[Statedef 1000]
type  = S
movetype = A
physics  = S
poweradd = 400
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 3

[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,0
volume = 255

[State ]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,51

[State ]
type = PlaySnd
trigger1 = AnimElem = 4
value = 6,0
volume = 255

[State ]
type = Projectile
trigger1 = animelem = 4
projanim = 10002
projID = 10002
projhits = 5
projremove = 0
projpriority = 9999
projmisstime = 4
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 24
getpower = 60
offset = -10,0
velocity = 15,0
accel = -0.5,0
attr = S,HP
hitflag = MAFP
guardflag = MA
animtype = diagup
damage = 30,5
pausetime = 0,10
sparkno = s6020+random%4
guard.sparkno = s6010
sparkxy = 60,-26+(floor(p2bodydist Y))
hitsound = s4,5
guardsound = s4,10
ground.type = high
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -6,-4
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = -6,-4
airguard.velocity = -3,-3
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
fall = 1
kill = 1
fall.recover = 0
yaccel = .45
ignorehitpause = 1
afterimage.time = -1      
afterimage.length = 20  
afterimage.palbright = 0,0,0 
afterimage.palcontrast = 250,250,250  
afterimage.timegap = 1   
afterimage.framegap = 1  
afterimage.trans = add

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

[Statedef 1010]
type  = S
movetype = A
physics  = S
poweradd = 300
velset = 0,0
juggle = 6
anim = 1050
ctrl = 0
sprpriority = 3

[State ]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,1
volume = 255

[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,51

[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 6,0
volume = 255

[State ]
type = Projectile
trigger1 = animelem = 3
projanim = 10003
projID = 10003
projhits = 8
projremove = 0
projpriority = 9999
projmisstime = 4
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 24
getpower = 60
offset = -40,-120
velocity = 20,0
accel = -0.25,0
attr = S,HP
hitflag = MAFP
guardflag = MA
animtype = diagup
damage = 60,5
pausetime = 0,10
sparkno = s6020+random%4
guard.sparkno = s6010
sparkxy = 60,30+(floor(p2bodydist Y))
hitsound = s4,5
guardsound = s4,10
ground.type = high
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -6,-4
ground.cornerpush.veloff = 0
guard.velocity = -10
air.velocity = -6,-4
airguard.velocity = -3,-3
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
fall = 1
air.juggle = 6
kill = 1
fall.recover = 0
yaccel = .45
ignorehitpause = 1
afterimage.time = -1      
afterimage.length = 20  
afterimage.palbright = 0,0,0 
afterimage.palcontrast = 250,250,250  
afterimage.timegap = 1   
afterimage.framegap = 1  
afterimage.trans = add

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

[Statedef 1020]
type  = S
movetype = A
physics  = S
poweradd = 500
velset = 0,0
anim = 1010
ctrl = 0
sprpriority = 3

[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,6
volume = 255
[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 6,1
volume = -100
[State ]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElemtime(4) = 2
trigger3 = AnimElemtime(4) = 6
trigger4 = AnimElemtime(5) = 3
trigger5 = AnimElemtime(5) = 7
value = 6,2
volume = -255

