[Data]

life = 2000
attack = 111
defence = 111
power = 5000
fall.defence_up = 50
liedown.time = 11 
airjuggle = 25
sparkno = 2 
guard.sparkno = 40
KO.echo = 0
volume = 5
IntPersistIndex = 0
FloatPersistIndex = 40

[Size]
xscale = 1           
yscale = 1           
ground.back = 15     
ground.front = 16    
air.back = 12        
air.front = 12       
height = 97          
attack.dist = 320    
proj.attack.dist = 320
proj.doscale = 0       
head.pos = -9, -87   
mid.pos = -11, -60    
shadowoffset = 0    
draw.offset = 0,0   

[Velocity]  
   walk.fwd = 2.6;2.8 ;向前走的速度  
   walk.back =-2.6;-2.5 ;向後走的速度  
   run.fwd = 5.6130434,0;8.4, 0 ;向前跑得速度  
   run.back = -6.2,-2.1;-11.8,-4.3 ;向後躲避的速度及高度  
   jump.neu = 0,-10.6 ;0,-11.3 ;跳跃的高度  
   jump.back = -4.05,1;-3.4,11.3 ;向後跳跃的距离  
   jump.fwd = 4.0,1 ;3.4.11.4;向前跳跃的距离  
   runjump.fwd = 4,-8.1;5,-8.8;跑跳跃的距离  
   airjump.neu = 0,-8.1;0;再次跳跃的高度，0表示与正常跳跃相同  
   airjump.back = -2.55 ;-4.55;再次跳跃，後跳的距离  
   airjump.fwd = 2.5;4.6;再次跳跃，前跳的距离  
   runjump.back = -2.55,-8.1       

[Movement]
airjump.num = 0      
airjump.height = 35  
yaccel = .60         
stand.friction = .85  
crouch.friction = .82 


;---------------------------------------------------------------------------
; 
[Statedef 100]
type    = S
physics = N
anim = 100
sprpriority = 1


[State removeexplod]
type = removeexplod
trigger1 = time = 0
ID = 3000

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


[State 00]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -500

[State 01]
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
time = 3
add = 255,255,255
mul = 255,255,255
color = 1
ignorehitpause = 1

[State 00]
type = null;ctrlset
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = 1

[State 02]
type = PlaySnd
trigger1 = Time= 0
value = 100, 1

[State 03]
type = VelSet
trigger1 = animelem = 3;1
x = 6;const(velocity.run.fwd.x)

[State 04]
type = VelSet
trigger1 = animelem = 4
x = 0

[State 05] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 06] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 07]
type = ChangeState
trigger1 = command = "holdfwd"
trigger1 = animelem = 4,>=0
value = 101

[State 08]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------

[Statedef 101]
type    = S
physics = S
anim = 101
sprpriority = 1
ctrl = 1

[State 00]
type = PlaySnd
trigger1 = Time= 0
value = 100, 0
loop = 1
channel = 1

[State 01]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 02] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 03] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 04]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0


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

[Statedef 105]
type    = S
physics = S
ctrl = 0
anim = 104
velset = 0,0

[State 00]
type = ChangeState
trigger1 = animtime = 0
value = 106

[Statedef 106]
type    = A
physics = A
ctrl = 1
anim = 105
sprpriority = 1

[State 00]
type = VelSet
trigger1 = Time = 0
x = -5.5
y = -3.8

[State 01]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 107



[Statedef 107]
type    = S
physics = N
ctrl = 0
anim = 106
velset = 0,0

[State 00]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 01]
type = PosSet
trigger1 = Time = 0
y = 0

[State 02]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 03]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

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

[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 00]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

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

[Statedef 180]
type = S

[State 01]
type = ChangeState
trigger1 = prevstateno = 2405
value = 2406

[State 01]
type = ChangeState
trigger1 = prevstateno = 2406
value = 2407

[State 01]
type = ChangeState
trigger1 = var(9) = 1
value = 184

[State 00]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,1

[State 01]
type = ChangeState
trigger1 = var(2) = 0
value = 181

[State 01]
type = ChangeState
trigger1 = var(2) = 1
value = 184

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

[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 00]
type = PlaySnd
trigger1 = animelem = 1
value = 181,0

[State 00]
type = PlaySnd
trigger1 = animelem = 7
value = 181,1

;---------------------
[state a];墛
type = Helper
trigger1 = animelem = 2
id = 3000
name = "honoo"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 182
helpertype = normal
keyctrl = 0 
ownpal = 1


[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,170]
flag = roundnotover

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

[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State 00]
type = PlaySnd
trigger1 = animelem = 1
value = 182,0

[State 00]
type = PlaySnd
trigger1 = animelem = 5
value = 182,1

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,170]
flag = roundnotover

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

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

[Statedef 2406]
type = S
ctrl = 1
anim = 2406
velset = 0,0

[state a]
type = null;changestate
trigger1 = time = 0
value = 180

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,170]
flag = roundnotover

;---------------------------------------------------------------------------
; 摿庩彑棙[嵟廔寛愴墱媊2]
[Statedef 2407]
type = S
ctrl = 0
anim = 2406
velset = 0,0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,170]
flag = roundnotover






;---------------------------------------------------------------------------
[Statedef 190]
type = S
ctrl = 0
anim = 0
velset = 0,0


[State 190,]
type = ChangeState
trigger1 = p2name = "iori" || p4name = "iori"
trigger2 = p2name = "yagami" || p4name = "yagami"
trigger3 = p2name = "iori yagami" || p4name = "iori yagami"
trigger4 = p2name = "d-Yagami" || p4name = "d-Yagami"
trigger5 = p2name = "yasanagi" || p4name = "yasanagi"
trigger6 = p2name = "Iori-type-M" || p4name = "Iori-type-M"
trigger7 = p2name = "Another Iori" || p4name = "Another Iori"
trigger8 = p2name = "IORI-B" || p4name = "IORI-B"
trigger9 = p2name = "Yagami-AKOF" || p4name = "Yagami-AKOF"
trigger10 =  P2Name = "Alba" || P4Name = "Alba"
trigger11 =  P2Name = "Alba Meira" || P4Name = "Alba Meira"
value = 191

[State 190,]
type = ChangeState
trigger1 =  P2Name = "Leona" || P4Name = "Leona"
trigger2 =  P2Name = "Leona Heidern" || P4Name = "Leona Heidern"
value = 198

[State 190,]
type = ChangeState
trigger1 = Time = 1
value = 192
; -----------------------------------------------------------------------
[Statedef 192]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State a]
type = PlaySnd
trigger1 = Time= 1
value = 160, 0
channel = 2;(1:僟僢僔儏壒)

[state a];摿庩僀儞僩儘(埩)
type = varset
triggerall = time = 1
trigger1 = p2name = "iori" || p4name = "iori"
trigger2 = p2name = "yagami" || p4name = "yagami"
trigger3 = p2name = "iori yagami" || p4name = "iori yagami"
trigger4 = p2name = "d-Yagami" || p4name = "d-Yagami"
trigger5 = p2name = "yasanagi" || p4name = "yasanagi"
trigger6 = p2name = "Iori-type-M" || p4name = "Iori-type-M"
trigger7 = p2name = "Another Iori" || p4name = "Another Iori"
trigger8 = p2name = "IORI-B" || p4name = "IORI-B"
trigger9 = p2name = "Yagami-AKOF" || p4name = "Yagami-AKOF"
v = 9
value = 1

;---------------------[僿儖僷乕]
[state a];墛
type = Helper
trigger1 = animelem = 3
id = 3000
name = "honoo"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 182
helpertype = normal
keyctrl = 0 
ownpal = 1



[State a];峴偔偤
type = PlaySnd
trigger1 = animelem = 6
value = 190,0



[State a] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State a] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 摿庩僀儞僩儘(埩)
[Statedef 191]
type = S
ctrl = 0
anim = 197
velset = 0,0

[State a];
type = PlaySnd
trigger1 = animelemtime(3) = 20
value = 192,0


[State a] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State a] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
[Statedef 198]
type = S
ctrl = 0
anim = 198
velset = 0,0

[State a];
type = PlaySnd
trigger1 = animelemtime(3) = 20
value = 183,0

[State explod]
type = Explod
trigger1 = animelem = 1
anim = 199
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
ignorehitpause = 0
under = 0

[State a] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State a] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0


;---------------------------------------------------------------------------
; 挧敪偺摦嶌
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 1

[State 191, 3];傕偆偍傗偡傒偐偄
type = PlaySnd
trigger1 = animelem = 2
value = 195,0

[State 195, 1]
type = CtrlSet
trigger1 = Time = 40
value = 1

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


:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; 墦嫍棧棫偪丒庛丒僷儞僠丒偺摦嶌
[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
;Commonly-used controllers:
velset = 0,0                     ;偙偺僗僥乕僩偑巒傑偭偨帪偵堏摦偡傞偐乮0,0偱摦偐側偄乯
ctrl = 0                         ;偙偺僗僥乕僩拞偵懠偺僐儅儞僪傪庴偗晅偗傞偐(1偱庴偗晅偗傞)
anim = 200                       ;偙偺僗僥乕僩偱昞帵偡傞僗僾儔僀僩僗僥乕僩斣崋(0偱曄壔柍偟)
poweradd = 0                    ;偙偺僗僥乕僩傪巊偭偨帪偺僷儚乕憹壛検(0偱曄壔柍偟)


[State 200, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA                     ;棫偪忬懺偱丄捠忢偺峌寕(倱偼棫偪丄値偼捠忢丄a偼峌寕傪昞偡)
damage = 29, 0                   ;僟儊乕僕検乮嵍偑摉偨偭偨帪丄塃偼僈乕僪偟偨帪乯
getpower = 61,61
animtype = Light                 ;摉偰偨帪偺憡庤偺億乕僘乮light/midium/hard/back乯偐傜慖戰
guardflag = MA                   ;僈乕僪偱偒傞忬懺乮倣a偼慡偰偺忬懺偱僈乕僪壜擻乯
hitflag = MAF                    ;摉偰傞帠偺偱偒傞忦審
priority = 3, Hit                ;峌寕偺桪愭尃乮0庛偄丂4捠忢丂7嫮偄
pausetime = 8, 9                 ;峌寕偑摉偨偭偨帪偺峝捈帪娫乮嵍偑帺暘丄塃偑憡庤乯
sparkno = s7000                      ;僸僢僩僄僼僃僋僩偺僗僾儔僀僩僗僥乕僩乮柍偗傟偽0乯
sparkxy = -5, -84               ;僸僢僩僄僼僃僋僩傪昞帵偡傞応強乮憡庤偺嵗昗偱乯
hitsound = s300, 0                 ;僸僢僩偟偨帪偺壒乮倱*,*偵偡傞偲帺暘偺壒傪巊偆乯
guard.sparkno = s7010
guardsound = s120, 0                ;僈乕僪偟偨帪偺壒乮摨忋乯
ground.type = high               ;憡庤偺偔傜偭偨応強乮High丗摢丄懱, Low丗懌, Trip丗懌暐偄乯
ground.slidetime = 9             ;憡庤偑屻偵偡傋傞帪娫
ground.hittime  = 9             ;僐儞儃偑宷偑傞帪娫乮崅偔偟偡偓側偄帠乯
ground.velocity = -6             ;抧忋偱峌寕傪偔傜偭偨応崌偺憡庤偺堏摦忬嫷乮倶偲倷偱彫悢揰壜乯
airguard.velocity = -1.9,-2     ;嬻拞偱峌寕傪偔傜偭偨応崌偺憡庤偺堏摦忬嫷乮倶偲倷偱彫悢揰壜乯
air.type = high                 ;嬻拞偱憡庤偑偔傜偭偨応強乮忋偲摨偠乯
air.velocity = -1.4,-3           ;嬻拞偱峌寕傪偔傜偭偨応崌偺憡庤偺堏摦忬嫷乮倶偲倷偱彫悢揰壜乯
air.hittime = 12                 ;嬻拞偱僐儞儃偑宷偑傞帪娫
ID = 200
nochainID = 1100

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,var(6)

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 嬤嫍棧棫偪丒庛丒僷儞僠丒偺摦嶌
[Statedef 205]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
;Commonly-used controllers:
velset = 0,0                     ;偙偺僗僥乕僩偑巒傑偭偨帪偵堏摦偡傞偐乮0,0偱摦偐側偄乯
ctrl = 0                         ;偙偺僗僥乕僩拞偵懠偺僐儅儞僪傪庴偗晅偗傞偐(1偱庴偗晅偗傞)
anim = 205                       ;偙偺僗僥乕僩偱昞帵偡傞僗僾儔僀僩僗僥乕僩斣崋(0偱曄壔柍偟)
poweradd = 0                    ;偙偺僗僥乕僩傪巊偭偨帪偺僷儚乕憹壛検(0偱曄壔柍偟)
sprpriority = 1                  ;昞帵偟偨奊偺廳側傝嬶崌(2堦斣慜丂0捠忢丂-1墱)

[State 200, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA                     ;棫偪忬懺偱丄捠忢偺峌寕(倱偼棫偪丄値偼捠忢丄a偼峌寕傪昞偡)
damage = 38, 0                   ;僟儊乕僕検乮嵍偑摉偨偭偨帪丄塃偼僈乕僪偟偨帪乯
getpower = 61,61
animtype = Light                 ;摉偰偨帪偺憡庤偺億乕僘乮light/midium/hard/back乯偐傜慖戰
guardflag = MA                   ;僈乕僪偱偒傞忬懺乮倣a偼慡偰偺忬懺偱僈乕僪壜擻乯
hitflag = MAF                    ;摉偰傞帠偺偱偒傞忦審
priority = 3, Hit                ;峌寕偺桪愭尃乮0庛偄丂4捠忢丂7嫮偄
pausetime = 7, 9                 ;峌寕偑摉偨偭偨帪偺峝捈帪娫乮嵍偑帺暘丄塃偑憡庤乯
sparkno = s7000                      ;僸僢僩僄僼僃僋僩偺僗僾儔僀僩僗僥乕僩乮柍偗傟偽0乯
sparkxy = -20, -81               ;僸僢僩僄僼僃僋僩傪昞帵偡傞応強乮憡庤偺嵗昗偱乯
hitsound = s300, 0                 ;僸僢僩偟偨帪偺壒乮倱*,*偵偡傞偲帺暘偺壒傪巊偆乯
guard.sparkno = s7010
guardsound = s120, 0                ;僈乕僪偟偨帪偺壒乮摨忋乯
ground.type = high              ;憡庤偺偔傜偭偨応強乮High丗摢丄懱, Low丗懌, Trip丗懌暐偄乯
ground.slidetime = 9             ;憡庤偑屻偵偡傋傞帪娫
ground.hittime  = 9             ;僐儞儃偑宷偑傞帪娫乮崅偔偟偡偓側偄帠乯
ground.velocity = -6             ;抧忋偱峌寕傪偔傜偭偨応崌偺憡庤偺堏摦忬嫷乮倶偲倷偱彫悢揰壜乯
airguard.velocity = -1.7,-2     ;嬻拞偱峌寕傪偔傜偭偨応崌偺憡庤偺堏摦忬嫷乮倶偲倷偱彫悢揰壜乯
air.type = high                  ;嬻拞偱憡庤偑偔傜偭偨応強乮忋偲摨偠乯
air.velocity = -1.4,-3           ;嬻拞偱峌寕傪偔傜偭偨応崌偺憡庤偺堏摦忬嫷乮倶偲倷偱彫悢揰壜乯
air.hittime = 12                 ;嬻拞偱僐儞儃偑宷偑傞帪娫
ID = 200
nochainID = 1100

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,var(6)

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;墦嫍棧嫮僷儞僠
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 210


[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 210, var(6)

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[State 210, 2]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
animtype  = hard
damage    = 125
priority = 4, Hit
getpower = 91,91
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -10,-90
hitsound   = s310,0
guardsound = s121,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
ID = 200
nochainID = 1100

[state a]
type = playsnd
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 340,2

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 嬤嫍棧棫偪丒嫮丒僷儞僠丒偺摦嶌
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 215
sprpriority = 1

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 210, var(6)

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[State 210, 2]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = hard
damage    = 115
priority = 4, Hit
getpower = 91,91
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -30,-71
hitsound   = s310,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-3
ID = 200
nochainID = 1100

[State 215, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;墦嫍棧 棫偪丒庛丒僉僢僋
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 1

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,var(6)

[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0

[State 230, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = light
damage    = 38
priority = 3, Hit
getpower = 61,61
guardflag = MA
pausetime = 7,8
sparkno = s7000
sparkxy = -15,-75
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
ID = 200
nochainID = 1100

[State 410, 4];SA
type = ChangeState
trigger1 = movecontact
trigger1 = command = "y"
value = 302

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;嬤嫍棧 棫偪丒庛丒僉僢僋
[Statedef 235]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 235
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,var(6)

[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0

[State 230, 2]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
animtype  = light
damage    = 29
priority = 3, Hit
getpower = 61,61
guardflag = L
pausetime = 9,10
sparkno = s7000
sparkxy = -30,-45
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -2.5,-3.5
ID = 200
nochainID = 1100

[State 410, 4];SA
type = ChangeState
trigger1 = movecontact
trigger1 = command = "y"
value = 302

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;墦嫍棧 棫偪丒嫮丒僉僢僋
[Statedef 240]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 1


[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 210, var(6)

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 221, 0

[state a]
type = posadd
trigger1 = animelem = 3
x = 2

[state a]
type = posadd
trigger1 = animelem = 4
x = 4

[state a]
type = posadd
trigger1 = animelem = 5
x = 6

[state a]
type = posadd
trigger1 = animelem = 6
x = 5


[State 240, 2]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
animtype  = hard
damage    = 125
priority = 4, Hit
getpower = 91,91
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-69
hitsound   = s340,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10
air.velocity = -3,-5.2
ID = 200
nochainID = 1100

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

;---------------------------------------------------------------------------
; 嬤嫍棧棫偪丒嫮丒僉僢僋
[Statedef 245]
type    = S
movetype= A
physics = N
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 245
sprpriority = 1

[State 240, 1]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 210, var(6)

[State 240, 2]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
animtype  = hard
damage    = 115
priority = 5, Hit
getpower = 91,91
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -25,-75
hitsound   = s340,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8
air.velocity = -2,-5
fall = 0
fall.recover = 0
ID = 200
nochainID = 1100

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


;---------------------------------------------------------------------------
;奜幃丒崒晙 梲
[Statedef 250]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 250
sprpriority = 1


;---------------------[岠壥壒]
[State 240, 1];偙偺偋
type = PlaySnd
trigger1 = animelem = 1
value = 250, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 221, 0


;---------------------[懍搙]
[state a]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 4

[state a]
type = posadd
trigger1 = animelem = 5
x = 2

[state a]
type = posadd
trigger1 = animtime = 0
x = -12

;---------------------[峌寕敾掕]
[State 240, 2]
type = HitDef
trigger1 = animelem = 10
attr = S, NA
animtype  = hard
priority = 5, Hit
getpower = 40,40
damage    = 106
guardflag = HA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-70
hitsound   = s340,0
guard.sparkno = s7011
guardsound = s121,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
air.fall = 1
fall.recover = 0

[State 410, 4];SA
type = ChangeState
trigger1 = movecontact
trigger1 = command = "b"
value = 304


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


;---------------------------------------------------------------------------
;奜幃丒崒晙 梲(僉儍儞僙儖斉)
[Statedef 251]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 251
sprpriority = 1


;---------------------[岠壥壒]
[State 240, 1];偙偺偋
type = PlaySnd
trigger1 = animelem = 1
value = 250, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 221, 0


;---------------------[懍搙]
[state a]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 4

[state a]
type = posadd
trigger1 = animelem = 4
x = 2

;---------------------[峌寕敾掕]
[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = hard
getpower = 30,30
damage    = 48
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-70
hitsound   = s340,0
guard.sparkno = s7011
guardsound = s121,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8.5
air.velocity = -2.5,-4
air.fall = 1
fall.recover = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 6
attr = S, NA
animtype  = hard
getpower = 30,30
damage    = 48
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -25,-40
hitsound   = s340,0
guard.sparkno = s7011
guardsound = s121,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
air.fall = 1
fall.recover = 0

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



;---------------------------------------------------------------------------
; 傆偭旘偽偟峌寕
[Statedef 290]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 290
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 211, 0

[State 200, 1];
type = PlaySnd
trigger1 = Time = 1
value = 210, var(6)

[state a]
type = posadd
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(5) = 1
x = 6

[state a]
type = posadd
trigger1 = animelemtime(5) = 2
x = 4

[state a]
type = posadd
trigger1 = animelemtime(5) = 3
x = 2

[state a]
type = posadd
trigger1 = animelem = 6
x = 3

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = high
damage    = 125
priority = 6, Hit
getpower = 136,136
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-45
hitsound   = s290,2
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8,-2.5
air.velocity = -8,-2.8
yaccel = 0.3
fall = 1
fall.recover = 0
ID = 200
nochainID = 1100

[state a]
type = playsnd
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 290,3


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

;---------------------------------------------------------------------------
; 僈乕僪僉儍儞僙儖傆偭旘偽偟峌寕
[Statedef 291]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= -500
ctrl = 0
velset = 0,0
anim = 291
sprpriority = 1

[State 240, 1]
type = PlaySnd
trigger1 = Time = 0
value = 221, 0

[State 200, 1];
type = PlaySnd
trigger1 = Time = 1
value = 210, var(6)

[State 700, 2];柍揋偺忬懺傪嶌傞
type = NotHitBy
triggerall = 1
trigger1 = 1
value = SCA

[State 3040, 7];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = movehit = 1
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[state a]
type = posadd
trigger1 = animelem = 2
x = 16

[state a]
type = posadd
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 6
x = 24

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = diagup
damage    = 39
priority = 6, Hit
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-45
hitsound   = s290,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
ID = 200
nochainID = 1100
kill = 0

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

;---------------------------------------------------------------------------
;孅傒丒庛丒僷儞僠
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 0
ctrl = 0
anim = 400
sprpriority = 1

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,var(6)

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[State 400, 2]
type = HitDef
trigger1 = animelem = 2
attr = C, NA
damage    = 29
priority = 3, Hit
animtype  = Light
hitflag = MAF
guardflag = M
getpower = 60,60
pausetime = 7,8
sparkno = s7000
sparkxy = -10,-53
hitsound   = s300,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3
ID = 200
nochainID = 1100

[State 440, 4]
type = ChangeState
trigger1 = movecontact
trigger1 = command = "y"
trigger1 = command = "holddown"
value = 300

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;孅傒丒嫮丒僷儞僠
[Statedef 410]
type    = C
movetype= A
physics = N
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 410
sprpriority = 1


[State 200, 1];
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 210, var(6)

[State 410, 2]
type = HitDef
trigger1 = animelem = 4
attr = C, NA
damage    = 106
priority = 4, Hit
animtype  = hard
hitflag = MA
guardflag = MA
pausetime = 11,12
getpower = 91,91
sparkno = s7001
sparkxy = -10,-86
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8
air.velocity = -3,-6
fall = 0
fall.recover = 0
ID = 410
nochainID = 1100,410

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;孅傒丒庛丒僉僢僋
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 0
ctrl = 0
anim = 430
sprpriority = 1

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,var(6)

[State 430, 1]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 430, 2]
type = HitDef
trigger1 = animelem = 2
attr = C, NA
damage    = 29
priority = 3, Hit
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 7,8
sparkno = s7000
sparkxy = -10,-12
hitsound   = s330,var(6)
getpower = 61,61
guard.sparkno = s7010
guardsound = s120,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
ID = 200
nochainID = 1100

[State 440, 4]
type = ChangeState
trigger1 = movecontact
trigger1 = command = "x"
trigger1 = command = "holddown"
value = 400


[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;孅傒丒嫮丒僉僢僋
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 30
ctrl = 0
anim = 440
sprpriority = 1

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 2
value = 221, 0

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 210,var(6)

[State 440, 3]
type = HitDef
trigger1 = animelem = 3
attr = C, NA
damage    = 115
priority = 4, Hit
hitflag = MAF
guardflag = L
pausetime = 11,12
sparkno = s7001
getpower = 91,91
sparkxy = -15,-24
hitsound   = s340,var(6)
guardsound = s120,0
guard.sparkno = s7011
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -5
fall = 1
fall.recover = 0
ID = 200
nochainID = 1100

[State 440, 4]
type = ChangeState
trigger1 = movecontact
trigger1 = command = "y"
trigger1 = command = "holddown"
value = 300

[State 410, 4];SA
type = ChangeState
trigger1 = movecontact
trigger1 = command = "崒晙"
value = 308

[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;---------------------------------------------------------------------------
;敧幪敧幃
[Statedef 450]
type    = C
movetype= A
physics = N
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 450
sprpriority = 1

;---------------------[岠壥壒]
[State 200, 1];傆偭
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 6
value = 450, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 5
value = 221, 0

;---------------------[堏摦]
[state a]
type = posadd
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
trigger4 = animelem = 7
trigger5 = animelem = 8
trigger6 = animelem = 9
x = 8

;---------------------[峌寕]
[State 430, 2]
type = HitDef
trigger1 = animelem = 2
attr = C, NA
damage    = 87
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 11,12
sparkno = s7001
sparkxy = -10,-30
hitsound   = s340,0
getpower = 30,30
guard.sparkno = s7010
guardsound = s121,0
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20

[State 430, 2]
type = HitDef
trigger1 = animelem = 6
attr = C, NA
damage    = 87
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 11,12
sparkno = s7001
sparkxy = -10,-30
hitsound   = s340,0
getpower = 30,30
guard.sparkno = s7010
guardsound = s121,0
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;嬻拞丒庛丒僷儞僠
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 600
sprpriority = 2

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,var(1)


[State 600, 2]
type = HitDef
trigger1 = animelem = 3
attr = A, NA
damage    = 48
priority = 3, Hit
getpower = 61,61
guardflag = HA
pausetime = 7,8
sparkno = s7000
sparkxy = -10,-54
hitsound   = s300,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3
ID = 600
nochainID = 1100

