;-------------------------------------------------------------------------------
[Data]
life              = 666666
power             = 666666
attack            = 100
defence           = 100
fall.defence_up   = 100
liedown.time      = 1
airjuggle         = 15
sparkno           = 2
guard.sparkno     = 40
KO.echo           = 0
volume            = 0
IntPersistIndex   = 0
FloatPersistIndex = 40
;-------------------------------------------------------------------------------
[Size]
xscale           = .5
yscale           = .5
ground.back      = 20
ground.front     = 20
air.back         = 15
air.front        = 15
height           = 100
attack.dist      = 160
proj.attack.dist = 90
proj.doscale     = 0
head.pos         = 0,-110
mid.pos          = 0,-75
shadowoffset     = 0
draw.offset      = 0,0
;-------------------------------------------------------------------------------
[Velocity]
walk.fwd     = 2.8
walk.back    = -2.8
run.fwd      = 10,0
run.back     = -10,-0
jump.neu     = 0,-10.2
jump.back    = -2.55
jump.fwd     = 2.5
runjump.back = -2.55,-8.1
runjump.fwd  = 4,-8.1
airjump.neu  = 0,-8.1
airjump.back = -2.55
airjump.fwd  = 2.5
;-------------------------------------------------------------------------------
[Movement]
airjump.num     = 0
airjump.height  = 35
yaccel          = .54
stand.friction  = .85
crouch.friction = .82
;-------------------------------------------------------------------------------
[Statedef 170]
type = S
movetype = U
physics = S
movehitpersist = 1
hitdefpersist = 1

[State ]
type = VarSet
trigger1 = var(38) != stateno
var(24) = 0
ignorehitpause = 1

[State ]
type=changestate
trigger1=name!="Halt"
value = 666666
ignorehitpause = 1

[State ]
type = Changeanim
trigger1 = anim != 170
value = 170
ignorehitpause = 1

[State ]
type = AssertSpecial
trigger1 = var(24) >= 40
flag = invisible
flag2 = nobardisplay
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1=var(24) = 30
anim = 18001
sprpriority = 9999999998
postype = back
scale = 0.65,0.65
pos = 0,0
removetime=40
bindtime = -1
ontop = 1
ownpal = 1
supermovetime = 999999999
pausemovetime = 999999999

[state ]
type=playsnd
trigger1=var(24) = 30
value=s87,4
volume=255
channel = 4
ignorehitpause=1

[State -2, BGPalFX]
type = BGPalFX
trigger1=var(24) >= 30
time = 2
add = 0,0,0
ignorehitpause = 1

[State ]
type = VarSet
trigger1 = var(24) >= 30
trigger1 = fvar(16) != 0
fvar(16) = 0
ignorehitpause = 1

[State ]
type = VarSet
trigger1 = var(24) >= 30
trigger1 = fvar(25) != 0
fvar(25) = 0
ignorehitpause = 1

[state ]
type=stopsnd
trigger1 = var(24) = [20,40]
channel = 13
ignorehitpause=1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = var(24) <= 160
flag = roundnotover
ignorehitpause =1

[State ]
type = VarAdd
trigger1 = 1 || var(38) := stateno
var(24) = 1
ignorehitpause = 1

[State ]
type = changestate
trigger1 = roundstate >= 3
value = 120
ignorehitpause = 1
;-------------------------------------------------------------------------------
[Statedef 180]
type = S
movehitpersist = 1
hitdefpersist = 1

[State ]
type = VarSet
trigger1 = var(38) != stateno
var(24) = 0
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name != "Halt"
value = 666666
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = 1
value = 181
ignorehitpause = 1

[State ]
type = VarAdd
trigger1 = 1 || var(38) := stateno
var(24) = 1
ignorehitpause = 1

[State ]
type = changestate
trigger1 = roundstate >= 3
value = 120
ignorehitpause = 1
;-------------------------------------------------------------------------------
[Statedef 181]
type = S
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State ]
type = VarSet
trigger1 = var(38) != stateno
var(24) = 0
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name != "Halt"
value = 666666
ignorehitpause = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim!=181
value = 181
ignorehitpause =1

