;曄悢巊梡昞
;丂1 = 
;丂2 = 彑棙億乕僘曄峏
;丂3 = 
;丂4 = 僗儘乕張棟
;丂5 = 嫮庛儃僞儞敾掕
;丂6 = 捠忢峌寕儃僀僗丄棎悢巜掕
;丂7 = 僷儚乕傾僢僾
;丂8 = 
;丂9 = 
; 10 = 僾儗僀儎乕偺岦偒愝掕
; 11 = 
; 12 = KO僒僂儞僪
; 13 = 
; 14 = 
; 15 = 僴僀僕儍儞僾
; 16 = 彫僕儍儞僾
; 17 = 僟儊乕僕曗惓偵巊梡
; 18 = 峌寕抣偺曐懚
; 19 = 
; 20 = 曻暔慄峌寕僼儔僌
; 21 = 棊壓峌寕僼儔僌
; 22 = 壩拰峌寕僼儔僌
; 23 = 
; 24 = 
; 25 = 
; 26 = 
;
; 30 = AI敾掕(偵偟偨偄側乧)

; f(1) = 峌寕曗惓
; f(2) = 



[Data]
  ;懱椡僎乕僕偺弶婜抣
life = 1000
  ;峌寕椡乮偙傟埲忋偵愝掕偡傞偲嫮偔側傞乯
attack = 100
  ;杊屼椡乮偙傟埲忋偵愝掕偡傞偲嫮偔側傞乯
defence = 100
  ;僐儞儃傪偔傜偭偰偄傞帪偵偁偑傞杊屼椡
fall.defence_up = 50
  ;搢傟偰偐傜婲忋偑傞傑偱偺僼儗乕儉悢
liedown.time = 11
  ;嬻拞偱偳傟偩偗僐儞儃偑宷偑傞偐乮崅偔偡傞偲柍尷僐儞儃偵側傞偺偱拲堄乯
airjuggle = 15
  ;hitdef偱愝掕偟偰偄側偄帪偺婎杮僸僢僩僗僷乕僋僫儞僶乕
sparkno = 2
  ;愝掕偟偰側偄帪偺僈乕僪僫儞僶乕
guard.sparkno = 40
  ;KO偟偨帪偵惡偵僄僐乕傪偐偗傞偐乮侾偱俷俶乯
KO.echo = 0
 volume = 5
  IntPersistIndex = 0
FloatPersistIndex = 40

[Size]
xscale = 1           ;悈暯曽岦偺弅広乮捠忢侾乯
yscale = 1           ;悅捈曽岦偺弅広乮捠忢侾乯
ground.back = 15     ;僉儍儔偺暆(屻曽,抧忋)
ground.front = 16    ;僉儍儔偺暆(慜曽,抧忋)
air.back = 12        ;僉儍儔偺暆(屻曽,嬻拞)
air.front = 12       ;僉儍儔偺暆(慜曽,嬻拞)
height = 97          ;僉儍儔偺崅偝
attack.dist = 320    ;峌寕傪偟偨帪憡庤偑僈乕僪懱惂偵擖傞嵟掅嫍棧
proj.attack.dist = 320;峌寕傪偟偨帪憡庤偑僈乕僪懱惂偵擖傞嵟掅嫍棧乮旘傃摴嬶乯
proj.doscale = 0     ;忋偱愝掕偟偨弅広傪旘傃摴嬶偵傕揔梡偡傞偐乮侾偱俷俶乯   
head.pos = 4, -110   ;摢偺戝懱偺嵗昗
mid.pos = 10, -80    ;懱偺拞怱偺戝懱偺嵗昗
shadowoffset = 0     ;塭偺悅捈曽岦偺僆僼僙僢僩
draw.offset = 0,0    ;巊梡偟側偄

[Velocity]
walk.fwd  = 2.9      ;慜恑偺懍搙
walk.back = -2.9     ;屻戅偺懍搙
run.fwd  = 4.4, 0    ;慜僟僢僔儏偺懍搙乮儂僢僾偡傞帪偼y傪-偵偡傞乯
run.back = -4.2,-2.1 ;屻僟僢僔儏偺懍搙乮儂僢僾偡傞帪偼y傪-偵偡傞乯
jump.neu = 0,-11.4    ;悅捈僕儍儞僾偺懍搙
jump.back = -4.05,2    ;屻僕儍儞僾偺懍搙
jump.fwd = 4.0,2       ;慜僕儍儞僾偺懍搙
runjump.back = -2.55,-8.1 ;屻僟僢僔儏偟側偑傜偺僕儍儞僾懍搙(僆僾僔儑儞)
runjump.fwd = 4,-8.1      ;慜僟僢僔儏偟側偑傜偺僕儍儞僾懍搙(僆僾僔儑儞)
airjump.neu = 0,-8.1      ;俀抜僕儍儞僾埲崀偺悅捈僕儍儞僾偺懍搙(僆僾僔儑儞)
airjump.back = -2.55      ;俀抜僕儍儞僾埲崀偺屻僕儍儞僾偺懍搙(僆僾僔儑儞)
airjump.fwd = 2.5         ;俀抜僕儍儞僾埲崀偺慜僕儍儞僾偺懍搙

[Movement]
airjump.num = 0      ;嬻拞偱僕儍儞僾偡傞夞悢
airjump.height = 35  ;嬻拞偱僕儍儞僾偡傞嵟掅尷偺崅偝
yaccel = .60         ;廳椡
stand.friction = .85  ;棫偪忬懺偺杸嶤學悢
crouch.friction = .82 ;孅傒忬懺偺杸嶤學悢

;---------------------------------------------------------------------------
; 僼儘儞僩僗僥僢僾
[Statedef 100]
type    = S
physics = N
anim = 14310
sprpriority = 1
ctrl = 0


[State 100]
type = PlayerPush
trigger1 = 1
Time = -1
value = 0

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA

[State 00]
type = PlaySnd
trigger1 = Time = 5
value = 41,0

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 14320
sprpriority = -1
postype = p1
pos = 0,-70
bindtime = -1
supermove = 1
ignorehitpause = 0
removetime = -2
under = 0
ownpal = 1

[State 00]
type = ChangeState
triggerall = var(59) != 0
trigger1 = animtime = 0
value = 101

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

[State 08]
type = ChangeState
trigger1 = animtime = 0
value = 101
ctrl = 1
;---------------------------------------------------------------------------
; common傛傝 僟僢僔儏
[Statedef 101]
type    = S
physics = S
anim = 14311
sprpriority = 1
ctrl = 0

[State 100]
type = PlayerPush
trigger1 = Time = [0,99999]
Time = 99999
value = 0

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

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA

[State 14310]
type = PosAdd
trigger1 = Time = 0
x = 150

[State 00]
type = PlaySnd
trigger1 = Time = 0
value = 41,0

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 14321
sprpriority = -1
postype = p1
pos = 0,-70
bindtime = -1
supermove = 1
ignorehitpause = 0
removetime = -2
under = 0
ownpal = 1

[State 101]
type = ctrlset
trigger1 = AnimTime = 0
value = 1

[State 00]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 04]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; common傛傝 僶僢僋僗僥僢僾
[Statedef 105]
type    = S
physics = S
ctrl = 0
anim = 14310
velset = 0,0

