[statedef 145]
[state ]
type=statetypeset
trigger1=ishelper(145)
movetype=i
physics=n
ignorehitpause=1
[state ]
type=changeanim
triggerall=selfanimexist(root,anim)
trigger1=ishelper(145)
value=root,anim
ignorehitpause=1
[state ]
type=ctrlset
trigger1=ishelper(145)
value=0
ignorehitpause=1
[state ]
type=assertspecial
trigger1=ishelper(145)
flag=invisible
flag2=noshadow
ignorehitpause=1
[state ]
type=lifeset
trigger1=ishelper(145)
value=21000000
ignorehitpause=1
[state ]
type=screenbound
trigger1=ishelper(145)
value=0
ignorehitpause=1
[state ]
type=bindtoroot
trigger1=ishelper(145)
pos=0,0
ignorehitpause=1
[state ]
type=playerpush
trigger1=ishelper(145)
value=1
ignorehitpause=1
[state ]
type=turn
triggerall=ishelper(145)
trigger1=facing!=root,facing
ignorehitpause=1
[state ]
type=hitoverride
trigger1=ishelper(145)
time=-1
slot=1
attr=sca,ap
stateno=155
ignorehitpause=1
[state ]
type=hitby
trigger1=ishelper(145)
value=SCA,AP
time=-1
ignorehitpause=1
[state ]
type=destroyself
trigger1=roundstate=[3,4]
ignorehitpause=1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;僿儖僷乕
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 2336,Dusk Helper投]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 2336
sprpriority = 4

[State 1530]
type = HitDef
trigger1 = Time = 0
attr = , NA
hitflag = M
numhits = 0
;priority = 7,dodge
;sparkno = s4040
sparkno = -1
sparkxy = -20,-80
p1sprpriority = 1
p2sprpriority = 0
p2facing = 1
p2stateno = 15000
guard.dist = 0

[State 1530]
type = DestroySelf
trigger1 = Time >= 1

;(HELPER)俲俷彑棙墘弌丒懸婡
[Statedef 8010]
type = A
ctrl = 0
anim = 8000
velset = 0,0
movetype = I
physics = N
sprpriority = 7

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible
;---------------------[堏摦娭學]
[state a]
type = bindtoroot
trigger1 = 1
pos = 0,0

;---------------------[摟夁]
;---------------------[]


;----------------------------------------------------------------------------
;(HELPER)俲俷彑棙墘弌丒捠忢
[Statedef 8011]
type = A
ctrl = 0
anim = 8000
velset = 0,0
movetype = I
physics = N
sprpriority = 7

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible
;---------------------[堏摦娭學]
[state a]
type = bindtoroot
trigger1 = 1
pos = 0,0

;---------------------[岠壥壒]
[State 200, 1];
type = PlaySnd
trigger1 = time = 0
value = 12, 0

[State 200, 1];
type = PlaySnd
trigger1 = time = 0
value = 12, 1

;---------------------[僄僼僃僋僩]
[State 3040, 7];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = time % 9 = 0
trigger1 = time <= 33
;persistent = 0
;ignorehitpause = 1
time = 3
value = 0,0,0
under = 1

[State 3040, 7];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = time % 9 = 3
trigger1 = time <= 33
;persistent = 0
;ignorehitpause = 1
time = 3
value = 255,0,0
under = 1

[State 3040, 7];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = time % 9 = 6
trigger1 = time <= 33
;persistent = 0
;ignorehitpause = 1
time = 3
value = 255,255,255
under = 1


;----------------------------------------------------------------------------
;(HELPER)揹寕峌寕僸僢僩
[Statedef 7030]
type = A
ctrl = 0
anim = 8000
velset = 0,0
movetype = I
physics = N
sprpriority = 10

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible

[state a]
type = turn
trigger1 = enemy,facing != facing

;---------------------[岠壥壒]
[State 2000, 6];揹寕
type = PlaySnd
trigger1 = time%50=0
value = 9800,random%4
freqmul=1.1

;---------------------[堏摦]
[state a]
type = posset
trigger1 = 1
x = enemy,pos x
y = enemy,pos y

;---------------------[]
[State explod];揹寕
type = Explod
trigger1 = time % 4 = 0
anim =7030+random%3
id = 3000
sprpriority = 10
postype = p1
pos = -40 + random%80,-10 - random%90
bindtime = 1
supermovetime = 28
under = 0
trans = addalpha
alpha = 256,256

[State explod];揹寕
type = Explod
trigger1 = time % 4 = 0
anim =7852
id = 3000
sprpriority = 10
scale=.25,.25
postype = p1
pos = -40 + random%80,-10 - random%90
bindtime = 1
supermovetime = 28
under = 0
trans = addalpha
alpha = 216,256

[State explod];揹寕
type = Explod
trigger1 = time % 5 = 0
anim = 7030+random%3
id = 3000
sprpriority = 10
postype = p1
pos = -40 + random%80,-10 - random%90
bindtime = 1
supermovetime = 28
under = 0
trans = add