[State ]
type = Projectile
trigger1 = animelem = 3
projanim = 10005
projremove = 0
projpriority = 10
projsprpriority = 15
projremovetime = 30
projsprpriority = 1
offset = 10,-10
postype = p1
afterimage.time = -1
afterimage.length = 10
afterimage.palcontrast = 250,50,200
afterimage.paladd = 0,0,0
afterimage.palmul = .75,.75,.85
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State ]
type = Projectile
trigger1 = AnimElem = 4
projanim = 10004
projid = 1
projremove = 0
projpriority = 10
projsprpriority = 15
projshadow = 0,0,0
projremovetime = 60
getpower = 70
offset = 25,1
attr = S,SP
animtype = Hard
damage = 60,10
hitflag = MAF
guardflag = M
hitsound = s6,3
guardsound = s4,10
pausetime = 0,12
sparkno = s6003
guard.sparkno = s6010
sparkxy = 20,-45
ground.type = Low
ground.hittime = 15
ground.slidetime = 23
ground.velocity = -9
air.juggle = 2
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
afterimage.time = -1
afterimage.length = 10
afterimage.palcontrast = 250,50,200
afterimage.paladd = 0,0,0
afterimage.palmul = .75,.75,.85
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add
[State ]
type = Projectile
trigger1 = AnimElemtime(4) = 2
projanim = 10004
projid = 1
projremove = 0
projpriority = 10
projsprpriority = 15
projshadow = 0,0,0
projremovetime = 60
getpower = 70
offset = 60,1
attr = S,SP
animtype = Hard
damage = 60,10
hitflag = MAF
guardflag = M
hitsound = s6,3
guardsound = s4,10
pausetime = 0,12
sparkno = s6003
guard.sparkno = s6010
sparkxy = 20,-45
ground.type = Low
ground.hittime = 15
ground.slidetime = 23
ground.velocity = -9
air.juggle = 2
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
afterimage.time = -1
afterimage.length = 10
afterimage.palcontrast = 250,50,200
afterimage.paladd = 0,0,0
afterimage.palmul = .75,.75,.85
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add
[State ]
type = Projectile
trigger1 = AnimElemtime(4) = 4
projanim = 10004
projid = 1
projremove = 0
projpriority = 10
projsprpriority = 15
projshadow = 0,0,0
projremovetime = 60
getpower = 70
offset = 95,1
attr = S,SP
animtype = Hard
damage = 60,10
hitflag = MAF
guardflag = M
hitsound = s6,3
guardsound = s4,10
pausetime = 0,12
sparkno = s6003
guard.sparkno = s6010
sparkxy = 20,-45
ground.type = Low
ground.hittime = 15
ground.slidetime = 23
ground.velocity = -9
air.juggle = 2
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
afterimage.time = -1
afterimage.length = 10
afterimage.palcontrast = 250,50,200
afterimage.paladd = 0,0,0
afterimage.palmul = .75,.75,.85
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add
[State ]
type = Projectile
trigger1 = AnimElemtime(4) = 6
projanim = 10004
projid = 1
projremove = 0
projpriority = 10
projsprpriority = 15
projshadow = 0,0,0
projremovetime = 60
getpower = 70
offset = 130,1
attr = S,SP
animtype = Hard
damage = 60,10
hitflag = MAF
guardflag = M
hitsound = s6,3
guardsound = s4,10
pausetime = 0,12
sparkno = s6003
guard.sparkno = s6010
sparkxy = 20,-45
ground.type = Low
ground.hittime = 15
ground.slidetime = 23
ground.velocity = -9
air.juggle = 2
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
afterimage.time = -1
afterimage.length = 10
afterimage.palcontrast = 250,50,200
afterimage.paladd = 0,0,0
afterimage.palmul = .75,.75,.85
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add
[State ]
type = Projectile
trigger1 = AnimElemtime(5) = 1
projanim = 10004
projid = 1
projremove = 0
projpriority = 10
projsprpriority = 15
projshadow = 0,0,0
projremovetime = 60
getpower = 70
offset = 165,1
attr = S,SP
animtype = Hard
damage = 60,10
hitflag = MAF
guardflag = M
hitsound = s6,3
guardsound = s4,10
pausetime = 0,12
sparkno = s6003
guard.sparkno = s6010
sparkxy = 20,-45
ground.type = Low
ground.hittime = 15
ground.slidetime = 23
ground.velocity = -9
air.juggle = 2
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
afterimage.time = -1
afterimage.length = 10
afterimage.palcontrast = 250,50,200
afterimage.paladd = 0,0,0
afterimage.palmul = .75,.75,.85
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add
[State ]
type = Projectile
trigger1 = AnimElemtime(5) = 3
projanim = 10004
projid = 1
projremove = 0
projpriority = 10
projsprpriority = 15
projshadow = 0,0,0
projremovetime = 60
getpower = 70
offset = 200,1
attr = S,SP
animtype = Hard
damage = 60,10
hitflag = MAF
guardflag = M
hitsound = s6,3
guardsound = s4,10
pausetime = 0,12
sparkno = s6003
guard.sparkno = s6010
sparkxy = 20,-45
ground.type = Low
ground.hittime = 15
ground.slidetime = 23
ground.velocity = -9
air.juggle = 2
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
afterimage.time = -1
afterimage.length = 10
afterimage.palcontrast = 250,50,200
afterimage.paladd = 0,0,0
afterimage.palmul = .75,.75,.85
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add
[State ]
type = Projectile
trigger1 = AnimElemtime(5) = 5
projanim = 10004
projid = 1
projremove = 0
projpriority = 10
projsprpriority = 15
projshadow = 0,0,0
projremovetime = 60
getpower = 70
offset = 235,1
attr = S,SP
animtype = Hard
damage = 60,10
hitflag = MAF
guardflag = M
hitsound = s6,3
guardsound = s4,10
pausetime = 0,12
sparkno = s6003
guard.sparkno = s6010
sparkxy = 20,-45
ground.type = Low
ground.hittime = 15
ground.slidetime = 23
ground.velocity = -9
air.juggle = 2
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
afterimage.time = -1
afterimage.length = 10
afterimage.palcontrast = 250,50,200
afterimage.paladd = 0,0,0
afterimage.palmul = .75,.75,.85
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add
[State ]
type = Projectile
trigger1 = AnimElemtime(5) = 7
projanim = 10004
projid = 1
projremove = 0
projpriority = 10
projsprpriority = 15
projshadow = 0,0,0
projremovetime = 60
getpower = 70
offset = 270,1
attr = S,SP
animtype = Hard
damage = 60,10
hitflag = MAF
guardflag = M
hitsound = s6,3
guardsound = s4,10
pausetime = 0,12
sparkno = s6003
guard.sparkno = s6010
sparkxy = 20,-45
ground.type = Low
ground.hittime = 15
ground.slidetime = 23
ground.velocity = -9
air.juggle = 2
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
afterimage.time = -1
afterimage.length = 10
afterimage.palcontrast = 250,50,200
afterimage.paladd = 0,0,0
afterimage.palmul = .75,.75,.85
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

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

[Statedef 1030]
type  = S
movetype = A
physics  = S
poweradd = 500
velset = 0,0
anim = 1020
ctrl = 0
sprpriority = 3

[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,5
volume = 255
[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 6,1
volume = -100
[State ]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElemtime(4) = 4
trigger4 = AnimElemtime(4) = 8
trigger5 = AnimElemtime(5) = 2
value = 6,2
volume = -255