[State 100]
type = PlayerPush
trigger1 = Time = [0,99999]
Time = 99999
value = 0

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA

[State 00]
type = PlaySnd
trigger1 = Time = 5
value = 41,0

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 14320
sprpriority = -1
postype = p1
pos = 0,-70
bindtime = -1
supermove = 1
ignorehitpause = 0
removetime = -2
under = 0
ownpal = 1

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

--------------------------------------------------
[Statedef 106]
type = S
anim = 14311

[State 100]
type = PlayerPush
trigger1 = 1
Time = -1
value = 0

[State 10385]
type = NotHitBy
trigger1 = 1
value = SCA

[State 14310]
type = PosAdd
trigger1 = Time = 0
x = -70

[State 00]
type = PlaySnd
trigger1 = Time = 0
value = 41,0

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 14321
sprpriority = -1
postype = p1
pos = 0,-70
bindtime = -1
supermove = 1
ignorehitpause = 0
removetime = -2
under = 0
ownpal = 1

[State 00]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

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

[State 00]
type = VelSet
trigger1 = Time = 0
x = -3.5
y = -3.8

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



; 拝抧
[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

;---------------------------------------------------------------------------
; 僞僀儉僆乕僶乕偱晧偗偨帪
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

;---------------------------------------------------------------------------
; 彑偭偨摦嶌
[Statedef 180]
type = S

[State 01]
type = ChangeState
trigger1 = 1
value = 181


;---------------------------------------------------------------------------
; 彑偭偨摦嶌[嶨嫑嫟偑乧]
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0


[State 00];嶨嫑嫟偑乧
type = PlaySnd
trigger1 = animelem = 4
value = 181,0

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

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


[State a];偝偁丄儊僀儞僀儀儞僩偩
type = PlaySnd
trigger1 = animelem = 10
value = 190,0


[State 1000, 5];曏
type = Explod
trigger1 = time = 0
anim = 191
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
ignorehitpause = 0
under = 0
ownpal = 1

[State 1000, 5];曏2
type = Explod
trigger1 = animelem = 14
anim = 192
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
ignorehitpause = 0
under = 0
ownpal = 1


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

[State op]
type = varset
trigger1 = AnimTime = 0
fvar(1) = 1

[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];帪娫偺柍懯偩
type = PlaySnd
trigger1 = animelem = 2
value = 195,0

[State 1000, 5];曏
type = Explod
trigger1 = animelem = 2
ID = 3000
anim = 196
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
ignorehitpause = 0
under = 0
ownpal = 1

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

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


:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
;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 -1,76]
type = Projectile
trigger1 = time = 0
attr = S,NA
projanim = 300013
projhitanim = -1
projpriority = 6
projsprpriority = 7
projremove = 0
projid = 300013
projremovetime = 300
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 60,60
numhits = 1
getpower = 80,0
givepower = 0,0
hitflag = MAFD
guardflag = 
pausetime = 0,7
sparkno = -1
superMoveTime = 9999999999
pauseMoveTime = 9999999999
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 49000


[State 200, 1]
type = Null;HitDef
trigger1 = time = 0
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 = 5, Hit                ;峌寕偺桪愭尃乮0庛偄丂4捠忢丂7嫮偄
pausetime = 5, 6                 ;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, -94               ;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, var(6)                 ;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 = -3             ;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

;---------------------------------------------------------------------------
;嫮僷儞僠
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 200


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

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

[State -1,76]
type = Projectile
trigger1 = AnimElem = 2
attr = S,NA
projanim = 300013
projhitanim = -1
projpriority = 6
projsprpriority = 7
projremove = 0
projid = 300013
projremovetime = 300
postype = p2
offset = 0,0
velocity = 0
animtype  = hard
damage    = 60,60
numhits = 1
getpower = 80,0
givepower = 0,0
hitflag = MAFD
guardflag = 
pausetime = 0,7
sparkno = -1
superMoveTime = 9999999999
pauseMoveTime = 9999999999
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 49000


[State 210, 2]
type = Null;HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = hard
damage    = 125
priority = 6, Hit
getpower = 91,91
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -5,-94
hitsound   = s310,var(6)
guardsound = s120,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7.5
air.velocity = -2.5,-4
ID = 200
nochainID = 1100

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

;---------------------------------------------------------------------------
;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 = 2
value = 200,var(6)

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

[State -1,76]
type = Projectile
trigger1 = AnimElem = 2
attr = S,NA
projanim = 300013
projhitanim = -1
projpriority = 6
projsprpriority = 7
projremove = 0
projid = 300013
projremovetime = 300
postype = p2
offset = 0,0
velocity = 0
animtype  = hard
damage    = 60,60
numhits = 1
getpower = 80,0
givepower = 0,0
hitflag = MAFD
guardflag = 
pausetime = 0,7
sparkno = -1
superMoveTime = 9999999999
pauseMoveTime = 9999999999
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0


[State 230, 2]
type = Null;HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = light
damage    = 38
priority = 3, Hit
getpower = 61,61
guardflag = L
pausetime = 5,6
sparkno = s7000
sparkxy = -15,-54
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -3
air.velocity = -2.5,-3.5
ID = 200
nochainID = 1100

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

;---------------------------------------------------------------------------
;嫮丒僉僢僋
[Statedef 240]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 1


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

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

[State -1,76]
type = Projectile
trigger1 = AnimElem = 2
attr = S,NA
projanim = 300013
projhitanim = -1
projpriority = 6
projsprpriority = 7
projremove = 0
projid = 300013
projremovetime = 300
postype = p2
offset = 0,0
velocity = 0
animtype  = hard
damage    = 60,60
numhits = 1
getpower = 80,0
givepower = 0,0
hitflag = MAFD
guardflag = 
pausetime = 0,7
sparkno = -1
superMoveTime = 9999999999
pauseMoveTime = 9999999999
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0

[State 240, 2]
type = Null;HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = hard
damage    = 125
priority = 4, Hit
getpower = 91,91
guardflag = L
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-54
hitsound   = s340,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7
air.velocity = -3,-5.2
ID = 200
nochainID = 1100

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;岝椫
[Statedef 7500]
type    = S                      
movetype= A                      
physics = S
anim = 7502
ctrl = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 6
trigger2 = Time = 9
trigger3 = Time = 12
value = 65, 0

[State -1,76]
type = Projectile
trigger1 = Time = 6
attr = S,SP
projanim = 8120
projhitanim = -1
projpriority = 6
projsprpriority = 7
projremove = 0
projid = 8121
projremovetime = 300
postype = p1
offset = 0,-70
velocity = 11,0
animtype  = hard
damage    = 50,30
numhits = 1
getpower = 0,0
givepower = 0,0
hitflag = MAFD
guardflag = 
pausetime = 2,10
sparkno = -1
superMoveTime = 9999999999
pauseMoveTime = 9999999999
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 0
air.fall = 0
fall.recover = 0