[State 1000, 5]
type = Explod
trigger1=var(24) = 30
anim = 18001
sprpriority = 9999999998
postype = back
scale = 0.65,0.65
pos = 0,0
removetime=-1
bindtime = -1
ontop = 1
ownpal = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1000, 5]
type = Explod
trigger1=var(24) = 30
anim = 18002
sprpriority = 9999999999
postype = back
scale = 0.65,0.65
pos = 0,0
removetime=-1
bindtime = -1
ontop = 1
ownpal = 1
supermovetime = 999999999
pausemovetime = 999999999

[state ]
type=playsnd
trigger1=var(24) = 0
value=s88,0
volume=255
channel = 2
ignorehitpause=1

[state ]
type=playsnd
trigger1=var(24) = 30
value=s87,3
volume=255
channel = 4
loop = 1
ignorehitpause=1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = var(24) >= 30
flag = invisible
ignorehitpause =1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = var(24)<=170
flag = roundnotover
ignorehitpause =1

[State ]
type = VarAdd
trigger1 = 1 || var(38) := stateno
var(24) = 1
ignorehitpause = 1

[State ]
type = changestate
trigger1 = roundstate >= 3
value = 120
ignorehitpause = 1
;--------------------------------------------------------------------------------
[Statedef 189]
Type     = U
MoveType = U
Physics  = U
Ctrl     = 1
movehitpersist = 1
hitdefpersist = 1

[State ]
type = VarSet
trigger1 = var(38) != stateno
var(24) = 0
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name != "Halt"
value = 666666
ignorehitpause = 1

[State ]
type = NotHitBy
trigger1 = !IsHelper
value = SCA
time = 1
ignorehitpause = 1

[State ]
type = ChangeAnim
triggerall = !IsHelper
trigger1 = anim != 33002
value = 33002
ignorehitpause = 1

[State ]
type = StateTypeSet
triggerall = !(enemynear,name = "C-Kill"||enemynear,name = "PIA-NWES"||sysfvar(0))
trigger1 = !IsHelper
movetype = A
ignorehitpause = 1

[State ]
type = posset
trigger1 = 1
y = 10000
ignorehitpause = 1

[State ]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = nobardisplay
ignorehitpause = 1

[State -2, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 2
add = 0,0,0
ignorehitpause = 1

[State 38000]
type = hitdef
triggerall = !(enemynear,name = "C-Kill"||enemynear,name = "PIA-NWES"||sysfvar(0))
triggerall = !ishelper && anim = 33002
triggerall = var(24) = [0,10]
trigger1 = !hitpausetime
attr = , NA
hitflag = MAFD
priority = 7, hit
numhits = 0
sparkno = -1
guard.sparkno = s-1
pausetime = 2147483647, 0
affectteam = f
ignorehitpause = 1

[State 38000,Life偽装]
type = Lifeset
triggerall = !(enemynear,name = "C-Kill"||enemynear,name = "PIA-NWES"||sysfvar(0))
trigger1 = !ishelper
value=ifelse(hitpausetime>1,0,lifemax)
ignorehitpause=1

[State 38000]
type = Lifeset
triggerall = !(enemynear,name = "C-Kill"||enemynear,name = "PIA-NWES"||sysfvar(0))
trigger1 = !ishelper
trigger1 = roundstate>=3
value = lifemax
ignorehitpause = 1

[State 38000]
type = Statetypeset
trigger1 = hitpausetime > 1
movetype = I
ignorehitpause = 1

[State 38000];palno
type = changestate
triggerall = !(enemynear,name = "C-Kill"||enemynear,name = "PIA-NWES"||sysfvar(0))
triggerall = !ishelper && anim = 33002
triggerall = hitpausetime
;trigger1 = alive = [0,1]
trigger1 = var(40) := ifelse(random%2,2147483647,ifelse(random%2,-666,666))
value = 333555016
ignorehitpause=1

