; 屴昐擉廍巐幃_恛
[Statedef 9700]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= -2000
anim = 2200
ctrl = 0

;---------------------[挻昁嶦媄墘弌]
[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = animelem = 4,<=0
trigger2 = movehit
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = time = 1
time = 32
movetime = 32
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 1
anim = 6010
sprpriority = -1
postype = p1
pos = 42,-87
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 11
anim = 6011
sprpriority = 3
postype = p1
pos = 42,-87
bindtime = 1
supermove = 1
under = 0
ownpal = 1

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

[State 3040, 7]
type = EnvColor
trigger1 = time = 4
persistent = 0
ignorehitpause = 1
time = 31;29
value = 0,0,0
under = 2

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 20
value = 3000,2

;---------------------[岠壥壒]
[State 2000, 6];梀傃偼廔傢傝偩
type = PlaySnd
trigger1 = Time = 0
value = 2200,1

[State 2000, 6];傫偺栰榊!!
type = PlaySnd
trigger1 = animtime = 0;animelem = 7
value = 2200,4

;---------------------[峌寕敾掕]
[State 800, 1]
type = HitDef
Trigger1 = p2stateno != [120,159]
Trigger1 = p2stateno != 40
;Trigger1 =time=0
attr = S, HA
damage = 10,0
hitflag = MAf
priority = 6, Miss
sparkno = -1
sprpriority = 5
p2facing = 1
p1stateno = 9701
p2stateno = 9703
p2facing = 1
kill = 0
snap = 0
;---------------------[廔椆]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------神尘
; 屲昐擉廍巐幃丒恄恛(曔傑偊仺敋敪)
[Statedef 9701]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 4
anim = 2201
sprpriority = 5
ctrl = 0

;---------------------[岠壥壒]
[state a];捦傒壒
type = playsnd
trigger1 = time = 0
value = 800,1

[state a];敋敪壒
type = playsnd
trigger1 = animelem = 5
value = 2200,5

;---------------------[僄僼僃僋僩]
[State 3040, 7]
type = null;EnvColor
trigger1 = 1
;persistent = 0
ignorehitpause = 1
time = 5
value = 0,0,0
under = 2

[state a];攚宨斀揮
type = null;BGPalfx
trigger1 = 1
add = 0,0,0
sinadd = 0, 0, 0
time = 5
invertall = 1
ignorehitpause = 1

[State 1000, 5];捦傒僄僼僃僋僩
type = Explod
trigger1 = Time = 0
anim = 6031
sprpriority = 2
postype = p1
pos = 36,-77
bindtime = 1
supermove = 1
under = 0

[State 1000, 5];敋墛僄僼僃僋僩
type = Explod
trigger1 = animelemtime(5) = 1
anim = 8530
sprpriority = 10
postype = p1
pos = 61,-78
bindtime = 1
supermove = 1
under = 0

[State 1020, 4]
type = EnvShake
trigger1 = animelemtime(5) = 1
time = 30
ampl = -12
freq = 95
phase = 95

;---------------------[憡庤惂屼]
[state a]
type = targetbind
trigger1 = 1
pos = 30,0

[state a]
type = targetlifeadd
trigger1 = animelemtime(5) = 0
value = -100
kill = 0


;---------------------[廔椆]

[state a]
type = changestate
trigger1 = animtime = 0
value = 9702

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

;------------------------
[Statedef 9702]
type    = S
movetype= A
physics = N
velset = 0,0
anim =9719
ctrl = 0

[State 0, Explod]
type = explod
trigger1 = 1
anim =  10095
pos = 0,0
postype = back  ;p2,front,back,left,right
bindtime = 380
removetime = -2
supermove=1
scale = 1,1
sprpriority =-99
ownpal = 0


[State 0, ScreenBound]
type = ScreenBound
trigger1 =1
value = 1
movecamera = 5,-5



[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=3
trigger2 =animelem=4
trigger3 =animelem=5
trigger4 =animelem=6
trigger5 =animelem=7
x = 3

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=8
trigger2 =animelem=9
trigger3 =animelem=10
x = 16

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=11
trigger2 =animelem=12
x = 2

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=15
trigger2 =animelem=16
trigger3 =animelem=17
trigger4 =animelem=18
trigger5 =animelem=19
x = 4

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=20
trigger2 =animelem=21
trigger3 =animelem=22
x = 16

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=23
trigger2 =animelem=24
trigger3 =animelem=25
trigger4 =animelem=26
x = 2

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=29
trigger2 =animelem=30
trigger3 =animelem=31
trigger4 =animelem=32
trigger5 =animelem=33
x = 4

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=34
trigger2 =animelem=35
trigger3 =animelem=36
x = 16

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=37
trigger2 =animelem=38
x = 3

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=41
trigger2 =animelem=42
trigger3 =animelem=43
trigger4 =animelem=44
trigger5 =animelem=45
x = 3

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=46
trigger2 =animelem=47
trigger3 =animelem=48
x = 16

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=49
trigger2 =animelem=50
trigger3 =animelem=51
trigger4 =animelem=52
x =2


[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=55
trigger2 =animelem=56
trigger3 =animelem=57
trigger4 =animelem=58
trigger5 =animelem=59
x = 3

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=60
trigger2 =animelem=61
trigger3 =animelem=62
x = 16

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=63
trigger2 =animelem=64
x = 2

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=67
trigger2 =animelem=68
trigger3 =animelem=69
trigger4 =animelem=70
trigger5 =animelem=71
x = 4

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=72
trigger2 =animelem=73
trigger3 =animelem=74
x = 16

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=75
trigger2 =animelem=76
trigger3 =animelem=77
trigger4 =animelem=78
x = 2

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=81
trigger2 =animelem=82
trigger3 =animelem=83
trigger4 =animelem=84
trigger5 =animelem=85
x = 3

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=86
trigger2 =animelem=87
trigger3 =animelem=88
x = 16

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=89
trigger2 =animelem=90
x = 2

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=93
trigger2 =animelem=94
trigger3 =animelem=95
trigger4 =animelem=96
trigger5 =animelem=97
x = 4

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=98
trigger2 =animelem=99
trigger3 =animelem=100
x = 16

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=101
trigger2 =animelem=102
trigger3 =animelem=103
trigger4 =animelem=104
x = 2

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=107
trigger2 =animelem=108
trigger3 =animelem=109
trigger4 =animelem=110
trigger5 =animelem=111
x = 3

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=112
trigger2 =animelem=113
trigger3 =animelem=114
x = 16

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=115
trigger2 =animelem=116
x = 2

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=119
trigger2 =animelem=120
trigger3 =animelem=121
trigger4 =animelem=122
trigger5 =animelem=123
x = 4

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=124
trigger2 =animelem=125
trigger3 =animelem=126
x = 16

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=127
trigger2 =animelem=128
trigger3 =animelem=129
trigger4 =animelem=130
x = 2

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=133
trigger2 =animelem=134
trigger3 =animelem=135
trigger4 =animelem=136
trigger5 =animelem=137
x = 3

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=138
trigger2 =animelem=139
trigger3 =animelem=140
x = 16

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=141
trigger2 =animelem=142
x = 2

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=145
trigger2 =animelem=146
trigger3 =animelem=147
trigger4 =animelem=148
trigger5 =animelem=149
x = 4

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=150
trigger2 =animelem=151
trigger3 =animelem=152
x = 16

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=153
trigger2 =animelem=154
trigger3 =animelem=155
trigger4 =animelem=156
x = 2

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=159
trigger2 =animelem=160
trigger3 =animelem=161
trigger4 =animelem=162
trigger5 =animelem=163
x = 3

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=164
trigger2 =animelem=165
trigger3 =animelem=166
x = 16

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=167
trigger2 =animelem=168
x = 2