[State -1,76]
type = Projectile
trigger1 = Time = 9
attr = S,SP
projanim = 8120
projhitanim = -1
projpriority = 6
projsprpriority = 7
projremove = 0
projid = 8121
projremovetime = 300
postype = p1
offset = 0,-70
velocity = 11,0
animtype  = hard
damage    = 50,30
numhits = 1
getpower = 0,0
givepower = 0,0
hitflag = MAFD
guardflag = 
pausetime = 2,10
sparkno = -1
superMoveTime = 9999999999
pauseMoveTime = 9999999999
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 0
air.fall = 0
fall.recover = 0


[State -1,76]
type = Projectile
trigger1 = Time = 12
attr = S,SP
projanim = 8120
projhitanim = -1
projpriority = 6
projsprpriority = 7
projremove = 0
projid = 8121
projremovetime = 300
postype = p1
offset = 0,-70
velocity = 11,0
animtype  = hard
damage    = 50,30
numhits = 1
getpower = 0,0
givepower = 0,0
hitflag = MAFD
guardflag = 
pausetime = 2,10
sparkno = -1
superMoveTime = 9999999999
pauseMoveTime = 9999999999
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 0
air.fall = 0
fall.recover = 0
    
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
惵椫
[Statedef 8810]
type    = S
movetype= A
physics = S
anim = 7802
sprpriority = 2

[State 00]
type = PlaySnd
trigger1 = Time = 14
trigger2 = Time = 20
trigger3 = Time = 26
value = 76,1

[State -1,76]
type = Projectile
trigger1 = Time = 14
attr = S,SP
projanim = 17100
projhitanim = -1
projpriority = 99999999999999
projsprpriority = 7
projremove = 50
projid = 17100
projremovetime = 50
postype = p1
offset = 0+(Random / 5),0-(Random / 5)
velocity = 0
animtype  = hard
damage    = 30,30
numhits = 1
getpower = 100,0
givepower = 0,0
hitflag = MAFD
guardflag = 
pausetime = 2,10
sparkno = -1
superMoveTime = 9999999999
pauseMoveTime = 9999999999
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 0
air.fall = 1
fall.recover = 0

[State -1,76]
type = Projectile
trigger1 = Time = 18
attr = S,SP
projanim = 17100
projhitanim = -1
projpriority = 99999999999999
projsprpriority = 7
projremove = 50
projid =17100
projremovetime = 50
postype = p1
offset = 0+(Random / 5),0-(Random / 5)
velocity = 0
animtype  = hard
damage    = 30,30
numhits = 1
getpower = 100,0
givepower = 0,0
hitflag = MAFD
guardflag = 
pausetime = 2,10
sparkno = -1
superMoveTime = 9999999999
pauseMoveTime = 9999999999
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 0
air.fall = 1
fall.recover = 0

[State -1,76]
type = Projectile
trigger1 = Time = 22
attr = S,SP
projanim = 7601
projhitanim = -1
projpriority = 99999999999999
projsprpriority = 7
projremove =50
projid = 17100
projremovetime = 50
postype = p1
offset = 0+(Random / 5),0-(Random / 5)
velocity = 0
animtype  = hard
damage    = 30,30
numhits = 1
getpower = 100,0
givepower = 0,0
hitflag = MAFD
guardflag = 
pausetime = 2,10
sparkno = -1
superMoveTime = 9999999999
pauseMoveTime = 9999999999
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 0
air.fall = 1
fall.recover = 0


[State -1,76]
type = Projectile
trigger1 = Time = 26
attr = S,SP
projanim = 7601
projhitanim = -1
projpriority = 99999999999999
projsprpriority = 7
projremove = 50
projid = 17100
projremovetime = 50
postype = p1
offset = 0+(Random / 5),0-(Random / 5)
velocity = 0
animtype  = hard
damage    = 30,30
numhits = 1
getpower = 100,0
givepower = 0,0
hitflag = MAFD
guardflag = 
pausetime = 2,10
sparkno = -1
superMoveTime = 9999999999
pauseMoveTime = 9999999999
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10

[State -1,76]
type = Projectile
trigger1 = Time = 30
attr = S,SP
projanim = 17100
projhitanim = -1
projpriority = 99999999999999
projsprpriority = 7
projremove = 50
projid = 17100
projremovetime =50
postype = p1
offset = 0+(Random / 5),0-(Random / 5)
velocity = 0
animtype  = hard
damage    = 30,30
numhits = 1
getpower = 100,0
givepower = 0,0
hitflag = MAFD
guardflag = 
pausetime = 2,10
sparkno = -1
superMoveTime = 9999999999
pauseMoveTime = 9999999999
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10

[State -1,76]
type = Projectile
trigger1 = Time = 31
attr = S,SP
projanim = 17100
projhitanim = -1
projpriority = 6
projsprpriority = 7
projremove = 50
projid = 17100
projremovetime =50
postype = p1
offset = 0+(Random / 5),0-(Random / 5)
velocity = 0
animtype  = hard
damage    = 30,30
numhits = 1
getpower = 100,0
givepower = 0,0
hitflag = MAFD
guardflag = 
pausetime = 2,10
sparkno = -1
superMoveTime = 9999999999
pauseMoveTime = 9999999999
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
壩拰
[Statedef 7601]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 20
ctrl = 0
velset = 0,0
anim = 7602
sprpriority = 2

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

;---------------------
[state a]
type = varset
trigger1 = 1
v = 5
value = Enemy,Life / 20
;---------------------
[State 2900, 1];
type = helper
trigger1 = Time = 20
trigger2 = Time = 30
trigger3 = Time = 40
trigger4 = Time = 50
trigger5 = Time = 60
trigger6 = Time = 70
trigger7 = Time = 80
trigger8 = Time = 90
trigger9 = Time = 100
trigger10 = Time = 110
trigger11 = Time = 120
id = 87465
name = "E.T"
pos = 0+(Random / 6),0
postype = P2
stateno = 7600
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999


[State 240, 4]
type = ChangeState
trigger1 = Time >= 120
value = 0
ctrl = 1


;壩拰
[Statedef 7600]
type    = S                      
movetype= A                      
physics = S
anim = 7600
ctrl = 0
sprpriority = 99

[State 25]
type = Posset
trigger1 = 1
Y = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 38, 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 38, 1

[State 1020, 4]
type = EnvShake
trigger1 = Time = 0
time = 15
ampl = -11
freq = 170

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 7700
id = 7700
sprpriority = 9999
postype = p1
random = 0,0
scale = 1,1
pos = 5,0
bindtime = -1
under = 99
ownpal = 1
SuperMove = 0

[State -1,76]
type = Projectile
trigger1 = Time = 0
attr = S,SP
projanim = 7601
projhitanim = -1
projpriority = 6
projsprpriority = 7
projremove = 0
projid = 7601
projremovetime = 300
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 80,80
numhits = 1
getpower = 100,0
givepower = 0,0
hitflag = MAFD
guardflag = 
pausetime = 2,10
sparkno = -1
superMoveTime = 9999999999
pauseMoveTime = 9999999999
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0

[state a]
type = destroyself
trigger1 = animtime = 0
;---------------------------------------------------------------------------
;儕僼儗僋僩
[Statedef 7800]
type    = S                      
movetype= A                      
physics = S
anim = 7802