;---------------------------------------------------------------------------
;嬻拞丒嫮丒僷儞僠
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 30
ctrl = 0
anim = 610
sprpriority = 2

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0


[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
value = 210, var(6)

[State 610, 3]
type = HitDef
trigger1 = animelem = 3
attr = A, NA
damage = 125
priority = 5, Hit
guardflag = HA
getpower = 91,91
pausetime = 10,10
sparkno = s7001
sparkxy = -10,-44
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
animtype = hard
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4
air.velocity = -3,-4
ID = 600
nochainID = 1100

;---------------------------------------------------------------------------
;悅捈嬻拞丒庛丒僉僢僋
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 630
sprpriority = 1

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = vel x != 0
value = 635

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,var(6)

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 630, 2]
type = HitDef
trigger1 = animelem = 3
attr = A, NA
damage = 48
priority = 3, Hit
getpower = 61,61
guardflag = HA
pausetime = 8,8
sparkno = s7000
sparkxy = -5,-66
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3
ID = 600
nochainID = 1100

;---------------------------------------------------------------------------
;嬻拞丒嫮丒僉僢僋
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 30
ctrl = 0
anim = 640
sprpriority = 1

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = vel x != 0
value = 645

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 210, var(6)

[State 640, 3]
type = HitDef
trigger1 = animelem = 4
attr = A, NA
damage    = 125
priority = 4, Hit
guardflag = HA
getpower = 91,91
pausetime = 12,12
sparkno = s7001
sparkxy = -10,-52
hitsound   = s340,var(6)
guard.sparkno = s7011
guardsound = s120,0
animtype = hard
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
ID = 600
nochainID = 1100

;---------------------------------------------------------------------------
;奜幃丒撧棊棊偲偟
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 650
sprpriority = 1

[State 640, 2]
type = PlaySnd
trigger1 = time = 0
value = 650, 0

[State 640, 2]
type = PlaySnd
trigger1 = animelem = 2
value = 221, 

[State 640, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
priority = 6, Hit
damage    = 77
guardflag = HA
getpower = 101,101
priority = 4
pausetime = 6,6
sparkno = s7001
sparkxy = -10,-40
hitsound   = s310,0
guard.sparkno = s7011
guardsound = s121,0
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -5,11
air.fall = 1
fall.recover = 0
fall.envshake.time = 13
fall.envshake.ampl = -5
fall.envshake.freq = 92
fall.envshake.phase = 92

;---------------------------------------------------------------------------
;嬻拞傆偭旘偽偟峌寕
[Statedef 690]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 690
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 210,var(6)

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 211, 0

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype  = hard
damage    = 125
getpower = 120,120
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-58
hitsound   = s290,2
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8,-2.5
air.velocity = -8,-2.8
yaccel = 0.3
fall = 1
fall.recover = 0
nochainID = 1200

[state a]
type = playsnd
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 290,3








;---------------------------------------------------------------------------
[Statedef 701]
poweradd= 0
ctrl = 0
anim = 701
sprpriority = 2
velset = 0,0

[state a]
type = posset
trigger1 = time = 0
y = 0

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

[state a]
type = playerpush
trigger1 = animelem = 3,<=0
value = 0

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 750, 0

[State 600, 1]
type = velset
trigger1 = Time = 0
x = -6

[State 600, 1]
type = veladd
trigger1 = vel x <= 0
trigger1 = gametime % 2
x = 0.4

[state a]
type = velset
trigger1 = vel x >= 0
x = 0

[State 50, 4]
type = null;AfterImage
trigger1 = time = 0
time = 33
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 0,0,0
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 702]
poweradd= 0
ctrl = 0
anim = 702
sprpriority = 2
velset = 0,0

[State a]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -500

[State a]
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
time = 4
add = 0,0,176
mul = 0,0,176
color = 1
ignorehitpause = 1

[state a]
type = posset
trigger1 = time = 0
y = 0

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

[state a]
type = playerpush
trigger1 = 1
value = 0

[State a]
type = PlaySnd
trigger1 = Time = 1
value = 750, 0

[state a]
type = velset
trigger1 = animelemtime(2) >= 0 && animelemtime(7) < 0
x = 5

[state a]
type = velset
trigger1 = animelem = 7
x = 0

[State a]
type = AfterImage
trigger1 = time = 0
time = 33
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 0,0,0
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 703]
poweradd= 0
ctrl = 0
anim = 703
sprpriority = 2
velset = 0,0

[State a]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -500

[State a]
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
time = 4
add = 0,0,176
mul = 0,0,176
color = 1
ignorehitpause = 1

[state a]
type = posset
trigger1 = time = 0
y = 0

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

[state a]
type = playerpush
trigger1 = 1
value = 0

[State a]
type = PlaySnd
trigger1 = Time = 1
value = 750, 0

[state a]
type = velset
trigger1 = animelemtime(2) >= 0 && animelemtime(7) < 0
x = -5

[state a]
type = velset
trigger1 = animelem = 7
x = 0

[State a]
type = AfterImage
trigger1 = time = 0
time = 33
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 0,0,0
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State a]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1








;---------------------------------------------------------------------------
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 1

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
Trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
;trigger1 = p2movetype != H
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = ifelse (command = "b", 850, 801)
;p1stateno = ifelse (command = "holdback", 850, 801)
p1stateno = 801
p2stateno = 805
hitsound = S800,0
fall = 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;缵揝
[Statedef 801]
type    = S
movetype= A
physics = N
anim = 801
juggle  = 8
sprpriority = 1

[state a]
type = changestate
trigger1 = animelem = 3,<=0
trigger1 = command = "c"
value = 309


;---------------------[]
[State explod];捦傒
type = Explod
trigger1 = animelem = 2
anim = 7080
id = 3000
sprpriority = 2
postype = p1
pos = 38,-78
bindtime = -1
supermove = 0
ignorehitpause = 0
under = 0

[State explod];墸傝
type = Explod
trigger1 = animelem = 6
anim = 7002
id = 3000
sprpriority = 4
postype = p1
pos = 53,-62
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

;---------------------[]
[state a]
type = posadd
trigger1 = animelem = 5
x = 4

[state a]
type = posadd
trigger1 = animelem = 6
x = 16

[state a]
type = posadd
trigger1 = animelem = 7
x = 8


;---------------------[僒僂儞僪]
[State 810, Grab Sound];捦傒
type = PlaySnd
trigger1 = animelem = 2
value = 800, 0

[State 810, Grab Sound];偍傞偀
type = PlaySnd
trigger1 = AnimElem = 6
value = 801, 0

[State 810, Grab Sound];僷儞僠
type = PlaySnd
trigger1 = AnimElem = 6
value = 310, var(6)

;:::憡庤

[State 801, 2]
type = TargetBind
trigger1 = animelem = 6,<=0
pos = 36,0

[State 801, 2]
type = TargetBind
trigger1 = animelem = 7
pos = 71,-15

[State 801, 2]
type = Targetstate
trigger1 = animelem = 2
value = 806

[State 801, 2]
type = Targetstate
trigger1 = animelem = 7
value = 807

[State 801, 2]
type = Targetlifeadd
trigger1 = animelem = 7
value = -100;-173
kill = 1


;:::

[State 210, Width];夋柺抂偺墴偟栠偟敾掕
type = Width
trigger1 = 1;animelem = 1
edge = 75,0

[state a] 
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;搳偘傜傟偰偄傞憡庤
[Statedef 805]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 700, 2];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 805

[State 1];僇儊儔屌掕
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------------------------------------------------------------
;搳偘傜傟偰偄傞憡庤
[Statedef 806]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 700, 2];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 806

[State 1];僇儊儔屌掕
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------------------------------------------------------------
;搳偘傜傟偰偄傞憡庤2
[Statedef 807]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 700, 2];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 1];僇儊儔屌掕
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[state a]
type = velset
trigger1 = time = 0
x = -5
y = -5

[State 821, 1] ;偙傟偼廳椡偙傟偼枅僼儗乕儉帠偵0.4偺椡偑壛傢傝傑偡
type = VelAdd
Trigger1 = 1
y = .4

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;---------------------------------------------------------------------------
;堦檵攚晧偄搳偘
[Statedef 850]
type    = S
movetype= A
physics = N
anim = 850
juggle  = 8
sprpriority = 1


;---------------------[]
[State explod];捦傒
type = Explod
trigger1 = animelem = 2
anim = 7080
id = 3000
sprpriority = 2
postype = p1
pos = 38,-78
bindtime = -1
supermove = 0
ignorehitpause = 0
under = 0

[State explod];墸傝
type = Explod
trigger1 = animelem = 8
anim = 7002
id = 3000
sprpriority = 4
postype = p1
pos = -39,-7
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

;---------------------[]
[state a]
type = posadd
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
x = -16

;---------------------[僒僂儞僪]
[State 810, Grab Sound];捦傒
type = PlaySnd
trigger1 = animelem = 2
value = 800, 0

[State 810, Grab Sound];偍傞偀
type = PlaySnd
trigger1 = AnimElem = 4
value = 801, 0

[State 810, Grab Sound];抧柺
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 8
value = 850, 0

[State 810, Grab Sound];墸傝
type = PlaySnd
trigger1 = AnimElem = 8
value = 310, var(6)

;:::憡庤

[State 801, 2]
type = TargetBind
trigger1 = time = 0
pos = 36,0

[State 801, 2]
type = TargetBind
trigger1 = animelem = 3
pos = 35,-93

[State 801, 2]
type = TargetBind
trigger1 = animelem = 4
pos = 18,-95

[State 801, 2]
type = TargetBind
trigger1 = animelem = 5
pos = -8,-78

[State 801, 2]
type = TargetBind
trigger1 = animelemtime(5) = 4
pos = -13,0

[State 801, 2]
type = TargetBind
trigger1 = animelem = 7
pos = -50,0




[State 801, 2]
type = Targetstate
trigger1 = animelem = 2
value = 806

[State 801, 2]
type = Targetstate
trigger1 = animelem = 3
value = 855

[State 801, 2]
type = Targetlifeadd
trigger1 = animelem = 5
value = -50
kill = 0

[State 801, 2]
type = Targetlifeadd
trigger1 = animelem = 8
value = -50;-173
kill = 1


;:::

[State 210, Width];夋柺抂偺墴偟栠偟敾掕
type = Width
trigger1 = animelem = 1
edge = 50,90

[state a]
type = turn
trigger1 = animelem = 11

[state a] 
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;搳偘傜傟偰偄傞憡庤2
[Statedef 855]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 700, 2];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 855

[State 1];僇儊儔屌掕
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[state a]
type = velset
trigger1 = animelem = 9
x = 3
y = -6

[State 821, 1] ;偙傟偼廳椡偙傟偼枅僼儗乕儉帠偵0.4偺椡偑壛傢傝傑偡
type = VelAdd
Trigger1 = animelem = 9,>=0
y = .4

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 




;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;昁嶦媄
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 昐幃丒婼從偒
[Statedef 1000]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 20
velset = 0,0
anim = 1000
sprpriority = 1
ctrl = 0

;---------------------[僐儅儞僪敾掕]
[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "x"
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "y"
v = 5
value = 1


[state a]
type = poweradd
trigger1 = var(5) = 0
trigger1 = time = 0
value = 10

;---------------------[柍揋]
[State 1];
type = NotHitBy 
trigger1 = var(5) = 0
trigger1 = animelem = 3,>=0
trigger1 = animelem = 4,<=0
value = SCA

[State 1];
type = NotHitBy 
trigger1 = var(5) = 1
trigger1 = animelem = 4,<=0
value = SCA

;---------------------[傾僯儊乕僔儑儞曄峏]
[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 1001


;---------------------[岠壥壒]
[state a];偍偆傝傖
type = playsnd
trigger1 = animelem = 1
value = 1000,var(5)

[state a];忋徃
type = playsnd
trigger1 = animelem = 4
value = 1000,2

[state a];僸僢僩
type = playsnd
trigger1 = animelem = 3,>=0
trigger1 = animelem = 4,<=0
trigger1 = movehit
value = 1000,3
persistent = 0
ignorehitpause = 1

[state a];僸僢僩
type = playsnd
trigger1 = animelem = 4,>=0
trigger1 = movehit
value = 1000,3
persistent = 0
ignorehitpause = 1

;---------------------[僄僼僃僋僩]
[State 1000, 5];墛僄僼僃僋僩侾
type = Explod
trigger1 = animelem = 4
anim = 1010
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1
ignorehitpause = 0

[State 1000, 5];墛僄僼僃僋僩俀
type = Explod
trigger1 = animelemtime(9) = 1
anim = 1011
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1
ignorehitpause = 0

;---------------------[堏摦丄僗僥乕僩偺忬懺曄峏]
[state a]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 8


[state a]
type = statetypeset
trigger1 = animelem = 4
value = A

[state a]
type = posadd
trigger1 = var(5) = 0
trigger1 = animelem = 4
x = 4
y = -6

[state a]
type = veladd
trigger1 = var(5) = 0
trigger1 = animelem = 4,>=0
trigger1 = vel x >=0
x = -0.2

[state a]
type = velset
trigger1 = var(5) = 0
trigger1 = animelem = 4
x = 3
y = -6

[state a]
type = veladd
trigger1 = var(5) = 0
trigger1 = animelem =4,>=0
y = 0.4


[state a]
type = posadd
trigger1 = var(5) = 1
trigger1 = animelem = 4
x = 4
y = -8

[state a]
type = veladd
trigger1 = var(5) = 1
trigger1 = animelem = 4,>=0
trigger1 = vel x >=0
x = -0.12

[state a]
type = velset
trigger1 = var(5) = 1
trigger1 = animelem = 8,>=0
x = 0

[state a]
type = velset
trigger1 = var(5) = 1
trigger1 = animelem = 4
x = 3
y = -8

[state a]
type = veladd
trigger1 = var(5) = 1
trigger1 = animelem =4,>=0
y = 0.4

;---------------------[峌寕]
[State 2];庛
type = HitDef
trigger1 = var(5) = 0
trigger1 = animelem = 3
attr = A, SA
animtype  = hard
priority = 6, Hit
damage    = 77,10
getpower = 40,40
getpower = 0,0
guardflag = MA
pausetime = 14,15
sparkno = s7002
sparkxy = -10,-67
hitsound   = s310,var(6)
guard.sparkno = s7012
guardsound = s122,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2,-7.5
air.velocity = -2,-7.5
fall = 1
fall.recover = 0
palfx.time =58
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124


[State 2];嫮1
type = HitDef
trigger1 = var(5) = 1
trigger1 = animelem = 3
attr = S, SA
animtype  = hard
priority = 6, Hit
damage    = 67,10
getpower = 30,30
guardflag = MA
pausetime = 14,15
sparkno = s7002
sparkxy = -10,-67
hitsound   = s310,var(6)
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1,0
air.velocity = -1,-5.5
fall = 0
fall.recover = 0
palfx.time =58
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124

[State 2];嫮2
type = HitDef
trigger1 = var(5) = 1
trigger1 = animelem = 4
attr = A, SA
animtype  = hard
priority = 6, Hit
damage    = 67,10
getpower = 30,30
guardflag = MA
pausetime = 14,15
sparkno = s7002
sparkxy = -15,-62
hitsound   = s310,var(6)
guard.sparkno = s7012
guardsound = s122,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2,-6.5
air.velocity = -2,-6.5
fall = 1
fall.recover = 0
palfx.time =58
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124


;---------------------[棫偪僗僥乕僩偵栠傞]
[state a]
type = changestate
trigger1 = vel y >0 && pos y >=0
value = 1005


;---------------------------------------------------------------------------
; 昐幃丒婼從偒丒拝抧
[Statedef 1005]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1005
ctrl = 0

[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = playsnd
trigger1 = time = 0
value = 40,0

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 1006


[state 00]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 昐廍巐幃丒峳欩傒
[Statedef 1100]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 20
velset = 0,0
anim = 1100
ctrl = 0

;---------------------[僐儅儞僪敾掕]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a];曄悢丒嬨彎
type = varset
trigger1 = command = "嬨彎"
trigger1 = time >= 2
v = 5
value = 1

[state a];曄悢丒敧嶬
type = varset
trigger1 = command = "敧嶬"
trigger1 = time != 0
v = 5
value = 2

;---------------------[岠壥壒]
[state a];僶僨乕偑
type = playsnd
trigger1 = animelem = 2
value = 1100,0

[state a];僽儞僢!
type = playsnd
trigger1 = animelem = 8
value = 1100,2

;---------------------[僄僼僃僋僩]
[State 1000, 5];墛僄僼僃僋僩侾
type = Explod
trigger1 = animelem = 9
anim = 1102
sprpriority = 3
postype = p1
velset = 0,0
pos = 96,-68
bindtime = 1
supermove = 0
under = 0
ownpal = 1
ignorehitpause = 0


;---------------------[堏摦丄僗僥乕僩偺忬懺曄峏]
[state a]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
x = 8

;---------------------[峌寕敾掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = animelem = 10
attr = S, SA
animtype  = hard
priority = 5, Hit
damage    = 77,10
getpower = 30,30
guardflag = MA
pausetime = 11,12
sparkno = s7003
sparkxy = -15,-69
hitsound   = s1000,3
guard.sparkno = s7012
guardsound = s122,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -9,0
air.velocity = -3,-3.5
fall = 0
air.fall = 1
fall.recover = 0
palfx.time =29
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124


;---------------------[僗僥乕僩堏峴]
[state a];嬨彎堏峴
type = changestate
trigger1 = var(5) = 1
trigger1 = animelem = 13,>=1
value = 1110

[state a];敧嶬堏峴
type = changestate
trigger1 = var(5) = 2
trigger1 = animelem = 14,>=0
value = 1120

[state a]
type = changestate
trigger1 = animtime = 0
value = 1101

;---------------------------------------------------------------------------
;---------------------GROUND FIRE x
[Statedef 4010]
type = S
movetype = A
physics = S
anim = 4010
poweradd = 100
velset = 0
ctrl = 0



[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1600,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2100,7

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 16
value = 2100,7

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 24
value = 2100,7

[State 705, 2]
type = Explod
trigger1 = animelem = 16
anim = 4012
ID = 4012
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1

[State 3020, 3]
type = Projectile
trigger1 = AnimElem = 5
projanim = 4016
projhitanim = 4055
projID = 4055
velocity = 5
projshadow = 150,150,150
projpriority = 99999999999
postype = p1
offset = 49,0
attr = S, SP
damage = 90,10
animtype = medium
hitflag = MAFLD
guardflag = MA
sparkno = S7001
guard.sparkno = S7010
sparkxy = 10,-50
hitsound = S1000,2
guardsound = S121,0
pausetime = 0,13
projhits = 3
ground.hittime = 15
ground.type = low
ground.slidetime = 15
ground.velocity = -12.5
air.velocity = -4,-4
air.fall = 1
fall.recover = 0
air.juggle = 10
palfx.time = 28
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
yaccel = .5

[State 3020, 4]
type = Projectile
trigger1 = AnimElem = 16
projanim = 4016
projhitanim = 4055
projID = 4055;1000
velocity = 2
projshadow = 150,150,150
projpriority = 99999999999
postype = p1
offset = 49,0
attr = S, SP
damage = 100,10
animtype = medium
hitflag = MAFLD
guardflag = MA
sparkno = S7001
guard.sparkno = S7010
sparkxy = 10,-50
hitsound = S1000,2
guardsound = S121,0
pausetime = 0,13
ground.hittime = 15
ground.type = low
ground.slidetime = 15
ground.velocity = -12.5
air.velocity = -4,-4
air.fall = 1
fall.recover = 0
air.juggle = 10
palfx.time = 28
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
yaccel = .5

[State 3020, 5]
type = Projectile
trigger1 = AnimElem = 24
projanim = 4016
projhitanim = 4055
projID = 4055;1000
velocity = 2
projshadow = 150,150,150
projpriority = 99999999999
postype = p1
offset = 49,0
attr = S, SP
damage = 100,10
animtype = medium
hitflag = MAFLD
guardflag = MA
sparkno = S7001
guard.sparkno = S7010
sparkxy = 10,-50
hitsound = S1000,2
guardsound = S121,0
pausetime = 0,13
ground.hittime = 15
ground.type = low
ground.slidetime = 15
ground.velocity = -12.5
air.velocity = -4,-4
air.fall = 1
fall.recover = 0
air.juggle = 10
palfx.time = 28
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
yaccel = .5

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;-------------------------------------------------------------------------
[Statedef 4015]
type = S
movetype = A
physics = S
anim = 4011
poweradd = 100
velset = 0
ctrl = 0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1200,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2100,7


[State 705, 2]
type = Explod
trigger1 = animelem = 4
anim = 4012
ID = 4012
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1

[State 3020, 3]
type = Projectile
trigger1 = AnimElem = 6
projanim = 4015
projhitanim = 4095
projID = 1000
velocity = 7
projshadow = 150,150,150
projpriority = 1
postype = p1
offset = 49,0
attr = S, SP
damage = 100,10
animtype = medium
hitflag = MAFLD
guardflag = MA
sparkno = S7001
guard.sparkno = S7010
sparkxy = 10,-50
hitsound = S1000,2
guardsound = S121,0
pausetime = 0,13
ground.hittime = 15
ground.type = low
ground.slidetime = 15
ground.velocity = -12.5
air.velocity = -4,-4
air.fall = 1
fall.recover = 0
air.juggle = 10
palfx.time = 28
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
yaccel = .5

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------
[Statedef 4016]
type = S
movetype = A
physics = S
anim = 4011
poweradd = 100
velset = 0
ctrl = 0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1200,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2100,7


[State 705, 2]
type = Explod
trigger1 = animelem = 4
anim = 4012
ID = 4012
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1

[State 3020, 3]
type = Projectile
trigger1 = AnimElem = 6
projanim = 4015
projhitanim = 4095
projID = 1000
velocity = 4
projshadow = 150,150,150
projpriority = 1
postype = p1
offset = 49,0
attr = S, SP
damage = 90,10
animtype = medium
hitflag = MAFLD
guardflag = MA
sparkno = S7001
guard.sparkno = S7010
sparkxy = 10,-50
hitsound = S1000,2
guardsound = S121,0
pausetime = 0,13
ground.hittime = 15
ground.type = low
ground.slidetime = 15
ground.velocity = -12.5
air.velocity = -4,-4
air.fall = 1
fall.recover = 0
air.juggle = 10
palfx.time = 28
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
yaccel = .5

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------------------------------------无式
[Statedef 4020]
type = S
movetype = A
physics = S
anim = 4020
poweradd = 0
velset = 0,0
juggle = 5
sprpriority = 1
ctrl = 0
;---------------------------------
[state a]
type = playsnd
trigger1 = time = 5
value = 11,1

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

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

[State 4020, 3]
type = Projectile
trigger1 = AnimElem = 3, = 2
projanim = 4055
projhitanim = 4055
projID = 4055
velocity = 0
projshadow = 150,150,150
projremovetime = 60
projpriority = 5
postype = p1
offset = 0,0
attr = S, HP
damage = 220,40
animtype = medium
hitflag = MAP
guardflag = MA
hitsound = S290,2
guardsound = S800,1
sparkxy = 10,-50
hitsound = S290,2
guardsound = S800,1
pausetime = 0,15
getpower = 0
ground.hittime = 15
ground.type = low
ground.slidetime = 15
ground.velocity = 0,-10
air.velocity = 0,-10
fall = 1
fall.recover = 0
palfx.time = 28
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
yaccel = .5
;---------------------------------
[State 3100, bgpal]
type = BGPalFX
trigger1 = 1
invertall = 1
time = 1
mul = 120,120,120
ignorehitpause = 1

[State 3100, BGPal]
type = BGPalFX
trigger1 = time = [0,4]
time = 1
add = 255,255,255
ignorehitpause = 1

[State 3100, NoFg]
type = AssertSpecial
trigger1 = time = [1,4]
flag = nofg
ignorehitpause = 1

[State 3009, 1]
type = SuperPause
trigger1 = Animelem = 1
time = 27
anim = -1
movetime = 27
poweradd = -1000
darken = 0
p2defmul = 1

[State 3100, NoBg]
type = AssertSpecial
trigger1 = time = [5,28]
flag = nobg
flag2 = nofg
ignorehitpause = 1



[State 2100, DM Spark 2]
type = Explod
trigger1 = Time = 3
anim = 6000
postype = p1
pos = -20,-59
bindtime = -1
sprpriority = -2
supermovetime = 30
ownpal = 1
removeongethit = 1
supermove = 1
ignorehitpause = 1

[State 2100, DM Spark 2]
type = Explod
trigger1 = Time = 3
anim = 6001
postype = p1
pos = -20,-59
bindtime = -1
sprpriority = -2
supermovetime = 30
ownpal = 1
removeongethit = 1
supermove = 1
ignorehitpause = 1

[State 2100, hi hitler]
type = NotHitBy
trigger1 = time = [0,37]
value = SCA

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 20,1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2100,0

[State 2100, pos]
type = Posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
x = 4





[State 220, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage = 100,40
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S7001
guard.sparkno = S7010
sparkxy = -10,-60
hitsound = S4001,0
guardsound = S6,0
pausetime = 47,50
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -2,-10
air.velocity = -3,-10
getpower = 0
air.fall = 1
palfx.time = 67
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
yaccel = .5
envshake.time = 30
envshake.ampl = 4
envshake.freq = 70

[State 4020, 4]
type = AfterImage
trigger1 = time = 9
time = 35
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 230,180,124
palmul = 1,1,1

[State 200, 3]
type = Varset
trigger1 = time = 0
var(6) = 0




[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 4021

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

[Statedef 4021]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 4021
sprpriority = 1
ctrl = 0

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


;---------------------
[State 1];
type = NotHitBy 
trigger1 = var(5) = 0
trigger1 = animelem = 3,>=0
trigger1 = animelem = 4,<=0
value = SCA

[State 1];
type = NotHitBy 
trigger1 = var(5) = 1
trigger1 = animelem = 4,<=0
value = SCA

