifelse(SelfAnimExist(5070),5070,0)

[State 2701000]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 2701000]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5150


; 僼傿傾乕丒僷僯僢僔儏儊儞僩
[Statedef 2215]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -2000
anim = 3034
ctrl = 0
sprpriority = 99

[State 2215]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nobardisplay

[State 2215]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2215]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 2215]
type = Explod
trigger1 = time = 0
anim = 3065
sprpriority = -5
postype = p1
pos = -1,-100
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2215]
type = Explod
trigger1 = Time = 0
anim = 3066
sprpriority = 999
postype = p1
pos = -1,-100
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2215]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 2215]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 60
value = 0,0,0
under = 2

[State 2215]
type = PlaySnd
trigger1 = Time = 0
value = 3000,3
volume = -50

[State 2215]
type = PlaySnd
trigger1 = Time = 10
value = 2000,0

[state 2215]
type = changestate
trigger1 = animtime = 0
value = 2216


;---------------------------------------------------------------------------
; 峌寕
[Statedef 2216]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 3035
sprpriority = 9
ctrl = 0

[State 2216]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nobardisplay

[State 2216]
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2216]
type = PlaySnd
trigger1 = Time = 0
value = 4000,13
volume = 250

[State 2216]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[State 2216]
type = Explod
trigger1 = Time = 0
anim = 3038
id = 3038
sprpriority = 11
postype = p1
pos = 0,-40
bindtime = -1
removetime = 116
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = (GameTime%4) = 1
anim = 3039
id = 3039
sprpriority = 11
postype = p1
pos = var(43),var(44)
bindtime = -1
removetime = 12
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = (GameTime%4) = 1
anim = 3040
id = 3040
sprpriority = 11
postype = p1
pos = var(43),-20+var(44)
bindtime = -1
removetime = 7
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = (GameTime%2) = 1
anim = 3041
id = 3041
sprpriority = 11
postype = p1
pos = var(43),-20+var(44)
bindtime = -1
removetime = 22
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = time = 0
anim = 3042
id = 3042
sprpriority = -1
postype = p1
pos = -2,-100
bindtime = -1
removetime = 116
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = time = 0
anim = 3043
id = 3043
sprpriority = 1
postype = p1
pos = 10,0
bindtime = -1
removetime = 116
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = time = 0
anim = 3044
id = 3043
sprpriority = 1
postype = p1
pos = -20,0
bindtime = -1
removetime = 116
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = time = 0
anim = 3045
id = 3043
sprpriority = 1
postype = p1
pos = -7,3
bindtime = -1
removetime = 116
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = time = 0
anim = 3046
id = 3043
sprpriority = -2
postype = p1
pos = 0,-100
bindtime = -1
removetime = 116
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = helper
trigger1 = time = 0
id = 2218
persistent = 0
name = "muni"
pos = 0,0
postype = p1
stateno = 2218
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 2216]
type = helper
trigger1 = time = 0
id = 2219
persistent = 0
name = "kabe"
pos = -12,0
postype = p2
stateno = 2219
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 2216]
type = changestate
trigger1 = time = 115
value = 2217


;---------------------------------------------------------------------------
; 廔椆
[Statedef 2217]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 3036
ctrl = 0
sprpriority = 1

[State 2217]
type = Explod
trigger1 = time = 0
anim = 3048
id = 3048
sprpriority = -2
postype = p1
pos = 0,-100
bindtime = -1
removetime = 14
supermove = 1
under = 0
ownpal = 1

[State 2217]
type = AssertSpecial
trigger1 = (GameTime%2) = 1
flag = invisible

[State 2217]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nobardisplay

[State 2217]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[state 2217]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 僿儖僷乕
[Statedef 2218]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3037

[State 2217]
type = BindToParent
trigger1 = 1
pos = 0,0

[state 2217]
type = nothitby
trigger1 = 1
value = SCA

[state 2217]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AT,AP
stateno = 2218

[State 2217]
type = PlaySnd
trigger1 = movehit = 1
value = 4000,6
volume = -40
channel = 6

[State 2217]
type = Envcolor
trigger1 = movehit = 1
time = 1
value = 200,200,200
under = -2

[State 2217]
type = TargetLifeAdd
trigger1 = movehit = 1
value = Ceil(-0.006 * enemy,Const(data.life)) - 1
ignorehitpause = 1
absolute = 1

[State 2217]
type = HitDef
trigger1 = time = 0
trigger1 = root,time <= 102
trigger2 = movecontact = 2
trigger2 = hitcount <= 32
trigger2 = root,time <= 102
attr = S, HP
animtype  = hard
damage    = 1, 2
getpower = 0,0
guardflag = M
hitflag = MAFD
numhits = 1
pausetime = 2,3
guard.pausetime = 0,8
sparkno = s7001
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = -1
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0
guard.velocity = 0.2
air.velocity = -1,-2
fall = 0
air.fall = 1
fall.recover = 0
p2stateno = 9000
envshake.time = 7
envshake.ampl = 5
envshake.freq = 110

[State 2217]
type = HitDef
trigger1 = root,time = 105
attr = S, HP
animtype  = diagup
damage    = 1, 2
getpower = 0,0
guardflag = M
hitflag = MAFD
numhits = 1
pausetime = 0,3
guard.pausetime = 0,8
sparkno = s7001
sparkxy = -10,floor(enemy,pos y)-60
hitsound   = -1
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8,-8
guard.velocity = -1.2
air.velocity = -8,-8
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 9000
envshake.time = 7
envshake.ampl = 5
envshake.freq = 110


[State 2217]
type = helper
trigger1 = movecontact = 1
id = 2220
persistent = 1
name = "da1"
pos = 0,0
postype = p2
stateno = 4000
helpertype = normal
keyctrl = 1
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 2217]
type = destroyself
trigger1 = hitcount >= 35
trigger2 = root,stateno != 2216

;暻
[Statedef 2219]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2320

[state 2219]
type = nothitby
trigger1 = 1
value = SCA

[State 2219]
type = velset
trigger1 = 1
x = IfElse((enemy,movetype != H),4.2,0)

[state 2219]
type = posset
trigger1 = p2Dist X < 0
x = enemy,pos x

[state 2219]
type = posset
trigger1 = p2Dist X > 100
x = enemy,pos x

[state 2219]
type = posadd
trigger1 = pos x = enemy,pos x
x = -30

[State 2219]
type = PlayerPush
trigger1 = 1
value = 1

[state 2219]
type = destroyself
trigger1 = root,stateno != 2216

;---------------------------------------------------------------------------
[Statedef 4000]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3018
ownpal = 1

[state 4000]
type = nothitby
trigger1 = 1
value = SCA

[state 4000]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AT,AP
stateno = 2101

[state 4000]
type = destroyself
trigger1 = animtime = 0