[State 200, 1]
type = PlaySnd
trigger1 = NumExplod(7800) >= 1
value = 71, 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 5
anim = 7800
id = 7800
sprpriority = 9999
postype = p1
scale = 1,1
pos = 0,-70
bindtime = -2
under = 99
ownpal = 1
SuperMove = 0


[State -1,76]
type = Projectile
trigger1 = AnimElem = 5
attr = S,SP
projanim = 7801
projhitanim = -1
projpriority = 6
projsprpriority = 7
projremove = 0
projid = 7801
projremovetime = 300
postype = p1
offset = 0,-70
velocity = 0
animtype  = hard
damage    = 60,60
numhits = 1
getpower = 80,0
givepower = 0,0
hitflag = MAFD
guardflag = 
pausetime = 0,7
sparkno = -1
superMoveTime = 9999999999
pauseMoveTime = 9999999999
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
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 = 200
sprpriority = 2

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

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 290, 0


[State -1,76]
type = Projectile
trigger1 = time = 0
attr = S,NA
projanim = 300013
projhitanim = -1
projpriority = 6
projsprpriority = 7
projremove = 0
projid = 300013
projremovetime = 300
postype = p2
offset = 0,0
velocity = 0
animtype  = hard
damage    = 60,60
numhits = 1
getpower = 80,0
givepower = 0,0
hitflag = MAFD
guardflag = 
pausetime = 0,7
sparkno = -1
superMoveTime = 9999999999
pauseMoveTime = 9999999999
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10


[State 240, 2]
type = Null;HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = high
damage    = 98
priority = 6, Hit
getpower = 136,136
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-74
hitsound   = s225,1
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-4.5
air.velocity = -4,-4.8
fall = 1
fall.recover = 0
ID = 200
nochainID = 1100


[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 = 6,0
anim = 290
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 -1,76]
type = Projectile
trigger1 = time = 0
attr = S,NA
projanim = 300013
projhitanim = -1
projpriority = 6
projsprpriority = 7
projremove = 0
projid = 300013
projremovetime = 300
postype = p2
offset = 0,0
velocity = 0
animtype  = hard
damage    = 60,60
numhits = 1
getpower = 80,0
givepower = 0,0
hitflag = MAFD
guardflag = 
pausetime = 0,7
sparkno = -1
superMoveTime = 9999999999
pauseMoveTime = 9999999999
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0

[State 240, 2]
type = Null;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,-77
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


;---------------------------------------------------------------------------
;僞僋僥傿僇儖僗僥僢僾
[Statedef 700]
; type = S      S/C/A/L  俽丗棫偪/俠丗孅傒/俙丗嬻拞/俴丗僟僂儞
; movetype = I    俬丗捠忢忬懺/俙丗峌寕忬懺/俫丗僟儊乕僕傪偔傜偭偰傞忬懺
; physics = N   S/C/A/N  俽丗棫偪/俠丗孅傒/俙丗嬻拞/俶丗柍偟
poweradd= -500
ctrl = 0
anim = 100
velset = 0,0
sprpriority = 2
;---------------------[]

[State 290, 1]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
trigger3 = prevstateno = [200,499]
value = -500

[State -2, a];揰柵
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
trigger3 = prevstateno = [200,499]
time = 6
add = 0,0,176
mul = 0,0,176
color = 1
ignorehitpause = 1


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

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

[State 600, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 700, 0

[State 600, 1]
type = null;PlaySnd
trigger1 = animelem = 2
value = 701, 0

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

[State 600, 1]
type = velset
trigger1 = animelem = 2
x = 8

[State 600, 1]
type = velset
trigger1 = animelem = 4
x = 0

[state a]
type = null;ctrlset
trigger1 = animelem = 2
value = 1

[State 50, 4];仼惉岟偟偨偲偒偺巆憸
type = AfterImage
trigger1 = time = 0
time = 15
trans = add1
timegap = 2
framegap = 2
length = 6
palbright = 12,12,12
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

;---------------------------------------------------------------------------
;嬞媫夞旔屻傠
[Statedef 701]
; type = S      S/C/A/L  俽丗棫偪/俠丗孅傒/俙丗嬻拞/俴丗僟僂儞
; movetype = I    俬丗捠忢忬懺/俙丗峌寕忬懺/俫丗僟儊乕僕傪偔傜偭偰傞忬懺
; physics = S   S/C/A/N  俽丗棫偪/俠丗孅傒/俙丗嬻拞/俶丗柍偟
poweradd= 0
ctrl = 0
anim = 701
sprpriority = 2
velset = 0,0

;---------------------[榬偺僄僼僃僋僩]
[State removeexplod];慜偺僗僥乕僩偺岝徚嫀
type = removeexplod
trigger1 = time = 0
ID = 3000

[State explod];僽儗僗儗僢僩偺岝
type = Explod
trigger1 = time = 0
anim = 3700
id = 3000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
ignorehitpause = 0
under = 0
;---------------------[]

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

[State 1];柍揋偺忬懺傪嶌傞
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 = 701, 1

[State 600, 1]
type = velset
trigger1 = Time = 0
x = -4

[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];仼惉岟偟偨偲偒偺巆憸
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


;---------------------------------------------------------------------------
;僟僂儞夞旔
[Statedef 702]
; type = S      S/C/A/L  俽丗棫偪/俠丗孅傒/俙丗嬻拞/俴丗僟僂儞
; movetype = I    俬丗捠忢忬懺/俙丗峌寕忬懺/俫丗僟儊乕僕傪偔傜偭偰傞忬懺
; physics = S   S/C/A/N  俽丗棫偪/俠丗孅傒/俙丗嬻拞/俶丗柍偟
poweradd= 0
ctrl = 0
anim = 701
sprpriority = 2
velset = 0,0

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

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

[state a]
type = playerpush
trigger1 = animelem = 5,<=0
value = 0

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 701, 0

[State 600, 1]
type = velset
trigger1 = Time = 0
x = -4

[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];仼惉岟偟偨偲偒偺巆憸
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 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
attr = S, NT          ;倱丗棫偪丂値丗捠忢丂倲丗搳偘
hitflag = M-          ;僐儞儃偺搑拞偐傜搳偘偑擖傜側偄傛偆愝掕偟偰偁傞
priority = 1, Miss    ;侾偼桪愭弴埵偑掅偄偺偱媄偑偱側偄偐儈僗偡傞偲偄偆愝掕
sparkno = -1          ;-傪偮偗傟偽僗僷乕僋僄僼僃僋僩偼柍偄
sprpriority = 1       ;俀俹傛傝忋偵僇儞僼乕儅儞偑昞帵偝傟傞
p1facing = ifelse (command = "holdback", -1, 1) ;慜傪墴偟偨傜僞乕儞偡傞愝掕
p2facing = 1          ;丠
p1stateno = 801       ;搳偘偑惉岟偟偨応崌偺堏摦偡傞侾俹偺僗僥乕僩
p2stateno = 805       ;搳偘偑惉岟偟偨応崌偺堏摦偡傞俀俹偺僗僥乕僩
;hitsound = S800,0
fall = 1              ;棊偪傞椡傪俀俹偵偐偗傞偐