[State ]
type = Projectile
trigger1 = animelem = 3
projanim = 10006
projremove = 0
projpriority = 10
projsprpriority = 15
projremovetime = 26
projsprpriority = 1
offset = -20,-20
postype = p1
afterimage.time = -1
afterimage.length = 10
afterimage.palcontrast = 250,50,200
afterimage.paladd = 0,0,0
afterimage.palmul = .75,.75,.85
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State ]
type = Projectile
trigger1 = AnimElem = 3
projanim = 10004
projid = 1
projremove = 0
projpriority = 10
projsprpriority = 15
projshadow = 0,0,0
projremovetime = 60
getpower = 70
offset = 270,1
attr = S,SP
animtype = Hard
damage = 20,10
hitflag = MAF
guardflag = M
hitsound = s6,3
guardsound = s4,10
pausetime = 0,0
sparkno = s6003
guard.sparkno = s6010
sparkxy = 20,-45
ground.type = Low
ground.hittime = 15
ground.slidetime = 23
ground.velocity = 9
air.juggle = 2
air.velocity = 3.6,-3.8
air.fall = 1
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
afterimage.time = -1
afterimage.length = 10
afterimage.palcontrast = 250,50,200
afterimage.paladd = 0,0,0
afterimage.palmul = .75,.75,.85
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add
[State ]
type = Projectile
trigger1 = AnimElemtime(3) = 2
projanim = 10004
projid = 1
projremove = 0
projpriority = 10
projsprpriority = 15
projshadow = 0,0,0
projremovetime = 60
getpower = 70
offset = 235,1
attr = S,SP
animtype = Hard
damage = 20,10
hitflag = MAF
guardflag = M
hitsound = s6,3
guardsound = s4,10
pausetime = 0,0
sparkno = s6003
guard.sparkno = s6010
sparkxy = 20,-45
ground.type = Low
ground.hittime = 15
ground.slidetime = 23
ground.velocity = 9
air.velocity = 3.6,-3.8
air.fall = 1
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
afterimage.time = -1
afterimage.length = 10
afterimage.palcontrast = 250,50,200
afterimage.paladd = 0,0,0
afterimage.palmul = .75,.75,.85
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add
[State ]
type = Projectile
trigger1 = AnimElem = 4
projanim = 10004
projid = 1
projremove = 0
projpriority = 10
projsprpriority = 15
projshadow = 0,0,0
projremovetime = 60
getpower = 70
offset = 200,1
attr = S,SP
animtype = Hard
damage = 20,10
hitflag = MAF
guardflag = M
hitsound = s6,3
guardsound = s4,10
pausetime = 0,0
sparkno = s6003
guard.sparkno = s6010
sparkxy = 20,-45
ground.type = Low
ground.hittime = 15
ground.slidetime = 23
ground.velocity = 9
air.velocity = 3.6,-3.8
air.fall = 1
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
afterimage.time = -1
afterimage.length = 10
afterimage.palcontrast = 250,50,200
afterimage.paladd = 0,0,0
afterimage.palmul = .75,.75,.85
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add
[State ]
type = Projectile
trigger1 = AnimElemtime(4) = 2
projanim = 10004
projid = 1
projremove = 0
projpriority = 10
projsprpriority = 15
projshadow = 0,0,0
projremovetime = 60
getpower = 70
offset = 165,1
attr = S,SP
animtype = Hard
damage = 20,10
hitflag = MAF
guardflag = M
hitsound = s6,3
guardsound = s4,10
pausetime = 0,0
sparkno = s6003
guard.sparkno = s6010
sparkxy = 20,-45
ground.type = Low
ground.hittime = 15
ground.slidetime = 23
ground.velocity = 9
air.velocity = 3.6,-3.8
air.fall = 1
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
afterimage.time = -1
afterimage.length = 10
afterimage.palcontrast = 250,50,200
afterimage.paladd = 0,0,0
afterimage.palmul = .75,.75,.85
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add
[State ]
type = Projectile
trigger1 = AnimElemtime(4) = 4
projanim = 10004
projid = 1
projremove = 0
projpriority = 10
projsprpriority = 15
projshadow = 0,0,0
projremovetime = 60
getpower = 70
offset = 130,1
attr = S,SP
animtype = Hard
damage = 20,10
hitflag = MAF
guardflag = M
hitsound = s6,3
guardsound = s4,10
pausetime = 0,0
sparkno = s6003
guard.sparkno = s6010
sparkxy = 20,-45
ground.type = Low
ground.hittime = 15
ground.slidetime = 23
ground.velocity = 9
air.velocity = 3.6,-3.8
air.fall = 1
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
afterimage.time = -1
afterimage.length = 10
afterimage.palcontrast = 250,50,200
afterimage.paladd = 0,0,0
afterimage.palmul = .75,.75,.85
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add
[State ]
type = Projectile
trigger1 = AnimElemtime(4) = 6
projanim = 10004
projid = 1
projremove = 0
projpriority = 10
projsprpriority = 15
projshadow = 0,0,0
projremovetime = 60
getpower = 70
offset = 95,1
attr = S,SP
animtype = Hard
damage = 20,10
hitflag = MAF
guardflag = M
hitsound = s6,3
guardsound = s4,10
pausetime = 0,0
sparkno = s6003
guard.sparkno = s6010
sparkxy = 20,-45
ground.type = Low
ground.hittime = 15
ground.slidetime = 23
ground.velocity = 9
air.velocity = 3.6,-3.8
air.fall = 1
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
afterimage.time = -1
afterimage.length = 10
afterimage.palcontrast = 250,50,200
afterimage.paladd = 0,0,0
afterimage.palmul = .75,.75,.85
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add
[State ]
type = Projectile
trigger1 = AnimElemtime(4) = 8
projanim = 10004
projid = 1
projremove = 0
projpriority = 10
projsprpriority = 15
projshadow = 0,0,0
projremovetime = 60
getpower = 70
offset = 60,1
attr = S,SP
animtype = Hard
damage = 20,10
hitflag = MAF
guardflag = M
hitsound = s6,3
guardsound = s4,10
pausetime = 0,0
sparkno = s6003
guard.sparkno = s6010
sparkxy = 20,-45
ground.type = Low
ground.hittime = 15
ground.slidetime = 23
ground.velocity = 9
air.velocity = 3.6,-3.8
air.fall = 1
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
afterimage.time = -1
afterimage.length = 10
afterimage.palcontrast = 250,50,200
afterimage.paladd = 0,0,0
afterimage.palmul = .75,.75,.85
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add
[State ]
type = Projectile
trigger1 = AnimElemtime(5) = 2
projanim = 10004
projid = 1
projremove = 0
projpriority = 10
projsprpriority = 15
projshadow = 0,0,0
projremovetime = 60
getpower = 70
offset = 25,1
attr = S,SP
animtype = Hard
damage = 20,10
hitflag = MAF
guardflag = M
hitsound = s6,3
guardsound = s4,10
pausetime = 0,0
sparkno = s6003
guard.sparkno = s6010
sparkxy = 20,-45
ground.type = Low
ground.hittime = 15
ground.slidetime = 23
ground.velocity = 9
air.velocity = 3.6,-3.8
air.fall = 1
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
afterimage.time = -1
afterimage.length = 10
afterimage.palcontrast = 250,50,200
afterimage.paladd = 0,0,0
afterimage.palmul = .75,.75,.85
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

