;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;--------------------------------------------------------
;--------------------------------------------------------
[Statedef 1070];働僀僆僗丒僞僀僪
type    = S
movetype= A
physics = S
poweradd = -1000
ctrl = 0
velset = 0,0
anim = 1070
sprpriority = 2

[State 3000, 1]
type = PalFX
trigger1 = Time < 16 && Time % 2
trigger1 = prevstateno = [1000,1060]
time = 1
add = 255,255,255
ignorehitpause = 1

[State 170, 1]
type = notHitBy
trigger1 = time = 0
;trigger1 = var(58) = 1
value = SCA, AP,AA,AT
time = 45
ignorehitpause = 1

[State 240, 4]
type = playsnd
trigger1 = time = 0
value = S0,36

[State 240, 4]
type = playsnd
trigger1 = time = 0
value = S0,37
channel = 0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 17
value = S0,27

[State 240, 4]
type = envcolor
trigger1 = Time = 0
time = 2
value = 255,255,255
under = -1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [3,30]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[state 190]
type = superpause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1
darken = 0
unhittable = 1
sound = S0,38

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(41) = 1
anim = 10050
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 512
postype = p1
pos = 0,0
sprpriority = -1
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 10
anim = 513
postype = p1
pos = 10,-110
sprpriority = 5
supermove = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 17
ID = 1070
name = "cho"
postype = p1
pos = -3,0
sprpriority = 4
stateno = 1071
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 1034, 2]
type = null;Projectile
projID = 1070
trigger1 = animelem = 17
projremove = 0
Projremovetime = 30
projhits = 4
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 5
;projremove = 1344
projanim = 2230
offset = -3,0
velocity = 0,0
attr = S, HP
damage   = 74,13
animtype = Hard
pausetime = 0,8
hitflag = MAF
guardflag = M
sparkno = S502
guard.sparkno = S507
sparkxy = 90,-65
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -4,-5
air.velocity = -4,-5
fall = 1
fall.recover = 0

[State 240, 4]
type = envshake
trigger1 = AnimElem = 17
time = 20

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

[Statedef 1071];働僀僆僗丒僞僀僪僿儖僷乕
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 1071
sprpriority = 4

[State 810, Bind 1]
type = bindtoroot
trigger1 = 1
trigger1 = parent,movetype != H
pos = -3,0

[State 240, 4]
type = varset
trigger1 = time = 0
var(11) = 0

[State 240, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(11) = 30

[State 240, 4]
type = varset
trigger1 = 1
trigger1 = P2statetype != C
var(11) = -150 - (-150 - floor(p2bodydist y))

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 5, <= 0
trigger1 = 1
projremove = 0
Projremovetime = 2
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 999999999
projanim = 2230
offset = 0,0;35,-105
velocity = 0,0
attr = S, SP

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
getpower = 0,0
givepower = 20,0
attr = S, HP
damage = 74,20
animtype = hard
guardflag = M
hitflag = MAF
pausetime = 0, 10
sparkno = S503
guard.sparkno = S507
sparkxy = -15,-65 + var(11)
hitsound = S0,17
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -4,-5
air.velocity = -4,-5
air.fall = 1
fall.recover = 0
sprpriority = 4
ignorehitpause = 1

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
getpower = 0,0
givepower = 20,0
attr = S, HP
damage = 74,20
animtype = hard
guardflag = M
hitflag = MAF
pausetime = 0, 10
sparkno = S503
guard.sparkno = S507
sparkxy = -10,-45 + var(11)
hitsound = S0,17
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -4,-5
air.velocity = -4,-5
air.fall = 1
fall.recover = 0
sprpriority = 4
ignorehitpause = 1

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 5
getpower = 0,0
givepower = 20,0
attr = S, HP
damage = 74,20
animtype = hard
guardflag = M
hitflag = MAF
pausetime = 0, 10
sparkno = S503
guard.sparkno = S507
sparkxy = -20,-65 + var(11)
hitsound = S0,17
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -4,-5
air.velocity = -4,-5
fall = 1
fall.recover = 0
sprpriority = 4
ignorehitpause = 1

[State 3110, 8]
type = Pause
trigger1 = MoveHit
trigger1 = (GameTime%2) =1
trigger1 = 1;time <= 20
trigger1 = p2life != 0
time = 1
movetime = 0

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


[Statedef 1075];働僀僆僗丒僞僀僪
type    = S
movetype= A
physics = S
poweradd = -2000
ctrl = 0
velset = 0,0
anim = 1075
sprpriority = 2

[State 3000, 1]
type = PalFX
trigger1 = Time < 16 && Time % 2
trigger1 = prevstateno = [1000,3000]
time = 1
add = 250,120,210
ignorehitpause = 1

[State 170, 1]
type = notHitBy
trigger1 = time = 0
;trigger1 = var(58) = 1
value = SCA, AP,AA,AT
time = 45
ignorehitpause = 1

[State 240, 4]
type = playsnd
trigger1 = time = 0
value = S0,36

[State 240, 4]
type = playsnd
trigger1 = time = 0
value = S0,37
channel = 0

[State 1000, 1]
type = PlaySnd
trigger1 = Animelem = 20
trigger2 = Animelem = 32
trigger3 = Animelem = 46
value = S0,27

[State 240, 4]
type = envcolor
trigger1 = Time = 0
time = 2
value = 255,255,255
under = -1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [3,30]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[state 190]
type = superpause
trigger1 = time = 0
time = 35
movetime = 30
anim = -1
darken = 0
unhittable = 1
sound = S0,39

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 522
postype = p1
pos = 0,0
sprpriority = -1
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 10
anim = 523
postype = p1
pos = 10,-110
sprpriority = 5
supermove = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 20
trigger2 = Animelem = 32
trigger3 = Animelem = 46
ID = 1076
name = "1076"
postype = p1
pos = 50,-105
sprpriority = 4
stateno = 1076
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 20
trigger2 = Animelem = 32
trigger3 = Animelem = 46
ID = 1076
name = "1076"
postype = p1
pos = 75,-90
sprpriority = 4
stateno = 1076
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 20
trigger2 = Animelem = 32
trigger3 = Animelem = 46
ID = 1076
name = "1076"
postype = p1
pos = 80,-45
sprpriority = 4
stateno = 1076
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 20
trigger2 = Animelem = 32
trigger3 = Animelem = 46
ID = 1076
name = "1076"
postype = p1
pos = 60,-30
sprpriority = 4
stateno = 1076
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 32
ID = 1076
name = "1076"
postype = p1
pos = 50,-105
sprpriority = 4
stateno = 1076
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 32
ID = 1076
name = "1076"
postype = p1
pos = 75,-90
sprpriority = 4
stateno = 1076
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 32
ID = 1076
name = "1076"
postype = p1
pos = 80,-45
sprpriority = 4
stateno = 1076
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 32
ID = 1076
name = "1076"
postype = p1
pos = 60,-30
sprpriority = 4
stateno = 1076
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 46
ID = 1076
name = "1076"
postype = p1
pos = 50,-105
sprpriority = 4
stateno = 1076
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 46
ID = 1076
name = "1076"
postype = p1
pos = 75,-90
sprpriority = 4
stateno = 1076
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 46
ID = 1076
name = "1076"
postype = p1
pos = 80,-45
sprpriority = 4
stateno = 1076
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 46
ID = 1076
name = "1076"
postype = p1
pos = 60,-30
sprpriority = 4
stateno = 1076
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 240, 4]
type = envshake
trigger1 = AnimElem = 17
time = 20

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

[Statedef 1076];働僀僆僗丒僞僀僪僿儖僷乕
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 1076
sprpriority = 4

[State 810, Bind 1]
type = null;bindtoroot
trigger1 = 1
trigger1 = parent,movetype != H
pos = -3,0

[State 240, 4]
type = varset
trigger1 = time = 0
var(11) = 0

[State 240, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(11) = 30

[State 240, 4]
type = varset
trigger1 = 1
trigger1 = P2statetype != C
var(11) = -150 - (-150 - floor(p2bodydist y))

[State 200, 1]
type = HitDef
trigger1 = AnimElemtime(3) = 1
getpower = 0,0
givepower = 20,0
attr = S, HP
damage = 25,5
animtype = hard
guardflag = M
hitflag = MAF
pausetime = 0, 10
sparkno = S503
guard.sparkno = S507
sparkxy = -15,-65 + var(11)
hitsound = S0,17
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -4,-5
air.velocity = -4,-5
air.fall = 1
fall.recover = 0
sprpriority = 4
ignorehitpause = 1
p2stateno = 1077

[State 200, 1]
type = HitDef
trigger1 = AnimElemtime(3) = 3
getpower = 0,0
givepower = 20,0
attr = S, HP
damage = 20,5
animtype = hard
guardflag = M
hitflag = MAF
pausetime = 10, 20
sparkno = S503
guard.sparkno = S507
sparkxy = -20,-65 + var(11)
hitsound = S0,17
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -4,-5
air.velocity = -4,-5
fall = 1
fall.recover = 0
sprpriority = 4
ignorehitpause = 1

[State 3110, 8]
type = Pause
trigger1 = MoveHit
trigger1 = (GameTime%2) =1
trigger1 = 1;time <= 20
trigger1 = p2life != 0
time = 1
movetime = 0

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

[Statedef 1077]
type    = S
movetype= H
physics = S

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1077

[State 1830]
type = SelfState
trigger1 = Enemy,Stateno != 1075
value = 5100

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;--------------------------------------------------------
;--------------------------------------------------------
[Statedef 1080];僀乕僨傿傾儞僽儗僀僪
type    = S
movetype= A
physics = S
poweradd = -1000
ctrl = 0
velset = 0,0
anim = 1080
sprpriority = 2

[State 3000, 1]
type = PalFX
trigger1 = Time < 16 && Time % 2
trigger1 = prevstateno = [1000,1060]
time = 1
add = 255,255,255
ignorehitpause = 1

[State 170, 1]
type = notHitBy
trigger1 = time = 0
;trigger1 = var(58) = 1
value = SCA, AP,AA,AT
time = 45
ignorehitpause = 1

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 1
value = S0,40
channel = 0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 1
value = S0,40
channel = 0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 20
value = S0,41

[State 240, 4]
type = envcolor
trigger1 = Time = 0
time = 2
value = 255,255,255
under = -1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [3,30]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[state 190]
type = superpause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1
darken = 0
unhittable = 1
sound = S0,38

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(41) = 1
anim = 10050
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 512
postype = p1
pos = 5,-110
sprpriority = -1
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 10
anim = 513
postype = p1
pos = 5,-110
sprpriority = 5
supermove = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 21
ID = 1080
name = "blade"
postype = p1
pos = 30,0
sprpriority = 4
stateno = 1081
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 240, 4]
type = envshake
trigger1 = AnimElem = 21
time = 20

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

[Statedef 1081];僀乕僨傿傾儞僽儗僀僪僿儖僷乕
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2035
sprpriority = 4
juggle = 15

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 1
value = S0,42

[State 4100,1]
type = Helper
trigger1 = time = 7
ID = 1080
name = "blade"
postype = p1
pos = 42,0
sprpriority = 4
stateno = 1081
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 240, 4]
type = Explod
triggerall = movehit
triggerall = p2movetype = H
trigger1 = AnimElem = 2,= 1
anim = 503
postype = p2
pos = -10,-68
sprpriority = 5
ignorehitpause = 1

[State 240, 4]
type = varset
trigger1 = time = 0
var(11) = 0

[State 240, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(11) = 130

[State 240, 4]
type = varset
trigger1 = 1
trigger1 = P2statetype != C
var(11) = -150 - (-150 - floor(p2bodydist y))

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = time >= 5
trigger1 = 1
projremove = 0
Projremovetime = 2
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 999999999
projanim = 2231
offset = 0,0;35,-105
velocity = 0,0
attr = S, SP

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = time = 0
projremove = 0
Projremovetime = 40
projhits = 1
;projmisstime = 4
projremanim = -1
;projhitanim = -1
projpriority = 9999
;projremove = 1344
projanim = 1081
offset = 0,0
velocity = 0,0
attr = S, HP
damage = 85,20
getpower = 0,0
givepower = 20,0
animtype = DiagUp
guardflag = M
hitflag = MAF
pausetime = 0,7
sparkno = S503
guard.sparkno = S507
sparkxy = -10, -76 + var(11)
hitsound = S0,17
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -4,-7
air.velocity = -4,-6
fall = 1
fall.recover = 0
sprpriority = 4
ignorehitpause = 1

[State 240, 4]
type = destroyself
trigger1 = Time = 20
trigger2 = FrontEdgeBodyDist < -40

[Statedef 1085]
type    = S
movetype= A
physics = S
poweradd= -1000
velset = 0,0
anim = 1085
ctrl = 0
sprpriority = 3

[State 3000, 1]
type = PalFX
trigger1 = Time < 16 && Time % 2
trigger1 = prevstateno = [1000,1060]
time = 1
add = 255,255,255
ignorehitpause = 1

[State 240, 4]
type = envcolor
trigger1 = Time = 0
time = 2
value = 255,255,255
under = -1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [3,25]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[state 190]
type = superpause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1
darken = 0
unhittable = 1
sound = S0,38

[State 821, 4]
type = null;playsnd
trigger1 = AnimElem = 3
value = S0,36
channel = 0

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(41) = 1
anim = 10050
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 512
postype = p1
pos = 17,-90
sprpriority = -1
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 513
postype = p1
pos = 17,-90
sprpriority = 5
supermove = 1
ownpal = 1

[State 2215]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nobardisplay

[State 2215]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3410, 1]
type = PalFX
triggerall = gametime%2=1
trigger1 = time<=6
time = 1
add = 256,256,256
ignorehitpause = 1

[State 3410, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = S200,6

[State 3410, 3]
type = NotHitBy
trigger1 = Time = 0
value = S,NA
time = 30

[State 3410, AS]
type = AssertSpecial
trigger1 = Time = [0,29]
flag = NoFG

[State 3410, 5]
type = EnvColor
trigger1 = Time = 0
value = 248,248,248
under = 1
time = 4

[State 3410, 6]
type = EnvColor
trigger1 = Time = 4
value = 0,0,0
under = 1
time = 26

[State 1075, 2]
type = Projectile
trigger1 = AnimElem = 4
projid = 1085
projanim = 1086
projhitanim = -1
projsprpriority = 6
velocity = 8
offset = 60,-85
projpriority = 4
attr = S, SP
damage = 20,10
animtype = hard
getpower = 0
givepower = 0
hitflag = MAFP
guardflag = M
pausetime = 6,6
sparkxy = 15,0
sparkno = S503
guard.sparkno = S507
hitsound = S0,9
guardsound = S0,10
ground.type = High
ground.slidetime = 10
guard.slidetime = 8
ground.hittime  = 18
ground.velocity = -8.5
air.velocity = -6,-1
air.hittime  = 18
air.fall = 1
air.fall.recover = 0
projhits = 20
projmisstime = 3

[State 3410, 13]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------
[Statedef 1090];攋嵐梾
type    = A
physics = N
movetype = A
poweradd = 0
ctrl = 0
velset = 12,-3
anim = 1092
sprpriority = 4

[State -3, 5]
type = PlaySnd
trigger1 = Time = 0
value = S0,50

[State 106, 1]
type = VelAdd
trigger1 = Time > 0
y = .3

[State 170, 1]
type = HitBy
trigger1 = 1
value = SCA, AA, AP
time = 2
ignorehitpause = 1

[State 170, 1]
type = null;NotHitBy
trigger1 = time = 0
value = SCA, AT
time = 1000
ignorehitpause = 1

[State 106, 1]
type = hitoverride
trigger1 = 1
time = 3
attr = SCA,AA,AP
stateno = 1099
ignorehitpause = 1

[State 191, 1]
type = varset
trigger1 = time = 0
v = 5
value = 1

[State 800, 1]
type = HitDef
Trigger1 = 1
trigger1 = var(5) = 1
pausetime = 0,0
attr = A, SA
hitflag = MA
guardflag = MA
priority = 4, Miss
sparkno = -1
sprpriority = 4
p2facing = 1
p1stateno = 1092
p2stateno = 1094
fall = 1
fall.recover = 0
guardsound = S0,10

[State 800, 1]
type = HitDef
Trigger1 = 1
trigger1 = var(5) = 2
pausetime = 0,0
attr = A, SA
hitflag = MA
guardflag = MA
priority = 1, Miss
sparkno = -1
sprpriority = 4
p2facing = 1
p1stateno = 2020
p2stateno = 2023
fall = 1
fall.recover = 0
guardsound = S0,10

[State 821, 4]
type = changestate
trigger1 = moveguarded = 1
value = 1098

[State 821, 4]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1091

[Statedef 1091];攋嵐梾拝抧
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 1091
sprpriority = 4

[State 821, 4]
type = playsnd
trigger1 = time = 0
trigger1 = var(11) = 1
value = S0,52

[State -3, 5]
type = PlaySnd
trigger1 = Time = 0
value = S0,16

[State 106, 1]
type = posset
trigger1 = Time = 0
y = 0

[State 821, 4]
type = varset
trigger1 = time = 20
var(11) = 0

[State 821, 4]
type = changestate
trigger1 = time = 20
value = 1093

[Statedef 1092];攋嵐梾
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 1093
sprpriority = 4

[State 4000, BGPalFX]
type = BGPalFX
trigger1 = 1
;mul = 200,200,200
time = 2
add = -100,-100,-100
color = 0
invertall = 1

[State 106, 1]
type = posset
trigger1 = Time = 0
y = 0

[State 821, 4]
type = targetbind
trigger1 = time = 0
postype = p1
pos = 36,0

[State 240, 4]
type = Explod
trigger1 = AnimElem = 59,= 1
anim = 511
postype = p1
pos = 40,-110
sprpriority = 4

[State 821, 4]
type = targetstate
trigger1 = AnimElem = 52,= 1
value = 1097

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 52
value = S0,51

[State 821, 4]
type = targetstate
trigger1 = AnimElem = 59,= 1
value = 1095

[State 821, 4]
type = targetbind
trigger1 = AnimElem = 59,= 2
postype = p1
pos = 40,-120

[State 821, 4]
type = targetstate
trigger1 = AnimElem = 63,= 1
value = 1096

[State 821, 4]
type = targetbind
trigger1 = AnimElem = 63,= 2
postype = p1
pos = 35,-50
time = 1

[State 821, 4]
type = envcolor
trigger1 = AnimElem = 63
value = 255,0,0
time = 2
under = -1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
trigger3 = AnimElem = 13
trigger4 = AnimElem = 18
trigger5 = AnimElem = 24
trigger6 = AnimElem = 28
trigger7 = AnimElem = 30
trigger8 = AnimElem = 34
trigger9 = AnimElem = 44
trigger10 = AnimElem = 48
trigger11 = AnimElem = 51
anim = 510
postype = p1
pos = 40,-60
random = 10,30
sprpriority = 7

[State 240, 4]
type = Explod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
trigger3 = AnimElem = 13
trigger4 = AnimElem = 18
trigger5 = AnimElem = 24
trigger6 = AnimElem = 28
trigger7 = AnimElem = 30
trigger8 = AnimElem = 34
trigger9 = AnimElem = 44
trigger10 = AnimElem = 43
trigger11 = AnimElem = 51
anim = 509
postype = p1
pos = 40,-60
random = 10,30
sprpriority = 7

[State 240, 4]
type = Explod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 44
trigger3 = AnimElem = 30
anim = 2019
postype = p1
pos = 40,0
random = 10,30
sprpriority = 7

