[Statedef 2000]
type  = S
movetype = A
physics  = S
velset = 0,0
anim = 2000
ctrl = 0
sprpriority = 2

[State ]
type = Explod
triggerall = !time
trigger1 = prevstateno = [1060,1070]
anim = 6200
sprpriority = 50
postype = left
pos = 160,100
ownpal = 1
bindtime = -1
supermove = 1
ontop = 1
scale = 0.5,0.5

[State ]
type = Explod
triggerall = !time
trigger1 = prevstateno = [1060,1070]
anim = 6300
sprpriority = 49
postype = left
pos = 160,100
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 56
trans = addalpha
alpha = 340-120,120
scale = 1.0,0.8

[State ]
type = palfx
triggerall = !time
trigger1 = prevstateno = [1060,1070]
time = 5
add = 230,230,230

[State ]
type = SuperPause
trigger1 = !time
anim = -1
poweradd = -1000
movetime = 30
time = 30
sound = s10000,0

[State ]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State ]
type = Helper
trigger1 = animelem = 1
stateno = 1
id = 1
pos = -15,-80
postype = p1
Keyctrl = 0
helpertype = normal
ownpal = 1
supermove = -1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Explod
trigger1 = animelem = 1
anim = 6102
sprpriority = 50
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
ontop = 1
trans = add

[State ]
type = Playsnd
trigger1 = !Time
value = 3,6
volume = 255

[State ]
type = Helper
triggerall = !IsHelper
trigger1 = animelem = 4
trigger2 = animelem = 10
trigger3 = animelem = 17
trigger4 = animelem = 23
trigger5 = animelem = 30
stateno = 2001
name = "sphere"
id = 2000
pos = 20,-55
helpertype = normal
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1

[State ]
type = ChangeState
triggerall = AnimElemtime(31) >= 0
trigger1 = !var(59)
trigger1 = power >= 2000
trigger1 = command = "ELEMENT-s2"
trigger2 = var(59) = 1
value = 2010
ignorehitpause = 1
[State ]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 2010]
type  = S
movetype = A
physics  = S
velset = 0,0
anim = 2010
ctrl = 0
sprpriority = 2

[State ]
type = Explod
triggerall = !time
trigger1 = prevstateno = 2000
anim = 6201
sprpriority = 50
postype = left
pos = 160,100
bindtime = -1
supermove = 1
ontop = 1
scale = 0.5,0.5

[State ]
type = Explod
triggerall = !time
trigger1 = prevstateno = 2000
anim = 6300
sprpriority = 49
postype = left
pos = 160,100
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 56
trans = addalpha
alpha = 340-120,120
scale = 1.0,1.2

[State ]
type = palfx
triggerall = !time
trigger1 = prevstateno = 2000
time = 5
add = 250,120,210

[State ]
type = SuperPause
trigger1 = !time
anim = -1
poweradd = -2000
movetime = 30
time = 30
sound = s10000,1

[State ]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State ]
type = Helper
trigger1 = animelem = 1
stateno = 3
id = 3
pos = -15,-50
postype = p1
Keyctrl = 0
helpertype = normal
ownpal = 1
supermove = -1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Explod
trigger1 = animelem = 1
anim = 6112
sprpriority = 50
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
ontop = 1
trans = add

[State ]
type = Playsnd
trigger1 = !Time
value = 3,16
volume = 255

[State ]
type = Projectile
trigger1 = AnimElem = 1
projanim = 10012
projremove = 0
projremovetime = 38
projsprpriority = 10
offset = -25,-55
postype = p1
projscale = 0.8,0.8
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,0
afterimage.palcontrast = 80,80,80
afterimage.paladd = 0,0,0
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add
supermovetime = 2147483647
pausemovetime = 2147483647
[State ]
type = Projectile
trigger1 = AnimElem = 4
projanim = 10014
projremove = 0
projremovetime = 4
projsprpriority = 10
offset = -20,-60
postype = p1
projscale = 0.8,0.8
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,0
afterimage.palcontrast = 80,80,80
afterimage.paladd = 0,0,0
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Helper
triggerall = !IsHelper
trigger1 = animelem = 5
stateno = 2011
name = "sphere"
id = 2010
pos = 20,-60
helpertype = normal
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1

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

[Statedef 2020]
type  = S
movetype = A
physics  = S
velset = 0,0
anim = 2020
ctrl = 0
sprpriority = 2

[State ]
type = SuperPause
trigger1 = !time
anim = -1
poweradd = -2000
movetime = 30
time = 30
sound = s10000,1

[State ]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State ]
type = Helper
trigger1 = animelem = 1
stateno = 3
id = 3
pos = -20,-80
postype = p1
Keyctrl = 0
helpertype = normal
ownpal = 1
supermove = -1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Explod
trigger1 = animelem = 1
anim = 6112
sprpriority = 50
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
ontop = 1
trans = add

[State ]
type = Playsnd
trigger1 = !Time
value = 3,7
volume = 255

[State ]
type = Helper
triggerall = !IsHelper
trigger1 = animelem = 4
stateno = 2021
name = "sphere"
id = 2020
pos = 20,-60
helpertype = normal
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1

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

[Statedef 2030]
type = S
movetype = A
physics = S
anim = 2030
velset = 0,0
ctrl = 0
sprpriority = 2

[State ]
type = Explod
triggerall = !time
trigger1 = prevstateno = 1061
anim = 6200
sprpriority = 50
postype = left
pos = 160,100
ownpal = 1
bindtime = -1
supermove = 1
ontop = 1
scale = 0.5,0.5

[State ]
type = Explod
triggerall = !time
trigger1 = prevstateno = 1061
anim = 6300
sprpriority = 49
postype = left
pos = 160,100
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 56
trans = addalpha
alpha = 340-120,120
scale = 1.0,0.8

[State ]
type = palfx
triggerall = !time
trigger1 = prevstateno = 1061
time = 5
add = 230,230,230

[State ]
type = SuperPause
trigger1 = !time
anim = -1
poweradd = -1000
movetime = 30
time = 30
sound = s10000,0

[State ]
type = AssertSpecial
trigger1 = Time = [0,40]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State ]
type = Playsnd
trigger1 = !Time
value = 2,11
volume = 255

[State ]
type = Helper
trigger1 = animelem = 1
stateno = 1
id = 1
pos = 3,-60
postype = p1
Keyctrl = 0
helpertype = normal
ownpal = 1
supermove = -1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Explod
trigger1 = animelem = 1
anim = 6102
sprpriority = 50
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
ontop = 1
trans = add

[State ]
type = Playsnd
trigger1=!animelemtime(9)||animelemtime(10)=2||animelemtime(13)=1||animelemtime(15)=2||animelemtime(18)=1||animelemtime(20)=2
value = 6,0
volume = 255
[State ]
type = Playsnd
trigger1=!animelemtime(9)||animelemtime(10)=2||animelemtime(13)=1||animelemtime(15)=2||animelemtime(18)=1||animelemtime(20)=2
value = 6,4
volume = -100

[State ]
type = Projectile
trigger1 = !animelemtime(9)
projanim = 10022
projremove = 0
projpriority = 99
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 46
getpower = 10
offset = 50,0
attr = S,HP
hitflag = MAFD
guardflag = MA
animtype = diagup
damage = 50,5
pausetime = 0,2
sparkno = s6020+random%4
guard.sparkno = s6010
sparkxy = 0,-60+(floor(p2bodydist Y))
hitsound = s4,5
guardsound = s4,10
ground.type = high
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -8,-4
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = -8,-4
airguard.velocity = -8,-3
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
fall = 1
fall.recover = 0
yaccel = .45
afterimage.time = -1
afterimage.length = 10
afterimage.paladd = 40,40,50
afterimage.palcontrast = 40,40,50
afterimage.palpostbright = -40,-40,-40
afterimage.palbright = 40,40,40
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add
[State ]
type = Projectile
trigger1 = animelemtime(10) = 2
projanim = 10022
projremove = 0
projpriority = 99
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 46
getpower = 10
offset = 90,0
attr = S,HP
hitflag = MAFD
guardflag = MA
animtype = diagup
damage = 50,5
pausetime = 0,2
sparkno = s6020+random%4
guard.sparkno = s6010
sparkxy = 0,-60+(floor(p2bodydist Y))
hitsound = s4,5
guardsound = s4,10
ground.type = high
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -8,-4
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = -8,-4
airguard.velocity = -8,-3
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
fall = 1
fall.recover = 0
yaccel = .45
afterimage.time = -1
afterimage.length = 10
afterimage.paladd = 40,40,50
afterimage.palcontrast = 40,40,50
afterimage.palpostbright = -40,-40,-40
afterimage.palbright = 40,40,40
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add
[State ]
type = Projectile
trigger1 = animelemtime(13) = 1
projanim = 10022
projremove = 0
projpriority = 99
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 46
getpower = 10
offset = 130,0
attr = S,HP
hitflag = MAFD
guardflag = MA
animtype = diagup
damage = 50,5
pausetime = 0,2
sparkno = s6020+random%4
guard.sparkno = s6010
sparkxy = 0,-60+(floor(p2bodydist Y))
hitsound = s4,5
guardsound = s4,10
ground.type = high
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -8,-4
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = -8,-4
airguard.velocity = -8,-3
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
fall = 1
fall.recover = 0
yaccel = .45
afterimage.time = -1
afterimage.length = 10
afterimage.paladd = 40,40,50
afterimage.palcontrast = 40,40,50
afterimage.palpostbright = -40,-40,-40
afterimage.palbright = 40,40,40
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add
[State ]
type = Projectile
trigger1 = animelemtime(15) = 2
projanim = 10022
projremove = 0
projpriority = 99
projmisstime = 2
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 30
getpower = 10
offset = 170,0
attr = S,HP
hitflag = MAFD
guardflag = MA
animtype = diagup
damage = 50,5
pausetime = 0,2
sparkno = s6020+random%4
guard.sparkno = s6010
sparkxy = 0,-60+(floor(p2bodydist Y))
hitsound = s4,5
guardsound = s4,10
ground.type = high
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -8,-4
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = -8,-4
airguard.velocity = -8,-3
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
fall = 1
fall.recover = 0
yaccel = .45
afterimage.time = -1
afterimage.length = 10
afterimage.paladd = 40,40,50
afterimage.palcontrast = 40,40,50
afterimage.palpostbright = -40,-40,-40
afterimage.palbright = 40,40,40
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add
[State ]
type = Projectile
trigger1 = animelemtime(18) = 1
projanim = 10022
projremove = 0
projpriority = 99
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 46
getpower = 10
offset = 210,0
attr = S,HP
hitflag = MAFD
guardflag = MA
animtype = diagup
damage = 50,5
pausetime = 0,2
sparkno = s6020+random%4
guard.sparkno = s6010
sparkxy = 0,-60+(floor(p2bodydist Y))
hitsound = s4,5
guardsound = s4,10
ground.type = high
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -9,-4
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = -9,-4
airguard.velocity = -8,-3
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
fall = 1
fall.recover = 0
yaccel = .45
afterimage.time = -1
afterimage.length = 10
afterimage.paladd = 40,40,50
afterimage.palcontrast = 40,40,50
afterimage.palpostbright = -40,-40,-40
afterimage.palbright = 40,40,40
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add
[State ]
type = Projectile
trigger1 = animelemtime(20) = 2
projanim = 10022
projremove = 0
projpriority = 99
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 46
getpower = 10
offset = 250,0
attr = S,HP
hitflag = MAFD
guardflag = MA
animtype = diagup
damage = 50,5
pausetime = 0,2
sparkno = s6020+random%4
guard.sparkno = s6010
sparkxy = 0,-60+(floor(p2bodydist Y))
hitsound = s4,5
guardsound = s4,10
ground.type = high
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -9,-4
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = -9,-4
airguard.velocity = -8,-3
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
fall = 1
fall.recover = 0
yaccel = .45
afterimage.time = -1
afterimage.length = 10
afterimage.paladd = 40,40,50
afterimage.palcontrast = 40,40,50
afterimage.palpostbright = -40,-40,-40
afterimage.palbright = 40,40,40
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

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

[Statedef 2040]
type = S
movetype = A
physics = S
anim = 2040
velset = 0
ctrl = 0

[State ]
type = SuperPause
trigger1 = !time
darken = 0
poweradd = -3000
anim = -1
movetime = 40
time = 40
p2defmul = 1
sound = s10000,3

[State ]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State ]
type = Explod
trigger1 = !time
anim = 6121
pos = 0,0
postype = p1
bindtime = 1
supermove = 1
sprpriority = 10
ownpal = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647
[State ]
type = Explod
trigger1 = !time
anim = 6121
pos = 0,0
postype = p1
bindtime = 1
supermove = 1
sprpriority = 10
ownpal = 1
facing = -1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647
[State ]
type = Explod
trigger1 = !time
anim = 6120
pos = 22,-73
postype = p1
bindtime = 1
supermove = 1
sprpriority = 10
ownpal = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647
[State ]
type = Explod
trigger1 = !time
anim = 6122
pos = 0,0
postype = left
bindtime = -1
ontop = 1
ownpal = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = PlaySnd
trigger1 = !time
value = 2,9
volume = 255
[State ]
type = PlaySnd
trigger1 = !Animtime
value = 2,8
volume = 255

[State ]
type = Helper
triggerall = !IsHelper
trigger1 = time = 45
stateno = 2041
name = "ELEMENT"
id = 2040
pos = 0,0
helpertype = normal
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1

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

[Statedef 2041]
type = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 60001

[State ]
type = Explod 
trigger1 = !time
anim = 10023
sprpriority = 99
postype = back
pos = 0,0
bindtime = -1
supermove = 1
scale = 1.3,1.3
ontop = 1
ownpal = 1
trans = add
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State ]
type = Explod 
trigger1 = !time
anim = 10023
sprpriority = 99
postype = back
pos = 320,0
bindtime = -1
supermove = 1
scale = 1.3,1.3
ontop = 1
ownpal = 1
facing = -1
trans = add
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State ]
type = Explod 
trigger1 = time = 50
anim = 10024
sprpriority = 2147483647
postype = back
pos = 0,0
bindtime = -1
ontop = 1
ownpal = 1
trans = add
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State ]
type = Explod 
trigger1 = time = 50
anim = 10024
sprpriority = 2147483647
postype = back
pos = 0,240
bindtime = -1
ontop = 1
ownpal = 1
vfacing = -1
trans = add
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State ]
type = Explod 
trigger1 = time = 55
anim = 10025
sprpriority = 2147483647
postype = back
pos = 0,0
bindtime = -1
ontop = 1
ownpal = 1
trans = add
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State ]
type = Explod 
trigger1 = time = 55
anim = 10025
sprpriority = 2147483647
postype = back
pos = 320,256
bindtime = -1
ontop = 1
ownpal = 1
facing = -1
vfacing = -1
trans = add
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State ]
type = Explod 
trigger1 = time = 50
anim = 10026
sprpriority = 2147483647
postype = back
pos = 0,240
bindtime = -1
ontop = 1
ownpal = 1
vfacing = -1
trans = add
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647
[State ]
type = Explod 
trigger1 = time = 50
anim = 10026
sprpriority = 2147483647
postype = back
pos = 320,0
bindtime = -1
ontop = 1
ownpal = 1
facing = -1
trans = add
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = PlaySnd
trigger1 = !time
trigger2 = time = 3
trigger3 = time = 6
trigger4 = time = 9
trigger5 = time = 12
trigger6 = time = 15
trigger7 = time = 18
trigger8 = time = 21
trigger9 = time = 24
trigger10 = time = 27
trigger11 = time = 30
trigger12 = time = 33
trigger13 = time = 36
trigger14 = time = 39
trigger15 = time = 42
trigger16 = time = 45
trigger17 = time = 48
trigger18 = time = 51
trigger19 = time = 54
trigger20 = time = 55
value = 6,0
volume = 255
[State ]
type = PlaySnd
trigger1 = time = 0
trigger2 = time = 3
trigger3 = time = 6
trigger4 = time = 9
trigger5 = time = 12
trigger6 = time = 15
trigger7 = time = 18
trigger8 = time = 21
trigger9 = time = 24
trigger10 = time = 27
trigger11 = time = 30
trigger12 = time = 33
trigger13 = time = 36
trigger14 = time = 39
trigger15 = time = 42
trigger16 = time = 45
trigger17 = time = 48
trigger18 = time = 51
trigger19 = time = 54
trigger20 = time = 55
value = 6,12
[State ]
type = PlaySnd
trigger1 = time = 55
value = 6,14
volume = 255
[State ]
type = PlaySnd
trigger1 = time = 55
value = 6,15
volume = 255

