;-----------------------------------------------------------------------------------------------------------------------------
;
;丂恗丂欋丂媊丂嫚
;
;    曅憅彫廫榊
;
;-----------------------------------------------------------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Stand
[Statedef 2000]
type = S
physics = N
sprpriority = 0
anim = 2000

[state 1510]
type = ScreenBound
trigger1 = 1
value = 1

[State 100, 1]
type = Velset
trigger1 = Time = 0
x = 0

[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State -1]
type = Posset
trigger1 = time = 0
y = 0

[State -1]
type = turn
trigger1 = p2dist X < 0

[State 1051, 2];嬺傜偄
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 2120
time = 1
ignorehitpause = 1

[State a]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
slot = 1

[State 9001, 5]
type = changestate
triggerall = root,numexplod(2904) = 0&&root,Numexplod(2905) = 0&&root,Numexplod(2906) = 0
triggerall = root,var(40)=2&&root,fvar(10)
triggerall = root,movetype != H
triggerall = root,time < 57
Trigger1 = !root,var(58)
trigger1 = root,stateno = 3000
trigger1 = root,power >= 1000
trigger1 = root,command = "a"
Trigger2 = root,var(58)
trigger2 = root,power >= 1000
trigger2 = root,stateno = 3000
value = 2250
ignorehitpause = 1

[State 9001, 5]
type = changestate
triggerall = root,numexplod(2904) = 0&&root,Numexplod(2905) = 0&&root,Numexplod(2906) = 0
triggerall = root,var(40)=2&&root,fvar(10)
triggerall = root,movetype = H&&(root,stateno!=[120,160])
triggerall = root,alive
triggerall = root,power >= 1000
triggerall = root,statetype != L
Trigger1 = !root,var(58)
trigger1 = root,command = "a"
trigger1 = root,command = "holdup"
Trigger2 = var(58)
Trigger2 = P2StateType != L
trigger2 = (100*enemynear,life/enemynear,const(data.life)) <= 150||life < 230
value = 2265

[State 9001, 5]
type = changestate
triggerall = root,numexplod(2904) = 0&&root,Numexplod(2905) = 0&&root,Numexplod(2906) = 0
triggerall = root,var(40)=2&&root,fvar(10)
triggerall = root,movetype != H
Trigger1 = !root,var(58)
trigger1 = root,command = "a"
trigger1 = root,var(8)
trigger2 = p2statetype = A
Trigger2 = var(58)
Trigger2 = P2StateType != L
trigger2 = root,var(8)
Trigger2 = root,P2BodyDist Y-Ceil(root,Vel Y)+Ceil(EnemyNear,Vel Y) >= 70
value = 2263

[State 9001, 5]
type = changestate
triggerall = root,numexplod(2904) = 0&&root,Numexplod(2905) = 0&&root,Numexplod(2906) = 0
triggerall = root,var(40)=2&&root,fvar(10)
TriggerAll = !root,var(58)
triggerall = root,movetype != H
trigger1 = root,command = "a"
trigger1 = root,command != "holdfwd"
trigger1 = root,command != "holdback"
trigger1 = root,command != "holddown"
value = 2200

[State 9001, 5]
type = changestate
triggerall = root,numexplod(2904) = 0&&root,Numexplod(2905) = 0&&root,Numexplod(2906) = 0
triggerall = root,var(40)=2&&root,fvar(10)
triggerall = root,movetype != H
Trigger1 = !root,var(58)
trigger1 = root,command = "a"
trigger1 = root,command = "holdfwd"
trigger1 = root,command != "holdback"
trigger1 = root,command != "holddown"
Trigger2 = root,var(58)
Trigger2 = P2StateType != L
Trigger2 = root,Var(57) = [0,50]
trigger2 = root,movehit
trigger2 = (root,stateno = 1201&&root,time>=10)||(root,stateno = 1310&&root,time>=20)
value = 2201

[State 9001, 5]
type = changestate
triggerall = root,numexplod(2904) = 0&&root,Numexplod(2905) = 0&&root,Numexplod(2906) = 0
triggerall = root,var(40)=2&&root,fvar(10)
TriggerAll = !root,var(58)
trigger1 = root,command = "a"
trigger1 = root,command != "holdfwd"
trigger1 = root,command = "holdback"
trigger1 = root,command != "holddown"
trigger1 = root,movetype != H
value = 2202

[State 9001, 5]
type = changestate
triggerall = root,numexplod(2904) = 0&&root,Numexplod(2905) = 0&&root,Numexplod(2906) = 0
triggerall = root,var(40)=2&&root,fvar(10)
TriggerAll = !root,var(58)
trigger1 = root,command = "a"
trigger1 = root,command != "holdfwd"
trigger1 = root,command != "holdback"
trigger1 = root,command = "holddown"
trigger1 = root,movetype != H
value = 2260

[State 9001, 5]
type = changestate
triggerall = root,numexplod(2904) = 0&&root,Numexplod(2905) = 0&&root,Numexplod(2906) = 0
triggerall = root,var(40)=2&&root,fvar(10)
triggerall = root,movetype != H
Trigger1 = !root,var(58)
trigger1 = root,command = "a"
trigger1 = root,command = "holdfwd"
trigger1 = root,command != "holdback"
trigger1 = root,command = "holddown"
Trigger2 = root,var(58)
Trigger2 = root,P2StateType != L
Trigger2 = root,Var(57) = [50,100]
trigger2 = root,movehit
trigger2 = (root,stateno = [1105,1108])&&root,time>=24
value = 2261

[State 9001, 5]
type = changestate
triggerall = root,numexplod(2904) = 0&&root,Numexplod(2905) = 0&&root,Numexplod(2906) = 0
triggerall = root,var(40)=2&&root,fvar(10)
TriggerAll = !root,var(58)
trigger1 = root,command = "a"
trigger1 = root,command != "holdfwd"
trigger1 = root,command = "holdback"
trigger1 = root,command = "holddown"
trigger1 = root,movetype != H
value = 2262

[State 9001, 5]
type = changestate
triggerall = root,win
trigger1 = root,stateno = [180,199]
trigger2 = root,stateno = 3502
value = 2190

[State 9001, 5]
type = changestate
trigger1 = root,lose
value = 2195

[State 9001, 5]
type = changestate
triggerall = roundstate=2
trigger1 = time >= 61
trigger2 = root,fvar(10) <= 1
value = 2130

[State 3000, 00]
type = changestate
trigger1 = ScreenPos Y != [-40,279]
trigger2 = ScreenPos X != [-50,389]
value = 2130
ignorehitpause = 1
;---------------------------------------------------------------------------
; 彑偪億乕僘
[Statedef 2190]
type = S
physics = N
sprpriority = 0
anim = 2190

[State 100, 1]
type = Velset
trigger1 = Time = 0
x = 0

[State 191, Snd 1]
type = PlaySnd
triggerall = time = 419
triggerall = root,stateno = [180,199]
triggerall = matchover
trigger1 = enemynear,Name = "Keiji"
trigger2 = enemynear,Name = "another blood"
trigger3 = enemynear,Name = "Buront"
trigger4 = enemynear,Name = "Cell"
trigger5 = enemynear,Name = "Dan Hibiki"
trigger6 = enemynear,Name = "cvsdan"
trigger7 = enemynear,Name = "Kim Dong Hwan"
trigger8 = enemynear,Name = "Dr Gero"
trigger9 = enemynear,Name = "Anji Mito"
trigger10 = enemynear,Name = "Neco Chaos Black G666"
trigger11 = enemynear,Name = "Nitro Ignis"
trigger12 = enemynear,Name = "kira"
trigger13 = enemynear,Name = "kotonoha katsura"
trigger14 = enemynear,Name = "KUROKO"
trigger15 = enemynear,Name = "cvsKUROKO"
trigger16 = enemynear,Name = "Magaki"
trigger17 = enemynear,Name = "pyron"
trigger18 = enemynear,Name = "jedah"
trigger19 = enemynear,Name = "ROBO-KY1"
trigger20 = enemynear,Name = "ROBO-Ky"
trigger20 = enemynear,Name = "ROBO-KY MK-嘦"
trigger20 = enemynear,Name = "Ryoko Asakura"
trigger20 = enemynear,Name = "Super Heita"
value = 2191,random%3