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

[Statedef 1040]
type     = S
movetype = A
physics  = S
juggle   = 6
poweradd = 400
velset   = 0,0
anim     = 1030
ctrl     = 0
sprpriority = 2

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

[State ]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,10
channel = 0
volume = 255

[State ]
type = Velset
trigger1 = AnimElemtime(1) > 0 && AnimElemtime(8) < 2
x = 9

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

[State ]
type = ChangeState
trigger1 = AnimElemtime(4) > 0 && AnimElemtime(9) < 0
trigger1 = p2bodydist X < 50
value = 1041

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

[Statedef 1050]
type     = S
movetype = A
physics  = S
juggle   = 6
poweradd = 600
velset   = 0,0
anim     = 1040
ctrl     = 0
sprpriority = 2

[State ]
type = Nothitby
trigger1 = AnimElemtime(17) < 0
value = SCA

[State ]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,6
channel = 0
volume = 255

[State ]
type = Velset
trigger1 = AnimElemtime(1) > 0 && AnimElemtime(16) < 2
x = 15

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

[State ]
type = ChangeState
trigger1 = AnimElemtime(4) > 0 && AnimElemtime(17) < 0
trigger1 = p2bodydist X < 50
value = 1041

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

[Statedef 1041]
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 = 1042

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

[Statedef 1042]
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 = 1045

[State ]
type = ChangeState
trigger1 = movehit
value = 1043

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

[Statedef 1043]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 1033
sprpriority = 5

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

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

[State ]
type = Explod
triggerall = target,stateno = 1045
trigger1 = Random < 150
anim = 10007
pos = 0,-10
postype = p2
sprpriority = 9
bindtime = 1
random = 100,60
ownpal = 1
supermove = 1
[State ]
type = Explod
triggerall = target,stateno = 1045
trigger1 = Random < 150
anim = 10007
pos = 0,-10
postype = p2
sprpriority = 9
bindtime = 1
random = 100,60
ownpal = 1
supermove = 1
[State ]
type = Explod
triggerall = target,stateno = 1045
trigger1 = Random < 150
anim = 10007
pos = 0,-10
postype = p2
sprpriority = 9
bindtime = 1
random = 100,60
ownpal = 1
supermove = 1
[State ]
type = Explod
triggerall = target,stateno = 1045
trigger1 = Random < 150
anim = 10007
pos = 0,-10
postype = p2
sprpriority = 9
bindtime = 1
random = 100,60
ownpal = 1
supermove = 1
[State ]
type = Explod
triggerall = target,stateno = 1045
trigger1 = Random < 150
anim = 10008
pos = 0,-10
postype = p2
sprpriority = 9
bindtime = 1
random = 100,60
ownpal = 1
supermove = 1
[State ]
type = Explod
triggerall = target,stateno = 1045
trigger1 = Random < 150
anim = 10008
pos = 0,-10
postype = p2
sprpriority = 9
bindtime = 1
random = 100,60
ownpal = 1
supermove = 1
[State ]
type = Explod
triggerall = target,stateno = 1045
trigger1 = Random < 150
anim = 10008
pos = 0,-10
postype = p2
sprpriority = 9
bindtime = 1
random = 100,60
ownpal = 1
supermove = 1
[State ]
type = Explod
triggerall = target,stateno = 1045
trigger1 = Random < 150
anim = 10008
pos = 0,-10
postype = p2
sprpriority = 9
bindtime = 1
random = 100,60
ownpal = 1
supermove = 1