[State ]
type = HitDef
triggerall = Ishelper(2040)
trigger1 = !time
trigger2 = time = 2
trigger3 = time = 4
trigger4 = time = 6
trigger5 = time = 8
trigger6 = time = 10
trigger7 = time = 12
attr = S, NA
animtype = Medium
damage = 18,3
guardflag = MA
pausetime = 0,0
sparkno = s6020+random%4
guard.sparkno = s6010
sparkxy = -10,-50+(floor(p2bodydist Y))
hitsound = s4,5
guardsound = s4,10
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -12,0
air.velocity = -12,0
airguard.velocity = -12,0
ground.cornerpush.veloff = -12
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -12
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
[State ]
type = HitDef
triggerall = Ishelper(2040)
trigger1 = time = 14
trigger2 = time = 16
trigger3 = time = 18
trigger4 = time = 20
trigger5 = time = 22
trigger6 = time = 24
trigger7 = time = 26
attr = S,NA
animtype  = Medium
damage  = 18,3
guardflag = MA
pausetime = 0,0
sparkno = s6020+random%4
guard.sparkno = s6010
sparkxy = -10,-50+(floor(p2bodydist Y))
hitsound = s4,5
guardsound = s4,10
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 12,0
air.velocity = 12,0
airguard.velocity = 12,0
ground.cornerpush.veloff = -12
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -12
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
[State ]
type = HitDef
triggerall = Ishelper(2040)
trigger1 = time = 28
trigger2 = time = 30
trigger3 = time = 32
trigger4 = time = 34
trigger5 = time = 36
trigger6 = time = 38
trigger7 = time = 40
attr = S,NA
animtype  = Medium
damage = 18,3
guardflag = MA
pausetime = 0,0
sparkno = s6020+random%4
guard.sparkno = s6010
sparkxy = -10, -50+(floor(p2bodydist Y))
hitsound = s4,5
guardsound = s4,10
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -12,0
air.velocity = -12,0
airguard.velocity = -12,0
ground.cornerpush.veloff = -12
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -12
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
[State ]
type = HitDef
triggerall = Ishelper(2040)
trigger1 = time = 42
trigger2 = time = 44
trigger3 = time = 46
trigger4 = time = 48
trigger5 = time = 50
trigger6 = time = 52
trigger7 = time = 54
trigger8 = time = 55
attr = S, NA
animtype  = Medium
damage = 18,3
guardflag = MA
pausetime = 0,0
sparkno = s6020+random%4
guard.sparkno = s6010
sparkxy = -10, -50+(floor(p2bodydist Y))
hitsound = s4,5
guardsound = s4,10
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 12,0
air.velocity = 12,0
airguard.velocity = 12,0
ground.cornerpush.veloff = -12
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -12
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
[State ]
type = HitDef
triggerall = Ishelper(2040)
trigger1 = time = 56
attr = S,HP
damage = 180
guardflag = 
animtype = diagup
hitflag = MAFP
sparkno = s6020+random%4
guard.sparkno = s6010
sparkxy = -20,-70
hitsound = s6,13
guardsound = s6,13
pausetime = 0,38
ground.hittime = 60
ground.type = high
ground.slidetime = 60
ground.velocity = -6,-8
air.velocity = -6,-8
fall = 1
yaccel = .5
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50

[State ]
type = DestroySelf
trigger1 = time = 88

[Statedef 2050]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 2050
ctrl     = 0
sprpriority = 3

[State ]
type = SuperPause
trigger1 = !time
darken = 0
poweradd = -3000
anim = -1
movetime = 30
time = 30
p2defmul = 1
sound = s10000,3

[State ]
type = PlaySnd
trigger1 = !time
value = 2,4
volume = 255

[State ]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State ]
type = Explod
trigger1 = !time
anim = 6121
pos = 0,0
postype = p1
bindtime = 1
supermove = 1
sprpriority = 10
ownpal = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647
[State ]
type = Explod
trigger1 = !time
anim = 6121
pos = 0,0
postype = p1
bindtime = 1
supermove = 1
sprpriority = 10
ownpal = 1
facing = -1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647
[State ]
type = Explod
trigger1 = !time
anim = 6120
pos = 0,-70
postype = p1
bindtime = 1
supermove = 1
sprpriority = 10
ownpal = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647
[State ]
type = Explod
trigger1 = !time
anim = 6122
pos = 0,0
postype = left
bindtime = -1
ontop = 1
ownpal = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = VelSet
trigger1 = AnimElemtime(8) >= 0
x = 9

[State ]
type = AfterImage
trigger1 = animelem = 8
time = 2
length = 10
timegap = 1
paladd = 60,20,100
PalContrast = 220,200,350
palcolor = 0
framegap = 3

[State ]
type = Afterimagetime
trigger1 = gametime%2 = 0
time = 2

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

[State ]
type = HitDef
trigger1 = !Time
attr = S,HA
getpower = 0
damage = 0,0
animtype = hard
hitflag = MAF
guardflag = M
priority = 5
pausetime = 0,0
sparkno = s6002
sparkxy = 0,-45
hitsound = s4,4
guardsound = s4,10
guard.sparkno = s6010
guard.velocity = -12
air.juggle = 11
ground.type = low
ground.slidetime = 30
ground.hittime = 15
ground.velocity = -7,-6
air.velocity = -7,-6
p2facing = 1
fall.recover = 0
fall = 1

[State ]
type = Targetstate
trigger1 = movehit
value = 2055

[State ]
type = ChangeState
trigger1 = movehit
value = 2052

[State ]
type = ChangeState
trigger1 = !AnimTime
trigger2 = MoveGuarded
value = 2051

[Statedef 2051]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 2051
ctrl     = 0
sprpriority = 3

[State ]
type = VelSet
trigger1 = animelem = 3
x = 0

[State ]
type = Changestate
trigger1 = !Animtime
value = 0
ctrl = 1

[Statedef 2052]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 2052
ctrl     = 0
sprpriority = 3

[State ]
type = PosSet
trigger1 = !time
x = -40

[State ]
type = TargetBind
trigger1 = !time
pos = 60,0

[State ]
type = AssertSpecial
trigger1 = time = [0,85]
flag = noBG
flag2 = nofg

[State ]
type = Explod
trigger1 = time = 85
anim = 10031
id = 10031
pos = 0,0
postype = back
scale = 1.5,2.0
bindtime = -1
removetime = -1
sprpriority = 9

[State ]
type = RemoveExplod
trigger1 = time = 264
id = 10031

[State ]
type = EnvColor
trigger1 = AnimElem = 19
trigger2 = AnimElem = 20
trigger3 = AnimElem = 21
trigger4 = AnimElem = 22
trigger5 = AnimElem = 23
trigger6 = AnimElem = 24
trigger7 = AnimElem = 25
value = 255,255,255
time = 1
ontop = 0
ignorehitpause = 1

[State ]
type = EnvColor
trigger1 = time = [161,253]
trigger1 = gametime%10 = 0
value = 255,255,255
time = 1
ontop = 0
ignorehitpause = 1

[State ]
type = EnvColor
trigger1 = time = [191,253]
trigger1 = gametime%5 = 0
value = 255,255,255
time = 1
ontop = 0
ignorehitpause = 1

[State ]
type = EnvColor
trigger1 = time = [243,263]
trigger1 = gametime%2 = 0
value = 255,255,255
time = 1
ontop = 0
ignorehitpause = 1

[State ]
type = Explod
trigger1 = time = [161,253]
trigger1 = gametime%10 = 0
anim = 6000+random%3
pos = 70,-70
postype = p1
facing = 1
vfacing = 1
bindtime = 1
random = 100,100
sprpriority = 9
ontop = 1
ignorehitpause = 1

[State ]
type = Explod
trigger1 = time = [191,253]
trigger1 = gametime%5 = 0
anim = 6000+random%3
pos = 70,-70
postype = p1
facing = 1
vfacing = 1
bindtime = 1
random = 100,100
sprpriority = 9
ontop = 1
ignorehitpause = 1

[State ]
type = Explod
trigger1 = time = [243,253]
anim = 6000+random%3
pos = 70,-70
postype = p1
facing = 1
vfacing = 1
bindtime = 1
random = 100,100
sprpriority = 9
ontop = 1
ignorehitpause = 1

[State ]
type = VelSet
trigger1 = time = [259,265]
x = 15

[State ]
type = PlaySnd
trigger1 = time = 260
value = 6,24
volume = 255

[State ]
type = HitDef
trigger1 = AnimElem = 19
attr = S,HA
damage = 45,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 20,10
sparkno = s6000+random%3
sparkxy = -12,-50
hitsound = s4,2
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2056
kill = 0
[State ]
type = HitDef
trigger1 = AnimElem = 20
trigger2 = AnimElem = 21
trigger3 = AnimElem = 22
trigger4 = AnimElem = 23
trigger5 = AnimElem = 24
trigger6 = AnimElem = 25
attr = S, HA
getpower = 0
damage = 45,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 11,10
sparkno = s6000+random%3
sparkxy = -50+random%100,-100+random%100
hitsound = s4,2
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2056
kill = 0
[State ]
type = HitDef
trigger1 = AnimElem = 26
trigger2 = AnimElem = 27
trigger3 = AnimElem = 28
trigger4 = AnimElem = 29
trigger5 = AnimElem = 30
trigger6 = AnimElem = 31
attr = S, HA
damage = 45,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 5,5
sparkno = -1
sparkxy = -1
hitsound = s4,4
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2057
kill = 0
EnvShake.time = 10
EnvShake.freq = 50
EnvShake.ampl = -4
[State ]
type = HitDef
trigger1 = AnimElem = 32
trigger2 = AnimElem = 33
trigger3 = AnimElem = 34
trigger4 = AnimElem = 35
trigger5 = AnimElem = 36
trigger6 = AnimElem = 37
trigger7 = AnimElem = 38
trigger8 = AnimElem = 39
attr = S, HA
damage = 45,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 0,0
sparkno = -1
sparkxy = -1
hitsound = s4,4
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2056
kill = 0
EnvShake.time = 10
EnvShake.freq = 100
EnvShake.ampl = -4
[State ]
type = HitDef
trigger1 = AnimElem = 40
trigger2 = AnimElem = 41
trigger3 = AnimElem = 42
trigger4 = AnimElem = 43
trigger5 = AnimElem = 44
trigger6 = AnimElem = 45
trigger7 = AnimElem = 46
trigger8 = AnimElem = 47
attr = S, HA
damage = 45,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 3,3
sparkno = -1
sparkxy = -1
hitsound = s4,4
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2056
kill = 0
EnvShake.time = 10
EnvShake.freq = 120
EnvShake.ampl = -4
[State ]
type = HitDef
trigger1 = AnimElem = 48
trigger2 = AnimElem = 49
trigger3 = AnimElem = 50
trigger4 = AnimElem = 51
trigger5 = AnimElem = 52
trigger6 = AnimElem = 53
trigger7 = AnimElem = 54
trigger8 = AnimElem = 55
trigger9 = AnimElem = 55
trigger10 = AnimElem = 56
trigger11 = AnimElem = 57
trigger12 = AnimElem = 58
attr = S, HA
damage = 45,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 2,2
sparkno = -1
sparkxy = -1
hitsound = s4,4
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2056
kill = 0
EnvShake.time = 10
EnvShake.freq = 200
EnvShake.ampl = -4
[State ]
type = HitDef
trigger1 = AnimElem = 60
attr = S,HA
damage = 200,0
animtype = diagup
hitflag = MAF
priority = 9, Hit
pausetime = 10,12
sparkno = -1
sparkxy = -1
hitsound = s6,15
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 1,-18
air.velocity = 1,-18
fall = 1
fall.recover = 0
envshake.time = 40
envshake.ampl = -10
envshake.freq = 200
yaccel = .75

[State ]
type = Pause
trigger1 = time = [264,273]
time = 1
movetime = 1

[State ]
type = PlaySnd
trigger1 = animelem = 60
value = 6,14
volume = 255

[State ]
type = Explod
trigger1 = time = [264,273]
trigger1 = gametime%5 = 0
anim = 10009
pos = 70,-70
postype = p2
bindtime = 1
random = 100,100
removetime = -2
sprpriority = 9
ontop = 1
ignorehitpause = 1

[State ]
type = Explod
trigger1 = time = [264,273]
trigger1 = gametime%5 = 0
anim = 10009
pos = 70,-70
postype = p2
bindtime = 1
random = 100,100
removetime = -2
sprpriority = 9
ontop = 1
ignorehitpause = 1
[State ]
type = Explod
trigger1 = time = [264,293]
trigger1 = gametime%5 = 0
anim = 10009
pos = 70,-70
postype = p1
bindtime = 1
random = 100,100
removetime = -2
sprpriority = 9
ontop = 1
ignorehitpause = 1
[State ]
type = Explod
trigger1 = time = [264,273]
trigger1 = gametime%5 = 0
anim = 10009
pos = 70,-70
postype = p2
bindtime = 1
random = 100,100
removetime = -2
sprpriority = 9
ontop = 1
ignorehitpause = 1
[State ]
type = Explod
trigger1 = time = [264,273]
trigger1 = gametime%5 = 0
anim = 10009
pos = 70,-70
postype = p1
bindtime = 1
random = 100,100
removetime = -2
sprpriority = 9
ontop = 1
ignorehitpause = 1

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

[Statedef 2055]
movetype= H
physics = N
velset = 0,0

[State ]
type = ChangeAnim2
Trigger1 = !Time
value = 2055

[State ]
type = ChangeState
trigger1 = !Animtime
trigger2 = life = 0
value = 2058

[Statedef 2056]
type    = S
movetype= H
physics = N
velset = 0,0

[State ]
type = VelSet
trigger1 = !time
x = 0
y = 0

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

[State ]
type = ChangeAnim2
Trigger1 = !Time
value = 2055

[State ]
type = SelfState
trigger1 = !Animtime
value = 0
ctrl = 1

[Statedef 2057]
type    = S
movetype= H
physics = N
velset = 0,0

[State ]
type = VelSet
trigger1 = !time
x = 0
y = 0

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

[State ]
type = ChangeAnim2
Trigger1 = !Time
value = 2055

[State ]
type = SelfState
trigger1 = !Animtime
value = 0
ctrl = 1

[Statedef 2058]
type = A
movetype= H
physics  = N
ctrl = 0

[State ]
type = PalFX
trigger1 = !time
time = 1

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

[State ]
type = VelSet
trigger1 = !time
x = -4
y = -6

[State ]
type = Veladd
trigger1 = time >= 0
y = .4

[State ]
type = ChangeAnim2
Trigger1 = !Time
value = 5050

[State ]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100

[Statedef 2100]
type  = S
movetype = A
physics  = S
velset = 0,0
anim = 2100
ctrl = 0
sprpriority = 2

[State ]
type = Explod
triggerall = !time
trigger1 = prevstateno = 1160
anim = 6200
sprpriority = 50
postype = left
pos = 160,100
ownpal = 1
bindtime = -1
supermove = 1
ontop = 1
scale = 0.5,0.5

[State ]
type = Explod
triggerall = !time
trigger1 = prevstateno = 1160
anim = 6300
sprpriority = 49
postype = left
pos = 160,100
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 56
trans = addalpha
alpha = 340-120,120
scale = 1.0,0.8

[State ]
type = palfx
triggerall = !time
trigger1 = prevstateno = 1160
time = 5
add = 230,230,230

[State ]
type = SuperPause
trigger1 = !time
anim = -1
poweradd = -1000
movetime = 30
time = 30
sound = s10000,0

[State ]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State ]
type = Helper
trigger1 = animelem = 1
stateno = 1
id = 1
pos = -15,-80
postype = p1
Keyctrl = 0
helpertype = normal
ownpal = 1
supermove = -1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Explod
trigger1 = animelem = 1
anim = 6102
sprpriority = 50
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
ontop = 1
trans = add

[State ]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElemtime(4) = 4
trigger3 = AnimElemtime(5) = 3
trigger4 = AnimElemtime(6) = 2
trigger5 = AnimElemtime(7) = 1
trigger6 = AnimElemtime(7) = 5
value = 6,4
volume = -255