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



;---------------------
[state a]
type = playsnd
trigger1 = animelem = 1
value = 1000,var(5)

[state a]
type = playsnd
trigger1 = animelem = 4
value = 1000,2

[state a]
type = playsnd
trigger1 = animelem = 3,>=0
trigger1 = animelem = 4,<=0
trigger1 = movehit
value = 1000,3
persistent = 0
ignorehitpause = 1

[state a]
type = playsnd
trigger1 = animelem = 4,>=0
trigger1 = movehit
value = 1000,3
persistent = 0
ignorehitpause = 1

;--------------------
[State 1000, 5]
type = Explod
trigger1 = animelem = 4
anim = 1010
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1
ignorehitpause = 0

[State 1000, 5]
type = Explod
trigger1 = animelemtime(9) = 1
anim = 1011
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1
ignorehitpause = 0

;---------------------
[state a]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 8


[state a]
type = statetypeset
trigger1 = animelem = 4
value = A

[state a]
type = posadd
trigger1 = var(5) = 0
trigger1 = animelem = 4
x = 4
y = -6

[state a]
type = veladd
trigger1 = var(5) = 0
trigger1 = animelem = 4,>=0
trigger1 = vel x >=0
x = -0.2

[state a]
type = velset
trigger1 = var(5) = 0
trigger1 = animelem = 4
x = 3
y = -6

[state a]
type = veladd
trigger1 = var(5) = 0
trigger1 = animelem =4,>=0
y = 0.4


[state a]
type = posadd
trigger1 = var(5) = 1
trigger1 = animelem = 4
x = 4
y = -8

[state a]
type = veladd
trigger1 = var(5) = 1
trigger1 = animelem = 4,>=0
trigger1 = vel x >=0
x = -0.12

[state a]
type = velset
trigger1 = var(5) = 1
trigger1 = animelem = 8,>=0
x = 0

[state a]
type = velset
trigger1 = var(5) = 1
trigger1 = animelem = 4
x = 3
y = -8

[state a]
type = veladd
trigger1 = var(5) = 1
trigger1 = animelem =4,>=0
y = 0.4

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


[State 2]
type = HitDef
trigger1 = animelem = 5
attr = A, SA
animtype  = hard
priority = 6, Hit
damage    = 67,10
getpower = 30,30
guardflag = MA
pausetime = 24,15
sparkno = s7002
sparkxy = -15,-62
hitsound   = s310,var(6)
guard.sparkno = s7012
guardsound = s122,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2,-6.5
air.velocity = -2,-6.5
fall = 1
fall.recover = 0
palfx.time =58
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124

[State 4020, 4]
type = AfterImage
trigger1 = time = 9
time = 35
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 230,180,124
palmul = 1,1,1
;---------------------
[state a]
type = changestate
trigger1 = vel y >0 && pos y >=0
value = 1005



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

[Statedef 1005]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1005
ctrl = 0

[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = playsnd
trigger1 = time = 0
value = 40,0

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 1006


[state 00]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------------------
[Statedef 4030]
type = S
movetype = A
physics = S
anim = 4020
poweradd = 0
velset = 0,0
juggle = 5
sprpriority = 1
ctrl = 0

[state a]
type = playsnd
trigger1 = time = 5
value = 11,1

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 2
value = 3000,2
;---------------------------------
[State 4020, 3]
type = Projectile
trigger1 = AnimElem = 3, = 2
projanim = 4055
projhitanim = 4055
projID = 4055
velocity = 0
projshadow = 150,150,150
projremovetime = 60
projpriority = 5
postype = p1
offset = 0,0
attr = S, HP
damage = 220,40
animtype = medium
hitflag = MAP
guardflag = MA
sparkno = S7001
guard.sparkno = S7010
sparkxy = 10,-50
hitsound = S290,2
guardsound = S800,1
pausetime = 0,15
getpower = 0
ground.hittime = 15
ground.type = low
ground.slidetime = 15
ground.velocity = 0,-10
air.velocity = 0,-10
fall = 1
fall.recover = 0
palfx.time = 28
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
yaccel = .5
;---------------------------------
[State 3100, bgpal]
type = BGPalFX
trigger1 = 1
invertall = 1
time = 1
mul = 120,120,120
ignorehitpause = 1

[State 3100, BGPal]
type = BGPalFX
trigger1 = time = [0,4]
time = 1
add = 255,255,255
ignorehitpause = 1

[State 3100, NoFg]
type = AssertSpecial
trigger1 = time = [1,4]
flag = nofg
ignorehitpause = 1

[State 3009, 1]
type = SuperPause
trigger1 = Animelem = 1
time = 27
anim = -1
movetime = 27
poweradd = -1000
darken = 0
p2defmul = 1

[State 3100, NoBg]
type = AssertSpecial
trigger1 = time = [5,28]
flag = nobg
flag2 = nofg
ignorehitpause = 1



[State 2100, DM Spark 2]
type = Explod
trigger1 = Time = 3
anim = 6000
postype = p1
pos = -20,-59
bindtime = -1
sprpriority = -2
supermovetime = 30
ownpal = 1
removeongethit = 1
supermove = 1
ignorehitpause = 1

[State 2100, DM Spark 2]
type = Explod
trigger1 = Time = 3
anim = 6001
postype = p1
pos = -20,-59
bindtime = -1
sprpriority = -2
supermovetime = 30
ownpal = 1
removeongethit = 1
supermove = 1
ignorehitpause = 1

[State 2100, hi hitler]
type = NotHitBy
trigger1 = time = [0,37]
value = SCA

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 20,1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2100,0

[State 2100, pos]
type = Posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
x = 4





[State 220, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage = 100,40
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S7001
guard.sparkno = S7010
sparkxy = -10,-60
hitsound = S1000,3
guardsound = S850,2
pausetime = 47,50
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -2,-10
air.velocity = -3,-10
getpower = 0
air.fall = 1
palfx.time = 67
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
yaccel = .5
envshake.time = 30
envshake.ampl = 4
envshake.freq = 70

[State 4020, 4]
type = AfterImage
trigger1 = time = 9
time = 35
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 230,180,124
palmul = 1,1,1

[State 200, 3]
type = Varset
trigger1 = time = 0
var(6) = 0


[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 4031

;--------------------------------------------------------------------------
[Statedef 4031]
type = S
movetype = A
physics = S
anim = 4022
poweradd = 0
velset = 0,0
juggle = 10
sprpriority = 1
ctrl = 0

[state a]
type = playsnd
trigger1 = time = 5
value = 11,1

[State 1000, 5]
type = Explod
trigger1 = animelem = 5
anim = 1611
sprpriority = 3
postype = p1
velset = 0,0
pos = 82,-80
bindtime = 1
supermove = 0
under = 0
ownpal = 1
ignorehitpause = 0

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
damage = 120,40
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S7001
guard.sparkno = S7010
sparkxy = -10,-60
hitsound = S1000,3
guardsound = S340,0
pausetime = 47,50
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -2,-10
air.velocity = -3,-10
getpower = 0
air.fall = 1
palfx.time = 67
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
yaccel = .5
envshake.time = 30
envshake.ampl = 4
envshake.freq = 70

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 峳欩傒廔椆
[Statedef 1101]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1101
ctrl = 0

[state a];娒傔偊偤
type = playsnd
trigger1 = animelem = 3
value = 1100,1

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 昐擉廍敧幃丒嬨彎
[Statedef 1110]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= 20
velset = 0,0
anim = 1110
ctrl = 0

;---------------------[僐儅儞僪敾掕]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a];曄悢丒敧嶬
type = varset
trigger1 = command = "x" || command = "y"
trigger1 = time != 0
v = 5
value = 1

[state a];曄悢丒幍悾
type = varset
trigger1 = command = "a" || command = "b"
trigger1 = time != 0
v = 5
value = 2

;---------------------[岠壥壒]
[state a];偍棷庣偩偤
type = playsnd
trigger1 = animelem = 5
value = 1110,0

[state a];僽儞僢!
type = playsnd
trigger1 = animelem = 4
value = 1100,2

;---------------------[僄僼僃僋僩]
[State 1000, 5];墛僄僼僃僋僩侾
type = Explod
trigger1 = animelem = 5
anim = 1112
sprpriority = 3
postype = p1
velset = 0,0
pos = 72,-80
bindtime = 1
supermove = 0
under = 0
ownpal = 1
ignorehitpause = 0


;---------------------[堏摦丄僗僥乕僩偺忬懺曄峏]
[state a]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 5
trigger5 = animelem = 6
trigger6 = animelem = 7
trigger7 = animelem = 8
x = 8

;---------------------[峌寕敾掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = animelem = 6
attr = S, SA
animtype  = hard
priority = 5, Hit
damage    = 58,10
getpower = 30,30
guardflag = MA
pausetime = 11,12
sparkno = s7003
sparkxy = -15,-67
hitsound   = s1000,3
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -4,-6.5
air.velocity = -2.5,-9.5
yaccel = 0.45
fall = 1
fall.recover = 0
palfx.time =59
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124


;---------------------[僗僥乕僩堏峴]
[state a];敧嶬堏峴
type = changestate
trigger1 = var(5) = 1
trigger1 = animelem = 8,>=0
value = 1123

[state a];幍悾堏峴
type = changestate
trigger1 = var(5) = 2
trigger1 = animelem = 8,>=0
value = 1140

[state a]
type = changestate
trigger1 = animtime = 0
value = 1111

;---------------------------------------------------------------------------
; 嬨彎廔椆
[Statedef 1111]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1111
ctrl = 0

[state a]
type = posadd
;trigger1 = animelem = 2
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 6
x = 8

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 昐擉廍幍幃丒敧嶬
[Statedef 1120]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 20
velset = 0,0
anim = 1120
ctrl = 0

;---------------------[僐儅儞僪敾掕]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a];曄悢丒徜慂偪
type = varset
trigger1 = command = "x" || command = "y"
trigger1 = time != 0
v = 5
value = 1

[state a];曄悢丒幍悾
type = varset
trigger1 = command = "a" || command = "b"
trigger1 = time != 0
v = 5
value = 2

[state a];曄悢丒嬚寧
type = varset
trigger1 = command = "庛鐎揝" || command = "嫮鐎揝"
trigger1 = time != 0
v = 5
value = 3

;---------------------[岠壥壒]
[state a];偑傜嬻偒偩偤
type = playsnd
trigger1 = animelem = 8
value = 1120,0

[state a];僽儞僢!
type = playsnd
trigger1 = animelem = 9
value = 1100,2

;---------------------[僄僼僃僋僩]
[State 1000, 5];墛僄僼僃僋僩侾
type = Explod
trigger1 = animelem = 10
anim = 1122
sprpriority = 3
postype = p1
velset = 0,0
pos = 72,-64
bindtime = 1
supermove = 0
under = 0
ownpal = 1
ignorehitpause = 0


;---------------------[堏摦丄僗僥乕僩偺忬懺曄峏]
[state a]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 5
trigger5 = animelem = 6
trigger6 = animelem = 7
trigger7 = animelem = 8
x = 8

[state a]
type = posadd
trigger1 = animelem = 9
x = 2

;---------------------[峌寕敾掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = animelem = 10
attr = S, SA
animtype  = up
priority = 5, Hit
damage    = 38,10
getpower = 30,30
guardflag = H
pausetime = 7,12
sparkno = s7003
sparkxy = -15,-67
hitsound   = s1000,3
guard.sparkno = s7012
guardsound = s122,0
ground.type = low;trip
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,10.5
air.velocity = -2,10.5
fall = 1
fall.recover = 0
palfx.time =29
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124
fall.envshake.time = 14
fall.envshake.ampl = -8
fall.envshake.freq = 92
fall.envshake.phase = 92


;---------------------[僗僥乕僩堏峴]
[state a];敧嶬堏峴
type = changestate
trigger1 = var(5) = 1
trigger1 = animelem = 11,>=0
value = 1130

[state a];幍悾堏峴
type = changestate
trigger1 = var(5) = 2
trigger1 = animelem = 11,>=0
value = 1140

[state a];嬚寧堏峴
type = changestate
trigger1 = var(5) = 3
trigger1 = animelem = 11,>=0
value = 1600

[state a]
type = changestate
trigger1 = animtime = 0
value = 1121

;---------------------------------------------------------------------------
; 敧嶬廔椆
[Statedef 1121]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1121
ctrl = 0

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 昐擉廍幍幃丒敧嶬(僼傿僯僢僔儏斉)
[Statedef 1123]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 20
velset = 0,0
anim = 1123
ctrl = 0

;---------------------[岠壥壒]
[state a];僽儞僢!
type = playsnd
trigger1 = animelem = 6
value = 1100,2

;---------------------[僄僼僃僋僩]
[State 1000, 5];墛僄僼僃僋僩侾
type = Explod
trigger1 = animelem = 7
anim = 1122
sprpriority = 3
postype = p1
velset = 0,0
pos = 72,-64
bindtime = 1
supermove = 0
under = 0
ownpal = 1
ignorehitpause = 0


;---------------------[堏摦丄僗僥乕僩偺忬懺曄峏]
[state a]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 5
x = 8

[state a]
type = posadd
trigger1 = animelem = 6
x = 2

;---------------------[峌寕敾掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = animelem = 7
attr = S, SA
animtype  = up
priority = 5, Hit
damage    = 38,10
getpower = 30,30
guardflag = H
pausetime = 7,12
sparkno = s7003
sparkxy = -15,-67
hitsound   = s1000,3
guard.sparkno = s7012
guardsound = s122,0
ground.type = trip
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,10.5
air.velocity = -2,10.5
fall = 1
fall.recover = 0
palfx.time =29
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124
fall.envshake.time = 14
fall.envshake.ampl = -8
fall.envshake.freq = 92
fall.envshake.phase = 92


;---------------------[僗僥乕僩堏峴]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 奜幃丒徜慂偪
[Statedef 1130]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 20
velset = 0,0
anim = 1130
ctrl = 0

;---------------------[岠壥壒]
[state a];僽儞僢!
type = playsnd
trigger1 = animelem = 3
value = 1100,2

[state a];
type = playsnd
trigger1 = animelem = 4
value = 850,2

[state a];
type = null;playsnd
trigger1 = animelem = 4
value = 290,2

;---------------------[僄僼僃僋僩]
[State 1000, 5];墛僄僼僃僋僩侾
type = Explod
trigger1 = animelem = 4
anim = 1122
sprpriority = 3
postype = p1
velset = 0,0
pos = 88,-24
bindtime = 1
supermove = 0
under = 0
ownpal = 1
ignorehitpause = 0

;---------------------[峌寕敾掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = animelem = 4
attr = S, SA
animtype  = up
priority = 5, Hit
damage    = 77,10
getpower = 40,40
hitflag = MAFLD
guardflag = L
pausetime = 11,11
sparkno = s7003
sparkxy = -15,-47
hitsound   = s1000,3
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-10.5
air.velocity = -1,-10.5
yaccel  =0.5
fall = 1
fall.recover = 0
palfx.time =45
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124
envshake.time = 14
envshake.ampl = -8
envshake.freq = 92
envshake.phase = 92


;---------------------[僗僥乕僩堏峴]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 昐擉廍屲幃丒幍悾
[Statedef 1140]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 20
velset = 0,0
anim = 1140
ctrl = 0

;---------------------[岠壥壒]
[state a];僽儞僢!
type = playsnd
trigger1 = animelem = 6
value = 221,0

;---------------------[堏摦丄僗僥乕僩偺忬懺曄峏]
[state a]
type = posadd
trigger1 = animelem = 3
x = 10

;---------------------[峌寕敾掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = animelem = 7
attr = S, SA
animtype  = diagup
priority = 6, Hit
damage    = 87,10
getpower = 40,40
guardflag = M
pausetime = 7,7
sparkno = s7003
sparkxy = -15,-84
hitsound   = s340,var(6)
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7,-7
air.velocity = -7,-7
yaccel  =0.45
fall = 1
fall.recover = 0


;---------------------[僗僥乕僩堏峴]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 昐廍屲幃丒撆欩傒
[Statedef 1200]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 20
velset = 0,0
anim = 1200
ctrl = 0

;---------------------[僐儅儞僪敾掕]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a];曄悢丒嵾塺傒
type = varset
trigger1 = command = "敧嶬"
trigger1 = time != 0
v = 5
value = 1

[state a];曄悢丒峳欩傒
type = varset
trigger1 = command = "撆欩傒"
trigger1 = time >= 2
v = 5
value = 2

;---------------------[岠壥壒]
[state a];怘傜偊
type = playsnd
trigger1 = animelem = 8
value = 1200,0

[state a];僽儞僢!
type = playsnd
trigger1 = animelem = 8
value = 1100,2

;---------------------[僄僼僃僋僩]
[State 1000, 5];墛僄僼僃僋僩侾
type = Explod
trigger1 = animelem = 10
anim = 1102
sprpriority = 3
postype = p1
velset = 0,0
pos = 96,-76
bindtime = 1
supermove = 0
under = 0
ownpal = 1
ignorehitpause = 0


;---------------------[堏摦丄僗僥乕僩偺忬懺曄峏]
[state a]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 5
trigger5 = animelem = 6
trigger6 = animelem = 7
x = 8

[state a]
type = posadd
trigger1 = animelem = 8
x = 16

[state a]
type = posadd
trigger1 = animelem = 9
x = 16

;---------------------[峌寕敾掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = animelem = 10
attr = S, SA
animtype  = hard
priority = 5, Hit
damage    = 77,10
getpower = 20,20
guardflag = MA
pausetime = 11,12
sparkno = s7003
sparkxy = -15,-60
hitsound   = s1000,3
guard.sparkno = s7012
guardsound = s122,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10,0
air.velocity = -3,-3.5
fall = 0
air.fall = 1
fall.recover = 0
palfx.time =29
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124


;---------------------[僗僥乕僩堏峴]
[state a];嵾塺傒堏峴
type = changestate
trigger1 = var(5) = 1
trigger1 = animelem = 11,>=1
value = 1210

[state a];峳欩傒堏峴
type = changestate
trigger1 = var(5) = 2
trigger1 = animelem = 11,>=1
value = 1240

[state a]
type = changestate
trigger1 = animtime = 0
value = 1201

;---------------------------------------------------------------------------
; 撆欩傒廔椆
[Statedef 1201]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1201
ctrl = 0

[state a]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
x = 8

[state a]
type = posadd
trigger1 = animelem = 6
x = 4

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 巐昐堧幃丒嵾塺傒
[Statedef 1210]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= 20
velset = 0,0
anim = 1210
ctrl = 0

;---------------------[僐儅儞僪敾掕]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a];曄悢丒敱塺傒
type = varset
trigger1 = command = "敱塺傒"
trigger1 = time != 0
v = 5
value = 1

;---------------------[岠壥壒]
[state a];僽儞僢!
type = playsnd
trigger1 = animelem = 5
value = 1100,2

;---------------------[僄僼僃僋僩]
[State 1000, 5];墛僄僼僃僋僩侾
type = Explod
trigger1 = animelem = 5
anim = 1112
sprpriority = 3
postype = p1
velset = 0,0
pos = 84,-72
bindtime = 1
supermove = 0
under = 0
ownpal = 1
ignorehitpause = 0


;---------------------[堏摦丄僗僥乕僩偺忬懺曄峏]
[state a]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 5
x = 8

;---------------------[峌寕敾掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = animelem = 5
attr = S, SA
animtype  = hard
priority = 5, Hit
damage    = 48,10
getpower = 20,20
guardflag = MA
pausetime = 11,12
sparkno = s7003
sparkxy = -15,-67
hitsound   = s1000,3
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -7
air.velocity = -2.5,-9.5
yaccel = 0.45
air.fall = 1
fall.recover = 0
palfx.time =29
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124


;---------------------[僗僥乕僩堏峴]
[state a];敱塺傒堏峴
type = changestate
trigger1 = var(5) = 1
trigger1 = animelem = 6,>=0
value = 1220

[state a]
type = changestate
trigger1 = animtime = 0
value = 1211

;---------------------------------------------------------------------------
; 嵾塺傒廔椆
[Statedef 1211]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1211
ctrl = 0

[state a]
type = posadd
trigger1 = animelem = 3
x = 24

[state a]
type = posadd
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
trigger4 = animelem = 7
x = 8

[state a]
type = posadd
trigger1 = animelem = 8
x = 4

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 巐昐堧幃丒敱塺傒
[Statedef 1220]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 20
velset = 0,0
anim = 1220
ctrl = 0

;---------------------[曄悢巜掕]
[state a];僉儍儞僙儖敾掕
type = varset
trigger1 = time = 0
v = 5
value = 0

;---------------------[堏摦]
[state a]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
x = 8

;---------------------[僗僥乕僩堏峴]
[state a]
type = changestate
trigger1 = animtime = 0
value = 1221


;---------------------------------------------------------------------------
; 敱塺傒僕儍儞僾
[Statedef 1221]
type    = A
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 4,-6
anim = 1221
ctrl = 0

;---------------------[堏摦]
[state a]
type = posadd
trigger1 = time = 0
x = 4
y = -6

[state a]
type = veladd
trigger1 = 1
y = 0.4

[state a]
type = veladd
trigger1 = vel x>=0
trigger1 = animelem = 3,<=0
x = -0.25

[state a]
type = velset
trigger1 = animelemtime(3) = 7
x = 0

;---------------------[岠壥壒]
[state a]
type = playsnd
trigger1 = animelem = 1
value = 1100,2

;---------------------[峌寕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = hard
damage    = 48,10
getpower = 20,20
guardflag = MA
pausetime = 11,12
sparkno = s7003
sparkxy = -15,-77
hitsound   = s1000,3
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-7
air.velocity = -1,-7.5
fall = 1
fall.recover = 0
palfx.time =29
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124

;---------------------[曄悢巜掕]
[state a];曄悢丒婼從偒
type = varset
trigger1 = command = "婼從偒"
trigger1 = time != 0
v = 5
value = 1

;---------------------[僗僥乕僩堏峴]
[state a];婼從偒堏峴
type = changestate
trigger1 = var(5) = 1
trigger1 = animelem = 3,>=0
trigger1 = movecontact
value = 1230


[state a]
type = changestate
trigger1 = vel y >0 && pos y >=0
value = 1222


;---------------------------------------------------------------------------
; 敱塺傒廔椆
[Statedef 1222]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1222
ctrl = 0

[state a]
type = playsnd
trigger1 = time = 0
value = 40,0

[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
x = 8

[state a]
type = posadd
trigger1 = animelem = 5
x = 4

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 昐幃丒婼從偒(捛寕)
[Statedef 1230]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 20
anim = 1230
ctrl = 0


;---------------------[堏摦]
[state a]
type = veladd
trigger1 = time = 0
y = -1
x = 1

[state a]
type = posadd
trigger1 = animelem = 2
x = 36

[state a]
type = veladd
trigger1 = 1
y = 0.4

[state a]
type = veladd
trigger1 = vel x>=0
trigger1 = animelem = 3,<=0
x = -0.15

[state a]
type = velset
trigger1 = animelemtime(4) = 0
x = 0

;---------------------[岠壥壒]
[State 440, 2]
type = PlaySnd
trigger1 = animelem = 3
value = s1050, 1

;---------------------[僄僼僃僋僩]
[State 1000, 5];墛僄僼僃僋僩侾
type = Explod
trigger1 = animelem = 2
anim = 1010
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
ignorehitpause = 0

[State 1000, 5];墛僄僼僃僋僩俀
type = Explod
trigger1 = animelemtime(7) = 1
anim = 1011
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
ignorehitpause = 0


;---------------------[峌寕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = hard
damage    = 77,10
getpower = 40,40
guardflag = MA
pausetime = 11,12
sparkno = s7003
sparkxy = -15,-77
hitsound   = s1000,2
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-8
air.velocity = -3,-8.5
yaccel = 0.42
fall = 1
fall.recover = 0
palfx.time =49
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124


;---------------------[僗僥乕僩堏峴]
[state a]
type = changestate
trigger1 = vel y >0 && pos y >=0
value = 52



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 昐廍巐幃丒峳欩傒(撆欩傒攈惗)
[Statedef 1240]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1100
ctrl = 0

;---------------------[僐儅儞僪敾掕]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a];曄悢丒嬨彎
type = varset
trigger1 = command = "峳欩傒"
trigger1 = time != 0
v = 5
value = 1

;---------------------[岠壥壒]
[state a];僶僨乕偑
type = playsnd
trigger1 = animelem = 2
value = 1100,0

[state a];僽儞僢!
type = playsnd
trigger1 = animelem = 8
value = 1100,2

;---------------------[僄僼僃僋僩]
[State 1000, 5];墛僄僼僃僋僩侾
type = Explod
trigger1 = animelem = 9
anim = 1102
sprpriority = 3
postype = p1
velset = 0,0
pos = 96,-68
bindtime = 1
supermove = 0
under = 0
ownpal = 1
ignorehitpause = 0


;---------------------[堏摦丄僗僥乕僩偺忬懺曄峏]
[state a]
type = posadd
trigger1 = time = 0
x = 16

[state a]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
x = 8

;---------------------[峌寕敾掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = animelem = 10
attr = S, SA
animtype  = hard
priority = 5, Hit
damage    = 29,0
getpower = 20,20
guardflag = MA
pausetime = 11,12
sparkno = s7003
sparkxy = -15,-69
hitsound   = s1000,3
guard.sparkno = s7012
guardsound = s122,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -9,0
air.velocity = -3,-3.5
fall = 0
air.fall = 1
fall.recover = 0
palfx.time =29
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124


;---------------------[僗僥乕僩堏峴]
[state a];嬨彎堏峴
type = changestate
trigger1 = var(5) = 1
trigger1 = animelem = 13,>=1
value = 1250

[state a]
type = changestate
trigger1 = animtime = 0
value = 1101

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 昐擉廍敧幃丒嬨彎
[Statedef 1250]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 1110
ctrl = 0

;---------------------[僐儅儞僪敾掕]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a];曄悢丒幍悾
type = varset
trigger1 = command = "幍幪屲幃"
trigger1 = time != 0
v = 5
value = 1