[State explod];揹寕
type = Explod
trigger1 = time % 5 = 0
anim = 7852
id = 3000
sprpriority = 10
postype = p1
scale=.125,.125
pos = -40 + random%80,-10 - random%90
bindtime = 1
supermovetime = 28
under = 0
trans = addalpha
alpha = 256,256

;---------------------[僗僥乕僩堏峴]
[state a]
type = changestate
trigger1 = enemy,statetype = L
trigger2 = enemy,stateno = 5100
value = 7035

[state a]
type = destroyself
trigger1 = enemy,movetype != H
trigger2 = win

;----------------------------------------------------------------------------
;(HELPER)揹寕峌寕愙抧
[Statedef 7035]
type = A
ctrl = 0
anim = 7035
velset = 0,0
movetype = I
physics = N
sprpriority = 10

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

[state a]
type = turn
trigger1 = time = 0
trigger1 = enemy,facing != facing
;---------------------[摟夁]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 215,200
[State 2000, 6];揹寕
type = PlaySnd
trigger1 = time%60=0
value = 9800,8+random%3


;---------------------[堏摦]
[state a]
type = posset
trigger1 = 1
y = 0

;---------------------[]
[State explod];揹寕
type = Explod
trigger1 = time % 4 = 0
anim = 7030+random%3
id = 3000
sprpriority = 10
postype = p1
pos = -40 + random%80,-10 - random%90
bindtime = 1
supermovetime = 28
under = 0
trans = addalpha
alpha = 256,40

[State explod];揹寕
type = Explod
trigger1 = time % 5 = 0
anim = 7030+random%3
id = 3000
sprpriority = 10
postype = p1
pos = -40 + random%80,-10 - random%90
bindtime = 1
supermovetime = 28
under = 0
trans = addalpha
alpha = 256,40

;---------------------[僗僥乕僩堏峴]
[state a]
type = destroyself
trigger1 = animtime = 0


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;僎乕僕娭楢
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;----------------------------------------------------------------------------
;(HELPER)僎乕僕
[Statedef 7500]
type = A
ctrl = 0
anim = 8000
velset = 0,0
movetype = I
physics = N
sprpriority = 10

[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible

;---------------------[]
[state -2,a];僎乕僕榞a
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = 1
trigger1 = numexplod(7501) = 0
anim = 7501
id = 7501
postype = back
bindtime = -1
pos = 36,230
sprpriority = 98
removetime = -1
ownpal = 1
ontop = 1

[state -2,a];僎乕僕榞a
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = -1
trigger1 = numexplod(7501) = 0
anim = 7501
id = 7501
postype = back
bindtime = -1
pos = 36,230
sprpriority = 98
removetime = -1
ownpal = 1
facing = 1
ontop = 1

[state -2,a];僎乕僕榞b
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = 1
trigger1 = numexplod(7502) = 0
anim = 7502
id = 7502
postype = back
bindtime = -1
pos = 36,230
sprpriority = 98
removetime = -1
ownpal = 1
ontop = 1
trans = addalpha
alpha = 250,130

[state -2,a];僎乕僕榞b
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = -1
trigger1 = numexplod(7502) = 0
anim = 7502
id = 7502
postype = back
bindtime = -1
pos = 36,230
sprpriority = 98
removetime = -1
ownpal = 1
facing = 1
ontop = 1
trans = addalpha
alpha = 250,130

[state a]
type = removeexplod
trigger1 = RoundState > 2
id = 7501

[state a]
type = removeexplod
trigger1 = RoundState > 2
id = 7502
[state ]
type=explod
trigger1=1
anim=9
ontop=1
removetime=2
[state ]
type=explod
trigger1=1
anim=9
ontop=1
removetime=2
[state ]
type=explod
trigger1=1
anim=9
ontop=1
removetime=2
[state ]
type=explod
trigger1=1
anim=9
ontop=1
removetime=2
[state ]
type=explod
trigger1=1
anim=9
ontop=1
removetime=2
;---------------------[僎乕僕検]
[state -2,a];僎乕僕検
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = 1
trigger1 = power < 5000;numexplod(7520) = 0
anim = 7520+floor(power*0.001)
id = 7520
postype = left
bindtime = -1
pos = 36,230
sprpriority = 97
;removetime = -1
ownpal = 1
ontop = 1

[state -2,a];僎乕僕検
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = -1
trigger1 = power < 5000;numexplod(7520) = 0
anim = 7520+ floor(power*0.001)
id = 7520
postype = right
bindtime = -1
pos = -36,230
sprpriority = 97
;removetime = -1
ownpal = 1
facing = -1
ontop = 1

[state a]
type = removeexplod
trigger1 = RoundState > 2
id = 7520

[state a]
type = ModifyExplod
trigger1 = 1
ID = 7520
scale = power * 0.001 - floor(power*0.001),1

