[Statedef 20022]
type = S
physics = S
ctrl = 1

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

[State 0]
type = statetypeset
trigger1 = 1
statetype = S
movetype = H
physics = N

[State 0]
type = ctrlset
trigger1 = 1
value = 0

[State 0]
type = LifeAdd
trigger1 = 1
value = -99999
absolute = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = !alive || lose
value = 0
ctrl = 0

[State 0]
type = destroyself
trigger1 = 1

[Statedef 20023]
type    = S
movetype= I
physics = S
juggle  = 1
;Commonly-used controllers:
velset = 0,0                     ;このステートが始まった時に移動するか（0,0で動かない）
ctrl = 0                         ;このステート中に他のコマンドを受け付けるか(1で受け付ける)
anim = 2500                       ;このステートで表示するスプライトステート番号(0で変化無し)
poweradd = 0                    ;このステートを使った時のパワー増加量(0で変化無し)
sprpriority = 2                  ;表示した絵の重なり具合(2一番前　0通常　-1奥)

[State 200, 7]
type = powerset
trigger1 = time = 0
value = 0

[state -2]
type = targetstate
trigger1 = enemy,hitdefattr = SCA,NA,NT,NP
trigger2 = enemy,hitdefattr = SCA,SA,ST,SP
trigger3 = enemy,hitdefattr = SCA,HA,HT,HP
trigger4 = enemy, movereversed
trigger5 = enemy, numproj = 0 || enemy, numproj != 0
trigger6 = (enemy,hitdefattr = SCA,NA,NT,NP) = 0
trigger6 = (enemy,hitdefattr = SCA,SA,ST,SP) = 0
trigger6 = (enemy,hitdefattr = SCA,HA,HT,HP) = 0
trigger7 = enemy, numhelper = 0 || enemy, numhelper != 0
trigger8 = movehit
value = 0
ID = -1

[State 10000]
type = assertspecial
trigger1 = time = [0,512]
flag = noBG
flag2 = noFG
flag3 = nobardisplay

[State 200, 7]
type = playsnd
trigger1 = time = 210
value = s18,1

[State 200, 7]
type = posset
trigger1 = time = 0
y = 0

[State 10000]
type = superpause
trigger1 = time = 0
pos = 0, -69
postype = p1
anim = 100
time = 482
movetime = 482

[State 200, 7]
type = Explod
trigger1 = time = 31
anim = 2900
pos = 0,35
postype = left
scale = 0.5,0.5
supermovetime = 999
removetime = 180
sprpriority = 5
ontop = 1
ownpal = 1

[State 200, 7]
type = playsnd
trigger1 = time = 50
trigger2 = time = 60
trigger3 = time = 70
trigger4 = time = 80
trigger5 = time = 90
trigger6 = time = 100
trigger7 = time = 110
trigger8 = time = 120
trigger9 = time = 130
trigger10 = time = 140
trigger11 = time = 150
trigger12 = time = 160
trigger13 = time = 235
trigger14 = time = 245
trigger15 = time = 255
trigger16 = time = 265
trigger17 = time = 275
trigger18 = time = 285
trigger19 = time = 295
trigger20 = time = 305
trigger21 = time = 315
trigger22 = time = 325
trigger23 = time = 335
trigger24 = time = 345
value = s20,1

[State 200, 7]
type = EnvShake
trigger1 = time = 50
trigger2 = time = 235
time = 180
freq = 150
ampl = -10
phase = 0

[State 200, 7]
type = Explod
trigger1 = time = 210
anim = 4400
pos = 0,25
postype = left
scale = 0.5,0.5
supermovetime = 999
removetime = 180
sprpriority = 5
ontop = 1
ownpal = 1

[State 200, 7]
type = Explod
trigger1 = time = 30
anim = 3000
scale = 99,99
supermovetime = 999
sprpriority = 4
removetime = 570
ownpal = 1

[State 10000]
type = Explod
trigger1 = time = 390
anim = 10500
postype = left
supermovetime = 999
removetime = 272
ontop = 1
ownpal = 1

[State 10000]
type = Explod
trigger1 = time = 391
anim = 4700
scale = 0.5,0.5
pos = 160,120
postype = left
supermovetime = 999
sprpriority = 5
removetime = 92
ownpal = 1
ontop = 1

[State 10000]
type = Explod
trigger1 = time = 450
anim = 4500
pos = 320,240
postype = left
supermovetime = 999
sprpriority = 5
vel = -4,-3
ontop = 1