[State 191, Snd 1]
type = PlaySnd
triggerall = time = 320
triggerall = root,stateno = [180,199]
trigger1 = enemynear,Name != "Keiji"
trigger1 = enemynear,Name != "another blood"
trigger1 = enemynear,Name != "Buront"
trigger1 = enemynear,Name != "Cell"
trigger1 = enemynear,Name != "Dan Hibiki"
trigger1 = enemynear,Name != "cvsdan"
trigger1 = enemynear,Name != "Kim Dong Hwan"
trigger1 = enemynear,Name != "Dr Gero"
trigger1= enemynear,Name != "Anji Mito"
trigger1= enemynear,Name != "Neco Chaos Black G666"
trigger1= enemynear,Name != "Nitro Ignis"
trigger1 = enemynear,Name != "kira"
trigger1 = enemynear,Name != "kotonoha katsura"
trigger1 = enemynear,Name != "KUROKO"
trigger1 = enemynear,Name != "cvsKUROKO"
trigger1 = enemynear,Name != "Magaki"
trigger1 = enemynear,Name != "pyron"
trigger1 = enemynear,Name != "jedah"
trigger1 = enemynear,Name != "ROBO-KY1"
trigger1 = enemynear,Name != "ROBO-Ky"
trigger1 = enemynear,Name != "ROBO-KY MK-嘦"
trigger1 = enemynear,Name != "Ryoko Asakura"
trigger1 = enemynear,Name != "Super Heita"
trigger2 = !matchover
value = 2191,random%3

[State 191, Snd 1]
type = PlaySnd
trigger1 = root,stateno = 3502
trigger1 = time = 300
value = 2190,0

[State 182, 摿庩岠壥]
type = AssertSpecial
trigger1 = Time = [0,660]
flag = RoundNotOver
;---------------------------------------------------------------------------
; make億乕僘
[Statedef 2195]
type = S
physics = N
sprpriority = 0
anim = 2195

[State 100, 1]
type = Velset
trigger1 = Time = 0
x = 0
;---------------------------------------------------------------------------
; 柭恄丂MUGEN柤暔乮柺搢廘偄偐傜乯彑庤偵傾儗儞僕
[Statedef 2050]
type = S
movetype = A
physics = N
sprpriority = 0
anim = 2050

[State -1]
type = turn
trigger1 = p2dist X < 0

[State a]
type = NotHitBy
trigger1 = time <=40
value = SCA
time = 1

[State 1051, 2];嬺傜偄
type = hitoverride
trigger1 = time > 40
attr = SCA,AA,AP
stateno = 2120
time = 1
ignorehitpause = 1

[State a]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
slot = 1

[state 7000,]
type = parentvaradd
trigger1 = animelemtime(11) = 0
fvar(30) = 0.06
persistent = 0
ignorehitpause = 1

[state a];BASARA媄敪摦僄僼僃僋僩
type = Helper
trigger1 = time = 11
id = 2300
name = "BASARA"
pos = 0 , -62
postype = p1
stateno = 2300
helpertype = normal
pausemovetime = 999
keyctrl = 0 
ownpal = 1

[State 1051, 0];媴
type = helper
trigger1 = root,fvar(11)<=9
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(21) < 0
ID = 2051
helpertype = normal
postype = p1
persistent = 7
pos = 69,-86
stateno = 2051
ownpal = 1
pausemovetime = 999999
supermovetime = 999999

[State 1051, 0];媴
type = helper
trigger1 = root,fvar(11)=[10,29]
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(21) < 0
ID = 2051
helpertype = normal
postype = p1
persistent = 6
pos = 69,-86
stateno = 2051
ownpal = 1
pausemovetime = 999999
supermovetime = 999999

[State 1051, 0];媴
type = helper
trigger1 = root,fvar(11)=[30,59]
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(21) < 0
ID = 2051
helpertype = normal
postype = p1
persistent = 5
pos = 69,-86
stateno = 2051
ownpal = 1
pausemovetime = 999999
supermovetime = 999999

[State 1051, 0];媴
type = helper
trigger1 = root,fvar(11)=[60,98]
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(21) < 0
ID = 2051
helpertype = normal
postype = p1
persistent = 4
pos = 69,-86
stateno = 2051
ownpal = 1
pausemovetime = 999999
supermovetime = 999999

[State 1051, 0];媴
type = helper
trigger1 = root,fvar(11)>=99
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(21) < 0
ID = 2051
helpertype = normal
postype = p1
persistent = 3
pos = 69,-86
stateno = 2051
ownpal = 1
pausemovetime = 999999
supermovetime = 999999

[State 100 , 0]
type = Explod
trigger1 = animelemtime(9) = 1
anim = 2051
postype = p1
pos = 90,-86
sprpriority = 3
bindtime = -1
ownpal = 1
scale = 0.5,0.5
ID = 6010
persistent = 0
removeongethit = 1
removetime = 31

[State 100, 2]
type = Velset
trigger1 = !time
x = 0

[State 100, 2]
type = Velset
trigger1 = time >= 1
trigger1 = Vel X <= 0.01
x = 0

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 2000

;----------------------------------------------------------------------------------------
[Statedef 2051];抏
type    = A
movetype= A
physics = N
anim = 2052+random%2
sprpriority = -5+random%10
juggle  = 0

[state b]
type = Trans
trigger1 = 1
trans = add

[State 2051]
type = VarRandom
trigger1 = !time
v = 0
range = 8,200

[state a]
type = angleset
trigger1 = time = 0
value = random%359

[state a]
type = angledraw
trigger1 = 1
scale = 0.2 + var(0)*0.01,0.2 + var(0)*0.01

[State 191, Snd 1];怳傝
type = PlaySnd
trigger1 = time = 0
value = 2051,0

[State 100, 2]
type = AssertSpecial
trigger1 = time >= 0
flag = noshadow

[State 100, 2]
type = velset
trigger1 = time = 0
x = 5+(random%160*0.1)
y = -2+(random%50*0.1)

[State 240, 6] ;峌寕梊栺
type = HitDef
trigger1 = root,var(33) = 0
attr = A, HP
animtype  = medium
damage    = ceil(28*root,fvar(6)), 2
priority = 3
hitflag = MAF
guardflag = MA
pausetime = 0,13
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 2
guardsound = s120, 2
ground.type = low
ground.slidetime = 14+parent,var(41)
ground.hittime  = 14+parent,var(41)
ground.velocity = -4.5*parent,fvar(14)
air.velocity = -3.7*parent,fvar(14),-4.2*parent,fvar(15)
fall.recover = 0
air.fall = 1
yaccel = .51
ID = 1000
palfx.time = 35
palfx.add         = -100,0,130
palfx.sinadd      = 110,110,110,10
palfx.invertall = 1
palfx.color     = 0

[State 240, 6] ;僇僂儞僞乕
type = HitDef
trigger1 = root,var(33) >= 1
attr = A, HP
animtype  = medium
damage    = 45, 0
priority = 7
hitflag = MAF
guardflag = MA
pausetime = 0,26
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 1
guardsound = s120, 2
ground.type = low
ground.slidetime = 20+parent,var(41)
ground.hittime  = 20+parent,var(41)
ground.velocity = -3.5*parent,fvar(14)
air.velocity = -2.7*parent,fvar(14),-4.2*parent,fvar(15)
fall.recover = 0
air.fall = 1
yaccel = .51
palfx.time = 35
palfx.add         = -100,0,130
palfx.sinadd      = 110,110,110,10
palfx.invertall = 1
palfx.color     = 0
envshake.time = 11
ID = 1000

[state a];僈乕僪僄僼僃僋僩
type = Helper
trigger1 = moveguarded = 1
trigger1 = P2MoveType = H
id = 7022
name = "hit"
pos = 9,-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
pausemovetime = 0
persistent = 0
ignorehitpause = 1
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5

[State 191, Snd 1];怳傝
type = PlaySnd
trigger1 = movehit
value = 400,2
ignorehitpause = 1
persistent = 0

[State 1000, 3];昁嶦僸僢僩僄僼僃僋僩儅乕僋
type = helper
trigger1 = movehit
trigger1 = P2MoveType = H
id = 7000
postype = p2
ignorehitpause = 1
persistent = 0
pos = 8,-Ceil(P2BodyDist Y)
priority = 2
stateno = 7005
ownpal = 1
supermove = 1
pausemovetime = 999999
supermovetime = 999999
size.xscale = 0.5
size.yscale = 0.5

[State 40 , 0]
type = null;Explod
trigger1 = 1
anim = 1007+random%4
postype = p1
pos = -60+random%20,20-random%80
sprpriority = 7
bindtime = 1
persistent = 6
ontop = 1
facing = -1
scale = 0.9,0.9