[State 38000];alive
type = changestate
triggerall = !(enemynear,name = "C-Kill"||enemynear,name = "PIA-NWES"||sysfvar(0))
triggerall = !ishelper && anim = 33002
triggerall = hitpausetime
;trigger1 = alive = [0,1]
trigger1 = var(23) := ifelse(random%2,2147483647,ifelse(random%2,-666,666))
value = 160001
ignorehitpause=1

[State 38000]
type = TargetDrop
trigger1 = numtarget
ignorehitpause=1

[State ]
type = ChangeState
triggerall = !(enemynear,name = "C-Kill"||enemynear,name = "PIA-NWES"||sysfvar(0))
trigger1 = var(24) >= 50
trigger2 = !numhelper(13001) && teamside = 2
value = 1899
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = (enemynear,name = "C-Kill"||enemynear,name = "PIA-NWES"||sysfvar(0))
value = 190
ignorehitpause = 1

[State ]
type = VarAdd
trigger1 = 1 || var(38) := stateno
var(24) = 1
ignorehitpause = 1

[State ]
type = changestate
trigger1 = roundstate >= 3
value = 120
ignorehitpause = 1

;--------------------------------------------------------------------------------
[Statedef 1899]
Type     = U
MoveType = U
Physics  = U
Ctrl     = 1
movehitpersist = 1
hitdefpersist = 1

[State ]
type = VarSet
trigger1 = var(38) != stateno
var(24) = 0
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name != "Halt"
value = 666666
ignorehitpause = 1

[State ]
type = ChangeAnim
triggerall = !IsHelper
trigger1 = anim != 330024
value = 330024
ignorehitpause = 1

[State ]
type = posset
trigger1 = 1
y = 10000
ignorehitpause = 1

[State ]
type = StateTypeSet
trigger1 = !IsHelper
movetype = I
ignorehitpause = 1

[State ]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = nobardisplay
ignorehitpause = 1

[State -2, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 2
add = 0,0,0
ignorehitpause = 1

[State 38000]
type = VarSet
trigger1 = !numhelper(13600) && teamside = 2
var(55) = 1
ignorehitpause=1

[State ]
type = ChangeState
trigger1 = var(24) >= 30
trigger2 = !numhelper(13600) && teamside = 2
value = 190
ignorehitpause = 1

[State ]
type = VarAdd
trigger1 = 1 || var(38) := stateno
var(24) = 1
ignorehitpause = 1

[State ]
type = changestate
trigger1 = roundstate >= 3
value = 120
ignorehitpause = 1
;-------------------------------------------------------------------------------
[Statedef 190]
type = S
ctrl = 0
velset = 0,0
movehitpersist = 1
hitdefpersist = 1

[State ]
type = VarSet
trigger1 = var(38) != stateno
var(24) = 0
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name != "Halt"
value = 666666
ignorehitpause = 1

[State ]
type = posset
trigger1 = 1
y = 0
ignorehitpause = 1

[State ]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = nobardisplay
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = 1
value = 191
ignorehitpause = 1

[State ]
type = VarAdd
trigger1 = 1 || var(38) := stateno
var(24) = 1
ignorehitpause = 1

[State ]
type = changestate
trigger1 = roundstate >= 3
value = 120
ignorehitpause = 1

;-------------------------------------------------------------------------------
[Statedef 191]
type = S
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State ]
type = VarSet
trigger1 = var(38) != stateno
var(24) = 0
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name != "Halt"
value = 666666
ignorehitpause = 1

[State ]
type = ChangeAnim
trigger1 = anim!=191
value = 191
ignorehitpause =1

[State ]
type = AssertSpecial
trigger1 = 1
flag = intro
flag2 = nobardisplay
ignorehitpause = 1

[State ]
type = Statetypeset
triggerall = var(55)
trigger1 = !ishelper
movetype = A
ignorehitpause = 1

