
[Data]
life              = 3000;9000
power             = 100;9700
attack            = 100;9800
defence           = 100;1997
fall.defence_up   = 50;1996
liedown.time      = 1
airjuggle         = 15;9600
sparkno           = -1
guard.sparkno     = -1
KO.echo           = 0
volume            = 255
intpersistindex   = 58
floatpersistindex = 40

[Size]
xscale           = 1;1.21
yscale           = 1;1.25
ground.back      = 15
ground.front     = 15
air.back         = 15
air.front        = 15
height           = 60
attack.dist      = 160
proj.attack.dist = 90
proj.doscale     = 0
head.pos         = 5,-70
mid.pos          = -5,-60
shadowoffset     = 0
draw.offset      = 0,0

[Velocity]
walk.fwd     = 2.4
walk.back    = -2.1
run.fwd      = 6.5,0
run.back     = -6,-5.1
jump.neu     = 0,-9
jump.back    = -2.8,-9
jump.fwd     = 2.8,-9
runjump.fwd  = 4,-9

[Movement]
airjump.num     = 0
airjump.height  = 35
yaccel          = .565
stand.friction  = .8
crouch.friction = .8


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

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

[Statedef 180]
type = S

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

[State ]
type = ChangeState
triggerall = !var(0)
trigger1 = !var(1)
trigger1 = Time = 1
value = 181
[State ]
type = ChangeState
triggerall = !var(0)
trigger1 = var(1) = 1
trigger1 = Time = 1
value = 182

[Statedef 181]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State ]
type = AssertSpecial
trigger1 = time = [0,200]
flag = roundnotover

[State ]
type = PlaySnd
trigger1 = !time
value = 3,0
volume = 255

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

[Statedef 182]
type = S
ctrl = 0
anim = 180
velset = 0,0
sprpriority = 3

[State ]
type = Explod
trigger1 = animelemtime(3) >= 3
trigger1 = gametime%9 = 0
anim = 10009
pos = 0,-70
random = 100,100
postype = p1
bindtime = 1
vel = 0,0
accel = 0,0
sprpriority = 9

[State ]
type = Explod
trigger1 = animelemtime(3) >= 3
trigger1 = gametime%9 = 0
anim = 10007
pos = 0,-70
random = 100,100
postype = p1
bindtime = 1
vel = 0,0
accel = 0,0
sprpriority = 9

[State ]
type = EnvColor
trigger1 = animelemtime(3) = 3
value = 255,255,255
time = 3
under = 0

[State ]
type = EnvColor
trigger1 = animelemtime(3) >= 3
trigger1 = Random < 100
value = 255,255,255
time = 1
under = 1

[State ]
type = PlaySnd
trigger1 = animelemtime(3) = 1
value = 6,23

[State ]
type = PlaySnd
trigger1 = animelemtime(3) = 3
value = 5,221

[State ]
type = AssertSpecial
trigger1 = time = [0,320]
flag = roundnotover

[Statedef 190]
type = S
anim = -1

[State ]
type = Null
triggerall = !IsHelper
trigger1 = palno = 1
trigger1 = 1 || var(0) := 0
trigger2 = palno = 2
trigger2 = var(0) := 1
trigger3 = palno = 3
trigger3 = var(0) := 2
trigger4 = palno = 4
trigger4 = var(0) := 3
ignorehitpause = 1

[State ]
type = ChangeState
triggerall = !var(0)
trigger1 = Time = 1
value = 191

[State ]
type = ChangeState
triggerall = var(0) = 1
trigger1 = Time = 1
value = 192

[State ]
type = ChangeState
triggerall = var(0) = 2
trigger1 = Time = 1
value = 193

[State ]
type = ChangeState
triggerall = var(0) = 3
trigger1 = Time = 1
value = 194

[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

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

[State ]
type = PlaySnd
trigger1 = AnimElemtime(1) = 35
value = 5,4
volume = 255
[State ]
type = PlaySnd
trigger1 = AnimElemtime(1) = 35
value = 6,21
volume = 255
[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,3
volume = 255

[State ]
type = EnvShake
trigger1 = AnimElemtime(1) = 35
freq = 150
ampl = -50
phase = 90
time = 15
ignorehitpause = 1

[State ]
type = Explod
trigger1 = AnimElemtime(1) = 35
anim = 10028
pos = -10,0
postype = p1
bindtime = 1
random = 0,0
sprpriority = 9

[State ]
type = Changestate
trigger1 = !Animtime
value = 0

[Statedef 192]
type = S
ctrl = 0
anim = 191
velset = 0,0

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

[State ]
type = PlaySnd
trigger1 = !Time
value = 6,17
volume = 255
[State ]
type = PlaySnd
trigger1 = animelem = 4
value = 3,3
volume = 255
[State ]
type = PlaySnd
trigger1 = animelem = 18
value = 6,18
volume = 255

[State ]
type = Explod
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(11) <= 3
anim = 11000
sprpriority = 1
postype = p1
vel = 0,-3.5
random = 10,0
pos = 20,-75
bindtime = 1
supermove = 1
ontop = 1
ownpal = 1
scale = .3,.3
trans = add
ignorehitpause = 1
[State ]
type = Explod
trigger1 = animelemtime(12) >= 0
trigger1 = animelemtime(12) <= 4
anim = 11000
sprpriority = 1
postype = p1
vel = 0,-3.5
random = 10,0
pos = -11,-91
bindtime = 1
supermove = 1
ontop = 1
ownpal = 1
scale = .3,.3
trans = add
ignorehitpause = 1
[State ]
type = Explod
trigger1 = animelemtime(13) >= 0
trigger1 = animelemtime(13) <= 4
anim = 11000
sprpriority = 1
postype = p1
vel = 0,-3.5
random = 10,0
pos = -9,-100
bindtime = 1
supermove = 1
ontop = 1
ownpal = 1
scale = .3,.3
trans = add
ignorehitpause = 1
[State ]
type = Projectile
trigger1 = AnimElem = 18
projanim = 11001
projshadow = 68,68,68
projremovetime = 30
offset = 10,-10
velocity = 0.00001,0.00001
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,0
afterimage.palcontrast = 250,200,50
afterimage.paladd =  0,0,0
afterimage.palmul = .85,.75,.75
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State ]
type = Changestate
trigger1 = !Animtime
value = 0