[State 10000]
type = Explod
trigger1 = time = 450
anim = 4600
pos = 0,0
postype = left
supermovetime = 999
sprpriority = 5
vel = 4,3
ontop = 1

[State 200, 7]
type = playsnd
trigger1 = time = 450
value = s19,1

[State 10000]
type = Explod
trigger1 = time = 482
anim = 9989
pos = 120,100
postype = left
supermovetime = 999
sprpriority = 6
scale = 0.8,0.8
ownpal = 1
ontop = 1

[State 200, 7]
type = EnvShake
trigger1 = time = 482
time = 30
freq = 150
ampl = -10
phase = 0

[state -1]
type = AllPalfx
trigger1 = time = 483
sinadd = 256,256,256,240
time = 60

[state -1]
type = AllPalfx
trigger1 = time = 532
add = 256,256,256
time = 130

[State 10000]
type = Projectile
trigger1 = time > 0
projanim = 2500
velocity = 0,0
projheightbound = -10000,10000
projremove = 1
projremovetime = 1
projID = 34
damage = 99999
attr = A, HA
hitflag = MAFD
animtype = hard
getpower = 0,0
givepower = -100,-100
sparkno = s2500
ground.type = High
guard.sparkno = s2500
P2stateno = 20022
fall = 1

[State 10000]
type = projectile
trigger1 = time >= 124
trigger1 = time <= 146
trigger2 = time >= 147
trigger2 = time <= 176
projanim = 2500
projheightbound = -10000,10000
projremove = 1
projremovetime = 1
projID = 34
offset = 0,-69
attr = A, HP
hitflag = MAFD
guardflag = MA
damage    = 99999
animtype = hard
getpower = 0,0
givepower = 0,0
pausetime = 0,7
numhits = 999
sparkno = s2500
ground.type = High
ground.slidetime = 3
ground.hittime  = 30
ground.velocity = -10,-3
airguard.velocity = -10,-3
air.velocity = -10,-3
guard.sparkno = s2500
fall = 1

[State 10000]
type = projectile
trigger1 = time >= 124
trigger1 = time <= 146
trigger2 = time >= 147
trigger2 = time <= 176
projanim = 2500
projheightbound = -10000,10000
projremove = 1
projremovetime = 1
projID = 34
offset = 0,-69
attr = A, HP
hitflag = MAFD
guardflag = MA
damage    = 99999
animtype = hard
getpower = 0,0
givepower = 0,0
pausetime = 0,7
numhits = 999
sparkno = s2500
ground.type = High
ground.slidetime = 3
ground.hittime  = 30
ground.velocity = -10,-3
airguard.velocity = -10,-3
air.velocity = -10,-3
guard.sparkno = s2500
fall = 1

[State 10000, 5]
type = projectile
trigger1 = P2life > 0
trigger1 = time = [482,662]
projanim = 2500
projremove = 1
projremovetime = 1
attr = A, HP
damage    = 99999
animtype = hard
getpower = 0,0
givepower = 0,0
hitflag = MAFD
numhits = 999
sparkno = s2500
hitsound = s0,200
guardsound = s0,200
guard.sparkno = s2500
ground.velocity = 0,999
air.velocity = 0,999
airguard.velocity = 0,999
fall = 1

[State 10000]
type = targetlifeadd
trigger1 = 1
value = -999999
absolute = 1

[State 10000, 5]
type = projectile
trigger1 = P2life > 0
trigger1 = time = [250,280]
projanim = 2500
projremove = 1
projremovetime = 1
attr = A, HP
damage    = 999999
animtype = hard
getpower = 0,0
givepower = 0,0
hitflag = MAFD
numhits = 999
sparkno = s2500
hitsound = s0,200
guardsound = s0,200
guard.sparkno = s2500
guardflag = MA
ground.velocity = 0,999
air.velocity = 0,999
airguard.velocity = 0,999
fall = 1

[State 10000]
type = targetlifeadd
trigger1 = 1
value = -999999
absolute = 1

[State 200, 7]
type = playsnd
trigger1 = time = [482,484]
value = 0,200

[State 2000]
type = ReversalDef
trigger1 = time = [482,662]
reversal.attr = SCA,AA,AT,AP
p2stateno = 0

[State 200, 7]
type = ChangeState
trigger1 = time = 602
value = 0

[State 200, 7]
type = DestroySelf
trigger1 = time = 180