[State ]
type = Playsnd
trigger1 = animelem = 3
value = 3,15
volume = 255

[State ]
type = Projectile
trigger1 = AnimElem = 3
projanim = 11001
projshadow = 68,68,68
projremovetime = 30
projpriority = 10
projsprpriority = 15
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 = Projectile
trigger1 = AnimElem = 4
projanim = 11011
projid = 11011
projremove = 0
projpriority = 10
projsprpriority = 15
projshadow = 0,0,0
projscale = 0.8,0.8
projremovetime = 40
offset = 50,0
attr = S,SP
animtype = Hard
damage = 70,15
hitflag = MAF
guardflag = M
hitsound = s6,3
guardsound = s4,10
pausetime = 0,12
sparkno = s6004
guard.sparkno = s6010
sparkxy = 20,-45
ground.type = Low
ground.hittime = 8
ground.slidetime = 23
ground.velocity = -9
air.juggle = 2
air.velocity = -3.6,-3.8
air.fall = 1
fall = 1
palfx.time = 25
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
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 = Projectile
trigger1 = AnimElemtime(4) = 4
projanim = 11011
projid = 11011
projremove = 0
projpriority = 10
projsprpriority = 15
projshadow = 0,0,0
projscale = 0.8,0.8
projremovetime = 40
offset = 100,0
attr = S,SP
animtype = Hard
damage = 70,15
hitflag = MAF
guardflag = M
hitsound = s6,3
guardsound = s4,10
pausetime = 0,12
sparkno = s6004
guard.sparkno = s6010
sparkxy = 20,-45
ground.type = Low
ground.hittime = 8
ground.slidetime = 23
ground.velocity = -9
air.juggle = 2
air.velocity = -3.6,-3.8
air.fall = 1
fall = 1
palfx.time = 25
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
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 = Projectile
trigger1 = AnimElemtime(5) = 3
projanim = 11011
projid = 11011
projremove = 0
projpriority = 10
projsprpriority = 15
projshadow = 0,0,0
projscale = 0.8,0.8
projremovetime = 40
offset = 150,0
attr = S,SP
animtype = Hard
damage = 70,15
hitflag = MAF
guardflag = M
hitsound = s6,3
guardsound = s4,10
pausetime = 0,12
sparkno = s6004
guard.sparkno = s6010
sparkxy = 20,-45
ground.type = Low
ground.hittime = 8
ground.slidetime = 23
ground.velocity = -9
air.juggle = 2
air.velocity = -3.6,-3.8
air.fall = 1
fall = 1
palfx.time = 25
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
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 = Projectile
trigger1 = AnimElemtime(6) = 2
projanim = 11011
projid = 11011
projremove = 0
projpriority = 10
projsprpriority = 15
projshadow = 0,0,0
projscale = 0.8,0.8
projremovetime = 40
offset = 200,0
attr = S,SP
animtype = Hard
damage = 70,15
hitflag = MAF
guardflag = M
hitsound = s6,3
guardsound = s4,10
pausetime = 0,12
sparkno = s6004
guard.sparkno = s6010
sparkxy = 20,-45
ground.type = Low
ground.hittime = 8
ground.slidetime = 23
ground.velocity = -9
air.juggle = 2
air.velocity = -3.6,-3.8
air.fall = 1
fall = 1
palfx.time = 25
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
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 = Projectile
trigger1 = AnimElemtime(7) = 1
projanim = 11011
projid = 11011
projremove = 0
projpriority = 10
projsprpriority = 15
projshadow = 0,0,0
projscale = 0.8,0.8
projremovetime = 40
offset = 250,0
attr = S,SP
animtype = Hard
damage = 70,15
hitflag = MAF
guardflag = M
hitsound = s6,3
guardsound = s4,10
pausetime = 0,12
sparkno = s6004
guard.sparkno = s6010
sparkxy = 20,-45
ground.type = Low
ground.hittime = 8
ground.slidetime = 23
ground.velocity = -9
air.juggle = 2
air.velocity = -3.6,-3.8
air.fall = 1
fall = 1
palfx.time = 25
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
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 = Projectile
trigger1 = AnimElemtime(7) = 5
projanim = 11011
projid = 11011
projremove = 0
projpriority = 10
projsprpriority = 15
projshadow = 0,0,0
projscale = 0.8,0.8
projremovetime = 40
offset = 300,0
attr = S,SP
animtype = Hard
damage = 70,15
hitflag = MAF
guardflag = M
hitsound = s6,3
guardsound = s4,10
pausetime = 0,12
sparkno = s6004
guard.sparkno = s6010
sparkxy = 20,-45
ground.type = Low
ground.hittime = 8
ground.slidetime = 23
ground.velocity = -9
air.juggle = 2
air.velocity = -3.6,-3.8
air.fall = 1
fall = 1
palfx.time = 25
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
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 = 0
value = 0
ctrl = 1

[Statedef 2110]
type     = S
movetype = A
physics  = S
juggle   = 6
poweradd = -2000
velset   = 0,0
anim     = 2110
ctrl     = 0
sprpriority = 2

[State ]
type = Nothitby
trigger1 = AnimElemtime(9) < 0
value = SCA

[State ]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3,17
channel = 0
volume = 255

[State ]
type = Velset
trigger1 = AnimElemtime(1) > 0 && AnimElemtime(8) < 2
x = 15

[State ]
type = Velset
trigger1 = Animtime = 0
x = 0

[State ]
type = HitDef
trigger1 = !Time
attr = S, SA
damage = 50,5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,22
sparkno = s6000
guard.sparkno = s6010
sparkxy = -15,-60
hitsound = s4,2
guardsound = s4,10
ground.type = Low
ground.slidetime = 17
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -2.3,0
air.type = High
air.velocity = -2.5,0
air.hittime = 12
air.fall = 1

[State ]
type = ChangeState
trigger1 = AnimElemtime(4) > 0 && AnimElemtime(9) < 0
trigger1 = p2bodydist X < 50
trigger2 = movehit
value = 2111

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

[Statedef 2111]
type = S
movetype = A
physics  = S
ctrl = 0
velset = 0,0
anim = 1031
sprpriority = 5

[State ]
type = Velset
trigger1 = AnimElem = 1
x = 9

[State ]
type = HitDef
trigger1 = !Time
attr = S, SA
damage = 20,5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 20,22
sparkno = s6000
guard.sparkno = s6010
sparkxy = -15, -60
hitsound = s4,2
guardsound = s4,10
ground.type = Low
ground.slidetime = 17
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
air.fall = 1

[State ]
type = ChangeState
trigger1 = Movecontact
value = 2112

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

[Statedef 2112]
type = S
movetype = A
physics  = S
ctrl = 0
velset = 0,0
anim = 1032
sprpriority = 5

[State ]
type = Velset
trigger1 = AnimElem = 2
x = 5

[State ]
type = HitDef
trigger1 = !Time
attr = S,ST
damage = 0,0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3,3
sparkno = s6001
guard.sparkno = s6010
sparkxy = -35,-60
hitsound = s4,2
guardsound = s4,10
ground.type = High
ground.slidetime = 17
ground.hittime  = 18
ground.velocity = -15
air.type = High
air.velocity = -3,-3
air.hittime = 12
air.fall = 1
p2facing = 1

[State ]
type = targetstate
trigger1 = movehit
value = 2115

[State ]
type = ChangeState
trigger1 = movehit
value = 2113

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

[Statedef 2113]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 2111
sprpriority = 5

[State ]
type = Width
trigger1 = 1
edge = 50,0

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

[State ]
type = SuperPause
trigger1 = animelem = 3
anim = -1
poweradd = -2000
movetime = 30
time = 30
sound = s10000,1

[State ]
type = AssertSpecial
trigger1 = animelemtime(3) >= 0
trigger1 = animelemtime(3) <= 30
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State ]
type = Helper
trigger1 = animelem = 3
stateno = 3
id = 3
pos = 30,-40
postype = p1
Keyctrl = 0
helpertype = normal
ownpal = 1
supermove = -1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Explod
trigger1 = animelem = 3
anim = 6112
sprpriority = 50
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
ontop = 1
trans = add

[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,18
channel = 0
volume = 255

[State ]
type = Explod
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(4) <= 300
trigger1 = Random < 250
anim = 11003
pos = 0,-10
postype = p2
sprpriority = 9
bindtime = 1
random = 200,60
ownpal = 1
supermove = 1
[State ]
type = Explod
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(4) <= 300
trigger1 = Random < 250
anim = 11003
pos = 0,-10
postype = p2
sprpriority = 9
bindtime = 1
random = 200,60
ownpal = 1
supermove = 1
[State ]
type = Explod
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(4) <= 300
trigger1 = Random < 250
anim = 11003
pos = 0,-10
postype = p2
sprpriority = 9
bindtime = 1
random = 200,60
ownpal = 1
supermove = 1
[State ]
type = Explod
trigger1 = animelemtime(4) >= 0
trigger1 = animelemtime(4) <= 300
trigger1 = Random < 250
anim = 11003
pos = 0,-10
postype = p2
sprpriority = 9
bindtime = 1
random = 200,60
ownpal = 1
supermove = 1

[State ]
type = Projectile
trigger1 = AnimElemtime(4) = 260
trigger2 = AnimElemtime(4) = 270
trigger3 = AnimElemtime(4) = 280
trigger4 = AnimElemtime(4) = 290
trigger5 = AnimElemtime(4) = 300
projanim = 11012
projremove = 0
projremovetime = 31
projsprpriority = 10
offset = 72,0
postype = p1
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 = EnvColor
trigger1 = AnimElemtime(4) = 260
trigger2 = AnimElemtime(4) = 270
trigger1 = AnimElemtime(4) = 280
trigger2 = AnimElemtime(4) = 290
trigger1 = AnimElemtime(4) = 300
time = 3
value = 255,255,255
under = 2
ignorehitpause = 1

[State ]
type = TargetBind
trigger1 = AnimElem = 1
pos = 68,-60
[State ]
type = TargetBind
trigger1 = AnimElem = 2
pos = 67,-25
[State ]
type = TargetBind
trigger1 = AnimElem = 3
pos = 70,-10

[State ]
type = Targetstate
trigger1 = animelem = 5
value = 1146

[State ]
type = EnvShake
trigger1 = !Time
ampl = 8
freq = 120
time = 38
[State ]
type = EnvShake
trigger1 = animelem = 4
ampl = 12
freq = 80
time = 260
[State ]
type = EnvShake
trigger1 = AnimElemtime(4) = 260
trigger2 = AnimElemtime(4) = 270
trigger3 = AnimElemtime(4) = 280
trigger4 = AnimElemtime(4) = 290
trigger5 = AnimElemtime(4) = 300
ampl = 50
freq = 120
time = 10

[State ]
type = Targetlifeadd
triggerall = animelemtime(4) <= 260
triggerall = AnimElemtime(4) >= 0
trigger1 = Time%4 = 0
value = -4
kill = 0
[State ]
type = Targetlifeadd
trigger1 = AnimElemtime(4) = 260
trigger2 = AnimElemtime(4) = 270
trigger3 = AnimElemtime(4) = 280
trigger4 = AnimElemtime(4) = 290
trigger5 = AnimElemtime(4) = 300
value = -100
kill = 1

[State ]
type = PlaySnd
triggerall = AnimElemtime(4) >= 0
triggerall = animelemtime(4) <= 260
trigger1 = Time%8 = 0
value = 6,4+random%2
volume = -200
[State ]
type = PlaySnd
trigger1 = AnimElemtime(4) = 260
trigger2 = AnimElemtime(4) = 270
trigger3 = AnimElemtime(4) = 280
trigger4 = AnimElemtime(4) = 290
trigger5 = AnimElemtime(4) = 300
value = 6,6
volume = 255
[State ]
type = PlaySnd
trigger1 = AnimElemtime(4) = 260
trigger2 = AnimElemtime(4) = 270
trigger3 = AnimElemtime(4) = 280
trigger4 = AnimElemtime(4) = 290
trigger5 = AnimElemtime(4) = 300
value = 6,23
volume = 255
[State ]
type = PlaySnd
trigger1 = AnimElemtime(4) = 260
trigger2 = AnimElemtime(4) = 270
trigger3 = AnimElemtime(4) = 280
trigger4 = AnimElemtime(4) = 290
trigger5 = AnimElemtime(4) = 300
value = 6,24
volume = 255

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

[Statedef 2115]
type    = A
movetype= H
physics = N
velset = 0,0

[State ]
type = ChangeAnim2
Trigger1 = !Time
value = 2115

[State ]
type = SelfState
trigger1 = time = 500
value = 5100

[Statedef 2120]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 2050
ctrl     = 0
sprpriority = 2

[State ]
type = Explod
triggerall = !time
trigger1 = prevstateno = 1160
anim = 6200
sprpriority = 50
postype = left
pos = 160,100
ownpal = 1
bindtime = -1
supermove = 1
ontop = 1
scale = 0.5,0.5

[State ]
type = Explod
triggerall = !time
trigger1 = prevstateno = 1160
anim = 6300
sprpriority = 49
postype = left
pos = 160,100
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 56
trans = addalpha
alpha = 340-120,120
scale = 1.0,0.8

[State ]
type = palfx
triggerall = !time
trigger1 = prevstateno = 1160
time = 5
add = 230,230,230

[State ]
type = SuperPause
trigger1 = !time
anim = -1
poweradd = -1000
movetime = 30
time = 30
sound = s10000,0

[State ]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State ]
type = Helper
trigger1 = animelem = 1
stateno = 1
id = 1
pos = 8,-50
postype = p1
Keyctrl = 0
helpertype = normal
ownpal = 1
supermove = -1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Explod
trigger1 = animelem = 1
anim = 6102
sprpriority = 50
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
ontop = 1
trans = add

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

[State ]
type = AfterImage
trigger1 = animelem = 8
time = 2
length = 11
timegap = 1
paladd = 60,20,100
PalContrast = 220,200,350
palcolor = 0
framegap = 3

[State ]
type = Afterimagetime
trigger1 = gametime%2 = 0
time = 2

[State ]
type = VelSet
trigger1 = AnimElemtime(8) >= 0
x = 9

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

[State ]
type = HitDef
trigger1 = !Time
attr = S,HA
getpower = 0
damage = 0,0
numhits = 0
animtype = hard
hitflag = MAF
guardflag = M
priority = 5
pausetime = 0,0
sparkno = s6000
sparkxy = 0,-45
hitsound = s4,4
guardsound = s4,10
guard.sparkno = s6010
guard.velocity = -12
ground.type = low
ground.slidetime = 30
ground.hittime = 15
ground.velocity = -7,-6
air.velocity = -7,-6
p2facing = 1
fall.recover = 0
fall = 1

[State ]
type = targetstate
trigger1 = movehit
value = 2126
persistent = 0

[State ]
type = ChangeState
trigger1 = movehit
value = 2125

[State ]
type = ChangeState
trigger1 = !AnimTime
trigger2 = MoveGuarded
value = 2121

[Statedef 2121]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 2051
ctrl     = 0
sprpriority = 2

[State ]
type = VelSet
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(3) <= 0
x = 5.3

[State ]
type = VelSet
trigger1 = AnimElem = 3
x = 0

[State ]
type = AfterImage
trigger1 = time = 0
time = 1

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

[Statedef 2125]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2121
ctrl     = 0
sprpriority = 5

[State ]
type = AfterImage
trigger1 = time = 0
time = 1

[State ]
type = Width
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(4) <= 0
edge = 100,0

[State ]
type = PlaySnd
trigger1 = animelem = 2
value = 3,17
volume = 255

[State ]
type = TargetBind
trigger1 = animelem = 1
pos = 74,0
[State ]
type = TargetBind
trigger1 = animelem = 2
pos = 96,-116
[State ]
type = TargetBind
trigger1 = animelem = 3
pos = 90,-117
[State ]
type = TargetBind
trigger1 = animelem = 4
pos = 88,-121
[State ]
type = TargetBind
trigger1 = animelem = 5
pos = 88,-121

[State ]
type = Projectile
trigger1 = time = [63,140]
trigger1 = gametime%10 = 0
projanim = 11013
projremove = 0
projremovetime = 32
projsprpriority = 9
offset = -10+random%165,0
postype = p1
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 = Projectile
trigger1 = time = [63,140]
trigger1 = gametime%10 = 0
projanim = 11013
projremove = 0
projremovetime = 32
projsprpriority = 9
offset = -10+random%165,0
postype = p1
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 = Projectile
trigger1 = time = [100,140]
trigger1 = gametime%10 = 0
projanim = 11004
projremove = 0
projremovetime = 60
projsprpriority = 9
offset = -10+random%160,0
postype = p1
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 = Projectile
trigger1 = time = [100,140]
trigger1 = gametime%7 = 0
projanim = 11004
projremove = 0
projremovetime = 60
projsprpriority = 9
offset = -10+random%160,0
postype = p1
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 = EnvColor
trigger1 = time = [63,140]
trigger1 = gametime%10 = 0
value = 255,255,255
time = 1
under = 1

[State ]
type = PlaySnd
trigger1 = time = [63,140]
trigger1 = gametime%10 = 0
value = 6,4
volume = 255
[State ]
type = PlaySnd
trigger1 = time = [63,120]
trigger1 = gametime%5 = 0
value = 6,25
volume = 255
[State ]
type = PlaySnd
trigger1 = time = [100,140]
trigger1 = gametime%10 = 0
value = 6,26
volume = 255

[State ]
type = Explod
trigger1 = time = [63,140]
trigger1 = gametime%10 = 0
anim = 6004
pos = 70,-70
postype = p1
bindtime = 1
random = 100,50
trans = add
ontop = 1

[State ]
type = EnvShake
trigger1 = time = 63
time = 90
freq = 100
ampl = -7
persistent = 9