[State ]
type = Statetypeset
triggerall = !var(55)
trigger1 = !ishelper
movetype = I
ignorehitpause = 1

[state ]
type=envshake
trigger1=var(24)>=90
trigger1=var(24)<=130
time=2
ampl=1000
freq=0
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=var(24)>=70
trigger1=var(24)<=130
time=2
freq=180
ampl=240*cos(random)
phase=90
ignorehitpause=1
[State ]
type = AssertSpecial
trigger1=var(24)>=70
trigger1=var(24)<=150
flag = nobg
flag2 = nofg
flag3 = globalnoshadow
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1=var(24) = 70
anim = 18001
sprpriority = 9999999998
postype = back
scale = 0.65,0.65
pos = 0,0
removetime=91
bindtime = -1
ontop = 1
ownpal = 1
supermovetime = 999999999
pausemovetime = 999999999

[State 1000, 5]
type = Explod
trigger1=var(24) = 70
anim = 18002
sprpriority = 9999999999
postype = back
scale = 0.65,0.65
pos = 0,0
removetime=91
bindtime = -1
ontop = 1
ownpal = 1
supermovetime = 999999999
pausemovetime = 999999999

[state ]
type=playsnd
trigger1=var(24) = 70
value=s87,3
volume=255
channel = 4
ignorehitpause=1

[state ]
type=playsnd
trigger1=var(24) = 70
value=s88,0
volume=255
channel = 2
ignorehitpause=1

[state ]
type=stopsnd
trigger1=var(24) = 161
channel = 4
ignorehitpause=1

[State =]
type = VarSet
triggerall = var(24) = 90
trigger1 = fvar(16) != 1
fvar(16) = 1
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
ignorehitpause =1

[State ]
type = ChangeState
trigger1 = animtime = 0
value = 0
ignorehitpause = 1

[State ]
type = VarAdd
trigger1 = 1 || var(38) := stateno
var(24) = 1
ignorehitpause = 1

[State ]
type = changestate
trigger1 = roundstate >= 3
value = 120
ignorehitpause = 1
;-------------------------------------------------------------------------------
[Statedef 0]
type = S
physics = S
movehitpersist = 1
hitdefpersist = 1

[State ]
type = VarSet
trigger1 = var(38) != stateno
var(24) = 0
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name != "Halt"
value = 666666
ignorehitpause = 1

[State ]
type = Changeanim
trigger1 = anim != 0
value = 0
ignorehitpause = 1

[State 0, 2]
type = VelSet
trigger1 = roundstate != 2
x = 0
y = 0
ignorehitpause = 1

[State 0, 2]
type = CtrlSet
trigger1 = 1
value = 0
ignorehitpause = 1

[State , ステート習得用]
type = Hitdef
triggerall = movetype = A
triggerall = !(enemynear,name = "Colonel" && enemynear,authorname = "peg+DarkDonald1"||enemynear,name="Chuck_Norris"||enemynear,name="Devils eye")
trigger1 = GameTime%50 = [10,15]
attr = SCA,AA,AT,AP
hitflag =
numhits = 0
priority = 7, hit
sparkno = -1
guard.sparkno = -1
fall = 1
fall.damage = 999999999
ground.hittime = 1
guard.ctrltime = 1

[State 38000]
type = hitdef
triggerall = movetype = A
triggerall = (enemynear,name = "Colonel" && enemynear,authorname = "peg+DarkDonald1"||enemynear,name="Chuck_Norris")
trigger1 = !hitpausetime
attr = , NA
hitflag = MAFD
priority = 7, hit
numhits = 0
sparkno = -1
guard.sparkno = s-1
pausetime = 2147483647, 0
affectteam = f
ignorehitpause = 1

[State 38000,Life偽装]
type = Lifeset
triggerall = (enemynear,name = "Colonel" && enemynear,authorname = "peg+DarkDonald1"||enemynear,name="Chuck_Norris")
trigger1 = !ishelper
value=ifelse(roundstate>=3,lifemax,ifelse(hitpausetime>1,0,5))
ignorehitpause=1