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=171
trigger2 =animelem=172
trigger3 =animelem=173
trigger4 =animelem=174
trigger5 =animelem=175
x = 4

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=176
trigger2 =animelem=177
trigger3 =animelem=178
x = 16

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=179
trigger2 =animelem=180
trigger3 =animelem=181
trigger4 =animelem=182
x = 2

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=185
trigger2 =animelem=186
trigger3 =animelem=187
trigger4 =animelem=188
trigger5 =animelem=189
x = 3

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=190
trigger2 =animelem=191
trigger3 =animelem=192
x = 16

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=193
trigger2 =animelem=194
x = 2

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=197
trigger2 =animelem=198
trigger3 =animelem=199
trigger4 =animelem=200
trigger5 =animelem=201
x = 4

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=202
trigger2 =animelem=203
trigger3 =animelem=204
x = 16

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=205
trigger2 =animelem=206
trigger3 =animelem=207
trigger4 =animelem=208
x = 2

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=211
trigger2 =animelem=212
trigger3 =animelem=213
trigger4 =animelem=214
trigger5 =animelem=215
x = 3

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=216
trigger2 =animelem=217
trigger3 =animelem=218
x = 16

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=219
trigger2 =animelem=220
x = 2

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=223
trigger2 =animelem=224
trigger3 =animelem=225
trigger4 =animelem=226
trigger5 =animelem=227
x = 4

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=228
trigger2 =animelem=229
trigger3 =animelem=230
x = 16

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=231
trigger2 =animelem=232
trigger3 =animelem=233
trigger4 =animelem=234
x = 2


[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=237
trigger2 =animelem=238
trigger3 =animelem=239
trigger4 =animelem=240
trigger5 =animelem=241
x = 3

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=242
trigger2 =animelem=243
trigger3 =animelem=244
x = 16

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=245
trigger2 =animelem=246
x = 2

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=249
trigger2 =animelem=250
trigger3 =animelem=251
trigger4 =animelem=252
trigger5 =animelem=253
x = 4

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=254
trigger2 =animelem=255
trigger3 =animelem=256
x = 16

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=257
trigger2 =animelem=258
trigger3 =animelem=259
trigger4 =animelem=260
x = 2

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=263
trigger2 =animelem=264
trigger3 =animelem=265
trigger4 =animelem=266
trigger5 =animelem=267
x = 3

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=268
trigger2 =animelem=269
trigger3 =animelem=270
x = 16

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=271
trigger2 =animelem=272
x = 2

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=275
trigger2 =animelem=276
trigger3 =animelem=277
trigger4 =animelem=278
trigger5 =animelem=279
x = 4

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=280
trigger2 =animelem=281
trigger3 =animelem=282
x = 16

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=283
trigger2 =animelem=284
trigger3 =animelem=285
trigger4 =animelem=286
x = 2


[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=289
trigger2 =animelem=290
trigger3 =animelem=291
trigger4 =animelem=292
trigger5 =animelem=293
x = 3

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=294
trigger2 =animelem=295
trigger3 =animelem=296
x = 16

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=297
trigger2 =animelem=298
x = 2

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=301
trigger2 =animelem=302
trigger3 =animelem=303
trigger4 =animelem=304
trigger5 =animelem=305
x = 4

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=306
trigger2 =animelem=307
trigger3 =animelem=308
x = 16

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=309
trigger2 =animelem=310
trigger3 =animelem=311
trigger4 =animelem=312
x = 2

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=315
trigger2 =animelem=316
trigger3 =animelem=317
trigger4 =animelem=318
trigger5 =animelem=319
x = 3

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=320
trigger2 =animelem=321
trigger3 =animelem=322
x = 16

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=323
trigger2 =animelem=324
x = 2

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=327
trigger2 =animelem=328
trigger3 =animelem=329
trigger4 =animelem=330
trigger5 =animelem=331
x = 4

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=332
trigger2 =animelem=333
trigger3 =animelem=334
x = 16

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=335
trigger2 =animelem=336
trigger3 =animelem=337
trigger4 =animelem=338
x = 2

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=341
trigger2 =animelem=342
trigger3 =animelem=343
trigger4 =animelem=344
trigger5 =animelem=345
x = 3

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=346
trigger2 =animelem=347
trigger3 =animelem=348
x = 16

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=349
trigger2 =animelem=350
x = 2

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=353
trigger2 =animelem=354
trigger3 =animelem=355
trigger4 =animelem=356
trigger5 =animelem=357
x = 4

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=358
trigger2 =animelem=359
trigger3 =animelem=360
x = 16

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=361
trigger2 =animelem=362
trigger3 =animelem=363
trigger4 =animelem=364
x = 2


[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=367
trigger2 =animelem=368
trigger3 =animelem=369
trigger4 =animelem=370
trigger5 =animelem=371
x = 3

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=372
trigger2 =animelem=373
trigger3 =animelem=374
x = 16

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=375
trigger2 =animelem=376
x = 2

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=379
trigger2 =animelem=380
trigger3 =animelem=381
trigger4 =animelem=382
trigger5 =animelem=383
x = 4

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=384
trigger2 =animelem=385
trigger3 =animelem=386
x = 16

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=387
trigger2 =animelem=388
trigger3 =animelem=389
trigger4 =animelem=390
x = 2

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=393
trigger2 =animelem=394
trigger3 =animelem=395
trigger4 =animelem=396
trigger5 =animelem=397
x = 3

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=398
trigger2 =animelem=399
trigger3 =animelem=400
x = 16

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=401
trigger2 =animelem=402
x = 2

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=405
trigger2 =animelem=406
trigger3 =animelem=407
trigger4 =animelem=408
trigger5 =animelem=409
x = 4

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=410
trigger2 =animelem=411
trigger3 =animelem=412
x = 16

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=413
trigger2 =animelem=414
trigger3 =animelem=415
trigger4 =animelem=416
x = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=20
value = S2200,2
volume = 255
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=180
value = S194,2
volume = 255
channel = -1
freqmul = 1.0
loop = 0
pan = 0


[State 0, HitDef]
type = HitDef
trigger1 =animelem=10
trigger2 =animelem=22
trigger3 =animelem=36
trigger4 =animelem=48
trigger5 =animelem=62
trigger6 =animelem=74
trigger7 =animelem=88
trigger8 =animelem=100
trigger9 =animelem=114
trigger10 =animelem=126
trigger11 =animelem=140
trigger12 =animelem=152
trigger13 =animelem=166
trigger14 =animelem=176
trigger15 =animelem=178
trigger16 =animelem=192
trigger17 =animelem=204
trigger18 =animelem=218
attr = S,HA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD        ;HLAFD+-
guardflag = MA         ;HLA
animtype = hard          ;light,medium,hard,back,up,diagup
priority = 7,Hit   ;Hit,Miss,Dodge
damage = 40,0
pausetime = 2,10
sparkno = S8530
sparkxy = -35, -81
hitsound = S2200,5
guardsound = S120,0
ground.type = low      ;Low,Trip,None
ground.slideTIME=20
ground.hitTIME=20
air.hittime = 20
ground.velocity = 0,0
air.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
sprpriority = 1
kill = 0
guard.kill = 1
fall.kill = 1
fall.damage=20
p2stateno=9887
numhits = 1
kill=0
envshake.time = 14
envshake.ampl = -3
envshake.freq = 92
envshake.phase = 92
palfx.time =89
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124

[state a]
type = posadd
trigger1 = animelem = 222
trigger2 = animelem = 223
trigger3 = animelem = 224
trigger4 = animelem = 225
trigger5 = animelem = 226
trigger6 = animelem = 227
trigger7 = animelem = 228
x = 4+var(5)*4