[Statedef 193]
type = S
ctrl = 0
anim = 192
velset = 0,0

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

[State ]
type = AssertSpecial
trigger1 = animelemtime(1) <= 90
flag = nobg
flag2 = nofg
flag3 = nobardisplay
ignorehitpause = 1

[State ]
type = PlaySnd
trigger1 = !Time
value = 6,32
volume = 255
[State ]
type = PlaySnd
trigger1 = animelemtime(1) = 90
value = 6,33
volume = 255
[State ]
type = PlaySnd
trigger1 = animelemtime(1) = 90
value = 6,34
volume = 255
[State ]
type = PlaySnd
trigger1 = animelemtime(1) = 90
value = 6,35
volume = 255
[State ]
type = PlaySnd
trigger1 = animelem = 3
value = 2,11
volume = 255

[State ]
type = Explod
trigger1 = animelemtime(2) <= 0
trigger1 = time%7 = 1
anim = 12000+random%3
sprpriority = 1
postype = p1
random = 50,120
pos = -10,-50
bindtime = 1
supermove = 1
ontop = 1
ownpal = 1
scale = .3,.3
trans = add
ignorehitpause = 1
[State ]
type = Explod
trigger1 = animelemtime(2) <= 0
trigger1 = time%5 = 1
anim = 12000+random%3
sprpriority = 1
postype = p1
random = 50,120
pos = -10,-50
bindtime = 1
supermove = 1
ontop = 1
ownpal = 1
scale = .3,.3
trans = add
ignorehitpause = 1
[State ]
type = Explod
triggerall = !Ishelper
trigger1 = animelemtime(1) = 90
anim = 12008
sprpriority = 2147483647
ownpal = 1
pos = 10,0
ontop = 1
trans = add
ignorehitpause = 1
[State ]
type = Explod
triggerall = !Ishelper
trigger1 = animelemtime(1) = 90
anim = 12008
sprpriority = 2147483647
ownpal = 1
pos = -30,0
ontop = 1
facing = -1
trans = add
ignorehitpause = 1
[State ]
type = Projectile
trigger1 = animelemtime(1) = 90
projanim = 12006
projshadow = 0,0,0
projremovetime = 35
offset = -10,0
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,255
afterimage.palcontrast = 50,50,200
afterimage.paladd = 0,10,20
afterimage.palmul = .65,.65,.75
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add
[State ]
type = Projectile
trigger1 = animelemtime(1) = 90
projanim = 12007
projshadow = 0,0,0
projremovetime = 48
offset = -10,0
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,255
afterimage.palcontrast = 50,50,200
afterimage.paladd = 0,10,20
afterimage.palmul = .65,.65,.75
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State ]
type = Explod
triggerall = animelemtime(1) >= 90
triggerall = animelemtime(2) <= 40
trigger1 = Time%2 = 1
anim = 12009
sprpriority = 6
postype = p1
pos = 20-(random%60),0 
bindtime = 1
under = 0
ownpal = 1
vel = 0,-7+(random%6)
scale = 0.25,0.25
trans = add
ignorehitpause = 1

[State ]
type = Allpalfx
trigger1 = animelemtime(1) = 90
add = 255,255,255
sinadd = 255,255,255,-100
time = 5
ignorehitpause = 1

[State ]
type = EnvShake
trigger1 = AnimElemtime(1) = 90
freq = 180
ampl = -30
phase = 90
time = 15
ignorehitpause = 1

[State ]
type = Changestate
trigger1 = !Animtime
value = 0

[Statedef 194]
type = S
ctrl = 0
anim = 193
velset = 0,0

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

[State ]
type = PlaySnd
trigger1 = AnimElemtime(1) = 80
value = 6,7
volume = 255
[State ]
type = PlaySnd
trigger1 = AnimElemtime(1) = 90
value = 6,22
volume = 255
[State ]
type = PlaySnd
trigger1 = AnimElem = 8
value = 2,23
volume = 255

[State ]
type = EnvShake
trigger1 = AnimElemtime(1) = 90
freq = 150
ampl = -50
phase = 90
time = 15
ignorehitpause = 1

[State ]
type = AllPalFX
trigger1 = AnimElemtime(1) = 85
time = 5
add = 255,255,255

[State ]
type = Explod
trigger1 = AnimElemtime(1) = 90
anim = 10028
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 9
[State ]
type = Explod
trigger1 = AnimElemtime(1) = 90
anim = 13003
pos = 0,0
postype = p1
bindtime = -1
sprpriority = -9
[State ]
type = Explod
trigger1 = AnimElemtime(1) = 90
anim = 10001
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 2147483647

[State ]
type = Changestate
trigger1 = !Animtime
value = 0

[Statedef 195]
type     = S
movetype = I
physics  = S
anim     = 195
velset   = 0,0
ctrl     = 0
sprpriority = 2
facep2 = 1

[State ]
type = PlaySnd
trigger1 = !Time
value = 3,4
volume = 255

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