[State ]
type = Projectile
trigger1 = AnimElem = 4
projanim = 10000
projremove = 0
projremovetime = 46
projsprpriority = 10
offset = 72,0
postype = p1
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,0
afterimage.palcontrast = 180,180,180
afterimage.paladd = 0,0,0
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State ]
type = EnvColor
trigger1 = AnimElem = 5
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 = TargetLifeAdd
trigger1 = AnimElem = 4
value = -160

[State ]
type = EnvShake
trigger1 = !Time
ampl = 8
freq = 120
time = 38
[State ]
type = EnvShake
trigger1 = AnimElem = 4
ampl = 10
freq = 120
time = 18

[State ]
type = PlaySnd
triggerall = AnimElemtime(4) <= 0
trigger1 = Time%4 = 0
value = 6,4+random%2
volume = -200

[State ]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,6
[State ]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,4
channel = 0
volume = 255
[State ]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5,4
volume = 255
[State ]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5,221
volume = 255

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

[Statedef 1045]
type    = A
movetype= H
physics = N
velset = 0,0

[State ]
type = ChangeAnim2
Trigger1 = !Time
value = 1045

[State ]
type = Velset
trigger1 = !Animtime
x = -5

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

[Statedef 1060]
type = S
movetype = A
physics  = S
ctrl = 0
juggle = 6
velset = 0,0
anim = 1060
sprpriority = 5

[State ]
type = Velset
trigger1 = AnimElem = 1
x = 6

[State ]
type = PlaySnd
trigger1 = !Time
value = 3,14
volume = 255

[State ]
type = PlaySnd
triggerall = AnimElemtime(5) <= 0
trigger1 = Time%4 = 0
value = 6,4+random%2
volume = -200

[State ]
type = Explod
triggerall = AnimElemtime(5) <= 0
trigger1 = Random < 100
anim = 10007
pos = 50,-60
postype = p1
sprpriority = 9
bindtime = 1
random = 100,120
ownpal = 1
supermove = 1
[State ]
type = Explod
triggerall = AnimElemtime(5) <= 0
trigger1 = Random < 100
anim = 10007
pos = 50,-60
postype = p1
sprpriority = 9
bindtime = 1
random = 100,120
ownpal = 1
supermove = 1
ignorehitpause = 1
[State ]
type = Explod
triggerall = AnimElemtime(5) <= 0
trigger1 = Random < 100
anim = 10007
pos = 50,-60
postype = p1
sprpriority = 9
bindtime = 1
random = 100,120
ownpal = 1
supermove = 1
ignorehitpause = 1
[State ]
type = Explod
triggerall = AnimElemtime(5) <= 0
trigger1 = Random < 100
anim = 10007
pos = 50,-60
postype = p1
sprpriority = 9
bindtime = 1
random = 100,120
ownpal = 1
supermove = 1
ignorehitpause = 1
[State ]
type = Explod
triggerall = AnimElemtime(5) <= 0
trigger1 = Random < 100
anim = 10009
pos = 50,-60
postype = p1
sprpriority = 9
bindtime = 1
random = 100,120
ownpal = 1
supermove = 1
ignorehitpause = 1
[State ]
type = Explod
triggerall = AnimElemtime(5) <= 0
trigger1 = Random < 100
anim = 10009
pos = 50,-60
postype = p1
sprpriority = 9
bindtime = 1
random = 100,120
ownpal = 1
supermove = 1
ignorehitpause = 1
[State ]
type = Explod
triggerall = AnimElemtime(5) <= 0
trigger1 = Random < 100
anim = 10009
pos = 50,-60
postype = p1
sprpriority = 9
bindtime = 1
random = 100,120
ownpal = 1
supermove = 1
ignorehitpause = 1
[State ]
type = Explod
triggerall = AnimElemtime(5) <= 0
trigger1 = Random < 100
anim = 10009
pos = 50,-60
postype = p1
sprpriority = 9
bindtime = 1
random = 100,120
ownpal = 1
supermove = 1
ignorehitpause = 1

[State ]
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
attr = S,SA
damage = 40,8
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7,Hit
pausetime = 7,12
sparkno = s6020+random%4
guard.sparkno = s6010
sparkxy = -15,-60
hitsound = s6,5
guardsound = s4,10
ground.type = Low
ground.slidetime = 17
ground.hittime  = 18
ground.velocity = -1.2,-9
airguard.velocity = -1.3,-7.1
air.type = High
air.velocity = -1.5,-7
air.hittime = 12
air.fall = 1

[State ]
type = ChangeState
triggerall = AnimElemtime(5) >= 0
trigger1 = !var(59)
trigger1 = command = "ELEMENT-7"
trigger2 = var(59) = 1
value = 1061
ignorehitpause = 1
[State ]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

[Statedef 1061]
type = S
movetype = A
physics  = S
ctrl = 0
velset = 0,0
anim = 1061
sprpriority = 5

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

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

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

[State ]
type = PlaySnd
triggerall = AnimElemtime(3) >= 0
triggerall = AnimElemtime(7) <= 0
trigger1 = Time%4 = 0
value = 6,4+random%2
volume = -200