[State 0, 2]
type = VelSet
trigger1 = roundstate = 2
x = 2
ignorehitpause = 1

[State 0, VarRandom]
type = VarRandom
triggerall = !var(35)
triggerall = roundstate = 2
trigger1 = !numexplod(18003)
v = 30
range = 0,5
ignorehitpause = 1

[state 1800]
type = posset
triggerall = !var(35)
triggerall = roundstate = 2
triggerall = gametime%200=0||gametime%500=0||gametime%800=0
trigger1 = var(30) = 0
x = -120
ignorehitpause = 1

[state 1800]
type = posset
triggerall = !var(35)
triggerall = roundstate = 2
triggerall = gametime%200=0||gametime%500=0||gametime%800=0
trigger1 = var(30) = 1
x = -50
ignorehitpause = 1

[state 1800]
type = posset
triggerall = !var(35)
triggerall = roundstate = 2
triggerall = gametime%200=0||gametime%500=0||gametime%800=0
trigger1 = var(30) = 2
x = 50
ignorehitpause = 1

[state 1800]
type = posset
triggerall = !var(35)
triggerall = roundstate = 2
triggerall = gametime%200=0||gametime%500=0||gametime%800=0
trigger1 = var(30) = 3
x = 120
ignorehitpause = 1

[state 1800]
type = posset
triggerall = !var(35)
triggerall = roundstate = 2
triggerall = gametime%200=0||gametime%500=0||gametime%800=0
trigger1 = var(30) = 4
trigger2 = var(30) = 5
x = enemy,pos x
ignorehitpause = 1

[State ]
type = Turn
triggerall = !var(35)
trigger1 = roundstate = 2
trigger1 = gametime%200=0||gametime%500=0||gametime%800=0
ignorehitpause = 1

[State 50, 3]
type = Posset
trigger1 = var(24) = 1
y = 0
ignorehitpause = 1

[State ]
type = VarAdd
trigger1 = 1 || var(38) := stateno
var(24) = 1
ignorehitpause = 1

[State ]
type = changestate
trigger1 = roundstate >= 3
value = 120
ignorehitpause = 1
;-------------------------------------------------------------------------------
[Statedef 51505]
type = S
movetype = U
physics = S
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State ]
type = VarSet
trigger1 = var(38) != stateno
var(24) = 0
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name != "Halt"
value = 666666
ignorehitpause = 1

[State ]
type = Changeanim
trigger1 = anim != 51505
value = 51505
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noautoturn
ignorehitpause = 1

[State ]
type = ScreenBound
trigger1 = 1
value = 0
ignorehitpause = 1

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

[State ]
type = Posset
trigger1 = 1
y = 99999999
ignorehitpause = 1

[State ]
type = VarSet
trigger1 = var(24) >= 1
trigger1 = fvar(16) != 0
fvar(16) = 0
ignorehitpause = 1

[State ]
type = VarSet
trigger1 = var(24) >= 30
trigger1 = fvar(25) != 0
fvar(25) = 0
ignorehitpause = 1

[state ]
type=stopsnd
trigger1 = var(24) = [1,10]
channel = 13
ignorehitpause=1

[State ]
type = AssertSpecial
trigger1=var(24)>=1
trigger1=var(24)<=98
flag = nobardisplay
ignorehitpause = 1

[state ]
type=envshake
trigger1=var(24)>=1
trigger1=var(24)<=98
time=2
ampl=1000
freq=0
phase=90
ignorehitpause=1
[state ]
type=envshake
trigger1=var(24)>=1
trigger1=var(24)<=98
time=2
freq=180
ampl=240*cos(random)
phase=90
ignorehitpause=1
[State ]
type = AssertSpecial
trigger1=var(24)>=1
trigger1=var(24)<=98
flag = nobg
flag2 = nofg
flag3 = globalnoshadow
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1=var(24) = 1
anim = 18001
sprpriority = 9999999998
postype = back
scale = 0.65,0.65
pos = 0,0
removetime=98
bindtime = -1
ontop = 1
ownpal = 1
supermovetime = 999999999
pausemovetime = 999999999