[state a]
type = posadd
trigger1 = animelem = 230
x = 32

[state a]
type = statetypeset
trigger1 = animelem = 228
value = A


[state a]
type = velset
trigger1 = animelem = 228
x = 3
y = -9

[state a]
type = veladd
trigger1 = animelem = 228 >= 0
y = 0.45


;---------------------[峌寕]
[State 2];
type = HitDef
trigger1 = animelem = 224
attr = S, SA
animtype  = hard
damage    = 40,5
getpower = 20,20
;hitflag = MA
guardflag = MA
pausetime = 7,12
sparkno = s7003
sparkxy = -15,-67
hitsound   = s310,0
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6
air.velocity = -4.5,-3
fall = 0
kill=0
fall.recover = 0


[State 2];
type = HitDef
trigger1 = animelem = 228
attr = A, SA
animtype  = hard
damage    = 38,5
getpower = 20,20
;hitflag = MA
guardflag = MA
pausetime = 4,4
sparkno = s7003
sparkxy = -15,-67
hitsound   = s310,0
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -4,-8
air.velocity = -4.5,-8
fall = 1
kill=0
fall.recover = 0

[State 2];
type = HitDef
trigger1 = animelem = 236;237
attr = A, SA
animtype  = up
damage    = 100,10
getpower = 40,40
;hitflag = MA
guardflag = HA
pausetime = 20,20
sparkno = s7003
sparkxy = -15,-67
hitsound   = s290,2
guard.sparkno = s7012
guardsound = s122,0
ground.type = low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -2.5,12.5
air.velocity = -2.5,12.5
fall = 1
fall.recover = 0
fall.envshake.time = 14
fall.envshake.ampl = -8
fall.envshake.freq = 92
fall.envshake.phase = 92

;---------------------[岠壥壒]
[state a];偣傗
type = playsnd
trigger1 = animelem = 221
value = 1800,0

[state a];傎傜
type = playsnd
trigger1 = animelem = 228
value = 1800,1

[state a];棊偪傗偑傟
type = playsnd
trigger1 = animelem = 232
value = 1800,2

[state a];廟傝
type = playsnd
trigger1 = animelem = 227
value = 1500,1




;---------------------[棫偪僗僥乕僩偵栠傞]
[state a]
type = changestate
trigger1 = vel y >0 && pos y >=0
value = 1505


;[State 0, ChangeState]
;type = ChangeState
;trigger1 =animtime=0
;value = 0
;ctrl = 1



;搳偘傜傟偰偄傞憡庤
[Statedef 9703]
type    = S
movetype= I
physics = s
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 9702

[State 0, PosSet]
type = PosSet
trigger1 =1
y = 0


;[State 0, ChangeState]
;type = ChangeState
;trigger1 = animtime=0
;value = 0
;ctrl = 1



[State 821, 3]
type = SelfState
trigger1 = animtime = 0
value = 5000


;搳偘傜傟偰偄傞憡庤
[Statedef 9887]
type    = S
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 9887


[State 0, PosSet]
type = PosSet
trigger1 =1
y = 0



;[State 0, ChangeState]
;type = ChangeState
;trigger1 = animtime=0
;value = 0
;ctrl = 1
[State 821, 3]
type = SelfState
trigger1 = animtime = 0
value = 5000







;新招  （空连击）
;---------------------------------------------------------------------------
; 榋昐廍屲幃丒捛寕偪 乮庛乯
[Statedef 102500]
type=A
movetype=A
physics=A
juggle=5
poweradd = 120
velset   = 0,0
anim     = 12500
ctrl     = 0
sprpriority = 3

[State -2, 嵎暘嵞攝抲]
type = LifeSet
triggerall = var(59) = 1
triggerall = var(58) >= 11
trigger1 = 1
value = 999999

[State 12500];懍搙傪梌偊傞
type = VelSet
trigger1 = Animelem = 1
x = 0
y = -2

[State 12500];懍搙傪梌偊傞
type = VelSet
trigger1 = time = 20
x = -1
y = -2

[State 12500]
type = PosFreeze
trigger1 = time < 20
x = 1
y = 1

[State -2]
Type = Helper
trigger1 = AnimElem = 7
ID = 102551
helpertype = player
ctrl     = 0
Pos = 30,0
StateNo = 102501
postype = p1
facing = 1
OwnPal = 1
SuperMoveTime = 999999999
PauseMoveTime = 999999999

[State 12500, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = s1310,0

[State 12500, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 7
value = s12,3

[State -2, ]
type = StateTypeSet
triggerall = var(59) = 1
triggerall = var(58) = 12
trigger1 = 1
movetype = I

[State 0, 柍揋]
type = NotHitBy
triggerall = var(59) = 1
triggerall = var(58) = 12
trigger1 = 1
value = SCA
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 僿儖僷乕
[Statedef 102501]
type     = S
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 12600
ctrl     = 0
sprpriority = 0

[State 0, 柍揋]
type = NotHitBy
trigger1 = 1
value = SCA

[State 210,傗傜傟偨応崌]
type = HitOverride
trigger1 = 1
attr = SCA, AA,AP,AT
stateno = 102501
time = -1

[State -2,]
type = SelfState
trigger1 = MoveReversed
value = 102501

[State 12550];懍搙傪梌偊傞
type = VelSet
trigger1 = 1
x = 1.3
y = 0.4

[State 100,]
type = Destroyself
triggerall = ishelper
trigger1 = MoveReversed
ignorehitpause = 1
pausemovetime = 9
supermovetime = 9

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

[State 191, 摿庩岠壥]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 200,1 僸僢僩掕媊]
type = HitDef
triggerall = root,var(58) >= 11
triggerall = root,var(59) = 1
trigger1 = time >= 0
attr = , HT
hitflag = MAFD
priority = 7, Hit
sparkno = -1
p1sprpriority = 1
p2sprpriority = 0
p1facing = 1
p2facing = 1
p2stateno = 22422
guard.dist = 0
fall = 1
fall.damage = 99999
numhits = 0
pausemovetime = 9999999
supermovetime = 9999999

[State 200, 僸僢僩掕媊]
type = HitDef
triggerall = time = 0
trigger1 = root,var(58) = [1,7]
trigger1 = root,var(59) = 1
trigger2 = root,var(59) != 1
attr = , HP
damage = 80,8
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAFP
priority = 3, Hit
pausetime = 0,10
sparkno = s7002
guard.sparkno = s7010
sparkxy = -25, -70
hitsound = s12,8
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -5,-5
air.velocity = -5,-5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
kill = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 200, 僸僢僩掕媊]
type = HitDef
triggerall = time = 0
trigger1 = root,var(58) = [8,9]
trigger1 = root,var(59) = 1
trigger2 = root,var(59) != 1
attr = , HP
damage = 110,11
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAFP
priority = 3, Hit
pausetime = 0,10
sparkno = s7002
guard.sparkno = s7010
sparkxy = -25, -70
hitsound = s12,8
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -5,-5
air.velocity = -5,-5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
kill = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 200, 僸僢僩掕媊]
type = HitDef
triggerall = time >= 0
trigger1 = root,var(58) = 10
trigger1 = root,var(59) = 1
attr = , HP
damage = 20,8
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAFP
priority = 3, Hit
pausetime = 0,10
sparkno = s7002
guard.sparkno = s7010
sparkxy = -25, -70
hitsound = s12,8
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -5,-5
air.velocity = -5,-5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
kill = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 200, 僸僢僩掕媊]
type = HitDef
triggerall = root,var(58) = 11
triggerall = root,var(59) = 1
trigger1 = time >= 0
attr = , HP
damage = 9999*9999*9999*999,9999*9999*9999*999
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAFD
priority = 3, Hit
pausetime = 0,10
sparkno = s7002
guard.sparkno = s7010
sparkxy = -25, -70
hitsound = s12,8
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = 0,-10
air.velocity = 0,-10
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
kill = 1
p2stateno = 22422
fall.damage = 9999*9999*9999*999
pausemovetime = 9999999
supermovetime = 9999999