[State ]
type = EnvShake
trigger1 = time = 140
time = 20
freq = 100
ampl = -15
persistent = 9

[State ]
type = TargetLifeAdd
trigger1 = time = [63,145]
trigger1 = gametime%2 = 0
value = -4
kill = 0

[State ]
type = TargetLifeAdd
trigger1 = animelem = 30
value = -100
kill = 1

[State ]
type = Targetstate
trigger1 = animelem = 31
value = 1146

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

[Statedef 2126]
type    = A
movetype= H
physics = N
velset = 0,0

[State ]
type = ChangeAnim2
Trigger1 = !Time
value = 1145

[State ]
type = SelfState
trigger1 = !Animtime
value = 5100

[Statedef 2130]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 2050
ctrl     = 0
sprpriority = 2

[State ]
type = Explod
triggerall = !time
trigger1 = prevstateno = 1160
anim = 6201
sprpriority = 50
postype = left
pos = 160,100
ownpal = 1
bindtime = -1
supermove = 1
ontop = 1
scale = 0.5,0.5

[State ]
type = Explod
triggerall = !time
trigger1 = prevstateno = 1160
anim = 6300
sprpriority = 49
postype = left
pos = 160,100
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 56
trans = addalpha
alpha = 340-120,120
scale = 1.0,1.2

[State ]
type = palfx
triggerall = !time
trigger1 = prevstateno = 1160
time = 5
add = 230,230,230

[State ]
type = SuperPause
trigger1 = !time
anim = -1
poweradd = -2000
movetime = 30
time = 30
sound = s10000,1

[State ]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State ]
type = Helper
trigger1 = animelem = 1
stateno = 3
id = 3
pos = 8,-50
postype = p1
Keyctrl = 0
helpertype = normal
ownpal = 1
supermove = -1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Explod
trigger1 = animelem = 1
anim = 6112
sprpriority = 50
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
ontop = 1
trans = add

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

[State ]
type = AfterImage
trigger1 = animelem = 8
time = 2
length = 11
timegap = 1
paladd = 60,20,100
PalContrast = 220,200,350
palcolor = 0
framegap = 3

[State ]
type = Afterimagetime
trigger1 = gametime%2 = 0
time = 2

[State ]
type = VelSet
trigger1 = AnimElemtime(8) >= 0
x = 9

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

[State ]
type = HitDef
trigger1 = !Time
attr = S,HA
getpower = 0
damage = 0,0
numhits = 0
animtype = hard
hitflag = MAF
guardflag = M
priority = 5
pausetime = 0,0
sparkno = s6000
sparkxy = 0,-45
hitsound = s4,4
guardsound = s4,10
guard.sparkno = s6010
guard.velocity = -12
ground.type = low
ground.slidetime = 30
ground.hittime = 15
ground.velocity = -7,-6
air.velocity = -7,-6
p2facing = 1
fall.recover = 0
fall = 1

[State ]
type = targetstate
trigger1 = movehit
value = 2137
persistent = 0

[State ]
type = ChangeState
trigger1 = movehit
value = 2135

[State ]
type = ChangeState
trigger1 = !AnimTime
trigger2 = MoveGuarded
value = 2121

[Statedef 2135]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 2131
ctrl     = 0
sprpriority = 5

[State ]
type = Explod
trigger1 = !time
anim = 6125
ID = 1
pos = 0,0
postype = left
bindtime = -1
removetime = -1
supermove = 1
pausemove = 1
sprpriority = -3
ownpal = 1

[State ]
type = Explod
trigger1 = !time
anim = 6123
ID = 1
pos = 0,0
postype = left
bindtime = -1
removetime = -1
supermove = 1
pausemove = 1
ontop = 1
ownpal = 1

[State ]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State ]
type = AfterImage
trigger1 = time = 0
time = 1

[State ]
type = Width
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(4) <= 0
edge = 100,0

[State ]
type = PlaySnd
trigger1 = animelem = 2
value = 3,7
volume = 255

[State ]
type = TargetBind
trigger1 = animelem = 1
pos = 74,0
[State ]
type = TargetBind
trigger1 = animelem = 2
pos = 96,-116
[State ]
type = TargetBind
trigger1 = animelem = 3
pos = 90,-117
[State ]
type = TargetBind
trigger1 = animelem = 4
pos = 88,-121

[State ]
type = PlaySnd
triggerall = AnimElemtime(5) >= 0
trigger1 = Time%10 = 0
value = 6,27
volume = -200
[State ]
type = PlaySnd
trigger1 = Time = 160
value = 3,20
volume = 255
[State ]
type = PlaySnd
trigger1 = Time = 160
value = 6,28
volume = 200
[State ]
type = PlaySnd
trigger1 = Time = 160
value = 6,29
volume = 255

[State ]
type = EnvShake
triggerall = time >= 160
trigger1 = Time%10 = 0
ampl = 8
freq = 120
time = 10

[State ]
type = Projectile
trigger1 = animelem = 5
projanim = 11016
projremove = 0
projremovetime = 340
projsprpriority = 6
offset = 90,0
postype = p1
afterimage.time = -1
afterimage.length = 6
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 = Explod
triggerall = !Ishelper
triggerall = time >= 160
trigger1 = time%10 = 0
anim = 11014
sprpriority = 2147483647
ownpal = 1
pos = 90,0
ontop = 1
trans = add
ignorehitpause = 1
[State ]
type = Explod
triggerall = !Ishelper
triggerall = time >= 160
trigger1 = time%20 = 0
anim = 11015
sprpriority = 2147483647
ownpal = 1
pos = 90,0
ontop = 1
trans = add
ignorehitpause = 1

[State ]
type = PlaySnd
triggerall = time >= 260
trigger1 = Time%10 = 0
value = 6,4+random%2
volume = 255
[State ]
type = Projectile
triggerall = time >= 260
trigger1 = Time%10 = 0
projanim = 11006
projpriority = 2147483647
projsprpriority = 2147483647
projremovetime = 35
offset = -70+random%140,30-random%50
projscale = 0.8,0.8
postype = p2
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,0
afterimage.palcontrast = 250,230,50
afterimage.paladd =  0,0,0
afterimage.palmul = .85,.75,.75
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State ]
type = TargetLifeAdd
triggerall = AnimElemtime(5) >= 0
triggerall = time <= 159
trigger1 = time%2 = 0
value = -1
kill = 0
[State ]
type = TargetLifeAdd
triggerall = time >= 160
trigger1 = time%2 = 0
value = -3
kill = 0
[State ]
type = TargetLifeAdd
triggerall = time >= 260
trigger1 = Time%10 = 0
value = -10
kill = 0

[State ]
type = ChangeState
trigger1 = Time = 360
value = 2136

[Statedef 2136]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 2132
ctrl     = 0
sprpriority = 5

[State ]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State ]
type = TargetLifeAdd
trigger1 = !Time
value = -100
kill = 1

[State ]
type = PlaySnd
trigger1 = !Time
value = 6,30
volume = 255
[State ]
type = PlaySnd
trigger1 = !Time
value = 6,31
volume = 255

[State ]
type = Explod
triggerall = !Ishelper
trigger1 = !time
anim = 11017
sprpriority = 2147483647
ownpal = 1
postype = p2
pos = 0,0
bindtime = 1
ontop = 1
trans = add
ignorehitpause = 1

[State ]
type = Targetstate
trigger1 = Time = 1
value = 2138

[State ]
type = RemoveExplod
trigger1 = animelem = 6
id = 1

[State ]
type = Helper
trigger1 = animelem = 6
stateno = 7
id = 7
pos = 0,0
postype = back
Keyctrl = 0
helpertype = normal
ownpal = 1
supermove = -1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = ChangeState
trigger1 = !Animtime
value = 0
ctrl = 1

[Statedef 2137]
type    = S
movetype= H
physics = N
velset = 0,0

[State ]
type = ChangeAnim2
Trigger1 = !Time
value = 1145

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

[State ]
type = selfstate
trigger1 = time >= 500
value = 5100

[Statedef 2138]
type    = S
movetype= H
physics = N
velset = 0,0

[State ]
type = velset
trigger1 = !time
x = -1.5
y = -20

[state ]
type = veladd
trigger1 = time > 0
y = 0.6

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

[State ]
type = ChangeAnim2
Trigger1 = !Time
value = 1146

[State ]
type = selfstate
triggerall = time >= 20
trigger1 = vel y>0&& pos y>= 0
value = 5100

[Statedef 2140]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 2140
ctrl     = 0
sprpriority = 1

[State ]
type = SuperPause
trigger1 = !time
darken = 0
poweradd = -3000
anim = -1
movetime = 30
time = 30
p2defmul = 1
sound = s10000,3

[State ]
type = PlaySnd
trigger1 = !time
value = 2,10
volume = 255

[State ]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State ]
type = Explod
trigger1 = !time
anim = 6121
pos = 0,0
postype = p1
bindtime = 1
supermove = 1
sprpriority = 10
ownpal = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647
[State ]
type = Explod
trigger1 = !time
anim = 6121
pos = 0,0
postype = p1
bindtime = 1
supermove = 1
sprpriority = 10
ownpal = 1
facing = -1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647
[State ]
type = Explod
trigger1 = !time
anim = 6120
pos = 0,-50
postype = p1
bindtime = 1
supermove = 1
sprpriority = 10
ownpal = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647
[State ]
type = Explod
trigger1 = !time
anim = 6125
ID = 1
pos = 0,0
postype = left
bindtime = -1
removetime = -1
supermove = 1
pausemove = 1
sprpriority = -3
ownpal = 1
[State ]
type = Explod
trigger1 = !time
anim = 6123
ID = 1
pos = 0,0
postype = left
bindtime = -1
removetime = -1
supermove = 1
pausemove = 1
ontop = 1
ownpal = 1

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

[State ]
type = AssertSpecial
trigger1 = Time = [0,48]
flag = Nofg
flag1 = noshadow
ignorehitpause = 1

[State ]
type = posadd
trigger1 = animelem = 3
x = 7

[State ]
type = velset
trigger1 = animelem = 5
x = 4
y = -13
[State ]
type = veladd
trigger1 = animelemtime(5) >=0 && animelemtime(9) <=0
x = -1.1
y = 1
[State ]
type = velset
trigger1 = animelem = 9
x = 2.4
y = -0.5
[State ]
type = velset
trigger1 = animelem = 10
x = 14
y = 12

[State ]
type = StateTypeSet
trigger1 = AnimElem = 5
type  = A

[State ]
type = EnvShake
trigger1 = animelem = 5
time = 25
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1

[State ]
Type = Helper
trigger1 = AnimElem = 5
StateNo = 2142
ID = 2142
Name = "ELEMENT"
pos = 80,0
posType =pP1
ownpal = 1
ignorehitpause = 1

[State ]
type = Explod
trigger1 = animelem = 4
anim = 11019
postype = P1
facing = -1
pos = -60,158
sprpriority = 10

[State ]
type = ChangeState
triggerall = AnimelemTime(10) >= 0
trigger1 = pos y >= 0
value = 2141

[Statedef 2141]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 2141
ctrl     = 0
sprpriority = 2

[State ]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State ]
type = Explod
triggerall = !Ishelper
trigger1 = !time
anim = 11021
sprpriority = 2147483647
ownpal = 1
postype = back
bindtime = -1
pos = 0,0
ontop = 1
scale = 0.5,1.0
ignorehitpause = 1

[State ]
type = posset
trigger1 = !time
y = 0

[State ]
type = playsnd
trigger1 = animelem = 1
value = 6,22
volume = 255

[State ]
Type = Helper
trigger1 = AnimElem = 1
StateNo = 2143
ID = 2143
Name = "element"
Pos = 60,0
PosType = P1
Ownpal = 1
IgnoreHitPause = 1

[State ]
type = RemoveExplod
trigger1 = !Animtime
id = 1

[State ]
type = Helper
trigger1 = !Animtime
stateno = 7
id = 7
pos = 0,0
postype = back
Keyctrl = 0
helpertype = normal
ownpal = 1
supermove = -1
supermovetime = 2147483647
pausemovetime = 2147483647

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

[Statedef 2200]
type  = S
movetype = A
physics  = S
velset = 0,0
anim = 2010
ctrl = 0
sprpriority = 2

[State ]
type = Explod
triggerall = !time
trigger1 = prevstateno = 1241
trigger2 = prevstateno = 1251
anim = 6200
sprpriority = 50
postype = left
pos = 160,100
ownpal = 1
bindtime = -1
supermove = 1
ontop = 1
scale = 0.5,0.5

[State ]
type = Explod
triggerall = !time
trigger1 = prevstateno = 1241
trigger2 = prevstateno = 1251
anim = 6300
sprpriority = 49
postype = left
pos = 160,100
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 56
trans = addalpha
alpha = 340-120,120
scale = 1.0,0.8

[State ]
type = palfx
triggerall = !time
trigger1 = prevstateno = 1241
trigger2 = prevstateno = 1251
time = 5
add = 230,230,230

[State ]
type = SuperPause
trigger1 = !time
anim = -1
poweradd = -1000
movetime = 30
time = 30
sound = s10000,0

[State ]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[State ]
type = Helper
trigger1 = animelem = 1
stateno = 1
id = 1
pos = -24,-60
postype = p1
Keyctrl = 0
helpertype = normal
ownpal = 1
supermove = -1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Explod
trigger1 = animelem = 1
anim = 6102
sprpriority = 50
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
ontop = 1
trans = add

[State ]
type = Playsnd
trigger1 = animelem = 4
value = 3,15
volume = 255

[State ]
type = Helper
triggerall = !IsHelper
trigger1 = animelem = 5
stateno = 2201
name = "T-sphere"
id = 2200
pos = 20,-55
helpertype = normal
postype = p1
ownpal = 1
keyctrl = 0
size.xscale = 0.7
size.yscale = 0.7
ignorehitpause = 1

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

[Statedef 2210]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 2210
ctrl     = 0
sprpriority = 2

[State ]
type = Explod
triggerall = !time
trigger1 = prevstateno = 1241
trigger2 = prevstateno = 1251
anim = 6201
sprpriority = 50
postype = left
pos = 160,100
ownpal = 1
bindtime = -1
supermove = 1
ontop = 1
scale = 0.5,0.5

[State ]
type = Explod
triggerall = !time
trigger1 = prevstateno = 1241
trigger2 = prevstateno = 1251
anim = 6300
sprpriority = 49
postype = left
pos = 160,100
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 56
trans = addalpha
alpha = 340-120,120
scale = 1.0,1.2

[State ]
type = palfx
triggerall = !time
trigger1 = prevstateno = 1160
time = 5
add = 230,230,230

[State ]
type = SuperPause
trigger1 = !time
anim = -1
poweradd = -2000
movetime = 30
time = 30
sound = s10000,1

[State ]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State ]
type = Helper
trigger1 = animelem = 1
stateno = 3
id = 3
pos = 8,-50
postype = p1
Keyctrl = 0
helpertype = normal
ownpal = 1
supermove = -1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Explod
trigger1 = animelem = 1
anim = 6112
sprpriority = 50
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
ontop = 1
trans = add

[State ]
type = VelSet
trigger1 = AnimElemtime(4) >= 0
x = 12

[State ]
type = Afterimage
trigger1 = animelem = 4
time = 40
length = 7
paladd = 60,20,100
palmul = 190,190,190
FrameGap = 3

[State ]
type = Afterimagetime
trigger1 = gametime%2 = 0
time = 2

[State ]
type = PlaySnd
trigger1 = !time
value = 3,21
volume = 255

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

[State ]
type = palfx
trigger1 = AnimElem = 4
time = 30
add = 30,150,256
mul = 256,256,256

[State ]
type = HitDef
trigger1 = gametime%10 = 0
attr = S,HA
getpower = 0
damage = 150,10
numhits = 2
animtype = diagup
hitflag = MAF
guardflag = MA
priority = 999
pausetime = 3,5
sparkno = s6005
sparkxy = 0,-45
hitsound = s4,4
guardsound = s4,11
guard.sparkno = s6010
guard.velocity = -18
ground.type = High
ground.slidetime = 30
ground.hittime = 15
ground.velocity = -16,-3
air.velocity = -16,-3
fall.recover = 0
fall = 1

[State ]
type = PlaySnd
trigger1 = animelem = 3
value = 6,41
volume = 255
[State ]
type = PlaySnd
trigger1 = movehit = 1
value = 5,221
volume = 255

[State ]
type = EnvShake
trigger1 = !time
time = 70
freq = 100
ampl = -5

[State ]
type = EnvColor
triggerall = time = [34,63]
trigger1 = gametime%10 = 0
value = 255,255,255
time = 1
under = 1