[State 240, 4]
type = Explod
trigger1 = AnimElem = 28
trigger2 = AnimElem = 13
anim = 2020
postype = p1
pos = 40,0
random = 10,30
sprpriority = 7

[State 240, 4]
type = Explod
trigger1 = AnimElem = 34
anim = 2021
postype = p1
pos = 40,0
random = 10,30
sprpriority = 7

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
trigger3 = AnimElem = 13
trigger4 = AnimElem = 18
trigger5 = AnimElem = 24
trigger6 = AnimElem = 28
trigger7 = AnimElem = 30
trigger8 = AnimElem = 34
trigger9 = AnimElem = 44
trigger10 = AnimElem = 43
trigger11 = AnimElem = 51
value = S0,55

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 48
value = S0,9

[State 240, 4]
type = Explod
trigger1 = AnimElem = 10
trigger2 = AnimElem = 48
anim = 503
postype = p1
pos = 40,-5
sprpriority = 7

[State 821, 4]
type = hitadd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
trigger3 = AnimElem = 13
trigger4 = AnimElem = 18
trigger5 = AnimElem = 24
trigger6 = AnimElem = 28
trigger7 = AnimElem = 30
trigger8 = AnimElem = 34
trigger9 = AnimElem = 44
trigger10 = AnimElem = 48
trigger11 = AnimElem = 51
trigger12 = AnimElem = 10
trigger13 = AnimElem = 48
trigger14 = AnimElem = 63
value = 1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 63
value = S0,14

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 59
value = S0,12

[State 240, 4]
type = Explod
trigger1 = AnimElem = 63
anim = 510
postype = p2
pos = 40,-100
sprpriority = 7

[State 240, 4]
type = Explod
trigger1 = AnimElem = 63
anim = 509
postype = p1
pos = 40,-100
sprpriority = 7

[State 240, 4]
type = Explod
trigger1 = AnimElem = 63
anim = 1094
postype = p1
pos = 0,-10
sprpriority = 7
ignorehitpause = 1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 72
value = S0,53

[State 821, 4]
type = changestate
trigger1 = animtime = 0
value = 1093

[Statedef 1093];攋嵐梾婣傞
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 1096
sprpriority = 4

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
value = S0,15

[State 106, 1]
type = velset
trigger1 = Time >= 0
y = -10
x = -10

[State 821, 4]
type = destroyself
trigger1 = time = 30

[Statedef 1094];憡庤
type    = S
physics = N
movetype = H
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = 3

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 821, 4]
type = changeanim2
trigger1 = time = 0
value = 1097

[Statedef 1095];憡庤
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = 3
movetype = H

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 821, 4]
type = changeanim2
trigger1 = time = 0
value = 1098

[Statedef 1096];憡庤
type    = A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0;-1,-15
sprpriority = 3
movetype = H

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 821, 4]
type = lifeadd
trigger1 = time = 0
value = -170

[State 821, 4]
type = changeanim2
trigger1 = time = 0
value = 1099

[State 106, 1]
type = Velset
trigger1 = Time = 1;[1,20]
x = -1
y = -8

[State 106, 1]
type = VelAdd
trigger1 = Time > 1
y = .4

[State 821, 4]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

[Statedef 1097];憡庤
type    = A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = 3
movetype = H

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 821, 4]
type = changeanim2
trigger1 = time = 0
value = 1100

[Statedef 1098];僈乕僪屻
type    = A
physics = N
poweradd = 0
ctrl = 0
velset = -3,-8
sprpriority = 4
anim = 1090

[State 106, 1]
type = VelAdd
trigger1 = Time > 1
y = .4

[State 821, 4]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1091

[Statedef 1099];嬺傜偄
type    = A
physics = N
movetype = H
poweradd = 0
ctrl = 0
velset = -3,-8
sprpriority = 4
anim = 1090

[State 106, 1]
type = varset
trigger1 = Time = 0
var(11) = 1

[State 106, 1]
type = VelAdd
trigger1 = Time > 1
y = .4

[State 821, 4]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1091

;--------------------------------------------------------
;--------------------------------------------------------
[Statedef 2000];僽儖乕僞儖S僢僪v儘僕僃僋僩
type    = S
movetype= A
physics = S
poweradd = -2000
ctrl = 0
velset = 0,0
anim = 2000
sprpriority = 2

[State 3000, 1]
type = PalFX
trigger1 = Time < 16 && Time % 2
trigger1 = prevstateno = [1000,3000]
time = 1
add = 250,120,210
ignorehitpause = 1

[State 240, 4]
type = envcolor
trigger1 = Time = 0
time = 2
value = 255,255,255
under = -1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [3,25]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[state 190]
type = superpause
trigger1 = time = 0
time = 25
movetime = 25
anim = -1
darken = 0
unhittable = 1
sound = S0,39

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
value = S0,44
channel = 0

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(41) = 1
anim = 10050
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(42) = 1
anim = 10053
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 522
postype = p1
pos = 0,-90
sprpriority = -1
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 10
anim = 523
postype = p1
pos = 0,-90
sprpriority = 5
supermove = 1
ownpal = 1

[State 3005, 1]
type = null;BGPalFX
trigger1 = Time >= 25
time = 20
invertall = 1
ignorehitpause = 1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 2

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 2001

[Statedef 2001];撍恑
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = ifelse(Var(58) = 0,8,15),0
anim = 2001
sprpriority = 2
juggle = 10

[State 170, 1]
type = notHitBy
trigger1 = time = 0
;trigger1 = var(58) = 1
value = SCA, AP,AA,AT
time = 6
ignorehitpause = 1

[State 701, 1]
type = null;Width
trigger1 = 1
player = 60,0

[State 840,0]
type = PlayerPush
trigger1 = 1
value = 1

[State 3005, 1]
type = null;BGPalFX
trigger1 = 1
time = 2
invertall = 1
ignorehitpause = 1

[State 800, 1]
type = HitDef
Trigger1 = 1
trigger1 = p2life > 0
pausetime = 0,0
damage = 0,0
guard.pausetime = 5,0
attr = S, HA
hitflag = MAF
sparkno = S502
guard.sparkno = S507
sparkxy = -10,-60
guardflag = M
priority = 4, Miss
hitsound = S0,55
guardsound = S0,10
sparkno = -1
sprpriority = 4
p2facing = 1
p1stateno = 2003
p2stateno = 2010

[State 240, 4]
type = ChangeState
trigger1 = Time = 30
trigger2 = moveguarded = 1
;trigger1 = FrontEdgeBodyDist < 30
value = 2002

[Statedef 2003];僸僢僩
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = ifelse(Var(58) = 0,8,15),0
anim = 2001
sprpriority = 2

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 2

[State 3005, 1]
type = null;BGPalFX
trigger1 = 1
time = 2
invertall = 1
ignorehitpause = 1

[State 840,0]
type = PlayerPush
trigger1 = 1
value = 0

[State 810, Bind 1]
type = TargetBind
trigger1 = 1
pos = 75, 0
postype = p1
time = 2

[State 240, 4]
type = ChangeState
trigger1 = FrontEdgeBodyDist < 93
value = 2004

[Statedef 2002];掆巭
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2002
sprpriority = 2

[State 106, 0]
type = posadd
trigger1 = animelem = 1
x = 10

[State 106, 0]
type = VelSet
trigger1 = Time = [0,13]
x = 1.5

[State 106, 0]
type = VelSet
trigger1 = Time = [14,18]
x = 1

[State 106, 0]
type = VelSet
trigger1 = Time = 19
x = 0

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

[Statedef 2004];暻嵺
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2003
sprpriority = 2

[State 701, 1]
type = Width
trigger1 = 1
edge = 93,0

[State 3005, 1]
type = null;BGPalFX
trigger1 = 1
time = 2999
invertall = 1
ignorehitpause = 1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 3
value = S0,17

[State 810, Bind 1]
type = null;TargetBind
trigger1 = time = 0
pos = 30, 0
postype = p1
time = 2

[State 810, Bind 1]
type = Targetstate
trigger1 = time = 0
value = 2011

[State 240, 4]
type = envshake
trigger1 = AnimElem = 3
time = 9
ampl = -10
freq = 100

[State 240, 4]
type = varset
trigger1 = Time = 0
var(5) = 1

[State 106, 0]
type = null;posadd
trigger1 = animTime = 0
x = 4

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 106

[Statedef 2005];嵔
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2015
sprpriority = 2

[State 240, 4]
type = posadd
trigger1 = animelem = 11
x = 15

[State 240, 4]
type = posadd
trigger1 = animelem = 12
x = 10

[State 3005, 1]
type = null;BGPalFX
trigger1 = 1
time = 2
invertall = 1
ignorehitpause = 1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 12
trigger2 = AnimElem = 13
value = S0,55

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 8
value = S0,30
channel = 1

[State 240, 4]
type = stopsnd
trigger1 = AnimElem = 11
channel = 1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 11
value = S0,14

[State 3110, 8]
type = hitadd
trigger1 = AnimElem = 12
trigger2 = AnimElem = 13
value = 1

[State 3110, 8]
type = targetlifeadd
trigger1 = AnimElem = 12
trigger2 = AnimElem = 13
value = -22
kill = 0

[State 3110, 8]
type = envcolor
trigger1 = AnimElem = 11
trigger2 = AnimElem = 12
ignorehitpause = 1
time = 1
under = -1
value = 255,255,255

[State 240, 4]
type = Explod
trigger1 = AnimElem = 11
trigger2 = AnimElem = 13
anim = 510
postype = p2
pos = 1,-76
sprpriority = 4

[State 240, 4]
type = Explod
trigger1 = AnimElem = 12
anim = 502
postype = p2
pos = -1,-58
sprpriority = 4

[State 240, 4]
type = Explod
trigger1 = AnimElem = 11
anim = 503
postype = p2
pos = -1,-58
sprpriority = 4

[State 240, 4]
type = Explod
trigger1 = AnimElem = 13
anim = 503
postype = p2
pos = -1,-63
sprpriority = 4

[State 240, 4]
type = Explod
trigger1 = AnimElem = 13
anim = 509
postype = p2
pos = 1,-75
sprpriority = 4

[State 810, Bind 1]
type = Targetstate
trigger1 = animelem = 12
value = 2012

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 2006

[Statedef 2006];儅儞僩峌寕
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2004
sprpriority = 2

[State 3005, 1]
type = null;BGPalFX
trigger1 = 1
time = 2
invertall = 1
ignorehitpause = 1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 8
trigger4 = AnimElem = 12
trigger5 = AnimElem = 16
trigger6 = AnimElem = 20
trigger7 = AnimElem = 24
trigger8 = AnimElem = 28
trigger9 = AnimElem = 32
trigger10 = AnimElem = 36
;trigger11 = AnimElem = 36
value = S0,45
;channel = 2

[State 3110, 8]
type = hitadd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 8
trigger4 = AnimElem = 12
trigger5 = AnimElem = 16
trigger6 = AnimElem = 20
trigger7 = AnimElem = 24
trigger8 = AnimElem = 28
trigger9 = AnimElem = 32
trigger10 = AnimElem = 36
value = 1

[State 3110, 8]
type = targetlifeadd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 8
trigger4 = AnimElem = 12
trigger5 = AnimElem = 16
trigger6 = AnimElem = 20
trigger7 = AnimElem = 24
trigger8 = AnimElem = 28
trigger9 = AnimElem = 32
trigger10 = AnimElem = 36
value = -18
kill = 0

[State 3110, 8]
type = envcolor
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 8
trigger4 = AnimElem = 12
trigger5 = AnimElem = 16
trigger6 = AnimElem = 20
trigger7 = AnimElem = 24
trigger8 = AnimElem = 28
trigger9 = AnimElem = 32
trigger10 = AnimElem = 36
ignorehitpause = 1
time = 1
under = -1
value = 255,255,255

[State 240, 4]
type = Explod
trigger1 = AnimElem = 1
trigger2 = AnimElem = 7
trigger3 = AnimElem = 22
anim = 502
postype = p2
pos = 0,-28
random = 30,0
sprpriority = 4

[State 240, 4]
type = Explod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
trigger3 = AnimElem = 18
trigger4 = AnimElem = 28
anim = 502
postype = p2
pos = 0,-68
random = 30,0
sprpriority = 4

[State 240, 4]
type = Explod
trigger1 = AnimElem = 6
trigger2 = AnimElem = 13
trigger3 = AnimElem = 25
anim = 502
postype = p2
pos = 0,-98
random = 30,0
sprpriority = 4

[State 810, Bind 1]
type = Targetstate
trigger1 = time = 0
value = 2013

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 2007

[Statedef 2007];僔儑僢僩
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2005
sprpriority = 2

[State 3005, 1]
type = null;BGPalFX
trigger1 = 1
time = 2
invertall = 1
ignorehitpause = 1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
value = S0,46

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
value = S0,36

[State 810, Bind 1]
type = Targetstate
trigger1 = time = 0
value = 2014

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 40
value = S0,27

[State 240, 4]
type = Explod
trigger1 = AnimElem = 41,= 1
anim = 503
postype = p2
pos = 10,-98
sprpriority = 5
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 42,= 1
anim = 503
postype = p2
pos = 10,-48
sprpriority = 5
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 43,= 1
anim = 503
postype = p2
pos = -30,-88
sprpriority = 5
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 44,= 1
anim = 503
postype = p2
pos = -30,-68
sprpriority = 5
ignorehitpause = 1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 43
value = S0,17

[State 810, Bind 1]
type = Targetstate
trigger1 = animelem = 41
;trigger1 = numprojID(1071) = 0
;trigger1 = hitshakeover = 1
value = 2015

[State 3110, 8]
type = Pause
trigger1 = (GameTime%2) = 1
trigger1 = animelem = 41, >= 0
trigger1 = animelem = 47, <= 0
time = 1
movetime = 0

[State 3110, 8]
type = envcolor
trigger1 = animelem = 41
trigger2 = animelem = 42
trigger3 = animelem = 43
ignorehitpause = 1
time = 2
under = -1
value = 255,255,255

[State 240, 4]
type = envshake
trigger1 = animelem = 41
trigger2 = animelem = 42
trigger3 = animelem = 43
trigger4 = animelem = 44
time = 3

[State 821, 4]
type = hitadd
trigger1 = animelem = 41
trigger2 = animelem = 42
trigger3 = animelem = 43
trigger4 = animelem = 44
value = 1

[State 821, 4]
type = targetlifeadd
trigger1 = animelem = 41
trigger2 = animelem = 42
trigger3 = animelem = 43
trigger4 = animelem = 44
value = -25
kill = 0

[State 1034, 2]
type = explod
trigger1 = animelem = 40
anim = 1072
pos = -3,0
postype = p1
sprpriority = 3
pausemovetime = 99999

[State 240, 4]
type = envshake
;trigger1 = animelem = 41
trigger1 = animelem = 67
trigger2 = animelem = 69
trigger3 = animelem = 71
trigger4 = animelem = 73
trigger5 = animelem = 75
trigger6 = animelem = 77
trigger7 = animelem = 79
;trigger8 = animelem = 81
time = 15
;ampl = -14
ignorehitpause = 1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 50
value = S0,1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 50
value = S0,47

[State 1034, 2]
type = explod
trigger1 = animelem = 67
anim = 2006
pos = 138,-90
postype = p1
sprpriority = 3

[State 1034, 2]
type = posfreeze
trigger1 = 1
time = 2
ignorehitpause = 1

[State 821, 4]
type = playsnd
trigger1 = animelem = 67
;trigger2 = animelem = 59
trigger2 = animelem = 71
;trigger4 = animelem = 63
trigger3 = animelem = 75
;trigger6 = animelem = 67
trigger4 = animelem = 79
;trigger8 = animelem = 71
value = S0,49

[State 821, 4]
type = explod
triggerall = movehit
trigger1 = animelem = 67, = 1
trigger2 = animelem = 69, = 1
trigger3 = animelem = 71, = 1
trigger4 = animelem = 73, = 1
trigger5 = animelem = 75, = 1
trigger6 = animelem = 77, = 1
trigger7 = animelem = 79, = 1
trigger8 = animelem = 81, = 1
anim = 517
postype = p2
pos = -10,-60
sprpriority = 8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 191, 1]
type = targetstate
trigger1 = animelem = 67
trigger2 = animelem = 69
trigger3 = animelem = 71
trigger4 = animelem = 73
trigger5 = animelem = 75
trigger6 = animelem = 77
trigger7 = animelem = 79
value = 2017

[State 821, 4]
type = playsnd
;trigger1 = animelem = 67
trigger1 = animelem = 69
;trigger2 = animelem = 71
trigger2 = animelem = 73
;trigger3 = animelem = 75
trigger3 = animelem = 77
;trigger4 = animelem = 79
value = S0,48

[State 821, 4]
type = playsnd
;trigger1 = animelem = 67
trigger1 = animelem = 69
;trigger2 = animelem = 71
trigger2 = animelem = 73
;trigger3 = animelem = 75
trigger3 = animelem = 77
;trigger4 = animelem = 79
value = S0,17

[State 191, 1];僩僪儊
type = targetstate
trigger1 = animelem = 81
value = 2018

[State 821, 4]
type = hitadd
trigger1 = animelem = 67
trigger2 = animelem = 69
trigger3 = animelem = 71
trigger4 = animelem = 73
trigger5 = animelem = 75
trigger6 = animelem = 77
trigger7 = animelem = 79
trigger8 = animelem = 80
value = 1

[State 821, 4]
type = targetlifeadd
trigger1 = animelem = 67
trigger2 = animelem = 69
trigger3 = animelem = 71
trigger4 = animelem = 73
trigger5 = animelem = 75
trigger6 = animelem = 77
trigger7 = animelem = 78
value = -26

[State 821, 4]
type = targetlifeadd
trigger1 = animelem = 81
value = -20

[State 4100,1]
type = Helper
trigger1 = animelem = 67
ID = 2007
name = "denki"
sprpriority = 5
pos = -30,-20
postype = back
stateno = 2016
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 3110, 8]
type = envcolor
trigger1 = animelem = 67
trigger2 = animelem = 71
trigger3 = animelem = 75
trigger4 = animelem = 79
ignorehitpause = 1
time = 2
under = -1
value = 255,255,255

[State 3110, 8]
type = null;Pause
trigger1 = MoveHit
trigger1 = (GameTime%2) = 1
trigger1 = animelem = 67,>= 0
trigger1 = animelem = 79,<= 0
trigger1 = p2life != 0
time = 1
movetime = 0

[State 3110, 8]
type = Pause
trigger1 = (GameTime%3) = 1
trigger1 = animelem = 67,>= 0
trigger1 = animelem = 81,<= 0
trigger1 = p2life != 0
time = 1
movetime = 0

[State 240, 4]
type = varset
trigger1 = Time = 0
var(5) = 0

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

[Statedef 2010];憡庤
type    = A
movetype= H
physics = N
velset = 0,0

[State 821, 4]
type = SelfState
trigger1 = enemy,movetype = H
value = 5300

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2009

[Statedef 2011];憡庤
type    = S
movetype= H
physics = N
velset = 0,0

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

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

[Statedef 2012];憡庤
type    = S
movetype= H
physics = S
velset = 0,0

[State 820, 1]
type = posadd
Trigger1 = animelem = 3, = 1
Trigger2 = animelem = 4, = 1
x = 20

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

[Statedef 2013];憡庤
type    = S
movetype= H
physics = S
velset = 0,0

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

[Statedef 2014];憡庤婥愨
type    = S
movetype= H
physics = S
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 810]
type = hitfallset
trigger1 = time = 0
value = 0