[State 1001, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = AnimTime = 0








;新招（里隐藏 —华丽走位）
;===================================================
; Flame of Illusion
;===================================================
[Statedef 22002]
type    = S
movetype= A
physics = S
anim = 22002
velset = 0,0
ctrl = 0
poweradd = -2000

[State 1320, 1]
type = playsnd
trigger1 = animelem = 1
value = S9,1

[State 1320, 1]
type = playsnd
trigger1 = animelem = 2
value = S4100,1

[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = nobg
pausemovetime = 9999999
supermovetime = 9999999

[State 8004,3]
type = SuperPause
trigger1 = animelem = 5
time = 20
movetime = 30
darken = 0
anim = -1

[State 1010]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, Helper]
type = Helper
trigger1 = animelem = 5
helpertype = normal
name = "semihypercharge"
ID = 10162
stateno = 10162
pos = 0,-70
postype = p1
ownpal = 1


[State 1320, 1]
type = targetstate
trigger1 = animelem = 6
value = 3664

[State 1320, 1]
type = playsnd
trigger1 = time = 103
value = S3000,4

[State 1320, 1]
type = playsnd
trigger1 = time = 343
value = S3000,5



[State 2900, 1];
type = helper
trigger1 = animelem = 7
persistent = 0
name = "Shadow"
pos = 0,0
postype = P1
stateno = 3655
helpertype = normal
keyctrl = 0
facing = 1
ownpal = 1

[State 1, 1]
type = posset
trigger1 = time = 103
x = enemy,pos x

[State 2900, 1];
type = helper
trigger1 = time = 103
persistent = 0
name = "Shadow"
pos = -100,0
postype = P2
stateno = 3652
helpertype = normal
keyctrl = 0
facing = 1
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 173
persistent = 0
name = "Shadow"
pos = 100,0
postype = P2
stateno = 3653
helpertype = normal
keyctrl = 0
facing = -1
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 243
persistent = 0
name = "Shadow"
pos = -100,0
postype = P2
stateno = 3652
helpertype = normal
keyctrl = 0
facing = 1
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 290
persistent = 0
name = "Shadow"
pos = 100,0
postype = P2
stateno = 3652
helpertype = normal
keyctrl = 0
facing = -1
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 343
persistent = 0
name = "Shadow"
pos = -60,-100
postype = P2
stateno = 3654
helpertype = normal
keyctrl = 0
facing = 1
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 390
persistent = 0
name = "Shadow"
pos = 100,0
postype = P2
stateno = 3663
helpertype = normal
keyctrl = 0
facing = -1
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 405
persistent = 0
name = "Shadow"
pos = -60,0
postype = P2
stateno = 3661
helpertype = normal
keyctrl = 0
facing = 1
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 420
persistent = 0
name = "Shadow"
pos = 60,0
postype = P2
stateno = 3662
helpertype = normal
keyctrl = 0
facing = -1
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 435
persistent = 0
name = "Shadow"
pos = -60,0
postype = P2
stateno = 3660
helpertype = normal
keyctrl = 0
facing = 1
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 450
persistent = 0
name = "Shadow"
pos = 60,0
postype = P2
stateno = 3660
helpertype = normal
keyctrl = 0
facing = -1
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 465
persistent = 0
name = "Shadow"
pos = -60,0
postype = P2
stateno = 3660
helpertype = normal
keyctrl = 0
facing = 1
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 480
persistent = 0
name = "Shadow"
pos = 60,0
postype = P2
stateno = 3660
helpertype = normal
keyctrl = 0
facing = -1
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 495
persistent = 0
name = "Shadow"
pos = -60,0
postype = P2
stateno = 3662
helpertype = normal
keyctrl = 0
facing = 1
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 510
persistent = 0
name = "Shadow"
pos = 60,0
postype = P2
stateno = 3662
helpertype = normal
keyctrl = 0
facing = -1
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 525
persistent = 0
name = "Shadow"
pos = -60,0
postype = P2
stateno = 3662
helpertype = normal
keyctrl = 0
facing = 1
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 540
persistent = 0
name = "Shadow"
pos = 60,0
postype = P2
stateno = 3660
helpertype = normal
keyctrl = 0
facing = -1
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 555
persistent = 0
name = "Shadow"
pos = -60,0
postype = P2
stateno = 3661
helpertype = normal
keyctrl = 0
facing = 1
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 570
persistent = 0
name = "Shadow"
pos = 60,0
postype = P2
stateno = 3662
helpertype = normal
keyctrl = 0
facing = -1
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 585
persistent = 0
name = "Shadow"
pos = -60,0
postype = P2
stateno = 3660
helpertype = normal
keyctrl = 0
facing = 1
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = time = 590
persistent = 0
name = "Shadow"
pos = 60,0
postype = P2
stateno = 3661
helpertype = normal
keyctrl = 0
facing = -1
ownpal = 1


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

[State 1109,END]
type = ChangeState
trigger1 = time >= 605
value = 3651

;===================================================
; Flame of Illusion 2
[Statedef 3651]
type    = S
movetype= A
physics = S
anim = 22011
velset = 0,0
ctrl = 0

[State 1310, 4]
type = turn
trigger1 = time = 0
value = 1

[State 1310, 4]
type = posadd
trigger1 = time = 0
x = -60

[State 1320, 1]
type = playsnd
trigger1 = animelem = 1
value = S4031, 0

[State 1320, 1]
type = playsnd
trigger1 = animelem = 5
value = S300, 7

[State 1320, 1]
type = playsnd
trigger1 = animelem = 1
value = S4031, 0

[State 1320, 1]
type = playsnd
trigger1 = animelem = 3
value = S300,8

[State 1320, 1]
type = playsnd
trigger1 = animelem = 3
value = S2100,4

[State 9090]
type = Explod
trigger1 =animelem = 4
anim = 10999
id = 10999
pos = 0,50
postype = Left
sprpriority = -10
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.57
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = animelem = 4
anim = 10001
id = 100001
pos = 0,56
postype = Left
sprpriority = -10
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = animelem = 4
anim = 10998
id = 10998
pos = 0,56
postype = Left
sprpriority = -10
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.57
pausemovetime = 9999999
supermovetime = 9999999

[State 1108, Explod]
type = Explod
trigger1 = animelem = 1
anim = 20005
pos = -32,0
postype = p1
sprpriority = 2
ownpal = 1
ignorehitpause = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 10053
ID = 12111
pos = -32,-97
postype = p1
bindtime = -1
removetime = -1
sprpriority = 3
ownpal = 1
removeongethit = 1


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 2
id = 12111

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 10053
ID = 10053
pos = -32,-97
postype = p1
bindtime = -1
removetime = 92
sprpriority = 0
ownpal = 1
removeongethit = 1


[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = 10092
ID = 10092
pos = -32,-97
postype = p1
bindtime = -1
removetime = -2
sprpriority = 0
ownpal = 1
removeongethit = 1

[State 1010]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1320, 1]
type = Velset
trigger1 = animelem = 1, >= 0
trigger1 = AnimElem = 5, <= 0
x = 14


[State ,Attack]
type = HitDef
trigger1 = animelem = 1
attr                = S, NA
damage              = 120,0
getpower            = 50
givepower           = 20
kill                = 1
affectteam          = E
animtype            = UP
air.animtype        = Hard
guardflag           =
hitflag             = MAF
sparkxy             = -10,-70
;sparkno             = s8151
;guard.sparkno       = S8056
hitsound            = S300,5
guardsound          = S200,5
pausetime           = 0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 3,-10
air.velocity = 3,-9
fall                = 1
air.fall = 1
ground.type         = high
air.type            = high
fall.recover        = 0
fall.animtype       = diagup
palfx.time = 120
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
envshake.time = 20
envshake.ampl = 10
envshake.freq = 75
envshake.phase = 75
;p2getp1state = 1
p2facing = 1