[State ]
type = Projectile
trigger1 = time = [40,58]
trigger1 = !(Time%3)
projanim = 12017
projremove = 0
projpriority = 99
projsprpriority = 6
projshadow = 0,0,0
projremovetime = 22
offset = -20,0
afterimage.time = -1
afterimage.length = 5
afterimage.palbright = 0,0,0
afterimage.palcontrast = 100,100,200
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add
ignorehitpause = 1
[State ]
type = AllPalFX
trigger1 = time = [40,58]
trigger1 = !(Time%3)
time = 1

add = 255,255,255
[State ]
type = EnvShake
trigger1 = time = [40,58]
trigger1 = !(Time%3)
time = 10

freq = 60
ampl = -5
phase = 30
ignorehitpause = 1
[State ]
type = PlaySnd
trigger1 = time = [40,58]
trigger1 = !(Time%3)
value = 6,33
volume = -150
ignorehitpause = 1

[State ]
type = Explod
triggerall = time = [34,63]
trigger1 = gametime%10 = 0
anim = 12025
pos = 20,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 7
removeongethit = 1
ownpal = 1
[State ]
type = Explod
triggerall = time = [34,63]
trigger1 = gametime%10 = 0
anim = 12026
pos = 20,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 7
removeongethit = 1
ownpal = 1

[State ]
type = ChangeState
trigger1 = !animtime
value = 2121

[Statedef 2220]
type  = S
movetype = A
physics  = S
velset = 0,0
anim = 2220
ctrl = 0
sprpriority = 2

[State ]
type = SuperPause
trigger1 = !time
anim = -1
poweradd = -1000
movetime = 30
time = 30
sound = s10000,0

[State ]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[State ]
type = Helper
trigger1 = animelem = 4
stateno = 1
id = 1
pos = -8,-130
postype = p1
Keyctrl = 0
helpertype = normal
ownpal = 1
supermove = -1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Explod
trigger1 = animelem = 4
anim = 6102
sprpriority = 50
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
ontop = 1
trans = add

[State ]
type = Playsnd
trigger1 = !Time
value = 3,2
volume = 255

[State ]
type = Helper
triggerall = !IsHelper
trigger1 = animelem = 7
stateno = 2221
name = "scall"
id = 2220
pos = 0,0
helpertype = normal
postype = p1
ownpal = 1
keyctrl = 0
ignorehitpause = 1

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

[Statedef 2230]
type  = S
movetype = A
physics  = S
velset = 0,0
anim = 2230
ctrl = 0
sprpriority = 2

[State ]
type = SuperPause
trigger1 = animelem = 4
anim = -1
poweradd = -2000
movetime = 30
time = 30
sound = s10000,1

[State ]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State ]
type = Helper
trigger1 = animelem = 4
stateno = 3
id = 3
pos = -8,-130
postype = p1
Keyctrl = 0
helpertype = normal
ownpal = 1
supermove = -1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Explod
trigger1 = animelem = 4
anim = 6112
sprpriority = 50
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
ontop = 1
trans = add

[State ]
type = Playsnd
trigger1 = !Time
value = 3,16
volume = 255

[State ]
type = ChangeState
trigger1 = !AnimTime
value = 2231

[Statedef 2231]
type  = S
movetype = A
physics  = S
velset = 0,0
anim = 2231
ctrl = 0
sprpriority = 2

[State ]
type = Explod

trigger1 = !Time
anim = 12016
pos = -8,-130
postype = p1
bindtime = 1

removetime = 65
sprpriority = 10

ontop = 1

scale = 0.6,0.6
ownpal = 1
[State ]
type = Explod

trigger1 = animelemtime(1) = 1
anim = 12016
pos = -8,-130
postype = p1
bindtime = 1

removetime = 64
sprpriority = 10

ontop = 1

scale = 0.6,0.6
ownpal = 1
[State ]
type = Explod

trigger1 = animelemtime(1) = 2
anim = 12016
pos = -8,-130
postype = p1
bindtime = 1

removetime = 63
sprpriority = 10

ontop = 1

scale = 0.6,0.6
ownpal = 1

[State ]
type = Helper
trigger1 = Time = 1
trigger2 = Time = 7
trigger3 = Time = 13
trigger4 = Time = 19
trigger5 = Time = 25
trigger6 = Time = 31
pos = -8,-140
Name = "Light_Ball"
ownpal = 1
stateno = 2232
id = 2231
Keyctrl = 0
helpertype = normal
supermove = -1
supermovetime = 2147483647
pausemovetime = 2147483647
[State ]
type = Helper
trigger1 = Time = 4
trigger2 = Time = 10
trigger3 = Time = 16
trigger4 = Time = 22
trigger5 = Time = 28
trigger6 = Time = 34
pos = -8,-140
Name = "Light_Ball"
ownpal = 1
stateno = 2237
id = 2231
Keyctrl = 0
helpertype = normal
supermove = -1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = PlaySnd
trigger1 = Time = 1
trigger2 = Time = 7
trigger3 = Time = 13
trigger4 = Time = 19
trigger5 = Time = 25
trigger6 = Time = 31
value = 6,37
volume = 255
[State ]
type = PlaySnd
trigger1 = Time = 70
trigger2 = Time = 80
trigger3 = Time = 90
value = 6,44
volume = 255
[State ]
type = PlaySnd
trigger1 = animelem = 4
value = 6,33
volume = 255
[State ]
type = PlaySnd
trigger1 = animelem = 4
value = 6,34
volume = 255
[State ]
type = PlaySnd
trigger1 = animelem = 4
value = 6,35
volume = 255

[State ]
type = Projectile
trigger1 = animelem = 4
projsprpriority = 6
projanim = 12032
projshadow = 0,0,0
projremovetime = 25
offset = 0,0
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,200
afterimage.palcontrast = 50,50,150
afterimage.paladd = 0,10,20
afterimage.palmul = .65,.65,.75
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State ]
type = Explod
triggerall = animelemtime(4) >= 0
triggerall = animelemtime(10) <= 0
trigger1 = Time%2 = 1
anim = 12009
sprpriority = 6
postype = p1
pos = 10-(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 = animelem = 4
add = 255,255,255
sinadd = 255,255,255,-100
time = 5
ignorehitpause = 1

[State ]
type = ChangeState
trigger1 = !Animtime
value = 0
ctrl = 1

[Statedef 2240]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 2240
ctrl     = 0
sprpriority = 3

[State ]
type = SuperPause
trigger1 = !time
darken = 0
poweradd = -3000
anim = -1
movetime = 30
time = 30
p2defmul = 1
sound = s10000,3

[State ]
type = PlaySnd
trigger1 = !time
value = 2,4
volume = 255

[State ]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State ]
type = Explod
trigger1 = !time
anim = 6121
pos = 0,0
postype = p1
bindtime = 1
supermove = 1
sprpriority = 10
ownpal = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647
[State ]
type = Explod
trigger1 = !time
anim = 6121
pos = 0,0
postype = p1
bindtime = 1
supermove = 1
sprpriority = 10
ownpal = 1
facing = -1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647
[State ]
type = Explod
trigger1 = !time
anim = 6120
pos = -27,-90
postype = p1
bindtime = 1
supermove = 1
sprpriority = 10
ownpal = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647
[State ]
type = Explod
trigger1 = !time
anim = 6122
pos = 0,0
postype = left
bindtime = -1
ontop = 1
ownpal = 1
trans = add
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = ChangeState
trigger1 = !AnimTime
value = 2241

[Statedef 2241]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 2241
ctrl = 0
sprpriority = -2

[State ]
type = AssertSpecial
trigger1 = !Ishelper
flag = nobg
flag2 = nofg
flag3 = nobardisplay
ignorehitpause = 1

[State ]
type = PlaySnd

trigger1 = time = [0,200]
trigger1 = time%9 = 1
value = 6,33
volume = 255

[State ]
type = PlaySnd

trigger1 = time = [0,200]
trigger1 = time%11 = 1
value = 6,34
volume = 255

[State ]
type = EnvShake
trigger1 = !time
time = 230

freq = 60
ampl = -7

phase = 120

[State ]
type = Explod

trigger1 = random = [0,100]
trigger1 = time = [0,200]
anim = 12003
pos = 0,0
postype = left
bindtime = -1

supermove = 1
pausemove = 1
sprpriority = 10

ontop = 1

ownpal = 1
[State ]
type = Explod

trigger1 = random = [500,600]
trigger1 = time = [0,200]
anim = 12004
pos = 0,0
postype = left
bindtime = -1

supermove = 1
pausemove = 1
sprpriority = 10

ontop = 1

ownpal = 1
[State ]
type = Explod

trigger1 = random = [800,900]
trigger1 = time = [0,200]
anim = 12005
pos = 0,0
postype = left
bindtime = -1

supermove = 1
pausemove = 1
sprpriority = 10

ontop = 1

ownpal = 1

[State ]
type = Projectile
trigger1 = !(time%6)
projanim = 12017
projremove = 0
projpriority = 99
projsprpriority = 9
projremovetime = 22
ownpal = 1
postype = back
offset = 0+random%320,0
getpower = 0,10
attr = A,HA
animtype = diagup
damage = 40,5
hitflag = MAFD
guardflag = MA
hitsound = -1
guardsound = -1
pausetime = 0,20
sparkno = -1
guard.sparkno = -1
sparkxy = -1,-1
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -4,-2
envshake.time = 15
envshake.ampl = 5
envshake.freq = 100
envshake.phase = 120
Palfx.time = 60
Palfx.add = 13,61,98
Palfx.mul = 358,256,256
Palfx.sinadd = -112,-122,-112,10
Palfx.color = 0
afterimage.trans = add
afterimage.PalContrast = 250,250,250
afterimage.PalBright = 0,0,0
afterimage.time = -1
afterimage.length  = 10
afterimage.TimeGap = 1
afterimage.FrameGap = 1
air.velocity = -4,2
fall.recover = 0
fall = 1
[State ]
type = Projectile
trigger1 = !(time%15)
projanim = 12033
projremove = 0
projpriority = 99
projsprpriority = 9
projremovetime = 36
ownpal = 1
projscale = 0.5,1.0
postype = p1
offset = 0+random%320,0
getpower = 0,10
attr = A,HA
animtype = diagup
damage = 80,10
hitflag = MAFD
guardflag = MA
hitsound = -1
guardsound = -1
pausetime = 0,2
sparkno = -1
guard.sparkno = -1
sparkxy = -1,-1
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -4,-9
envshake.time = 15
envshake.ampl = 5
envshake.freq = 100
envshake.phase = 120
Palfx.time = 60
Palfx.add = 13,61,98
Palfx.mul = 358,256,256
Palfx.sinadd = -112,-122,-112,10
Palfx.color = 0
afterimage.trans = add
afterimage.PalContrast = 250,250,250
afterimage.PalBright = 0,0,0
afterimage.time = -1
afterimage.length  = 10
afterimage.TimeGap = 1
afterimage.FrameGap = 1
air.velocity = -4, -7
fall.recover = 0
fall = 1

[State ] 
type = changeState
trigger1 = time = 200
value = 0
ctrl = 1

[Statedef 2300]
type  = S
movetype = A
physics  = S
velset = 0,0
anim = 2300
ctrl = 0
sprpriority = 2

[State ]
type = Explod
triggerall = !time
trigger1 = prevstateno = 1321
anim = 6200
sprpriority = 50
postype = left
pos = 160,100
ownpal = 1
bindtime = -1
supermove = 1
ontop = 1
scale = 0.5,0.5

[State ]
type = Explod
triggerall = !time
trigger1 = prevstateno = 1321
anim = 6300
sprpriority = 49
postype = left
pos = 160,100
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 56
trans = addalpha
alpha = 340-120,120
scale = 1.0,0.8

[State ]
type = palfx
triggerall = !time
trigger1 = prevstateno = 1321
time = 5
add = 250,120,210

[State ]
type = SuperPause
trigger1 = !time
anim = -1
poweradd = -1000
movetime = 30
time = 30
sound = s10000,0

[State ]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State ]
type = Helper
trigger1 = animelem = 1
stateno = 1
id = 1
pos = -7,-75
postype = p1
Keyctrl = 0
helpertype = normal
ownpal = 1
supermove = -1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Explod
trigger1 = animelem = 1
anim = 6102
sprpriority = 50
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
ontop = 1
trans = add

[State ]
type = Playsnd
trigger1 = !Time
value = 3,6
volume = 255

[State ]
type = PosAdd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 5
trigger5 = animelem = 6
trigger6 = animelem = 7
trigger7 = animelem = 8
trigger8 = animelem = 9
x = 10

[State ]
type = Helper
triggerall = !IsHelper
trigger1 = animelem = 8
stateno = 2301
name = "rock"
id = 2300
pos = 0,-60
helpertype = normal
postype = p1
ownpal = 1
keyctrl = 0
size.xscale = 0.7
size.yscale = 0.7
ignorehitpause = 1

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

[Statedef 2310]
type  = S
movetype = A
physics  = S
velset = 0,0
anim = 2310
ctrl = 0
sprpriority = 2

[State ]
type = Explod
triggerall = !time
trigger1 = prevstateno = 1321
anim = 6201
sprpriority = 50
postype = left
pos = 160,100
bindtime = -1
supermove = 1
ontop = 1
scale = 0.5,0.5

[State ]
type = Explod
triggerall = !time
trigger1 = prevstateno = 1321
anim = 6300
sprpriority = 49
postype = left
pos = 160,100
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 56
trans = addalpha
alpha = 340-120,120
scale = 1.0,1.2

[State ]
type = palfx
triggerall = !time
trigger1 = prevstateno = 1321
time = 5
add = 250,120,210

[State ]
type = SuperPause
trigger1 = !time
anim = -1
poweradd = -2000
movetime = 30
time = 30
sound = s10000,1

[State ]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State ]
type = Helper
trigger1 = animelem = 1
stateno = 3
id = 3
pos = -18,-75
postype = p1
Keyctrl = 0
helpertype = normal
ownpal = 1
supermove = -1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Explod
trigger1 = animelem = 1
anim = 6112
sprpriority = 50
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
ontop = 1
trans = add

[State ]
type = PlaySnd
trigger1 = AnimElem = 5
value = 6,7
volume = 255

[State ]
type = EnvShake
trigger1 = AnimElem = 6
freq = 150
ampl = -50
phase = 90
time = 150
ignorehitpause = 1

[State ]
type = AllPalFX
trigger1 = AnimElem = 6
time = 5
add = 255,255,255

[State ]
type = Explod
trigger1 = AnimElem = 6
anim = 10028
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 9

[State ]
type = Playsnd
trigger1 = !Time
value = 3,20
volume = 255

[State ]
type = HitDef
trigger1 = !Time
attr = S,NA
damage = 100,7
animtype = Light
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 0,100
sparkno = S6000
guard.sparkno = S6010
sparkxy = -10,-68
hitsound = s4,4
guardsound = s4,10
ground.type = High
ground.slidetime = 13
ground.hittime = 9
ground.velocity = 0
airguard.velocity = 0,0
air.type = High
air.velocity = 0,0
air.hittime = 12
guard.velocity = 0
guard.pausetime = 0,20
guard.slidetime = 10
guard.hittime = 8

[State ]
type = helper
triggerall = animelemtime(7) >= 0
trigger1 = !(Time%6)
name = "rock"
ID = 1360
pos = 0+random%320,-250
postype = back
stateno = 1361
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.8

[State ]
type = ChangeState
trigger1 = Time >= 250
value = 0
ctrl = 1

[Statedef 2320]
type  = S
movetype = A
physics  = S
velset = 0,0
anim = 2220
ctrl = 0
sprpriority = 2

[State ]
type = Explod
triggerall = !time
trigger1 = prevstateno = 1331
anim = 6200
sprpriority = 50
postype = left
pos = 160,100
ownpal = 1
bindtime = -1
supermove = 1
ontop = 1
scale = 0.5,0.5

[State ]
type = Explod
triggerall = !time
trigger1 = prevstateno = 1331
anim = 6300
sprpriority = 49
postype = left
pos = 160,100
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 56
trans = addalpha
alpha = 340-120,120
scale = 1.0,0.8

[State ]
type = palfx
triggerall = !time
trigger1 = prevstateno = 1331
time = 5
add = 230,230,230

[State ]
type = SuperPause
trigger1 = !time
anim = -1
poweradd = -1000
movetime = 30
time = 30
sound = s10000,0

[State ]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[State ]
type = Helper
trigger1 = animelem = 4
stateno = 1
id = 1
pos = -8,-130
postype = p1
Keyctrl = 0
helpertype = normal
ownpal = 1
supermove = -1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Explod
trigger1 = animelem = 4
anim = 6102
sprpriority = 50
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
ontop = 1
trans = add