[State ]
type = Explod
triggerall = AnimElemtime(3) >= 0
triggerall = AnimElemtime(7) <= 0
trigger1 = Random < 100
anim = 10007
pos = 50,-60
postype = p1
sprpriority = 9
bindtime = 1
random = 100,120
ownpal = 1
supermove = 1
[State ]
type = Explod
triggerall = AnimElemtime(3) >= 0
triggerall = AnimElemtime(7) <= 0
trigger1 = Random < 100
anim = 10007
pos = 50,-60
postype = p1
sprpriority = 9
bindtime = 1
random = 100,120
ownpal = 1
supermove = 1
ignorehitpause = 1
[State ]
type = Explod
triggerall = AnimElemtime(3) >= 0
triggerall = AnimElemtime(7) <= 0
trigger1 = Random < 100
anim = 10007
pos = 50,-60
postype = p1
sprpriority = 9
bindtime = 1
random = 100,120
ownpal = 1
supermove = 1
ignorehitpause = 1
[State ]
type = Explod
triggerall = AnimElemtime(3) >= 0
triggerall = AnimElemtime(7) <= 0
trigger1 = Random < 100
anim = 10007
pos = 50,-60
postype = p1
sprpriority = 9
bindtime = 1
random = 100,120
ownpal = 1
supermove = 1
ignorehitpause = 1
[State ]
type = Explod
triggerall = AnimElemtime(3) >= 0
triggerall = AnimElemtime(7) <= 0
trigger1 = Random < 100
anim = 10009
pos = 50,-60
postype = p1
sprpriority = 9
bindtime = 1
random = 100,120
ownpal = 1
supermove = 1
ignorehitpause = 1
[State ]
type = Explod
triggerall = AnimElemtime(3) >= 0
triggerall = AnimElemtime(7) <= 0
trigger1 = Random < 100
anim = 10009
pos = 50,-60
postype = p1
sprpriority = 9
bindtime = 1
random = 100,120
ownpal = 1
supermove = 1
ignorehitpause = 1
[State ]
type = Explod
triggerall = AnimElemtime(3) >= 0
triggerall = AnimElemtime(7) <= 0
trigger1 = Random < 100
anim = 10009
pos = 50,-60
postype = p1
sprpriority = 9
bindtime = 1
random = 100,120
ownpal = 1
supermove = 1
ignorehitpause = 1
[State ]
type = Explod
triggerall = AnimElemtime(3) >= 0
triggerall = AnimElemtime(7) <= 0
trigger1 = Random < 100
anim = 10009
pos = 50,-60
postype = p1
sprpriority = 9
bindtime = 1
random = 100,120
ownpal = 1
supermove = 1
ignorehitpause = 1

[State ]
type = HitDef
trigger1 = !Time
attr = S,SA
damage = 120,20
animtype = up
guardflag = MA
hitflag = MAFD
priority = 7,Hit
pausetime = 4,7
sparkno = -1
guard.sparkno = s6010
sparkxy = -15,-60
hitsound = s6,6
guardsound = s4,10
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = -8,100
airguard.velocity = -3.7,100
air.type = High
air.velocity = -8,100
air.hittime = 12
fall = 1
fall.recover = 0
fall.envshake.ampl = 10
fall.envshake.freq = 100
fall.envshake.time = 15

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

[Statedef 1062]
type = S
movetype = A
physics  = S
ctrl = 0
velset = 0,0
anim = 1062
sprpriority = 5

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

[State ]
type = PlaySnd
trigger1 = !Time
value = 1,4
[State ]
type = PlaySnd
trigger1 = !Time
value = 3,6
volume = 255

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

[State ]
type = HitDef
trigger1 = !Time
attr = S,SA
damage = 160,20
animtype = up
guardflag = MA
hitflag = MAFD
priority = 7,Hit
pausetime = 4,12
sparkno = s6002
guard.sparkno = s6010
sparkxy = -35,-60
hitsound = s4,4
guardsound = s4,10
ground.type = Low
ground.slidetime = 20
ground.hittime  = 21
ground.velocity = 0,0
airguard.velocity = 0,0
air.type = High
air.velocity = 0,0
air.hittime = 12
p2stateno = 1065
fall = 1
fall.recover = 0
envshake.ampl = 10
envshake.freq = 100
envshake.time = 15

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

[Statedef 1065]
type = A
movetype= H
physics = N
velset = 0,0

[State ]
type = Turn
Trigger1 = frontedgedist <= 0
value = 1

[State ]
type = Velset
trigger1 = time = 1
x = -13
y = 0

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

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

[State ]
type = ChangeAnim2
Trigger1 = !Time
value = 5030

[State ]
type = Changestate
trigger1 = backedgedist <= 0
trigger2 = frontedgedist <= 0
value = 1066

[Statedef 1066]
type = A
movetype= H
physics = N
velset = 1.5,-3.2

[State ]
type = EnvShake
trigger1 = !time
time = 15
freq = 210
ampl = 10

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

[State ]
type = VelAdd
Trigger1 = time > 3
y = .5
x = .05

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

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

[Statedef 1070]
type = S
movetype = A
physics  = S
ctrl = 0
juggle = 12
velset = 0,0
anim = 1060
sprpriority = 5

[State ]
type = Velset
trigger1 = AnimElem = 1
x = 10

[State ]
type = PlaySnd
trigger1 = !Time
value = 2,26
volume = 255

[State ]
type = PlaySnd
triggerall = AnimElemtime(5) <= 0
trigger1 = Time%4 = 0
value = 6,4+random%2
volume = -200