[State 1010]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = nobg
pausemovetime = 9999999
supermovetime = 9999999

[State 4305, flames]
type=helper
triggerall= movehit && numtarget && numhelper(8001)!=1
trigger1= !(target,time) && (target,movetype=H)
helpertype=normal
stateno=9957
ID=8001
name="fire2"
postype=p2
bindtime=1000
ownpal=1
facing=-1
size.ground.front=0
size.ground.back=0
ignorehitpause=1
persistent=0

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 8150
ID = 8159
pos = -14,-10
postype = p1
removetime = -2
sprpriority = 2
ownpal = 1
scale = 1,1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 8151
ID = 8159
pos = 4,4
vel = 3, 0
postype = p1
removetime = -2
sprpriority = 2
ownpal = 1
scale = 1,1


[State 2900, 1];
type = helper
trigger1 = Animelem = 6
persistent = 0
name = "Inferno"
pos = 0,-60
postype = P2
stateno = 3666
id = 3666
facing = -1
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1108, Explod]
type = Explod
trigger1 = animelem = 4
anim = 22014
pos = 0, -75
postype = p2
bindtime = 1
sprpriority = 5
ownpal = 1
scale = 1.3,1.3
ignorehitpause = 1


[State 1109,END]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1





;================================================
; Flame of Illusion Helper
;================================================
[Statedef 3652];27001
type = S
movetype = A
physics = N
anim = 22004
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1010]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1320, 1]
type = Velset
trigger1 = animelem = 1, >= 0
trigger1 = AnimElem = 5, <= 0
x = 6

[State 1320, 1]
type = Velset
trigger1 = AnimElem = 5
x = 0

[State 9090]
type = Explod
trigger1 = animelem = 1
anim = 22013
pos = -20,0
postype = p1
sprpriority = -1
supermove = 1
ownpal = 1
bindtime = 1
persistent = 0
pausemovetime = 9999999

[State 1320, 4]
type = Explod
trigger1 = animelem = 12
anim = 2555
postype = p1
pos = 10,-10
scale = 1,1
sprpriority = 5
ownpal = 1

[State 1320, 1]
type = playsnd
trigger1 = animelem = 6
value = S300,3

[State 1320, 1]
type = playsnd
trigger1 = animelem = 12
value = S300,0

[State ,Attack]
type = HitDef
trigger1 = animelem = 6
attr                = S, NA
damage              = 20,0
getpower            = 50
givepower           = 20
kill                = 0
affectteam          = E
animtype            = Hard
air.animtype        = Hard
guardflag           =
hitflag             = MAF
sparkxy             = -5,-60
sparkno             = S10097
guard.sparkno       = S8056
hitsound            = S300,5
guardsound          = S200,5
pausetime           = 0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0,0
air.velocity = 0,0
fall                = 0
air.fall = 1
ground.type         = high
air.type            = high
fall.recover        = 0
fall.animtype       = diagup
palfx.time = 120
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
envshake.time = 20
envshake.ampl = 10
envshake.freq = 75
envshake.phase = 75
p2stateno = 3665
;p2getp1state = 1
;p2facing = 1

[State ,Attack]
type = HitDef
trigger1 = animelem = 16
attr                = S, NA
damage              = 20,0
getpower            = 50
givepower           = 20
kill                = 0
affectteam          = E
animtype            = Hard
air.animtype        = Hard
guardflag           =
hitflag             = MAF
sparkxy             = -10,-70
sparkno             = S10097
guard.sparkno       = S8056
hitsound            = S300,5
guardsound          = S200,5
pausetime           = 0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0,0
air.velocity = 0,0
fall                = 0
air.fall = 1
ground.type         = high
air.type            = high
fall.recover        = 0
fall.animtype       = diagup
palfx.time = 120
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
envshake.time = 20
envshake.ampl = 10
envshake.freq = 75
envshake.phase = 75
p2stateno = 3665
;p2getp1state = 1
;p2facing = 1

[State 1010]
type = changestate
trigger1 = animtime = 0
value = 3655

;=========================================
[Statedef 3653];27002
type = S
movetype = A
physics = N
anim = 22005
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1010]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1320, 1]
type = Velset
trigger1 = animelem = 1, >= 0
trigger1 = AnimElem = 9, <= 0
x = 4

[State 1320, 1]
type = Velset
trigger1 = AnimElem = 9
x = 0

[State 9090]
type = Explod
trigger1 = animelem = 1
anim = 22013
pos = -20,0
postype = p1
sprpriority = -1
supermove = 1
ownpal = 1
bindtime = 1
persistent = 0
pausemovetime = 9999999

[State 1108, Explod]
type = Explod
trigger1 = animelem = 16
anim = 7003
pos = -22,10
postype = p1
bindtime = -1
sprpriority = 4
ownpal = 1
scale = 1,1
ignorehitpause = 0

[State 1320, 1]
type = playsnd
trigger1 = animelem = 6
value = S300,0

[State 1320, 1]
type = playsnd
trigger1 = animelem = 17
value = S300,0

[State ,Attack]
type = HitDef
trigger1 = animelem = 6
attr                = S, NA
damage              = 20,0
getpower            = 50
givepower           = 20
kill                = 0
affectteam          = E
animtype            = Hard
air.animtype        = Hard
guardflag           =
hitflag             = MAF
sparkxy             = 0,-50
sparkno             = S10097
guard.sparkno       = S8056
hitsound            = S300,5
guardsound          = S200,5
pausetime           = 0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0,0
air.velocity = 0,0
fall                = 0
air.fall = 1
ground.type         = high
air.type            = high
fall.recover        = 0
fall.animtype       = diagup
palfx.time = 120
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
envshake.time = 20
envshake.ampl = 10
envshake.freq = 75
envshake.phase = 75
p2stateno = 3665
;p2getp1state = 1
;p2facing = 1

[State ,Attack]
type = HitDef
trigger1 = animelem = 17
attr                = S, NA
damage              = 20,0
getpower            = 50
givepower           = 20
kill                = 0
affectteam          = E
animtype            = Hard
air.animtype        = Hard
guardflag           =
hitflag             = MAF
sparkxy             = -6,-65
sparkno             = S10097
guard.sparkno       = S8056
hitsound            = S300,5
guardsound          = S200,5
pausetime           = 0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0,0
air.velocity = 0,0
fall                = 0
air.fall = 1
ground.type         = high
air.type            = high
fall.recover        = 0
fall.animtype       = diagup
palfx.time = 120
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
envshake.time = 20
envshake.ampl = 10
envshake.freq = 75
envshake.phase = 75
p2stateno = 3665
;p2getp1state = 1
;p2facing = 1

[State 1010]
type = changestate
trigger1 = animtime = 0
value = 3655



;=========================================
[Statedef 3654];27003
type = C
movetype = A
physics = C
anim = 22006
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1010]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1320, 1]
type = Velset
trigger1 = pos y < 0
y = 8

[State 1320, 1]
type = Velset
trigger1 = pos y >= 0
y = 0

[State 1108, Explod]
type = Explod
trigger1 = animelem = 3
anim = 6999
pos = 50, 0
postype = p1
bindtime = 1
sprpriority = -1
ownpal = 1
ignorehitpause = 1