;---------------------[岠壥壒]
[state a];偍棷庣偩偤
type = playsnd
trigger1 = animelem = 5
value = 1110,0

[state a];僽儞僢!
type = playsnd
trigger1 = animelem = 4
value = 1100,2

;---------------------[僄僼僃僋僩]
[State 1000, 5];墛僄僼僃僋僩侾
type = Explod
trigger1 = animelem = 5
anim = 1112
sprpriority = 3
postype = p1
velset = 0,0
pos = 72,-80
bindtime = 1
supermove = 0
under = 0
ownpal = 1
ignorehitpause = 0


;---------------------[堏摦丄僗僥乕僩偺忬懺曄峏]
[state a]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 5
trigger5 = animelem = 6
trigger6 = animelem = 7
trigger7 = animelem = 8
x = 8

;---------------------[峌寕敾掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = animelem = 6
attr = S, SA
animtype  = hard
priority = 5, Hit
damage    = 29,0
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7003
sparkxy = -15,-67
hitsound   = s1000,3
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -2,-6.5
air.velocity = -1.5,-9.5
yaccel = 0.45
fall = 1
fall.recover = 0
palfx.time =29
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124


;---------------------[僗僥乕僩堏峴]
[state a];敧嶬堏峴
type = changestate
trigger1 = var(5) = 1
trigger1 = animelem = 8,>=0
value = 1260

[state a]
type = changestate
trigger1 = animtime = 0
value = 1111

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 昐擉廍屲幃丒幍悾乮撆欩傒攈惗乯
[Statedef 1260]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 1260
ctrl = 0

;---------------------[僐儅儞僪敾掕]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a];曄悢丒庈鄟
type = varset
trigger1 = command = "庈鄟"
trigger1 = time != 0
v = 5
value = 1

;---------------------[岠壥壒]
[state a];僽儞僢!
type = playsnd
trigger1 = animelem = 6
value = 221,0

;---------------------[堏摦丄僗僥乕僩偺忬懺曄峏]
[state a]
type = posadd
trigger1 = animelem = 3
x = 10

;---------------------[峌寕敾掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = animelem = 7
attr = S, SA
animtype  = diagup
priority = 6, Hit
damage    = 29,0
getpower = 20,20
guardflag = M
pausetime = 11,12
sparkno = s7003
sparkxy = -15,-84
hitsound   = s340,var(6)
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7,-7
air.velocity = -7,-7
yaccel  =0.45
fall = 1
fall.recover = 0


;---------------------[僗僥乕僩堏峴]
[state a];庈鄟堏峴
type = changestate
trigger1 = var(5) = 1
trigger1 = animtime = 0
trigger1 = power >= 500
value = 1700

[state a]
type = changestate
trigger1 = animtime = 0
value = 1261

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 昐擉廍屲幃丒幍悾丒廔椆乮撆欩傒攈惗乯
[Statedef 1261]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1261
ctrl = 0

;---------------------[僗僥乕僩堏峴]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 昐擉廍嶲幃丒庈鄟
[Statedef 1700]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= -500
velset = 0,0
anim = 1700
ctrl = 0


;---------------------[岠壥壒]
[state a];偁傔偊側
type = playsnd
trigger1 = animelem = 8
value = 193,0

[state a];敋敪
type = playsnd
trigger1 = animelem = 13
value = 2200,5

;---------------------[僿儖僷乕]
[state a];
type = Helper
trigger1 = animelem = 13
id = 1701
name = "honoo"
sprpriority = 2
pos = 0,0
postype = p2
stateno = 1701
helpertype = normal
keyctrl = 0 
ownpal = 1

;---------------------[僗僥乕僩堏峴]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;(HELPER)墛
[Statedef 1701]
type    = A
movetype= A
sprpriority = 4
physics = N
velset = 0,0
anim = 1701
ctrl = 0

[state a]
type = turn
trigger1 = time = 0

[State 1000, 5];敋墛僄僼僃僋僩
type = Explod
trigger1 = time = 0
anim = 1610
sprpriority = 4
postype = p1
pos = 0 , -40
bindtime = 1
supermove = 1
under = 0

[State 2];
type = HitDef
trigger1 = time = 0
attr = S, SP
animtype  = up
damage    = 58,0
getpower = 0,0
guardflag = MA
pausetime = 0,12
sparkno = s9999
sparkxy = 15,-70
hitsound   = s0,0;s2000,2
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = 0,-7
air.velocity = 0,-7.5
yaccel = 0.45
fall = 1
fall.recover = 0
palfx.time =58
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124

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

[State 2]
type = destroyself
trigger1 = animtime = 0





;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 庛巐昐擉廍幍幃丒鐎揝
[Statedef 1300]
type    = S
movetype= A
physics = N
juggle  = ifelse(prevstateno = 1405,0,6)
poweradd= 30
velset = 0,0
anim = 1300
ctrl = 0

;---------------------[岠壥壒]
[state a];偆傝傖偭!
type = playsnd
trigger1 = animelem = 1
value = 1300,0

[state a];僕儍儞僾
type = playsnd
trigger1 = animelem = 2
value = 1300,1

[state a];拝抧
type = playsnd
trigger1 = animelem = 5
value = 40,0

;---------------------[僄僼僃僋僩]
[State 1000, 5];墛僄僼僃僋僩侾
type = Explod
trigger1 = animelem = 10
anim = 1112
sprpriority = 3
postype = p1
velset = 0,0
pos = 41,-85
bindtime = 1
supermove = 0
under = 0
ownpal = 1
ignorehitpause = 1


;---------------------[堏摦丄僗僥乕僩偺忬懺曄峏]
[state a]
type = statetypeset
trigger1 = animelem = 2
value = A

[state a]
type = posadd
trigger1 = time = 2
x = 4
y = -3

[state a]
type = posadd
trigger1 = time = 3
trigger2 = time = 4
x = 4
y = -2

[state a]
type = posadd
trigger1 = time = 5
trigger2 = time = 6
x = 4
y = -1

[state a]
type = posadd
trigger1 = time = 7
trigger2 = time = 8
x = 4
y = 0

[state a]
type = posadd
trigger1 = time = 9
x = 4
y = 1

[state a]
type = posadd
trigger1 = time = 10
trigger2 = time = 11
trigger3 = time = 12
x = 4
y = 2


[state a]
type = statetypeset
trigger1 = animelem = 5
value = S

[state a]
type = posset
trigger1 = animelem = 5
y = 0

[state a]
type = posadd
trigger1 = animelem = 5
x = 12

[state a]
type = posadd
trigger1 = animelem = 6
trigger2 = animelem = 7
trigger3 = animelem = 8
trigger4 = animelem = 9
trigger5 = animelem = 10
trigger6 = animelem = 11
trigger7 = animelem = 12
trigger8 = animelem = 13
x = 8

;---------------------[峌寕敾掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = animelem = 10
attr = S, SA
animtype  = hard
priority = 5, Hit
damage    = 77,20
getpower = 40,40
guardflag = MA
pausetime = 11,12
sparkno = s7002
sparkxy = -15,-80
hitsound   = s2200,5
guard.sparkno = s7012
guardsound = s122,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2,-6.5
air.velocity = -2,-6.5
fall = 1
fall.recover = 0
palfx.time =58
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124
p2stateno = 1301
id = 1300
nochainid = 1300


;---------------------[僗僥乕僩堏峴]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;僸僢僩忬懺(慜嶌偭偨搝偺巊偄傑傢偟)
[Statedef 1301]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1301

[State 1];僇儊儔屌掕
type = null;screenbound
trigger1 = 1
value = 1
movecamera = 1

;-----旘嫍棧傪posadd偱愝掕-----------------------------------------
[state a]
type = posadd
trigger1 = time = 12
x = -3
y = -17

[state a]
type = posadd
trigger1 = time = 13
x = -2
y = -15

[state a]
type = posadd
trigger1 = time = 14
x = -2
y = -13

[state a]
type = posadd
trigger1 = time = 15
x = -2
y = -11

[state a]
type = posadd
trigger1 = time = 16
x = -2
y = -9

[state a]
type = posadd
trigger1 = time = 17
x = -2
y = -8

[state a]
type = posadd
trigger1 = time = 18
x = -2
y = -7

[state a]
type = posadd
trigger1 = time = 19
x = -2
y = -6

[state a]
type = posadd
trigger1 = time = 20
trigger2 = time = 21
x = -2
y = -5

[state a]
type = posadd
trigger1 = time = 22
x = -2
y = -3

[state a]
type = posadd
trigger1 = time = 23
x = -2
y = -4

[state a]
type = posadd
trigger1 = time = 24
trigger2 = time = 25
trigger3 = time = 26
x = -2
y = -2

[state a]
type = posadd
trigger1 = time = 27
trigger2 = time = 28
trigger3 = time = 29
trigger4 = time = 30
x = -2
y = -1

[state a]
type = posadd
trigger1 = time = 31
trigger2 = time = 32
x = -2
y = 0

[state a]
type = posadd
trigger1 = time = 33
x = -4
y = -1

[state a]
type = posadd
trigger1 = time = 34
trigger2 = time = 35
x = -2
y = 1

[state a]
type = posadd
trigger1 = time = 36
x = -2
y = 2

[state a]
type = posadd
trigger1 = time = 37
trigger2 = time = 38
x = -2
y = 3

[state a]
type = posadd
trigger1 = time = 39
trigger2 = time = 40
x = -2
y = 4

[state a]
type = posadd
trigger1 = time = 41
x = -2
y = 5

[state a]
type = posadd
trigger1 = time = 42
trigger2 = time = 43
x = -2
y = 6

[state a]
type = posadd
trigger1 = time = 44
x = -2
y = 7

[state a]
type = posadd
trigger1 = time = 45
trigger2 = time = 46
x = -2
y = 8

[state a]
type = posadd
trigger1 = time = 47
trigger2 = time = 48
x = -2
y = 9

[state a]
type = posadd
trigger1 = time = 49
x = -2
y = 10

[state a]
type = posadd
trigger1 = time = 50
trigger2 = time = 51
x = -2
y = 11

;------------------------------------------------------------------
[state a]
type = velset
trigger1 = time = 52
x = -2
y = 11


[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 嫮巐昐擉廍幍幃丒鐎揝
[Statedef 1310]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= 40
velset = 0,0
anim = 1310
ctrl = 0

;---------------------[岠壥壒]
[state a];傇偭偲傋!
type = playsnd
trigger1 = animelem = 1
value = 1310,0

[state a];怳傝
type = playsnd
trigger1 = animelem = 4
value = 1310,1


;---------------------[僄僼僃僋僩]
[State 1000, 5];墛僄僼僃僋僩侾
type = Explod
trigger1 = animelem = 6
anim = 1112
sprpriority = 3
postype = p1
velset = 0,0
pos = 52,-75
bindtime = 1
supermove = 0
under = 0
ownpal = 1
ignorehitpause = 1

;---------------------[峌寕敾掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = animelem = 6
attr = S, SA
animtype  = diagup
priority = 7, Hit
damage    = 96,20
hitflag = MA
getpower = 40,40
guardflag = MA
pausetime = 11,12
sparkno = s7002
sparkxy = -10,-82
hitsound   = s2200,5
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6,-6
air.velocity = -6,-6.5
fall = 1
fall.recover = 0
palfx.time =58
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124
fall.envshake.time = 13
fall.envshake.ampl = -5
fall.envshake.freq = 92
fall.envshake.phase = 92
ID = 1310
nochainid = 1310


[State 2];峌寕偺巜掕
type = HitDef
trigger1 = animelem = 8
trigger1 = movecontact = 0
attr = S, SA
animtype  = hard
priority = 7, Hit
damage    = 77,20
getpower = 40,40
guardflag = MA
pausetime = 11,12
sparkno = s7002
sparkxy = -10,-82
hitsound   = s2200,5
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3,-6
air.velocity = -3,-6.5
yaccel = 0.43
fall = 1
fall.recover = 0
palfx.time =58
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124
ID = 1310
nochainid = 1310

;---------------------[僗僥乕僩堏峴]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 幍幪屲幃
[Statedef 1400]
type    = S
movetype= A
physics = N
juggle  = 9
poweradd= 20
velset = 0,0
anim = 1400
sprpriority = 1
ctrl = 0

;---------------------[僐儅儞僪敾掕]
[state a]
type = varset
trigger1 = time = 0
v = 7
value = 0

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "a"
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "b"
v = 5
value = 1

[state a];RED僉僢僋曄悢
type = varset
trigger1 = time != 0
trigger1 = command = "RED僉僢僋"
v = 7
value = 1


[state a]
type = poweradd
trigger1 = var(5) = 0
trigger1 = time = 0
value = 10

;---------------------[傾僯儊乕僔儑儞曄峏]
[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 1401


;---------------------[岠壥壒]
[state a];傆傫
type = playsnd
trigger1 = animelem = 6
trigger2 = animelem = 10
value = 200,0

[state a];廟傝
type = playsnd
trigger1 = animelem = 6
trigger2 = animelem = 10
value = 1100,2

;---------------------[堏摦丄僗僥乕僩偺忬懺曄峏]
[state a]
type = statetypeset
trigger1 = animelem = 6
value = A

[state a]
type = posadd
trigger1 = animelem = 6
x = 4
y = -6+var(5)

[state a]
type = velset
trigger1 = animelem = 6
trigger1 = var(5) = 0
x = 3
y = -4

[state a]
type = velset
trigger1 = animelem = 6
trigger1 = var(5) = 1
x = 3.5
y = -5

[state a]
type = veladd
trigger1 = animelem = 6,>=0
y = 0.4

;---------------------[峌寕]
[State 240, 2];庛堦敪栚
type = HitDef
trigger1 = animelem = 6
trigger1 = var(5) = 0
attr = A, SA
animtype  = Hard
getpower = 30,30
damage    = 58,10
guardflag = MA
pausetime = 11,12
sparkno = s7002
sparkxy = -15,-70
hitsound   = s340,0
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,0
air.velocity = -4,-3.2
fall = 0
fall.recover = 0

[State 240, 2];庛擇敪栚
type = HitDef
trigger1 = animelem = 10
trigger1 = var(5) = 0
attr = A, SA
animtype  = Hard
getpower = 30,30
damage    = 58,10
guardflag = MA
pausetime = 11,12
sparkno = s7002
sparkxy = -15,-70
hitsound   = s340,0
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-7
air.velocity = -3,-7.2
yaccel = 0.4
fall = 1
fall.recover = 0
Persistent = 0


[State 240, 2];嫮堦敪栚
type = HitDef
trigger1 = animelem = 6
trigger1 = var(5) = 1
attr = A, SA
animtype  = Hard
getpower = 30,30
damage    = 58,10
guardflag = MA
pausetime = 11,12
sparkno = s7002
sparkxy = -15,-70
hitsound   = s340,0
guard.sparkno = s7011
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-5
air.velocity = -4,-4.2
fall = 1
fall.recover = 0



[State 240, 2];嫮擇敪栚
type = HitDef
trigger1 = animelem = 11
trigger1 = var(5) = 1
attr = A, SA
animtype  = Hard
getpower = 30,30
damage    = 58,10
guardflag = MA
pausetime = 11,12
sparkno = s7002
sparkxy = -15,-70
hitsound   = s340,0
guard.sparkno = s7011
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-8
air.velocity = -2,-8.2
yaccel = 0.4
fall = 1
fall.recover = 0



;---------------------[棫偪僗僥乕僩偵栠傞]
[state a]
type = changestate
trigger1 = var(7) = 1
trigger1 = var(5) = 1
trigger1 = animelem = 12,>=0
value = 1510

[state a]
type = changestate
trigger1 = vel y >0 && pos y >=0
value = 1405


;---------------------------------------------------------------------------
; 幍幪屲幃丒拝抧
[Statedef 1405]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1405
ctrl = 0

[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = playsnd
trigger1 = time = 0
value = 40,0

[state 00]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; RED僉僢僋
[Statedef 1500]
type    = S
movetype= A
physics = N
juggle  = 7
poweradd= 30
velset = 0,0
anim = 1500
sprpriority = 1
ctrl = 0

;---------------------[僐儅儞僪敾掕]
[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "a"
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "b"
v = 5
value = 1


[state a]
type = poweradd
trigger1 = var(5) = 1
trigger1 = time = 0
value = 10

;---------------------[傾僯儊乕僔儑儞曄峏]
[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 1501


;---------------------[岠壥壒]
[state a];偙偭偪偩偤
type = playsnd
trigger1 = animelem = 1
value = 1500,0

[state a];廟傝
type = playsnd
trigger1 = animelem = 4
value = 1500,1

;---------------------[堏摦丄僗僥乕僩偺忬懺曄峏]
[state a]
type = statetypeset
trigger1 = animelem = 4
value = A

[state a]
type = posadd
trigger1 = animelem = 4
trigger1 = var(5) = 0
y = -10

[state a]
type = velset
trigger1 = animelem = 4
trigger1 = var(5) = 0
x = 4
y = -7

[state a]
type = veladd
trigger1 = animelem = 4 >= 0
y = 0.7



[state a]
type = posadd
trigger1 = animelem = 4
trigger1 = var(5) = 1
y = -10

[state a]
type = velset
trigger1 = animelem = 4
trigger1 = var(5) = 1
x = 4
y = -6

[state a]
type = velset
trigger1 = animelem = 6
trigger1 = var(5) = 1
x = 7


;---------------------[峌寕]
[State 2];庛
type = HitDef
trigger1 = animelem = 8
trigger1 = var(5) = 0
attr = S, SA
animtype  = up
damage    = 115,20
getpower = 40,40
;hitflag = MA
guardflag = HA
pausetime = 4,5
sparkno = s7003
sparkxy = -15,-67
hitsound   = s290,2
guard.sparkno = s7012
guardsound = s122,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -.5,15.5
air.velocity = -.5,15.5
fall = 1
fall.recover = 0
fall.envshake.time = 14
fall.envshake.ampl = -8
fall.envshake.freq = 92
fall.envshake.phase = 92

[State 2];嫮
type = HitDef
trigger1 = animelem = 8
trigger1 = var(5) = 1
attr = A, SA
animtype  = up
damage    = 154,20
getpower = 51,51
;hitflag = MA
guardflag = HA
pausetime = 4,5
sparkno = s7003
sparkxy = -15,-67
hitsound   = s290,2
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -.5,15.5
air.velocity = -.5,15.5
fall = 1
fall.recover = 0
fall.envshake.time = 14
fall.envshake.ampl = -8
fall.envshake.freq = 92
fall.envshake.phase = 92



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


;---------------------------------------------------------------------------
; RED僉僢僋丒拝抧
[Statedef 1505]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1505
ctrl = 0

[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = playsnd
trigger1 = time = 0
value = 40,0

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 1506

[state a]
type = changestate
trigger1 = command = "徜慂偪2"
value = 1520


[state 00]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; RED僉僢僋丒捛寕斉
[Statedef 1510]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 20
velset = 0,0
anim = 1510
sprpriority = 1
ctrl = 0

;---------------------[僐儅儞僪敾掕]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0


;---------------------[岠壥壒]
[state a];偙偭偪偩偤
type = playsnd
trigger1 = animelem = 1
value = 1500,0

[state a];廟傝
type = playsnd
trigger1 = animelem = 2
value = 1500,1

;---------------------[堏摦丄僗僥乕僩偺忬懺曄峏]
[state a]
type = velset
trigger1 = time = 0
x = 3
y = -2

[state a]
type = veladd
trigger1 = animelem = 4 >= 0
y = 0.45

;---------------------[峌寕]
[State 2];
type = HitDef
trigger1 = animelem = 6
attr = S, SA
animtype  = up
damage    = 58,10
getpower = 40,40
;hitflag = MA
guardflag = HA
pausetime = 4,5
sparkno = s7003
sparkxy = -15,-67
hitsound   = s290,2
guard.sparkno = s7012
guardsound = s122,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3.5,15.5
air.velocity = -3.5,15.5
fall = 1
fall.recover = 0
fall.envshake.time = 14
fall.envshake.ampl = -8
fall.envshake.freq = 92
fall.envshake.phase = 92

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


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 奜幃丒徜慂偪2
[Statedef 1520]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 20
velset = 0,0
anim = 1520
ctrl = 0

;---------------------[岠壥壒]
[state a];僽儞僢!
type = playsnd
trigger1 = animelem = 3
value = 1100,2

[state a];
type = playsnd
trigger1 = animelem = 4
value = 850,2

[state a];
type = playsnd
trigger1 = animelem = 4
value = 801,0

;---------------------[僄僼僃僋僩]
[State 1000, 5];墛僄僼僃僋僩侾
type = Explod
trigger1 = animelem = 4
anim = 1122
sprpriority = 3
postype = p1
velset = 0,0
pos = 88,-24
bindtime = 1
supermove = 0
under = 0
ownpal = 1
ignorehitpause = 0

;---------------------[峌寕敾掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = animelem = 4
attr = S, SA
animtype  = up
priority = 5, Hit
damage    = 77,10
getpower = 40,40
hitflag = MAFLD
guardflag = L
pausetime = 11,11
sparkno = s7003
sparkxy = -15,-47
hitsound   = s1000,3
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-10.5
air.velocity = -1,-10.5
yaccel  =0.5
fall = 1
fall.recover = 0
palfx.time =45
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124
envshake.time = 14
envshake.ampl = -8
envshake.freq = 92
envshake.phase = 92


;---------------------[僗僥乕僩堏峴]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\倒地击
; 
[Statedef 1521]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 20
velset = 0,0
anim = 1520
ctrl = 0

;---------------------
[state a]
type = playsnd
trigger1 = animelem = 3
value = 1100,2

[state a];
type = playsnd
trigger1 = animelem = 4
value = 850,2

[state a];
type = playsnd
trigger1 = animelem = 4
value = 801,0

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


;---------------------
[State 2]
type = HitDef
trigger1 = animelem = 4
attr = S, SA
animtype  = up
priority = 5, Hit
damage    = 47,10
getpower = 40,40
hitflag = MAFLD
guardflag = L
pausetime = 20,27
sparkno = s7003
sparkxy = -15,-47
hitsound   = s1000,3
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-0.5
air.velocity = -1,-0.5
yaccel  =0.5
envshake.time = 6
envshake.ampl = -8
envshake.freq = 92
envshake.phase = 92


;---------------------
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 嬚寧
[Statedef 1600]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 20
velset = 0,0
anim = 1600
sprpriority = 1
ctrl = 0


;---------------------[堏摦]
[state a]
type = posadd
trigger1 = animelem = 4
trigger2 = animelem = 6
x = 16

;---------------------[峌寕]
[State 800, 1]
type = HitDef
Trigger1 = animelem = 4
attr = S, ST
priority = 1, Miss
hitflag = MAFD
guardflag = MAFD
sparkno = s7002
sparkxy = -20,-26
hitsound   = s310,var(6)
guard.sparkno = s7012
guardsound = s122,0
ground.type = low
ground.slidetime = 15
ground.hittime  = 15
;ground.velocity = -10,0
air.velocity = -1,-5.5
fall = 0
fall.recover = 0
p1stateno = 1601
p2stateno = 1605

;---------------------[僗僥乕僩堏峴]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 嬚寧丒僸僢僩
[Statedef 1601]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 20
velset = 0,0
anim = 1601
sprpriority = 1
ctrl = 0

;---------------------[岠壥壒]
[state a];恀偭愒偵擱偊傠
type = playsnd
trigger1 = animelem = 3
value = 1600,1

[state a];敋敪
type = playsnd
trigger1 = animelem = 4
value = 2200,5

;---------------------[僄僼僃僋僩]
[State 1020, 4]
type = EnvShake
trigger1 = animelem = 4
time = 20
ampl = -8
freq = 95
phase = 95

[State 1000, 5];敋墛僄僼僃僋僩
type = Explod
trigger1 = animelem = 4
anim = 1610
sprpriority = 10
postype = p1
pos = 61,-78
bindtime = 1
supermove = 1
under = 0

[state a];僗儘乕張棟
type = null;varset
trigger1 = animelem = 4
v = 4
value = 20

;---------------------[堏摦]
[state a]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 16

[State 210, Width];夋柺抂偺墴偟栠偟敾掕
type = Width
trigger1 = animelem = 1
edge = 70,0

;---------------------[憡庤惂屼]
[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 56,-34

[State 801, 2]
type = TargetBind
trigger1 = animelem = 2
pos = 45,-88

[State 801, 2]
type = TargetBind
trigger1 = animelem = 3
pos = 39,-122

[state a]
type = targetstate
trigger1 = animelem = 4
value = 1606



[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = animelem = 4
value = -80


;---------------------[僗僥乕僩堏峴]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;(ENEMY)捦傑傟
[Statedef 1605]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1605

[State 1];僇儊儔屌掕
type = screenbound
trigger1 = 1
value = 1
movecamera = 1


;---------------------------------------------------------------------------
;(ENEMY)擱傗偝傟
[Statedef 1606]
type    = A
movetype= H
physics = N
velset = -2,-8

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1606

[State 1];僇儊儔屌掕
type = screenbound
trigger1 = 1
value = 1
movecamera = 1


[State a];墛忋
type = palfx
trigger1 = time = 0
time = 46
mul = 240,200,100
sinadd = 63,65,68,18
add = 230,180,124
color = 1
ignorehitpause = 1


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

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 昐廍幃丒珉幵
[Statedef 1800]
type    = S
movetype= A
physics = N
juggle  = 7
poweradd= 30
velset = 0,0
anim = 1800
sprpriority = 1
ctrl = 0

;---------------------[僐儅儞僪敾掕]
[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "a"
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "b"
v = 5
value = 1

;---------------------[傾僯儊乕僔儑儞曄峏]
[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 1801

[State 700, 2];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = animelem = 6,<=0
value = SCA


;---------------------[岠壥壒]
[state a];偣傗
type = playsnd
trigger1 = animelem = 1
value = 1800,0