[State 820, 1]
type = ChangeAnim
trigger1 = AnimExist(5300)
trigger1 = time = 0
value = 5300

[State 820, 1]
type = ChangeAnim2
trigger1 = !AnimExist(5300)
trigger1 = time = 0
value = 2014

[Statedef 2015];憡庤
type    = S
movetype= H
physics = N
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 820, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2013

[Statedef 2016];揹婥僿儖僷乕
type    = S
velset = 0,0
anim = 2016

[State 107, 2]
type = explod
trigger1 = time % 3 = 0
trigger1 = 1
anim = 2007
postype = p2
pos = 0,-40
random = 80,80
ownpal = 1
sprpriority = 4

[State 820, 1]
type = destroyself
trigger1 = time = 130

[Statedef 2017];憡庤儔僗僩
type    = S
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = posadd
Trigger1 = time = 0
x = -4

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 820, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2232

[State 820, 1]
type = palfx
trigger1 = 1
time = 2
add = 22, 22,22;23,24
sinadd = 122, 122,122, 5
invertall = 1

[Statedef 2018];憡庤悂偭旘傇
type    = A
movetype = H
physics = N
velset = -5,-8.5
sprpriority = -1

[State 820, 1]
type = palfx
trigger1 = 1
time = 4
add = 22, 22,22;23,24
sinadd = 122, 122,122, 5
invertall = 1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 821, 1]
type = VelAdd
Trigger1 = time > 0
y = .4

[State 821, 4]
type = changeanim
trigger1 = time = 0
trigger1 = selfAnimExist(5052)
value = 5052

[State 821, 4]
type = changeanim2
trigger1 = time = 0
trigger1 = !selfAnimExist(5052)
value = 2233

[State 821, 4]
type = changeanim
trigger1 = time = 20
trigger1 = selfAnimExist(5062)
value = 5062

[State 821, 4]
type = changeanim2
trigger1 = time = 20
trigger1 = !selfAnimExist(5062)
value = 2234

[State 5050, 6]
type = selfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = time >= 25
value = 5100

;--------------------------------------------------------------
[Statedef 2020];攋嵐梾棎晳2
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2017
sprpriority = 4

[State 4000, BGPalFX]
type = BGPalFX
trigger1 = 1
;mul = 200,200,200
time = 2
add = -100,-100,-100
color = 0
invertall = 1
ignorehitpause = 1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 2
value = S0,54

[State 240, 4]
type = Explod
trigger1 = AnimElem = 1
anim = 511
postype = p1
pos = 40,-70
sprpriority = 4

[State 106, 1]
type = playsnd
trigger1 = Time = 0
value = S0,12

[State 106, 1]
type = posset
trigger1 = Time = 0
y = 0

[State 821, 4]
type = targetbind
trigger1 = time = 0
postype = p1
pos = 36,0

[State 820, 1]
type = changestate
trigger1 = animtime = 0
value = 2021

[Statedef 2021];攋嵐梾棎晳2
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2016
sprpriority = 4

[State 4000, BGPalFX]
type = BGPalFX
trigger1 = 1
;mul = 200,200,200
time = 2
add = -100,-100,-100
color = 0
invertall = 1
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 10
trigger3 = Time = 20
trigger4 = Time = 30
trigger5 = Time = 40
trigger6 = Time = 50
trigger7 = Time = 60
trigger8 = Time = 70
trigger9 = Time = 80
trigger10 = Time = 90
trigger11 = Time = 100
trigger12 = Time = 110
trigger13 = Time = 120
trigger14 = Time = 130
trigger15 = Time = 140
trigger16 = Time = 150
trigger17 = Time = 160
anim = 502
postype = p1
pos = 40,-60
random = 10,30
sprpriority = 7

[State 240, 4]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 10
trigger3 = Time = 20
trigger4 = Time = 30
trigger5 = Time = 40
trigger6 = Time = 50
trigger7 = Time = 60
trigger8 = Time = 70
trigger9 = Time = 80
trigger10 = Time = 90
trigger11 = Time = 100
trigger12 = Time = 110
trigger13 = Time = 120
trigger14 = Time = 130
trigger15 = Time = 140
trigger16 = Time = 150
trigger17 = Time = 160
anim = 510
postype = p1
pos = 40,-60
random = 10,30
sprpriority = 7

[State 106, 1]
type = playsnd
trigger1 = Time = 0
trigger2 = Time = 10
trigger3 = Time = 20
trigger4 = Time = 30
trigger5 = Time = 40
trigger6 = Time = 50
trigger7 = Time = 60
trigger8 = Time = 70
trigger9 = Time = 80
trigger10 = Time = 90
trigger11 = Time = 100
trigger12 = Time = 110
trigger13 = Time = 120
trigger14 = Time = 130
trigger15 = Time = 140
trigger16 = Time = 150
trigger17 = Time = 160
value = S0,7

[State 1034, 2]
type = Projectile
trigger1 = time = 1
projremove = 1
Projremovetime = 40
projpriority = 5
projanim = 2022
offset = 0,10
velocity = 1,-1

[State 1034, 2]
type = Projectile
trigger1 = time = 40
projremove = 1
Projremovetime = 40
projpriority = 5
projanim = 2023
offset = 20,-30
velocity = -1,1

[State 1034, 2]
type = Projectile
trigger1 = time = 80
projremove = 1
Projremovetime = 40
projpriority = 5
projanim = 2024
offset = -20,-60
velocity = 1,1

[State 1034, 2]
type = Projectile
trigger1 = time = 120
projremove = 1
Projremovetime = 40
projpriority = 5
projanim = 2025
offset = 20,-30
velocity = 1,-1

[State 821, 4]
type = targetstate
trigger1 = time = 0
value = 2024

[State 820, 1]
type = changestate
trigger1 = time = 160
value = 2022

[Statedef 2022];攋嵐梾棎晳2
type    = A
physics = N
movetype = A
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2018
sprpriority = 4

[State 4000, BGPalFX]
type = BGPalFX
trigger1 = 1
;mul = 200,200,200
time = 2
add = -100,-100,-100
color = 0
invertall = 1
ignorehitpause = 1

[State 821, 4]
type = envcolor
trigger1 = animelem = 2, = 1
trigger2 = animelem = 2, = 2
trigger3 = animelem = 2, = 3
trigger4 = animelem = 2, = 5
trigger5 = animelem = 2, = 7
value = 255,255,255
time = 1
under = -1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 2
value = S0,51

[State 821, 4]
type = velset
trigger1 = time >= 5
y = -8

[State 240, 4]
type = Explod
triggerall = movehit
trigger1 = animelem = 2, = 1
trigger2 = animelem = 2, = 2
trigger3 = animelem = 2, = 3
trigger4 = animelem = 2, = 5
trigger5 = animelem = 2, = 7
anim = 510
postype = p2
pos = 0,-48
sprpriority = 4

[State 240, 4]
type = Explod
triggerall = movehit
trigger1 = animelem = 2, = 1
trigger2 = animelem = 2, = 2
trigger3 = animelem = 2, = 3
trigger4 = animelem = 2, = 5
trigger5 = animelem = 2, = 7
anim = 509
postype = p2
pos = 0,-48
sprpriority = 4

[State 1034, 2]
type = hitdef
trigger1 = animelem = 2, = 1
trigger2 = animelem = 2, = 2
trigger3 = animelem = 2, = 3
trigger4 = animelem = 2, = 5
trigger5 = animelem = 2, = 7
attr = S, SA
damage   = 34
animtype = Up
pausetime = 2,6
hitflag = MAF
guardflag = M
sparkno = -1;S502
guard.sparkno = S507
sparkxy = -1;90,-65
hitsound = S0,14
guardsound = S0,10
pausetime = 0,10
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
guard.hittime = 0
ground.velocity = 0,-11
air.velocity = 0,-11
fall = 1
fall.recover = 0

[State 821, 4]
type = targetstate
trigger1 = time = 0
value = 2025

[State 820, 1]
type = destroyself
trigger1 = time = 80

[Statedef 2023];憡庤
type    = S
movetype= H
physics = S
velset = 0,0

[State 820, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2026

[Statedef 2024];憡庤
type    = S
movetype= H
physics = S
velset = 0,0

[State 820, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2012

[Statedef 2025];憡庤
type    = S
movetype= H
physics = S
velset = 0,0

[State 820, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 1099



[Statedef 1089];僗僩儔僀僇乕
type    = S
physics = S
moveytpe = A
anim = 2028
velset = 0,0
ctrl = 0

[State 4100,1]
type = Helper
triggerall = numhelper(1090) = 0
trigger1 = animelem = 9
ID = 1090
name = "basara"
sprpriority = 5
pos = -30,-20
postype = back
stateno = 1090
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 3, 5]
type = PlaySnd
trigger1 = Time = 0
value = S0,56

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1


;--------------------------------------------------------
;--------------------------------------------------------
[Statedef 2100];白罗灭精
type    = S
movetype= A
physics = S
poweradd = -1000
ctrl = 0
velset = 0,0
anim = 2100
sprpriority = 2

[State 3000, 1]
type = PalFX
trigger1 = Time < 16 && Time % 2
trigger1 = prevstateno = [1000,1060]
time = 1
add = 255,255,255
ignorehitpause = 1

[State 170, 1]
type = notHitBy
trigger1 = 1
value = SCA, AP,AA,AT
time = 2
ignorehitpause = 1

;----------------ron-------------------------------

[State 2700, 2]
type = Helper
trigger1 = numhelper(2711) <= 0
trigger1 = AnimElem = 1
helpertype = normal
name = "Ron"
ID = 2711                       
postype = P2
pos = 50,-Floor(P2Dist Y)
facing = -1
stateno = 2711
keyctrl = 0
ownpal = 1
;--------------------------------------------

[State 240, 4]
type = playsnd
trigger1 = time = 0
value = S0,36
channel = 0

[State 10000]
type = Helper
trigger1 = AnimElem = 2
stateno = 1711
pos = 0,20;-52

[State 240, 4]
type = envcolor
trigger1 = Time = 0
time = 2
value = 255,255,255
under = -1

[State 4000, BGPalFX]
type = BGPalFX
trigger1 = Time >= 30
trigger1 = 1
time = 2
mul = 900,900,900
add = -250,-250,-250
ignorehitpause = 1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time >= 30
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State 240, 4]
type = null;envcolor
trigger1 = Time >= 30
trigger1 = 1
time = 2
value = 0,0,0
under = -1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [3,30]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[state 190]
type = superpause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1
darken = 0
unhittable = 1
sound = S0,38

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 512
postype = p1
pos = 0,0
sprpriority = -1
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 10
anim = 513
postype = p1
pos = 10,-110
sprpriority = 5
supermove = 1
ownpal = 1

[State 701, 1]
type = envshake
trigger1 = AnimElem = 5
time = 10

[State 701, 1]
type = playsnd
trigger1 = AnimElem = 5
value = S0,13

[State 240, 4]
type = Explod
trigger1 = AnimElem = 5
anim = 515
postype = p1
pos = 0,0
sprpriority = 6

[State 240, 4]
type = Explod
trigger1 = AnimElem = 5
anim = 516
postype = p1
pos = 0,0
sprpriority = -2

[State 240, 4]
type = varset
trigger1 = time = 0
var(11) = 0

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 2101

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

[Statedef 2101];敀梾柵惛峌寕
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2101
sprpriority = 2

[State 840,0]
type = PlayerPush
trigger1 = 1
value = 0

[State 701, 1]
type = playsnd
trigger1 = AnimElem = 1
value = S0,57
channel = 3

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 1 >= 0
trigger1 = 1
projremove = 0
Projremovetime = 2
projhits = 0
projremanim = -1
projpriority = 9999999999
projanim = 2108
offset = 0,0;35,-105
velocity = 0,0
attr = S, SP

[State 4100,1]
type = null;Helper
trigger1 = time = 0
ID = 2100
name = "kougeki"
postype = p1
pos = 0,0
sprpriority = 2
stateno = 2103
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 4100,1];塓
type = Helper
trigger1 = time = 0
ID = 2100
name = "uzu"
postype = p1
pos = -8,-110
sprpriority = 2
stateno = 2104
helpertype = normal
keyctrl = 0
ownpal = 1

[State 240, 4];塓
type = Explod
trigger1 = time = 0
anim = 2110
ID = 2103
postype = p1
pos = -8,-110
sprpriority = -1
removetime = 200
bindtime = -1
ownpal = 1

[State 240, 4];媴
type = Explod
trigger1 = time = 0
anim = 2105
ID = 2103
postype = p1
pos = -8,-110
sprpriority = 0
removetime = 120
ownpal = 1

[State 240, 4];媴2
type = Explod
trigger1 = time = 0
anim = 2106
ID = 2103
postype = p1
pos = -8,-110
sprpriority = 0
removetime = 120
ownpal = 1

[State 240, 4];媴3
type = Explod
trigger1 = time = 0
anim = 2107
ID = 2103
postype = p1
pos = -8,-110
sprpriority = 0
removetime = 120
ownpal = 1

[State 240, 4]
type = RemoveExplod
trigger1 = AnimTime = 0
ID = 2103

[State -3, 2.0201]
type = nothitby
trigger1 = 1
time = 2
value = SCA

[State 240, 2]
type = HitDef
trigger1 = animelem = 1
attr = S, HP
animtype  = up
damage    = 110,10
guardflag = M
hitflag = MAF
pausetime = 0,10
guard.pausetime = 0,16
sparkno = S502
guard.sparkno = S507
sparkxy = -15,-85 + var(11)
hitsound   = S0,17
guardsound = S0,10
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -19,-7
air.velocity = -19,-7
fall = 1
fall.recover = 0
;yaccel = .5
getpower = 0,0
givepower = 60,50
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 9
trigger2 = animelem = 17
trigger3 = animelem = 25
trigger4 = animelem = 33
trigger5 = animelem = 41
trigger6 = animelem = 49
attr = S, HP
animtype  = up
damage    = 30,10
guardflag = M
hitflag = MAF
pausetime = 0,11
guard.pausetime = 0,16
sparkno = S502
guard.sparkno = S507
sparkxy = -15,-85 + var(11)
hitsound   = S0,17
guardsound = S0,10
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -11,-10
air.velocity = -11,-10
fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
givepower = 60,50
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 57
attr = S, HP
animtype  = up
damage    = 30,10
guardflag = M
hitflag = MAF
pausetime = 0,11
guard.pausetime = 0,16
sparkno = S502
guard.sparkno = S507
sparkxy = -15,-85 + var(11)
hitsound   = S0,17
guardsound = S0,10
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -6,-8
air.velocity = -6,-8
fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
givepower = 60,50
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 240, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(11) = 30

[State 240, 4]
type = varset
trigger1 = 1
trigger1 = P2statetype != C
var(11) = -150 - (-150 - floor(p2bodydist y))

[State 240, 4]
type = varset
trigger1 = time = 0
var(14) = 0

[State 240, 4]
type = varset
trigger1 = time = 0
var(13) = 0

[State 240, 4]
type = varadd
trigger1 = movehit = 1
var(13) = 1

[State 2100]
type = Pause
trigger1 = MoveHit
trigger1 = (GameTime%2) = 1
trigger1 = var(14) = 0
;trigger1 = 1
;trigger1 = P2movetype = H
time = 1
movetime = 0
;ignorehitpause = 1

[State 2100]
type = Pause
trigger1 = (GameTime%3) = 1
trigger1 = var(14) != 0
time = 1
movetime = 0

[State 4000, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 2
mul = 900,900,900
add = -250,-250,-250
ignorehitpause = 1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State 240, 4]
type = null;envcolor
trigger1 = 1
time = 5
value = 0,0,0
under = -1
ignorehitpause = 1

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 2102

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

[Statedef 2102];敀梾柵惛廔椆
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2102
sprpriority = 2

[State 2100]
type = Pause
trigger1 = (GameTime%3) = 1
trigger1 = var(14) != 0
trigger1 = animelem = 8, <= 0
time = 1
movetime = 0

[State 2100]
type = Pause
trigger1 = (GameTime%2) = 1
trigger1 = var(13) != 0
trigger1 = var(14) = 0
trigger1 = animelem = 12, <= 0
time = 1
movetime = 0
;ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 2104
postype = p1
pos = -8,-110
sprpriority = -1
supermove = 1
ownpal = 1
removeongethit = 1

[State 4000, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 2
mul = 900,900,900
add = -250,-250,-250
ignorehitpause = 1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State 240, 4]
type = null;envcolor
trigger1 = 1
time = 2
value = 0,0,0
under = -1
ignorehitpause = 1

[State 701, 1]
type = stopsnd
trigger1 = Animtime = 0
channel = 3

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

[Statedef 2103];慡懱峌寕僿儖僷乕
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2109
sprpriority = 2

[State 240, 4]
type = envcolor
trigger1 = 1
time = 5
value = 0,0,0
under = -1
ignorehitpause = 1

[State 240, 4]
type = bindtoroot
trigger1 = 1
trigger1 = animelem = 16 <= 15
time = 2
ignorehitpause = 1

[State 240, 4]
type = bindtoroot
trigger1 = 1
trigger1 = animelem = 17 >= 0
pos = -8,-110
time = 2
ignorehitpause = 1

[State 2100]
type = Pause
trigger1 = MoveHit
trigger1 = (GameTime%2) = 1
trigger1 = parent,var(12) = 0
;trigger1 = 1
trigger1 = P2movetype = H
trigger1 = animelem = 35 <= 0
time = 1
movetime = 0
ignorehitpause = 1

[State 821, 4]
type = destroyself
trigger1 = animtime = 0

[Statedef 2104];塓僿儖僷乕
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2103
sprpriority = -2

[State 6010, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 820, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 2100]
type = Pause
;trigger1 = MoveHit
trigger1 = (GameTime%3) = 1
trigger1 = 1
;trigger1 = P2movetype != A
trigger1 = animelem = 35 <= 0
time = 1
movetime = 0
;ignorehitpause = 1

[State 240, 2]
type = HitDef
trigger1 = animelem = 2
attr = S, HP
animtype  = up
damage    = 10,10
guardflag = M
hitflag = MAF
pausetime = 0,25
guard.pausetime = 0,16
sparkno = S502
guard.sparkno = S507
sparkxy = 15,-55 + var(12)
hitsound   = S0,17
guardsound = S0,10
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -5,-5
air.velocity = -5,-5
fall = 1
fall.recover = 0
;yaccel = .5
getpower = 0,0
givepower = 60,50
sprpriority = -2

[State 240, 4]
type = bindtoroot
trigger1 = 1
pos = -8,-110
time = 2
ignorehitpause = 1

[State 240, 4]
type = parentvaradd
trigger1 = movehit
var(14) = 1
ignorehitpause = 1

[State 240, 4]
type = varset
trigger1 = time = 0
var(12) = 0

[State 240, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(12) = 30

[State 240, 4]
type = varset
trigger1 = 1
trigger1 = P2statetype != C
var(12) = -150 - (-150 - floor(p2bodydist y))

[State 821, 4]
type = destroyself
trigger1 = parent,stateno = 2102

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

[Statedef 511];傆偭旘偽偟憡庤儌乕僔儑儞
type = A
physics = N
movetype = H
ctrl = 0
velset = 0,0
sprpriority = -1

[State 3040, 1]
type = VelAdd
trigger1 = Time = 15
trigger1 = hitshakeover = 1
x = -6
y = -3

[State 3040, 1]
type = VelAdd
trigger1 = Time > 20
trigger1 = hitshakeover = 1
y = .6