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(1000)
trigger1 = root,var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(1000)
trigger1 = root,var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State 1051, 2];嬺傜偄
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 2120
time = 1
ignorehitpause = 1

[State 3000, 00]
type = destroyself
trigger1 = movecontact
trigger2 = movetype = H
trigger3 = ScreenPos Y != [-10,249]
trigger4 = ScreenPos X != [-10,329]
ignorehitpause = 1
;---------------------------------------------------------------------------------------------------------------------------------
[Statedef 2120];彫廫榊嬺傜偄儌乕僔儑儞
type = S
movetype = H
anim = 2120
sprpriority = 0
physics = S

[State -1]
type = turn
trigger1 = p2dist X < 0

[state 1510]
type = parentvaradd
trigger1 = time = 0
fvar(10) = -8

[State 100, 1]
type = Velmul
trigger1 = Time >= GetHitVar(slidetime)
x = 0.6

[State 100, 2]
type = Velset
trigger1 = HitOver
x = 0

[State 1510, 1]
type = PlayerPush
trigger1 = 1
value = 1

[State 5001, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 1051, 2];嬺傜偄
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 2120
time = 1
ignorehitpause = 1

[State a]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
slot = 1

[State 9001, 5]
type = changestate
trigger1 = GetHitVar(fall)
trigger2 = GetHitVar(yvel) < 0
value = 2110

[State 9001, 5]
type = changestate
trigger1 = AnimTime = 0
trigger2 = Pos Y >= 0 && Vel Y > 0
value = 2000

;---------------------------------------------------------------------------------------------------------------------------------
[Statedef 2110];偝傜偽彫廫榊
type = S
movetype = H
physics = N
anim = 2110
sprpriority = 0

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

[state 1510]
type = parentvaradd
trigger1 = time = 0
fvar(10) = -10

[state 1510]
type = ScreenBound
trigger1 = 1
value = 0

[State 3040, 1]
type = Velset
trigger1 = !Time
x = -17
y = -7

[State 9001, 5]
type = destroyself
triggerall = Time >= 7
trigger1 = ScreenPos Y != [-10,249]
trigger2 = ScreenPos X != [-10,329]
trigger3 = time > 60
;---------------------------------------------------------------------------------------------------------------------------------
;彫廫榊戅偔
[Statedef 2130]
type = S
movetype = H
physics = N
anim = 2130
sprpriority = 0

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

[state 1510]
type = ScreenBound
trigger1 = 1
value = 0

[State 3040, 1]
type = Velset
trigger1 = 1
x = -18
y = -4

[State 9001, 5]
type = destroyself
triggerall = Time >= 7
trigger1 = ScreenPos Y != [-10,249]
trigger2 = ScreenPos X != [-10,329]
trigger3 = time > 60
;---------------------------------------------------------------------------------------------------------------------------------
;僶僢僋僗僥僢僾
[Statedef 2131]
type = S
movetype = H
physics = N
anim = 2130
sprpriority = 0

[State 100 , 0]
type = Explod
trigger1 = !time
anim = 6010
postype = p1
pos = -5,10
facing = -1
sprpriority = 8
bindtime = 1
ownpal = 1
scale = 0.5,0.5
ID = 6010

[State 3040, 1]
type = Velset
trigger1 = !time
x = -3.3
y = -6.4

[State 3040, 1]
type = Veladd
trigger1 = 1
y = .5

[State 1051, 2];嬺傜偄
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 2110
time = 1
ignorehitpause = 1

[State a]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
slot = 1

[State 200, 7]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 2132

;---------------------------------------------------------------------------------------------------------------------------------
;僶僢僋僗僥僢僾-
[Statedef 2132]
type = S
movetype = H
physics = N
anim = 2131
sprpriority = 0

[State 191, Snd 1];怳傝
type = PlaySnd
trigger1 = time=0
value = 47,0

[State 3040, 1]
type = Velset
trigger1 = !time
x = 0
y = 0

[State 1051, 2];嬺傜偄
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 2120
time = 1
ignorehitpause = 1

[State a]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
slot = 1

[State 200, 7]
type = ChangeState
trigger1 = Animtime = 0
value = 2000
;---------------------------------------------------------
;撍偒
[Statedef 2090]
type    = S
movetype= A
physics = N
juggle  = 4
ctrl = 0
anim = 2090
sprpriority = 1

;媅帡CTRL
[state -2,]
type = parentvarset
trigger1 = movehit
trigger1 = root,stateno<3000
fvar(0) = 1
persistent = 0
ignorehitpause = 1

[State 100, 2]
type = Velset
trigger1 = !time
x = 0

[State 200, 0];僐儞儃悢壛嶼
type = parentVaradd
trigger1 = movecontact
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 191, Snd 1];儃僀僗
type = PlaySnd
trigger1 = AnimElem = 6
trigger1 = random <= 900
value = 2000,random%7
channel = 1
ignorehitpause = 1
lowpriority = 1

[State 191, Snd 1];怳傝
type = PlaySnd
trigger1 = AnimElem = 7
value = 300,2
ignorehitpause = 1

[State 100, 1]
type = Veladd
trigger1 = AnimElem = 6
x = 10.2

[State 100, 1]
type = Velset
trigger1 = AnimElem = 13
x = 0

[State 240, 6] ;峌寕梊栺
type = HitDef
trigger1 = animelemtime(8) >= 0
trigger1 = animelemtime(14) < 0
trigger1 = root,var(33) = 0
attr = S, NA
animtype  = medium
damage    = ceil((40*root,fvar(6))+ceil(root,fvar(11)*0.34)), 0
priority = 3
hitflag = MAF
guardflag = MA
pausetime = 13,13
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 10
guardsound = s120, 3
ground.type = low
ground.slidetime = 14+root,var(41)
ground.hittime  = 14+root,var(41)
ground.velocity = -7.5
air.velocity = -3.7,-5.2
fall.recover = 1
fall.recovertime = 16
air.fall = 1
yaccel = .51
ID = 200
persistent = 0

[State 240, 6] ;僇僂儞僞乕
type = HitDef
trigger1 = animelemtime(8) >= 0
trigger1 = animelemtime(14) < 0
trigger1 = root,var(33) >= 1
attr = S, NA
animtype  = medium
damage    = 64, 0
priority = 7
hitflag = MAF
guardflag = MA
pausetime = 13,26
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 10
guardsound = s120, 3
ground.type = low
ground.slidetime = 20+root,var(41)
ground.hittime  = 20+root,var(41)
ground.velocity = -7.5
air.velocity = -3.7,-5.2
fall.recover = 1
fall.recovertime = 30
air.fall = 1
yaccel = .51
palfx.time = 5
palfx.add = 205,-50,-50
envshake.time = 11
ID = 200
persistent = 0
getpower = 90,20

[state a];僸僢僩僄僼僃僋僩
type = Helper
trigger1 = movehit
trigger1 = numtarget(200)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-45), -70-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state a];僈乕僪僄僼僃僋僩
type = Helper
trigger1 = moveguarded
trigger1 = numtarget(200)
id = 7021
name = "hit"
pos = Ceil(P2Dist X/2-45), -70-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(200)
trigger1 = root,var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(200)
trigger1 = root,var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State 100, 1]
type = Velmul
trigger1 = movehit
trigger1 = Vel X > 0
x = 0.85

[State 100, 2]
type = Velset
trigger1 = time >= 1
trigger1 = Vel X <= 0.01
x = 0

[State 1051, 2];嬺傜偄
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 2120
time = 1
ignorehitpause = 1

[State a]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
slot = 1

[State 100 , 0]
type = Explod
trigger1 = time = 3
anim = 6010
postype = p1
pos = -5,10
sprpriority = 8
bindtime = 1
ownpal = 1
scale = 0.5,0.5
ID = 6010

[State 100 , 0]
type = Explod
trigger1 = AnimElem = 13
anim = 6010
postype = p1
pos = -5,10
facing = -1
sprpriority = 8
bindtime = 1
ownpal = 1
scale = 0.5,0.5
ID = 6010


[State 100, 1]
type = ChangeState
trigger1 = movehit
trigger1 = Vel X > 0
value = 2131

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 2000


;---------------------------------------------------------
;揹寕撍偒
[Statedef 2091]
type    = S
movetype= A
physics = N
juggle  = 4
ctrl = 0
anim = 2094
sprpriority = 1

;媅帡CTRL
[state -2,]
type = parentvarset
trigger1 = movehit
trigger1 = root,stateno<3000
fvar(0) = 1
persistent = 0
ignorehitpause = 1