[state a];傎傜
type = playsnd
trigger1 = animelem = 8
value = 1800,1

[state a];棊偪傗偑傟
type = playsnd
trigger1 = animelem = 12
value = 1800,2

[state a];廟傝
type = playsnd
trigger1 = animelem = 7
value = 1500,1

;---------------------[堏摦丄僗僥乕僩偺忬懺曄峏]
[state a]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 5
trigger5 = animelem = 6
trigger6 = animelem = 7
trigger7 = animelem = 8
x = 4+var(5)*4

[state a]
type = posadd
trigger1 = animelem = 10
x = 32

[state a]
type = statetypeset
trigger1 = animelem = 8
value = A

[state a]
type = velset
trigger1 = animelem = 8
trigger1 = var(5) = 0
x = 2
y = -8

[state a]
type = velset
trigger1 = animelem = 8
trigger1 = var(5) = 1
x = 3
y = -9

[state a]
type = veladd
trigger1 = animelem = 8 >= 0
y = 0.45


;---------------------[峌寕]
[State 2];
type = HitDef
trigger1 = animelem = 4
attr = S, SA
animtype  = hard
damage    = 19,5
getpower = 20,20
;hitflag = MA
guardflag = MA
pausetime = 7,7
sparkno = s7003
sparkxy = -15,-67
hitsound   = s310,0
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6
air.velocity = -4.5,-3
fall = 0
fall.recover = 0

[State 2];
type = HitDef
trigger1 = animelem = 8
trigger1 = var(5) = 0
attr = A, SA
animtype  = hard
damage    = 19,5
getpower = 20,20
;hitflag = MA
guardflag = MA
pausetime = 11,11
sparkno = s7003
sparkxy = -15,-67
hitsound   = s310,0
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-7
air.velocity = -3.5,-7
fall = 1
fall.recover = 0

[State 2];
type = HitDef
trigger1 = animelem = 8
trigger1 = var(5) = 1
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 = 17
ground.hittime  = 17
ground.velocity = -4,-8
air.velocity = -4.5,-8
fall = 1
fall.recover = 0

[State 2];
type = HitDef
trigger1 = animelem = 17
attr = A, SA
animtype  = up
damage    = 115,10
getpower = 40,40
;hitflag = MA
guardflag = HA
pausetime = 11,12
sparkno = s7003
sparkxy = -15,-67
hitsound   = s290,2
guard.sparkno = s7012
guardsound = s122,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
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


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


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; (HELPER)墛
[Statedef 182]
type    = S
movetype= A
sprpriority = 4
physics = N
velset = 0,0
anim = 9999
ctrl = 0

[State 1000, 5];墛
type = Explod
trigger1 = time = 0
anim = 182
ID = 182
sprpriority = 4
postype = p1
pos = 0 , 0
bindtime = -1
removetime = -1
supermove = 1
under = 0

;---------------------[曄悢巜掕]
[state a];搊応
type = varset
trigger1 = root,stateno = 190
v = 11
value = 0

[state a];擱偊偨傠丠
type = varset
trigger1 = root,stateno = 181
v = 11
value = 1

[state a];戝幹撱1
type = varset
trigger1 = root,stateno = 2000
trigger2 = root,stateno = 2050
v = 11
value = 2

[state a];戝幹撱2
type = varset
trigger1 = root,stateno = 2002
trigger2 = root,stateno = 2051
v = 11
value = 3

[state a];戝幹撱3
type = varset
trigger1 = root,stateno = 2001
trigger2 = root,stateno = 2004
trigger3 = root,stateno = 2052
v = 11
value = 4


;---------------------[1;搊応]
[state a]
type = bindtoroot
trigger1 = time = 0
trigger1 = var(11) = 0
time = -1
facing = 1
pos = 40,-96

[state a]
type = bindtoroot
trigger1 = root,animelem = 4
trigger1 = var(11) = 0
time = -1
facing = 1
pos = 24,-116

[state a]
type = bindtoroot
trigger1 = root,animelem = 5
trigger1 = var(11) = 0
time = -1
facing = 1
pos = 20,-120

[state a]
type = removeexplod
trigger1 = root,animelem = 6
trigger1 = var(11) = 0
ID = 182

[state a];傾僯儊乕僔儑儞丒徚柵
type = changeanim
trigger1 = root,animelem = 6
trigger1 = var(11) = 0
value = 183

[state a]
type = bindtoroot
trigger1 = root,animelem = 6
trigger1 = var(11) = 0
time = -1
facing = 1
pos = 4,-60

;---------------------[2;擱偊偨傠丠]
[state a]
type = bindtoroot
trigger1 = time = 0
trigger1 = var(11) = 1
time = -1
facing = 1
pos = 21,-96

[state a]
type = bindtoroot
trigger1 = root,animelem = 3
trigger1 = var(11) = 1
time = -1
facing = 1
pos = 11,-98

[state a]
type = bindtoroot
trigger1 = root,animelem = 4
trigger1 = var(11) = 1
time = -1
facing = 1
pos = 7,-98



[state a]
type = removeexplod
trigger1 = root,animelem = 5
trigger1 = var(11) = 1
ID = 182

[state a];傾僯儊乕僔儑儞丒徚柵
type = changeanim
trigger1 = root,animelem = 5
trigger1 = var(11) = 1
value = 183

[state a]
type = bindtoroot
trigger1 = root,animelem = 5
trigger1 = var(11) = 1
time = -1
facing = 1
pos = 3,-99

;---------------------[3;戝幹撱]
[state a]
type = null;bindtoroot
trigger1 = time = 0
trigger1 = var(11) = 2
time = -1
facing = 1
pos = 40,-96

[state a]
type = bindtoroot
trigger1 = time = 0
trigger1 = var(11) = 2
time = -1
facing = 1
pos = 24,-112


[state a]
type = bindtoroot
trigger1 = root,animelem = 1
trigger1 = var(11) = 4
time = -1
facing = 1
pos = 6,-60

[state a]
type = bindtoroot
trigger1 = root,animelem = 2
trigger1 = var(11) = 4
time = -1
facing = 1
pos = 9,-63

[state a]
type = bindtoroot
trigger1 = root,animelem = 3
trigger1 = var(11) = 4
time = -1
facing = 1
pos = -28,-106

[state a]
type = bindtoroot
trigger1 = root,animelem = 4
trigger1 = var(11) = 4
time = -1
facing = 1
pos = -25,-110

[state a]
type = bindtoroot
trigger1 = root,animelem = 5
trigger1 = var(11) = 4
time = -1
facing = 1
pos = -24,-98

[state a]
type = bindtoroot
trigger1 = root,animelem = 6
trigger1 = var(11) = 4
time = -1
facing = 1
pos = 38,-58

[state a]
type = bindtoroot
trigger1 = root,animelem = 7
trigger1 = var(11) = 4
time = -1
facing = 1
pos = -30,-106

[state a]
type = bindtoroot
trigger1 = root,animelem = 8
trigger1 = var(11) = 4
time = -1
facing = 1
pos = -26,-110


[state a]
type = removeexplod
trigger1 = root,animelemtime(10) = 9
trigger1 = var(11) = 4
trigger1 = root,stateno != 2052
ID = 182

[state a]
type = removeexplod
trigger1 = root,animelemtime(9) = 22
trigger1 = var(11) = 4
trigger1 = root,stateno = 2052
ID = 182

[state a];傾僯儊乕僔儑儞丒徚柵
type = changeanim
trigger1 = root,animelemtime(10) = 9
trigger1 = var(11) = 4
value = 183

[state a];傾僯儊乕僔儑儞丒徚柵
type = changeanim
trigger1 = root,animelemtime(9) = 22
trigger1 = var(11) = 4
trigger1 = root,stateno = 2052
value = 183



;---------------------[徚柵]
[state a]
type = removeexplod
trigger1 = root,stateno = 2005
trigger2 = root,movetype = H
ID = 182

[state a];傾僯儊乕僔儑儞丒徚柵
type = changeanim
trigger1 = root,stateno = 2005
trigger1 = root,animelemtime(1) = 0
value = 183

[State 2]
type = destroyself
trigger1 = animtime = 0
trigger1 = anim = 183
trigger2 = root,movetype = H



;---------------------------------------------------------------------------
; Var偺儔僂儞僪帩偪墇偟
[Statedef 5900]
type = S

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
farst = 2
last = 59
value = 0

[State 5900, 2] ;Clear all float variables
type = null;VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;-------------------------------------------------------------------------
;---------------------WAVE SMASH
[Statedef 1900]
type = S
movetype = A
physics = S
anim = 1900
poweradd = 100
velset = 0
ctrl = 0

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1901

[Statedef 1901]
type = S
movetype = A
physics = S
anim = 1901
velset = 0
ctrl = 0

[State -3, Jumping Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 40,2;起步

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 190,0;喊1

[State 1901, pos]
type = PosAdd
trigger1 = 1
x = 8.5

[State 1901, state]
type = ChangeState
Trigger1 = P2BodyDist X <= 70
value = 1910

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1902

[Statedef 1902]
type = S
movetype = A
physics = S
anim = 1902
velset = 0
ctrl = 0

[State 1901, pos]
type = PosAdd
trigger1 = time = [1,2]
x = 4

[State 1901, pos]
type = PosAdd
trigger1 = time = 3
x = 3

[State 1901, pos]
type = PosAdd
trigger1 = time = [4,7]
x = 2

[State 1901, pos]
type = PosAdd
trigger1 = time = 8
trigger2 = time = [10,11]
x = 1

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1910]
type = S
movetype = A
physics = S
anim = 1910
velset = 0
juggle = 10
ctrl = 0

[state 1910, vels]
type = PosAdd
trigger1 = time = [1,3]
x = 7

[state 1910, vels]
type = PosAdd
trigger1 = time = [4,5]
x = 6

[state 1910, vels]
type = PosAdd
trigger1 = time = [6,7]
x = 5

[state 1910, vels]
type = PosAdd
trigger1 = time = 8
x = 3

[state 1910, vels]
type = PosAdd
trigger1 = time = 9
x = 1

[State 3005, width]
type = width
trigger1 = 1
edge = 50

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = p2stateno != 1306
attr = S, SA
damage = 40,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = 3
guard.sparkno = 40
sparkxy = -10,-50
hitsound = S310,2
guardsound = 6,0
pausetime = 2,9
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = -8
air.velocity = -4,-4
air.fall = 1

[State 200, 3]
type = ChangeState
trigger1 = Movecontact
trigger1 = Animelem = 4
value = 1920

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1920]
type = S
movetype = A
physics = S
anim = 1920
velset = 0
ctrl = 0

[state 1910, vels]
type = PosAdd
trigger1 = AnimElem = 3
x = 8

[state 1910, vels]
type = PosAdd
trigger1 = AnimElem = 4
x = 12

[state 1910, vels]
type = PosAdd
trigger1 = AnimElem = 7
x = 18

[state 1910, vels]
type = PosAdd
trigger1 = AnimElem = 8
x = 8

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = 0
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = 3
guard.sparkno = 40
sparkxy = -40,-80
hitsound = S800,0
guardsound = 6,0
pausetime = 0,0
guard.pausetime = 1,5
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = -12.5
air.velocity = -4,-4
air.fall = 1
air.juggle = 10
p1stateno = 1925
p2stateno = 1926

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1925]
type = S
movetype = A
physics = S
anim = 1925
velset = 0
ctrl = 0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 192,1;喊2

[State 1925, bind]
type = TargetBind
trigger1 = animelem = 1
pos = 77,-82

[State 1925, bind]
type = TargetBind
trigger1 = animelem = 2
pos = 74,-113

[State 197, quake]
type = EnvShake
trigger1 = Time = 6 || Time = 32
time = 22
ampl = 4
freq = 70

[State 200, 1]
type = PlaySnd
trigger1 = Time = 6 || Time = 32
value = 2200,5

[State 1100, 1]
type = Explod
trigger1 = Time = 6
anim = 1610
ID = 1610
postype = p1
pos = 70,-90
bindtime = 1
sprpriority = 3
supermovetime = 30
ownpal = 1

[State 1100, 1]
type = Explod
trigger1 = Time = 11
anim = 1610
ID = 1610
postype = p1
pos = 70,-60
bindtime = 1
sprpriority = 3
supermovetime = 30
ownpal = 1

[State 1100, 1]
type = Explod
trigger1 = Time = 16
anim = 1610
ID = 1610
postype = p1
pos = 85,-93
bindtime = 1
sprpriority = 3
supermovetime = 30
ownpal = 1

[State 1100, 1]
type = Explod
trigger1 = Time = 21
anim = 1610
ID = 1610
postype = p1
pos = 85,-91
bindtime = 1
sprpriority = 3
supermovetime = 30
ownpal = 1

[State 1100, 1]
type = Explod
trigger1 = Time = 26
anim = 1610
ID = 1610
postype = p1
pos = 100,-96
bindtime = 1
sprpriority = 3
supermovetime = 30
ownpal = 1

[State 1100, 1]
type = Explod
trigger1 = Time = 31
anim = 1610
ID = 1610
postype = p1
pos = 100,-91
bindtime = 1
sprpriority = 3
supermovetime = 30
ownpal = 1

[State 1100, 1]
type = Explod
trigger1 = Time = 36
anim = 1610
ID = 1610
postype = p1
pos = 115,-99
bindtime = 1
sprpriority = 3
supermovetime = 30
ownpal = 1

[State 1100, 1]
type = Explod
trigger1 = Time = 41
anim = 1610
ID = 1610
postype = p1
pos = 115,-91
bindtime = 1
sprpriority = 3
supermovetime = 30
ownpal = 1

[state 1910, vels]
type = PosAdd
trigger1 = AnimElem = 7
x = 4

[state 1910, vels]
type = PosAdd
trigger1 = AnimElem = 8
x = 5

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1926]
type = A
movetype = H
physics = N
velset = 0
ctrl = 0
facep2 = 1

[State 1926, screen]
Type = ScreenBound
trigger1 = 1
value = 0

[State 1926, anim]
Type = Changeanim2
Trigger1 = Time = 0
value = 1926

[State 1926, pos]
type = PosAdd
trigger1 = time = 32
y = 80

[State 200, 3]
type = ChangeState
trigger1 = time = 32
value = 1927

[Statedef 1927]
type = A
movetype = H
physics = N
velset = -2,-11

[State 1927, life]
type = LifeAdd
trigger1 = time = 0
value = -150

[State 1927, pal]
type = PalFx
trigger1 = time = 0
time = 60
add = 100,-30,-120
sinadd = 40,30,0,10
color = 0
invertall = 1

[State 865, 2]
type = VelAdd
trigger1 = 1
y = .5

[State 865, 3]
type = ChangeAnim
trigger1 = Time = 0
value = 5030

[State 865, 4]
type = ChangeAnim
trigger1 = Time = 10
value = 5050

[State 865, 5]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100
;---------------------WAVE SMASH b
[Statedef 1905]
type = S
movetype = A
physics = S
anim = 1900
poweradd = 100
velset = 0
ctrl = 0

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1903

[Statedef 1903]
type = S
movetype = A
physics = S
anim = 1903
velset = 0
ctrl = 0

[State -3, Jumping Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 40,2

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 190,0;喊1

[State 1901, pos]
type = PosAdd
trigger1 = 1
x = 8.5

[State 1901, state]
type = ChangeState
Trigger1 = P2BodyDist X <= 70
value = 1915

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1902

[Statedef 1915]
type = S
movetype = A
physics = S
anim = 1910
velset = 0
juggle = 10
ctrl = 0

[State 3005, width]
type = width
trigger1 = 1
edge = 50

[state 1910, vels]
type = PosAdd
trigger1 = time = [1,3]
x = 7

[state 1910, vels]
type = PosAdd
trigger1 = time = [4,5]
x = 6

[state 1910, vels]
type = PosAdd
trigger1 = time = [6,7]
x = 5

[state 1910, vels]
type = PosAdd
trigger1 = time = 8
x = 3

[state 1910, vels]
type = PosAdd
trigger1 = time = 9
x = 1

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = p2stateno != 1306
attr = S, SA
damage = 80,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = 3
guard.sparkno = 40
sparkxy = -10,-50
hitsound = S310
guardsound = 6,0
pausetime = 2,9
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = -8
air.velocity = -4,-4
air.fall = 1
air.juggle = 10

[State 200, 3]
type = ChangeState
trigger1 = Movecontact
trigger1 = Animelem = 4
value = 1921

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1921]
type = S
movetype = A
physics = S
anim = 1921
velset = 0
ctrl = 0

[state 1910, vels]
type = PosAdd
trigger1 = AnimElem = 3
x = 8

[state 1910, vels]
type = PosAdd
trigger1 = AnimElem = 4
x = 12

[state 1910, vels]
type = PosAdd
trigger1 = AnimElem = 7
x = 18

[state 1910, vels]
type = PosAdd
trigger1 = AnimElem = 8
x = 8

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = 0
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = 3
guard.sparkno = 40
sparkxy = -40,-80
hitsound = S800,0
guardsound = 6,0
pausetime = 0,0
guard.pausetime = 1,5
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = -12.5
air.velocity = -4,-4
air.fall = 1
air.juggle = 10
p1stateno = 1925
p2stateno = 1926

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

; 棤昐敧幃丒戝幹撱
[Statedef 2000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -1000
anim = 2000
ctrl = 0

;---------------------[僐儅儞僪敾掕]
[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "x"
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "y"
v = 5
value = 1


;---------------------[挻昁嶦媄墘弌]
[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = time = 1
time = 28
movetime = 28
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 1
anim = 6000
sprpriority = -1
postype = p1
pos = 24,-112
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 11
anim = 6001
sprpriority = 3
postype = p1
pos = 24,-112
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 = 25;29
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,0

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

;---------------------[岠壥壒]
[State 2000, 6];嬺傜偄
type = PlaySnd
trigger1 = Time = 0
value = 2000,0

;---------------------[僿儖僷乕]
[state a];墛
type = Helper
trigger1 = animelem = 2
id = 3000
name = "honoo"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 182
helpertype = normal
keyctrl = 0 
ownpal = 1

;---------------------[廔椆]
[state a];偨傔堏峴
type = changestate
triggerall = animtime = 0
trigger1 = var(5) = 0 && command = "偍偟偭傁側偟x"
trigger2 = var(5) = 1 && command = "偍偟偭傁側偟y"
value = 2002


[state a]
type = changestate
trigger1 = animtime = 0
value = 2001

;---------------------------------------------------------------------------
; 棤昐敧幃丒戝幹撱丒偨傔
[Statedef 2002]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= 0
anim = 2002
ctrl = 0


[state a]
type =changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2003


;---------------------[廔椆]
[state a]
type = changestate
trigger1 = var(5) = 0 && command = "y"
trigger2 = var(5) = 1 && command = "x"
value = 2005

[state a]
type = changestate
trigger1 = var(5) = 0 && command != "偍偟偭傁側偟x"
trigger2 = var(5) = 1 && command != "偍偟偭傁側偟y"
trigger3 = time >= 90
value = 2004

;---------------------------------------------------------------------------
; 棤昐敧幃丒戝幹撱丒峌寕侾
[Statedef 2001]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= 0
anim = 2001
ctrl = 0

;---------------------[柍揋]
[State 1];
type = NotHitBy 
trigger1 = animelem = 3,<=0
value = SCA

;---------------------[堏摦]
[state a]
type = posadd
trigger1 = animelem = 3
x = -11

[state a]
type = velset
trigger1 = animelem = 5
x = 12

[state a]
type = veladd
trigger1 = vel x > 0
trigger1 = animelem = 5,>=0
x = -0.8

[state a]
type = velset
trigger1 = vel x <= 0
x = 0

;---------------------[岠壥壒]
[State 2000, 6];傗偑傟
type = PlaySnd
trigger1 = animelem = 5
value = 2000,1

[State 2000, 6];墛
type = PlaySnd
trigger1 = animelem = 8
value = 2000,3

;---------------------[僄僼僃僋僩]
[State 1000, 5];墛僄僼僃僋僩侾
type = Explod
trigger1 = animelem = 5
anim = 2010
ID = 3000
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ignorehitpause = 0


[State 1000, 5];墛僄僼僃僋僩俀
type = Explod
trigger1 = animelem = 7
anim = 2015
ID = 3000
sprpriority = 4
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ignorehitpause = 0


;---------------------[僿儖僷乕]
[state a]
type = Helper
trigger1 = animelem = 7
id = 3000
name = "honoo"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 2006
helpertype = normal
keyctrl = 0 
ownpal = 1


;---------------------[廔椆]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 棤昐敧幃丒戝幹撱丒峌寕俀
[Statedef 2004]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= 0
anim = 2004
ctrl = 0

;---------------------[柍揋]
[State 1];
type = NotHitBy 
trigger1 = animelem = 3,<=0
value = SCA

;---------------------[堏摦]
[state a]
type = posadd
trigger1 = animelem = 3
x = -11

[state a]
type = velset
trigger1 = animelem = 5
x = 13

[state a]
type = veladd
trigger1 = vel x > 0
trigger1 = animelem = 5,>=0
x = -0.8

[state a]
type = velset
trigger1 = vel x <= 0
x = 0

;---------------------[岠壥壒]
[State 2000, 6];傗偑傟
type = PlaySnd
trigger1 = animelem = 5
value = 2000,1

[State 2000, 6];墛
type = PlaySnd
trigger1 = animelem = 7
value = 2000,3

;---------------------[僄僼僃僋僩]
[State 1000, 5];墛僄僼僃僋僩侾
type = Explod
trigger1 = animelem = 5
anim = 2011
ID = 3000
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ignorehitpause = 0


[State 1000, 5];墛僄僼僃僋僩俀
type = Explod
trigger1 = animelem = 7
anim = 2015
ID = 3000
sprpriority = 4
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ignorehitpause = 0


;---------------------[僿儖僷乕]
[state a]
type = Helper
trigger1 = animelem = 7
id = 3000
name = "honoo"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 2007
helpertype = normal
keyctrl = 0 
ownpal = 1


;---------------------[廔椆]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
; 棤昐敧幃丒戝幹撱丒僉儍儞僙儖
[Statedef 2005]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= 1000
anim = 2005
ctrl = 0


;---------------------[岠壥壒]
[State 2000, 6];傃傃傫側傛
type = PlaySnd
trigger1 = animelem = 2
value = 2000,2


;---------------------[廔椆]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; (HELPER)戝幹撱墛1
[Statedef 2006]
type    = S
movetype= A
sprpriority = 4
physics = N
velset = 0,0
anim = 2006
ctrl = 0

[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = 1
value = SCA

[state a]
type = bindtoroot
trigger1 = time = 0
time = -1
facing = 1
pos = 0,0


[State 2];峌寕偺巜掕
type = HitDef
;trigger1 =animelem=1
trigger1 = time = 0
attr = S, HA
animtype  = up
damage    = 288,30
getpower = 0,0
guardflag = MA
pausetime = 4,4
sparkno = s7105
sparkxy = 15,-37
hitsound   = s2001,0
guard.sparkno = s7012
guardsound = s122,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -9,-1.5
air.velocity = -9,-1.5
yaccel = 0.2
fall = 1
fall.recover = 0
palfx.time =58
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124

[state a]
type = parentvarset
trigger1 = movehit = 1
v = 4
value = 14


[State 2]
type = destroyself
trigger1 = animtime = 0


;---------------------------------------------------------------------------
; (HELPER)戝幹撱墛2
[Statedef 2007]
type    = S
movetype= A
sprpriority = 4
physics = N
velset = 0,0
anim = 2007
ctrl = 0

[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = 1
value = SCA

[state a]
type = bindtoroot
trigger1 = time = 0
time = -1
facing = 1
pos = 0,0


[State 2];峌寕偺巜掕
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype  = up
damage    = 308,40
getpower = 0,0
guardflag = MA
pausetime = 4,4
sparkno = s7105
sparkxy = 15,-37
hitsound   = s2001,0
guard.sparkno = s7012
guardsound = s122,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -9,-1.5
air.velocity = -9,-1.5
yaccel = 0.2
fall = 1
fall.recover = 0
palfx.time =58
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124

[state a]
type = parentvarset
trigger1 = movehit = 1
v = 4
value = 14


[State 2]
type = destroyself
trigger1 = animtime = 0


;---------------------------------------------------------------------------
; MAX棤昐敧幃丒戝幹撱
[Statedef 2050]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -2000
anim = 2050
ctrl = 0

;---------------------[挻昁嶦媄墘弌]
[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = time = 1
time = 28
movetime = 28
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 1
anim = 6010
sprpriority = -1
postype = p1
pos = 24,-112
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 11
anim = 6011
sprpriority = 3
postype = p1
pos = 24,-112
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 = 25;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];墜偵
type = PlaySnd
trigger1 = Time = 0
value = 2050,0

;---------------------[僿儖僷乕]
[state a];墛
type = Helper
trigger1 = animelem = 2
id = 3000
name = "honoo"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 182
helpertype = normal
keyctrl = 0 
ownpal = 1

;---------------------[廔椆]
[state a];偨傔堏峴
type = null;changestate
triggerall = animtime = 0
trigger1 = command = "偍偟偭傁側偟x" || command = "偍偟偭傁側偟y"
value = 2051


[state a]
type = changestate
trigger1 = animtime = 0
value = 2051


;---------------------------------------------------------------------------
; MAX棤昐敧幃丒戝幹撱丒偨傔
[Statedef 2051]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= 0
anim = 2051
ctrl = 0

;---------------------[峌寕]
[State 2];峌寕偺巜掕1
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype  = up
damage    = 20,5
getpower = 0,0
guardflag = MA
pausetime = 11,11
sparkno = s7002
sparkxy = -15,-80
hitsound   = s290,1
guard.sparkno = s7012
guardsound = s122,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.5,-9.5
air.velocity = -1.5,-9.5
yaccel = 0.5
fall = 1
fall.recover = 0
palfx.time =80
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124


;---------------------[廔椆]
[state a]
type = changestate
trigger1 = time != 0
trigger1 = command != "偍偟偭傁側偟x" && command != "偍偟偭傁側偟y"
trigger2 = time >= 90
value = 2052

;---------------------------------------------------------------------------
; MAX棤昐敧幃丒戝幹撱丒峌寕
[Statedef 2052]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= 0
anim = 2052
ctrl = 0