[State 107, 2]
type = Changeanim2
trigger1 = Time = 0
value = 2111

[State 3040, 3]
type = changeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 512

[Statedef 512];憡庤儌乕僔儑儞
type = A
physics = N
movetype = H
ctrl = 0
velset = 0,0

[State 3040, 1]
type = posset
trigger1 = Time = 0
y = 0

[State 3040, 1]
type = Velset
trigger1 = time = [0,10]
x = -2.8

[State 3040, 1]
type = makedust
trigger1 = time = [0,26]
postype = p2
pos = 30,0

[State 3040, 1]
type = Velset
trigger1 = time = [10,17]
x = -.8

[State 3040, 1]
type = Velset
trigger1 = time = [18,26]
x = -.1

[State 107, 2]
type = Changeanim2
trigger1 = Time = 0
value = 2112

[State 107, 2]
type = Changeanim2
trigger1 = Time = 19
value = 2113

[State 610, 4]
type = SelfState
trigger1 = alive = 0
trigger1 = Time = 29
value = 5150

[State 610, 4]
type = SelfState
trigger1 = Time = 33
trigger1 = alive = 1
value = 5120

[Statedef 513];
type = S
physics = N
movetype = I
ctrl = 0
anim = 2029
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 701, 1]
type = playsnd
trigger1 = p2stateno = 512
value = S0,58
persistent = 0

[State 610, 4]
type = destroyself
trigger1 = time = 60

;----------------------------------------------------------
;--------------------------------------------------------
;--------------------------------------------------------
;3僾儔僩儞
[Statedef 2200]
type    = S
movetype= A
physics = S
poweradd = -2000
ctrl = 0
velset = 0,0
anim = 2204
sprpriority = 2

[State 3000, 1]
type = PalFX
trigger1 = Time < 16 && Time % 2
trigger1 = prevstateno = [1000,1060]
time = 1
add = 255,255,255
ignorehitpause = 1

[State 170, 1]
type = notHitBy
trigger1 = time = 0
;trigger1 = var(58) = 1
value = SCA, AP,AA,AT
time = 45
ignorehitpause = 1

[State 240, 4]
type = envcolor
trigger1 = Time = 1
time = 2
value = 255,255,255
under = -1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [3,30]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[state 190]
type = superpause
trigger1 = time = 1
time = 30
movetime = 30
anim = -1
darken = 0
unhittable = 1
sound = S0,39

[State 240, 4]
type = Explod
trigger1 = time = 1
anim = 522
postype = p1
pos = 0,-90
sprpriority = -1
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 10
anim = 523
postype = p1
pos = 0,-90
sprpriority = 5
supermove = 1
ownpal = 1

[State 800, 1]
type = HitDef
triggerall = enemynear,stateno != [120,153]
Trigger1 = animelem = 1
animtype  = Up
attr = S, HT
hitflag = M
guardflag = N
priority = 1, Miss
sparkno = -1
numhits = 0
sprpriority = 1
p2facing = 1
p1stateno = 2201
p2stateno = 2202
guard.dist = 0

[State 3005, 1]
type = BGPalFX
trigger1 = Time >= 25
time = 20
invertall = 1
ignorehitpause = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 2201]
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2205
sprpriority = 2

[State 701, 1]
type = Width
trigger1 = 1
edge = 0,30

[State 240, 4]
type = Explod
trigger1 = AnimElem = 5
trigger1 = anim = 2205
anim = 511
postype = p1
pos = 45,-78
sprpriority = 4

[State 701, 1]
type = playsnd
trigger1 = animelem = 5
trigger1 = anim = 2205
value = S0,12

[State 240, 4]
type = envcolor
trigger1 = 1
time = 2
value = 0,0,0
under = -1
ignorehitpause = 1

[state 190]
type = superpause
trigger1 = time = 1
time = 30
movetime = 30
anim = -1
darken = 0
unhittable = 1
sound = S0,39

[State 240, 4]
type = Explod
trigger1 = time = 1
anim = 512
postype = p1
pos = 0,-90
sprpriority = -1
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 10
anim = 513
postype = p1
pos = 0,-90
sprpriority = 5
supermove = 1
ownpal = 1

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 7, <= 0
trigger1 = anim = 2205
ignorehitpause = 1
pos = 40, 0

[State 701, 1]
type = velset
trigger1 = frontedgedist <= 160
trigger1 = AnimElem = 1, >= 0
x = -2

[State 701, 1]
type = velset
trigger1 = frontedgedist >= 160
trigger1 = AnimElem = 1, >= 0
x = 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 7
attr = S, HT
damage = 50, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 10
sparkno = S500
guard.sparkno = S505
sparkxy = -10, -76
hitsound = S0,6
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -2
airguard.velocity = 0
kill = 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 10
attr = S, HT
damage = 50, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 3
sparkno = S500
guard.sparkno = S505
sparkxy = -10, -56
hitsound = S0,9
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = 0
airguard.velocity = 0
air.type = High
p2stateno = 2203
kill = 0

[State 4100,1];攚屻
type = Helper
trigger1 = AnimElem = 13
trigger1 = anim = 2205
ID = 1
name = "basara"
postype = p2
pos = -60,0
sprpriority = 2
stateno = 2210
helpertype = normal
keyctrl = 0
ignorehitpause = 1
ownpal = 1

[State 195, 2]
type = varset
trigger1 = time = 50
var(30) = 1

[State 195, 2]
type = varset
trigger1 = time = 50
var(31) = 1

[State 195, 2]
type = playsnd
trigger1 = time = 240
value = S0,56
persistent = 0

[State 195, 2]
type = Changeanim
trigger1 = time = 230
value = 181
persistent = 0

[State 4100,1]
type = Helper
trigger1 = time = 275
name = "krizalid"
postype = back
pos = -20,0
sprpriority = 2
stateno = 2205
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 195, 2]
type = ChangeState
trigger1 = numhelper(2209) = 1
value = 2230

[Statedef 2202]
type    = A
movetype= H
physics = N
velset = 0,0
;anim = 811
sprpriority = -1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 5050, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2207

[Statedef 2203]
type    = S
movetype= H
physics = S
velset = 0,0
sprpriority = -1

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 5050, 1]
type = velset
trigger1 = time = 0
x = -14

[State 5050, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2207

[Statedef 2210];攋嵐梾
type    = S
movetype= A
physics = S
velset = 0,0
anim = 2206
sprpriority = -2

[State 840,0]
type = palfx
trigger1 = 1
time = 2
add = var(21),var(21),var(21)

[state 190]
type = varset
trigger1 = time = 0
var(21) = -250

[state 190]
type = varadd
trigger1 = 1;time >= 70
trigger1 = var(21) <= 0
var(21) = 7

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 13
value = S0,12


[State 821, 4]
type = targetbind
trigger1 = AnimElem = 13, = 1
postype = p1
pos = 40,-120

[State 240, 4]
type = Explod
trigger1 = AnimElem = 13
anim = 511
postype = p1
pos = 40,-110
sprpriority = 4

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 3
value = S0,51

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 13
trigger1 = p2movetype = H
attr = S, HT
damage = 300,0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = -1;S500
guard.sparkno = S505
;sparkxy = -10, -76
;hitsound = S0,12
numhits = 0
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = 0
air.type = High
p2stateno = 2204
kill = 0

[State 240, 4]
type = null;Explod
trigger1 = time = 130
anim = 2201
postype = p1
pos = 150,0
sprpriority = 4
removetime = 200
facing = -1

[State 821, 4]
type = targetstate
trigger1 = numhelper(2208) = 1
value = 2211
persistent = 0

[State 821, 4]
type = targetstate
trigger1 = numhelper(2209) = 1
value = 2212
persistent = 0

[State 5050, 1]
type = targetstate
trigger1 = numhelper(2210) = 1
value = 2220
persistent = 0

[State 107, 2]
type = playsnd
trigger1 = numhelper(2209) = 1
value = S0,52
ignorehitpause = 1
persistent = 0

[State 5050, 1]
type = Changestate
trigger1 = numhelper(2210) = 1
value = 2221
persistent = 0

[Statedef 2211];棎晳憡庤
type    = A
movetype= H
velset = 0,0
sprpriority = -1

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 5050, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2210

[Statedef 2212];棎晳憡庤巭傑傞
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 5050, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2209

[Statedef 2204]
type    = A
movetype= H
physics = N
velset = 0,0
;anim = 811
sprpriority = -1

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 5050, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2209

[Statedef 2205];僋儕僓儕僢僪搊応
type    = S
physics = N
movetype = I
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2200
sprpriority = 5

[State 1051, 2]
type = velset
trigger1 = 1
x = 5

[State 810, 1]
type = PlayerPush
trigger1 = 1
value = 1

[State 1051, 2]
type = ChangeState
trigger1 = p2bodydist x <= 120
value = 2206

[Statedef 2206];棎晳
type    = S
physics = N
movetype = I
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2201
sprpriority = 5

[State 810, 1]
type = PlayerPush
trigger1 = 1
value = 1

[State 191, 1]
type = parentvaradd
trigger1 = animelem = 3
var(30) = 1
;persistent = 0

[State 191, 1]
type = varrandom
trigger1 = 1
v = 4
range = 502,503

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
trigger3 = AnimElem = 22
value = S0,7

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
trigger3 = AnimElem = 18
trigger4 = AnimElem = 28
value = S0,6

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 13
trigger3 = AnimElem = 25
value = S0,8

[State 821, 4]
type = hitadd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
trigger3 = AnimElem = 22
trigger4 = AnimElem = 4
trigger5 = AnimElem = 10
trigger6 = AnimElem = 18
trigger7 = AnimElem = 28
trigger8 = AnimElem = 6
trigger9 = AnimElem = 13
trigger10 = AnimElem = 25
value = 1

[State 821, 4]
type = envcolor
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
trigger3 = AnimElem = 22
trigger4 = AnimElem = 4
trigger5 = AnimElem = 10
trigger6 = AnimElem = 18
trigger7 = AnimElem = 28
trigger8 = AnimElem = 6
trigger9 = AnimElem = 13
trigger10 = AnimElem = 25
value = 255,255,255
under = -1
time = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
trigger3 = AnimElem = 22
anim = var(4)
postype = p1
pos = 110,-28
random = 30,0
sprpriority = 4

[State 240, 4]
type = Explod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
trigger3 = AnimElem = 18
trigger4 = AnimElem = 28
anim = var(4)
postype = p1
pos = 110,-68
random = 30,0
sprpriority = 4

[State 240, 4]
type = Explod
trigger1 = AnimElem = 6
trigger2 = AnimElem = 13
trigger3 = AnimElem = 25
anim = var(4)
postype = p1
pos = 110,-98
random = 30,0
sprpriority = 4

[State 4100,1]
type = Helper
trigger1 = animelem = 2
name = "mu"
ID = 2208
postype = back
pos = 0,0
sprpriority = 2
stateno = 2208
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 4100,1]
type = Helper
trigger1 = time = 130
name = "mu"
ID = 2209
postype = back
pos = 0,0
sprpriority = 2
stateno = 2208
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 1051, 2]
type = ChangeState
trigger1 = time = 130
value = 2207

[Statedef 2207];僩僪儊
type    = S
physics = N
movetype = I
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2202
sprpriority = 4

[State 107, 2]
type = playsnd
trigger1 = animelem = 1
value = S0,62

[State 821, 4]
type = posadd
trigger1 = AnimElem = 12
x = 20

[State 821, 4]
type = hitadd
trigger1 = AnimElem = 12
value = 3

[State 240, 4]
type = Explod
trigger1 = AnimElem = 12
anim = 503
postype = p1
pos = 95,-60
sprpriority = 8
pausemovetime = 9999

[State 240, 4]
type = Explod
trigger1 = AnimElem = 12
anim = 503
postype = p2
pos = 0,-20
sprpriority = 8
pausemovetime = 9999

[State 4100,1]
type = Helper
trigger1 = animelem = 12
name = "mu"
ID = 2210
postype = back
pos = 0,0
sprpriority = 2
stateno = 2208
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 810, 1]
type = PlayerPush
trigger1 = 1
value = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 11
anim = 2211
postype = p1
pos = 0,0
sprpriority = 5

[State 240, 4]
type = envshake
trigger1 = AnimElem = 12
time = 25

[State 240, 4]
type = envcolor
trigger1 = AnimElem = 12, = 0
value = 255,0,0
time = 4
under = -1
ignorehitpause = 1

[State 1051, 2]
type = ChangeState
trigger1 = animtime = 0
value = 2222

[Statedef 2208]
type    = S
physics = N
movetype = I
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2029
sprpriority = 4

[State 810, 1]
type = PlayerPush
trigger1 = 1
value = 1

[State 810, 1]
type = nothitby
trigger1 = 1
value = SCA
time = 2

[State 810, 1]
type = destroyself
trigger1 = p2stateno = 2220

[Statedef 2220];夞揮悂偭旘傃
type    = A
movetype= H
physics = N
velset = 0,0

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 1281, 2]
type = PalFX
trigger1 = Time >= 30
trigger1 = 1
time = 50
add = 80,-44,-124
sinadd = 30,30,0,10
color = 0
invertall = 1
ignorehitpause = 1

[State 9020, 1]
type = ChangeAnim2
trigger1 = Time  = 0
value = 2212

[State 9020, 1]
type = posadd
trigger1 = Time = 0
y = 90
x = 10

[State 9020, 1]
type = velset
trigger1 = Time = 30
y = -15

[State 9020, 1]
type = veladd
trigger1 = Time > 33
y = .2

[State 9020, 1]
type = lifeadd
trigger1 = Pos Y >= 0 && Vel Y > 0
value = -160

[State 9020, 3]
type = SelfState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 5100

[Statedef 2221];攋嵐梾
type    = S
movetype= A
physics = S
velset = 0,0
anim = 2213
sprpriority = -2

[State 4000, BGPalFX]
type = BGPalFX
trigger1 = 1
;mul = 200,200,200
time = 2
add = -100,-100,-100
color = 0
invertall = 1
ignorehitpause = 1

[State 107, 2]
type = playsnd
trigger1 = time = 40
value = S0,49
ignorehitpause = 1

[State 191, 1]
type = envcolor
trigger1 = time = 40
trigger2 = time = 45
trigger3 = time = 50
trigger4 = time = 55
trigger5 = time = 60
value = 0,0,255
time = 2
under = -1
ignorehitpause = 1

[State 107, 2]
type = playsnd
trigger1 = time = 80
value = S0,59

[State 240, 4]
type = Explod
trigger1 = time = 80
anim = 2216
postype = p1
pos = 40,-60
sprpriority = 7

[State 820, 2]
type = targetlifeadd
trigger1 = Time = 6
value = -350
ignorehitpause = 1

[State 820, 2]
type = Pause
trigger1 = Time = 5
time = 55
movetime = 55

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 510
postype = p2
pos = 40,-80
sprpriority = 7
pausemovetime = 9999

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 509
postype = p1
pos = 40,-80
sprpriority = 7
pausemovetime = 9999

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 1094
postype = p1
pos = 0,-10
sprpriority = 7
ignorehitpause = 1
pausemovetime = 9999

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 2
value = S0,14

[State 821, 4];傆偭旘偽偟
type = playsnd
trigger1 = AnimElem = 2
value = S0,17

[State 821, 4];僉僢僋
type = playsnd
trigger1 = AnimElem = 2
value = S0,9

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 9
value = S0,53

[State 821, 4]
type = changestate
trigger1 = animtime = 0
value = 2224

[Statedef 2222];僋儕僓儕僢僪寛傔
type    = S
movetype= I
physics = S
velset = 0,0
anim = 2219
sprpriority = -2

[State 107, 2]
type = playsnd
trigger1 = animelem = 5
value = S0,63

[State 821, 4]
type = changestate
trigger1 = animtime = 0
value = 2223

[Statedef 2223];僋儕僓儕僢僪婣傞
type    = S
movetype= I
physics = N
velset = 0,0
anim = 2220
sprpriority = -2

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 3
value = S0,15

[State 821, 4]
type = velset
trigger1 = time = 7
y = -13
x = -4

[State 821, 4]
type = destroyself
trigger1 = time = 40

[Statedef 2224];攋嵐梾婣傞
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 1096
sprpriority = 4

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
value = S0,15

[State 106, 1]
type = velset
trigger1 = Time >= 0
y = -13
x = -4

[State 821, 4]
type = destroyself
trigger1 = time = 40






[Statedef 2230];僀僌僯僗僩僪儊
type    = S
movetype= A
physics = S
velset = 0,0
anim = 2214
sprpriority = -2

[State 107, 2]
type = playsnd
trigger1 = time = 0
value = S0,40
ignorehitpause = 1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 2

[State 4000, BGPalFX]
type = BGPalFX
trigger1 = 1
;mul = 200,200,200
time = 2
add = -100,-100,-100
color = 0
invertall = 1
ignorehitpause = 1

[State 9020, 1]
type = velset
trigger1 = animelem = 3
y = -15
x = 2

[State 5050, 1]
type = Changestate
trigger1 = time = 44
value = 2231

[Statedef 2231];僀僌僯僗僩僪儊
type    = A
movetype= A
physics = N
velset = 0,0
anim = 2215
sprpriority = -2

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 2

[State 107, 2]
type = null;playsnd
trigger1 = time = 3
value = S0,44

[State 4000, BGPalFX]
type = BGPalFX
trigger1 = 1
;mul = 200,200,200
time = 2
add = -100,-100,-100
color = 0
invertall = 1
ignorehitpause = 1

[State 9020, 1]
type = posset
trigger1 = time = 0
y = -120

[State 9020, 1]
type = posadd
trigger1 = time = 0
x = FrontEdgeDist - (FrontEdgeDist - p2BodyDist X) + enemynear,const(size.ground.front)-33

[State 9020, 1]
type = veladd
trigger1 = time >= 0
y = 1

[State 5050, 1]
type = Changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2232

[Statedef 2232];僀僌僯僗寛傔
type    = S
movetype= I
physics = S
velset = 0,0
anim = 0
sprpriority = -2

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 2

[State 4100,1]
type = Helper
trigger1 = time = 20
ID = 2222
name = "hinoko"
sprpriority = 5
pos = -30,-20
postype = back
stateno = 2233
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = p2stateno = 5100
ID = 2223
name = "hinoko"
sprpriority = 5
pos = -30,-20
postype = back
stateno = 2234
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 20
ID = 2223
name = "hinoko"
sprpriority = 5
pos = -30,-20
postype = back
stateno = 2235
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 5050, 1]
type = posset
trigger1 = time = 0
y = 0

[State 5050, 1]
type = Changeanim
trigger1 = time = 150
value = 2221

[State 5050, 1]
type = Changestate
trigger1 = animtime = 0
trigger1 = time >= 180
value = 0
ctrl = 1

[Statedef 2233];壩偺暡僿儖僷乕
type    = S
velset = 0,0
anim = 2016

[State 107, 2]
type = explod
trigger1 = time % 10 = 0
trigger1 = 1
anim = 2218
postype = p2
pos = 0,-40
random = 80,80
ownpal = 1
sprpriority = 4

[State 820, 1]
type = destroyself
trigger1 = time = 150

[Statedef 2234];壩偺暡僿儖僷乕憡庤僟僂儞
type    = S
velset = 0,0
anim = 2016

[State 107, 2]
type = explod
trigger1 = time % 7 = 0
trigger1 = 1
anim = 2217
postype = p2
pos = 0,-40
random = 80,80
ownpal = 1
sprpriority = 4