[State ]
type = Playsnd
trigger1 = !Time
value = 3,2
volume = 255

[State ]
type = helper
trigger1 = animelem = 7
name = "rock"
ID = 1342
pos = 40,0
postype = P1
stateno = 2321
keyctrl = 0
ownpal = 1
[State ]
type = helper
trigger1 = animelem = 8
name = "rock"
ID = 1342
pos = 90,0
postype = P1
stateno = 2321
keyctrl = 0
ownpal = 1
[State ]
type = helper
trigger1 = animelem = 9
name = "rock"
ID = 1342
pos = 140,0
postype = P1
stateno = 2321
keyctrl = 0
ownpal = 1
[State ]
type = helper
trigger1 = animelem = 10
name = "rock"
ID = 1342
pos = 190,0
postype = P1
stateno = 2321
keyctrl = 0
ownpal = 1
[State ]
type = helper
trigger1 = animelem = 13
name = "rock"
ID = 1342
pos = 240,-250
postype = P1
stateno = 2323
keyctrl = 0
ownpal = 1

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

[Statedef 2330]
type = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 2330

[State ]
type = SuperPause
trigger1 = animelem = 4
anim = -1
poweradd = -2000
movetime = 30
time = 30
sound = s10000,1

[State ]
type = AssertSpecial
trigger1 = 1
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State ]
type = Helper
trigger1 = animelem = 4
stateno = 3
id = 3
pos = -8,-130
postype = p1
Keyctrl = 0
helpertype = normal
ownpal = 1
supermove = -1
supermovetime = 2147483647
pausemovetime = 2147483647

[State ]
type = Explod
trigger1 = animelem = 4
anim = 6112
sprpriority = 50
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
ontop = 1
trans = add

[State ]
type = Explod
trigger1 = animelem = 7
anim = 13010
sprpriority = -5
postype = back
pos = 0,0
bindtime = -1
ownpal = 1
removeongethit = 1
supermove = 1
supermovetime = 2147483647
pausemovetime = 2147483647

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

[State ]
type = PlaySnd
trigger1 = animelem = 7
value = 6,50
volume = 255

[State ]
type = Projectile
triggerall = animelemtime(7) >= 0
trigger1 = !(Time%8)
projanim = 60001
projremovetime = 2
attr = S,HA
postype = p2
animtype  = hard
damage  = 65,10
priority = 9, Hit
guardflag = M
pausetime = 0,3
sparkno = s6001
guard.sparkno = s6010
sparkxy = 0,floor(-55+(enemynear, pos y))
hitsound  = s6,49
guardsound = s4,11
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0
yaccel = 0.42
air.fall = 1
p2stateno = 1301

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

;---------------------------------------------------------------------------
;僒僀僇
[Statedef 22323100]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 2100
poweradd = ifelse(Var(11) = 1,-1500,-1000)
ctrl     = 0
sprpriority = 2

[state d]
type = varset
trigger1 = time = 5
var(11) = 0

[State -2]
type = VarSet
trigger1 = time = 0
var(1) = 0

[state x]
type = varset
trigger1 = time = 0 && prevstateno != [5510,5511]
trigger2 = Time = 0 && prevstateno != 3310
trigger3 = Time = 0 && prevstateno != 2002
trigger4 = Time = 0 && prevstateno != 5552
var(22) = 1

[state x]
type = varset
trigger1 = time = 0 && prevstateno = [5510,5511]
trigger2 = Time = 0 && prevstateno = 3310
trigger3 = Time = 0 && prevstateno = 2002
trigger4 = Time = 0 && prevstateno = 5552
var(22) = 0

[State 10000,1-1]
type = PalFX
TriggerAll = Time < 16
trigger1 = Time%3 = 0 && Var(11) = 1
trigger2 = Time%3 = 0 && prevstateno = [5510,5511] 
trigger3 = Time%3 = 0 && prevstateno = 3310
trigger4 = Time%3 = 0 && prevstateno = 2002
trigger5 = Time%3 = 0 && prevstateno = 5552
time = 2
add  = 256,256,256
ignorehitpause = 1
invertall = 0

[State 9094]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
trigger2 = Time = 0 && prevstateno = [5510,5511] 
trigger3 = Time = 0 && prevstateno = 3310
trigger4 = Time = 0 && prevstateno = 2002
trigger5 = Time = 0 && prevstateno = 5552
anim = 6002
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9094]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
anim = 6000
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9095]
type = Explod
trigger1 = time = 0 && prevstateno = [5510,5511]
trigger2 = Time = 0 && prevstateno = 3310
trigger3 = Time = 0 && prevstateno = 2002
trigger4 = Time = 0 && prevstateno = 5552
anim = 6003
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9096]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
trigger2 = time = 0 && prevstateno = [5510,5511]
trigger3 = Time = 0 && prevstateno = 3310
trigger4 = Time = 0 && prevstateno = 2002
trigger5 = Time = 0 && prevstateno = 5552
anim = 6001
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5,1

[state hit]
type = nothitby
trigger1 = time = 0
value = SCA
time = 60

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 8
value = 25,9
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 8
value = 24,2
volume = 255

[State 4000]
type = allpalfx
trigger1 = AnimElem = 7
add = 0, 0, 0
sinadd = 255,255,255,200
time = 10
invertall = 0

[State 2000, 15]
type = EnvColor
trigger1 = Time = 77
time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 2000,]
type = PlaySnd
trigger1 = time = 77
value = 21,0
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = time = 77
value = 21,1
volume = 255

[State 1011, 2]
type = EnvShake
trigger1 = AnimElem = 8
time = 8
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1


[State 1011, 2]
type = EnvShake
triggerall = animelemtime(8) >= 0
trigger1 = time%5 = 0
time = 2
ampl = 5
freq = 60
phase = 90
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 1
anim = 2120
sprpriority = 3
postype = p1
pos = 0,-30
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 8
anim = 10105
sprpriority = 8
postype = p1
pos = 0,-50
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 8
anim = 2101
sprpriority = 8
postype = p1
pos = 0,10
scale = 1.8,1
bindtime = 1
supermove = 1
removetime = 48
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 8
anim = 2102
sprpriority = 7
postype = p1
pos = 0,-0
scale = 1.2,1.4
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 8
anim = 2103
sprpriority = 7
postype = p1
pos = 20,20
scale = 0.6,0.6
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 8
anim = 2103
sprpriority = 7
postype = p1
pos = 40,20
scale = 0.5,0.5
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 8
anim = 2103
sprpriority = 7
postype = p1
pos = 60,15
scale = 0.45,0.45
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 8
anim = 2103
sprpriority = 7
postype = p1
pos = 80,20
scale = 0.4,0.4
bindtime = 1
supermove = 1
under = 0
ownpal = 1


[State 1000, 5]
type = Explod
trigger1 = AnimElem = 8
anim = 2103
sprpriority = 7
postype = p1
pos = 100,20
scale = 0.35,0.35
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 8
anim = 2103
sprpriority = 7
postype = p1
pos = -20,20
scale = 0.6,0.6
facing = -1
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 8
anim = 2103
sprpriority = 7
postype = p1
pos = -40,10
scale = 0.5,0.5
facing = -1
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 8
anim = 2103
sprpriority = 7
postype = p1
pos = -60,15
scale = 0.45,0.45
facing = -1
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 8
anim = 2103
sprpriority = 7
postype = p1
pos = -80,20
scale = 0.4,0.4
facing = -1
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 8
anim = 2103
sprpriority = 7
postype = p1
pos = -100,20
scale = 0.35,0.35
facing = -1
bindtime = 1
supermove = 1
under = 0
ownpal = 1







[State 1000, 5]
type = Explod
trigger1 = time = 77
anim = 1444
sprpriority = 7
postype = p1
pos = 0,0
facing = 1
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 78
anim = 1444
sprpriority = 7
postype = p1
pos = 20,0
facing = 1
scale = 0.8,0.8
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 79
anim = 1444
sprpriority = 7
postype = p1
pos = 60,0
facing = 1
scale = 0.6,0.6
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 80
anim = 1444
sprpriority = 7
postype = p1
pos = 80,0
facing = 1
scale = 0.4,0.4
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 78
anim = 1444
sprpriority = 7
postype = p1
pos = -20,0
facing = -1
scale = 0.8,0.8
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 79
anim = 1444
sprpriority = 7
postype = p1
pos = -60,0
facing = -1
scale = 0.6,0.6
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 80
anim = 1444
sprpriority = 7
postype = p1
pos = -80,0
facing = -1
scale = 0.4,0.4
bindtime = 1
supermove = 1
under = 0
ownpal = 1


[State 1000, 5]
type = Explod
trigger1 = AnimElem = 8
anim = 2103
sprpriority = 7
postype = p1
pos = -80,20
scale = 0.4,0.4
facing = -1
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3000]
type = Projectile
triggerall = p2stateno != [2101,2102]
trigger1 = AnimElem = 8
projID = 2110
projanim = 2110
projpriority = 5
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 36
getpower = 0
ownpal = 0
offset = 0,0
velocity = 0,0
attr = S, HP
animtype = diagup
damage = 160 ,20
hitflag = MAF
guardflag = MA
hitsound = s5,15
guardsound = s4,9
pausetime = 0,12
sparkno = s10102
guard.sparkno = s10151
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -9,-12;15
guard.velocity = -13
air.velocity = -9,-12;15
air.guard.velocity = -7,-10
fall = 1
fall.recover = 0
yaccel = .552
envshake.time = 7
p2stateno = 2101
PalFX.time = 60
PalFX.color = 60
PalFX.invertall = 1
PalFX.add = 1,1,1
PalFX.mul = 256,256,256
PalFX.sinadd = 126,126,126,4
envshake.ampl = 7

[State 3000]
type = Projectile
triggerall = NumProjID(2110) = 0
triggerall = p2stateno = [2101,2102]
trigger1 = AnimElem = 8
projID = 2111
projanim = 2110
projpriority = 5
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 36
getpower = 0
ownpal = 0
offset = 0,0
velocity = 0,0
attr = S, HP
animtype = diagup
damage = 190 ,20
hitflag = MAF
guardflag = MA
hitsound = s5,15
guardsound = s4,9
pausetime = 0,12
sparkno = s10102
guard.sparkno = s10151
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -9,-12;15
guard.velocity = -13
air.velocity = -9,-12;15
air.guard.velocity = -7,-10
fall = 1
fall.recover = 0
yaccel = .552
envshake.time = 7
p2stateno = 1241
PalFX.time = 60
PalFX.color = 60
PalFX.invertall = 1
PalFX.add = 1,1,1
PalFX.mul = 256,256,256
PalFX.sinadd = 126,126,126,4
envshake.ampl = 7

[State 1305, 1]
type = VarSet
trigger1    = AnimElem = 12
var(11)     = 0
ignorehitpause = 0

[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 19
movetype = I

[State 1000, 5]
type = Explod
trigger1 = time = 4
anim = 9001
sprpriority = -1
postype = p1
pos = -40,-80
bindtime = 1
supermove = 1
scale = 1.2,1.2
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 11
anim = 9011
sprpriority = 3
postype = p1
pos = -30,-80
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000, 15]
type = EnvColor
trigger1 = Time = 1
time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1300, 5]
type = Envcolor
trigger1 = Time = 2
persistent = 0
ignorehitpause = 1
value = 2, 0, 0
time = 40
under = 1
supermove = 1

[State 2420,5]
type = SuperPause
trigger1 = Time = 1
time = 35
anim = -1
p2defmul = 1
movetime = 35
darken = 1

[State 3500, 13]
type = AssertSpecial
trigger1 = Time = [0,40]
;trigger1 = movetype != H
flag = Nofg
flag1 = noshadow
ignorehitpause = 1

[State 4305, flames]
type=helper
triggerall= projhit2110 && numtarget && numhelper(2103)!=1
trigger1= !(target,time) && (target,movetype=H)
helpertype=normal
stateno=2103
ID=2103
name="ice"
postype=p2
bindtime=1000
ownpal=1
size.ground.front=0
size.ground.back=0
ignorehitpause=1
persistent=0

[State 1000, 0]
type = VarSet
trigger1 = time = 0
var(12) = 1
ignorehitpause = 0

[State -2, 1]
type = VarSet
trigger1 = AnimTime = 0
var(12)  = 0
ignorehitpause = 0

[State 1000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;----------
[Statedef 2101]
ctrl = 0
velset = 0,0
sprpriority = -1
movetype = H

[state x]
type = velset
trigger1 = pos y <= 0
y = 8

[state x]
type = velset
trigger1 = pos y >= 0
y = 0

[state x]
type = posset
trigger1 = pos y >= 0
y = 0


[State 1445]
type = StateTypeSet
trigger1 = Pos Y = 0
statetype = S

[State 1445]
type = StateTypeSet
trigger1 = Pos Y != 0
trigger2 = AnimTime = 0
statetype = A


[State 812,4]
type = changeanim
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State 4000, PalFX]
type = PalFX
trigger1 = Time % 3 = 0
time = 3
invertall = 1
add = 1,1,1
color = 60
add = 35,35,35
mul = 256,256,256
sinadd = 126,126,126,4
ignorehitpause = 1



[State 106, 3]
type = changestate
trigger1 = time = 120
value = 2102


[Statedef 2102]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = -4,-6

[State 5050, 1]
type = ChangeAnim
trigger1 = time = 0
value = 5070

[State 821, 1]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;----------- Ice-----------
[statedef 2103]
physics = N
velset = 0,0
anim = 1443
sprpriority = 4




[State a]
type = Trans
trigger1 = 1
trans = add



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

[State 9957, end]
type=changestate
trigger1= enemy,stateno = 2102
trigger2= enemy,stateno != 2101
value = 2104

[statedef 2104]
physics = N
velset = 0,0
anim = 1444
sprpriority = 4




[State 810, 1]
type = PlaySnd
trigger1 = Time = 0
value = 21,0
volume = 250



[State 11001, posfollow]
type= posadd
trigger1 = time = 0
x = ceil(p2dist x)
y = ceil(p2dist y)

[State 810, 1]
type = PlaySnd
trigger1 = Time = 0
value = 21,1
volume = 250

[State 10000,1-3]
type = BGPalfx
trigger1 = Time = 0
invertall = 0
time = 5
add = 255,255,255
ignorehitpause = 1

[State 9957, end]
type=destroyself
trigger1= animtime = 0



;---------------------------------------------------------------------------
;僇儊儔僿儖僷乕
[Statedef 2150]
type    = S
movetype= I
physics = N
anim = 2150
sprpriority = -5
ctrl = 0

[State 2150, 1]
type = PosAdd
trigger1 = Time = 0
x = 0
y = 0

[State 2150, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,1

[State 2150, DestroySelf]
type = DestroySelf
trigger1 = time = 120
trigger2 = Parent, StateNo = [5000,5300]
;trigger1 = p2statetype = L
;trigger1 = enemynear,Pos Y = 0
;trigger2 = Parent, statetype = H

;---------------------------------------------------------------------------
;嶰恄婍擵擉
[Statedef 2200]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 2200
poweradd = ifelse(Var(11) = 1 || Var(12) = 1,-2500,-2000)
ctrl     = 0
juggle   = ifelse(Var(11) = 1 || Var(12) = 1,0,8);7
sprpriority = 2

[State -2]
type = VarSet
trigger1 = time = 5
var(1) = 0

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
anim = 6002
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
anim = 6000
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
anim = 6001
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(12) = 1
anim = 6052
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(12) = 1
anim = 6050
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(12) = 1
anim = 6051
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5,1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,24
;channel = 0
volume = 255

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 4
anim = 2220
sprpriority = 3
postype = p1
pos = 35,-30
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
getpower = 0
damage = 75,0
animtype = Hard
hitflag = MAF
guardflag = HA
priority = 3, Hit
pausetime = 1,1
sparkno = -1
sparkxy = -20,-60
hitsound = s18,4
guardsound = s4,9
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -4,0;-4
air.velocity = -3.5,-6
guard.hittime = 15
guard.velocity = -13
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
;air.cornerpush.veloff = -3.5,-6
p2getp1stateno = 1
p1stateno = 2201
p2stateno = 2250
p2facing = 1
fall = 1
fall.recover = 0
envshake.time = 12
envshake.ampl = 18
envshake.freq = 100
p2facing = 1
kill = 0

[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I

[State 1305, 1]
type = null;VarSet
trigger1    = time = 1
var(12)     = 0
ignorehitpause = 0

[State 200]
type = AfterImage
trigger1 = time = 0
time = 50
trans = add1
timegap = 2
framegap = 4
length = 6;8
palbright = 0, 0, 0
palcontrast = 128,128,128;palcontrast = 16,32,96
palpostbright = 0,0,0;8
paladd = 0,0,0;8
palmul = 1,1,1
ignorehitpause = 0

[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 10010
sprpriority = -1
postype = p1
pos = 0,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 11
anim = 10011
sprpriority = 3
postype = p1
pos = 0,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000, 15]
type = EnvColor
trigger1 = Time = 1
time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1300, 5]
type = Envcolor
trigger1 = Time = 5
persistent = 0
ignorehitpause = 1
value = 2, 0, 0
time = 42
under = 1
supermove = 1