[State 100, 2]
type = Velset
trigger1 = !time
x = 0

[State 200, 0];僐儞儃悢壛嶼
type = parentVaradd
trigger1 = movecontact
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 191, Snd 1];儃僀僗
type = PlaySnd
trigger1 = AnimElem = 6
value = 2000,random%7
channel = 1
ignorehitpause = 1
lowpriority = 1

[State 191, Snd 1];怳傝
type = PlaySnd
trigger1 = AnimElem = 7
value = 300,2
ignorehitpause = 1

[State 100, 1]
type = varset
trigger1 = !time
var(11)=0

[State 100, 1]
type = varadd
trigger1 = 1
var(11)=1
IgNoreHitPause = 1

[State 100, 1]
type = Veladd
trigger1 = AnimElem = 6
x = 10.2

[State 100, 1]
type = Velset
trigger1 = AnimElem = 13
x = 0

[State 240, 6] ;峌寕梊栺
type = HitDef
trigger1 = animelemtime(8) >= 0
trigger1 = animelemtime(11) < 0
trigger1 = !numtarget(200)
trigger1 = root,var(33) = 0
attr = S, NA
animtype  = medium
damage    = ceil(30*root,fvar(6))+ceil(root,fvar(11)*0.34), 0
priority = 3
hitflag = MAF
guardflag = MA
pausetime = 13,13
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 10
guardsound = s120, 3
ground.type = low
ground.slidetime = 14+root,var(41)
ground.hittime  = 14+root,var(41)
ground.velocity = -7.5
air.velocity = -7.7,-4.3
fall.recover = 1
fall.recovertime = 16
air.fall = 1
yaccel = .51
ID = 200
persistent = 0
palfx.time = 35
palfx.add         = -100,0,130
palfx.sinadd      = 110,110,110,10
palfx.invertall = 1
palfx.color     = 0

[State 240, 6] ;僇僂儞僞乕
type = HitDef
trigger1 = animelemtime(8) >= 0
trigger1 = animelemtime(11) < 0
trigger1 = !numtarget(200)
trigger1 = root,var(33) >= 1
attr = S, NA
animtype  = medium
damage    = 60, 0
priority = 7
hitflag = MAF
guardflag = MA
pausetime = 13,26
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 10
guardsound = s120, 3
ground.type = low
ground.slidetime = 20+root,var(41)
ground.hittime  = 20+root,var(41)
ground.velocity = -7.5
air.velocity = -7.7,-5.2
fall.recover = 1
fall.recovertime = 30
air.fall = 1
yaccel = .51
palfx.time = 5
palfx.add = 205,-50,-50
envshake.time = 11
ID = 200
persistent = 0
palfx.time = 35
palfx.add         = -100,0,130
palfx.sinadd      = 110,110,110,10
palfx.invertall = 1
palfx.color     = 0

[State 240, 6] ;峌寕梊栺
type = HitDef
trigger1 = animelemtime(11) >= 0
trigger1 = animelemtime(16) < 0
attr = S, NA
animtype  = medium
damage    = ceil(32*root,fvar(6))+ceil(root,fvar(11)*0.34), 0
priority = 3
hitflag = MAF
guardflag = MA
pausetime = 13,13
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 5
guardsound = s120, 4
ground.type = low
ground.slidetime = 17+root,var(41)
ground.hittime  = 17+root,var(41)
ground.velocity = -6.7
air.velocity = -6.7,-5.2
fall.recover = 1
fall.recovertime = 30
air.fall = 1
yaccel = .51
ID = 199
persistent = 0
palfx.time = 35
palfx.add         = -100,0,130
palfx.sinadd      = 110,110,110,10
palfx.invertall = 1
palfx.color     = 0


[state a];僸僢僩僄僼僃僋僩
type = Helper
trigger1 = movehit
trigger1 = numtarget(200)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-45), -70-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state a];僈乕僪僄僼僃僋僩
type = Helper
trigger1 = moveguarded
trigger1 = numtarget(200)
id = 7021
name = "hit"
pos = Ceil(P2Dist X/2-45), -70-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state a];僸僢僩僄僼僃僋僩
type = Helper
trigger1 = movehit
trigger1 = numtarget(199)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-45), -70-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state a];僈乕僪僄僼僃僋僩
type = Helper
trigger1 = moveguarded
trigger1 = numtarget(199)
id = 7021
name = "hit"
pos = Ceil(P2Dist X/2-45), -70-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(200)
trigger1 = root,var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(200)
trigger1 = root,var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State 191, Snd 1];怳傝
type = PlaySnd
trigger1 = AnimElem = 17
value = 1000,2
ignorehitpause = 1

[State 100, 1]
type = Velmul
trigger1 = animelemtime(13) > 0
trigger1 = Vel X > 0
x = 0.85

[State 100, 2]
type = Velset
trigger1 = time >= 1
trigger1 = Vel X <= 0.01
x = 0

[State 1051, 2];嬺傜偄
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 2120
time = 1
ignorehitpause = 1

[State a]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
slot = 1

[State 100 , 0]
type = Explod
trigger1 = time = 12
anim = 2093
postype = p1
pos = 5,-58
sprpriority = 6
bindtime = -1
removetime = 40
ownpal = 1
scale = 0.9,0.9
IgNoreHitPause = 1
removeongethit = 1

[State 100 , 0]
type = Explod
trigger1 = time = 12
anim = 2092
postype = p1
pos = 75,-63
sprpriority = 6
bindtime = 1
ownpal = 1
scale = 0.5,0.5
ID = 2092
IgNoreHitPause = 1
removeongethit = 1

[State -1]
type = ModifyExplod
trigger1 = 1
ID = 2092
scale = 0.7+((var(11)-4)*0.1),0.7+((var(11)-4)*0.1)
IgNoreHitPause = 1

[State 100 , 0]
type = Explod
trigger1 = time = 12
anim = 2091
postype = p1
pos = 75,-68
sprpriority = 6
bindtime = -1
ownpal = 1
scale = 0.9,0.45
IgNoreHitPause = 1
removeongethit = 1

[State 100 , 0]
type = Explod
trigger1 = time = 21
anim = 2092
postype = p1
pos = 75,-63
sprpriority = 6
bindtime = 1
ownpal = 1
scale = 0.7,0.7
ID = 2091
IgNoreHitPause = 1
removeongethit = 1

[State -1]
type = ModifyExplod
trigger1 = 1
ID = 2091
scale = 0.7+((var(11)-5)*0.1),0.7+((var(11)-5)*0.1)
IgNoreHitPause = 1

[State 100 , 0]
type = Explod
trigger1 = time = 3
anim = 6010
postype = p1
pos = -5,10
sprpriority = 8
bindtime = 1
ownpal = 1
scale = 0.5,0.5
ID = 6010
[State 100 , 0]
type = Explod
trigger1 = AnimElem = 13
anim = 6010
postype = p1
pos = -5,10
facing = -1
sprpriority = 8
bindtime = 1
ownpal = 1
scale = 0.5,0.5
ID = 6010

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 2000



;---------------------------------------------------------
;慂寧
[Statedef 2095]
type    = S
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 2095
sprpriority = 1

;媅帡CTRL
[state -2,]
type = parentvarset
trigger1 = movehit
trigger1 = root,stateno<3000
fvar(0) = 1
persistent = 0
ignorehitpause = 1

[State 191, Snd 1];儃僀僗
type = PlaySnd
trigger1 = AnimElem = 20
value = 2001,random%3
channel = 1
ignorehitpause = 1
lowpriority = 1

[State 100, 2]
type = Velset
trigger1 = !time
x = 0

[State 200, 0];僐儞儃悢壛嶼
type = parentVaradd
trigger1 = movecontact
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 191, Snd 1];儃僀僗
type = PlaySnd
trigger1 = AnimElem = 6
value = 2000,random%7
channel = 1
ignorehitpause = 1
lowpriority = 1

[State 191, Snd 1];怳傝
type = PlaySnd
trigger1 = AnimElem = 7
value = 300,2
ignorehitpause = 1