[State 820, 1]
type = destroyself
trigger1 = time = 50

[Statedef 2235];
type    = S
velset = 0,0
anim = 2016

[State 107, 2]
type = explod
trigger1 = time % 8 = 0
trigger1 = 1
anim = 2225
postype = p2
pos = 0,-40
random = 80,80
ownpal = 1
sprpriority = 4

[State 820, 1]
type = destroyself
trigger1 = time = 150

;--------------------------------------------------------
;--------------------------------------------------------
[Statedef 2300];僄儞僪I僽K僀傾
type    = S
movetype= A
physics = S
poweradd = -2000
ctrl = 0
velset = 0,0
anim = 2222
sprpriority = 2

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[state 2]
type = PalFX
trigger1 = 1
trigger1 = animelem = 5, >= 10
time = 2
sinadd = 48,50,32,16
add = 220,100,0
ignorehitpause = 1

[State 3000, 1]
type = PalFX
trigger1 = Time < 16 && Time % 2
trigger1 = prevstateno = [1000,3000]
time = 1
add = 250,120,210
ignorehitpause = 1

[State 240, 4]
type = envcolor
trigger1 = Time = 0
time = 2
value = 255,255,255
under = -1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [3,25]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[state 190]
type = superpause
trigger1 = time = 0
time = 25
movetime = 25
anim = -1
darken = 0
unhittable = 1
sound = S0,39

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
value = S0,44
channel = 0

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(41) = 1
anim = 10050
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(42) = 1
anim = 10053
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 522
postype = p1
pos = 0,-90
sprpriority = -1
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 10
anim = 523
postype = p1
pos = 0,-90
sprpriority = 5
supermove = 1
ownpal = 1

[State 3005, 1]
type = null;BGPalFX
trigger1 = Time >= 25
time = 20
invertall = 1
ignorehitpause = 1

[State 4000, BGPalFX]
type = null;BGPalFX
trigger1 = 1
;mul = 200,200,200
time = 2
add = -100,-100,-100
color = 0
invertall = 1
ignorehitpause = 1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 2

[State 240, 4]
type = Explod
trigger1 = animelem = 5
anim = 2226
postype = p1
pos = 0,7
sprpriority = 5
supermove = 1
ownpal = 1

[State 1450]
type = helper
Triggerall = var(58) != 0
Trigger1 = animelem = 4
id = 1201
persistent = 0
name = "hasira"
pos = 70*var(6)+40,0
postype = P1
stateno = 1201
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 1450]
type = helper
Triggerall = var(58) != 0
Trigger1 = animelem = 4
id = 1201
persistent = 0
name = "hasira"
pos = 70*var(6)+-40,0
postype = P1
stateno = 1201
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 800, 1]
type = HitDef
Trigger1 = animelem = 8
Trigger2 = animelem = 9
pausetime = 0,0
damage = 30,10
guard.pausetime = 0,10
getpower = 0,0
attr = S, HA
hitflag = MAF
hitsound = S0,61
guardsound = S0,10
sparkno = S503
guard.sparkno = S507
sparkxy = -10,-58 + var(11)
guardflag = M
animtype  = up
ground.type = High
ground.slidetime = 18
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = -1,-7
guard.velocity = -6
air.velocity = -1,-13
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
priority = 4, Miss
guardsound = S0,10
fall = 1
fall.recover = 0
sprpriority = 4
palfx.time = 40
palfx.add = 80,-44,-124
palfx.sinadd = 30,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 240, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(11) = 30

[State 240, 4]
type = varset
trigger1 = 1
trigger1 = P2statetype != C
var(11) = -150 - (-150 - floor(p2bodydist y))

[State 4100,1]
type = Helper
trigger1 = time = 20
trigger1 = movehit = 1
ID = 2222
name = "hinoko"
sprpriority = 5
pos = 0,0
postype = back
stateno = 2303
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = movehit = 1
trigger1 = numhelper(2304) = 0
ID = 2304
name = "hinoko"
sprpriority = 5
pos = 0,0
postype = back
stateno = 2304
helpertype = normal
keyctrl = 0
ignorehitpause = 1
ownpal = 1

[State 107, 2]
type = playsnd
trigger1 = animelem = 5
value = S0,60

[State 107, 2]
type = playsnd
trigger1 = animelem = 24
value = S0,36

[State 107, 2]
type = playsnd
trigger1 = animelem = 24
value = S0,36

[State 107, 2]
type = explod
trigger1 = animelem = 24
anim = 2229
postype = p1
pos =-10,-90
ownpal = 1
sprpriority = 2

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 2301

[Statedef 2301];撍恑
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2223
sprpriority = 2
juggle = 10

[state 2]
type = PalFX
trigger1 = 1
time = 2
sinadd = 48,50,32,16
add = 220,100,0
ignorehitpause = 1

[State 106, 0]
type = VelSet
trigger1 = animelem = 9
x = 7

[State 170, 1]
type = notHitBy
trigger1 = 1
value = SCA, AP,AA,AT
time = 2
ignorehitpause = 1

[State 701, 1]
type = Width
trigger1 = 1
player = 30,0

[State 4000, BGPalFX]
type = null;BGPalFX
trigger1 = 1
;mul = 200,200,200
time = 2
add = -100,-100,-100
color = 0
invertall = 1
ignorehitpause = 1

[State 191, 1]
type = envcolor
triggerall = movehit
Trigger1 = animelem = 9
Trigger2 = animelem = 10
Trigger3 = animelem = 11
Trigger4 = animelem = 12
Trigger5 = animelem = 13
Trigger6 = animelem = 14
Trigger7 = animelem = 15
Trigger8 = animelem = 16
value = 255,255,255
time = 1
ignorehitpause = 1
;persistent = 0
under = -1

[State 800, 1]
type = HitDef
Trigger1 = animelem = 9
Trigger2 = animelem = 10
Trigger3 = animelem = 11
Trigger4 = animelem = 12
Trigger5 = animelem = 13
Trigger6 = animelem = 14
Trigger7 = animelem = 15
Trigger8 = animelem = 16
pausetime = 13,13
damage = 30,20
getpower = 0,0
guard.pausetime = 12,15
attr = S, HA
hitflag = MAFD
hitsound = S0,61
guardsound = S0,10
sparkno = S503
guard.sparkno = S507
sparkxy = -10,-60
guardflag = M
animtype  = hard
ground.type = High
ground.slidetime = 18
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = -5
guard.velocity = -12
air.velocity = -3,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
priority = 4, Miss
sprpriority = 2
guardsound = S0,10
sprpriority = 4
palfx.time = 39
palfx.add = 80,-44,-124
palfx.sinadd = 30,30,0,10
palfx.color = 0
palfx.invertall = 1
air.fall = 1
fall.recover = 0

[State 107, 2]
type = explod
trigger1 = animelem = 8
anim = 2227
ID = 2227
postype = p1
pos = 60,-54
removetime = 9999
bindtime = -1
ownpal = 1
sprpriority = 4
ignorehitpause = 1
removeongethit = 1

[State 107, 2]
type = explod
trigger1 = movehit
anim = 2217
postype = p2
pos = 0,-50
random = 60,70
ownpal = 1
sprpriority = 5

[State 107, 2]
type = explod
trigger1 = movehit
anim = 2218
postype = p2
pos = 0,-50
random = 60,70
ownpal = 1
sprpriority = 5

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 2302

[Statedef 2302];廔椆
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2224
sprpriority = 2
juggle = 0

[State 170, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AP,AT
time = 15

[State 107, 2]
type = removeexplod
trigger1 = animelem = 2
ID = 2227

[State 107, 2]
type = explod
trigger1 = animelem = 4
anim = 2228
postype = p1
pos = 65,-70
ownpal = 1
sprpriority = 5
ignorehitpause = 1

[State 4000, BGPalFX]
type = null;BGPalFX
trigger1 = 1
;mul = 200,200,200
time = 2
add = -100,-100,-100
color = 0
invertall = 1
ignorehitpause = 1

[State 191, 1]
type = envcolor
triggerall = movehit = 1
Trigger1 = animelem = 4, = 1
Trigger2 = animelem = 4, = 2
Trigger3 = animelem = 5, = 1
Trigger4 = animelem = 5, = 2
value = 255,255,255
time = 1
ignorehitpause = 1
under = -1

[state 2]
type = Posadd
trigger1 = time = 0
x = 10

[state 2]
type = PalFX
trigger1 = 1
time = 2
sinadd = 48,50,32,16
add = 220,100,0
ignorehitpause = 1

[State 4100,1]
type = Helper
trigger1 = time = 20
ID = 2222
name = "hinoko"
sprpriority = 5
pos = 0,0
postype = back
stateno = 2303
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = movehit = 1
trigger1 = numhelper(2304) = 0
ID = 2304
name = "hinoko"
sprpriority = 5
pos = 0,0
postype = back
stateno = 2304
helpertype = normal
keyctrl = 0
ignorehitpause = 1
ownpal = 1

[State 107, 2]
type = explod
trigger1 = movehit
trigger1 = time <= 20
anim = 2225
postype = p2
pos = 0,-50
random = 60,100
ownpal = 1
sprpriority = 5
ignorehitpause = 1

[State 3110, 8]
type = Pause
trigger1 = MoveHit
trigger1 = (GameTime%2) =1
trigger1 = time <= 60
trigger1 = p2life != 0
time = 1
movetime = 0

[State 107, 2]
type = playsnd
Trigger1 = animelem = 2
value = S0,61

[State 800, 1]
type = HitDef
Trigger1 = animelem = 5
Trigger2 = animelem = 6
pausetime = 5,5
damage = 130,20
guard.pausetime = 6,6
attr = S, HA
getpower = 0,0
hitflag = MAFD
sparkno = S503
guard.sparkno = S507
sparkxy = -10,-60
guardflag = M
hitsound = S0,61
guardsound = S0,10
animtype = DiagUp
ground.type = High
ground.slidetime = 18
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = -5,-6
guard.velocity = -12
air.velocity = -4,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
priority = 4, Miss
guardsound = S0,10
sprpriority = 2
fall = 1
fall.recover = 0
palfx.time = 50
palfx.add = 80,-44,-124
palfx.sinadd = 30,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

[Statedef 2303];壩偺暡僿儖僷乕憡庤僟僂儞
type    = S
velset = 0,0
anim = 2016

[State 107, 2]
type = explod
triggerall = time % 12 = 0
trigger1 = p2stateno = 5110
trigger2 = p2stateno = 5101
triggerall = 1
anim = 2217
postype = p2
pos = 0,-40
random = 80,80
ownpal = 1
sprpriority = 4

[State 820, 1]
type = destroyself
trigger1 = p2statetype = S

[Statedef 2304];壩
type    = S
velset = 0,0
anim = 2016

[State 107, 2]
type = explod
trigger1 = time % 10 = 0
trigger1 = 1
anim = 2218
postype = p2
pos = 0,-40
random = 80,80
ownpal = 1
sprpriority = 4

[State 820, 1]
type = destroyself
trigger1 = time = 24

;----------------------------------------------------------
;--------------------------------------------------------
;--------------------------------------------------------
;2僾儔僩儞
[Statedef 2400]
type    = S
movetype= A
physics = S
poweradd = -2000
ctrl = 0
velset = 0,0
anim = 2204
sprpriority = 2

[State 3000, 1]
type = PalFX
trigger1 = Time < 16 && Time % 2
trigger1 = prevstateno = [1000,3000]
time = 1
add = 250,120,210
ignorehitpause = 1

[State 170, 1]
type = notHitBy
trigger1 = time = 0
;trigger1 = var(58) = 1
value = SCA, AP,AA,AT
time = 45
ignorehitpause = 1

[State 240, 4]
type = envcolor
trigger1 = Time = 1
time = 2
value = 255,255,255
under = -1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [3,30]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[state 190]
type = superpause
trigger1 = time = 1
time = 30
movetime = 30
anim = -1
darken = 0
unhittable = 1
sound = S0,39

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(41) = 1
anim = 10050
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(42) = 1
anim = 10053
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 240, 4]
type = Explod
trigger1 = time = 1
anim = 522
postype = p1
pos = 0,-90
sprpriority = -1
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 10
anim = 523
postype = p1
pos = 0,-90
sprpriority = 5
supermove = 1
ownpal = 1

[State 800, 1]
type = HitDef
triggerall = enemynear,stateno != [120,153]
Trigger1 = animelem = 1
animtype  = Up
attr = S, HT
hitflag = M
guardflag = N
priority = 1, Miss
sparkno = -1
numhits = 0
sprpriority = 1
p2facing = 1
p1stateno = 2401
p2stateno = 2202
guard.dist = 0

[State 3005, 1]
type = null;BGPalFX
trigger1 = Time >= 25
time = 20
invertall = 1
ignorehitpause = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------
[Statedef 2401]
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2400
sprpriority = 2

[State 701, 1]
type = velset
trigger1 = frontedgedist <= 160
trigger1 = AnimElem = 1, >= 0
x = -4

[State 701, 1]
type = velset
trigger1 = backedgedist <= 70
trigger1 = AnimElem = 1, >= 0
x = 4

[State aaa]
type = TargetBind
trigger1 = 1
pos = 40, 0

[State 240, 4]
type = Explod
trigger1 = AnimElem = 4
anim = 511
postype = p1
pos = 45,-78
sprpriority = 4

[State 701, 1]
type = playsnd
trigger1 = animelem = 4
value = S0,12

[State 240, 4]
type = envcolor
trigger1 = 1
time = 2
value = 0,0,0
under = -1
ignorehitpause = 1

[state 190]
type = superpause
trigger1 = time = 1
time = 30
movetime = 30
anim = -1
darken = 0
unhittable = 1
sound = S0,39

[State 240, 4]
type = Explod
trigger1 = time = 1
anim = 522
postype = p1
pos = 0,-90
sprpriority = -1
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 10
anim = 523
postype = p1
pos = 0,-90
sprpriority = 5
supermove = 1
ownpal = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 2402

[Statedef 2402];
type = S
movetype = I
physics = S
anim = 910
velset = 0,0
ctrl = 0
sprpriority = 1
poweradd = 0

[State 240, 4]
type = envcolor
trigger1 = 1
time = 2
value = 0,0,0
under = -1
ignorehitpause = 1

[State 4100,1]
type = Helper
trigger1 = time = 0
name = "krizalid"
postype = p2
pos = -120,-150
sprpriority = 2
stateno = 2410
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 820, 1]
type = notHitBy
trigger1 = 1
value = SCA, AA, AP,AT
time = 2

[State 840, 2]
type = afterimage
trigger1 = animelem = 1
time = 10
length = 8
PalBright   =   0,  0,  0
PalContrast = 255,255,255
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 2
ignorehitpause = 1

[State 840, 1]
type = Velset
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 6
x = -4

[State 840, 1]
type = Velset
trigger1 = animtime = 0
x = 0

[State 840, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 2403

[Statedef 2403]
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2401
sprpriority = 2

[State 240, 4]
type = envcolor
trigger1 = 1
time = 2
value = 0,0,0
under = -1
ignorehitpause = 1

[State 840, 5]
type = targetState
trigger1 = Time = 0
value = 2420

[State 840, 5]
type = targetState
trigger1 = Time = 160
value = 2421

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 8
trigger4 = AnimElem = 12
trigger5 = AnimElem = 16
trigger6 = AnimElem = 20
trigger7 = AnimElem = 24
trigger8 = AnimElem = 28
trigger9 = AnimElem = 32
trigger10 = AnimElem = 36
;trigger11 = AnimElem = 36
value = S0,45
;channel = 2

[State 3110, 8]
type = hitadd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 8
trigger4 = AnimElem = 12
trigger5 = AnimElem = 16
trigger6 = AnimElem = 20
trigger7 = AnimElem = 24
trigger8 = AnimElem = 28
trigger9 = AnimElem = 32
trigger10 = AnimElem = 36
value = 1

[State 240, 4]
type = envcolor
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 8
trigger4 = AnimElem = 12
trigger5 = AnimElem = 16
trigger6 = AnimElem = 20
trigger7 = AnimElem = 24
trigger8 = AnimElem = 28
trigger9 = AnimElem = 32
trigger10 = AnimElem = 36
time = 1
value = 250,250,250
under = -1
ignorehitpause = 1

[State 3110, 8]
type = targetlifeadd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 8
trigger4 = AnimElem = 12
trigger5 = AnimElem = 16
trigger6 = AnimElem = 20
trigger7 = AnimElem = 24
trigger8 = AnimElem = 28
trigger9 = AnimElem = 32
trigger10 = AnimElem = 36
value = -14
kill = 0

[State 240, 4]
type = null;Explod
trigger1 = time = 0
anim = 2201
postype = p2
pos = -120,-2
sprpriority = 4
removetime = 200

[State 240, 4]
type = envcolor
trigger1 = 1
time = 2
value = 0,0,0
under = -1
ignorehitpause = 1

[State 840, 5]
type = ChangeState
trigger1 = Time = 160
value = 2404

[Statedef 2404];嵔
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 0;1060
sprpriority = 2

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 240, 4]
type = envcolor
trigger1 = 1
time = 2
value = 0,0,0
under = -1
ignorehitpause = 1

[State 3110, 8]
type = targetlifeadd
trigger1 = time = 40
value = -100
kill = 0

[State 3110, 8]
type = targetlifeadd
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
trigger3 = AnimElem = 10
value = -30
kill = 0

[State 3110, 8]
type = hitadd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 10
value = 1

[State 3110, 8]
type = playsnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 10
value = S0,55

[State 240, 4]
type = Explod
triggerall = anim = 1060
trigger1 = AnimElem = 9
trigger2 = AnimElem = 10
anim = 509
postype = p2
pos = -10,-58
sprpriority = 4

[State 240, 4]
type = Explod
triggerall = anim = 1060
trigger1 = AnimElem = 9
trigger2 = AnimElem = 10
anim = 510
postype = p2
pos = -10,-58
sprpriority = 4

[State 840, 5]
type = targetState
trigger1 = Time = 45
value = 2422

[State 240, 4]
type = Changeanim
trigger1 = Time = 50
value = 1060

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
trigger1 = anim = 1060
value = 2405

[Statedef 2405];嬻拞
type    = A
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = .01,-7
anim = 1061
sprpriority = 2

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 240, 4]
type = envcolor
trigger1 = 1
time = 2
value = 0,0,0
under = -1
ignorehitpause = 1

[State 3110, 8]
type = playsnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
value = S0,55

[State 3110, 8]
type = playsnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
value = S0,14

[State 3110, 8]
type = targetlifeadd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
value = -10
kill = 0

[State 3110, 8]
type = hitadd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
value = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
anim = 509
postype = p2
pos = -10,-58
sprpriority = 4

[State 240, 4]
type = Explod
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
anim = 510
postype = p2
pos = -10,-58
sprpriority = 4

[State 821, 1]
type = VelAdd
Trigger1 = time > 5
y = .5

[State 821, 4]
type = changeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2406

[Statedef 2406];抧忋
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2406
sprpriority = 2

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 240, 4]
type = envcolor
trigger1 = 1
time = 2
value = 0,0,0
under = -1
ignorehitpause = 1

[State 3110, 8]
type = hitadd
trigger1 = AnimElem = 3
value = 1

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,16

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 3,= 0
value = S0,12

[State 191, 1]
type = playsnd
trigger1 = p2stateno = 5100 || p2stateno = 5101
value = S0,13
persistent = 0