[State 2420,5]
type = SuperPause
trigger1 = Time = 1
time = 35
anim = -1
p2defmul = 1
movetime = 35
darken = 1

[State 3500, 13]
type = AssertSpecial
trigger1 = Time = [0,35]
flag = Nofg
flag1 = noshadow
ignorehitpause = 1

[State 1300, 5]
type = PosAdd
trigger1 = AnimElem = 1 || AnimElem = 2 || AnimElem = 3 || AnimElem = 4
x = 10

[State 2000]
type = null;ChangeState
trigger1 = MoveHit = 1
value = 2201

[State 2000]
type = ChangeState
trigger1 = AnimTime = 0
;trigger2 = MoveGuarded
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;嶰恄婍擵擉(僸僢僩乯
[Statedef 342423423]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 2210
ctrl     = 0
sprpriority = 2

[State 1000,0]
type = Width
trigger1 = time = 0
edge = 80,0

[State 1305, 1]
type = VarSet
trigger1    = time = 5
var(11)     = 0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5,17
;channel = 0
;volume = 255

[State 2201]
type = TargetBind
trigger1 = AnimElem = 1
pos = 66, -53
time = 1

[State 2201]
type = TargetBind
trigger1 = AnimElem = 2
pos = 63, -13
time = 1

[State 2201]
type = TargetBind
trigger1 = AnimElem = 3
pos = 63, -7
time = 1

[State 2201]
type = TargetBind
trigger1 = AnimElem = 4
pos = 79, -23
time = 1

[State 2201]
type = TargetBind
trigger1 = AnimElem = 5
pos = 87, -80
time = 1

[State 2201]
type = TargetBind
trigger1 = AnimElem = 6
pos = 80, -98
time = 1

[State 2201]
type = TargetBind
trigger1 = AnimElem = 7
pos = 85, -110
time = 1

[State 2201]
type = TargetBind
trigger1 = AnimElem = 8
pos = 85, -113
time = 1

[State 2201]
type = TargetBind
trigger1 = AnimElem = 9
pos = 87, -118
time = 1

[State 2201]
type = TargetBind
trigger1 = AnimElem <= 60, = 1
trigger1 = AnimElem >= 10
pos = 85, -118
time = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,25
;channel = 0
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 10
value = 2,26
;channel = 0
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 60
value = 2,27
;channel = 0
volume = 255

[State 1000, 5]
type = Explod
trigger1 = Time = 3
anim = 2260
sprpriority = 3
postype = p1
pos = 40,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 9
anim = 2230
sprpriority = 3
postype = p1
pos = 90,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 26
trigger2 = AnimElem = 30
trigger3 = AnimElem = 34
trigger4 = AnimElem = 38
trigger5 = AnimElem = 42
trigger6 = AnimElem = 46
trigger7 = AnimElem = 50
trigger8 = AnimElem = 54
attr = S, HA
getpower = 0
damage = 40,10
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 3,3
sparkno = -1
sparkxy = -20,-60
;hitsound = s18,4
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0,0
air.type = High
air.slidetime = 0
air.hittime  = 0
air.velocity = 0,0
fall = 0
p2getp1stateno = 1
p2stateno = 2251
p2facing = 1
;envshake.time = 12
;envshake.ampl = 18
;envshake.freq = 100
;palfx.time = 50
;palfx.add = 50,0,170
;palfx.mul = 170,170,170;
;palfx.sinadd = 95,95,95,;15
;palfx.color = 0
;palfx.invertall = 1
kill = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 60
attr = S, HA
getpower = 0
damage = ifelse(Var(12) = 1,250,180),10
animtype = diagup
hitflag = MAF
priority = 3, Hit
pausetime = 3,3
sparkno = -1
sparkxy = -20,-60
hitsound = s5,7
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -9,-5.5
air.velocity = -9,-5.5
palfx.time = 100
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
fall = 1
fall.recover = 0
yaccel = .552

[State -2, 1]
type = VarSet
trigger1 = AnimElem = 61
var(12)  = 0
ignorehitpause = 0

[State 1300, 5]
type = Envcolor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
value = 2, 0, 0
time = 198
under = 1
supermove = 1

[State 3500, 13]
type = AssertSpecial
trigger1 = AnimElem <= 64
flag = Nofg
flag1 = noshadow
ignorehitpause = 1

[State 2000]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------  嶰恄婍擵擉 俀P張棟 1 ------
[Statedef 2250]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 1520, 1]
type = null;NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 1520, 1]
type = null;palfx
trigger1 = Time >= 0
palfx.time = 50
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1

[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 4
type    = A

[State 2540, 2]
type = ChangeAnim2
Trigger1 = anim != 2250
trigger1 = time = 0
value = 2250

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;------  嶰恄婍擵擉 俀P張棟 2 ------
[Statedef 2251]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 2540, 2]
type = ChangeAnim2
Trigger1 = anim != 2251
trigger1 = time = 0
value = 2251

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
[StateDef 997]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 997
poweradd = -1000

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 26
anim = -999
sound = S5,0
pos = 9,9999999999999
move = 9999
darken = 1
p2defmul = 0
poweradd = 0
unhittable = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S3,9
volume = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S5,56
volume = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S5,56
volume = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 11
value = S5,56
volume = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 13
value = S5,56
volume = 0



[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 10001
pos = 33,-50
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0




[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = 998
pos = 108,-33
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = .8,.8
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 9
anim = 998
pos = 158,-33
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = .8,.8
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 11
anim = 998
pos = 209,-33
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = .8,.8
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 13
anim = 998
pos = 260,-33
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = .8,.8
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0






[State 997, 1]
type = Projectile
trigger1 = AnimElem = 7
projanim = 999
projhitanim = -1
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 108,-41
velocity = 0
attr = S, SP
damage   = 75
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
fall = 1
palfx.time = 30
palfx.color = 60
palfx.invertall = 0
palfx.add = 90,0,0
palfx.mul = 20,50,20
palfx.sinadd = 90,50,0,12

[State 997, 1]
type = Projectile
trigger1 = AnimElem = 9
projanim = 999
projhitanim = -1
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 158,-41
velocity = 0
attr = S, SP
damage   = 75
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
fall = 1
palfx.time = 30
palfx.color = 60
palfx.invertall = 0
palfx.add = 90,0,0
palfx.mul = 20,50,20
palfx.sinadd = 90,50,0,12

[State 997, 1]
type = Projectile
trigger1 = AnimElem = 11
projanim = 999
projhitanim = -1
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 209,-41
velocity = 0
attr = S, SP
damage   = 75
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
fall = 1
palfx.time = 30
palfx.color = 60
palfx.invertall = 0
palfx.add = 90,0,0
palfx.mul = 20,50,20
palfx.sinadd = 90,50,0,12

[State 997, 1]
type = Projectile
trigger1 = AnimElem = 13
projanim = 999
projhitanim = -1
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 260,-41
velocity = 0
attr = S, SP
damage   = 75
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
fall = 1
palfx.time = 30
palfx.color = 60
palfx.invertall = 0
palfx.add = 90,0,0
palfx.mul = 20,50,20
palfx.sinadd = 90,50,0,12

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = 1
flag = nobardisplay
flag = noBG
flag = noFG
flag = nomusic
flag3 = roundnotover

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 7
time = 70
freq = 60
ampl = -4
phase = 90

[State 997, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[StateDef 963]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 12345
poweradd = -1000

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S5,8
volume = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 19
value = S5,56
volume = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 21
value = S5,56
volume = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 23
value = S5,56
volume = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 8
anim = 2110
pos = 1,2
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 999
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 8
anim = 2110
pos = 81,2
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 999
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 8
anim = 2110
pos = -80,2
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 999
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0



[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 5
time = 28
anim = -9999
sound = s5,0
pos = -99,-99
move = 9999
darken = 1
p2defmul = 0
poweradd = 0
unhittable = 1

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 18
time = 28
anim = -99999
sound = s5,1
pos = 999,999
move = 9999
darken = 1
p2defmul = 0
poweradd = 0
unhittable = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 10000
pos = -5,-52
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = 1,1
sprpriority = -9999
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 18
anim = 10000
pos = -5,-52
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = 1,1
sprpriority = -9999
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 963, 1]
type = Projectile
trigger1 = AnimElem = 8
projanim = 999
projhitanim = -1
projpriority = 999
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 1,2
velocity = 0
attr = S, SP
damage   = 45
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 963, 1]
type = Projectile
trigger1 = AnimElem = 8
projanim = 999
projhitanim = -1
projpriority = 999
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 81,2
velocity = 0
attr = S, SP
damage   = 45
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 963, 1]
type = Projectile
trigger1 = AnimElem = 8
projanim = 999
projhitanim = -1
projpriority = 999
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = -80,2
velocity = 0
attr = S, SP
damage   = 45
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 963, 1]
type = Projectile
trigger1 = AnimElem = 19
projanim = 10778
projhitanim = -1
projpriority = 999
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = -93,-169
velocity = 0
attr = S, SP
damage   = 45
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 19
value = S3,9
volume = 0

[State 963, 1]
type = Projectile
trigger1 = AnimElem = 21
projanim = 10778
projhitanim = -1
projpriority = 999
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = -93,-74
velocity = 0
attr = S, SP
damage   = 45
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 963, 1]
type = Projectile
trigger1 = AnimElem = 23
projanim = 10778
projhitanim = -1
projpriority = 999
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = -93,-125
velocity = 0
attr = S, SP
damage   = 45
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
fall = 1
palfx.time = 30
palfx.color = 60
palfx.invertall = 0
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,10

[State 0, Explod]
type = Explod
trigger1 = animelem = 19
anim = 9063
pos = -93,-169
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = 1,.8
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 21
anim = 9063
pos = -93,-74
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = 1,.8
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 23
anim = 9063
pos = -93,-125
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = 1,.8
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = animelem = 5
flag = nobardisplay
flag = noBG
flag = noFG
flag = nomusic

[State 0, EnvColor]
type = EnvColor
trigger1 = time = 1
value = 0,0,0
time = 200
under = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 19
time = 55
freq = 60
ampl = -4
phase = 90

[State 963, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;====================================================================
; Lightning Trail
;====================================================================
[statedef 5510]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 5510
poweradd = ifelse(Var(11) = 1,-1500,-1000)
ctrl     = 0
juggle   = ifelse(Var(11) = 1,0,8)
sprpriority = 2

[state d]
type = varset
trigger1 = time = 5
var(11) = 0

[State -2]
type = VarSet
trigger1 = time = 0
var(1) = 0

[state x]
type = varset
trigger1 = time = 0 && prevstateno != [5510,5511] 
trigger2 = Time = 0 && prevstateno != 3310
trigger3 = Time = 0 && prevstateno != 2002
trigger4 = Time = 0 && prevstateno != 5552
trigger5 = time = 0 && prevstateno != 2100
var(22) = 1

[state x]
type = varset
trigger1 = time = 0 && prevstateno = [5510,5511] 
trigger2 = Time = 0 && prevstateno = 3310
trigger3 = Time = 0 && prevstateno = 2002
trigger4 = Time = 0 && prevstateno = 5552
trigger5 = time = 0 && prevstateno = 2100
var(22) = 0

[State 10000,1-1]
type = PalFX
TriggerAll = Time < 16
trigger1 = Time%3 = 0 && Var(11) = 1
trigger2 = Time%3 = 0 && prevstateno = [5510,5511] 
trigger3 = Time%3 = 0 && prevstateno = 3310
trigger4 = Time%3 = 0 && prevstateno = 2002
trigger5 = Time%3 = 0 && prevstateno = 5552
trigger6 = Time%3 = 0 && prevstateno = 2100
time = 2
add  = 256,256,256
ignorehitpause = 1
invertall = 0

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
trigger2 = time = 0 && prevstateno = [5510,5511] 
trigger3 = Time = 0 && prevstateno = 3310
trigger4 = Time = 0 && prevstateno = 2002
trigger5 = Time = 0 && prevstateno = 5552
trigger6 = time = 0 && prevstateno = 2100
anim = 6002
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
anim = 6000
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = time = 0 && prevstateno = [5510,5511] 
trigger2 = Time = 0 && prevstateno = 3310
trigger3 = Time = 0 && prevstateno = 2002
trigger4 = Time = 0 && prevstateno = 5552
trigger5 = time = 0 && prevstateno = 2100
anim = 6003
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
trigger2 = time = 0 && prevstateno = [5510,5511] 
trigger3 = Time = 0 && prevstateno = 3310
trigger4 = Time = 0 && prevstateno = 2002
trigger5 = Time = 0 && prevstateno = 5552
trigger6 = time = 0 && prevstateno = 2100
anim = 6001
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 1000, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 60

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,7
;channel = 0
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 8009
sprpriority = 6
postype = p1
pos = 30,-55
bindtime = 1
supermove = 1
removetime = 40
scale = 0.7,0.7
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 9001
sprpriority = -3
postype = p1
pos = 20,-55
bindtime = 1
supermove = 1
scale = 1.2,1.2
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 11
anim = 9011
sprpriority = 3
postype = p1
pos = 30,-55
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000, 15]
type = EnvColor
trigger1 = Time = 1
time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1300, 5]
type = Envcolor
trigger1 = Time = 5
persistent = 0
ignorehitpause = 1
value = 2, 0, 0
time = 35
under = 1
supermove = 1

[State 2420,5]
type = SuperPause
trigger1 = Time = 1
time = 35
anim = -1
p2defmul = 1
movetime = 35
darken = 1

[State 3500, 13]
type = AssertSpecial
trigger1 = Time = [0,35]
flag = Nofg
flag1 = noshadow
ignorehitpause = 1

[State 1000, 5]
type = Explod
triggerall = animelemtime(4) >= 0 && animelemtime(5) <= 10
trigger1 = (gametime%4) = 1
anim = 1282
sprpriority = 3
postype = p1
pos = -10,0
bindtime = 1
supermove = 1
under = 0

[State 3010, 僄僼僃僋僩]
Type = Helper
triggerall = animelemtime(4) >= 0 && animelemtime(5) <= 35
trigger1 = (gametime%8) = 1
StateNo = 5559
ID = 5559
Name = "Shot"
Pos = 30,-60
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 3010, 抏]
Type = Helper
Trigger1 = animelem = 4
StateNo = 5515
ID = 5515
Name = "Shock"
Pos = 45,-55
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 1000, 0]
type = VarSet
trigger1 = time = 0
var(12) = 1
ignorehitpause = 0

[State -2, 1]
type = VarSet
trigger1 = AnimTime = 0
var(12)  = 0
ignorehitpause = 0

[State a]
type = Changestate
triggerall = screenpos x = [-10,330]
trigger1 = animtime = 0
value = 0
ctrl = 1

[State a]
type = Changestate
triggerall = screenpos x != [-10,330]
trigger1 = animtime = 0
value = 1255
ignorehitpause = 1


;---------------------------
; Electric
[Statedef 5515]
MoveType = A
Physics  = N
Anim     = 5500
SprPriority = 4

[State 1011, 2]
type = EnvShake
trigger1 = time = 0 
time = 16
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1

[State 2000,]
type = PlaySnd
trigger1 = time= 0
value = 25,5
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = time= 0
value = 25,1
volume = 255


[State 2000,]
type = PlaySnd
trigger1 = time= 0
value = 44,0
volume = 255

[State 2015, 曄悢憹尭]
Type = VarAdd
Trigger1 = (Time = 0)+(Time > 39)
fvar(0) = (Time=0)-(Time>0)*.08

[State 2015, 曄悢]
Type = VarSet
Trigger1 = (Time < 40)
fvar(1) = IfElse(Time=39,.8,.4+Random/2497.5)

[State 2015, 僄僼僃僋僩]
Type = Explod
Trigger1 = Time < 20
Anim = 5501
ID = 5501
Pos = 30+Time*30,0
PosType = P1
Scale = 2-(Time=0)*.75-(Time=1)*.25,2-(Time=0)*.75-(Time=1)*.25
Ownpal = 1
SprPriority = 5

[State 2015, 僄僼僃僋僩]
Type = Explod
Trigger1 = Time = [25,45]
Anim = 8030+Random%7
ID = 5501
Pos = Time*30-750,50
PosType = P1
Random = 50,20
Facing = 1-(Random<500)*2
VFacing = 1-(Random<500)*2
Scale = 1.5,1.5
Vel = 0,-1-Random/333.
Ownpal = 1
SprPriority = 6

[State 2015, 僄僼僃僋僩]
Type = Explod
Trigger1 = Time = [30,50]
Anim = 8030+Random%7
ID = 5501
Pos = Time*30-900,70
PosType = P1
Random = 50,20
Facing = 1-(Random<500)*2
VFacing = 1-(Random<500)*2
Scale = 1.5,1.5
Vel = 0,-1-Random/333.
Ownpal = 1
SprPriority = 6