;---------------------[柍揋]
[State 1];
type = NotHitBy 
trigger1 = animelem = 3,<=0
value = SCA

;---------------------[堏摦]
[state a]
type = posadd
trigger1 = animelem = 3
x = -11

[state a]
type = velset
trigger1 = animelem = 5
x = 14

[state a]
type = veladd
trigger1 = vel x > 0
trigger1 = animelem = 5,>=0
x = -0.8

[state a]
type = velset
trigger1 = vel x <= 0
x = 0

;---------------------[岠壥壒]
[State 2000, 6];娨傝傗偑傟
type = PlaySnd
trigger1 = animelem = 5
value = 2050,1

[State 2000, 6];墛
type = PlaySnd
trigger1 = animelem = 8
value = 2000,3

;---------------------[僄僼僃僋僩]
[State 1000, 5];墛僄僼僃僋僩侾
type = Explod
trigger1 = animelem = 5
anim = 2010
ID = 3000
sprpriority = 3
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ignorehitpause = 0


[State 1000, 5];墛僄僼僃僋僩俀
type = Explod
trigger1 = animelem = 7
anim = 2015
ID = 3000
sprpriority = 6
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ignorehitpause = 0

[State 1000, 5];墛僄僼僃僋僩俀
type = Explod
trigger1 = animelemtime(9) = 6
anim = 2015
ID = 3000
sprpriority = 5
postype = p1
velset = 0,0
pos = 18,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ignorehitpause = 0

[State 1000, 5];墛僄僼僃僋僩俀
type = Explod
trigger1 = animelemtime(9) = 17
anim = 2015
ID = 3000
sprpriority = 4
postype = p1
velset = 0,0
pos = 34,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ignorehitpause = 0


;---------------------[僿儖僷乕]
[state a]
type = Helper
trigger1 = animelem = 7
id = 3000
name = "honoo"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 2060
helpertype = normal
keyctrl = 0 
ownpal = 1


;---------------------[廔椆]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; (HELPER)MAX戝幹撱墛
[Statedef 2060]
type    = S
movetype= A
sprpriority = 4
physics = N
velset = 0,0
anim = 2060
ctrl = 0

[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = 1
value = SCA

[state a]
type = bindtoroot
trigger1 = time = 10
time = -1
facing = 1
pos = 0,0

[State 2];峌寕偺巜掕
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype  = up
damage    = 388,40
getpower = 0,0
guardflag = MA
pausetime = 4,4
sparkno = s7105
sparkxy = 15,-37
hitsound   = s2001,0
guard.sparkno = s7012
guardsound = s122,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -10.5,-1.8
air.velocity = -10.5,-1.8
yaccel = 0.2
fall = 1
fall.recover = 0
palfx.time =58
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124

[state a]
type = parentvarset
trigger1 = movehit = 1
v = 4
value = 14


[State 2]
type = destroyself
trigger1 = animtime = 0



;---------------------------------------------------------------------------
; 昐敧幪擉幃
[Statedef 2100]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -1000
anim = 2100
ctrl = 0

;---------------------[僐儅儞僪敾掕]
[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "x"
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "y"
v = 5
value = 1

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2101


;---------------------[挻昁嶦媄墘弌]
[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = animelemtime(8) = 0
time = 28
movetime = 28
anim = -1

[State 1000, 5]
type = Explod
trigger1 = animelemtime(8) = 0
anim = 6000
sprpriority = -1
postype = p1
pos = -29,-68
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelemtime(8) = 10
anim = 6001
sprpriority = 3
postype = p1
pos = -29,-68
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = animelemtime(8) = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = animelemtime(8) = 3
persistent = 0
ignorehitpause = 1
time = 25;29
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = animelemtime(8) = 0
value = 3000,0

[State 2000, 6]
type = PlaySnd
trigger1 = animelemtime(8) = 20
value = 3000,2

;---------------------[曄悢巜掕]
[state a];棴傔夝彍
type = varset
trigger1 = time = 0
v = 8
value = 0

;---------------------[岠壥壒]
[State 2000, 6];偙傟偱or堦敪
type = PlaySnd
trigger1 = Time = 0
value = 2100,var(5)

;---------------------[廔椆]
[state a];偨傔堏峴
type = changestate
triggerall = animtime = 0
trigger1 = var(5) = 0 && command = "偍偟偭傁側偟x"
trigger2 = var(5) = 1 && command = "偍偟偭傁側偟y"
value = 2102


[state a]
type = changestate
trigger1 = animtime = 0
value = 2105

;---------------------------------------------------------------------------
; 昐敧幪擉幃(棴傔)
[Statedef 2102]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 8
anim = 2102
ctrl = 0

;---------------------[岠壥壒]
[State 2000, 6];棴傔壒
type = PlaySnd
trigger1 = time = 0
value = 2100,6
channel = 0

;---------------------[曄悢巜掕]
[state a];棴傔1抜奒
type = varset
trigger1 = time = 0
v = 8
value = 0

[state a];棴傔2抜奒
type = varset
trigger1 = animelem = 12
v = 8
value = 1

[state a];棴傔3抜奒
type = varset
trigger1 = animelem = 23
v = 8
value = 2

;---------------------[僄僼僃僋僩]
[State 1000, 5];懌尦僄僼僃僋僩
type = Explod
trigger1 = time = 0
anim = 2110
id = 3000
sprpriority = 5
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
under = 0
removetime = -1


;---------------------[堏峴]
[state a]
type = changestate
trigger1 = var(5) = 0 && command != "偍偟偭傁側偟x"
trigger2 = var(5) = 1 && command != "偍偟偭傁側偟y"
trigger3 = animtime = 0
value = 2105

;---------------------------------------------------------------------------
; 昐敧幪擉幃(僼傿僯僢僔儏)
[Statedef 2105]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 8
anim = 2105
ctrl = 0


;---------------------[僄僼僃僋僩]
[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

[State 1000, 5];懌尦僄僼僃僋僩2
type = Explod
trigger1 = time = 0
anim = 2111
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 10
anim = 1102
sprpriority = 5
postype = p1
pos = 97,-73
bindtime = 1
supermove = 1
under = 0
ignorehitpause = 1
persistent = 0

;---------------------[柍揋]
[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = time <=4
value = SCA

;---------------------[岠壥壒]
[state a]
type = stopsnd
trigger1 = animelem = 6
channel = 0

[State 2000, 6];寛傔傞偤1
type = PlaySnd
trigger1 = animelem = 7
value = 2100,var(5)+3
ignorehitpause = 1
persistent = 0

[State 2000, 6];墸傝壒
type = PlaySnd
trigger1 = animelem = 3
value = 2100,7
;---------------------------------

;---------------------[堏摦]
[state a]
type = posadd
trigger1 = animelem = 8
trigger2 = animelem = 9
trigger3 = animelem = 10
trigger4 = animelem = 11
trigger5 = animelem = 12
trigger6 = animelem = 13
trigger7 = animelem = 17
trigger8 = animelem = 18
x = 8

;---------------------[峌寕]
[State 2];峌寕偺巜掕1
type = HitDef
trigger1 = animelem = 6
;trigger1 = time = 0
;trigger1 = var(8) = 0
attr = S, HA
animtype  = up
damage    = 269,30
getpower = 0,0
guardflag = MA
pausetime = 44,45
sparkno = s7002
sparkxy = -15,-80
hitsound   = s2200,5
guard.sparkno = s7012
guardsound = s122,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3.5,-4.5
air.velocity = -3.5,-4.5
fall = 1
fall.recover = 0
palfx.time =80
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124
envshake.time = 20
envshake.ampl = -8
envshake.freq = 92
envshake.phase = 92

[State 2];峌寕偺巜掕2
type = HitDef
trigger1 = animelem = 7
;trigger1 = time = 0
;trigger1 = var(8) = 1
attr = S, HA
animtype  = up
damage    = 288,30
getpower = 0,0
guardflag = MA
pausetime = 44,45
sparkno = s7002
sparkxy = -15,-80
hitsound   = s2200,5
guard.sparkno = s7012
guardsound = s122,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6.5,-3.5
air.velocity = -6.5,-3.5
fall = 1
fall.recover = 0
palfx.time =80
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124
envshake.time = 20
envshake.ampl = -8
envshake.freq = 92
envshake.phase = 92

[State 2];峌寕偺巜掕2
type = HitDef
trigger1 = animelem = 8
;trigger1 = time = 0
;trigger1 = var(8) = 1
attr = S, HA
animtype  = up
damage    = 288,30
getpower = 0,0
guardflag = MA
pausetime = 44,45
sparkno = s7002
sparkxy = -15,-80
hitsound   = s2200,5
guard.sparkno = s7012
guardsound = s122,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6.5,-3.5
air.velocity = -6.5,-3.5
fall = 1
fall.recover = 0
palfx.time =80
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124
envshake.time = 20
envshake.ampl = -8
envshake.freq = 92
envshake.phase = 92

[State 2];峌寕偺巜掕2
type = HitDef
trigger1 = animelem = 9
;trigger1 = time = 0
;trigger1 = var(8) = 1
attr = S, HA
animtype  = up
damage    = 288,30
getpower = 0,0
guardflag = MA
pausetime = 44,45
sparkno = s7002
sparkxy = -15,-80
hitsound   = s2200,5
guard.sparkno = s7012
guardsound = s122,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6.5,-3.5
air.velocity = -6.5,-3.5
fall = 1
fall.recover = 0
palfx.time =80
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124
envshake.time = 20
envshake.ampl = -8
envshake.freq = 92
envshake.phase = 92

[State 2];峌寕偺巜掕2
type = HitDef
trigger1 = animelem = 10
;trigger1 = time = 0
;trigger1 = var(8) = 1
attr = S, HA
animtype  = up
damage    = 288,30
getpower = 0,0
guardflag = MA
pausetime = 44,45
sparkno = s7002
sparkxy = -15,-80
hitsound   = s2200,5
guard.sparkno = s7012
guardsound = s122,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6.5,-3.5
air.velocity = -6.5,-3.5
fall = 1
fall.recover = 0
palfx.time =80
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124
envshake.time = 20
envshake.ampl = -8
envshake.freq = 92
envshake.phase = 92

[State 2];峌寕偺巜掕2
type = HitDef
trigger1 = animelem = 11
;trigger1 = time = 0
;trigger1 = var(8) = 2
attr = S, HA
animtype  = diagup
damage    = 346,40
getpower = 0,0
;guardflag = MA
pausetime = 44,45
sparkno = s7002
sparkxy = -15,-80
hitsound   = s2200,5
guard.sparkno = s7012
guardsound = s122,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8.5,-7.5
air.velocity = -8.5,-7.5
fall = 1
fall.recover = 0
palfx.time =80
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124
envshake.time = 20
envshake.ampl = -8
envshake.freq = 92
envshake.phase = 92
fall.envshake.time = 10
fall.envshake.ampl = -4
fall.envshake.freq = 92
fall.envshake.phase = 92

;---------------------[堏峴]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1





;---------------------------------------------------------------------------
; 屴昐擉廍巐幃_恛
[Statedef 2200]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 12
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 = p2statetype != A
attr = S, HT
damage = 0,0
hitflag = M
priority = 6, Miss
sparkno = -1
sprpriority = 5
p2facing = 1
p1stateno = 2201
p2stateno = 2210
p2facing = 1 
kill = 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 2201]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 12
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 00];攚宨偺埫揮
type = BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 5
mul = 60,60,60;var(7),var(7),var(7)
under = 2

[State 1000, 5];捦傒僄僼僃僋僩
type = Explod
trigger1 = Time = 0
anim = 7081
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 = 1610
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 = 37,0

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


;---------------------[廔椆]

[state a]
type = changestate
trigger1 = animtime = 0
value = 2205

;---------------------------------------------------------------------------
; 屲昐擉廍巐幃丒恄恛(撆仺嵾仺峳仺峳仺撆仺嵾仺敱仺婼)
[Statedef 2205]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 2205
juggle = 12
sprpriority = 5
ctrl = 0

;---------------------[柍揋]
[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = 1
value = SCA

;---------------------[岠壥壒]
[state a];壌偐傜偼摝偘傜傟偹偊傫偩傛
type = playsnd
trigger1 = time = 0
value = 2200,2

[state a];嬁偗
type = playsnd
trigger1 = animelem = 66
value = 2200,3

[state a]
type = varset
trigger1 = movehit = 1
v = 4
value = 8

;---------------------[堏摦]
[state a];撆欩傒侾
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 5
trigger5 = animelem = 6
trigger6 = animelem = 7
trigger7 = animelem = 46
trigger8 = animelem = 47
trigger9 = animelem = 48
trigger10= animelem = 49
x = 8
[state a]
type = posadd
trigger1 = animelem = 8
trigger2 = animelem = 9
trigger3 = animelem = 50
trigger4 = animelem = 51
x = 16



[state a];嵾塺傒侾
type = posadd
trigger1 = animelem = 13
trigger2 = animelem = 14
trigger3 = animelem = 15
trigger4 = animelem = 16
trigger5 = animelem = 55
trigger6 = animelem = 56
trigger7 = animelem = 57
trigger8 = animelem = 58
x = 8


[state a];峳欩傒侾
type = posadd
trigger1 = animelem = 18
trigger2 = animelem = 19
trigger3 = animelem = 20
trigger4 = animelem = 21
x = 8

[state a];峳欩傒俀
type = posadd
trigger1 = animelem = 32
trigger2 = animelem = 33
trigger3 = animelem = 34
trigger4 = animelem = 35
x = 8


[state a]
type = posadd
trigger1 = animelem = 59
x = 16
[state a]
type = posadd
trigger1 = animelem = 60
x = -16

[state a];敱塺傒
type = posadd
trigger1 = animelem = 61
trigger2 = animelem = 62
trigger3 = animelem = 63
x = 8



[state a]
type = statetypeset
trigger1 = animelem = 63
value = A

[state a]
type = velset
trigger1 = animelem = 63
x = 6
y = -6

[state a];敱塺傒
type = posadd
trigger1 = animelem = 63
x = 4
y = -6

[state a]
type = veladd
trigger1 = animelem = 63,>=0
y = 0.4

[state a]
type = veladd
trigger1 = vel x >= 0
;trigger1 = animelem = 63,<=0
x = -0.4

[state a]
type = posadd
trigger1 = animelem = 66
x = 16

;---------------------[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 00];攚宨偺埫揮
type = BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 5
mul = 60,60,60;var(7),var(7),var(7)
under = 2

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = animelem = 10
trigger2 = animelem = 52
anim = 1102
sprpriority = 3
postype = p1
pos = 96 , -76
bindtime = 1
supermove = 1
under = 0

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = animelem = 16
trigger2 = animelem = 58
anim = 1112
sprpriority = 1
postype = p1
pos = 84 , -72
bindtime = 1
supermove = 1
under = 0

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = animelem = 26
trigger2 = animelem = 40
anim = 1102
sprpriority = 1
postype = p1
pos = 96 , -68
bindtime = 1
supermove = 1
under = 0


;---------------------[峌寕敾掕]
[State 2];撆欩傒
type = HitDef
trigger1 = animelem = 10
trigger2 = animelem = 52
attr = S, HA
animtype  = hard
damage    = 80,10
getpower = 0,0
guardflag = MA
pausetime = 5,6
sparkno = s7003
sparkxy = -25,-60
hitsound   = s1000,3
guard.sparkno = s7012
guardsound = s122,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5,0
air.velocity = -3,-3.5
fall = 0
fall.recover = 0
palfx.time =29
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124
kill = 0

[State 2];嵾塺傒
type = HitDef
trigger1 = animelem = 16
trigger2 = animelem = 58
attr = S, HA
animtype  = hard
damage    = 60,10
getpower = 0,0
guardflag = MA
pausetime = 5,6
sparkno = s7003
sparkxy = -25,-77
hitsound   = s1000,3
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3.5,0
air.velocity = -3,-3.5
fall = 0
fall.recover = 0
palfx.time =29
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124
kill = 0

[State 2];峳欩傒
type = HitDef
trigger1 = animelem = 26
trigger2 = animelem = 40
attr = S, HA
animtype  = hard
damage    = 60,10
getpower = 0,0
guardflag = MA
pausetime = 5,6
sparkno = s7003
sparkxy = -25,-67
hitsound   = s1000,3
guard.sparkno = s7012
guardsound = s122,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5,0
air.velocity = -3,-3.5
fall = 0
fall.recover = 0
palfx.time =29
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124
kill = 0


[State 2];敱塺傒
type = HitDef
trigger1 = animelem = 64
attr = A, HA
animtype  = hard
damage    = 60,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7003
sparkxy = -15,-77
hitsound   = s1000,3
guard.sparkno = s7012
guardsound = s122,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-7
air.velocity = -1,-7.5
fall = 1
fall.recover = 0
palfx.time =29
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124
kill = 0


[State 2];婼從偒
type = HitDef
trigger1 = animelem = 66
attr = A, HA
animtype  = diagup
damage    = 120,20
getpower = 0,0
guardflag = MA
pausetime = 28,29
sparkno = s7002
sparkxy = -15,-62
hitsound   = s1000,3
guard.sparkno = s7012
guardsound = s122,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -7,-7.5
air.velocity = -7,-7.5
fall = 1
fall.recover = 0
palfx.time =58
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124
envshake.time = 20
envshake.ampl = -5
envshake.freq = 92
envshake.phase = 92
fall.envshake.time = 11
fall.envshake.ampl = -5
fall.envshake.freq = 92
fall.envshake.phase = 92
air.fall = 1
air.hittime = 0



[state a]
type = changestate
trigger1 = vel y >0 && pos y >=0
value = 1005



;搳偘傜傟偰偄傞憡庤
[Statedef 2210]
type    = S
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2210

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



;---------------------------------------------------------------------------
; 屴昐屴廍屴幃丒恄埿
[Statedef 2300]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -3000
anim = 2300
ctrl = 0

;---------------------[挻昁嶦媄墘弌]
[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy 
trigger1 = 1
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = time = 1
time = 28
movetime = 28
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 1
anim = 6020
sprpriority = -1
postype = p1
pos = -21,-66
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 11
anim = 6021
sprpriority = 3
postype = p1
pos = -21,-66
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 = 25;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 = 3000,3

;---------------------[岠壥壒]
[State 2000, 6];偙偺嬈壩偱
type = PlaySnd
trigger1 = Time = 0
value = 2300,0

;---------------------[廔椆]
[state a];偨傔堏峴
type = changestate
triggerall = animtime = 0
trigger1 = command = "偍偟偭傁側偟a"||command = "偍偟偭傁側偟b"
value = 2301


[state a]
type = changestate
trigger1 = animtime = 0
value = 2302

;---------------------------------------------------------------------------
; 屴昐屴廍屴幃丒恄埿丒偨傔
[Statedef 2301]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= 0
anim = 2301
ctrl = 0

;---------------------[岠壥壒]
[State 2000, 6];棴傔壒
type = PlaySnd
trigger1 = time = 0
value = 2100,6
channel = 0

;---------------------[僄僼僃僋僩]
[State 1000, 5];懌尦僄僼僃僋僩
type = Explod
trigger1 = time = 0
anim = 2110
id = 3000
sprpriority = 5
postype = p1
pos = 15,0
bindtime = -1
supermove = 1
under = 0
removetime = -1


;---------------------[廔椆]
[state a]
type = changestate
trigger1 = time != 0
trigger1 = command != "偍偟偭傁側偟a" && command != "偍偟偭傁側偟b"
trigger2 = time >= 180
value = 2302

;---------------------------------------------------------------------------
; 屴昐屴廍屴幃丒恄埿(僼傿僯僢僔儏)
[Statedef 2302]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 8
anim = 2302
ctrl = 0


;---------------------[僄僼僃僋僩]
[State 1000, 5];峌寕僄僼僃僋僩
type = null;Explod
trigger1 = animelem = 10
anim = 1102
sprpriority = 5
postype = p1
pos = 97,-73
bindtime = 1
supermove = 1
under = 0
ignorehitpause = 1
persistent = 0

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 4
time = 20
ampl = -8
freq = 95
phase = 95

;---------------------[柍揋]
[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = animelem = 7,<=0
value = SCA

;---------------------[岠壥壒]
[state a]
type = stopsnd
trigger1 = animelem = 6
channel = 0

[State 2000, 6];奃偲側傟!
type = PlaySnd
trigger1 = animelem = 4
value = 2300,1

[State 2000, 6];抧柺
type = PlaySnd
trigger1 = animelem = 4
value = 2300,2

[State 2000, 6];抧柺
type = PlaySnd
trigger1 = animelem = 4
value = 2000,3

[State 2000, 6];墛
type = PlaySnd
trigger1 = animelem = 4
value = 2001,0

[state a]
type = varset
trigger1 = animelem = 4
v = 4
value = 45

;---------------------[僄僼僃僋僩]
[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

[State 1000, 5];懌尦僄僼僃僋僩2
type = Explod
trigger1 = time = 0
anim = 2111
sprpriority = 5
postype = p1
pos = 15,0
bindtime = 1
supermove = 1
under = 0


[State 1000, 5];壩拰
type = null;Explod
trigger1 = animelem = 4
anim = 2310
sprpriority = 5
postype = p1
pos = 60,0
vel = 6,-20
;accel = 0.2,-0.5
bindtime = 1
supermove = 1
under = 0

[State 1000, 5];壩拰
type = null;Explod
trigger1 = animelem = 6
anim = 2311
sprpriority = 4
postype = p1
pos = 90,-10
vel = 10,-15;11,-17
bindtime = 1
supermove = 1
under = 0

[State 1000, 5];壩拰
type = null;Explod
trigger1 = animelem = 8
anim = 2312
sprpriority = 3
postype = p1
pos = 120,-20
vel = 17,-7;16,-6
bindtime = 1
supermove = 1
under = 0


[State 1000, 5];壩拰
type = Explod
trigger1 = animelem = 4
anim = 2313
sprpriority = 5
postype = p1
pos = 0,0
;accel = 0.2,-0.5
bindtime = 1
supermove = 1
scale = 1.3,1.5
under = 0

[State 1000, 5];壩拰
type = Explod
trigger1 = animelem = 7
anim = 2313
sprpriority = 4
postype = p1
pos = 40,0
;accel = 0.2,-0.5
bindtime = 1
supermove = 1
scale = 1.1,1.3
under = 0

[State 1000, 5];壩拰
type = Explod
trigger1 = animelem = 10
anim = 2313
sprpriority = 3
postype = p1
pos = 80,0
;accel = 0.2,-0.5
bindtime = 1
supermove = 1
scale = 1.0,1.2
under = 0

;---------------------[峌寕敾掕]
[State 1000, 2]
type = null;Projectile
trigger1 = animelem = 4
attr = S, HP
projanim = 2320
projhitanim = -1
projid = 2300
projpriority = 24
projsprpriority = 24
projedgebound = 220
;hitflag =HA,MA,LA,AA
air.juggle = 0
postype = p1
getpower = 0,0
offset = 40,20
velocity = 6,-20
damage = 100,20
animtype = diagup
guardflag = M
pausetime = 1,1
sparkno = s7002
guard.sparkno = S7012
sparkxy = 30,-60
hitsound = S2200,5
guardsound = S122,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,-4
air.velocity = -6,-4
air.fall = 1
fall = 1
fall.recover = 0
ownpal = 1
palfx.time =80
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124

[State 1000, 2]
type = null;Projectile
trigger1 = animelem = 6
attr = S, HP
projanim = 2320
projhitanim = -1
projid = 2300
projpriority = 24
projsprpriority = 24
projedgebound = 220
;hitflag =HA,MA,LA,AA
air.juggle = 0
postype = p1
getpower = 0,0
offset = 70,10
velocity = 10,-15
damage = 140,20
animtype = diagup
guardflag = M
pausetime = 1,1
sparkno = s7002
guard.sparkno = S7012
sparkxy = 30,-60
hitsound = S2200,5
guardsound = S122,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -8,-3
air.velocity = -8,-3
air.fall = 1
fall = 1
fall.recover = 0
ownpal = 1
palfx.time =80
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124


[State 1000, 2]
type = null;Projectile
trigger1 = animelem = 8
attr = S, HP
projanim = 2320
projhitanim = -1
projid = 2300
projpriority = 24
projsprpriority = 24
projedgebound = 220
;hitflag =HA,MA,LA,AA
air.juggle = 0
postype = p1
getpower = 0,0
offset = 100,0
velocity = 17,-7
damage = 420,20
animtype = diagup
guardflag = M
pausetime = 1,2
sparkno = s7002
guard.sparkno = S7012
sparkxy = 30,-60
hitsound = S2200,5
guardsound = S122,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -7,-5
air.velocity = -7,-5
air.fall = 1
fall = 1
fall.recover = 0
ownpal = 1
palfx.time =80
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124




[State 1000, 0]
type = Projectile
trigger1 = animelem = 4
attr = S, HP
projhits = 4
projanim = 2323
projhitanim = -1
projid = 2300
projpriority = 24
projsprpriority = 24
projedgebound = 220
projremovetime = 15
;hitflag =HA,MA,LA,AA
air.juggle = 0
postype = p1
getpower = 0,0
offset = 0,0
velocity = 2,0
damage = 50,10
animtype = hard
guardflag = M
pausetime = 3,1
sparkno = -1;s7002
guard.sparkno = -1;S7012
sparkxy = 30,-60
hitsound = S1000,3
guardsound = S122,0
ground.type = low
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -6
air.velocity = -6,-2
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1
palfx.time =15
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124

[State 1000, 0]
type = Projectile
trigger1 = animelem = 7
attr = S, HP
projhits = 4
projanim = 2324
projhitanim = -1
projid = 2300
projpriority = 24
projsprpriority = 24
projedgebound = 220
projremovetime = 15
;hitflag =HA,MA,LA,AA
air.juggle = 0
postype = p1
getpower = 0,0
offset = 40,0
velocity = 2,0
damage = 60,10
animtype = hard
guardflag = M
pausetime = 4,2
sparkno = -1;s7002
guard.sparkno = -1;S7012
sparkxy = 30,-60
hitsound = S1000,3
guardsound = S122,0
ground.type = low
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -6
air.velocity = -6,-2
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1
palfx.time =15
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124