[State 100, 1]
type = varset
trigger1 = !time
var(11)=0

[State 100, 1]
type = varadd
trigger1 = 1
var(11)=1
IgNoreHitPause = 1

[State 100, 1]
type = Veladd
trigger1 = AnimElem = 6
x = 10.2

[State 100, 1]
type = Veladd
trigger1 = AnimElem = 19
x = 6.2

[State 100, 1]
type = Velset
trigger1 = AnimElem = 13
x = 0

[State 240, 6] ;峌寕梊栺
type = HitDef
trigger1 = animelemtime(8) >= 0
trigger1 = animelemtime(11) < 0
trigger1 = !numtarget(200)
trigger1 = root,var(33) = 0
attr = S, NA
animtype  = medium
damage    = ceil(24*root,fvar(6))+ceil(root,fvar(11)*0.34), 0
priority = 3
hitflag = MAF
guardflag = MA
pausetime = 13,13
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 10
guardsound = s120, 3
ground.type = low
ground.slidetime = 14+root,var(41)
ground.hittime  = 14+root,var(41)
ground.velocity = -7.5
air.velocity = -7.7,-4.3
fall.recover = 1
fall.recovertime = 16
air.fall = 1
yaccel = .51
ID = 200
persistent = 0
palfx.time = 35
palfx.add         = -100,0,130
palfx.sinadd      = 110,110,110,10
palfx.invertall = 1
palfx.color     = 0

[State 240, 6] ;僇僂儞僞乕
type = HitDef
trigger1 = animelemtime(8) >= 0
trigger1 = animelemtime(11) < 0
trigger1 = !numtarget(200)
trigger1 = root,var(33) >= 1
attr = S, NA
animtype  = medium
damage    = 60, 0
priority = 7
hitflag = MAF
guardflag = MA
pausetime = 13,26
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 10
guardsound = s120, 3
ground.type = low
ground.slidetime = 20+root,var(41)
ground.hittime  = 20+root,var(41)
ground.velocity = -7.2
air.velocity = -7.2,-5.2
fall.recover = 1
fall.recovertime = 30
air.fall = 1
yaccel = .51
palfx.time = 5
palfx.add = 205,-50,-50
envshake.time = 11
ID = 200
persistent = 0
palfx.time = 35
palfx.add         = -100,0,130
palfx.sinadd      = 110,110,110,10
palfx.invertall = 1
palfx.color     = 0

[State 240, 6] ;峌寕梊栺
type = HitDef
trigger1 = animelemtime(11) >= 0
trigger1 = animelemtime(16) < 0
attr = S, NA
animtype  = medium
damage    = ceil(24*root,fvar(6))+ceil(root,fvar(11)*0.34), 0
priority = 3
hitflag = MAF
guardflag = MA
pausetime = 13,13
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 3
guardsound = s120, 4
ground.type = low
ground.slidetime = 30+root,var(41)
ground.hittime  = 30+root,var(41)
ground.velocity = -6
air.velocity = -6,-4
fall.recover = 1
fall.recovertime = 30
air.fall = 1
yaccel = .51
ID = 199
persistent = 0
palfx.time = 35
palfx.add         = -100,0,130
palfx.sinadd      = 110,110,110,10
palfx.invertall = 1
palfx.color     = 0

[State 240, 6] ;峌寕梊栺
type = HitDef
trigger1 = animelem = 21
attr = S, NA
animtype  = hard
damage    = ceil(30*root,fvar(6))+ceil(root,fvar(11)*0.34), 0
priority = 3
hitflag = MAF
guardflag = MA
pausetime = 13,13
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 5
guardsound = s120, 4
ground.type = trip
ground.slidetime = 14+root,var(41)
ground.hittime  = 14+root,var(41)
ground.velocity = -2.7,-8.4
air.velocity = -2.7,-8.4
fall.recover = 1
fall.recovertime = 30
fall = 1
yaccel = .51
ID = 198
persistent = 0
palfx.time = 35
palfx.add         = -100,0,130
palfx.sinadd      = 110,110,110,10
palfx.invertall = 1
palfx.color     = 0

[State -1]
type = Width
trigger1 = animelemtime(20) >= 0
value = 90,64

[state a];僸僢僩僄僼僃僋僩
type = Helper
trigger1 = movehit
trigger1 = numtarget(200)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-45), -70-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state a];僈乕僪僄僼僃僋僩
type = Helper
trigger1 = moveguarded
trigger1 = numtarget(200)
id = 7021
name = "hit"
pos = Ceil(P2Dist X/2-45), -70-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state a];僸僢僩僄僼僃僋僩
type = Helper
trigger1 = movehit
trigger1 = numtarget(199)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-45), -70-Ceil(P2BodyDist Y)
postype = p2
stateno = 7003
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state a];僈乕僪僄僼僃僋僩
type = Helper
trigger1 = moveguarded
trigger1 = numtarget(199)
id = 7021
name = "hit"
pos = Ceil(P2Dist X/2-45), -70-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999


[state a];僸僢僩僄僼僃僋僩
type = Helper
trigger1 = movehit
trigger1 = numtarget(198)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-35), -70-Ceil(P2BodyDist Y)
postype = p2
stateno = 7005
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state a];僈乕僪僄僼僃僋僩
type = Helper
trigger1 = moveguarded
trigger1 = numtarget(198)
id = 7022
name = "hit"
pos = Ceil(P2Dist X/2-35), -70-Ceil(P2BodyDist Y)
postype = p2
stateno = 7020
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(200)
trigger1 = root,var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(200)
trigger1 = root,var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State 191, Snd 1];怳傝
type = PlaySnd
trigger1 = AnimElem = 24
value = 1000,2
ignorehitpause = 1

[State 100, 1]
type = Velmul
trigger1 = animelemtime(13) > 0
trigger1 = Vel X > 0
x = 0.85

[State 100, 2]
type = Velset
trigger1 = time >= 1
trigger1 = Vel X <= 0.01
x = 0

[State 1051, 2];嬺傜偄
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 2120
time = 1
ignorehitpause = 1

[State a]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
slot = 1

[State 100 , 0]
type = Explod
trigger1 = time = 12
anim = 2093
postype = p1
pos = 5,-58
sprpriority = 6
bindtime = -1
removetime = 40
ownpal = 1
scale = 0.9,0.9
IgNoreHitPause = 1
removeongethit = 1

[State 100 , 0]
type = Explod
trigger1 = time = 12
anim = 2092
postype = p1
pos = 75,-63
sprpriority = 6
bindtime = 1
ownpal = 1
scale = 0.5,0.5
ID = 2092
IgNoreHitPause = 1
removeongethit = 1

[State -1]
type = ModifyExplod
trigger1 = 1
ID = 2092
scale = 0.7+((var(11)-4)*0.1),0.7+((var(11)-4)*0.1)
IgNoreHitPause = 1

[State 100 , 0]
type = Explod
trigger1 = time = 12
anim = 2091
postype = p1
pos = 75,-68
sprpriority = 6
bindtime = -1
ownpal = 1
scale = 0.9,0.45
IgNoreHitPause = 1
removeongethit = 1

[State 100 , 0]
type = Explod
trigger1 = time = 21
anim = 2092
postype = p1
pos = 75,-63
sprpriority = 6
bindtime = 1
ownpal = 1
scale = 0.7,0.7
ID = 2091
IgNoreHitPause = 1
removeongethit = 1

[State -1]
type = ModifyExplod
trigger1 = 1
ID = 2091
scale = 0.7+((var(11)-5)*0.1),0.7+((var(11)-5)*0.1)
IgNoreHitPause = 1

[State 100 , 0]
type = Explod
trigger1 = AnimElem = 19
anim = 2096
postype = p1
pos = -27,28
sprpriority = 8
bindtime = -1
ownpal = 1
scale = 0.7,0.7
IgNoreHitPause = 1
removeongethit = 1

[State 100 , 0]
type = Explod
trigger1 = AnimElem = 20
anim = 2097
postype = p1
pos = 3,24
sprpriority = 8
bindtime = -1
ownpal = 1
scale = 0.7,0.7
IgNoreHitPause = 1
removeongethit = 1

[State 100 , 0]
type = Explod
trigger1 = AnimElem = 21
anim = 2098
postype = p1
pos = -44,105
sprpriority = 8
bindtime = -1
ownpal = 1
scale = 1.1,1.1
IgNoreHitPause = 1
removeongethit = 1

[State 100 , 0]
type = Explod
trigger1 = time = 3
anim = 6010
postype = p1
pos = -5,10
sprpriority = 8
bindtime = 1
ownpal = 1
scale = 0.5,0.5
ID = 6010

[State 100 , 0]
type = Explod
trigger1 = AnimElem = 21
anim = 6010
postype = p1
pos = 70,10
facing = -1
sprpriority = 8
bindtime = 1
ownpal = 1
scale = 0.5,0.5
ID = 6010

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 2000

;---------------------------------------------------------
;懳嬻
[Statedef 2060]
type    = A
movetype= A
physics = N
juggle  = 4
ctrl = 0
anim = 2060
sprpriority = 1