[state -2,a];僎乕僕悢0
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = 1
trigger1 = power >= 0
trigger1 = power < 1000
trigger1 = numexplod(7510) = 0
anim = 7510
id = 7510
postype = back
bindtime = -1
pos = 17,230
sprpriority = 97
;removetime = -1
ownpal = 1
ontop = 1

[state -2,a];僎乕僕悢0
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = -1
trigger1 = power >= 0
trigger1 = power < 1000
trigger1 = numexplod(7510) = 0
anim = 7510
id = 7510
postype = back
bindtime = -1
pos = 16,230
sprpriority = 97
;removetime = -1
facing = -1
ownpal = 1
ontop = 1

[state -2,a];僎乕僕悢1
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = 1
trigger1 = power >= 1000
trigger1 = power < 2000
trigger1 = numexplod(7511) = 0
anim = 7511
id = 7511
postype = back
bindtime = -1
pos = 17,230
sprpriority = 97
;removetime = -1
ownpal = 1
ontop = 1

[state -2,a];僎乕僕悢1
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = -1
trigger1 = power >= 1000
trigger1 = power < 2000
trigger1 = numexplod(7511) = 0
anim = 7511
id = 7511
postype = back
bindtime = -1
pos = 16,230
sprpriority = 97
;removetime = -1
facing = -1
ownpal = 1
ontop = 1

[state -2,a];僎乕僕悢2
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = 1
trigger1 = power >= 2000
trigger1 = power < 3000
trigger1 = numexplod(7512) = 0
anim = 7512
id = 7512
postype = back
bindtime = -1
pos = 17,230
sprpriority = 97
;removetime = -1
ownpal = 1
ontop = 1

[state -2,a];僎乕僕悢2
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = -1
trigger1 = power >= 2000
trigger1 = power < 3000
trigger1 = numexplod(7512) = 0
anim = 7512
id = 7512
postype = back
bindtime = -1
pos = 16,230
sprpriority = 97
;removetime = -1
facing = -1
ownpal = 1
ontop = 1


[state -2,a];僎乕僕悢3
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = 1
trigger1 = power >= 3000
trigger1 = power < 4000
trigger1 = numexplod(7513) = 0
anim = 7513
id = 7513
postype = back
bindtime = -1
pos = 17,230
sprpriority = 97
;removetime = -1
ownpal = 1
ontop = 1

[state -2,a];僎乕僕悢3
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = -1
trigger1 = power >= 3000
trigger1 = power < 4000
trigger1 = numexplod(7513) = 0
anim = 7513
id = 7513
postype = back
bindtime = -1
pos = 16,230
sprpriority = 97
;removetime = -1
facing = -1
ownpal = 1
ontop = 1

[state -2,a];僎乕僕悢4
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = 1
trigger1 = power >= 4000
trigger1 = power < 5000
trigger1 = numexplod(7514) = 0
anim = 7514
id = 7514
postype = back
bindtime = -1
pos = 17,230
sprpriority = 97
;removetime = -1
ownpal = 1
ontop = 1

[state -2,a];僎乕僕悢4
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = -1
trigger1 = power >= 4000
trigger1 = power < 5000
trigger1 = numexplod(7514) = 0
anim = 7514
id = 7514
postype = back
bindtime = -1
pos = 16,230
sprpriority = 97
;removetime = -1
facing = -1
ownpal = 1
ontop = 1

[state -2,a];僎乕僕悢5
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = 1
trigger1 = power >= 5000
trigger1 = power < 6000
trigger1 = numexplod(7515) = 0
anim = 7515
id = 7515
postype = back
bindtime = -1
pos = 17,230
sprpriority = 97
;removetime = -1
ownpal = 1
ontop = 1

[state -2,a];僎乕僕悢5
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = -1
trigger1 = power >= 5000
trigger1 = power < 6000
trigger1 = numexplod(7515) = 0
anim = 7515
id = 7515
postype = back
bindtime = -1
pos = 16,230
sprpriority = 97
;removetime = -1
facing = -1
ownpal = 1
ontop = 1

[state a];0
type = removeexplod
trigger1 = RoundState > 2
trigger2 = power >= 1000
id = 7510

[state a];1
type = removeexplod
trigger1 = RoundState > 2
trigger2 = power >= 2000
trigger3 = power < 1000
id = 7511

[state a];2
type = removeexplod
trigger1 = RoundState > 2
trigger2 = power >= 3000
trigger3 = power < 2000
id = 7512

[state a];3
type = removeexplod
trigger1 = RoundState > 2
trigger2 = power >= 4000
trigger3 = power < 3000
id = 7513

[state a];4
type = removeexplod
trigger1 = RoundState > 2
trigger2 = power >= 5000
trigger3 = power < 4000
id = 7514

[state a];5
type = removeexplod
trigger1 = RoundState > 2
trigger2 = power >= 6000
trigger3 = power < 5000
id = 7515