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

;---------------------------------------------------------------------------
;搳偘偰偄傞帺暘1
[Statedef 801]
type    = S
movetype= A
physics = N
anim = 801
juggle  = 8
sprpriority = 1


;---------------------[]
[State explod];捦傒
type = Explod
trigger1 = animelem = 1
anim = 7080
id = 3000
sprpriority = 2
postype = p1
pos = 22,-75
bindtime = -1
supermove = 0
ignorehitpause = 0
under = 0

[State explod];僸僢僩僄僼僃僋僩
type = Explod
trigger1 = animelem = 8
anim = 7002
id = 3000
sprpriority = 2
postype = p1
pos = 48,-95
bindtime = -1
supermove = 0
ignorehitpause = 0
under = 0
;---------------------[]

;---------------------[僒僂儞僪]
[State 810, Grab Sound];捦傒
type = PlaySnd
trigger1 = animelem = 1
value = 800, 0

[State 810, Grab Sound];傂傚
type = PlaySnd
trigger1 = AnimElem = 7
value = 200, 0

[State 810, Grab Sound];巃傝
type = PlaySnd
trigger1 = animelem = 8
value = 801, 0

;:::憡庤

[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 52,0

[State 801, 2]
type = Targetstate
trigger1 = animelem = 8
value = 806

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


;:::

[State 210, Width];夋柺抂偺墴偟栠偟敾掕
type = Width
trigger1 = 1;animelem = 1
edge = 50,0

[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 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2
[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 = 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 = -4
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 = 1
y = .4

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



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;昁嶦媄
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 墡墹丒曻暔慄峌寕
[Statedef 1000]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 100
velset = 0,0
anim = 1000
sprpriority = 1
ctrl = 0

;---------------------[曄悢巜掕]
[state a]
type = varset
trigger1 = time = 0
v = 20
value = 1

;---------------------[柍揋]
[State 1];
type = NotHitBy 
trigger1 = animelem = 7,<=0
value = SCA

;---------------------[岠壥壒]
[state a];峴偗偉偄
type = playsnd
trigger1 = animelem = 9
value = 1000,0

[state a];曏
type = playsnd
trigger1 = animelem = 4
value = 1000,1


;---------------------[僄僼僃僋僩]
[State 1000, 5];曏
type = Explod
trigger1 = animelem = 2
ID = 3000
anim = 1001
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
ignorehitpause = 0
under = 0
ownpal = 1

[State 1000, 5];壩
type = Explod
trigger1 = animelem = 4
ID = 3000
anim = 1005
sprpriority = 3
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
ignorehitpause = 0
under = 0
ownpal = 1

;---------------------[棫偪僗僥乕僩偵栠傞]
[state 00]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 墡墹丒棊壓峌寕
[Statedef 1010]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 100
velset = 0,0
anim = 1010
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 = "a"
v = 5
value = 1

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "y"
v = 5
value = 2

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "b"
v = 5
value = 3

;---------------------[曄悢巜掕]
[state a]
type = varset
trigger1 = time = 0
v = 21
value = 1

;---------------------[柍揋]
[State 1];
type = NotHitBy 
trigger1 = animelem = 5,<=0
value = SCA

;---------------------[岠壥壒]
[state a];擱偊恠偒傠
type = playsnd
trigger1 = animelem = 3
value = 1010,0

[state a];曏
type = playsnd
trigger1 = animelem = 4
value = 1010,1

[state a];扏偒
type = playsnd
trigger1 = animelem = 4
value = 3020,0

;---------------------[僄僼僃僋僩]
[State 1000, 5];曏
type = Explod
trigger1 = animelem = 2
ID = 3000
anim = 1011
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
ignorehitpause = 0
under = 0
ownpal = 1

[State 1000, 5];壩
type = Explod
trigger1 = animelem = 6
ID = 3000
anim = 1015
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
ignorehitpause = 0
under = 0
ownpal = 1

;---------------------[僿儖僷乕]
[State 2900, 1];
type = helper
trigger1 = time = 0
id = 3000
persistent = 0
name = "ennou"
pos = 0,0
postype = P1
stateno = 3021
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[峌寕]
[State -1,76]
type = Projectile
trigger1 = AnimElem = 4
attr = S,HA
projanim = 300013
projhitanim = -1
projpriority = 6
projsprpriority = 7
projremove = 0
projid = 300013
projremovetime = 300
postype = p2
offset = 0,0
velocity = 0
animtype  = hard
damage    = 60,60
numhits = 1
getpower = 80,0
givepower = 0,0
hitflag = MAFD
guardflag = 
pausetime = 0,7
sparkno = -1
superMoveTime = 9999999999
pauseMoveTime = 9999999999
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 49000

[State 2];峌寕偺巜掕
type = Null;HitDef
trigger1 = animelem = 4
attr = S, HA
animtype  = hard
damage    = 75,10
getpower = 66,0
guardflag = M
pausetime = 5,30
sparkno = s7003
sparkxy = -10,-102
hitsound   = s1010,2
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,-5
air.velocity = 0,-5
fall = 1
air.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 -1,76]
type = Projectile
trigger1 = AnimElem = 6
attr = S,HA
projanim = 300013
projhitanim = -1
projpriority = 6
projsprpriority = 7
projremove = 0
projid = 300013
projremovetime = 300
postype = p2
offset = 0,0
velocity = 0
animtype  = hard
damage    = 60,60
numhits = 1
getpower = 80,0
givepower = 0,0
hitflag = MAFD
guardflag = 
pausetime = 0,7
sparkno = -1
superMoveTime = 9999999999
pauseMoveTime = 9999999999
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
p2stateno = 49000

[State 2];峌寕偺巜掕
type = Null;HitDef
trigger1 = animelem = 6
attr = S, HA
animtype  = hard
damage    = 80,10
getpower = 66,0
guardflag = M
pausetime = 5,30
sparkno = s7003
sparkxy = -10,-52
hitsound   = s1010,2
guard.sparkno = s7012
guardsound = s121,0
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,-5
air.velocity = 0,-5
fall = 1
air.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 00]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 墡墹丒壩拰峌寕
[Statedef 1020]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 100
velset = 0,0
anim = 1020
sprpriority = 1
ctrl = 0

;---------------------[曄悢巜掕]
[state a]
type = varset
trigger1 = time = 0
v = 22
value = 1

;---------------------[柍揋]
[State 1];
type = NotHitBy 
trigger1 = animelem = 5,<=0
value = SCA

;---------------------[岠壥壒]
[state a];堷偒楐偗偄
type = playsnd
trigger1 = animelem = 4
value = 1020,0

[state a];曏
type = playsnd
trigger1 = animelem = 4
value = 1020,1

;---------------------[僄僼僃僋僩]
[State 1000, 5];曏
type = Explod
trigger1 = animelem = 2
ID = 3000
anim = 1021
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
ignorehitpause = 0
under = 0
ownpal = 1

[State 1000, 5];壩
type = Explod
trigger1 = animelem = 4
ID = 3000
anim = 1025
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
ignorehitpause = 0
under = 0
ownpal = 1