;媅帡CTRL
[state -2,]
type = parentvarset
trigger1 = movehit
trigger1 = root,stateno<3000
fvar(0) = 1
persistent = 0
ignorehitpause = 1

[state 7000,]
type = parentvaradd
trigger1 = movehit =1
trigger1 = root,var(8)
fvar(30) = 0.01
persistent = 0
ignorehitpause = 1

[State 100, 2]
type = Velset
trigger1 = !time
x = 0

[State 200, 0];僐儞儃悢壛嶼
type = parentVaradd
trigger1 = movecontact
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 191, Snd 1];儃僀僗
type = PlaySnd
trigger1 = AnimElem = 6
trigger1 = random <= 900
value = 2000,random%7
channel = 1
ignorehitpause = 1
lowpriority = 1

[State 191, Snd 1];怳傝
type = PlaySnd
trigger1 = AnimElem = 7
value = 300,4
ignorehitpause = 1

[State 100, 1]
type = Velset
trigger1 = AnimElem = 5
x = 4
y = -14.8

[State 100, 1]
type = Veladd
trigger1 = animelemtime(5) >= 0
y = 0.51

[State 240, 6] ;峌寕梊栺
type = HitDef
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(16) < 0
trigger1 = root,var(33) = 0
attr = S, NA
animtype  = medium
damage    = ceil((48*root,fvar(6))+(root,fvar(11)*0.45)),  0
priority = 3
hitflag = MAF
guardflag = MA
pausetime = 13,13
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 4
guardsound = s120, 3
ground.type = low
ground.slidetime = 14+root,var(41)
ground.hittime  = 14+root,var(41)
ground.velocity = -4.5,-14.2
air.velocity = -4.5,-14.2
fall.recover = 1
fall.recovertime = ifelse(root,var(8)=1,36,16)
fall = 1
yaccel = .51
ID = 200
persistent = 0

[State 240, 6] ;僇僂儞僞乕
type = HitDef
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(16) < 0
trigger1 = root,var(33) >= 1
attr = S, NA
animtype  = medium
damage    = 64, 0
priority = 7
hitflag = MAF
guardflag = MA
pausetime = 13,26
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 4
guardsound = s120, 3
ground.type = low
ground.slidetime = 20+root,var(41)
ground.hittime  = 20+root,var(41)
ground.velocity = -3.5,-9.2
air.velocity = -3.5,-9.2
fall.recover = 1
fall.recovertime = 36
fall = 1
yaccel = .51
palfx.time = 5
palfx.add = 205,-50,-50
envshake.time = 11
ID = 200
persistent = 0

[state a];僸僢僩僄僼僃僋僩
type = Helper
trigger1 = movehit
trigger1 = numtarget(200)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-15), -70
postype = p2
stateno = 7003
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state a];僈乕僪僄僼僃僋僩
type = Helper
trigger1 = moveguarded
trigger1 = numtarget(200)
id = 7021
name = "hit"
pos = Ceil(P2Dist X/2-15), -70
postype = p2
stateno = 7020
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(200)
trigger1 = root,var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(200)
trigger1 = root,var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State 1051, 2];嬺傜偄
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 2110
time = 1
ignorehitpause = 1

[State a]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
slot = 1

[State 191, Snd 1];怳傝
type = PlaySnd
trigger1 = animelemtime(8) >= 0
trigger1 = pos y >= 0
value = 47,0
ignorehitpause = 1

[State 200, 7]
type = ChangeState
trigger1 = movecontact
trigger1 = root,fvar(11) = 100
trigger1 = animelemtime(5) > 0
value = 2062

[State 200, 7]
type = ChangeState
trigger1 = animelemtime(8) >= 0
trigger1 = pos y >= 0
value = 2000



;---------------------------------------------------------
;懳嬻捛寕
[Statedef 2062]
type    = A
movetype= A
physics = N
juggle  = 4
ctrl = 0
anim = 2061
sprpriority = 1

;媅帡CTRL
[state -2,]
type = parentvarset
trigger1 = movehit
trigger1 = root,stateno<3000
fvar(0) = 1
persistent = 0
ignorehitpause = 1

[state 7000,]
type = parentvaradd
trigger1 = movehit =1
trigger1 = root,var(8)
fvar(30) = 0.01
persistent = 0
ignorehitpause = 1

[State 200, 0];僐儞儃悢壛嶼
type = parentVaradd
trigger1 = movecontact
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[State 191, Snd 1];怳傝
type = PlaySnd
trigger1 = AnimElem = 8
value = 300,3
ignorehitpause = 1

[State 100, 1]
type = Veladd
trigger1 = time = 0
y = -4

[State 100, 1]
type = Veladd
trigger1 = 1
y = 0.51

[State 240, 6] ;峌寕梊栺
type = HitDef
trigger1 = animelemtime(8) >= 0
trigger1 = animelemtime(9) < 0
attr = S, NA
animtype  = medium
damage    = ceil((30*root,fvar(6))+(root,fvar(11)*0.45)),  0
priority = 5
hitflag = MAF
guardflag = MA
pausetime = 13,13
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 4
guardsound = s120, 4
ground.type = low
ground.slidetime = 14+root,var(41)
ground.hittime  = 14+root,var(41)
ground.velocity = -3.5,-7
air.velocity = -3.5,-7
fall.recover = 1
fall.recovertime = ifelse(root,var(8)=1,40,20)
fall = 1
yaccel = .51
ID = 200
persistent = 0

[state a];僸僢僩僄僼僃僋僩
type = Helper
trigger1 = movehit
trigger1 = numtarget(200)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-15), -70
postype = p2
stateno = 7003
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state a];僈乕僪僄僼僃僋僩
type = Helper
trigger1 = moveguarded
trigger1 = numtarget(200)
id = 7021
name = "hit"
pos = Ceil(P2Dist X/2-15), -70
postype = p2
stateno = 7020
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(200)
trigger1 = root,var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(200)
trigger1 = root,var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State 1051, 2];嬺傜偄
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 2110
time = 1
ignorehitpause = 1

[State a]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
slot = 1

[State 200, 7]
type = ChangeState
trigger1 = pos y >= 0
value = 2132


;---------------------------------------------------------
;墖孯僇僂儞僞乕
[Statedef 2061]
type    = A
movetype= A
physics = N
juggle  = 4
ctrl = 0
anim = 2065
sprpriority = 1



[State 100, 2]
type = Velset
trigger1 = !time
x = 0

[State 200, 0];僐儞儃悢壛嶼
type = parentVaradd
trigger1 = movecontact
var(22) = ifelse(movehit,-10,10)
persistent = 0
ignorehitpause = 1

[state 7000,]
type = parentvaradd
trigger1 = movehit=1
fvar(30) = 0.1
persistent = 0
ignorehitpause = 1

[State 191, Snd 1];怳傝
type = PlaySnd
trigger1 = AnimElem = 7
value = 300,4
ignorehitpause = 1

[State 100, 1]
type = Velset
trigger1 = animelemtime(5) = 0
x = p2bodydist X/30
y = (p2bodydist Y/30)-12


[State 100, 1]
type = Veladd
trigger1 = animelemtime(5) > 0
trigger1 = pos y < 0
y = 0.51

[State 100, 1]
type = null;Veladd
trigger1 = movehit
trigger1 = pos y < 0
y = 0.2

[State 240, 6] ;峌寕梊栺
type = HitDef
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(16) < 0
attr = S, NA
animtype  = medium
damage    = ceil((20*root,fvar(6))+(fvar(11)*0.35)),  0
priority = 3
hitflag = MAF
guardflag = MA
pausetime = 15,15
sparkno = -1
guard.sparkno = S-1
sparkxy = -2, -94
hitsound = s400, 4
guardsound = s120, 3
ground.type = low
ground.slidetime = 14+root,var(41)
ground.hittime  = 14+root,var(41)
ground.velocity = -9.5,-7.2
air.velocity = -9.5,-7.2
fall.recover = 0
fall.recovertime = ifelse(root,var(8)=1,36,16)
fall = 1
yaccel = .51
ID = 200
persistent = 0