[state -2,a];MAX
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = 1
trigger1 = power >= 5000
trigger1 = numexplod(7525) = 0
anim = 7525
id = 7525
postype = left
bindtime = -1
pos = 36,230
sprpriority = 97
removetime = -1
ownpal = 1
ontop = 1

[state -2,a];MAX
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = -1
trigger1 = power >= 5000
trigger1 = numexplod(7525) = 0
anim = 7526
id = 7525
postype = right
bindtime = -1
pos = -36,230
sprpriority = 97
removetime = -1
ownpal = 1
facing = -1
ontop = 1

[state a]
type = removeexplod
trigger1 = power < 5000
id = 7525

[state a]
type = removeexplod
trigger1 = RoundState > 2
id = 7525


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;(HELPER)MAX僎乕僕
[Statedef 7550]
type = A
ctrl = 0
anim = 8000
velset = 0,0
movetype = I
physics = N
sprpriority = 10

;---------------------[]
[state a]
type = varset
trigger1 = time = 0
v = 1
value = 0

[state a]
type = changestate
triggerall = root,movetype != H
trigger1 = root,stateno = 900
trigger2 = root,var(20) = 900
value = 7551

;---------------------------------------------------------------------------
;(HELPER)MAX僎乕僕
[Statedef 7551]
type = A
ctrl = 0
anim = 8000
velset = 0,0
movetype = I
physics = N
sprpriority = 10
;---------------------[]
[state -2,a];僎乕僕榞a
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = 1
trigger1 = numexplod(7530) = 0
anim = 7530
id = 7530
postype = back
bindtime = -1
pos = 56,221
sprpriority = 996
removetime = -1
ownpal = 1
;ontop = 1

[state -2,a];僎乕僕榞a
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = -1
trigger1 = numexplod(7530) = 0
anim = 7531
id = 7530
postype = back
bindtime = -1
pos = 56,221
sprpriority = 996
removetime = -1
ownpal = 1
facing = 1
;ontop = 1

[state a]
type = ModifyExplod
trigger1 = time <= 33
ID = 7530
scale = 1,var(1)*0.01

[state a]
type = removeexplod
trigger1 = RoundState > 2
id = 7530

;---------------------[]
[state a]
type = varset
trigger1 = time = 0
v = 1
value = 0

[state a]
type = varadd
trigger1 = time <= 4
v = 1
value = 20

[state a]
type = varset
trigger1 = time = 5
v = 1
value = 100

[state a]
type = varadd
trigger1 = time >= 27
v = 1
value = -20

[state a]
type = varset
trigger1 = time = 32
v = 1
value = 100

;---------------------[]
[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible

;---------------------[僎乕僕検]
[state -2,a];僎乕僕検
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = 1
trigger1 = time >= 32
anim = 7532
id = 7532
postype = left
bindtime = -1
pos = 56,221
sprpriority = 997
;removetime = -1
ownpal = 1
;ontop = 1

[state -2,a];僎乕僕検
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = -1
trigger1 = time >= 32
anim = 7532
id = 7532
postype = right
bindtime = -1
pos = -56,221
sprpriority = 997
;removetime = -1
ownpal = 1
facing = -1
;ontop = 1

[state a]
type = ModifyExplod
trigger1 = 1
ID = 7532
scale = root,var(20) * 0.001112,1

[state a]
type = removeexplod
trigger1 = RoundState > 2
id = 7532

;---------------------[]
[state a]
type = removeexplod
trigger1 = root,var(20) = 0
id = 7530

[state a]
type = removeexplod
trigger1 = root,var(20) = 0
id = 7532

[state a]
type = changestate
trigger1 = root,var(20) = 0
value = 7550



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;(HELPER)MAX2丒僇僢僩僀儞
[Statedef 8100]
type = S
ctrl = 0
anim = 8100
velset = 0,0
movetype = I
physics = N
sprpriority = -95

[state a]
type = posset
trigger1 = facing = 1
x = -160
y = pos y - screenpos y + 75

[state a]
type = posset
trigger1 = facing = -1
x = 160
y = pos y - screenpos y + 75

[state a]
type = varset
trigger1 = time = 0
v = 1
value = 0

[state a]
type = varadd
trigger1 = animelem = 5,>0
v = 1
value = 1

;---------------------[僿儖僷乕]
[state a];僇僢僩僀儞
type = Helper
trigger1 = time = 0
id = 8105
name = "cut"
pos = 0 , 0
postype = p1
stateno = 8105
pausemovetime = 999
supermovetime = 999
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1

;---------------------[摟夁]
[state a]
type = varadd
trigger1 = animelem = 23,>0
v = 2
value = 1

[state a]
type = angledraw
trigger1 = animelem = 23,>=0
scale = 1.0,1.0 - var(2)*0.1


;---------------------[]
[state a]
type = destroyself
trigger1 = animtime = 0
trigger2 = root,movetype = H

;---------------------------------------------------------------------------
;(HELPER)MAX2丒僇僢僩僀儞丒婄
[Statedef 8105]
type = S
ctrl = 0
anim = 8105+random%2
velset = 0,0
movetype = I
physics = N
sprpriority = -85