[State 1000, 0]
type = Projectile
trigger1 = animelem = 10
attr = S, HP
projhits = 4
projanim = 2325
projhitanim = -1
projid = 2300
projpriority = 24
projsprpriority = 24
projedgebound = 220
projremovetime = 15
;hitflag =HA,MA,LA,AA
air.juggle = 0
postype = p1
getpower = 0,0
offset = 80,0
velocity = 2,0
damage = 70,10
animtype = up
guardflag = M
pausetime = 5,2
sparkno = -1;s7002
guard.sparkno = -1;S7012
sparkxy = 30,-60
hitsound = S1000,3
guardsound = S122,0
ground.type = high
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -1.5,-8
air.velocity = -1.5,-8
yaccel = 0.45
air.fall = 1
fall = 1
fall.recover = 0
ownpal = 1
palfx.time =80
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124



;---------------------[堏峴]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


[Statedef 300]
type    = C
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 410
sprpriority = 1


[State 200, 1];
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 210, var(6)

[State 410, 2]
type = HitDef
trigger1 = animelem = 4
attr = C, NA
damage    = 53
priority = 4, Hit
animtype  = hard
hitflag = MAFLD
guardflag = MA
pausetime = 5,6
getpower = 41,41
sparkno = s7001
sparkxy = -10,-86
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-6
air.velocity = -1,-6
yaccel = 0.43
fall = 1
fall.recover = 0
ID = 410
nochainID = 1100,410

[State 410, 4]
type = ChangeState
trigger1 = movecontact
trigger1 = command = "c"
value = 301

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 2B仺2Y仺C
[Statedef 301]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 290
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 211, 0


[state a]
type = posadd
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(5) = 1
x = 8

[state a]
type = posadd
trigger1 = animelemtime(5) = 2
x = 5

[state a]
type = posadd
trigger1 = animelemtime(5) = 3
x = 2

[state a]
type = posadd
trigger1 = animelem = 6
x = 3

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = high
damage    = 70
priority = 6, Hit
getpower = 106,106
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-45
hitsound   = s290,2
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8,-2.5
air.velocity = -8,-2.8
yaccel = 0.3
fall = 1
fall.recover = 0
ID = 200
nochainID = 1100

[state a]
type = playsnd
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 290,3


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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;A仺Y
[Statedef 302]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 302


[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 210, var(6)

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

;---------------------[堏摦]
[state a]
type = posadd
trigger1 = animelem = 8
trigger2 = animelem = 9
trigger3 = animelem = 10
trigger4 = animelem = 11
trigger5 = animelem = 14
trigger6 = animelem = 15
x = 8

[State 210, 2]
type = HitDef
trigger1 = animelem = 8
attr = S, NA
animtype  = hard
damage    = 70
priority = 4, Hit
getpower = 91,91
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -10,-90
hitsound   = s310,0
guardsound = s121,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
ID = 200
nochainID = 1100

[state a]
type = playsnd
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 340,2

[State 410, 4]
type = ChangeState
trigger1 = movecontact
trigger1 = command = "b"
value = 303

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; A仺Y仺B
[Statedef 303]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 303
ctrl = 0

;---------------------[岠壥壒]
[state a];僽儞僢!
type = playsnd
trigger1 = animelem = 6
value = 221,0

[state a];摝偘応偼柍偄偤
type = playsnd
trigger1 = animelem = 12
value = 303,0

;---------------------[堏摦丄僗僥乕僩偺忬懺曄峏]
[state a]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 5
x = 6

;---------------------[峌寕敾掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = animelem = 7
attr = S, NA
animtype  = diagup
priority = 6, Hit
damage    = 70,0
getpower = 40,40
guardflag = M
pausetime = 7,7
sparkno = s7003
sparkxy = -15,-84
hitsound   = s340,var(6)
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7,-7
air.velocity = -7,-7
yaccel  =0.45
fall = 1
fall.recover = 0


;---------------------[僗僥乕僩堏峴]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 6A仺B
[Statedef 304]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 304
ctrl = 0

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = command = "holdback"
value = 307

;---------------------[岠壥壒]
[state a];僽儞僢!
type = playsnd
trigger1 = animelem = 6
value = 221,0

[state a];傊傗
type = playsnd
trigger1 = animelem = 6
value = 200,2

;---------------------[堏摦丄僗僥乕僩偺忬懺曄峏]
[state a]
type = posadd
triggerall = anim = 304
trigger1 = animelem = 3
x = 8

[state a]
type = posadd
triggerall = anim = 304
trigger1 = animelem = 5
trigger2 = animelem = 6
trigger3 = animelem = 7
x = 4

[state a]
type = posadd
triggerall = anim = 304
trigger1 = animelem = 9
x = 10

;---------------------[峌寕敾掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = animelem = 7
attr = S, NA
animtype  = hard
priority = 6, Hit
damage    = 20,0
getpower = 40,40
guardflag = M
pausetime = 7,7
sparkno = s7003
sparkxy = -15,-84
hitsound   = s340,var(6)
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4
air.velocity = -4,-4
yaccel  =0.45
fall = 0
fall.recover = 0


;---------------------[僗僥乕僩堏峴]
[State 410, 4]
type = ChangeState
trigger1 = movecontact
trigger1 = command = "y"
value = 305

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;6A仺B仺Y
[Statedef 305]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 305


[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 210, 0

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

;---------------------[堏摦丄僗僥乕僩偺忬懺曄峏]
[state a]
type = posadd
trigger1 = animelem = 4
trigger2 = animelem = 5
x = 8

[State 210, 2]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
animtype  = hard
damage    = 30
priority = 4, Hit
getpower = 91,91
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -10,-90
hitsound   = s310,0
guardsound = s121,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6.5
air.velocity = -2.5,-4
ID = 200
nochainID = 1100

[state a]
type = playsnd
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 340,2

[State 410, 4]
type = ChangeState
trigger1 = movecontact
trigger1 = command = "y"
value = 306

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 6A仺B仺Y仺Y
[Statedef 306]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 20
velset = 0,0
anim = 1100
ctrl = 0

;---------------------[岠壥壒]
[state a];偍傞偁
type = playsnd
trigger1 = animelem = 2
value = 801,0

[state a];僽儞僢!
type = playsnd
trigger1 = animelem = 8
value = 221,0

;---------------------[堏摦丄僗僥乕僩偺忬懺曄峏]
[state a]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
x = 8

;---------------------[峌寕敾掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = animelem = 10
attr = S, NA
animtype  = hard
priority = 5, Hit
damage    = 77,0
getpower = 30,30
guardflag = MA
pausetime = 11,12
sparkno = s7003
sparkxy = -15,-69
hitsound   = s310,var(6)
guard.sparkno = s7012
guardsound = s121,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -9,0
air.velocity = -3,-3.5
fall = 0
air.fall = 1
fall.recover = 0

;---------------------[僗僥乕僩堏峴]
[state a]
type = changestate
trigger1 = animtime = 0
value = 1101


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;2B仺6A
[Statedef 308]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 308
sprpriority = 1


;---------------------[岠壥壒]
[State 240, 1];偙偺偋
type = PlaySnd
trigger1 = animelem = 1
value = 250, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 221, 0


;---------------------[懍搙]
[state a]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 4

[state a]
type = posadd
trigger1 = animelem = 5
x = 2

[state a]
type = posadd
trigger1 = animtime = 0
x = -12

;---------------------[峌寕敾掕]
[State 240, 2]
type = HitDef
trigger1 = animelem = 10
attr = S, NA
animtype  = up
priority = 5, Hit
getpower = 40,40
damage    = 76
hitflag = MAFLD
guardflag = HA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-70
hitsound   = s340,0
guard.sparkno = s7011
guardsound = s121,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -1.5,15
air.fall = 1
fall.recover = 0

[State 410, 4];SA
type = ChangeState
trigger1 = movecontact
trigger1 = command = "b"
value = 304


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


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; YB仺C
[Statedef 309]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 290
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 211, 0

[State 240, 1];
type = PlaySnd
trigger1 = animelem = 2
value = 210, 2

[State 240, 1];摝偘応偼柍偄偤
type = PlaySnd
trigger1 = animelem = 7
value = 303, 0


[state a]
type = posadd
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(5) = 1
x = 8

[state a]
type = posadd
trigger1 = animelemtime(5) = 2
x = 5

[state a]
type = posadd
trigger1 = animelemtime(5) = 3
x = 2

[state a]
type = posadd
trigger1 = animelem = 6
x = 3

[State 801, 2]
type = Targetstate
trigger1 = time = 0
value = 310

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = high
damage    = 120
priority = 6, Hit
getpower = 106,106
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-45
hitsound   = s290,2
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8,-2.5
air.velocity = -8,-2.8
yaccel = 0.3
fall = 1
fall.recover = 0
ID = 200
nochainID = 1100

[state a]
type = playsnd
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 290,3


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

;---------------------------------------------------------------------------
;(ENEMY)
[Statedef 310]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 310

[State 1];僇儊儔屌掕
type = screenbound
trigger1 = 1
value = 1
movecamera = 1
;---------------------------------------------------------------------------
; 偙偙偐傜壓偵怴偟偄僗僥乕僩傪彂偔偲暘偐傝傗偡偔偰偄偄偲巚偄傑偡
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; 偙偙偼-2偺僗僥乕僩傪彂偄偰偔偩偝偄丄僿儖僷乕娭學偱偡
;---------------------------------------------------------------------------
[Statedef -2]

[state -2, a];塃岦偒愝掕
type = varset
trigger1 = var(10) = 0
trigger1 = facing = 1
v = 10
value = 1

[state -2, a];嵍岦偒愝掕
type = varset
trigger1 = var(10) = 0
trigger1 = facing = -1
v = 10
value = 2

[State -2, 1];僟僢僔儏偺壒巭傔
type = stopSnd
trigger1 = stateno != 101
channel = 1


[State -2, 3]
type = stopSnd
trigger1 = MoveType = H
channel = 2




[State -2, 4];僴僀僕儍儞僾敾掕
type = varadd
trigger1 = 1
v = 15
value = -1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::僷儗僢僩偵傛傞儌乕僪敾暿(1偱俤倃)
[state -2, a]
type = varset
trigger1 = palno = 1
trigger2 = palno = 2
trigger3 = palno = 3
trigger4 = palno = 4
trigger5 = palno = 5
trigger6 = palno = 6
v = 1
value = 0

[state -2, a]
type = varset
trigger1 = palno = 7
trigger2 = palno = 8
trigger3 = palno = 9
trigger4 = palno = 10
trigger5 = palno = 11
trigger6 = palno = 12
v = 1
value = 1



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::曄悢愝掕(懡暘僟儊乕僕娭學偑杦偳)
[state a]
type = varset
trigger1 = movetype = H
v = 13
value = 0

;::::::::儃僀僗曄峏偺棎悢
[State 180, 1]
type = VarRandom
trigger1 = 1
v = 6
range = 0,2



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::僗儘乕張棟

[state -2, a];僗儘乕張棟傪偡傞帪娫偺僇僂儞僩
type = varadd
trigger1 = 1
persistent = 0
ignorehitpause = 1
v = 4
value = -1

[state -2, a];僗儘乕張棟
type = pause
trigger1 = var(4) >= 1
trigger1 = gametime % 2
persistent = 0
ignorehitpause = 1
time = 1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;僟儊乕僕帪偺僄僼僃僋僩丄僒僂儞僪偺徚嫀
;//////////////////////////////////////////////////////////////////////////
;僟僢僔儏廔椆帪偺僄僼僃僋僩偺徚嫀
[State 1];僽儗僗儗僢僩偺僄僼僃僋僩徚嫀丄庡偵捠忢摦嶌
type = removeexplod
trigger1 = MoveType = H && stateno != [120,159]
ID = 3000


[State 1]
type = removeexplod
trigger1 = stateno != 101
ID = 102

[state a]
type = removeexplod
trigger1 = MoveType = H
id = 1655

[state a]
type = removeexplod
trigger1 = MoveType = H
id = 1860

;僟儊乕僕帪偺僒僂儞僪偺徚嫀
[state a]
type = stopsnd
trigger1 = MoveType = H
channel = 1

;僟儊乕僕帪偺巆憸偺徚嫀
[state a];
type = afterimagetime
trigger1 = MoveType = H
time = 0

;///////////////////////////////////////////////////////////////////////
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;僐儞儃偵傛傞僟儊乕僕曗惓
;//////////////////////////////////////////////////////////////////////////
; 
[state a]
type = varset
trigger1 = 1
fvar(0) = 1.0

[state a]
type = varset
trigger1 = enemy,movetype = H
trigger1 = enemy,gethitvar(hitcount) > 0
;trigger1 = enemy,gethitvar(hitcount) < 100
fvar(0) = ((100.0-(30.0+(enemy,gethitvar(hitcount)/3.0)*10.0))/100.0)

[state a]
type = attackmulset
trigger1 = 1
value = fvar(0)



[state a]
type = DefenceMulSet
trigger1 = var(14) = 1
value = 1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;彑棙帪偺僒僂儞僪僗僩僢僾
;//////////////////////////////////////////////////////////////////////////
;
[State 1]
type = AssertSpecial
;triggerall = Win
trigger1 = RoundState != 2 && RoundsExisted = 0
trigger2 = RoundState >= 3 && RoundsExisted != 0
flag = nomusic

[State 181, 1];柍揋
type = null;NotHitBy
trigger1 = RoundState != 2 && RoundsExisted = 0
trigger2 = RoundState >= 3 && RoundsExisted != 0
value = SCA
time = 1

[State 1]
type = varset
;triggerall = Win
trigger1 = RoundState != 2
v = 26
value = 0

[state a]
type = stopsnd
trigger1 = RoundState = 2
channel = 2


[state a]
type = playsnd
trigger1 = WinKO
trigger1 = RoundState = 3
trigger1 = var(12) = 0
IgnoreHitPause = 1
persistent = 0
value = 11,1

[state a]
type = varset
trigger1 = RoundState = 3
IgnoreHitPause = 1
v = 12
value = 1

[state a]
type = varset
trigger1 = RoundState = 2
IgnoreHitPause = 1
v = 12
value = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
;//////////////////////////////////////////////////////////////////////////
[State -2, a];僞僀儉僇僂儞僩僥僗僩梡
type = null;palfx
trigger1 = var(25) >= 1
trigger1 = var(20) >= 1
trigger1 = var(21) >= 1
trigger1 = var(24) >= 1
time = 1
add = 126,126,0
;mul = 126,126,0
color = 1
ignorehitpause = 1


;///////////////////////////////////////////////////////////////////////
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;




;---------------------------------------------------------------------------
; 偙偙偐傜壓偼-3偺僗僥乕僩傪彂偄偰偔偩偝偄丄偙偙偵彂偄偨傕偺偼僎乕儉拞
; 偵忦審偑惉棫偡傟偽偄偮偱傕奐巒偡傞僗僥乕僩偱偡丅
;---------------------------------------------------------------------------

[Statedef -3]
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
;//////////////////////////////////////////////////////////////////////////
;
;僎乕儉拞偵忢偵偄偮偱傕奐巒偟偨偄僗僥乕僩丄偙偙偱偼乽拝抧壒乿偵巊梡偟偰偄傑偡
;壓偺忦審偼乽52偐106偺僗僥乕僩偵堏摦偟偰侾僼儗乕儉栚偵乿偲尵偆帠偱偡丅
;52偲106偼僶僢僋僗僥僢僾偲僕儍儞僾偺拝抧偺僗僥乕僩偱偡丅
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 
trigger2 = stateno = 107 
trigger3 = stateno = 103 
value = 40, 0


[State -3, 2];僕儍儞僾壒
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40 
trigger1 = var(15) <= 0
value = 40, 1

[State -3, 2];僕儍儞僾壒
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40 
trigger1 = var(15) > 1
value = 40, 2

[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 100 
trigger2 = stateno = 105 
value = 105, 0

;僟儊乕僕帪偺僄僼僃僋僩偺徚嫀
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 2405

;僟儊乕僕帪偺僄僼僃僋僩偺徚嫀
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 1000

[state a];巆憸徚嫀
type = afterimagetime
trigger1 = movetype = H
time = 0


[State 210, Width];夋柺抂偺墴偟栠偟敾掕
type = Width
trigger1 = 1
edge = 5,0



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; 僴僀僕儍儞僾張棟
[State -3, 5];僴僀僕儍儞僾敾掕
type = varset
trigger1 = stateno = 10
trigger1 = time = 0
trigger2 = stateno = 100
v = 15
value = 20

[State -3, 5];僴僀僕儍儞僾徚嫀
type = varset
trigger1 = stateno = 52
trigger1 = time = 0
v = 15
value = 0

; 彫僕儍儞僾張棟
[State -3, 5];彫僕儍儞僾敾掕
type = varset
trigger1 = stateno = 40
trigger1 = command != "holdup"
v = 16
value = 1

[State -3, 5];彫僕儍儞僾徚嫀
type = varset
trigger1 = stateno = 40
trigger1 = command = "holdup"
v = 16
value = 0

[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 42
trigger1 = time = 1
trigger1 = var(15) >= 1
x = 5
;y = -9


[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 43
trigger1 = time = 1
trigger1 = var(15) >= 1
x = -5
;y = -9

[State -3, 5];彫僕儍儞僾
type = veladd
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(16) = 1
y = 3

[State -3, 5]
type = AfterImage
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(15) >= 1
time = 10
trans = add1
timegap = 1
framegap = 2
length = 8
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

;----------
[Statedef 995]
type = S
movetype = I
physics = S
anim = ifelse(command = "holddown",11,995)
poweradd = -2000
velset = 0
ctrl = 0

[State 780, Activate]
type = VarSet
trigger1 = time = 0
v = 19
value = 1200

[State 2000, 2]
type = PlaySnd
trigger1 = time = 0
value = F4,1

[State 2090, 1P懁]
type = Explod
trigger1 = time = 0
anim = Fifelse(var(13) = 1,4690,46900)
id = 2090
pos = ifelse(var(13) = 1,60,234),213
facing = ifelse(var(13) = 1,1,-1)
postype = Left
bindtime = -1
removetime = -1
ignorepausetime = 1
ignorehitpause = 1
sprpriority = 8
ownpal = 1
supermove = 1
ontop = 1

[State 2090, 1]
type = Explod
trigger1 = time = 0
anim = F4695
id = 2095
pos = ifelse(var(13) = 1,60,257),213
postype = Left
bindtime = -1
removetime = -1
ignorepausetime = 1
ignorehitpause = 1
sprpriority = 9
facing = ifelse(var(13) = 1,1,-1)
ownpal = 1
scale = 0,1
ontop = 1

[State 2000, 10]
type = ChangeState
trigger1 = Time = 1
value = ifelse(command = "holddown",11,0)
ctrl = 1

;-------------------------------------------
; 三神技
[Statedef 2400]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -3000
anim = 2400
ctrl = 0

[state a];彑棙敾掕
type = varset
trigger1 = time = 0
v = 11
value = 0

;---------------------[挻昁嶦媄墘弌]
[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy 
trigger1 = animelem = 8,<=0
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = time = 1
time = 28
movetime = 28
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 1
anim = 6020
sprpriority = -1
postype = p1
pos = -21,-66
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 11
anim = 6021
sprpriority = 3
postype = p1
pos = -21,-66
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 = 25;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 = 3000,3

;---------------------[岠壥壒]
[State 2000, 6];寛傔傞偤
type = PlaySnd
trigger1 = animelem = 1
value = 2100,5

[State 2000, 6];
type = PlaySnd
trigger1 = animelem = 10
value = 1100,2

;---------------------[堏摦丄僗僥乕僩偺忬懺曄峏]
[state a]
type = posadd
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 6
trigger5 = animelem = 7
trigger6 = animelem = 8
trigger7 = animelem = 9
trigger8 = animelem = 10
x = 8

[state a]
type = posadd
trigger1 = animelem = 9
x = 16

;---------------------[峌寕敾掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = animelem = 13
attr = S, HA
animtype  = hard
priority = 7, Hit
damage    = 10,0
hitflag = MAFD
getpower = 40,40
guardflag = MA
pausetime = 2,12
sparkno = s7002
sparkxy = -10,-82
hitsound   = s2200,5
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6,0
air.velocity = -6,-6.5
fall = 0
fall.recover = 0
palfx.time =89
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124
fall.envshake.time = 13
fall.envshake.ampl = -5
fall.envshake.freq = 92
fall.envshake.phase = 92
ID = 1310
nochainid = 1310
p1stateno = 2401
kill = 0

;---------------------[廔椆]


[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 嵟廔寛愴墱媊丒僸僢僩
[Statedef 2401]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 8
anim = 2401
ctrl = 0

;---------------------[岠壥壒]
[State 2000, 6];崱偼栙偭偰偍偄偰傗傞
type = PlaySnd
trigger1 = time = 10
value = 2410,0

;---------------------[僄僼僃僋僩]
[State 00];攚宨偺埫揮
type = BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 5
mul = 0,0,0;var(7),var(7),var(7)
under = 2

[State 3040, 7];僼儔僢僔儏
type = EnvColor
trigger1 = time = 0
trigger2 = time = 153
trigger3 = time = 218
;persistent = 0
ignorehitpause = 1
time = 5;29
value = 248,248,248
under = 2

;---------------------[堏摦]
[state a]
type = velset
trigger1 = pos x < -70
trigger1 = facing = 1
x = 7

[state a]
type = velset
trigger1 = pos x > -56
trigger1 = facing = 1
x = -7

[state a]
type = velset
trigger1 = pos x >= -70 && pos x <= -56
trigger1 = facing = 1
x = 0


[state a]
type = velset
trigger1 = pos x > 70
trigger1 = facing = -1
x = 7

[state a]
type = velset
trigger1 = pos x < 56
trigger1 = facing = -1
x = -7

[state a]
type = velset
trigger1 = pos x <= 70 && pos x >= 56
trigger1 = facing = -1
x = 0

;---------------------[僿儖僷乕]
[state a];埩
type = Helper
trigger1 = animelem = 6
id = 2410
name = "iori"
sprpriority = 2
pos = -200,0
postype = p1
stateno = 2410
helpertype = normal
keyctrl = 0 
ownpal = 1


[state a];偪偯傞
type = Helper
trigger1 = animelem = 4
id = 2420
name = "iori"
sprpriority = 2
pos = -200,0
postype = p2
stateno = 2420
helpertype = normal
keyctrl = 0 
ownpal = 1

;---------------------[憡庤惂屼]
[State 801, 2]
type = Targetstate
trigger1 = time = 98
trigger2 = time = 104
trigger3 = time = 111
value = 2451

[State 801, 2]
type = Targetstate
trigger1 = time = 89
trigger2 = time = 105
trigger3 = time = 134
value = 2452

[State 801, 2]
type = Targetstate
trigger1 = time = 153
value = 2453

[State 801, 2]
type = Targetstate
trigger1 = time = 218
value = 2454

[state a]
type = targetlifeadd
trigger1 = time = 88
trigger2 = time = 97
trigger3 = time = 103
trigger4 = time = 104
trigger5 = time = 110
trigger6 = time = 133
trigger7 = time = 152
trigger8 = time = 219
value = -20
kill = 0


;---------------------[憡庤惂屼]
[State 801, 2]
type = TargetBind
trigger1 = animelem = 8,<=0
pos = 36,0

[State 801, 2]
type = Targetstate
trigger1 = animelem = 2
value = 2450

;---------------------[堏峴]
[state a]
type = changestate
trigger1 = time = 249
value = 2402

;---------------------------------------------------------------------------
; 昐敧幪擉幃
[Statedef 2402]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 8
anim = 2402
ctrl = 0


;---------------------[僄僼僃僋僩]
[State 00];攚宨偺埫揮
type = BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 5
mul = 0,0,0;var(7),var(7),var(7)
under = 2

[State 1000, 5];懌尦
type = Explod
trigger1 = animelem = 8
anim = 2110
ID = 2110
sprpriority = 4
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0
ownpal = 1

;---------------------[岠壥壒]
[State 2000, 6];偍偍偍偍偍
type = PlaySnd
trigger1 = animelem = 7
value = 2400,0

[State 2000, 6];偰傔偊偼栙偭偰傝傖偄偄傫偩傛両
type = PlaySnd
trigger1 = time = 95
value = 2400,1

[State 2000, 6];
type = PlaySnd
trigger1 = animelem = 8
value = 2100,6



[state a]
type = targetlifeadd
trigger1 = time >= 16
value = -1
kill = 0

;---------------------[堏峴]
[state a]
type = changestate
trigger1 = time = 140
value = 2403

;---------------------------------------------------------------------------
; 昐敧幪擉幃丒峌寕
[Statedef 2403]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 8
anim = 2403
sprpriority = 1
ctrl = 0


;---------------------[曄悢]
[state a]
type = varset
trigger1 = win
v = 11
value = 1


[state a];僗儘乕
type = null;varset
trigger1 = animelem = 14
v = 4
value = 50

;---------------------[堏摦]
[state a]
type = posadd
trigger1 = animelem = 8
trigger2 = animelem = 9
trigger3 = animelem = 10
trigger4 = animelem = 12
trigger5 = animelem = 13
trigger6 = animelem = 14
;trigger7 = animelem = 18
;trigger8 = animelem = 19
x = 4

[state a]
type = posadd
trigger1 = animtime = 0
x = 16

;---------------------[僄僼僃僋僩]
[State 00];攚宨偺埫揮
type = BGPalfx
trigger1 = animelem = 19,<=2;animelem = 10,<=2
ignorehitpause = 1
time = 5
mul = 0,0,0;var(7),var(7),var(7)
under = 2

[State 3040, 7];僼儔僢僔儏
type = EnvColor
trigger1 = animelem = 10
;persistent = 0
ignorehitpause = 1
time = 10;29
value = 248,248,248
under = 2

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 10
time = 35
ampl = -14
freq = 95
phase = 95