[state a];僸僢僩僄僼僃僋僩
type = Helper
trigger1 = movehit
trigger1 = numtarget(200)
id = 7000
name = "hit"
pos = Ceil(P2Dist X/2-15), -7
postype = p2
stateno = 7005
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[state a];僈乕僪僄僼僃僋僩
type = Helper
trigger1 = moveguarded
trigger1 = numtarget(200)
id = 7022
name = "hit"
pos = Ceil(P2Dist X/2-15), -7
postype = p2
stateno = 7020
helpertype = normal
persistent = 0
ignorehitpause = 1
keyctrl = 0 
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State Help,1]
Type = Helper
Trigger1 = MoveHit
trigger1 = numtarget(200)
trigger1 = root,var(33)
StateNo = 9920
Pos = 0,0
PosType = back
IgNoreHitPause = 1
Persistent = 0
Ownpal = 1

[State counter]
Type = playsnd
Trigger1 = MoveHit
trigger1 = numtarget(200)
trigger1 = root,var(33)
value = 9920,0
IgNoreHitPause = 1
Persistent = 0

[State 1051, 2];嬺傜偄
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 2110
time = 1
ignorehitpause = 1

[State a]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 191, Snd 1]
type = PlaySnd
trigger1 = movehit = 30
value = 2060,random%3
ignorehitpause = 1
Persistent = 0
channel = 1
lowpriority = 0

[State 191, Snd 1];怳傝
type = PlaySnd
trigger1 = animelemtime(8) >= 0
trigger1 = pos y >= 0
value = 47,0
ignorehitpause = 1

[State 200, 7]
type = ChangeState
trigger1 = animelemtime(6) >= 0
trigger1 = pos y >= 0
value = 2132

;------------------------------------------------------------
;墖孯傾僔僗僩
[Statedef 2250]
type = S
physics = N
movetype = I
anim = 2100
sprpriority = 1

[state 1510]
type = parentvaradd
trigger1 = time = 0
fvar(10) = -65

[state 1510]
type = parentvaradd
trigger1 = time = 0
var(39) = 110+(ceil(110-root,fvar(11))*3)

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

[State 1510, 1]
type = PlayerPush
trigger1 = 1
value = 0

[state 1510]
type = Velset
trigger1 = time = 0
x = 8.8

[state 1510]
type = Veladd
trigger1 = 1
x = .3

[state 15910]
type = Changestate
triggerall = root,fvar(11) < 50
trigger1 = Facing = 1
trigger1 = ceil(root,Pos X)-50 <= ceil(Pos X)
trigger2 = Facing = -1
trigger2 = ceil(root,Pos X)+50 >= ceil(Pos X)
value = 2050

[state 15710]
type = Changestate
triggerall = root,fvar(11) =[50,99]
trigger1 = Facing = 1
trigger1 = ceil(root,Pos X)-50 <= ceil(Pos X)
trigger2 = Facing = -1
trigger2 = ceil(root,Pos X)+50 >= ceil(Pos X)
value = 2050

[state 15710]
type = Changestate
triggerall = root,fvar(11) >= 100
trigger1 = Facing = 1
trigger1 = ceil(root,Pos X)-50 <= ceil(Pos X)
trigger2 = Facing = -1
trigger2 = ceil(root,Pos X)+50 >= ceil(Pos X)
value = 2050

[State 1051, 2];嬺傜偄
type = null;hitoverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 2120
time = 1
ignorehitpause = 1




;------------------------------------------------------------
;墖孯僇僂儞僞乕
[Statedef 2265]
type = S
physics = N
movetype = I
anim = 2100
sprpriority = 1

[State 2000, 2]
type = Pause
trigger1 = 1
time = 20
movetime = 20
anim = -1

[state 1510]
type = parentvaradd
trigger1 = time = 0
fvar(10) = -65

[state 1510]
type = parentvaradd
trigger1 = time = 0
fvar(11) = -30

[state 1510]
type = parentvaradd
trigger1 = time = 0
var(39) = 110+(ceil(110-root,fvar(11))*3)

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

[State 1051, 2];嬺傜偄
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 2120
time = 1
ignorehitpause = 1

[State 1510, 1]
type = PlayerPush
trigger1 = 1
value = 0

[state 1510]
type = Velset
trigger1 = time = 0
x = 8.8

[state 1510]
type = Veladd
trigger1 = 1
x = .3

[state 1510]
type = Veladd
trigger1 = pos y < 0
y = .5

[state 15910]
type = Changestate
trigger1 = p2bodydist X <= 30
value = 2061


;------------------------------------------------------------
;5墖孯
[Statedef 2200]
type = S
physics = N
movetype = I
anim = 2100
sprpriority = 1

[state 1510]
type = parentvaradd
trigger1 = time = 0
fvar(10) = -25

[state 1510]
type = parentvaradd
trigger1 = time = 0
var(39) = 110+(ceil(110-root,fvar(11))*3)

[State a]
type = NotHitBy
trigger1 = time <= 15
value = SCA
time = 1

[State 191, Snd 1];儃僀僗
type = PlaySnd
trigger1 = time = 1
value = 187,0
channel = 0
lowpriority = 2

[State 1510, 1]
type = PlayerPush
trigger1 = 1
value = 1

[state 1510]
type = Velset
trigger1 = time = 0
x = 8.8

[state 1510]
type = Veladd
trigger1 = 1
x = .6

[state 15910]
type = Changestate
triggerall = root,fvar(11) < 50
trigger1 = Facing = 1
trigger1 = ceil(root,Pos X) <= ceil(Pos X)
trigger2 = Facing = -1
trigger2 = ceil(root,Pos X) >= ceil(Pos X)
trigger3 = p2bodydist X <= 100
value = 2090

[state 15710]
type = Changestate
triggerall = root,fvar(11) =[50,99]
trigger1 = Facing = 1
trigger1 = ceil(root,Pos X) <= ceil(Pos X)
trigger2 = Facing = -1
trigger2 = ceil(root,Pos X) >= ceil(Pos X)
trigger3 = p2bodydist X <= 100
value = 2091

[state 15710]
type = Changestate
triggerall = root,fvar(11) =100
trigger1 = Facing = 1
trigger1 = ceil(root,Pos X) <= ceil(Pos X)
trigger2 = Facing = -1
trigger2 = ceil(root,Pos X) >= ceil(Pos X)
trigger3 = p2bodydist X <= 100
value = 2095

[State 1051, 2];嬺傜偄
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 2120
time = 1
ignorehitpause = 1

[State a]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
slot = 1
;------------------------------------------------------------
;6墖孯
[Statedef 2201]
type = S
physics = N
movetype = I
anim = 2100
sprpriority = 1

[state 1510]
type = parentvaradd
trigger1 = time = 0
fvar(10) = -25

[state 1510]
type = parentvaradd
trigger1 = time = 0
var(39) = 110+(ceil(110-root,fvar(11))*3)

[State a]
type = NotHitBy
trigger1 = time <= 15
value = SCA
time = 1

[State 191, Snd 1];儃僀僗
type = PlaySnd
trigger1 = time = 1
value = 187,0
channel = 0
lowpriority = 2

[State 1510, 1]
type = PlayerPush
trigger1 = 1
value = 1

[state 1510]
type = Velset
trigger1 = time = 0
x = 8.8

[state 1510]
type = Veladd
trigger1 = 1
x = .6

[state 15110]
type = Changestate
triggerall = root,fvar(11) < 50
trigger1 = Facing = 1
trigger1 = ceil(root,Pos X+80) <= ceil(Pos X)
trigger2 = Facing = -1
trigger2 = ceil(root,Pos X-80) >= ceil(Pos X)
trigger3 = p2bodydist X <= 100
value = 2090

[state 15810]
type = Changestate
triggerall = root,fvar(11) =[50,99]
trigger1 = Facing = 1
trigger1 = ceil(root,Pos X+80) <= ceil(Pos X)
trigger2 = Facing = -1
trigger2 = ceil(root,Pos X-80) >= ceil(Pos X)
trigger3 = p2bodydist X <= 100
value = 2091

[state 15810]
type = Changestate
triggerall = root,fvar(11) =100
trigger1 = Facing = 1
trigger1 = ceil(root,Pos X+80) <= ceil(Pos X)
trigger2 = Facing = -1
trigger2 = ceil(root,Pos X-80) >= ceil(Pos X)
trigger3 = p2bodydist X <= 100
value = 2095

[State 1051, 2];嬺傜偄
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 2120
time = 1
ignorehitpause = 1

[State a]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
slot = 1
;------------------------------------------------------------
;4墖孯
[Statedef 2202]
type = S
physics = N
movetype = I
anim = 2100
sprpriority = 1

[state 1510]
type = parentvaradd
trigger1 = time = 0
fvar(10) = -25

[state 1510]
type = parentvaradd
trigger1 = time = 0
var(39) = 110+(ceil(110-root,fvar(11))*3)