[state a]
type = posset
trigger1 = facing = 1
x = -160 + var(1)*0.1
y = pos y - screenpos y + 75

[state a]
type = posset
trigger1 = facing = -1
x = 160 - var(1)*0.1
y = pos y - screenpos y + 75

[state a]
type = varset
trigger1 = time = 0
v = 1
value = 0

[state a]
type = varadd
trigger1 = animelem = 5,>0
v = 1
value = 1

[state a]
type = varadd
trigger1 = animelem = 5
v = 1
value = 320

;---------------------[摟夁]
[state a]
type = varadd
trigger1 = animelem = 6,>0
v = 2
value = 1

[state a]
type = angledraw
trigger1 = animelem = 6,>=0
scale = 1.0,1.0 - var(2)*0.1


;---------------------[]
[state a]
type = destroyself
trigger1 = animtime = 0
trigger2 = root,movetype = H


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;彑棙夋柺
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
;----------------------------------------------------------------------------
;(HELPER)彑棙夋柺
[Statedef 8500]
type = A
ctrl = 0
anim = 8000
velset = 0,0
movetype = I
physics = N
sprpriority = 7

;---------------------[曄悢]

;---------------------[堏摦娭學]
[state a]
type = bindtoroot
trigger1 = 1
pos = 0,0

;---------------------[僒僂儞僪]
[State a];
type = PlaySnd
trigger1 = time = 84
value = 8500, 0

[State a];
type = PlaySnd
trigger1 = time = 325
value = 8500, 1

;---------------------[墘弌]
[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,600]
flag = roundnotover
[state a]
type = AssertSpecial
trigger1 = time >= 32
flag = nomusic

;---------------------[僄僼僃僋僩]
[state a]
type = varadd
trigger1 = time <= 32
trigger2 = time >= 172
trigger2 = time < 204
v = 1
value = 8

[state a]
type = varset
trigger1 = time = 32
v = 1
value = 256

[state a]
type = varset
trigger1 = time = 172
v = 1
value = -256

[state a]
type = varadd
trigger1 = time >= 108
trigger1 = time < 172
v = 1
value = -8

[State a];埫揮
type = AllPalfx
trigger1 = time <= 32
trigger2 = time >= 140
trigger2 = time < 204
time = 1
add = var(1),var(1),var(1)
invertall = 0
color = 256

;---------------------[僄僼僃僋僩]
[State a];
type = Explod
trigger1 = time = 32
anim = 8500
id = 8500
sprpriority = 3
postype = left
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
ontop = 1
scale = 9999,9999

[State a];player won the match
type = Explod
trigger1 = time = 64
anim = 8501
id = 8500
sprpriority = 3
postype = left
pos = 56,118
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
ontop = 1

[state a]
type = removeexplod
trigger1 = time = 172
id = 8500


[State a];崟攚宨
type = Explod
trigger1 = time = 172
anim = 8504
;id = 8504
sprpriority = 3
postype = left
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
scale = 999999,999999
ontop = 1

[State a];攚宨
type = Explod
trigger1 = time = 172
anim = 8508
sprpriority = 3
postype = left
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
ontop = 1

[State a];崟攚宨
type = Explod
trigger1 = time = 172
anim = 8504
id = 8504
sprpriority = 3
postype = left
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
scale = 999999,999999
ontop = 1

[state a]
type = removeexplod
trigger1 = time = 238
id = 8504

[State a];忋榞侾
type = Explod
trigger1 = time = 172
anim = 8502
sprpriority = 3
postype = left
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
ontop = 1

[State a];忋榞俀
type = Explod
trigger1 = time = 172
anim = 8503
sprpriority = 3
postype = left
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
ontop = 1

[State a];崟攚宨2
type = Explod
trigger1 = time = 238
anim = 8504
sprpriority = 3
postype = left
pos = 0,42
vel = 0,12
bindtime = 1
under = 0
ownpal = 1
removetime = 30
pausemovetime = 99999
supermovetime = 99999
scale = 999999,999999
ontop = 1
trans = addalpha
alpha = 255,192

[State a];崟攚宨2
type = Explod
trigger1 = time = 238
anim = 8504
sprpriority = 3
postype = left
pos = 0,46
vel = 0,12
bindtime = 1
under = 0
ownpal = 1
removetime = 30
pausemovetime = 99999
supermovetime = 99999
scale = 999999,999999
ontop = 1
trans = addalpha
alpha = 255,192

[State a];崟攚宨2
type = Explod
trigger1 = time = 238
anim = 8504
sprpriority = 3
postype = left
pos = 0,50
vel = 0,12
bindtime = 1
under = 0
ownpal = 1
removetime = 30
pausemovetime = 99999
supermovetime = 99999
scale = 999999,999999
ontop = 1
trans = addalpha
alpha = 255,192