[State ]
type = Explod
triggerall = AnimElemtime(5) <= 0
trigger1 = Random < 100
anim = 10007
pos = 50,-60
postype = p1
sprpriority = 9
bindtime = 1
random = 100,120
ownpal = 1
supermove = 1
[State ]
type = Explod
triggerall = AnimElemtime(5) <= 0
trigger1 = Random < 100
anim = 10007
pos = 50,-60
postype = p1
sprpriority = 9
bindtime = 1
random = 100,120
ownpal = 1
supermove = 1
ignorehitpause = 1
[State ]
type = Explod
triggerall = AnimElemtime(5) <= 0
trigger1 = Random < 100
anim = 10007
pos = 50,-60
postype = p1
sprpriority = 9
bindtime = 1
random = 100,120
ownpal = 1
supermove = 1
ignorehitpause = 1
[State ]
type = Explod
triggerall = AnimElemtime(5) <= 0
trigger1 = Random < 100
anim = 10007
pos = 50,-60
postype = p1
sprpriority = 9
bindtime = 1
random = 100,120
ownpal = 1
supermove = 1
ignorehitpause = 1
[State ]
type = Explod
triggerall = AnimElemtime(5) <= 0
trigger1 = Random < 100
anim = 10009
pos = 50,-60
postype = p1
sprpriority = 9
bindtime = 1
random = 100,120
ownpal = 1
supermove = 1
ignorehitpause = 1
[State ]
type = Explod
triggerall = AnimElemtime(5) <= 0
trigger1 = Random < 100
anim = 10009
pos = 50,-60
postype = p1
sprpriority = 9
bindtime = 1
random = 100,120
ownpal = 1
supermove = 1
ignorehitpause = 1
[State ]
type = Explod
triggerall = AnimElemtime(5) <= 0
trigger1 = Random < 100
anim = 10009
pos = 50,-60
postype = p1
sprpriority = 9
bindtime = 1
random = 100,120
ownpal = 1
supermove = 1
ignorehitpause = 1
[State ]
type = Explod
triggerall = AnimElemtime(5) <= 0
trigger1 = Random < 100
anim = 10009
pos = 50,-60
postype = p1
sprpriority = 9
bindtime = 1
random = 100,120
ownpal = 1
supermove = 1
ignorehitpause = 1

[State ]
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
attr = S,SA
damage = 50,8
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7,Hit
pausetime = 4,7
sparkno = s6020+random%4
guard.sparkno = s6010
sparkxy = -15,-60
hitsound = s6,5
guardsound = s4,10
ground.type = Low
ground.slidetime = 17
ground.hittime  = 18
ground.velocity = -1.2,-9
airguard.velocity = -1.3,-5.1
air.type = High
air.velocity = -1.5,-5
air.hittime = 12
air.fall = 1

[State ]
type = ChangeState
triggerall = AnimElemtime(5) >= 0
trigger1 = !var(59)
trigger1 = command = "ELEMENT-8"
trigger2 = var(59) = 1
value = 1062
ignorehitpause = 1
[State ]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

[Statedef 1080]
type     = S
movetype = A
physics  = S
poweradd = 450
velset   = 0,0
anim     = 1080
ctrl     = 0
sprpriority = 5

[State ]
type = Helper
trigger1 = animelem = 7
name = "canon"
stateno = 1081
pos = -35,0
postype = p1
keyctrl = 0
helpertype = normal
ownpal = 1

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

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

[Statedef 1081]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 0
velset   = 0,0
anim     = 60000
ctrl     = 0
sprpriority = 9

[State ]
type = VelSet
trigger1 = Ishelper
x = 6

[State ]
type = PlaySnd
trigger1 = !time
trigger2 = time = 5
trigger3 = time = 10
trigger4 = time = 15
trigger5 = time = 20
trigger6 = time = 25
trigger7 = time = 30
trigger8 = time = 35
trigger9 = time = 40
trigger10 = time = 45
trigger11 = time = 50
value = 6,20

[State ]
type = Projectile
trigger1 = !time
trigger2 = time = 5
trigger3 = time = 10
trigger4 = time = 15
trigger5 = time = 20
trigger6 = time = 25
trigger7 = time = 30
trigger8 = time = 35
trigger9 = time = 40
trigger10 = time = 45
trigger11 = time = 50
projanim = 10027
projID = 10027
projremove = 0
projpriority = 8
projhitanim = -1
projsprpriority = 9
projremovetime = 17
offset = 50+random%70,-100+random%100
attr = A,HA
animtype = Diagup
damage = 30,10
hitflag = MAF
guardflag = MA
hitsound = s4,4
guardsound = s4,10
pausetime = 0,5
sparkno = s6003
guard.sparkno = s6010
sparkxy = 10,floor(-40+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -4,-10
air.velocity = -4,-10
fall.recover = 0
fall = 1
yaccel = .5
afterimage.time = -1
afterimage.length = 10
afterimage.palcontrast = 250,50,200
afterimage.paladd = 0,0,0
afterimage.palmul = .75,.75,.85
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State ]
type = DestroySelf
trigger1 = time = 200

[Statedef 1090]
type     = S
movetype = A
physics  = S
poweradd = 450
velset   = 0,0
anim     = 1090
ctrl     = 0
sprpriority = 2