;---------------------[峌寕]
[State -1,76]
type = Projectile
trigger1 = AnimElem = 4
attr = S,HA
projanim = 300013
projhitanim = -1
projpriority = 6
projsprpriority = 7
projremove = 0
projid = 300013
projremovetime = 300
postype = p2
offset = 0,0
velocity = 0
animtype  = hard
damage    = 60,60
numhits = 1
getpower = 80,0
givepower = 0,0
hitflag = MAFD
guardflag = 
pausetime = 0,7
sparkno = -1
superMoveTime = 9999999999
pauseMoveTime = 9999999999
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 49000

[State 2];峌寕偺巜掕
type = Null;HitDef
trigger1 = animelem = 4
attr = S, HA
animtype  = hard
damage    = 125,10
getpower = 66,0
guardflag = L
pausetime = 5,45
sparkno = s7003
sparkxy = -10,-20
hitsound   = s1010,2
guard.sparkno = s7012
guardsound = s121,0
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8
air.velocity = -2,-5
fall = 0
air.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 00]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 儕僼儗僋僞乕
[Statedef 1100]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 100
velset = 0,0
anim = 1100
sprpriority = 1
ctrl = 0

;---------------------[柍揋]
[State 1];
type = NotHitBy 
trigger1 = animelem = 4,<=0
value = SCA

;---------------------[岠壥壒]
[state a];徚偟偰傗傞丒丒丒
type = playsnd
trigger1 = animelem = 1
value = 1100,0

[state a];僶儕儎乕
type = playsnd
trigger1 = animelem = 2
value = 1100,1

;---------------------[僄僼僃僋僩]
[State 1000, 5];僶儕儎乕
type = Explod
trigger1 = time = 0
anim = 1101
ID = 3000
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
ignorehitpause = 0
under = 0
ownpal = 1

;---------------------[峌寕]
[State 2000, 6];峌寕梡僿儖僷乕
type = helper
trigger1 = time = 0
id = 1105
name = "p"
pos = 0,0
postype = P1
stateno = 1105
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2000, 6];旘傃摴嬶庴偗梡僿儖僷乕
type = helper
trigger1 = time = 0
id = 1105
name = "p"
pos = 0,0
postype = P1
stateno = 1106
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[棫偪僗僥乕僩偵栠傞]
[state 00]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;(HELPER)峌寕
[Statedef 1105]
type    = S
movetype= A
physics = S
poweradd= 0
velset = 0,0
anim = 1105
ctrl = 0

[state a]
type = bindtoroot
trigger1 = time = 0
time = -1
pos = 0,0

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1


;---------------------[峌寕]
[State -1,76]
type = Projectile
trigger1 = time = 0
attr = S,SA
projanim = 300013
projhitanim = -1
projpriority = 6
projsprpriority = 7
projremove = 0
projid = 300013
projremovetime = 300
postype = p2
offset = 0,0
velocity = 0
animtype  = hard
damage    = 60,60
numhits = 1
getpower = 80,0
givepower = 0,0
hitflag = MAFD
guardflag = 
pausetime = 0,7
sparkno = -1
superMoveTime = 9999999999
pauseMoveTime = 9999999999
sparkxy = 0,0
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 49000

[State 2];峌寕偺巜掕
type = Null;HitDef
trigger1 = time = 0
attr = S, SA
animtype  = diagup
damage    = 105,10
getpower = 66,0
guardflag = N
pausetime = 1,1
sparkno = s7003
sparkxy = -20,-80
hitsound   = s310,var(6)
guard.sparkno = s7012
guardsound = s121,0
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -6,-7
air.velocity = -6,-7
fall = 1
air.fall = 1
fall.recover = 0


[state a]
type = destroyself
trigger1 = animtime = 0


;---------------------------------------------------------------------------
;(HELPER)旘傃摴嬶挼偹曉偟
[Statedef 1106]
type    = S
movetype= A
physics = S
poweradd= 0
velset = 0,0
anim = 1105
ctrl = 0

[state a]
type = bindtoroot
trigger1 = time = 0
time = -1
pos = 0,0

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state a]
type = hitby
trigger1 = 1
value = SCA,NP,SP
time = -1

[state a]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP
stateno = 1107

[state a]
type = destroyself
trigger1 = animtime = 0


;---------------------------------------------------------------------------
;(HELPER)旘傃摴嬶挼偹曉偟2
[Statedef 1107]
type    = S
movetype= A
physics = S
poweradd= 0
velset = 0,0
anim = 1105
ctrl = 0

[state a]
type = bindtoroot
trigger1 = time = 0
time = -1
pos = 0,0

[state a]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[State 1000, 2]
type = Projectile
trigger1 = time = 0
attr = S, SP
projanim = 1110
projhitanim = 1111
projid = 1100
projpriority = 7
projsprpriority = 7
projedgebound = 220
hitflag =HA,MA,LA,AA
postype = p1
getpower = 0,0
offset = 40,-80
velocity = 20
damage = 100,10
animtype = Hard
guardflag = MA
pausetime = 0,8
sparkno = -1
guard.sparkno = S7012
sparkxy = -5,0
hitsound = S310,var(6)
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -3,-4
air.velocity = -3,-4
fall = 1
fall.recover = 0
ownpal = 1

[state a]
type = destroyself
trigger1 = animtime = 0


;---------------------------------------------------------------------------
; Var偺儔僂儞僪帩偪墇偟
[Statedef 5900]
type = S

;---------------------[曄悢巜掕]
[state a]
type = varset
trigger1 = time = 0
v = 20
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 21
value = 0

[state a]
type = varset
trigger1 = time = 0
v = 22
value = 0

[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 a]
type = changeanim
trigger1 = var(1) = 1
trigger1 = anim = 0
value = 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
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
戅旔応強
[Statedef 99999]
anim = 174620

[State 1]
type = VarSet
triggerall = !Ishelper
trigger1 = (Enemy,movetype = A && Enemy,NumProj > 1)||Enemy,Numhelper > 1
var(47) = 1

[state destoryhelper] 
type = destroyself 
trigger1 = ishelper 

[State 1]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = MAFDP
priority = 9999999999999999999999999999999999999
pausetime = 0,0
sparkno = -1
hitsound = s2562,31
p2facing = 1
p2stateno = 55115;169995

[State 00]
type = ChangeState
triggerall = var(59) != 0
trigger1 = Enemy,movetype = A||Enemy,NumHelper > 1||Enemy,NumProj > 1
trigger1 = p2bodydist X < 10 && BackEdgeBodyDist > 50
value = 105
trigger2 = Enemy,movetype = A||Enemy,NumHelper > 1||Enemy,NumProj > 1
trigger2 = p2bodydist X < 20 && BackEdgeBodyDist < 50
value = 100
trigger3 = Time > 0
value = 105
ctrl = 1
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------


[Statedef 288888]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 25680
ownpal = 1

[State 1]
type = BindToroot
trigger1 = 1
pos = 0,0

[State -2,12]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,NA,SA,HA,NT,ST,HT,AA,AT,AP,NP,HP
pausetime = 0,0
sparkno = S8911
ignorehitpause = 1
sparkxy = 0,0
Persistent = 1
priority = 7,dodge
Hitflag = MAFDP
hitsound = S1,1
p1stateno = 288889
p2stateno = 103999