[State a];崟攚宨2
type = Explod
trigger1 = time = 238
anim = 8504
sprpriority = 3
postype = left
pos = 0,54
vel = 0,12
bindtime = 1
under = 0
ownpal = 1
removetime = 30
pausemovetime = 99999
supermovetime = 99999
scale = 999999,999999
ontop = 1
trans = addalpha
alpha = 255,0


[State a];壓榞侾
type = Explod
trigger1 = time = 250
anim = 8507
id = 8507
sprpriority = 3
postype = left
pos = 0,208
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
ontop = 1

[state a]
type = varadd
trigger1 = time >= 252
trigger1 = time < 259
v = 2
value = 14

[state a]
type = ModifyExplod
trigger1 = 1
ID = 8507
scale = 999999,var(2)*0.01

[State a];壓榞俀
type = Explod
trigger1 = time = 250
anim = 8505
sprpriority = 3
postype = left
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ontop = 1

[State a];壓榞俁
type = Explod
trigger1 = time = 250
anim = 8506
sprpriority = 3
postype = left
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ontop = 1

[State a];WINNER
type = Explod
trigger1 = time = 270
anim = 8509
sprpriority = 3
postype = left
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ontop = 1

[state ]
type=varset
trigger1=!time
var(50)=random%2

[State a];幍瀏幮丄姡偄偨戝抧偺幮
type = Explod
triggerall=var(50)=0
trigger1 = time = 270
anim = 8511
sprpriority = 3
postype = left
pos = 0,0
bindtime = -1
under = 0
scale=.5,.5
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ontop = 1
[State a];幍瀏幮丄姡偄偨戝抧偺幮
type = Explod
triggerall=var(50)
trigger1 = time = 270
anim = 8512
sprpriority = 3
postype = left
pos = 0,0
bindtime = -1
under = 0
scale=.5,.5
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ontop = 1

[State a];YASHIRO NANAKASE
type = Explod
trigger1 = time = 250
anim = 8510+(random%2)*6
sprpriority = 3
postype = left
pos = 0,0
bindtime = -1
under = -1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ontop = 1

;---------------------[僄僼僃僋僩]
[state a]
type = varset
trigger1 = time = 269
v = 1
value = 256

[state a]
type = varadd
trigger1 = time >= 271
trigger1 = time < 335
v = 1
value = -4

[State a];埫揮
type = AllPalfx
trigger1 = time >= 269
trigger1 = time < 335
time = 1
add = var(1),var(1),var(1)
invertall = 0
color = 256

;---------------------[僄僼僃僋僩]
[State a];僇乕僜儖丠
type = Explod
trigger1 = time = 250
anim = 8515
sprpriority = 3
postype = left
pos = 21,192
bindtime = -1
under = -1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ontop = 1


[state ]
type=varset
triggerall=root,var(9)
trigger1=!time
var(5)=root,var(9)

[state a]
type = varset
trigger1 = time = 0
v = 12
value = random%2

[state a]
type = varset
triggerall=var(12)=0
trigger1 = time = 0
v = 6
value = random%7
[state a]
type = varset
triggerall=var(12)
trigger1 = time = 0
v = 6
value = random%6



[State a];僙儕僼丒斈梡
type = Explod
trigger1 = time = 254
trigger1 = var(5) = 0
trigger1 = root,var(25) = 0
anim = 8520 + var(6) + var(12)*20
sprpriority = 3
postype = left
pos = 0,0
bindtime = -1
under = -1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ontop = 1

[State a];僇乕僜儖丒斈梡
type = Explod
trigger1 = time = 250
trigger1 = var(5) = 0
trigger1 = root,var(25) = 0
anim = 8530 + var(6) + var(12)*20
sprpriority = 3
postype = left
pos = 0,0
bindtime = -1
under = -1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ontop = 1


[State a];僙儕僼丒摿庩僀儞僩儘
type = Explod
trigger1 = time = 254
trigger1 = var(5) > 0
trigger1 = root,var(25) = 0
anim = 8520 + var(5)
sprpriority = 3
postype = left
pos = 0,0
bindtime = -1
under = -1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ontop = 1

[State a];僇乕僜儖丒摿庩僀儞僩儘
type = Explod
trigger1 = time = 250
trigger1 = var(5) > 0
trigger1 = root,var(25) = 0
anim = 8530 + var(5)
sprpriority = 3
postype = left
pos = 0,0
bindtime = -1
under = -1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ontop = 1


[State a];僙儕僼丒MAX2
type = Explod
trigger1 = time = 254
trigger1 = root,var(25) = 1
anim = 8560
sprpriority = 3
postype = left
pos = 0,0
bindtime = -1
under = -1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ontop = 1

[State a];僇乕僜儖丒MAX2
type = Explod
trigger1 = time = 250
trigger1 = root,var(25) = 1
anim = 8570
sprpriority = 3
postype = left
pos = 0,0
bindtime = -1
under = -1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ontop = 1