[State 2010, 摟柧搙]
Type = Trans
Trigger1 = (Time < 39)
Trans = Add

[State 2010, 摟柧搙]
Type = Trans
Trigger1 = (Time > 38)
Trans = AddAlpha
Alpha = 256-Time*20+780,256

[State 2015, 妏搙傪桳岠]
Type = AngleDraw
Trigger1 = 1
Scale = fvar(0)*fvar(1),fvar(0)*fvar(1)


[State 2015, 旘傃摴嬶-1]
Type = Projectile
Trigger1 = IsHelper(5515) && (!var(0))
Trigger1 = (Time%4 = 0) && (Time < 45)
Attr              = A, HA
Damage            = 15,5
GetPower          = 0
GivePower         = 54,24
AnimType          = Hard
PauseTime         = 0,2
Guard.PauseTime   = 0,2
Offset            = 0,0
Velocity          = 0,0
ProjID            = 8007
ProjAnim          = 8010+(Time=4)+(Time>4)*2
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 4
ProjHeightBound   = -1000,50
ProjEdgeBound     = 9999
ProjStageBound    = 9999
HitFlag           = MAF
GuardFlag         = MA
SparkNo           = s10105
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = 25,2
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 6
Ground.HitTime    = 17
Air.HitTime       = 17
Ground.Velocity   = -6.5,-3
Air.Velocity      = -6,-2
AirGuard.Velocity = -6,-3
Fall = 1
Fall.Recover = 0
Palfx.time = 80
Palfx.add = 13,61,98
Palfx.mul = 358,256,256
Palfx.sinadd = -112,-122,-112,10
Palfx.color = 0

[State 2015, 旘傃摴嬶-2-1]
Type = Projectile
TriggerAll = (Time%15 = 0) && (Time < 45)
Trigger1 = IsHelper(5515) && (var(0))
Attr              = A, HA
Damage            = 15,5
GetPower          = 0
GivePower         = 54,24
AnimType          = Hard
PauseTime         = 0,2
Guard.PauseTime   = 0,2
Offset            = 0,0
Velocity          = 0,0
ProjID            = 8007
ProjAnim          = 8010+(Time=4)+(Time>4)*2
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 4
ProjHeightBound   = -1000,50
ProjEdgeBound     = 9999
ProjStageBound    = 9999
HitFlag           = MAF
GuardFlag         = N
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = 25,2
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 6
Ground.HitTime    = 17
Air.HitTime       = 17
Ground.Velocity   = -6.5,-3
Air.Velocity      = -6,-2
AirGuard.Velocity = -6,-3
Fall = 1
Fall.Recover = 0
Palfx.time = 80
Palfx.add = 13,61,98
Palfx.mul = 358,256,256
Palfx.sinadd = -112,-122,-112,10
Palfx.color = 0


[State 2015, 僿儖僷乕傪徚偡]
Type = DestroySelf
Trigger1 = Time > 104


;====================================================================
; Lightning Trail 2
;====================================================================
[statedef 5511]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 5520
poweradd = ifelse(Var(11) = 1,-1500,-1000)
ctrl     = 0
juggle   = ifelse(Var(11) = 1,0,8)
sprpriority = 2

[state d]
type = varset
trigger1 = time = 5 
var(11) = 0

[State -2]
type = VarSet
trigger1 = time = 0
var(1) = 0

[state x]
type = varset
trigger1 = time = 0 && prevstateno != [5510,5511] 
trigger2 = Time = 0 && prevstateno != 3310
trigger3 = Time = 0 && prevstateno != 2002
trigger4 = Time = 0 && prevstateno != 5552
trigger5 = time = 0 && prevstateno != 2100
var(22) = 1

[state x]
type = varset
trigger1 = time = 0 && prevstateno = [5510,5511] 
trigger2 = Time = 0 && prevstateno = 3310
trigger3 = Time = 0 && prevstateno = 2002
trigger4 = Time = 0 && prevstateno = 5552
trigger5 = time = 0 && prevstateno = 2100
var(22) = 0

[State 10000,1-1]
type = PalFX
TriggerAll = Time < 16
trigger1 = Time%3 = 0 && Var(11) = 1
trigger2 = Time%3 = 0 && prevstateno = [5510,5511] 
trigger3 = Time%3 = 0 && prevstateno = 3310
trigger4 = Time%3 = 0 && prevstateno = 2002
trigger5 = Time%3 = 0 && prevstateno = 5552
trigger6 = Time%3 = 0 && prevstateno = 2100
time = 2
add  = 256,256,256
ignorehitpause = 1
invertall = 0

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
trigger2 = time = 0 && prevstateno = [5510,5511] 
trigger3 = Time = 0 && prevstateno = 3310
trigger4 = Time = 0 && prevstateno = 2002
trigger5 = Time = 0 && prevstateno = 5552
trigger6 = time = 0 && prevstateno = 2100
anim = 6002
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
anim = 6000
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = time = 0 && prevstateno = [5510,5511] 
trigger2 = Time = 0 && prevstateno = 3310
trigger3 = Time = 0 && prevstateno = 2002
trigger4 = Time = 0 && prevstateno = 5552
trigger5 = time = 0 && prevstateno = 2100
anim = 6003
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
trigger1 = Time = 0 && Var(11) = 1
trigger2 = time = 0 && prevstateno = [5510,5511] 
trigger3 = Time = 0 && prevstateno = 3310
trigger4 = Time = 0 && prevstateno = 2002
trigger5 = Time = 0 && prevstateno = 5552
trigger6 = time = 0 && prevstateno = 2100
anim = 6001
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999 

[State 1000, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 60

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,7
;channel = 0
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 8009
id = 8009
sprpriority = 6
postype = p1
pos = -32,-35
bindtime = 1
supermove = 1
removetime = 46
scale = 0.7,0.7
under = 0
ownpal = 1

[State 1000, 5]
type = modifyExplod
trigger1 = animelem = 2
id = 8009
postype = p1
pos = -10,-39

[State 1000, 5]
type = modifyExplod
trigger1 = animelem = 3
id = 8009
postype = p1
pos = 30,-59

[State 1000, 5]
type = modifyExplod
trigger1 = animelem = 4
id = 8009
postype = p1
pos = 56,-98

[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 9001
sprpriority = -3
postype = p1
pos = -42,-35
bindtime = 1
supermove = 1
scale = 1.2,1.2
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 11
anim = 9011
sprpriority = 3
postype = p1
pos = -32,-35
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2000, 15]
type = EnvColor
trigger1 = Time = 1
time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1300, 5]
type = Envcolor
trigger1 = Time = 5
persistent = 0
ignorehitpause = 1
value = 2, 0, 0
time = 35
under = 1
supermove = 1

[State 2420,5]
type = SuperPause
trigger1 = Time = 1
time = 35
anim = -1
p2defmul = 1
movetime = 35
darken = 1

[State 3500, 13]
type = AssertSpecial
trigger1 = Time = [0,35]
flag = Nofg
flag1 = noshadow
ignorehitpause = 1

[State 1000, 5]
type = Explod
triggerall = animelemtime(4) >= 0 && animelemtime(5) <= 10
trigger1 = (gametime%4) = 1
anim = 1282
sprpriority = 3
postype = p1
pos = -10,0
bindtime = 1
supermove = 1
under = 0

[State 3010, 僄僼僃僋僩]
Type = Helper
triggerall = animelemtime(4) >= 0 && animelemtime(5) <= 35
trigger1 = (gametime%8) = 1
StateNo = 5559
ID = 5559
Name = "Shot"
Pos = 59,-89
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 3010, 抏]
Type = Helper
Trigger1 = animelem = 4
StateNo = 5516
ID = 5515
Name = "Shock"
Pos = 56,-98
PosType = P1
Ownpal = 1
IgnoreHitPause = 1
Persistent = 1
Size.XScale = 1
Size.YScale = 1

[State 1000, 0]
type = VarSet
trigger1 = time = 0
var(12) = 1
ignorehitpause = 0

[State -2, 1]
type = VarSet
trigger1 = AnimTime = 0
var(12)  = 0
ignorehitpause = 0

[State a]
type = Changestate
triggerall = screenpos x = [-10,330]
trigger1 = animtime = 0
value = 0
ctrl = 1

[State a]
type = Changestate
triggerall = screenpos x != [-10,330]
trigger1 = animtime = 0
value = 1255
ignorehitpause = 1

;---------------------------
; Electric 2
[Statedef 5516]
MoveType = A
Physics  = N
Anim     = 5500
SprPriority = 4

[State 1011, 2]
type = EnvShake
trigger1 = time = 0 
time = 16
ampl = 10
freq = 90
phase = 90
ignorehitpause = 1

[State 2000,]
type = PlaySnd
trigger1 = time= 0
value = 25,5
volume = 255

[State 2000,]
type = PlaySnd
trigger1 = time= 0
value = 25,1
volume = 255


[State 2000,]
type = PlaySnd
trigger1 = time= 0
value = 44,0
volume = 255

[State 2015, 曄悢憹尭]
Type = VarAdd
Trigger1 = (Time = 0)+(Time > 39)
fvar(0) = (Time=0)-(Time>0)*.08

[State 2015, 曄悢]
Type = VarSet
Trigger1 = (Time < 40)
fvar(1) = IfElse(Time=39,.8,.4+Random/2497.5)

[State 2015, 僄僼僃僋僩]
Type = Explod
Trigger1 = Time < 20
Anim = 5501
ID = 5501
Pos = 30+Time*30,-30-Time*30
PosType = P1
Scale = 2-(Time=0)*.75-(Time=1)*.25,2-(Time=0)*.75-(Time=1)*.25
Ownpal = 1
SprPriority = 5



[State 2010, 摟柧搙]
Type = Trans
Trigger1 = (Time < 39)
Trans = Add

[State 2010, 摟柧搙]
Type = Trans
Trigger1 = (Time > 38)
Trans = AddAlpha
Alpha = 256-Time*20+780,256

[State 2015, 妏搙傪桳岠]
Type = AngleDraw
Trigger1 = 1
Scale = fvar(0)*fvar(1),fvar(0)*fvar(1)


[State 2015, 旘傃摴嬶-1]
Type = Projectile
Trigger1 = IsHelper(5515) && (!var(0))
Trigger1 = (Time%4 = 0) && (Time < 45)
Attr              = A, HA
Damage            = 15,5
GetPower          = 0
GivePower         = 54,24
AnimType          = Hard
PauseTime         = 0,2
Guard.PauseTime   = 0,2
Offset            = 0,0
Velocity          = 0,0
ProjID            = 8007
ProjAnim          = 8013+(Time=4)+(Time>4)*2
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 4
ProjHeightBound   = -1000,50
ProjEdgeBound     = 9999
ProjStageBound    = 9999
HitFlag           = MAF
GuardFlag         = MA
SparkNo           = s10105
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = 25,2
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 6
Ground.HitTime    = 17
Air.HitTime       = 17
Ground.Velocity   = -6.5,-5
Air.Velocity      = -6,-5
AirGuard.Velocity = -6,-3
Fall = 1
Fall.Recover = 0
Palfx.time = 80
Palfx.add = 13,61,98
Palfx.mul = 358,256,256
Palfx.sinadd = -112,-122,-112,10
Palfx.color = 0

[State 2015, 旘傃摴嬶-2-1]
Type = Projectile
TriggerAll = (Time%15 = 0) && (Time < 45)
Trigger1 = IsHelper(5515) && (var(0))
Attr              = A, HA
Damage            = 15,5
GetPower          = 0
GivePower         = 54,24
AnimType          = Hard
PauseTime         = 0,2
Guard.PauseTime   = 0,2
Offset            = 0,0
Velocity          = 0,0
ProjID            = 8007
ProjAnim          = 8013+(Time=4)+(Time>4)*2
ProjHitAnim       = -1
ProjRemanim       = -1
ProjHits          = 1
ProjMissTime      = 1
ProjScale         = 1,1
ProjPriority      = 9999
ProjRemove        = 0
ProjRemoveTime    = 4
ProjHeightBound   = -1000,50
ProjEdgeBound     = 9999
ProjStageBound    = 9999
HitFlag           = MAF
GuardFlag         = N
SparkNo           = -1
GuardSparkNo      = -1
SparkXY           = 0,999
HitSound          = 25,2
GuardSound        = -1
Ground.Type       = High
Air.Type          = High
Ground.SlideTime  = 6
Ground.HitTime    = 17
Air.HitTime       = 17
Ground.Velocity   = -6.5,-5
Air.Velocity      = -6,-5
AirGuard.Velocity = -6,-3
Fall = 1
Fall.Recover = 0
Palfx.time = 80
Palfx.add = 13,61,98
Palfx.mul = 358,256,256
Palfx.sinadd = -112,-122,-112,10
Palfx.color = 0


[State 2015, 僿儖僷乕傪徚偡]
Type = DestroySelf
Trigger1 = Time > 104

;-------------------------------------------
; Aerial Scorching Earth
[Statedef 12111]
type     = A
movetype = A
physics  = S
velset   = 0,0
anim     = 12111
poweradd = -3000
ctrl     = 0
juggle   = 0
ctrl     = 0
sprpriority = 1

[State 2]
type = playsnd
trigger1=animelem =1
value = s2,10


[state vbg]
type = varset
trigger1 = time = 0
var(29) = 0

[state d]
type = varset
trigger1 = time = 5 
var(11) = 0

[state d]
type = varset
trigger1 = time = 5 
var(12) = 0

[State -2]
type = VarSet
trigger1 = time = 0
var(1) = 0

[state snd]
type = playsnd
trigger1 = time = 0
value = 5,2

[state x]
type = varset
trigger1 = Time = 0 && prevstateno != 12213
var(22) = 1

[state x]
type = varset
trigger1 = Time = 0 && prevstateno = 12213
var(22) = 0

;----------------------------------------------Super Cancel
[State 10000,1-1]
type = PalFX
TriggerAll = Time < 16
trigger1 = Time%3 = 0 && prevstateno = 12213
time = 2
add  = 256,256,256
ignorehitpause = 1
invertall = 0

;--------------------------------------------Extinction - Neo Extinction

[State 9090]
type = Explod
trigger1 = time = 0 && prevstateno = 12213
anim = 6052
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999
[State 9090]
type = Explod
trigger1 = time = 0 && prevstateno = 12213
anim = 6065
pos = 0,80
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999
[State 9090]
type = Explod
trigger1 = time = 0 && prevstateno = 12213
anim = 6051
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
bindtime = -1
persistent = 0
scale = .5,.5
pausemovetime = 9999999
supermovetime = 9999999


[State 1000, 5]
type = Explod
trigger1 = AnimElem = 1
anim = 9013
sprpriority = 9
postype = p1
pos = -10,-70
bindtime = 1
scale = 0.7,0.6
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 1
anim = 9013
sprpriority = 9
postype = p1
pos = -10,-70
bindtime = 1
scale = 0.7,0.6
facing = -1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 1
anim = 9013
sprpriority = 9
postype = p1
pos = -10,-80
vfacing = -1
scale = 0.7,0.6
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 1
anim = 9013
sprpriority = 9
postype = p1
pos = -10,-80
bindtime = 1
facing = -1
vfacing = -1
supermove = 1
scale = 0.7,0.6
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = AnimElem = 1
anim = 9003
sprpriority = 9
postype = p1
pos = 2,-123
bindtime = 1
supermove = 1
under = 0
ownpal = 1



[State 2000, Helper]
type = Helper
trigger1 = animelemtime(1) = 28
name = "redeff"
id = 6004
postype = back
pos = 0,0
stateno = 6004
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State exp]
type = ModifyExplod
triggerall = prevstateno = 12212
trigger1 = animelemtime(1) = 28
id = 6004
anim = 6054



[State 2000, 15]
type = EnvColor
trigger1 = Time = 0
time = 4
value = 255,255,255
under = 1
ignorehitpause = 1
persistent = 0

[State 1300, 5]
type = Envcolor
trigger1 = Time = 0
persistent = 0
ignorehitpause = 1
value = 2, 0, 0
time = 40
under = 1
supermove = 1

[State 2420,5]
type = SuperPause
trigger1 = Time = 0
time = 35
anim = -1
p2defmul = 1
movetime = 35
darken = 1

[State 3500, 13]
type = AssertSpecial
trigger1 = Time = [0,48]
flag = Nofg
flag1 = noshadow
ignorehitpause = 1

[state v]
type = velset
trigger1 = animelem = 2
x = 14
y = 12

[State 1000, 0]
type = VarSet
trigger1 = time = 0
var(12) = 1
ignorehitpause = 0

[State -2, 1]
type = VarSet
trigger1 = AnimTime = 0
var(12)  = 0
ignorehitpause = 0



[State 1000]
type = ChangeState
triggerall = AnimelemTime(2) >= 0
trigger1 = pos y >= 0
value = 12110