[State 1320, 1]
type = playsnd
trigger1 = animelem = 3
value = S300,4

[State 1320, 1]
type = playsnd
trigger1 = animelem = 14
value = S300,0

[State ,Attack]
type = HitDef
trigger1 = animelem = 3
attr                = S, NA
damage              = 20,0
getpower            = 50
givepower           = 20
kill                = 0
affectteam          = E
animtype            = Hard
air.animtype        = Hard
guardflag           =
hitflag             = MAF
sparkxy             = 10,-30
sparkno             = S10097
guard.sparkno       = S8056
hitsound            = S300,5
guardsound          = S200,5
pausetime           = 0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0,0
air.velocity = 0,0
fall                = 0
air.fall = 1
ground.type         = high
air.type            = high
fall.recover        = 0
fall.animtype       = diagup
palfx.time = 120
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
envshake.time = 20
envshake.ampl = 10
envshake.freq = 75
envshake.phase = 75
p2stateno = 3665
;p2getp1state = 1
;p2facing = 1

[State ,Attack]
type = HitDef
trigger1 = animelem = 14
attr                = S, NA
damage              = 30,0
getpower            = 50
givepower           = 20
kill                = 0
affectteam          = E
animtype            = Hard
air.animtype        = Hard
guardflag           =
hitflag             = MAF
sparkxy             = -10,-60
sparkno             = S10097
guard.sparkno       = S8056
hitsound            = S300,5
guardsound          = S200,5
pausetime           = 0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0,0
air.velocity = 0,0
fall                = 0
air.fall = 1
ground.type         = high
air.type            = high
fall.recover        = 0
fall.animtype       = diagup
palfx.time = 120
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
envshake.time = 20
envshake.ampl = 10
envshake.freq = 75
envshake.phase = 75
p2stateno = 3665
;p2getp1state = 1
;p2facing = 1

[State 1010]
type = changestate
trigger1 = animtime = 0
value = 3656

;=========================================
[Statedef 3655];27010
type = S
movetype = A
physics = N
anim = 22003
velset = -10,0
ctrl = 0
sprpriority = 2

[State 1010]
type = NotHitBy
trigger1 = 1
value = SCA

[State 9090]
type = Explod
trigger1 = animelem = 1
anim = 22013
pos = -80,0
postype = p1
sprpriority = -1
supermove = 1
facing = -1
ownpal = 1
bindtime = 1
persistent = 0
pausemovetime = 9999999

[State 54321, ]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256 - (10*time), (10*time)
time = -1
ignorehitpause = 1
persistent = 1

[State 1010]
type = DestroySelf
trigger1 = animtime = 0




;=========================================
[Statedef 3656];27015
type = S
movetype = A
physics = N
anim = 22007
velset = -10,0
ctrl = 0
sprpriority = 2

[State 1010]
type = NotHitBy
trigger1 = 1
value = SCA

[State 9090]
type = Explod
trigger1 = animelem = 1
anim = 22013
pos = -80,0
postype = p1
sprpriority = -1
supermove = 1
facing = -1
ownpal = 1
bindtime = 1
persistent = 0
pausemovetime = 9999999

[State 54321, ]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256 - (10*time), (10*time)
time = -1
ignorehitpause = 1
persistent = 1

[State 1010]
type = DestroySelf
trigger1 = animtime = 0




;=========================================
[Statedef 3660];27004
type = S
movetype = A
physics = N
anim = 22008
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1010]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1320, 4]
type = Explod
trigger1 = animelem = 3
anim = 7002
postype = p1
pos = 20,10
scale = 1,1
sprpriority = 5
ownpal = 1

[State 1320, 1]
type = playsnd
trigger1 = animelem = 5
value = S300,0

[State ,Attack]
type = HitDef
trigger1 = animelem = 5
attr                = S, NA
damage              = 20,0
getpower            = 50
givepower           = 20
kill                = 0
affectteam          = E
animtype            = Hard
air.animtype        = Hard
guardflag           =
hitflag             = MAF
sparkxy             = -0,-60
sparkno             = S10097
guard.sparkno       = S8056
hitsound            = S300,5
guardsound          = S200,5
pausetime           = 0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0,0
air.velocity = 0,0
fall                = 0
air.fall = 1
ground.type         = high
air.type            = high
fall.recover        = 0
fall.animtype       = diagup
palfx.time = 120
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
envshake.time = 20
envshake.ampl = 10
envshake.freq = 75
envshake.phase = 75
p2stateno = 3665
;p2getp1state = 1
;p2facing = 1

[State 54321, ]
type = trans
trigger1 = AnimElemtime(5) >= 0
trans = addalpha
alpha = 256 - (10*time), (10*time)
time = -1
ignorehitpause = 1
persistent = 1

[State 1010]
type = DestroySelf
trigger1 = animtime = 0



;=========================================
[Statedef 3661];27005
type = S
movetype = A
physics = N
anim = 22009
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1010]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1108, Explod]
type = Explod
trigger1 = animelem = 7
anim = 7003
pos = -22,10
postype = p1
bindtime = -1
sprpriority = 4
ownpal = 1
scale = 1,1
ignorehitpause = 0

[State 1320, 1]
type = playsnd
trigger1 = animelem = 8
value = S300,0

[State ,Attack]
type = HitDef
trigger1 = animelem = 8
attr                = S, NA
damage              = 30,0
getpower            = 50
givepower           = 20
kill                = 0
affectteam          = E
animtype            = Hard
air.animtype        = Hard
guardflag           =
hitflag             = MAF
sparkxy             = -10,-70
sparkno             = S10097
guard.sparkno       = S8056
hitsound            = S300,5
guardsound          = S200,5
pausetime           = 0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0,0
air.velocity = 0,0
fall                = 0
air.fall = 1
ground.type         = high
air.type            = high
fall.recover        = 0
fall.animtype       = diagup
palfx.time = 120
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
envshake.time = 20
envshake.ampl = 10
envshake.freq = 75
envshake.phase = 75
p2stateno = 3665
;p2getp1state = 1
;p2facing = 1

[State 54321, ]
type = trans
trigger1 = AnimElemtime(8) >= 0
trans = addalpha
alpha = 256 - (10*time), (10*time)
time = -1
ignorehitpause = 1
persistent = 1

[State 1010]
type = DestroySelf
trigger1 = animtime = 0



;=========================================
[Statedef 3662];27006
type = S
movetype = A
physics = N
anim = 22010
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1010]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1320, 4]
type = Explod
trigger1 = animelem = 1
anim = 7002
postype = p1
pos = 12,-2
scale = 1,1
sprpriority = 5
ownpal = 1

[State 1320, 1]
type = playsnd
trigger1 = animelem = 3
value = S300,0

[State ,Attack]
type = HitDef
trigger1 = animelem = 3
attr                = S, NA
damage              = 20,0
getpower            = 50
givepower           = 20
kill                = 0
affectteam          = E
animtype            = Hard
air.animtype        = Hard
guardflag           =
hitflag             = MAF
sparkxy             = -10,-70
sparkno             = S10097
guard.sparkno       = S8056
hitsound            = S300,5
guardsound          = S200,5
pausetime           = 0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0,0
air.velocity = 0,0
fall                = 0
air.fall = 1
ground.type         = high
air.type            = high
fall.recover        = 0
fall.animtype       = diagup
palfx.time = 120
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
envshake.time = 20
envshake.ampl = 10
envshake.freq = 75
envshake.phase = 75
p2stateno = 3665
;p2getp1state = 1
;p2facing = 1

[State 54321, ]
type = trans
trigger1 = AnimElemtime(3) >= 0
trans = addalpha
alpha = 256 - (10*time), (10*time)
time = -1
ignorehitpause = 1
persistent = 1