[State 191, 1]
type = explod
trigger1 = p2stateno = 5100 || p2stateno = 5101
;trigger1 = Vel Y > 0
;trigger1 = Pos Y >= 0
anim = 515
postype = p1
pos = floor(p2dist x),0
sprpriority = 4
persistent = 0

[State 191, 1]
type = explod
trigger1 = p2stateno = 5100 || p2stateno = 5101
;trigger1 = Vel Y > 0
;trigger1 = Pos Y >= 0
anim = 516
postype = p1
pos = floor(p2dist x),0
sprpriority = -2
persistent = 0

[State 821, 1]
type = posset
Trigger1 = time = 0
y = 0

[State 840, 5]
type = targetState
trigger1 = AnimElem = 3,= 0
value = 2423

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 3,= 0
pos = 108,-120
time = 4

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 4,= 0
pos = 138,-172
time = 4

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 5,= 0
pos = 75,-172
time = 4

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 6,= 0
pos = 29,-168
time = 4

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 7,= 0
pos = -15,-158
time = 4

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 8,= 0
pos = -55,-125
time = 4

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 2420];憡庤
type    = S
movetype= H
physics = S
poweradd = 0
ctrl = 0
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2404

[Statedef 2421];憡庤婥愨
type    = S
movetype= H
physics = S
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 810]
type = hitfallset
trigger1 = time = 0
value = 0

[State 820, 1]
type = ChangeAnim
trigger1 = AnimExist(5300)
trigger1 = time = 0
value = 5300

[State 820, 1]
type = ChangeAnim2
trigger1 = !AnimExist(5300)
trigger1 = time = 0
value = 2014

[Statedef 2422];夞揮悂偭旘傃
type    = A
movetype= H
physics = N
velset = 0,0

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 9020, 1]
type = ChangeAnim2
trigger1 = Time  = 0
value = 2212

[State 9020, 1]
type = velset
trigger1 = Time = 0
y = -8

[State 9020, 1]
type = veladd
trigger1 = Time > 3
y = .2

[State 9020, 1]
type = lifeadd
trigger1 = Pos Y >= 0 && Vel Y > 0
value = -160

[State 9020, 3]
type = SelfState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 5100

[Statedef 2423];捿傜傟
type    = A
movetype= H
physics = N
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 9000, 1]
type = ScreenBound
trigger1 = time <= 20
movecamera = 1,0

[State 9020, 1]
type = ChangeAnim2
trigger1 = Time  = 0
value = 2405

[State 5050, 1]
type = ChangeAnim
trigger1 = time = 20
trigger1 = AnimExist(5101)
value = 5101

[State 5050, 1]
type = ChangeAnim
trigger1 = time = 20
trigger1 = selfAnimExist(5171) && !selfAnimExist(5101)
value = 5171

[State 5050, 1]
type = ChangeAnim
trigger1 = time = 20
trigger1 = selfAnimExist(5172) && !selfAnimExist(5101) && !selfAnimExist(5171)
value = 5172

[State 9020, 1]
type = velset
trigger1 = 1
x = 6
y = 8

[State 3110, 8]
type = lifeadd
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = -50
persistent = 0

[State 5050, 6]
type = selfState
trigger1 = !selfAnimExist(5172) && !selfAnimExist(5101) && !selfAnimExist(5171)
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

[State 5050, 6]
type = selfState
trigger1 = selfAnimExist(5172) ||  selfAnimExist(5101) ||  selfAnimExist(5171)
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5101

[Statedef 2410];僋儕僓儕僢僪
type    = A
movetype= I
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2402
sprpriority = 2

[State 821, 1]
type = VelAdd
Trigger1 = time > 0
y = .6

[State 106, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2411

[Statedef 2411];僋儕僓儕僢僪拝抧
type    = A
movetype= I
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2403
sprpriority = 2

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,16

[State 821, 1]
type = posset
Trigger1 = time = 0
y = 0

[State 106, 3]
type = ChangeState
trigger1 = parent,stateno = 2403
value = 2412

[Statedef 2412];僋儕僓儕僢僪楢懪
type    = A
movetype= I
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2201
sprpriority = 2

[State 191, 1]
type = varrandom
trigger1 = 1
v = 4
range = 502,503

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
trigger3 = AnimElem = 22
value = S0,7

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
trigger3 = AnimElem = 18
trigger4 = AnimElem = 28
value = S0,6

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 13
trigger3 = AnimElem = 25
value = S0,9

[State 821, 4]
type = hitadd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
trigger3 = AnimElem = 22
trigger4 = AnimElem = 4
trigger5 = AnimElem = 10
trigger6 = AnimElem = 18
trigger7 = AnimElem = 28
trigger8 = AnimElem = 6
trigger9 = AnimElem = 13
trigger10 = AnimElem = 25
value = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
trigger3 = AnimElem = 22
anim = var(4)
postype = p1
pos = 110,-28
random = 30,0
sprpriority = 4

[State 240, 4]
type = Explod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
trigger3 = AnimElem = 18
trigger4 = AnimElem = 28
anim = var(4)
postype = p1
pos = 110,-68
random = 30,0
sprpriority = 4

[State 240, 4]
type = Explod
trigger1 = AnimElem = 6
trigger2 = AnimElem = 13
trigger3 = AnimElem = 25
anim = var(4)
postype = p1
pos = 110,-98
random = 30,0
sprpriority = 4

[State 106, 3]
type = changestate
trigger1 = parent,stateno != 2403
value = 2413

[Statedef 2413];僩僪儊
type    = S
physics = N
movetype = I
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2202
sprpriority = 4

[State 107, 2]
type = playsnd
trigger1 = animelem = 1
value = S0,62

[State 107, 2]
type = playsnd
trigger1 = animelem = 12
value = S0,17

[State 821, 4]
type = hitadd
trigger1 = AnimElem = 12
value = 1

[State 820, 2]
type = Pause
trigger1 = AnimElem = 12
time = 30
movetime = 30

[State 240, 4]
type = envcolor
;trigger1 = AnimElem = 12, >= 4
trigger1 = 1
time = 2
value = 0,0,0
under = -1
ignorehitpause = 1

[State 240, 4]
type = envcolor
trigger1 = AnimElem = 12
time = 4
value = 250,0,0
under = -1
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 12
anim = 503
postype = p1
pos = 95,-60
sprpriority = 8
pausemovetime = 9999

[State 240, 4]
type = Explod
trigger1 = AnimElem = 11
anim = 2211
postype = p1
pos = 0,0
sprpriority = 5

[State 240, 4]
type = envshake
trigger1 = AnimElem = 12
time = 25

[State 1051, 2]
type = ChangeState
trigger1 = animtime = 0
value = 2222

;--------------------------------------------------------
;--------------------------------------------------------
;--------------------------------------------------------
;--------------------------------------------------------
[Statedef 2500];帺敋
type    = S
movetype= A
physics = S
poweradd = -3000
ctrl = 0
velset = 0,0
anim = 2500
sprpriority = 2

[State 3000, 1]
type = PalFX
trigger1 = Time < 16 && Time % 2
trigger1 = prevstateno = [1000,1060]
time = 1
add = 255,255,255
ignorehitpause = 1

[State 240, 4]
type = envcolor
trigger1 = Time = 0
time = 2
value = 255,255,255
under = -1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [3,25]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[state 190]
type = superpause
trigger1 = time = 0
time = 35
movetime = 35
anim = -1
darken = 0
unhittable = 1
sound = S0,72

[State 821, 4]
type = playsnd
trigger1 = time = 5
value = S0,73

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
value = S0,37
channel = 0

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 524
postype = p1
pos = 0,-90
sprpriority = -1
supermove = 1
ownpal = 1

[State 240, 4]
type = null;Explod
trigger1 = time = 10
anim = 523
postype = p1
pos = 0,-90
sprpriority = 5
supermove = 1
ownpal = 1

[State bg]
type = BGPalFX
trigger1 = time >= 25
time = 2
add = -100,-100,-100
color = 0
invertall = 1

[State 170, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AP,AT
time = 33

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 2501

[Statedef 2501];撍恑
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = ifelse(Var(58) = 0,6,15),0
anim = 2001
sprpriority = 2
juggle = 10

[State 170, 1]
type = notHitBy
trigger1 = time = 0
;trigger1 = var(58) = 1
value = SCA, AP,AA,AT
time = 6
ignorehitpause = 1

[State 701, 1]
type = null;Width
trigger1 = 1
player = 60,0

[State 840,0]
type = PlayerPush
trigger1 = 1
value = 1

[State bg]
type = BGPalFX
trigger1 = 1
time = 2
add = -100,-100,-100
color = 0
invertall = 1

[State 840,0]
type = PlayerPush
trigger1 = 1
value = 0

[State 240, 4]
type = RemoveExplod
trigger1 = AnimTime = 0
trigger2 = MoveGuarded
ID = 2408

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 2408
ID = 2408
postype = p1
pos = 67,-67
removetime = -1
bindtime = -1
sprpriority = -1
supermove = 1
ownpal = 1
removeongethit = 1

[State 800, 1]
type = HitDef
Trigger1 = 1
trigger1 = p2life > 0
pausetime = 0,0
damage = 0,0
guard.pausetime = 5,0
attr = S, HA
hitflag = MAF
sparkno = S502
guard.sparkno = S507
sparkxy = -10,-60
guardflag = M
priority = 4, Miss
hitsound = S0,55
guardsound = S0,10
sparkno = -1
sprpriority = 4
p2facing = 1
p1stateno = 2503
p2stateno = 2010

[State 240, 4]
type = ChangeState
triggerall = var(58) != 0
trigger1 = moveguarded = 1
trigger2 = FrontEdgeBodyDist < 30
value = 2002

[State 240, 4]
type = ChangeState
triggerall = var(58) = 0
trigger1 = moveguarded = 1
trigger2 = FrontEdgeBodyDist < 30
value = 2508

[Statedef 2503];僸僢僩
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = ifelse(Var(58) = 0,6,12),0
anim = 2001
sprpriority = 2

[State 240, 4]
type = Explod
trigger1 = animelem = 2
anim = 2407
postype = p1
pos = 70,0
sprpriority = 5
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 2408
ID = 2408
postype = p1
pos = 67,-67
removetime = 999
bindtime = 9999
sprpriority = -1
supermove = 1
ownpal = 1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 2

[State bg]
type = BGPalFX
trigger1 = 1
time = 2
add = -100,-100,-100
color = 0
invertall = 1

[State 840,0]
type = PlayerPush
trigger1 = 1
value = 0

[State 810, Bind 1]
type = TargetBind
trigger1 = 1
pos = 75, 0
postype = p1
time = 2

[State 240, 4]
type = removeExplod
trigger1 = FrontEdgeBodyDist < 93
ID = 2408

[State 240, 4]
type = ChangeState
trigger1 = FrontEdgeBodyDist < 93
value = 2504

[Statedef 2504];暻嵺
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2501
sprpriority = 2

[State 240, 4]
type = removeExplod
trigger1 = time = 0
ID = 2408

[State 701, 1]
type = Width
trigger1 = 1
edge = 93,0

[State bg]
type = BGPalFX
trigger1 = 1
time = 2
add = -100,-100,-100
color = 0
invertall = 1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 3
value = S0,17

[State 810, Bind 1]
type = Targetstate
trigger1 = time = 0
value = 2011

[State 240, 4]
type = envshake
trigger1 = AnimElem = 3
time = 30
ampl = -30
freq = 100

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 2505

[Statedef 2505];儃儘儃儘
type    = S
movetype= I
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2008
sprpriority = 2

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
value = S0,18

[State bg]
type = BGPalFX
trigger1 = 1
time = 2
add = -100,-100,-100
color = 0
invertall = 1

[State 810, Bind 1]
type = Targetstate
trigger1 = time = 0
value = 2014

[State 820, 1]
type = posadd
Trigger1 = animelem = 6
x = -14

[State 240, 4]
type = ChangeState
trigger1 = Time = 170
value = 2506

[Statedef 2506];巭傑傞
type    = S
movetype= I
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2502
sprpriority = 2

[State 240, 4]
type = envshake
trigger1 = time = 30
time = 260

[State 240, 4]
type = Explod
trigger1 = time = 150
anim = 2235
ID = 2235
postype = p2
pos = 200,-200
facing = -1
scale = 1.2,1.2
vel = -1,1
sprpriority = -1

[State 821, 4]
type = playsnd
trigger1 = time = 150
value = S0,36

[State 240, 4]
type = RemoveExplod
trigger1 = time = 290
ID = 2235

[State 821, 4]
type = playsnd
trigger1 = time = 280
trigger2 = time = 282
trigger3 = time = 286
trigger4 = time = 290
value = S0,59

[State 240, 4]
type = Explod
trigger1 = time = 280
trigger2 = time = 282
trigger3 = time = 286
trigger4 = time = 290
anim = 2216
postype = p1
pos = 60,-20
random = 80,80
pausemovetime = 9999
ownpal = 1
ignorehitpause = 1
supermove = 1
sprpriority = 6

[State 240, 4]
type = Explod
trigger1 = time = 280
trigger2 = time = 282
trigger3 = time = 286
trigger4 = time = 290
anim = 2216
postype = p1
facing = -1
pos = 60,-20
random = 80,80
pausemovetime = 9999
ownpal = 1
ignorehitpause = 1
supermove = 1
sprpriority = 6

[State 3110, 8]
type = null;Pause
trigger1 = time = 290
time = 20
movetime = 0

[State 820, 1]
type = null;palfx
trigger1 = time = 290
time = 40
add = 80,-44,-124
sinadd = 30,30,0,10
color = 0
invertall = 1
ignorehitpause = 1

[State 191, 1]
type = envcolor
trigger1 = time = 290
trigger2 = time = 292
trigger3 = time = 294
value = 255,0,0
time = 1
persistent = 0
ignorehitpause = 1

[State 240, 4]
type = envshake
trigger1 = Time = 290
time = 10
ampl = -50
freq = 100
ignorehitpause = 1

[State bg]
type = BGPalFX
trigger1 = 1
time = 2
add = -100,-100,-100
color = 0
invertall = 1
ignorehitpause = 1

[State 240, 4]
type = ChangeState
triggerall = var(58) != 0
trigger1 = Time = 290
value = 0
ctrl = 1

[State 240, 4]
type = ChangeState
triggerall = var(58) = 0
trigger1 = Time = 290
value = 2508

[State 191, 1]
type = targetstate
trigger1 = time = 289
value = 2507

[Statedef 2507];憡庤悂偭旘傇
type    = A
movetype = H
physics = N
velset = -2,-5
sprpriority = -1

[State 191, 1]
type = varrandom
trigger1 = time = 0
v = 4
range = 1,100

[State 191, 1]
type = lifeset
trigger1 = time = 0
trigger1 = var(4) = [1,99]
value = 0

[State 191, 1]
type = lifeset
trigger1 = time = 0
trigger1 = var(4) = 100
value = 1

[State 820, 1]
type = palfx
trigger1 = 1
time = 4
add = 80,-44,-124
sinadd = 30,30,0,10
color = 0
invertall = 1
ignorehitpause = 1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 821, 1]
type = VelAdd
Trigger1 = time = [0,79]
y = .08

[State 821, 1]
type = VelAdd
Trigger1 = time >= 80
y = .4

[State 821, 4]
type = changeanim
trigger1 = time = 0
trigger1 = selfAnimExist(5052)
value = 5052

[State 821, 4]
type = changeanim2
trigger1 = time = 0
trigger1 = !selfAnimExist(5052)
value = 2233

[State 821, 4]
type = changeanim
trigger1 = time = 80
trigger1 = selfAnimExist(5062)
value = 5062

[State 821, 4]
type = changeanim2
trigger1 = time = 80
trigger1 = !selfAnimExist(5062)
value = 2234

[State 5050, 6]
type = selfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = time >= 25
value = 5100

[Statedef 2508];帺暘悂偭旘傇
type    = A
movetype = H
physics = N
velset = -2,-5
sprpriority = -1
anim = 5052

[State 821, 4]
type = playsnd
trigger1 = time = 0
value = S0,59

[State 240, 4]
type = envshake
trigger1 = Time = 0
time = 10
ampl = -50
freq = 100
ignorehitpause = 1

[State 240, 4]
type = removeExplod
trigger1 = time = 0
ID = 2408

[State 2, 1]
type = varset
trigger1 = time = 0
ignorehitpause = 1
var(22) = 130

[State 2, 1]
type = BGPalfx
trigger1 = time >= 0
ignorehitpause = 1
time = 100
add = var(22),-50,-50
sprpriority = 5

[State 2, 1]
type = varadd
trigger1 = 1
ignorehitpause = 1
var(22) = 40

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 2216
postype = p1
facing = -1
pos = 30,-50
pausemovetime = 9999
ownpal = 1
ignorehitpause = 1
supermove = 1
sprpriority = 6

[State 191, 1]
type = varrandom
trigger1 = time = 0
v = 4
range = 1,100

[State 191, 1]
type = lifeset
trigger1 = time = 0
trigger1 = var(4) = [1,49]
value = 0

[State 191, 1]
type = lifeset
trigger1 = time = 0
trigger1 = var(4) = [50,100]
value = 1

[State 820, 1]
type = palfx
trigger1 = 1
time = 4
add = 80,-44,-124
sinadd = 30,30,0,10
color = 0
invertall = 1
ignorehitpause = 1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 821, 1]
type = VelAdd
Trigger1 = time = [0,79]
y = .08

[State 821, 1]
type = VelAdd
Trigger1 = time >= 80
y = .4

[State 821, 4]
type = changeanim
trigger1 = time = 80
value = 5062

[State 5050, 6]
type = selfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = time >= 25
value = 5100

[Statedef 2550]
type    = S
movetype= A
physics = S
ctrl = 0
poweradd= -3000
velset = 0,0
anim = 2853

[State 240, 4]
type = envshake
trigger1 = time = 30
time = 260

[State 240, 4]
type = Explod
trigger1 = time = 150
anim = 2235
ID = 2235
postype = p2
pos = 200,-200
facing = -1
scale = 1.2,1.2
vel = -1,1
sprpriority = -1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
value = S0,18

[State 821, 4]
type = playsnd
trigger1 = time = 150
value = S0,36

[State 240, 4]
type = RemoveExplod
trigger1 = time = 290
ID = 2235

[State 821, 4]
type = playsnd
trigger1 = time = 280
trigger2 = time = 282
trigger3 = time = 286
trigger4 = time = 290
value = S0,59

[State 240, 4]
type = null;Explod
trigger1 = time = 280
trigger2 = time = 282
trigger3 = time = 286
trigger4 = time = 290
anim = 2216
postype = p1
pos = 60,-20
random = 80,80
pausemovetime = 9999
ownpal = 1
ignorehitpause = 1
supermove = 1
sprpriority = 6

[State 240, 4]
type = Explod
trigger1 = time = 280
trigger2 = time = 282
trigger3 = time = 286
trigger4 = time = 290
anim = 2216
postype = p2
facing = -1
pos = 60,-20
random = 80,80
pausemovetime = 9999
ownpal = 1
ignorehitpause = 1
supermove = 1
sprpriority = 6

[State 3110, 8]
type = null;Pause
trigger1 = time = 290
time = 20
movetime = 0

[State 820, 1]
type = palfx
trigger1 = time = 290
time = 40
add = 80,-44,-124
sinadd = 30,30,0,10
color = 0
invertall = 1
ignorehitpause = 1

[State 191, 1]
type = envcolor
trigger1 = time = 290
trigger2 = time = 292
trigger3 = time = 294
value = 255,0,0
time = 1
persistent = 0
ignorehitpause = 1