[State 1]
Type = DestroySelf
Trigger1 = MoveReversed
ignorehitpause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[state 1]
type = targetdrop
trigger1 = root,alive=0||roundstate>=3&&enemy,alive=0
;excludeid = 288888

[State 1]
type = targetLifeAdd
trigger1 = (gametime%10)=1
value = -(enemy,lifemax*(0.004+((enemy,movetype=A)*0.02)))
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = targetLifeAdd
trigger1 = enemy,life<=enemy,lifemax*0.3
value = -9999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[state 1]
type = nothitby
trigger1 = 1
value = SCA

;==========================================================================================
;==========================================================================================

[Statedef 288889]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 21345
ownpal = 1

[State 1]
type = BindToroot
trigger1 = 1
pos = 0,0

[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA


[state -2]
type = parentvarset
trigger1 = RoundState <= 2 && root,anim = 0 && root,ctrl = 0 && root,var(54) <= 40
fv = 25
value = 1
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999


[State 2]
type = destroyself
trigger1 = time>=2

;==========================================================================================
;---------------------------------------------------------------------------
;憡庤忬懺
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

憡庤僿儖僷乕
[Statedef 114999]
anim = parent,anim



[State -2];僟儊乕僕
type = Null;targetLifeAdd
trigger1 = Helper(5555),GetHitVar(Damage) 
value = -999999999999999999999999999999999999
absolute = 1
kill = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 821, 4]
type = Null;changeState
trigger1 = Time >= 500
trigger1 = Name != "Goodman"
value = 103999
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 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,OT]
type = TargetLifeAdd
trigger1 = NumTarget > 1
value = -2147483648
superMoveTime = 99990000000
ID = 98888888
kill = 1
absolute = 1

[State -2,OT]
type = LifeAdd
trigger1 = NumTarget > 1
trigger1 = p2Life = 0
value = -2147483648
superMoveTime = 99990000000
ID = 98888888
kill = 1
absolute = 1

[state 30000]
type = Null;destroyself
triggerall = Ishelper(55100)
trigger1 = stateno != [55100,55115]

[State -1,76]
type = Null;Projectile
trigger1 = Roundstate = 2
attr = S, NA
projanim = 41001
projhitanim = -1
projpriority = 999999999999999999999999999999999
projsprpriority = 7
projremove = 0
projid = 103999
projremovetime = 1
postype = p2
offset = 0,0
velocity = 0
animtype  = hard
damage    = 1,1
numhits = 1
getpower = 0,0
givepower = 0,0
hitflag = MAFDP
guardflag = 
pausetime = 0,0
sparkno = -1
superMoveTime = 9999999999
pauseMoveTime = 9999999999
sparkxy = 0,0
hitsound   = -1
Persistent = 1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = -0,0
fall = 0
fall.recover = 0
p2stateno = 55115
IgnoreHitPause = 1

[State 30000];僞乕僎僢僩悢妋擣
type = VarSet
trigger1 = NumTarget >= 1
trigger1 = Enemy,stateno = 103999
v = 46
value = 1
ignorehitpause = 1
supermovetime=99999999999
pausemovetime = 9999999999

[State Sp]
type = Null;SuperPause
triggerall = !Ishelper && name = "Goodman"
trigger1 = p2Life = 0
time = 60
anim = -1
sound = -1
movetime = 0
darken = 0
unhittable = 1


[state 1]
type = nothitby
trigger1 = RoundState != 2
value = SCA

[state 1]
type = nothitby
trigger1 = var(47) = 1
Time = 10
value = SCA

[state S]
type = varset
trigger1 = 1
v = 37
value = 1

[State 1007];柍揋堏摦
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NT,ST,HT,AA,AT,AP,NP,SP,HP
slot = 1
stateno = 99999
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State -2]
type = assertspecial
trigger1 = RoundState = [3,4]
trigger1 = p2life = 0 || Life = 0
trigger2 = var(45) !=gametime || var(25) !=gametime*2 || var(55) !=gametime*3
trigger3 = var(37) != 1
flag = noko
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State -2];僗僥乕僩扗偄偱偼搢偣側偄傛偆偵丅
type = lifeSet
trigger1 = var(45) !=gametime || var(25) !=gametime*2 || var(55) !=gametime*3
trigger2 = !Lifemax
value=lifemax 
ignorehitpause = 1
supermovetime = 9999999
sausemovetime = 9999999


[State -2];俇侽俉巵宆僗僥乕僩敳偗
type = SelfState
trigger1 = var(45) !=gametime || var(25) !=gametime*2 || var(55) !=gametime*3
trigger2 = var(37) != 1
value = 0
value= 99999
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999
------------------------------------------------------
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
僿儖僷乕
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
仚Revesaldef

[State -2];reversaldef僿儖僷乕
type = Helper
triggerall = alive && RoundState = 2
trigger1 = NumHelper(1982476761) = 0
name = "revedef"
ID = 1982476761
stateno = 1982476761
Persistent = 1
pos = 0,0
postype = p2
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2];AM
type = Helper
triggerall = alive && RoundState = 2
trigger1 = NumHelper(1982476761) = 0
name = "HP"
ID = 1982476760
Persistent = 2
stateno = 1982476760
pos = 0,0
postype = p1
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2];僩儉梡丂枹搵嵹
type = Null;Helper
triggerall = !ishelper
triggerall = roundstate != 3
triggerall = Numhelper(7600) < 0 && Numhelper(2100) < 0
trigger1 = numhelper(55100) = 0
id = 55100
name = "MALIA"
sprpriority = 1
pos = 20,0
postype = p1
stateno = 55100
helpertype = normal
supermovetime = 999000
pausemovetime = 999000
ignorehitpause = 1
ownpal = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
[State 1]
type = Null;LifeAdd
triggerall = NumHelper(1982476760) = 1
triggerall = Name = "Goodman"
trigger1 = var(52) = 1 && var(53) = 0 
value = -1
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = Null;LifeAdd
triggerall = NumHelper(1982476760) = 1
triggerall = Name = "Goodman"
trigger1 = var(52) = 0 && var(53) = 1
value = -20
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 1]
type = Null;LifeAdd
triggerall = Name = "Goodman"
trigger1 = var(54) = 1
value = 10
absolute = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 30000]
type = Null;ReversalDef
trigger1 = Numhelper(7600) < 0 && Numhelper(2100) < 0
reversal.attr = SCA,AA,AP,AT
sparkno = -1
numhits = 0
p2stateno = 55115
priority = 99999999999999999999999999999999999999999999
ignorehitpause = 1
supermovetime=99999999999
pausemovetime = 9999999999
;------------------------------------------------------
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;嫊嬻

[State 2900, 1];
type = Explod
triggerall = RoundState = 2
triggerall = Alive && Name = "Goodman"
trigger1 = fvar(3) = 1
anim = 73210
ID = 73210
pos = 0, 0
postype = back
facing = 1
vfacing = 1
bindtime = -1
random = 0, 0
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 0.89, 0.89
sprpriority = -999
ontop = 0
shadow = 0, 0, 0
ownpal = 1
removeongethit = 0