[State 1010]
type = DestroySelf
trigger1 = animtime = 0

;=========================================
[Statedef 3663];27007
type = S
movetype = A
physics = N
anim = 22008
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1010]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1320, 4]
type = Explod
trigger1 = animelem = 3
anim = 7002
postype = p1
pos = 20,10
scale = 1,1
sprpriority = 5
ownpal = 1

[State 1320, 1]
type = playsnd
trigger1 = animelem = 5
value = S300,0

[State 9090]
type = Explod
trigger1 = animelem = 1
anim = 22013
pos = -20,0
postype = p1
sprpriority = -1
supermove = 1
ownpal = 1
bindtime = 1
persistent = 0
pausemovetime = 9999999

[State 1320, 1]
type = Velset
trigger1 = animelem = 1, >= 0
trigger1 = AnimElem = 5, <= 0
x = 6

[State 1320, 1]
type = Velset
trigger1 = AnimElem = 5
x = 0

[State 54321, ]
type = trans
trigger1 = AnimElemtime(5) >= 0
trans = addalpha
alpha = 256 - (10*time), (10*time)
time = -1
ignorehitpause = 1
persistent = 1

[State ,Attack]
type = HitDef
trigger1 = animelem = 5
attr                = S, NA
damage              = 30,0
getpower            = 50
givepower           = 20
kill                = 0
affectteam          = E
animtype            = Hard
air.animtype        = Hard
guardflag           =
hitflag             = MAF
sparkxy             = -0,-60
sparkno             = S10097
guard.sparkno       = S8056
hitsound            = S300,5
guardsound          = S200,5
pausetime           = 0,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0,0
air.velocity = 0,0
fall                = 0
air.fall = 1
ground.type         = high
air.type            = high
fall.recover        = 0
fall.animtype       = diagup
palfx.time = 120
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
envshake.time = 20
envshake.ampl = 10
envshake.freq = 75
envshake.phase = 75
p2stateno = 3665
;p2getp1state = 1
;p2facing = 1

[State 1010]
type = DestroySelf
trigger1 = animtime = 0

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

[Statedef 3666]
type = S
movetype = A
physics = N
anim = 26000
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1010]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nobg
flag3 = noshadow
pausemovetime = 9999999
supermovetime = 9999999
ignorehitpause = 1

[State 0000,000]
type = Varrandom
trigger1 = 1
v = 6
range = 60, 0

[State 0000,000]
type = Varrandom
trigger1 = 1
v = 7
range = 30, -30


[State 0, flames]
type=helper
triggerall= projhit && numtarget && numhelper(80011)!=1
trigger1= !(target,time) && (target,movetype=H)
helpertype=normal
stateno=9957
ID=80011
name="fire2"
postype=p2
bindtime=1000
ownpal=1
facing=-1
size.ground.front=0
size.ground.back=0
ignorehitpause=1
persistent=0

[State 1010]
type = DestroySelf
trigger1 = animtime = 0


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

[Statedef 10162]
physics = N
anim= 1235
velset = 0,0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 10160
ID = 10160
pos = 0,0
postype = p1
bindtime = -1
removetime = -2
sprpriority = 0
ownpal = 1
scale = 0.8,0.8
pausemovetime = 999999999
supermovetime = 999999999

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 10161
ID = 10160
pos = 0,0
postype = p1
bindtime = -1
removetime = -2
sprpriority = 0
scale = 1.3,1.3
ownpal = 1
pausemovetime = 999999999
supermovetime = 999999999

[State 2500,2]
type = PlaySnd
trigger1 = time = 0
value = S10000,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 3
value = S10000,2

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 50


;===================================================
; Target 1
[Statedef 3664]
type    = A
movetype= H
physics = N
velset = 0
ctrl = 0

[State 9000, 1]
type = PalFX
trigger1 = GameTime % 2
time = 10
sinadd = 60,60,50,10
add = 30,-40,-140
color = 0
invertall = 1

[State 1310, 4]
type = turn
triggerall = p2bodydist x < 0
trigger1 = time = 0
value = 1

[State 1320, 1]
type = Velset
trigger1 = time = 0
x = 0

[State 1320, 1]
type = Veladd
trigger1 = pos y < 0
y = 0.5

[State 1320, 1]
type = Velset
trigger1 = pos y >= 0
y = 0

[State 1320, 1]
type = posset
trigger1 = pos y >= 0
y = 0


[State 1182,1]
type = changeanim2
trigger1 = time = 0
value = 22015
;===================================================
; Target 2
[Statedef 3665]
type    = S
movetype= H
physics = S
velset = 0
ctrl = 0

[State 1182,1]
type = changeanim2
trigger1 = time = 0
value = 22012



;------------------------------------------------------------
;Burning
[Statedef 9957]
physics = N
velset = 0,0
anim = 80011
sprpriority = 4
scale = 0.8,0.8

[State 9957, assert]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 9957, flames]
type=null;explod
trigger1= 1
anim=80011
ID=80011
sprpriority = 3
postype=p2
vel=-.2,-.75
pos=(enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+10
random=40,40
removetime=-2
scale=0.8,0.8
ownpal=1

[State 9957, pos]
type=null;posadd
trigger1= 1
x=ceil(p2dist x)
y=ceil(p2dist y)

[State 4000,varset]
type = varset
trigger1 = rootdist X < 40
trigger2 = rootdist X > -40
v = 10
value = 0

[State 4000,varset]
type = varadd
trigger1 = rootdist X < -40
v = 10
value = 1

[State 4000,varset]
type = varadd
trigger1 = rootdist X > 40
v = 10
value = -1

[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 10
range = 0, 100

[State 3470, Fire2B]
type = Explod
triggerall = enemynear, stateno = 5000 || enemynear, stateno = 5020 || enemynear, stateno = 5030 || enemynear, stateno = 5001 || enemynear, stateno = 6000 || enemynear, stateno = 6001 || enemynear, stateno = 6002 || enemynear, stateno = 6003 || p2stateno = 3035
trigger1 = timemod = 3,2
trigger1 = var(10) >= 0 && var(10) < 25
ignorehitpause = 1
anim = 7996
postype = p2
pos=(enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+30
random = 40,(enemynear,const(size.height))
bindtime = 1
sprpriority = 3
ownpal = 1
ontop = 1
trans.type = addalpha
trans.alpha = 10,10
vel = (-(enemynear,vel X)/5) , -0.3

[State 3470, Fire2B]
type = Explod
triggerall = enemynear, stateno = 5000 || enemynear, stateno = 5020 || enemynear, stateno = 5030 || enemynear, stateno = 5001 || enemynear, stateno = 6000 || enemynear, stateno = 6001 || enemynear, stateno = 6002 || enemynear, stateno = 6003 || p2stateno = 3035
trigger1 = timemod = 3,2
trigger1 = var(10) >= 25 && var(10) < 50
ignorehitpause = 1
anim = 7997
postype = p2
pos=(enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+30
random = 40,(enemynear,const(size.height))
bindtime = 1
sprpriority = 3
ownpal = 1
ontop = 1
trans.type = addalpha
trans.alpha = 10,10
scale = 0.65,0.65
vel = (-(enemynear,vel X)/5) , -0.3

[State 3470, Fire2B]
type = Explod
triggerall = enemynear, stateno = 5000 || enemynear, stateno = 5020 || enemynear, stateno = 5030 || enemynear, stateno = 5001 || enemynear, stateno = 6000 || enemynear, stateno = 6001 || enemynear, stateno = 6002 || enemynear, stateno = 6003 || p2stateno = 3035
trigger1 = timemod = 3,2
trigger1 = var(10) >= 50 && var(10) < 75
ignorehitpause = 1
anim = 7998
postype = p2
pos=(enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+30
random = 40,(enemynear,const(size.height))
bindtime = 1
sprpriority = 3
ownpal = 1
ontop = 1
trans.type = addalpha
trans.alpha = 10,10
scale = 0.5,0.5
vel = (-(enemynear,vel X)/5) , -0.3