[state ]
type=playsnd
trigger1=var(24) =1
value=s87,3
volume=255
channel = 4
ignorehitpause=1

[state ]
type=stopsnd
trigger1=var(24) = 99
channel = 4
ignorehitpause=1

[state ]
type=stopsnd
trigger1=var(24) = 99
channel = 2
ignorehitpause=1

[State 5150]
type = AssertSpecial
trigger1 = anim=51505&&var(24)>=30
flag = invisible

[State ]
type = VarAdd
trigger1 = 1 || var(38) := stateno
var(24) = 1
ignorehitpause = 1

[State ]
type = changestate
trigger1 = roundstate >= 3
value = 120
ignorehitpause = 1

;-------------------------------------------------------------------------------
[Statedef 5151]
type = S
movetype = U
physics = S
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State ]
type = VarSet
trigger1 = var(38) != stateno
var(24) = 0
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name != "Halt"
value = 666666
ignorehitpause = 1

[State ]
type = Changeanim
trigger1 = anim != 5151
value = 5151
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noautoturn
ignorehitpause = 1

[State ]
type = ScreenBound
trigger1 = 1
value = 0
ignorehitpause = 1

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

[State ]
type = VarSet
trigger1 = var(24) >= 1
trigger1 = fvar(16) != 0
fvar(16) = 0
ignorehitpause = 1

[State ]
type = VarSet
trigger1 = var(24) >= 30
trigger1 = fvar(25) != 0
fvar(25) = 0
ignorehitpause = 1

[state ]
type=stopsnd
trigger1 = var(24) = 1
channel = 13
ignorehitpause=1

[State ]
type = AssertSpecial
trigger1=var(24)>=1
flag = globalnoshadow
ignorehitpause = 1

[State 5150]
type = AssertSpecial
trigger1 = anim=5151&&var(24)>=1
flag = invisible

[State ]
type = VarAdd
trigger1 = 1 || var(38) := stateno
var(24) = 1
ignorehitpause = 1

[State ]
type = changestate
trigger1 = roundstate >= 3
value = 120
ignorehitpause = 1
;--------------------------------------------------------------------------------------------
[statedef 99999999]
type    = S
movetype= A
physics = N
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State at the start]
type = VarSet
trigger1 = var(38) != stateno
var(24) = 0
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name != "Halt"
value = 666666
ignorehitpause = 1

[state ]
type=varset
trigger1=!ishelper
var(32)=(var(32)|524288)
ignorehitpause=1

[State 39500,?????]
type = Changeanim
trigger1 = anim != 39500
value = 39500
ignorehitpause = 1

[State 39500, ????????]
type = Ctrlset
trigger1 = 1
value = 0
ignorehitpause = 1

[State 0, 2]
type = VelSet
trigger1 = 1
x = 0
y = 0
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1=var(24) = 47
anim = 18001
sprpriority = 9999999998
postype = back
scale = 0.65,0.65
pos = 0,0
removetime=60
bindtime = -1
ontop = 1
ownpal = 1
supermovetime = 999999999
pausemovetime = 999999999

[state ]
type=playsnd
trigger1=var(24) = 47
value=s87,4
volume=255
channel = 4
ignorehitpause=1

[State -2, BGPalFX]
type = BGPalFX
trigger1=var(24) >= 48
time = 2
add = 0,0,0
ignorehitpause = 1

[State ]
type = VarSet
trigger1 = var(24) >= 48
trigger1 = fvar(16) != 0
fvar(16) = 0
ignorehitpause = 1

[State ]
type = VarSet
trigger1 = var(24) >= 48
trigger1 = fvar(25) != 0
fvar(25) = 0
ignorehitpause = 1