[State -2]
type = assertspecial
triggerall = fvar(3) = 1
trigger1 = 1
flag = nobg
Time = -1
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

[State 192]
type = removeexplod
trigger1 = Stateno != 22100
ID = 23503

[State 192]
type = removeexplod
trigger1 = Stateno != 6120
ID = 23500

[State 192]
type = removeexplod
trigger1 = Stateno != 6120
ID = 23501

[state -3 pa]
type = Poweradd
triggerall = Alive = 1
trigger1 = Time%2 = 0
value = 0.02 * (1001 - (Life))

[State -2,OT]
type = TargetLifeAdd
trigger1 = 1
value = -2147483648
Persistent = 1
ID = 99999999
superMoveTime = 9999999999
kill = 1
absolute = 1


[State 2900, 1];
type = Explod
triggerall = stateno != 99999 && stateno != [100,105]
triggerall = Alive
trigger1 = NumExplod(66666) = 0
anim = 66666
ID = 66666
pos = 0, -70
postype = p1
facing = 1
vfacing = 1
bindtime = -1
random = 0, 0
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 0.75, 0.75
sprpriority = -1
ontop = 0
shadow = 0, 0, 0
ownpal = 1
removeongethit = 0

[State 2900, 1];
type = Explod
triggerall = stateno != 99999 && stateno != [100,105]
triggerall = Alive
trigger1 = NumExplod(66777) = 0
anim = 66669
ID = 66777
pos = 0, -70
postype = p1
facing = 1
vfacing = 1
bindtime = -1
random = 0, 0
removetime = -1
supermovetime = 0
pausemovetime = 0
sprpriority = -1
ontop = 0
shadow = 0, 0, 0
scale = 0.93, 0.93
ownpal = 1
removeongethit = 0

[State 2900, 1];
type = Explod
triggerall = stateno != 99999 && stateno != [100,105]
triggerall = Alive
trigger1 = NumExplod(66780) = 0
anim = 66671
ID = 66780
pos = 0, -70
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
supermovetime = 0
pausemovetime = 0
sprpriority = 0
ontop = 0
shadow = 0, 0, 0
scale = 1.3, 1.3
ownpal = 1
removeongethit = 0

[State 2900, 1];
type = Explod
triggerall = stateno != 99999 && stateno != [100,105]
triggerall = Alive
trigger1 = NumExplod(66781) = 0
anim = 66672
ID = 66781
pos = 0, -70
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
supermovetime = 0
pausemovetime = 0
sprpriority = -1
ontop = 0
shadow = 0, 0, 0
scale = 0.85, 0.85
ownpal = 1
removeongethit = 0

[State 2900, 1];
type = Explod
triggerall = stateno != 99999 && stateno != [100,105]
triggerall = Alive
trigger1 = NumExplod(66782) = 0
anim = 66673
ID = 66782
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
supermovetime = 0
pausemovetime = 0
sprpriority = -1
ontop = 0
shadow = 0, 0, 0
ownpal = 1
removeongethit = 0

[State 2900, 1];
type = Explod
triggerall = Alive
trigger1 = NumExplod(19995) = 0
anim = 19995
ID = 19995
pos = 0, 0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
random = 0, 0
removetime = -1
supermovetime = 0
pausemovetime = 0
scale = 0.8, 1.1
sprpriority = 0
ontop = 0
shadow = 0, 0, 0
ownpal = 1
removeongethit = 0

[State 1000, 2]
type = VarAdd
trigger1 = Time >= 1
fvar(2) = 1

[State 1000, 3]
type = ModifyExplod
trigger1 = 1
ID = 66777
Persistent = 1
scale = 0.1+fvar(2)/10.0 , 0.1+fvar(2)/10.0

[State 192]
type = removeexplod
trigger1 = Stateno = 99999||stateno = [100,105]
trigger2 = !Alive
ID = 66666

[State 192]
type = removeexplod
trigger1 = Stateno = 99999||stateno = [100,105]
trigger2 = !Alive
;trigger3 = (Time%20) = 2
ID = 66777

[State 192]
type = removeexplod
trigger1 = Stateno = 99999||stateno = [100,105]
trigger2 = !Alive
ID = 66780

[State 192]
type = removeexplod
trigger1 = Stateno = 99999||stateno = [100,105]
trigger2 = !Alive
ID = 66781

[State 192]
type = removeexplod
trigger1 = Stateno = 99999||stateno = [100,105]
trigger2 = !Alive
ID = 66782

[State 192]
type = removeexplod
trigger1 = Stateno = 99999||stateno = [100,105]
trigger2 = !Alive
ID = 19995

[State op]
type = varset
trigger1 = RoundNo != 1
fvar(1) = 1

[State -1]
type = varset
trigger1 = roundstate = 0
var(31) = 1

[State -1]
type = varset
trigger1 = roundstate = 0
var(29) = 1

[State -1]
type = varset
trigger1 = var(31) <= 1
var(29) = 3

[State -1]
type = varset
trigger1 = var(31) >= 150
var(29) = 2

[State 9201, 3]
type = DestroySelf
trigger1 = stateno != 29850
ID = 23456

[State -1]
type = varadd
trigger1 = 1
trigger1 = var(29) = 3
var(31) = 5

[State -1]
type = varadd
trigger1 = 1
trigger1 = var(29) = 2
var(31) = -5

[State a]
type = PalFX
trigger1 = !ishelper
trigger1 = stateno != [190,192]
trigger1 = roundstate != 0
time = 2
add = var(31),var(31),var(31)
ignorehitpause = 1

[State a]
type = PalFX
trigger1 = !ishelper
trigger1 = stateno != [190,192]
trigger1 = roundstate != 0
trigger1 = var(31) <= 40
time = 2
add = var(31)-40,var(31)-40,var(31)-40
ignorehitpause = 1
color = 0

[State 1]
type = AllPalfx
trigger1 = stateno = 2205 && time = 210
sinadd = 255, 255, 255, 100
time = 40
supermove = 1
pausemovetime = 99999999
supermovetime = 99999999

[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

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::墡墹僉僞乕僇屇傃弌偟
[State 2900, 1];
type = helper
trigger1 = numhelper(3000) = 0
trigger1 = var(21) = 0
id = 3000
persistent = 0
name = "ennou"
pos = 0,0
postype = P1
stateno = 3000
helpertype = normal
keyctrl = 0
ownpal = 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 = 1
fvar(2) = 0.0

[state a]
type = varset
trigger1 = var(7) >= 1
fvar(2) = 0.5

[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) + fvar(2)



[state a]
type = DefenceMulSet
trigger1 = var(7) = 1
value = 1

[state a]
type = DefenceMulSet
trigger1 = var(7) >= 2
value = 0.5


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;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 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 a];僷儚乕傾僢僾僞僀儉僇僂儞僩
type = varadd
trigger1 = 1
v = 7
value = -1

[State -2, a];僷儚乕傾僢僾梡揰柵
type = palfx
trigger1 = var(7) >= 1
;trigger1 = time % 2
time = 1
add = 60,0,120
;mul = 186,0,0
color = 1
ignorehitpause = 1

[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


;///////////////////////////////////////////////////////////////////////
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