[State 3470, Fire2B]
type = Explod
triggerall = enemynear, stateno = 5000 || enemynear, stateno = 5020 || enemynear, stateno = 5030 || enemynear, stateno = 5001 || enemynear, stateno = 6000 || enemynear, stateno = 6001 || enemynear, stateno = 6002 || enemynear, stateno = 6003 || p2stateno = 3035
trigger1 = timemod = 3,2
trigger1 = var(10) >= 75 && var(10) <= 100
ignorehitpause = 1
anim = 7999
postype = p2
pos=(enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+30
random = 40,(enemynear,const(size.height))
bindtime = 1
sprpriority = 3
ownpal = 1
ontop = 1
trans.type = addalpha
trans.alpha = 10,10
vel = (-(enemynear,vel X)/5) , -0.3

[State 3470, Fire2B]
type = Explod
triggerall = enemynear, stateno = 5050 || enemynear, stateno = 5035
trigger1 = var(10) >= 0 && var(10) < 25
ignorehitpause = 1
anim = 7996
postype = p2
pos=(enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+30
random = 20,(enemynear,const(size.height))
bindtime = 1
sprpriority = 3
ownpal = 1
ontop = 1
trans.type = addalpha
trans.alpha = 10,10
vel = (-(enemynear,vel X)/5) , (-(enemynear,vel y)/5)

[State 3470, Fire2B]
type = Explod
triggerall = enemynear, stateno = 5050 || enemynear, stateno = 5035
trigger1 = var(10) >= 25 && var(10) < 50
ignorehitpause = 1
anim = 7996
postype = p2
pos=(enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+30
random = (enemynear,const(size.height)),(enemynear,const(size.height))
bindtime = 1
sprpriority = 3
ownpal = 1
ontop = 1
trans.type = addalpha
trans.alpha = 10,10
scale = 0.65,0.65
vel = (-(enemynear,vel X)/5) , (-(enemynear,vel y)/5)

[State 3470, Fire2B]
type = Explod
triggerall = enemynear, stateno = 5050 || enemynear, stateno = 5035
trigger1 = var(10) >= 50 && var(10) < 75
ignorehitpause = 1
anim = 7996
postype = p2
pos=(enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+30
random = (enemynear,const(size.height)),(enemynear,const(size.height))
bindtime = 1
sprpriority = 3
ownpal = 1
ontop = 1
trans.type = addalpha
trans.alpha = 10,10
scale = 0.5,0.5
vel = (-(enemynear,vel X)/5) , (-(enemynear,vel y)/5)

[State 3470, Fire2B]
type = Explod
triggerall = enemynear, stateno = 5050 || enemynear, stateno = 5035
trigger1 = var(10) >= 75 && var(10) <= 100
ignorehitpause = 1
anim = 7996
postype = p2
pos=(enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+30
random = (enemynear,const(size.height)),(enemynear,const(size.height))
bindtime = 1
sprpriority = 3
ownpal = 1
ontop = 1
trans.type = addalpha
trans.alpha = 10,10
vel = (-(enemynear,vel X)/5) , (-(enemynear,vel y)/5)

[State 3470, Fire2B]
type = Explod
triggerall = timemod = 3,2
triggerall = var(10) >= 0 && var(10) < 25
trigger1 = enemynear, stateno = 5100 || enemynear, stateno = 5101 || enemynear, stateno = 5110 || enemynear, stateno = 3012
trigger2 = enemynear, stateno = 3013 || enemynear, stateno = 5150
ignorehitpause = 1
anim = 7996
postype = p2
pos=(enemynear,const(size.mid.pos.x)),5
random = (enemynear,const(size.height)+60), 20
bindtime = 1
sprpriority = 3
ownpal = 1
ontop = 1
trans.type = addalpha
trans.alpha = 10,10
vel = (-(enemynear,vel X)/5) , -0.3

[State 3470, Fire2B]
type = Explod
triggerall = timemod = 3,2
triggerall = var(10) >= 25 && var(10) < 50
trigger1 = enemynear, stateno = 5100 || enemynear, stateno = 5101 || enemynear, stateno = 5110 || enemynear, stateno = 3012
trigger2 = enemynear, stateno = 3013 || enemynear, stateno = 5150
ignorehitpause = 1
anim = 7997
postype = p2
pos=(enemynear,const(size.mid.pos.x)),5
random = (enemynear,const(size.height)+60), 20
bindtime = 1
sprpriority = 3
ownpal = 1
ontop = 1
trans.type = addalpha
trans.alpha = 10,10
scale = 0.65, 0.65
vel = (-(enemynear,vel X)/5) , -0.3

[State 3470, Fire2B]
type = Explod
triggerall = timemod = 3,2
triggerall = var(10) >= 50 && var(10) < 75
trigger1 = enemynear, stateno = 5100 || enemynear, stateno = 5101 || enemynear, stateno = 5110 || enemynear, stateno = 3012
trigger2 = enemynear, stateno = 3013 || enemynear, stateno = 5150
ignorehitpause = 1
anim = 7998
postype = p2
pos=(enemynear,const(size.mid.pos.x)),5
random = (enemynear,const(size.height)+60), 20
bindtime = 1
sprpriority = 3
ownpal = 1
ontop = 1
trans.type = addalpha
trans.alpha = 10,10
scale = 0.5, 0.5
vel = (-(enemynear,vel X)/5) , -0.3

[State 3470, Fire2B]
type = Explod
triggerall = timemod = 3,2
triggerall = var(10) >= 75 && var(10) <= 100
trigger1 = enemynear, stateno = 5100 || enemynear, stateno = 5101 || enemynear, stateno = 5110 || enemynear, stateno = 3012
trigger2 = enemynear, stateno = 3013 || enemynear, stateno = 5150
ignorehitpause = 1
anim = 7999
postype = p2
pos=(enemynear,const(size.mid.pos.x)),5
random = (enemynear,const(size.height)+60), 20
bindtime = 1
sprpriority = 3
ownpal = 1
ontop = 1
trans.type = addalpha
trans.alpha = 10,10
vel = (-(enemynear,vel X)/5) , -0.3

[State 11001, posfollow]
type= posadd
trigger1 = 1
x = ceil(p2dist x)
y = ceil(p2dist y)

[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1

[State 9957, end]
type=destroyself
trigger1= enemynear,ctrl || (enemynear,movetype!=H) || (enemynear,statetype=L)
;-------------------------------------------------------------------------------------------------------------
;------------------------------------------------------------
; Perish
[Statedef 33400]
type = S
movetype = H
SprPriority = 4
velset = 0
ctrl = 0

[state 7550,anim]
type = velset
trigger1 = time = 0
x = 0
y = 0

[state 7550,anim]
type = changeanim
trigger1 = time = 0
value = 5010

[state 7550,life]
type = posset
trigger1 = time = 0
y = 9999

[state 7550,life]
type = lifeadd
trigger1 = time = 1
value = -9999999

[state 7550,some]
type = SprPriority
trigger1 = time >= 1
value = -55

[state 7550,some]
type = changeanim
trigger1 = time = 10
value = 5050

[State 7550, 2]
type = SelfState
trigger1 = life = 0
trigger2 = time = 1
value = 5150

[state 7550,some]
type = selfstate
trigger1 = time = 12
value = 50
;-------------------------------------------------------------------------------------
[Statedef 90000]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = -1

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

[State 90000, 1]
type = PalFX
trigger1 = GameTime % 2
time = 2
add = 30,-40,-140
sinadd = 60,60,50,10
color = 0
invertall = 1

[State 90000, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 90000, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 90000, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 90000, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 90000, 6]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
value = a

[State 90000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 90000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 90000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140