[State a]
type = NotHitBy
trigger1 = time <= 15
value = SCA
time = 1

[State 191, Snd 1];儃僀僗
type = PlaySnd
trigger1 = time = 1
value = 187,0
channel = 0
lowpriority = 2

[State 1510, 1]
type = PlayerPush
trigger1 = 1
value = 1

[state 1510]
type = Velset
trigger1 = time = 0
x = 8.8

[state 1510]
type = Veladd
trigger1 = 1
x = .6

[state 1710]
type = Changestate
triggerall = root,fvar(11) <50
trigger1 = Facing = 1
trigger1 = ceil(root,Pos X-80) <= ceil(Pos X)
trigger2 = Facing = -1
trigger2 = ceil(root,Pos X+80) >= ceil(Pos X)
trigger3 = p2bodydist X <= 100
value = 2090

[state 1610]
type = Changestate
triggerall = root,fvar(11) = [50,99]
trigger1 = Facing = 1
trigger1 = ceil(root,Pos X-80) <= ceil(Pos X)
trigger2 = Facing = -1
trigger2 = ceil(root,Pos X+80) >= ceil(Pos X)
trigger3 = p2bodydist X <= 100
value = 2091

[state 1610]
type = Changestate
triggerall = root,fvar(11) = 100
trigger1 = Facing = 1
trigger1 = ceil(root,Pos X-80) <= ceil(Pos X)
trigger2 = Facing = -1
trigger2 = ceil(root,Pos X+80) >= ceil(Pos X)
trigger3 = p2bodydist X <= 100
value = 2095

[State 1051, 2];嬺傜偄
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 2120
time = 1
ignorehitpause = 1

[State a]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
slot = 1
;------------------------------------------------------------
;2墖孯
[Statedef 2260]
type = S
physics = N
movetype = I
anim = 2100
sprpriority = 1

[state 1510]
type = parentvaradd
trigger1 = time = 0
fvar(10) = -25

[state 1510]
type = parentvaradd
trigger1 = time = 0
var(39) = 110+(ceil(110-root,fvar(11))*3)

[State a]
type = NotHitBy
trigger1 = time <= 15
value = SCA
time = 1


[State 191, Snd 1];儃僀僗
type = PlaySnd
trigger1 = time = 1
value = 187,0
channel = 0
lowpriority = 2

[State 1510, 1]
type = PlayerPush
trigger1 = 1
value = 1

[state 1510]
type = Velset
trigger1 = time = 0
x = 8.8

[state 1510]
type = Veladd
trigger1 = 1
x = .6

[state 1510]
type = Changestate
trigger1 = Facing = 1
trigger1 = ceil(root,Pos X) <= ceil(Pos X)
trigger2 = Facing = -1
trigger2 = ceil(root,Pos X) >= ceil(Pos X)
trigger3 = p2bodydist X <= 40
value = 2060

[State 1051, 2];嬺傜偄
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 2120
time = 1
ignorehitpause = 1

;------------------------------------------------------------
;3墖孯
[Statedef 2261]
type = S
physics = N
movetype = I
anim = 2100
sprpriority = 1

[state 1510]
type = parentvaradd
trigger1 = time = 0
fvar(10) = -25

[state 1510]
type = parentvaradd
trigger1 = time = 0
var(39) = 110+(ceil(110-root,fvar(11))*3)


[State a]
type = NotHitBy
trigger1 = time <= 15
value = SCA
time = 1


[State 191, Snd 1];儃僀僗
type = PlaySnd
trigger1 = time = 1
value = 187,0
channel = 0
lowpriority = 2

[State 1510, 1]
type = PlayerPush
trigger1 = 1
value = 1

[state 1510]
type = Velset
trigger1 = time = 0
x = 8.8

[state 1510]
type = Veladd
trigger1 = 1
x = .6

[state 1510]
type = Changestate
trigger1 = Facing = 1
trigger1 = ceil(root,Pos X+80) <= ceil(Pos X)
trigger2 = Facing = -1
trigger2 = ceil(root,Pos X-80) >= ceil(Pos X)
trigger3 = p2bodydist X <= 40
value = 2060

[State 1051, 2];嬺傜偄
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 2120
time = 1
ignorehitpause = 1

[State a]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
slot = 1
;------------------------------------------------------------
;1墖孯
[Statedef 2262]
type = S
physics = N
movetype = I
anim = 2100
sprpriority = 1

[state 1510]
type = parentvaradd
trigger1 = time = 0
fvar(10) = -25

[state 1510]
type = parentvaradd
trigger1 = time = 0
var(39) = 110+(ceil(103-root,fvar(11))*4)

[State a]
type = NotHitBy
trigger1 = time <= 15
value = SCA
time = 1

[State 191, Snd 1];儃僀僗
type = PlaySnd
trigger1 = time = 1
value = 187,0
channel = 0
lowpriority = 2

[State 1510, 1]
type = PlayerPush
trigger1 = 1
value = 1

[state 1510]
type = Velset
trigger1 = time = 0
x = 8.8

[state 1510]
type = Veladd
trigger1 = 1
x = .6

[state 1510]
type = Changestate
trigger1 = Facing = 1
trigger1 = ceil(root,Pos X-80) <= ceil(Pos X)
trigger2 = Facing = -1
trigger2 = ceil(root,Pos X+80) >= ceil(Pos X)
trigger3 = p2bodydist X <= 40
value = 2060

[State 1051, 2];嬺傜偄
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 2120
time = 1
ignorehitpause = 1

[State a]
type = NotHitBy
trigger1 = 1
value = ,AT
time = -1
slot = 1

;------------------------------------------------------------
;墖孯僄儕傾儖
[Statedef 2263]
type = S
physics = N
movetype = I
anim = 2100
sprpriority = 1

[state 1510]
type = parentvaradd
trigger1 = time = 0
fvar(10) = -25

[state 1510]
type = parentvaradd
trigger1 = time = 0
var(39) = 110+(ceil(110-root,fvar(11))*3)

[State a]
type = NotHitBy
trigger1 = time <= 15
value = SCA
time = 1


[State 191, Snd 1];儃僀僗
type = PlaySnd
trigger1 = time = 1
value = 187,0
channel = 0
lowpriority = 2

[State 1510, 1]
type = PlayerPush
trigger1 = 1
value = 1

[state 1510]
type = Velset
trigger1 = time = 0
x = 8.8

[state 1510]
type = Veladd
trigger1 = 1
x = .6

[state 1510]
type = Changestate
trigger1 = p2bodydist X <= 30
value = 2060

[State 1051, 2];嬺傜偄
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 2120
time = 1
ignorehitpause = 1

;------------------------------------------------------------
;堦寕屻
[Statedef 2500]
type = S
physics = N
movetype = I
anim = 2100
sprpriority = 1

[State 1510, 1]
type = PlayerPush
trigger1 = 1
value = 1

[state 1510]
type = Velset
trigger1 = time = 0
x = 8.8

[state 1510]
type = Veladd
trigger1 = 1
x = 1

[state 15710]
type = Changestate
trigger1 = Facing = 1
trigger1 = ceil(root,Pos X-40) <= ceil(Pos X)
trigger2 = Facing = -1
trigger2 = ceil(root,Pos X+40) >= ceil(Pos X)
;trigger3 = p2bodydist X <= 100
value = 2502

[State a]
type = NotHitBy
trigger1 = 1
value = sca
time = -1
slot = 1

;-------------------------------------
;GO!
[Statedef 2502]
type    = A
movetype = A
physics = N
juggle  = 0
anim = 2502
ctrl = 0
sprpriority = -2
poweradd = 0

[state 1510]
type = Velset
trigger1 = time = 0
x = 0
[State 1051, 0];攏
type = helper
trigger1 = Animelem = 7
ID = 3513
helpertype = normal
postype = p1
persistent = 0
pos = -360,-5
stateno = 3514
ownpal = 1

[State 100, 2]
type = velset
trigger1 = animelem = 8
x = -3
y = -11

[State 193, 5]
type = PlaySnd
trigger1 = animelem = 8
value = 41,0

[State 100, 2]
type = veladd
trigger1 = animelemtime(8) > 0
trigger1 = animelemtime(19) < 0
y = .49

[State 100, 2]
type = velset
trigger1 = animelem = 19
x = 10
y = 0

[State camera]
type = ScreenBound
trigger1 = BackEdgeDist < 3
trigger2 = FrontEdgeDist < 2
value = 0

[State 182, 摿庩岠壥]
type = AssertSpecial
trigger1 = Time = [0,330]
flag = RoundNotOver