[State 240, 4]
type = envshake
trigger1 = Time = 290
time = 10
ampl = -50
freq = 100
ignorehitpause = 1

[State bg]
type = BGPalFX
trigger1 = 1
time = 2
add = -100,-100,-100
color = 0
invertall = 1
ignorehitpause = 1

[State -2, 1]
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 1000, 5]
type = Projectile
trigger1 = time = [290,340]
trigger1 = P2Life != 0
projanim = 2703
projremovetime = 1
attr = A, HA
damage    = 10,10
numhits = 0
givepower = -1000000
guardflag = A
pausetime = 0,0
sparkno = -1
p2stateno = 2507

[State 9998, 1]
type = ReversalDef
trigger1 = time = [290,340]
trigger1 = 1
reversal.attr = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
pausetime = 0,0
sparkno = -1
numhits = 0
p1stateno = 9998
p2stateno = 2507

[State 240, 4]
type = ChangeState
trigger1 = Time = 340
value = 0
ctrl = 1


[Statedef 2600]
type = S
movetype = A
physics = N
velset = 0,0
poweradd= -3000
anim = 2600
ctrl = 0

[State 3000, 1]
type = PalFX
trigger1 = Time < 16 && Time % 20
trigger1 = prevstateno = [1000,1060]
time = 1
add = 255,255,255
ignorehitpause = 1

[State 240, 4]
type = envcolor
triggerall = Time > 60
trigger1 = (GameTime%7) = 1
time = 1
value = 255,255,255
under = -1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [30,55];[3,25]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[state 190]
type = superpause
trigger1 = time = 30
time = 30
movetime = 30
anim = -1
darken = 0
unhittable = 1
sound = S0,72

[State 821, 4]
type = playsnd
trigger1 = time = 34 && anim = 2600
value = S0,73

[State 821, 4]
type = playsnd
trigger1 = time = 245 && anim = 2600
value = S0,47

[State 240, 4]
type = Explod
trigger1 = time = 30
anim = 524
postype = p1
pos = -5,-140
sprpriority = -1
supermove = 1
ownpal = 1

[State 240, 4]
type = null;Explod
trigger1 = time = 5
anim = 523
postype = p1
pos = 5,-110
sprpriority = 5
supermove = 1
ownpal = 1

[State 3005, 1]
type = null;BGPalFX
trigger1 = Time >= 25
time = 20
invertall = 1
ignorehitpause = 1

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

[State 8000,1]
type = Pause
trigger1 = time = 0
time = 31
movetime = 31
anim = -1

[State 240, 4]
type = envshake
trigger1 = Time = 30
time = 120
ampl = -20
freq = 100
ignorehitpause = 1

[State 8000,7]
type = changeanim
trigger1 = time >= 250 && anim != 2601
value = 2601
elem = 1

[State 2216]
type = Explod
trigger1 = time = 50
anim = 4000
id = 4000
sprpriority = 1
postype = p1
pos = -20,5
bindtime = -1
removetime = 200
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = time = 50
anim = 4000
id = 4000
sprpriority = 1
postype = p1
pos = 20,5
facing = -1
bindtime = -1
removetime = 200
supermove = 1
under = 0
ownpal = 1

[State a]
type = Projectile
triggerall = time >= 40 && time < 255
trigger1 = (GameTime%4) = 1
projanim = 2603
projID = 2600
projremove = 1
projremovetime = 4
projpriority = 20
projsprpriority = 10
projshadow = 0,0,0
projhitanim = -1
getpower = 150,5
givepower = 0,0
ownpal = 0
offset = 0, 0
velocity = 0, 0
attr = S, SP
animtype = hard
damage = 150 ,4
hitflag = MAF
guardflag = M
sparkno = S503
guard.sparkno = S507
sparkxy = 10, -120
hitsound = S0,70
guardsound = S0,10
pausetime = 0,10
guard.pausetime = 10,2
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -5, -6
air.velocity = -5, -6
air.juggle = 6
fall = 1
fall.recovertime = 38

[State 8000,9]
type = helper
trigger1 = Animelem = 13
id = 2610
persistent = 0
name = "8210"
pos = -20,-40
postype = P1
sprpriority = 5
stateno = 2610
helpertype = normal
keyctrl = 0
ownpal = 1
supermove = 1
pausemove = 1
supermovetime = 33
pausemovetime = 33
size.xscale = 1.1
size.yscale = 1.1

[State 2216]
type = helper
trigger1 = time = 40
id = 2630
persistent = 0
name = "2630"
pos = -12,0
postype = p2
stateno = 2630
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 8000,10]
type = changestate
trigger1 = animtime = 0 && anim = 2601
value = 0
ctrl = 1


;-------------------------------
[Statedef 2610]
type = A
movetype = A
physics = N
anim = 2611
velset = 0
ctrl = 0
ownpal = 1
juggle = 8
SprPriority = 10

[State 8000,9]
type = helper
trigger1 = Root,time = 105
id = 2610
persistent = 0
name = "8210"
pos = 0,60
postype = P1
sprpriority = 5
stateno = 2611
helpertype = normal
keyctrl = 0
ownpal = 1
supermove = 1
pausemove = 1
supermovetime = 33
pausemovetime = 33
size.xscale = 1.7
size.yscale = 1.7

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

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

[State 8210,10]
type = DestroySelf
trigger1 = Root,TIME = 105

[Statedef 2611]
type = A
movetype = A
physics = N
anim = 2602
velset = 0
ctrl = 0
ownpal = 1
juggle = 8
SprPriority = 10

[State 3000,11]
type = PlaySnd
trigger1 = animelem = 1 && anim = 2602
value = 0,67
;loop = 1
channel = 0

[state 2]
type = PalFX
trigger1 = 1
trigger1 = time > 50
time = 150
sinadd = 48,50,32,16
add = 220,100,0
ignorehitpause = 1

[State 7100,1]
type = Helper
trigger1 = Root,time = 255
name = "2620"
ID = 2620
postype = p1
pos = 120,80
bindtime = 1
sprpriority = 5
stateno = 2620
helpertype = normal;player
keyctrl = 0
ownpal = 1
supermovetime = 13
pausemovetime = 13
size.xscale = 1.7
size.yscale = 1.7

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

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


[State 8210,10]
type = DestroySelf
trigger1 = Root,time = 255

[Statedef 2620]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2602
ownpal = 1
sprpriority = 8

[State 1]
type = Trans
trigger1 = time = 0
trans = add1
alpha = 250,180

[State -2, 1]
type = PalFX
trigger1 = time = 0
time = 150
;sinadd = 48,50,32,16
add = 220,100,0
ignorehitpause = 1

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

[state a]
type = velset
trigger1 = Time >= 5
x = 2

[State 2216]
type = Explod
trigger1 = Time = 5
anim = 4000
id = 4000
sprpriority = 9
postype = p1
pos = -80,10
bindtime = -1
removetime = 150
supermove = 1
under = 0
ownpal = 1
vel = 2,0

[State 3000]
type = Projectile
trigger1 = (GameTime%4) = 1
projanim = 2605
projID = 3051
projremove = 1
projremovetime = 1
projpriority = 9999999
projsprpriority = 10
projshadow = 0,0,0
projhitanim = -1
projremanim = -1
getpower = 0,0
givepower = 0,0
ownpal = 0
offset = 0, 0
velocity = 0 , 0
attr = S, SP
animtype = diagup
damage = 30,8
hitflag = MAF
guardflag = M
pausetime = 5,8
sparkno = S503
guard.sparkno = S507
sparkxy = 10, -160
hitsound = S0,66
guardsound = S0,10
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -5, -6
air.velocity = -5, -6
air.juggle = 0
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4
envshake.freq = 85
fall.recover = 0
palfx.time = 60
palfx.add = 0,15,75
palfx.color = 0
palfx.invertall = 1

[state a]
type = destroyself
trigger1 = time >= 150


[Statedef 2630]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2610

[state 2219]
type = nothitby
trigger1 = 1
value = SCA

[State 2219]
type = velset
trigger1 = 1
x = IfElse((enemy,movetype != H),2.8,0)

[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 = -10

[State 2219]
type = PlayerPush
trigger1 = 1
value = 1

[state 2219]
type = destroyself
trigger1 = time = 250

[Statedef 2650]
type = S
movetype = A
physics = N
velset = 0,0
poweradd= -2000
anim = 2609
ctrl = 0

[State 3000, 1]
type = PalFX
trigger1 = Time < 16 && Time % 2
trigger1 = prevstateno = [1000,3000]
time = 1
add = 250,120,210
ignorehitpause = 1

[State 4000, BGPalFX]
type = BGPalFX
trigger1 = 1
time = 2
mul = 900,900,900
add = -250,-250,-250
ignorehitpause = 1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [3,25]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[state 190]
type = superpause
trigger1 = time = 0
time = 25
movetime = 25
anim = -1
darken = 0
unhittable = 1
sound = S0,39

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 3
value = S0,36

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 522
postype = p1
pos = 5,-110
sprpriority = -1
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 5
anim = 523
postype = p1
pos = 5,-110
sprpriority = 5
supermove = 1
ownpal = 1

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

[State 8000,1]
type = Pause
trigger1 = time = 0
time = 31
movetime = 31
anim = -1

[State 240, 4]
type = envshake
trigger1 = Time = 30
time = 120
ampl = -10
freq = 100
ignorehitpause = 1

[State 8000,7]
type = null;changeanim
trigger1 = p2life = 0 && animelem = 5,>=0 && anim = 2609
trigger2 = time >= 150 && anim != 2601; && NumHelper(8220)=0
value = 0
elem = 1

[State 8000,9]
type = helper
trigger1 = time = 70
id = 2660
persistent = 0
name = "2660"
pos = 0,150
postype = P1
sprpriority = 5
stateno = 2660
helpertype = normal
keyctrl = 0
ownpal = 1
supermove = 1
pausemove = 1
supermovetime = 33
pausemovetime = 33

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

;-------------------------------
[Statedef 2660]
type = A
movetype = A
physics = N
anim = 2607
velset = 0
ctrl = 0
ownpal = 1
SprPriority = 10


[State 3000,11]
type = null;PlaySnd
trigger1 = animelem = 1 && anim = 2602
value = 0,27
loop = 1
channel = 0

[State 8000,5]
type = null;stopsnd
trigger1 = animelem = 3 && anim = 2603
channel = 0

[State 7100,1]
type = Helper
trigger1 = (GameTime%8) = 1
name = "2670"
ID = 2670
postype = p1
pos = 10*var(8)
bindtime = 1
sprpriority = 5
stateno = 2670
helpertype = normal;player
keyctrl = 0
ownpal = 1
supermovetime = 13
pausemovetime = 13

[State 7100,1]
type = Helper
trigger1 = (GameTime%8) = 1
name = "2670"
ID = 2670
postype = p1
pos = -10*var(8)
bindtime = 1
sprpriority = 5
stateno = 2680
helpertype = normal;player
keyctrl = 0
ownpal = 1
supermovetime = 13
pausemovetime = 13


[State 8210,3]
type = null;BindToRoot
trigger1 = anim = 2602
time = 1
pos = 0,0

[State 8210,4]
type = null;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 = null;Trans
trigger1 = 1
trans = addalpha
alpha = 235,170

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

[State 8220, 8]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 2610

[state a]
type = posset
trigger1 = AnimTime = 0
trigger1 = var(8) = 1
x = 320
y = 0

[state a]
type = posset
trigger1 = AnimTime = 0
trigger1 = var(8) = 2
x = 300
y = 0

[state a]
type = posset
trigger1 = AnimTime = 0
trigger1 = var(8) = 3
x = 280
y = 0

[state a]
type = posset
trigger1 = AnimTime = 0
trigger1 = var(8) = 4
x = 260
y = 0

[state a]
type = posset
trigger1 = AnimTime = 0
trigger1 = var(8) = 5
x = 240
y = 0


[state a]
type = posset
trigger1 = AnimTime = 0
trigger1 = var(8) = 6
x = 220
y = 0

[state a]
type = posset
trigger1 = AnimTime = 0
trigger1 = var(8) = 7
x = 200
y = 0

[state a]
type = posset
trigger1 = AnimTime = 0
trigger1 = var(8) = 8
x = 180
y = 0

[state a]
type = posset
trigger1 = AnimTime = 0
trigger1 = var(8) = 9
x = 160
y = 0

[state a]
type = posset
trigger1 = AnimTime = 0
trigger1 = var(8) = 10
x = 140
y = 0

[state a]
type = posset
trigger1 = AnimTime = 0
trigger1 = var(8) = 11
x = 120
y = 0

[state a]
type = posset
trigger1 = AnimTime = 0
trigger1 = var(8) = 12
x = 100
y = 0

[state a]
type = posset
trigger1 = AnimTime = 0
trigger1 = var(8) = 13
x = 80
y = 0

[state a]
type = posset
trigger1 = AnimTime = 0
trigger1 = var(8) = 14
x = 60
y = 0

[state a]
type = posset
trigger1 = AnimTime = 0
trigger1 = var(8) = 15
x = 40
y = 0

[state a]
type = posset
trigger1 = AnimTime = 0
trigger1 = var(8) = 16
x = 20
y = 0

[state a]
type = posset
trigger1 = AnimTime = 0
trigger1 = var(8) = 17
x = 0
y = 0

[state a]
type = posset
trigger1 = AnimTime = 0
trigger1 = var(8) = 18
x = -20
y = 0

[state a]
type = posset
trigger1 = AnimTime = 0
trigger1 = var(8) = 19
x = -40
y = 0

[state a]
type = posset
trigger1 = AnimTime = 0
trigger1 = var(8) = 20
x = -60
y = 0

[state a]
type = posset
trigger1 = AnimTime = 0
trigger1 = var(8) = 21
x = -80
y = 0

[state a]
type = posset
trigger1 = AnimTime = 0
trigger1 = var(8) = 22
x = -100
y = 0

[state a]
type = posset
trigger1 = AnimTime = 0
trigger1 = var(8) = 23
x = -120
y = 0

[state a]
type = posset
trigger1 = AnimTime = 0
trigger1 = var(8) = 24
x = -140
y = 0

[state a]
type = posset
trigger1 = AnimTime = 0
trigger1 = var(8) = 25
x = -160
y = 0

[state a]
type = posset
trigger1 = AnimTime = 0
trigger1 = var(8) = 26
x = -180
y = 0

[state a]
type = posset
trigger1 = AnimTime = 0
trigger1 = var(8) = 27
x = -200
y = 0

[state a]
type = posset
trigger1 = AnimTime = 0
trigger1 = var(8) = 28
x = -220
y = 0

[state a]
type = posset
trigger1 = AnimTime = 0
trigger1 = var(8) = 29
x = -240
y = 0

[state a]
type = posset
trigger1 = AnimTime = 0
trigger1 = var(8) = 30
x = -260
y = 0

[state a]
type = posset
trigger1 = AnimTime = 0
trigger1 = var(8) = 31
x = -260
y = 0

[state a]
type = posset
trigger1 = AnimTime = 0
trigger1 = var(8) = 32
x = -280
y = 0

[state a]
type = posset
trigger1 = AnimTime = 0
trigger1 = var(8) = 33
x = -300
y = 0

[state a]
type = posset
trigger1 = AnimTime = 0
trigger1 = var(8) = 34
x = -320
y = 0

[State 190,1]
type = varrandom
trigger1 = (GameTime%4) = 1
v = 8
range = 1,34

[State 8210,10]
type = DestroySelf
trigger1 = time = 300;Root,StateNo != 2600 || (Anim = 2603 && AnimTime = 0)

[Statedef 2670]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,-6
ctrl = 0
anim = 2608
ownpal = 1
sprpriority = 99



[state a]
type = playsnd
trigger1 = time = 0
value = 0,27

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1

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

[State 8210,9]
type = Afterimage
trigger1 = Time = 0
time = 20
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 a]
type = null;Explod
trigger1 = (GameTime%8) = 1
anim = 1001
sprpriority = 10
postype = p1
pos = 5*var(8)
accel = 0,-3
bindtime = -1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = null;Explod
trigger1 = (GameTime%10) = 1
anim = 1001
sprpriority = 8
postype = p1
pos = -5*var(8)
accel = 0,-2
bindtime = -1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = null;Envcolor
trigger1 = moveHit = 1
ignorehitpause = 1
time = 1
value = 200,200,200
under = -99

[State 8220, 7]
type = HitDef
trigger1 = Time%5 = 0 && time >= 0
attr = S,HP
animtype = Hard
damage = 8,2
pausetime = 0,4
guardflag = MA
getpower = 0,2
givepower = 0,7
hitflag = MAFP
;priority = 7
;sprpriority = 7
sparkno = S503
guard.sparkno = S507
sparkxy = 10, -120
;hitsound = S0,7
guardsound = S0,10
ground.type = High
ground.hittime = 24
ground.slidetime =24
ground.velocity = -0.5,-4.5
air.velocity = -0.3,-4
guard.velocity = -12
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
;yaccel = 0.42
fall.recover = 0

[State 3000]
type = null;Projectile
trigger1 = (GameTime%4) = 1
projanim = 1001
projID = 3051
projremove = 1
projremovetime = 1
projpriority = 9999999
projsprpriority = 10
projshadow = 0,0,0
projhitanim = -1
projremanim = -1
getpower = 0,0
givepower = 0,0
ownpal = 0
offset = 0, 0
velocity = 0 , 0
attr = S, SP
animtype = diagup
damage = 10,3
hitflag = MAF
guardflag = M
pausetime = 5,8
;sparkno = S503
;guard.sparkno = S507
sparkxy = 10, -120
hitsound = S0,66
guardsound = S0,10
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -5, -6
air.velocity = -5, -6
air.juggle = 0
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4
envshake.freq = 85
;p2stateno = 19000

[state a]
type = destroyself
trigger1 = AnimTime = 0

[Statedef 2680]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,-6
ctrl = 0
anim = 2608
ownpal = 1
sprpriority = -7

[state a]
type = null;playsnd
trigger1 = time = 0
value = 0,27

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1

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

[State 8210,9]
type = Afterimage
trigger1 = Time = 0
time = 20
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 a]
type = null;Explod
trigger1 = (GameTime%8) = 1
anim = 1001
sprpriority = 10
postype = p1
pos = 5*var(8)
accel = 0,-3
bindtime = -1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = null;Explod
trigger1 = (GameTime%10) = 1
anim = 1001
sprpriority = 8
postype = p1
pos = -5*var(8)
accel = 0,-2
bindtime = -1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = null;Envcolor
trigger1 = moveHit = 1
ignorehitpause = 1
time = 1
value = 200,200,200
under = -99

[State 8220, 7]
type = HitDef
trigger1 = Time%5 = 0 && time >= 0
attr = S,HP
animtype = Hard
damage = 8,2
pausetime = 0,4
guardflag = MA
getpower = 0,2
givepower = 0,7
hitflag = MAFP
;priority = 7
;sprpriority = 7
sparkno = S503
guard.sparkno = S507
sparkxy = 10, -120
;hitsound = S0,7
guardsound = S0,10
ground.type = High
ground.hittime = 24
ground.slidetime =24
ground.velocity = -0.5,-4.5
air.velocity = -0.3,-4
guard.velocity = -12
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
;yaccel = 0.42
fall.recover = 0