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; MAX2
[Statedef 8000]
type = A
movetype = I
physics = N
anim = 8000
velset = 0, 0
ctrl = 0
sprpriority = -99

[State 3020, 1]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
flag3 = nobardisplay
ignorehitpause = 1

[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = 8001
id = 8000
postype = back
pos = 0, 0
bindtime = -1
removetime = -1
sprpriority = -999999
supermovetime = 999
pausemovetime=999
[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = 8001
id = 8000
postype = back
pos = -320, 0
bindtime = -1
removetime = -1
sprpriority = -999999
supermovetime = 999
pausemovetime=999
[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = 8002
id = 8000
postype = back
pos = 0, 0
bindtime = -1
removetime = -1
sprpriority = -999999
supermovetime = 999
pausemovetime=999
[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = 8002
id = 8000
postype = back
pos = -320, 0
bindtime = -1
removetime = -1
sprpriority = -999999
supermovetime = 999
pausemovetime=999
[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = 8003
id = 8000
postype = back
pos = 0, 0
bindtime = -1
removetime = -1
sprpriority = -999999
supermovetime = 999
pausemovetime=999
[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = 8003
id = 8000
postype = back
pos = -320, 0
bindtime = -1
removetime = -1
sprpriority = -999999
supermovetime = 999
pausemovetime=999
[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = 8004
id = 8000
postype = back
pos = 0, 0
bindtime = -1
removetime = -1
sprpriority = -999999
supermovetime = 999
pausemovetime=999
[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = 8004
id = 8000
postype = back
pos = -320, 0
bindtime = -1
removetime = -1
sprpriority = -999999
supermovetime = 999
pausemovetime=999
[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = 8005
id = 8000
postype = back
pos = 0, 0
bindtime = -1
removetime = -1
sprpriority = -999999
supermovetime = 999
pausemovetime=999
[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = 8005
id = 8000
postype = back
pos = -320, 0
bindtime = -1
removetime = -1
sprpriority = -999999
supermovetime = 999
pausemovetime=999

[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = 8006
id = 8000
postype = back
pos = 0, 0
bindtime = -1
removetime = -1
sprpriority = -999999
supermovetime = 999
pausemovetime=999

[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = 8006
id = 8000
postype = back
pos = -320, 0
bindtime = -1
removetime = -1
sprpriority = -999999
supermovetime = 999
pausemovetime=999

[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = 8007
id = 8000
postype = back
pos = 0, 0
bindtime = -1
removetime = -1
sprpriority = -999999
supermovetime = 999
pausemovetime=999

[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = 8007
id = 8000
postype = back
pos = -320, 0
bindtime = -1
removetime = -1
sprpriority = -999999
supermovetime = 999
pausemovetime=999

[State 3020, 1]
type = changestate
trigger1 = (root,StateNo != [2000,2999]) && (root,stateno!=1650) 
trigger2 = root,stateno = 2525
trigger3 = root,stateno = 2605
trigger3 = root,time = 382
trigger4 = root,stateno = 2900
trigger4 = root,anim = 2900
trigger4 = root,animelem = 6
trigger5=root,stateno=2300
trigger5=root,animelem = 6
trigger6=root,stateno=2350
trigger6=root,animelem = 6
value = 8001

;-------------------------------
[Statedef 8001]
type = A
movetype = I
physics = N
anim = 8000
velset = 0, 0
ctrl = 0
sprpriority = -99

;---------------------[僄僼僃僋僩]
[state a]
type = varset
trigger1 = time = 0
v = 1
value = 256

[state a]
type = varadd
trigger1 = time <= 32
v = 1
value = -8

[State a];埫揮
type = BGPalfx
trigger1 = time <= 32
time = 1
add = var(1),var(1),var(1)
invertall = 0
color = 256

;---------------------[岠壥壒]
[State a];変
type = PlaySnd
trigger1 = time = 6
value = 8000,0

[State 191, Wood 1]
type = Explod
trigger1 = time = 6
anim = 8010
id = 8010
postype = back
pos = 0, 0
bindtime = -1
sprpriority = -999999
supermovetime = 999
trans = addalpha
alpha = 245,150

[State 3020, 1]
type = RemoveExplod
trigger1 = time = 6
ID = 8000

[State 3020, 1]
type = DestroySelf
trigger1 = time = 32;root,StateNo != [2500,2999]

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 
[Statedef 8002]
type = A
movetype = I
physics = N
anim = 8000
velset = 0, 0
ctrl = 0
sprpriority = -99

[State 3020, 1]
type = AssertSpecial
trigger1 = 1
flag = NoBG
flag2 = NoFG
flag3 = nobardisplay
ignorehitpause = 1