[state a]
type = removeexplod
trigger1 = time = 0
ID = 2110

[State 1000, 5];懌尦
type = Explod
trigger1 = animelem = 1
anim = 2111
ID = 2110
sprpriority = 4
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1


[State 1000, 5];敋敪
type = Explod
trigger1 = animelem = 10
anim = 1610
sprpriority = 4
postype = p1
pos = 101,-46
bindtime = 1
supermove = 1
under = 0
ownpal = 1

;---------------------[岠壥壒]
[State 2000, 6];峌寕
type = PlaySnd
trigger1 = animelem = 1
value = 2100,7

[State 2000, 6];僸僢僩
type = PlaySnd
trigger1 = animelem = 10
value = 2200,5

;---------------------[憡庤惂屼]
[State 801, 2]
type = Targetstate
trigger1 = animelem = 11
value = 2455

[state a]
type = targetlifeadd
trigger1 = animelem = 11
value = -100

;---------------------[堏峴]
[state a]
type = changestate
trigger1 = animtime = 0
trigger1 = var(11) = 1
value = 2405

[state a]
type = changestate
trigger1 = animtime = 0
value = 2404

;---------------------------------------------------------------------------
; 挧敪
[Statedef 2404]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 8
anim = 2404
ctrl = 0

;---------------------[岠壥壒]
[State 2000, 6];傕偆偍媥傒偐偄丠
type = PlaySnd
trigger1 = animelemtime(5) = 15
value = 195,0

[State 2000, 6];墛
type = PlaySnd
trigger1 = animelem = 6
value = 1000,3



[State 1000, 5];墛
type = Explod
trigger1 = animelem = 6
anim = 183
sprpriority = 4
postype = p1
pos = -1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

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

;---------------------[堏峴]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 胜利
[Statedef 2405]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 8
anim = 2405
ctrl = 0

;---------------------[岠壥壒]
[State 2000, 6];傕偆偍傗偡傒偐偄
type = PlaySnd
trigger1 = animelem = 6
value = 195,0


;---------------------[堏峴]
[state a]
type = ctrlset
trigger1 = time >= 100
value = 1

[state a]
type = changestate
trigger1 = time = 200
value = 180
ctrl = 1



;-------------------------------------------------------------------------
;(HELPER)埩搊応
[Statedef 2410]
type    = A
movetype= A
sprpriority = -1
physics = N
velset = 8,0
anim = 2410
ctrl = 0

;---------------------[岠壥壒]
[State 2000, 6];僟僢僔儏
type = PlaySnd
trigger1 = animelem = 1
value = 105,0

[State 2]
type = changestate
trigger1 = time = 23
value = 2411


;---------------------------------------------------------------------------
;(HELPER)埩戝婥
[Statedef 2411]
type    = A
movetype= A
sprpriority = -1
physics = N
velset = 0,0
anim = 2411
ctrl = 0

[State 2]
type = changestate
trigger1 = time = 80
value = 2412

;---------------------------------------------------------------------------
;(HELPER)埩捾孂
[Statedef 2412]
type    = A
movetype= A
sprpriority = -1
physics = N
velset = 0,0
anim = 2412
ctrl = 0

;---------------------[岠壥壒]
[State 2000, 6];
type = null;PlaySnd
trigger1 = animelem = 8
value = 2410,2

[State 2000, 6];偝偭偝偲寛傔傠丄僂僗僲儘偑
type = PlaySnd
trigger1 = animelem = 2
value = 2410,1

[State 2000, 6];僕儍儞僾
type = PlaySnd
trigger1 = animelem = 11
value = 1300,1

;---------------------[堏摦]
[state a]
type = posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
trigger4 = animelem = 12
trigger5 = animelem = 13
x = 8

[state a]
type = velset
trigger1 = animelem = 13
x = 3
y = -3

[state a]
type = veladd
trigger1 = animelem = 13,>=0
y = 0.4

;---------------------[堏峴]
[State 821, 3] 
type = changeState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2413


;---------------------------------------------------------------------------
;(HELPER)埩嶲恄媄擵擉
[Statedef 2413]
type    = A
movetype= A
sprpriority = 1
physics = N
velset = 0,0
anim = 2413
ctrl = 0 

;---------------------[岠壥壒]
[State 2000, 6];抧柺
type = PlaySnd
trigger1 = animelem = 2
value = 850,0

[State 2000, 6];偖偍偍偍偍偍偍
type = PlaySnd
trigger1 = animelem = 11
value = 2410,3

;---------------------[僄僼僃僋僩]
[State 1020, 4]
type = EnvShake
trigger1 = animelem = 2
time = 15
ampl = -12
freq = 95
phase = 95

[State 1000, 5];抧柺
type = Explod
trigger1 = animelem = 2
anim = 2460
sprpriority = 4
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1


[state a];壩拰
type = Helper
trigger1 = animelem = 11
id = 2460
name = "hibasira"
sprpriority = 2
pos = 50,0
postype = p1
stateno = 2461
helpertype = normal
keyctrl = 0 
ownpal = 1

[state a];壩拰
type = Helper
trigger1 = animelem = 11
id = 2460
name = "hibasira"
sprpriority = 2
pos = -80,0
postype = p1
stateno = 2464
helpertype = normal
keyctrl = 0 
ownpal = 1

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

;---------------------[廔椆]
[State 2]
type = changestate
trigger1 = time = 190
value = 2414

;---------------------------------------------------------------------------
;(HELPER)壩拰
[Statedef 2461]
type    = A
movetype= A
sprpriority = 2
physics = N
velset = 0,0
anim = 2461
ctrl = 0 

;---------------------[摟夁(winmugen愱梡婰弎)]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 170,255;306-(var(8)), (var(8))

;---------------------[廔椆]
[State 2]
type = changeanim
trigger1 = time = 144
value = 2462



[state a]
type = destroyself
trigger1 = animtime = 0
trigger1 = anim = 2462


;---------------------------------------------------------------------------
;(HELPER)埩廔椆
[Statedef 2414]
type    = A
movetype= A
sprpriority = -1
physics = N
velset = 0,0
anim = 2414
ctrl = 0

;---------------------[堏摦]
[state a]
type = posadd
trigger1 = animelem = 6
trigger2 = animelem = 7
trigger3 = animtime = 0
x = 8;-12


;---------------------[廔椆]
[State 2]
type = changestate
trigger1 = animtime = 0
trigger1 = root,var(11) = 1
value = 2416

[State 2]
type = changestate
trigger1 = animtime = 0
value = 2417

;---------------------------------------------------------------------------
;(HELPER)埩徫偄
[Statedef 2417]
type    = A
movetype= A
sprpriority = 0
physics = N
velset = 0,0
anim = 2417
ctrl = 0

[state a]
type = posset
trigger1 = time = 0
y = 0

;---------------------[岠壥壒]
[State 2]
type = null;changestate
trigger1 = animtime = 0
value = 2432



;---------------------[岠壥壒]
[State 2000, 6];偼偼偼偼偼
type = PlaySnd
trigger1 = animelem = 4
value =2410,4



;---------------------[廔椆]
[State 2]
type = changestate
trigger1 = animtime = 0
value = 2415

;---------------------------------------------------------------------------
;(HELPER)埩戅応
[Statedef 2415]
type    = A
movetype= A
sprpriority = 0
physics = N
velset = 0,0
anim = 2415
ctrl = 0

[state a]
type = velset
trigger1 = animelem = 3
x = -8
y = -9

[state a]
type = veladd
trigger1 = animelem = 3,>=0
y = 0.4

;---------------------[岠壥壒]
[State 2000, 6];僕儍儞僾
type = PlaySnd
trigger1 = animelem = 3
value = 40,2


[State 2]
type = destroyself
trigger1 = time = 100

;---------------------------------------------------------------------------
;(HELPER)埩彑棙
[Statedef 2416]
type    = A
movetype= A
sprpriority = 0
physics = N
velset = 0,0
anim = 2416
ctrl = 0

[state a]
type = posset
trigger1 = time = 0
y = 0

;---------------------[岠壥壒]
[State 2000, 6];榖偵側傜傫側
type = PlaySnd
trigger1 = animelem = 8
value = 2410,5

;---------------------[岠壥壒]
[State 2]
type = null;changestate
trigger1 = animtime = 0
value = 2432



;---------------------------------------------------------------------------
;(HELPER)偪偯傞搊応
[Statedef 2420]
type    = A
movetype= A
sprpriority = 2
physics = N
velset = 8,0
anim = 2420
ctrl = 0

;---------------------[岠壥壒]
[State 2000, 6];僟僢僔儏
type = PlaySnd
trigger1 = animelem = 1
value = 105,0


[State 2]
type = changestate
trigger1 = time = 13
value = 2421


;---------------------------------------------------------------------------
;(HELPER)偪偯傞戝婥
[Statedef 2421]
type    = A
movetype= A
sprpriority = -1
physics = N
velset = 0,0
anim = 2421
ctrl = 0

;---------------------[岠壥壒]
[State 2000, 6];偙傟偑尒愗傟偰
type = PlaySnd
trigger1 = animelem = 2
value = 2420,0

;---------------------[僿儖僷乕]
[state a];峌寕0
type = Helper
trigger1 = time = 35
id = 2422
name = "kougeki"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 2422
helpertype = normal
keyctrl = 0 
ownpal = 1

[state a];峌寕1
type = Helper
trigger1 = time = 35
id = 2423
name = "kougeki"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 2423
helpertype = normal
keyctrl = 0 
ownpal = 1

[state a];峌寕2
type = Helper
trigger1 = time = 50
id = 2424
name = "kougeki"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 2424
helpertype = normal
keyctrl = 0 
ownpal = 1

[state a];峌寕3
type = Helper
trigger1 = time = 55
id = 2425
name = "kougeki"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 2425
helpertype = normal
keyctrl = 0 
ownpal = 1

[state a];峌寕4
type = Helper
trigger1 = time = 45
id = 2426
name = "kougeki"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 2426
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 2]
type = changestate
trigger1 = time = 56
value = 2427

;---------------------------------------------------------------------------
;(HELPER)偪偯傞晻偠傑偡
[Statedef 2427]
type    = A
movetype= A
sprpriority = 0
physics = N
velset = 0,0
anim = 2427
ctrl = 0

;---------------------[堏摦]
[state a]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 5
trigger5 = animelem = 6
x = -6

[state a]
type = velset
trigger1 = animelem = 13
x = 13.5

[state a]
type = veladd
trigger1 = vel x > 0
x = -0.5

[state a]
type = velset
trigger1 = vel x <= 0
x = 0

;---------------------[岠壥壒]
[State 2000, 6];偦偺椡晻偠傑偡
type = PlaySnd
trigger1 = animelem = 1
value = 2420,1

[State 2000, 6];塱墦偵
type = PlaySnd
trigger1 = animelem = 15
value = 2420,2

[State 2000, 6];僸僢僩
type = PlaySnd
trigger1 = animelemtime(13) = 2
value = 290,1

;---------------------[僄僼僃僋僩]
[State 1000, 5];峌寕
type = Explod
trigger1 = animelem = 13
anim = 2463
sprpriority = 4
postype = p1
pos = 45,-61
bindtime = -1
supermove = 1
under = 0
ownpal = 1


[State 1000, 5];僸僢僩僗僷乕僋
type = Explod
trigger1 = animelemtime(13) = 2
anim = 7002
sprpriority = 4
postype = p1
pos = 33,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1


;---------------------[怳傝岦偒]
[state a]
type = turn
trigger1 = animtime = 0

;---------------------[堏峴]
[State 2]
type = changestate
trigger1 = animtime = 0
value = 2428

;-------------------------------------------------------------------------
;(HELPER)壩拰
[Statedef 2464]
type    = A
movetype= A
sprpriority = 2
physics = N
velset = 0,0
anim = 2464
ctrl = 0 

;---------------------[摟夁(winmugen愱梡婰弎)]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 170,255;306-(var(8)), (var(8))

;---------------------[廔椆]
[State 2]
type = changeanim
trigger1 = time = 144
value = 2465



[state a]
type = destroyself
trigger1 = animtime = 0
trigger1 = anim = 2465
;---------------------------------------
;(HELPER)壩拰
[Statedef 2465]
type    = A
movetype= A
sprpriority = 2
physics = N
velset = 0,0
anim = 2465
ctrl = 0 

;---------------------[摟夁(winmugen愱梡婰弎)]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 170,255;306-(var(8)), (var(8))

;---------------------[廔椆]
[State 2]
type = changeanim
trigger1 = time = 144
value = 2465



[state a]
type = destroyself
trigger1 = animtime = 0
trigger1 = anim = 2465




;----------------------------
;(HELPER)偪偯傞懸婡俀
[Statedef 2428]
type    = A
movetype= A
sprpriority = 0
physics = N
velset = 0,0
anim = 2428
ctrl = 0

;---------------------[岠壥壒]
[State 2000, 6];僟僢僔儏
type = PlaySnd
trigger1 = animelem = 1
value = 106,0


[State 2]
type = changestate
trigger1 = time = 144
value = 2429

;---------------------------------------------------------------------------
;(HELPER)偪偯傞慀傝
[Statedef 2429]
type    = A
movetype= A
sprpriority = 0
physics = N
velset = 0,0
anim = 2429
ctrl = 0

;---------------------[岠壥壒]
[State 2000, 6];僟僢僔儏
type = PlaySnd
trigger1 = animelem = 1
value = 106,0

[State 2]
type = changestate
trigger1 = animtime = 0
trigger1 = root,var(11) = 1
value = 2431

[State 2]
type = changestate
trigger1 = animtime = 0
value = 2430

;---------------------------------------------------------------------------
;(HELPER)偪偯傞挧敪
[Statedef 2430]
type    = A
movetype= A
sprpriority = 0
physics = N
velset = 0,0
anim = 2430
ctrl = 0

;---------------------[岠壥壒]
[State 2000, 6];傑偩廔傢偭偰側偄側傛
type = PlaySnd
trigger1 = animelem = 17
value = 2420,3


[State 2]
type = changestate
trigger1 = animtime = 0
value = 2432

;---------------------------------------------------------------------------
;(HELPER)偪偯傞彑棙
[Statedef 2431]
type    = A
movetype= A
sprpriority = 0
physics = N
velset = 0,0
anim = 2431
ctrl = 0

[state a]
type = posset
trigger1 = time = 0
y = 0

;---------------------[岠壥壒]
[State 2]
type = null;changestate
trigger1 = animtime = 0
value = 2432



;---------------------------------------------------------------------------
;(HELPER)偪偯傞戅応
[Statedef 2432]
type    = A
movetype= A
sprpriority = 0
physics = N
velset = 0,0
anim = 2432
ctrl = 0

[state a]
type = velset
trigger1 = animelem = 3
x = -8
y = -9

[state a]
type = veladd
trigger1 = animelem = 3,>=0
y = 0.4

;---------------------[岠壥壒]
[State 2000, 6];僕儍儞僾
type = PlaySnd
trigger1 = animelem = 3
value = 40,2


[State 2]
type = destroyself
trigger1 = time = 100




;---------------------------------------------------------------------------
;(HELPER)偪偯傞峌寕0
[Statedef 2422]
type    = A
movetype= A
sprpriority = 2
physics = N
velset = 6,0
anim = 2422
ctrl = 0

;---------------------[岠壥壒]
[State 2000, 6];僸僢僩
type = PlaySnd
trigger1 = animelem = 6
value = 340,var(6)

[State 2000, 6];僟僢僔儏
type = PlaySnd
trigger1 = animelem = 1
value = 2420,4


;---------------------[僄僼僃僋僩]
[State 1000, 5];僸僢僩僗僷乕僋
type = Explod
trigger1 = animelem = 6
anim = 7002
sprpriority = 4
postype = p1
pos = 10,-58
bindtime = 1
supermove = 1
under = 0
ownpal = 1

;---------------------[摟夁(winmugen愱梡婰弎)]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 306-(var(8)), (var(8))

;---------------------[曄悢]
[state a]
type = varadd
trigger1 = 1;animelem = 4,>=0
v = 8
value = 12


[State 2]
type = destroyself
trigger1 = time = 20

;---------------------------------------------------------------------------
;(HELPER)偪偯傞峌寕1
[Statedef 2423]
type    = A
movetype= A
sprpriority = 2
physics = N
velset = 1,0
anim = 2423
ctrl = 0

;---------------------[岠壥壒]
[State 2000, 6];僸僢僩
type = PlaySnd
trigger1 = animelem = 14
value = 340,var(6)

;---------------------[僄僼僃僋僩]
[State 1000, 5];僸僢僩僗僷乕僋
type = Explod
trigger1 = animelem = 14
anim = 7002
sprpriority = 4
postype = p1
pos = 10,-35
bindtime = 1
supermove = 1
under = 0
ownpal = 1

;---------------------[堏摦]
[state a]
type = velset
trigger1 = animelem = 10
x = 0

[state a]
type = posadd
trigger1 = animelem = 12
trigger2 = animelem = 14
x = 8

[state a]
type = posadd
trigger1 = animelem = 13
x = 16

;---------------------[摟夁(winmugen愱梡婰弎)]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 306-(var(8)), (var(8))

;---------------------[曄悢]
[state a]
type = varadd
trigger1 = animelem = 10,>=0
v = 8
value = 12

[State 2]
type = destroyself
trigger1 = animelemtime(15) = 10


;---------------------------------------------------------------------------
;(HELPER)偪偯傞峌寕2
[Statedef 2424]
type    = A
movetype= A
sprpriority = 2
physics = N
velset = 8,0
anim = 2424
ctrl = 0

;---------------------[岠壥壒]
[State 2000, 6];僸僢僩
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 5
value = 340,var(6)

;---------------------[僄僼僃僋僩]
[State 1000, 5];僸僢僩僗僷乕僋
type = Explod
trigger1 = animelem = 2
anim = 7002
sprpriority = 4
postype = p1
pos = 65,-62
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5];僸僢僩僗僷乕僋
type = Explod
trigger1 = animelem = 5
anim = 7002
sprpriority = 4
postype = p1
pos = 38,-87
bindtime = 1
supermove = 1
under = 0
ownpal = 1

;---------------------[堏摦]
[state a]
type = veladd
trigger1 = vel x > 0
x = -0.5

[state a]
type = velset
trigger1 = vel x <= 0
x = 0

;---------------------[摟夁(winmugen愱梡婰弎)]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 306-(var(8)), (var(8))

;---------------------[曄悢]
[state a]
type = varadd
trigger1 = 1;animelem = 4,>=0
v = 8
value = 12


[State 2]
type = destroyself
trigger1 = time = 20


;---------------------------------------------------------------------------
;(HELPER)偪偯傞峌寕3
[Statedef 2425]
type    = A
movetype= A
sprpriority = 2
physics = N
velset = 2,-7
anim = 2425
ctrl = 0

;---------------------[岠壥壒]
[State 2000, 6];僸僢僩
type = PlaySnd
trigger1 = animelem = 5
value = 340,var(6)

;---------------------[僄僼僃僋僩]
[State 1000, 5];僸僢僩僗僷乕僋
type = Explod
trigger1 = animelem = 5
anim = 7002
sprpriority = 4
postype = p1
pos = 35,-47
bindtime = 1
supermove = 1
under = 0
ownpal = 1

;---------------------[堏摦]
[state a]
type = veladd
trigger1 = 1
y = 0.4

[state a]
type = veladd
trigger1 = animelem = 4
x = 0.2

;---------------------[摟夁(winmugen愱梡婰弎)]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 306-(var(8)), (var(8))

;---------------------[曄悢]
[state a]
type = varadd
trigger1 = animelem = 4,>=0
v = 8
value = 12


[State 2]
type = destroyself
trigger1 = animelemtime(6) = 10


;---------------------------------------------------------------------------
;(HELPER)偪偯傞峌寕4
[Statedef 2426]
type    = A
movetype= A
sprpriority = 2
physics = N
velset = 1,0
anim = 2426
ctrl = 0

;---------------------[岠壥壒]
[State 2000, 6];僸僢僩
type = PlaySnd
trigger1 = animelem = 16
value = 340,var(6)

;---------------------[僄僼僃僋僩]
[State 1000, 5];僸僢僩僗僷乕僋
type = Explod
trigger1 = animelem = 16
anim = 7002
sprpriority = 4
postype = p1
pos = 37,-23
bindtime = 1
supermove = 1
under = 0
ownpal = 1

;---------------------[堏摦]
[state a]
type = velset
trigger1 = animelem = 10
x = 0

;---------------------[摟夁(winmugen愱梡婰弎)]
[state a]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 306-(var(8)), (var(8))

;---------------------[曄悢]
[state a]
type = varadd
trigger1 = animelem = 14,>=0
v = 8
value = 12


[State 2]
type = destroyself
trigger1 = animelemtime(18) = 10


;----------------------------------------------
;(ENNEMY)僷儞僠僸僢僩
[Statedef 2450]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 700, 2];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2450

[State 1];僇儊儔屌掕
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------------------------------------------------------------
;(ENNEMY)忋抜
[Statedef 2451]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 700, 2];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2451

[State 1];僇儊儔屌掕
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------------------------------------------------------------
;(ENNEMY)壓抜
[Statedef 2452]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 700, 2];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2452

[State 1];僇儊儔屌掕
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------------------------------------------------------------
;(ENEMY)仾
[Statedef 2453]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[state a]
type = poweradd
trigger1 = time = 0
value = -1000

[State 700, 2];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2453

[State 1];僇儊儔屌掕
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[state a]
type = velset
trigger1 = time = 0
x = -1
y = -14

[State 821, 1] ;偙傟偼廳椡偙傟偼枅僼儗乕儉帠偵0.4偺椡偑壛傢傝傑偡
type = VelAdd
Trigger1 = 1
y = .4

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;---------------------------------------------------------------------------
;(ENNEMY)擱傗偝傟
[Statedef 2454]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -2


[State 821, 1]
type = palfx
trigger1 = animelem = 7
trigger2 = animtime = 0
time =12
mul = 208,128,255
sinadd = 40,40,80,18
add = 30,20,70
color = 256


[state a]
type = posset
trigger1 = time = 0
y = 0

[state a]
type = posadd
trigger1 = animelem = 4
x = -7
y = -15

[state a]
type = posadd
trigger1 = animelem = 5
x = -12
y = -35

[state a]
type = posadd
trigger1 = animelem = 6
x = -10
y = -20

[state a]
type = posadd
trigger1 = animelem = 7
x = -10
y = -10

[state a]
type = posadd
trigger1 = animelem = 8
x = 15
y = -35

[State 700, 2];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2454

[State 1];僇儊儔屌掕
type = screenbound
trigger1 = 1
value = 1
movecamera = 1


;---------------------------------------------------------------------------
;(ENEMY)僼傿僯僢僔儏
[Statedef 2455]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 0

[State 821, 1]
type = palfx
trigger1 = time = 0
time =125
mul = 240,200,100
sinadd = 63,65,68,18
add = 230,180,124
color = 256

[State 700, 2];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
trigger1 = animexist(5052) = 1
value = 5052

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 15
trigger1 = animexist(5061) = 1
value = 5061

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 15
trigger1 = animexist(5062) = 1
value = 5062

[State 1];僇儊儔屌掕
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[state a]
type = velset
trigger1 = time = 0
x = -0.2
y = -18

[State 821, 1] ;偙傟偼廳椡偙傟偼枅僼儗乕儉帠偵0.4偺椡偑壛傢傝傑偡
type = VelAdd
Trigger1 = 1
y = .3

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 


;-------------------------------------------------------------------------
;---------------------------------KOF2003 Mukai Shikai
[Statedef 2500]
type    = S
movetype= A
physics = S
juggle  = 10
velset = 0,0
ctrl = 0
anim = 2500
poweradd = 20
sprpriority = 2

[State 2500, 1]
type = SuperPause
trigger1 = AnimElem = 1
poweradd = -1000
time = 35
anim = -1
sound = S3000,0
pos = 0,0
darken = 1

[State 2500, 4]
type = HitDef
trigger1 = Time = 6 || Time = 12 || Time = 18 || Time = 24 || Time = 30
trigger2 = Time = 36 || Time = 42 || Time = 48 || Time = 54 || Time = 60
trigger3 = Time = 66 || Time = 72 || Time = 78 || Time = 84 || Time = 90
trigger4 = Time = 96 || Time = 102 || Time = 108 || Time = 114 || Time = 120
attr = S, HA
damage = 20,2
animtype = M
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 3
sparkno = s7001
guard.sparkno = s7001
sparkxy = -15, -75
hitsound = S310,2
guardsound = S120,0
ground.type = H
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2
air.velocity = -2
p2stateno = 2501

[State 2500, 5]
type = Explod
trigger1 = animelem = 2
anim = 4100
ID = 4100
pos = 0,0
postype = left
sprpriority = -1
bindtime = -1
supermove = 1
scale = 1.1,1.1

[State 2500, DM Spark 2]
type = Explod
trigger1 = animelem = 1
anim = 6000
postype = p1
pos = 42,-87
bindtime = -1
sprpriority = -2
supermovetime = 30
ownpal = 1
removeongethit = 1
supermove = 1
ignorehitpause = 1

[State 2500, DM Spark 2]
type = Explod
trigger1 = animelem = 1
anim = 6001
postype = p1
pos = 42,-87
bindtime = -1
sprpriority = -2
supermovetime = 30
ownpal = 1
removeongethit = 1
supermove = 1
ignorehitpause = 1

[State 2500, 6]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1600,1

[State 2500, 6]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3000,3
[State 2500, 7]
type = PlaySnd
trigger1 = AnimElem = 4
value = S2200,4

[State 2500, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
[Statedef 2501]
type    = S
movetype= H
physics = S
velset = 0,0

[State 2501, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2501, 2]
type = ChangeAnim2
trigger1 = Time = 0
value = 2501

[State 2501, 3]
type = PalFX
trigger1 = Time = 0
time = 140
add = 240,50,0
invertall = 0
color = 0

[State 2501, 4]
type = SelfState
trigger1 = AnimTime = 0
value = 5070

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