[State 3000]
type = null;Projectile
trigger1 = (GameTime%4) = 1
projanim = 1001
projID = 3051
projremove = 1
projremovetime = 1
projpriority = 9999999
projsprpriority = 10
projshadow = 0,0,0
projhitanim = -1
projremanim = -1
getpower = 0,0
givepower = 0,0
ownpal = 0
offset = 0, 0
velocity = 0 , 0
attr = S, SP
animtype = diagup
damage = 30,8
hitflag = MAF
guardflag = M
pausetime = 5,8
;sparkno = S503
;guard.sparkno = S507
sparkxy = 10, -120
hitsound = S0,66
guardsound = S0,10
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -5, -6
air.velocity = -5, -6
air.juggle = 0
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4
envshake.freq = 85
;p2stateno = 19000

[state a]
type = destroyself
trigger1 = AnimTime = 0

[Statedef 2700]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -3000
anim = 2700
ctrl = 0

[State 3000, 1]
type = PalFX
trigger1 = Time < 16 && Time % 2
trigger1 = prevstateno = [1000,3000]
time = 1
add = 250,120,210
ignorehitpause = 1

[State 240, 4]
type = envcolor
trigger1 = Time = 0
time = 2
value = 255,255,255
under = -1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [3,25]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[state 190]
type = superpause
trigger1 = time = 0
time = 35
movetime = 35
anim = -1
darken = 0
unhittable = 1
sound = S0,72

[State 821, 4]
type = playsnd
trigger1 = time = 5
value = S0,73

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 3
value = S0,36
channel = 0

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(41) = 1
anim = 10050
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 524
postype = p1
pos = 5,-110
sprpriority = -1
supermove = 1
ownpal = 1

[State 240, 4]
type = null;Explod
trigger1 = time = 10
anim = 523
postype = p1
pos = 5,-110
sprpriority = 5
supermove = 1
ownpal = 1

[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 = 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 = changestate
trigger1 = animtime = 0
value = 2701


;---------------------------------------------------------------------------
; 峌寕
[Statedef 2701]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2701
sprpriority = 9
ctrl = 0

[State 3800, 1]
type = explod
trigger1 = time = 1
ID = 13200
pos = 0,0
postype = LEFT
anim = 2704
bindtime = 235
removetime = 140
sprpriority = 5
ownpal = 1
removeongethit = 1
supermove = 1
supermovetime = 999
scale = 1.09,1.09

[State 2216]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nobardisplay

[State 2216]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2216]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[State 2216]
type = helper
trigger1 = time = 0
id = 2703
persistent = 0
name = "muni"
pos = 0,0
postype = p1
stateno = 2703
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[state 2216]
type = changestate
trigger1 = time = 115
value = 2702


;---------------------------------------------------------------------------
; 廔椆
[Statedef 2702]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2702
ctrl = 0
sprpriority = 9

[State 2217]
type = null;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 2703]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2703

[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 = 2703

[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    = Ceil(0.003 * enemy,Const(data.life)),5
getpower = 0,0
guardflag = M
hitflag = MAFD
numhits = 1
pausetime = 2,3
guard.pausetime = 0,8
sparkno = S503
guard.sparkno = S507
sparkxy = 0, -60
hitsound = S0,9
guardsound = S0,10
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 240, 2]
type = HitDef
trigger1 = root,time = 105
attr = S, NA
animtype  = Medium
damage    = 110
getpower = 30,10
guardflag = ;MA
pausetime = 7,0
sparkno = S502
guard.sparkno = S506
sparkxy = -10,-60
hitsound   = S0,17
guardsound = S0,10
ground.type = low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0
p2facing = 1
p2stateno = 1021
fall = 1
fall.recover = 0
snap = 20,-40
ignorehitpause = 1

[state 2217]
type = destroyself
trigger1 = hitcount >= 35
trigger2 = root,stateno != 2701


;----------------------------------------------------------
[Statedef 2711]
type = A
movetype = A
physics = N
anim = 2711
velset = 0,0
sprpriority = -2
ctrl = 0

[State 2711, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = S2200,1

[State 2711, 2]
type = PlayerPush
trigger1 = 1
value = 1

[State 2711, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2711, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 2712

;--------------------------------
; 儘儞乮峌寕乯
;--------------------------------
[Statedef 2712]
type = A
movetype = A
physics = N
anim = 2712
velset = 0,0
sprpriority = -2
ctrl = 0

[State 2712, 1]
type = PlaySnd
trigger1 = AnimElem = 10
value = S2200,0

[State 2712, 1]
type = PlaySnd
trigger1 = AnimElem = 10
value = S2200,3

[State 2712, 3]
type = HitDef
trigger1 = AnimElem = 12
attr = S, SP
damage = 60,7
getpower = 0
givepower = 50
animtype = Hard
guardflag = M
hitflag = MAFP
pausetime = 12,12
hitsound   = S2200,2
guardsound = S6,0
sparkno = S8020
guard.sparkno = S8070
sparkxy = -10,-50
ground.type = High
ground.slidetime = 14
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = 0,0
p2facing = 1
p2stateno = 2725

[State 2712, 4]
type = Projectile
trigger1 = MoveGuarded
attr = S, NT
guardflag = M
hitflag = MAF
sparkno = -1
p2stateno = 2724           
p2facing = 1
projanim = 2725
projremovetime = 1
persistent = 0
ignorehitpause = 1

[State 2712, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 2713

;--------------------------------
; 儘儞乮戅応乯
;--------------------------------
[Statedef 2713]
type = S
movetype = I
physics = S
anim = 2713
velset = 0,0
sprpriority = -2
ctrl = 0

[State 2713, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = S2200,4

[State 2712, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = S2200,1

[State 2713, 9]
type = DestroySelf
trigger1 = Time = 40
;trigger1 = parent,stateno = 2102

;--------------------------------
; 杊屼曵偟
;--------------------------------
[Statedef 2724]
type = S
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 2204, 1]
type = EnvColor
trigger1 = Time = 0
time = 2
value = 248,248,248
under = 1
ignorehitpause = 1

[State 2204, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 2724

[State 2204, 1]
type = posadd
trigger1 = Time < 12
x = ifelse(time%2=0,-1,1)

[State 2204, 1]
type = velset
trigger1 = Time = 12
x = -4.5

[State 2204, 1]
type = velmul
trigger1 = Time > 12
x = .9

[State 2204, 2]
type = SelfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
; 儚僀儎乕僟儊乕僕乮俵俵俼偝傫偁傝偑偲偆偛偞偄傑偡両両乯
;---------------------
[Statedef 2725]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 2205, 1]
type = EnvColor
trigger1 = Time = 0
time = 2
value = 248,248,248
under = 1
ignorehitpause = 1

[State 2205, 2]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2205, 3]
type = ChangeAnim
trigger1 = Time = 0 && GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 2205, 4]
type = ChangeAnim
trigger1 = Time = 0 && GetHitVar(animtype) = [3,5]
value = 5030

[State 2205, 5]
type = ChangeAnim
trigger1 = Time = 0 && (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 2205, 6]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 2205, 6]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
type = a

[State 2205, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 2726

[State 2205, 8]
type = ForceFeedback
trigger1 = Time = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 2726]
type = A
movetype = H
physics = N
velset = -14.0,-4.0

[State 2206, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2206, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 2206, 3]
type = VelAdd
trigger1 = 1
y = .25

[State 2206, 4]
type = ChangeAnim2
trigger1 = Time = 0 && anim != 5900
value = 2728

[State 2206, 4]
type = ChangeAnim
triggerall = Time = 0 && SelfAnimExist(5900)
trigger1 = AuthorName = "M.M.R."
trigger2 = AuthorName = "Mouser"
trigger3 = AuthorName = "Tin"
trigger4 = AuthorName = "CAMRAT Type KOF"
trigger5 = AuthorName = "H乭"
trigger6 = AuthorName = "ICCHA"
trigger7 = AuthorName = "Nyankoro"
value = 5900

[State 2206, 4]
type = ChangeAnim
triggerall = Time = 0 && SelfAnimExist(5400)
trigger1 = AuthorName = "butti" && Name = "angel"
value = 5400

[State 2206, 4]
type = ChangeAnim2
trigger1 = Time = 0 && !SelfAnimExist(5900)
trigger1 = !(AuthorName = "butti" && Name = "angel")
value = 605

[State 2206, 7]
type = ChangeState
trigger1 = BackEdgeBodyDist < 15
value = 2727

[State 2726, 8]
type = SelfState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 5100

[Statedef 2727]
type = A
movetype = H
physics = N
anim = 5050
velset = 0, 0

[State 2207, 1]
type = Turn
trigger1 = Time = 0

[State 2207, 2]
type = PosFreeze
trigger1 = Time = [0,3]

[State 2207, 3]
type = EnvShake
trigger1 = Time = 0
time = 15

[State 2207, 4]
type = VelSet
trigger1 = Time = 4
x = -2.8
y = -9.6

[State 2207, 5]
type = VelAdd
trigger1 = Time >= 4
y = .50

[State 2207, 6]
type = ChangeAnim
trigger1 = Time > 4 && Vel Y > 0 && SelfAnimExist(5060)
persistent = 0
value = 5060

[State 2207, 7]
type = SelfState
trigger1 = Time > 4 && Vel Y > 0 && Pos Y >= 0
value = 5100

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

;ignizignizigniz

[Statedef 2800]
type    = S
movetype= A
physics = N
velset = 0,0
poweradd= -500
anim = 2800
ctrl = 0

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
value = S0,38
channel = 0

[state 2005]
type = varset
trigger1 = animtime = 0
v = 54
value = 600

[State a]
type = helper
trigger1 = (GameTime%20) = 1
;trigger1 = time = 12 || time = 16 || AnimElemTime(7) = 1 || AnimElemTime(9) = 2
id = 2801
persistent = 1
name = "2801"
pos = 1,-70
postype = P1
stateno = 2801
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[state 2215]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;挻昁墘弌僿儖僷
[Statedef 2801]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2801
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 2802]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2802
;sprpriority = 9
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 >= 10

[Statedef 2803]
type    = A
movetype= I
physics = N
velset = 0,0
juggle = 8
poweradd= 0
sprpriority = 9
anim = 2803
ctrl = 0

[State 2793]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 2793]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2793]
type = Trans
trigger1 = 1
trans = add
alpha = 250,250

[state 2793]
type = velset
trigger1 = time = 0
y = -3

[State 2793]
type = veladd
trigger1 = Time > 10
x = -0.5 + (random%2)

[state 2793]
type = destroyself
trigger1 = time >= 30

[Statedef 2804]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2804
sprpriority = 9
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 >= 20

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

[Statedef 20016]
type = S
movetype = H
physics = S
ctrl = 1

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = time = 0
anim = 2805
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,-60
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State -3, 3];
type = PlaySnd
trigger1 = time = 0
value = S0,19
persistent = 0
ignorehitpause = 1

[State a]
type = NotHitBy
trigger1 = 1
value = SCA
time = 10

[state a]
type = lifeadd
trigger1 = var(53) = 1
value = ifelse(life >= 500,-20,-3)
kill = 1

[State a]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)
IgnoreHitPause = 1

[State a]
type = ChangeState
triggerall = var(53) = 1
trigger1 = 1
value = 0

[State a]
type = ChangeState
triggerall = var(58) != 0
triggerall = var(53) != 1
trigger1 = HitShakeOver = 1
value = 0

[Statedef 20017]
type = A
movetype = H
physics = A
ctrl = 1

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = time = 0
anim = 2805
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,-60
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State -3, 3];
type = PlaySnd
trigger1 = time = 0
value = S0,19
persistent = 0
ignorehitpause = 1

[State a]
type = NotHitBy
trigger1 = 1
value = SCA
time = 10

[state a]
type = lifeadd
trigger1 = var(53) = 1
value = ifelse(life >= 500,-20,-3)
kill = 1

[State a]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)
IgnoreHitPause = 1

[State a]
type = ChangeState
triggerall = var(53) =1
trigger1 = 1
value = 50

[State a]
type = ChangeState
triggerall = var(58) != 0
triggerall = var(53) != 1
trigger1 = HitShakeOver = 1
value = 50





;-----------------------safety transition state-----------------------;
[statedef 5394]
type    = A
physics = U
movetype = I
poweradd = -1

[State 5394, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 20

[state 5394, final]
type = changestate
trigger1 = 1
value = 5396



;----------------------------------Fall-------------------------------;
[statedef 5396]
type    = A
physics = N
movetype = I
anim = 5398
ctrl = 0

[State 5396, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 500

[state 5396, Slow motion]
type = Pause
trigger1 = TimeMod = 2,1
time = 2

[state 5396, Playsnd]
type = Playsnd
trigger1 = animelem = 2
value = 5,0
loop = 0
volume = -100

[state 5396, vel]
type = Velset
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
X = -2.5                   ;-(BackEdgeDist) / P2BodyDist X Possible optional parameter
Y = -5

[state 5396, vel1]
type = Velset
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 9
trigger4 = animelem = 10
X = -1.5
Y = 1

[state 5396, vel2]
type = Velset
trigger1 = animelem = 11
trigger2 = animelem = 12
trigger3 = animelem = 13
trigger4 = animelem = 14
trigger5 = animelem = 15
trigger6 = animelem = 16
X = -1.5
Y = 3

[state 5396, gravity]
type = Velset
triggerall = Pos Y < 0
trigger1 = animelem = 17
trigger2 = animelem = 18
trigger3 = animelem = 19
trigger4 = animelem = 20
trigger5 = animelem = 21
trigger6 = animelem = 22
trigger7 = animelem = 23
trigger8 = animelem = 24
X = 0
Y = 6

[state 5396, Major gravity]
type = Velset
triggerall = Pos Y < 0
trigger1 = animelem = 24
X = 0
Y = -pos Y*2


[state 5396, final]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5398





;------------------------------Hit lay down---------------------------;
[statedef 5398]
type    = L
movetype= I
physics = S
velocity = 0,0
anim = 5110

[State 5398, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 50

[state 5398, Block me!]
type = posset
trigger1 = pos Y >= 0
Y = 0

[state 5398, Block me!2]
type = velset
trigger1 = pos Y >= 0
Y = 0
X = 0

[state 5398, Superpause+Ray]
type = Superpause
trigger1 = time = 9
time = 50
anim = S5405
pos = -180, -60

[state 5398, Gather energy]
type = Explod
trigger1 = time = 1
anim = 5407
postype = P1
pos = 0,-10
bindtime = -1
sprpriority = 2
ownpal = 1

[state 5398, Ray]
type =  Explod
trigger1 = time = 9
postype = P1
anim = 5406
pos = -50, -220
bindtime = -1
supermovetime = 999
sprpriority = 2
ownpal = 1

[State 191, 1]
type = varrandom
trigger1 = time = 0
v = 4
range = 1,100

[state 5398, final]
type = changestate
trigger1 = time = 35
trigger1 = var(4) = [1,50]
value = 5400

[state 5398, final]
type = changestate
trigger1 = time = 35
trigger1 = var(4) = [51,100]
value = 2854


[Statedef 2854]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 2853

[State -2]
Type = LifeSet
trigger1 = time = 289
Value = 1000 + (GetHitVar(Damage))
IgnoreHitPause = 1

[State 9190, 1]
type     = Varset
trigger1 = time = 289
var(53)  = 1

[State 240, 4]
type = envshake
trigger1 = time = 30
time = 260

[State 240, 4]
type = Explod
trigger1 = time = 150
anim = 2235
ID = 2235
postype = p2
pos = 200,-200
facing = -1
scale = 1.2,1.2
vel = -1,1
sprpriority = -1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
value = S0,18

[State 821, 4]
type = playsnd
trigger1 = time = 150
value = S0,36

[State 240, 4]
type = RemoveExplod
trigger1 = time = 290
ID = 2235

[State 821, 4]
type = playsnd
trigger1 = time = 280
trigger2 = time = 282
trigger3 = time = 286
trigger4 = time = 290
value = S0,59

[State 240, 4]
type = null;Explod
trigger1 = time = 280
trigger2 = time = 282
trigger3 = time = 286
trigger4 = time = 290
anim = 2216
postype = p1
pos = 60,-20
random = 80,80
pausemovetime = 9999
ownpal = 1
ignorehitpause = 1
supermove = 1
sprpriority = 6

[State 240, 4]
type = Explod
trigger1 = time = 280
trigger2 = time = 282
trigger3 = time = 286
trigger4 = time = 290
anim = 2216
postype = p2
facing = -1
pos = 60,-20
random = 80,80
pausemovetime = 9999
ownpal = 1
ignorehitpause = 1
supermove = 1
sprpriority = 6

[State 3110, 8]
type = null;Pause
trigger1 = time = 290
time = 20
movetime = 0

[State 820, 1]
type = palfx
trigger1 = time = 290
time = 40
add = 80,-44,-124
sinadd = 30,30,0,10
color = 0
invertall = 1
ignorehitpause = 1

[State 191, 1]
type = envcolor
trigger1 = time = 290
trigger2 = time = 292
trigger3 = time = 294
value = 255,0,0
time = 1
persistent = 0
ignorehitpause = 1

[State 240, 4]
type = envshake
trigger1 = Time = 290
time = 10
ampl = -50
freq = 100
ignorehitpause = 1

[State bg]
type = BGPalFX
trigger1 = 1
time = 2
add = -100,-100,-100
color = 0
invertall = 1
ignorehitpause = 1

[State -2, 1]
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 1000, 5]
type = Projectile
trigger1 = time = [280,290]
trigger1 = P2Life != 0
projanim = 2703
projremovetime = 1
attr = A, HA
damage    = 10,10
numhits = 0
givepower = -1000000
guardflag = A
pausetime = 0,0
sparkno = -1
p2stateno = 2507

[State 9998, 1]
type = ReversalDef
trigger1 = time = [280,290]
trigger1 = 1
reversal.attr = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP
pausetime = 0,0
sparkno = -1
numhits = 0
p1stateno = 9998
p2stateno = 2507

[State 240, 4]
type = ChangeState
trigger1 = Time = 290
value = 0
ctrl = 1

;-----------------------------Resurrection----------------------------;
[statedef 5400]
type    = A
physics = S
anim = 5400
ctrl = 0
sprpriority = 1

[state 5400, AfterImage]
type = AfterImage
trigger1 = animelem = 1
length = 60
palcolor = 256
palbright = 30,30,30
palcontrast = 120,120,220
palpostbright = 0,0,100

[state 5400, playsound]
type = playsnd
trigger1 = animelem = 1
value = 90,1

[state 5400, playsound2]
type = playsnd
trigger1 = animelem = 2
value = 90,0

[state 5400, Explod]
type = Explod
trigger1 = animelem = 5
anim = 7501
postype = P1
pos = 0,-70
bindtime = -1
sprpriority = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = animelem = 4
anim = 4000
id = 4000
sprpriority = 0
postype = p1
pos = -60,10
bindtime = -1
removetime = 35
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = animelem = 4
anim = 4000
id = 4000
sprpriority = 0
postype = p1
pos = 60,10
facing = -1
bindtime = -1
removetime = 35
supermove = 1
under = 0
ownpal = 1

[state 5400, velset]
type = Velset
trigger1 = animelem = 5
X = 0
Y = -2

[State -2]
Type = LifeSet
trigger1 = animtime = 0
Value = 1000 + (GetHitVar(Damage))
IgnoreHitPause = 1

[State 9190, 1]
type     = Varset
trigger1 = animtime = 0
var(53)  = 1

[state 5400, final]
type = changestate
trigger1 = animtime = 0
value = 5402


;----------------------------resurrection Land------------------------;
[statedef 5402]
type    = A
physics = S
movetype = I
anim = 5402

[state 5402, gravity]
type = gravity
trigger1 = 1

[state 5402, final]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1