[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = 8001
id = 8000
postype = back
pos = 0, 0
bindtime = -1
removetime = -1
sprpriority = -999999
supermovetime = 999
pausemovetime=999
[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = 8001
id = 8000
postype = back
pos = -320, 0
bindtime = -1
removetime = -1
sprpriority = -999999
supermovetime = 999
pausemovetime=999
[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = 8002
id = 8000
postype = back
pos = 0, 0
bindtime = -1
removetime = -1
sprpriority = -999999
supermovetime = 999
pausemovetime=999
[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = 8002
id = 8000
postype = back
pos = -320, 0
bindtime = -1
removetime = -1
sprpriority = -999999
supermovetime = 999
pausemovetime=999
[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = 8003
id = 8000
postype = back
pos = 0, 0
bindtime = -1
removetime = -1
sprpriority = -999999
supermovetime = 999
pausemovetime=999
[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = 8003
id = 8000
postype = back
pos = -320, 0
bindtime = -1
removetime = -1
sprpriority = -999999
supermovetime = 999
pausemovetime=999
[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = 8004
id = 8000
postype = back
pos = 0, 0
bindtime = -1
removetime = -1
sprpriority = -999999
supermovetime = 999
pausemovetime=999
[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = 8004
id = 8000
postype = back
pos = -320, 0
bindtime = -1
removetime = -1
sprpriority = -999999
supermovetime = 999
pausemovetime=999
[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = 8005
id = 8000
postype = back
pos = 0, 0
bindtime = -1
removetime = -1
sprpriority = -999999
supermovetime = 999
pausemovetime=999
[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = 8005
id = 8000
postype = back
pos = -320, 0
bindtime = -1
removetime = -1
sprpriority = -999999
supermovetime = 999
pausemovetime=999

[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = 8006
id = 8000
postype = back
pos = 0, 0
bindtime = -1
removetime = -1
sprpriority = -999999
supermovetime = 999
pausemovetime=999

[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = 8006
id = 8000
postype = back
pos = -320, 0
bindtime = -1
removetime = -1
sprpriority = -999999
supermovetime = 999
pausemovetime=999

[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = 8007
id = 8000
postype = back
pos = 0, 0
bindtime = -1
removetime = -1
sprpriority = -999999
supermovetime = 999
pausemovetime=999

[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = 8007
id = 8000
postype = back
pos = -320, 0
bindtime = -1
removetime = -1
sprpriority = -999999
supermovetime = 999
pausemovetime=999

[State 3020, 1]
type = changestate
trigger1 = root,StateNo != [20000,22002]
trigger2 = root,StateNo = 20010
trigger2 = root,anim = 20014
trigger3 = root,StateNo = 22000
trigger3 = root,anim = 22001
trigger4 = root,StateNo = 22002
trigger4 = root,time >= 100
value = 8001


[State 3020, 1]
type = RemoveExplod
trigger1 = root,StateNo = 20004
trigger1 = root,time < 5
ID = 8000

[State 3020, 1]
type = DestroySelf
trigger1 = root,StateNo = 20004
trigger1 = root,time >= 5

; 
[Statedef 8003]
type = U
movetype = I
physics = N
anim = 99999
velset = 0, 0
ctrl = 0

[State 9000, Assert]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NoBG
flag3 = nobardisplay

[State 3020, 1]
type = changestate
trigger1 = root,StateNo != [22000,22002]
trigger2 = root,StateNo = 22000
trigger2 = root,anim = 22001
trigger3 = root,StateNo = 22002
trigger3 = root,time >= 100
value = 8004

; 
[Statedef 8004]
type = A
movetype = I
physics = N
anim = 8000
velset = 0, 0
ctrl = 0
sprpriority = -99

[State a]
type = PlaySnd
trigger1 = time = 0
value = 8000,0

[State 191, Wood 1]
type = Explod
trigger1 = time = 0
anim = 8011
id = 8010
postype = back
pos = 0, 0
bindtime = -1
sprpriority = -999999
supermovetime = 999

[State 3020, 1]
type = DestroySelf
trigger1 = time = 32;root,StateNo != [2500,2999]

; 
[statedef 55555];帺暘僿儖僷乕,rakurai巵婰弎傛傝
type=a
movetype=i
physics=n
sprpriority=5
[state ,柍揋]
type=nothitby
trigger1=1
value=SCA,AA,AP,AT
ignorehitpause=1
[state ]
type=changeanim
trigger1=anim!=parent,anim
trigger1=selfanimexist(parent,anim)
value=parent,anim
elem=parent,animelemno(0)
ignorehitpause=1
[state ];埵抲屌掕
type=bindtoparent
trigger1=1
pos=0,0
ignorehitpause=1
[state ];帪娫寁應
type=varadd
trigger1=ishelper
sysvar(0)=1
[state ]
type=trans
trigger1=1
trans=addalpha
alpha=250-(sysvar(0)*8),256
ignorehitpause=1
[state ]
type=angledraw
trigger1=1||fvar(30):=1.0+sysvar(0)*0.02
trigger1=1||fvar(31):=1.0+sysvar(0)*0.02
scale=fvar(30),fvar(31)
[state ]
type=destroyself
trigger1=sysvar(0)>25
ignorehitpause=1