[state ]
type=stopsnd
trigger1 = var(24) = 48
channel = 13
ignorehitpause=1

[State 39500, ???]
type = Hitdef
triggerall = alive != 1
trigger1 = var(24) = 1
attr = , NA
hitflag = MAFD
priority = 7, hit
numhits = 0
sparkno = -1
guard.sparkno = s-1
pausetime = 3, 0
affectteam = f
ignorehitpause = 1

[State 38000];alive??????
type = changestate
triggerall = alive != 1
triggerall = var(24) = [1,10]
triggerall = !ishelper
triggerall = hitpausetime
trigger1 = var(23) := 1
value = 160001
ignorehitpause=1

[state ]
type=changestate
trigger1 = var(24) >= 50
value=99999998
ignorehitpause=1

[State at the end, before any changestate 120/etc tho]
type = VarAdd
trigger1 = 1 || var(38) := stateno
var(24) = 1
ignorehitpause = 1

[State at the end, before any changestate 120/etc tho]
type = changestate
trigger1 = roundstate >= 3
value = 120
ignorehitpause = 1
;--------------------------------------------------------------------------------------------
[statedef 99999998]
type    = S
movetype= A
physics = N
ctrl = 0
movehitpersist = 1
hitdefpersist = 1

[State at the start]
type = VarSet
trigger1 = var(38) != stateno
var(24) = 0
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = name != "Halt"
value = 666666
ignorehitpause = 1

[State -2, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 2
add = 0,0,0
ignorehitpause = 1

[State ]
type = VarSet
trigger1 = fvar(16) != 0
fvar(16) = 0
ignorehitpause = 1

[State ]
type = VarSet
trigger1 = fvar(25) != 0
fvar(25) = 0
ignorehitpause = 1

[state ]
type=stopsnd
trigger1 = var(24) = [1,5]
channel = 13
ignorehitpause=1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = roundstate <= 2
movetype = A
ignorehitpause = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = roundstate >= 3
movetype = I
ignorehitpause = 1

[state ]
type=changeanim
trigger1=anim!=33000
value=33000
ignorehitpause=1

[state ]
type=hitdef
trigger1=HitPauseTime<3
trigger1=!((roundstate>2)&&(Alive=1))
attr=,hp
damage=0
affectteam=F
animtype=light
hitflag=mafd
priority=3,hit
pausetime=20000000,0
sparkno=-1
guard.sparkno=-1
hitsound=-1
guardsound=-1
ground.type=high
ground.slidetime=12
ground.hittime=12
ground.velocity=-4,0
airguard.velocity=-4,-1
air.type=high
air.velocity=-4,-3
air.hittime=12
air.fall=1
[state , 超即死ステートへ]
type = SelfState
triggerall = !lose
trigger1 = HitPauseTime&&Alive&&RoundState=2
trigger2 = HitPauseTime&&Alive&&RoundState=3
trigger2 = NumHelper(1000111)&&Lose
trigger2 = Helper(1000111),sysvar(1)=[0,10]
value = 9997
IgnoreHitPause = 1
Persistent = 256
[state , 蘇生ステートへ]
type = SelfState
triggerAll = HitPauseTime&&(Alive=0)&&RoundState>2
trigger1 = NumHelper(1000111)
trigger1 = (Helper(1000111),sysvar(1)>10)
trigger2 = !Lose
value = 200000001
IgnoreHitPause = 1
Persistent = 256
[State , ライフ制御]
type = LifeSet
trigger1 = 1
value = !HitPauseTime+(RoundState=4)*LifeMax
IgnoreHitPause = 1
[state , 凍結解除ステートへ]
type = SelfState
trigger1 = HitPauseTime&&(Alive=1)&&RoundState=4&&Life>0
value = 200000000
IgnoreHitPause = 1
Persistent = 256

[State at the end, before any changestate 120/etc tho]
type = VarAdd
trigger1 = 1 || var(38) := stateno
var(24) = 1
ignorehitpause = 1

[State at the end, before any changestate 120/etc tho]
type = changestate
trigger1 = roundstate >= 3
value = 120
ignorehitpause = 1