[State ]
type = Helper
trigger1 = animelem = 9
name = "element"
ID = 1090
stateno = 1091
pos = 0,0
postype = p2
facing = 1
keyctrl = 0
helpertype = normal
ownpal = 1

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

[Statedef 1091]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 10028
ctrl     = 0
sprpriority = 2

[State ]
type = AssertSpecial
trigger1 = Ishelper
flag = invisible
ignorehitpause = 1

[State ]
type = Explod
trigger1 = !time
anim = 10028
pos = 0,0
postype = p1
bindtime = 1
random = 0,0
sprpriority = 9

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

[State ]
type = EnvShake
trigger1 = !time
time = 10
freq = 100
ampl = -4

[State ]
type = PosSet
trigger1 = 1
y = 0

[State ]
type = PlaySnd
trigger1 = !time
value = 6,21
volume = 255

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

[State ]
type = HitDef
trigger1 = !time
attr = S,SA
animtype = Hard
damage  = 170,10
getpower = 50,20
hitflag= MAF
guardflag = MAF
pausetime = 0,12
guard.pausetime = 0,8
sparkno = s6000
guard.sparkno = s6010
sparkxy = -15,-20+(floor(p2bodydist Y))
hitsound = s4,2
guardsound = s4,10
ground.type = trip
ground.slidetime = 0
ground.hittime = 15
ground.velocity = 0,-15
guard.velocity = -15
air.velocity = 0,-15
fall.recover = 0
fall = 1
p2stateno = 1092

[State ]
type = DestroySelf
trigger1 = time = 5

[Statedef 1095]
type     = S
movetype = A
physics  = S
poweradd = 600
velset = 0,0
anim = 1090
ctrl = 0
sprpriority = 2

[State ]
type = Helper
trigger1 = animelem = 9
name = "element-1"
ID = 1095
stateno = 1096
pos = 0,0
postype = p2
keyctrl = 0
helpertype = normal
ownpal = 1

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

[Statedef 1096]
type     = S
movetype = A
physics  = S
juggle   = 7
poweradd = 450
velset   = 0,0
anim     = 10030
ctrl     = 0
sprpriority = 2

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

[State ]
type = EnvShake
trigger1 = !time
time = 10
freq = 100
ampl = -4

[State ]
type = PosSet
trigger1 = 1
y = 0

[State ]
type = Explod
trigger1 = !time
trigger2 = time = 10
trigger3 = time = 20
anim = 10029
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
random = 100,0
sprpriority = 9

[State ]
type = PlaySnd
trigger1 = !time
trigger2 = time = 10
trigger3 = time = 20
value = S6,22

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

[State ]
type = HitDef
trigger1 = !time
trigger2 = time = 10
attr = S, HP
animtype = Hard
damage  = 70,10
getpower = 50,20
hitflag= MAF
guardflag = MA
guard.pausetime = 0,8
sparkno = s6000
guard.sparkno = s6010
sparkxy = -15,-20+(floor(p2bodydist Y))
hitsound = s4,2
guardsound = s4,10
ground.type = low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -4
guard.velocity = -15
air.velocity = 2,-5
air.recover = 0
fall.recover = 0
fall = 1

[State ]
type = HitDef
trigger1 = time = 20
attr = S, HP
animtype = Hard
damage  = 70,10
getpower = 50,20
hitflag= MAF
guardflag = MA
pausetime = 0,12
guard.pausetime = 0,8
sparkno = s6000
guard.sparkno = s6010
sparkxy = -15,-20+(floor(p2bodydist Y))
hitsound = s4,2
guardsound = s4,10
ground.type = trip
ground.slidetime = 0
ground.hittime = 15
ground.velocity = -2,-15
guard.velocity = -15
air.velocity = -2,-15
fall.recover = 0
fall = 1
p2stateno = 1092

[State ]
type = DestroySelf
trigger1 = time = 21

[Statedef 1092]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

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

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

[State ]
type = VelSet
trigger1 = !time
x = -2.4
y = -14

[State ]
type = Veladd
trigger1 = time >= 2
y = .5

[State ]
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
ampl = 10
freq = 120
time = 10

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

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

[Statedef 1100]
type = S
movetype = A
physics = S
anim = 1000
poweradd = 500
ctrl = 0
velset = 0,0

[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,6
volume = 255
[State ]
type = PlaySnd
trigger1 = AnimElem = 4
value = 6,1

[State ]
type = Projectile
trigger1 = AnimElem = 4
projanim = 11001
projshadow = 68,68,68
projremovetime = 30
offset = 10,-10
velocity = 0.00001,0.00001
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,0
afterimage.palcontrast = 250,200,50
afterimage.paladd =  0,0,0
afterimage.palmul = .85,.75,.75
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State ]
type = Projectile
trigger1 = AnimElemtime(4) = 1
attr = S,SP
projanim = 11002
projID = 1100
projshadow = 68,68,68
projremovetime = 100
projhits = 1
projprojpriority = 2
offset = 30,0
velocity = 4
hitflag = MA
damage = 100,10
getpower = 100,10
givepower = 20,20
animtype = Hard
guardflag = M
pausetime = 0,12
sparkno = s6004
guard.sparkno = s6010
sparkxy = -5,-20
hitsound = S6,16
guardsound = S4,10
ground.type = Low
ground.slidetime = 30
ground.hittime = 17
ground.velocity = -15.5
guard.hittime = 17
guard.velocity = -13
palfx.time = 35
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
afterimage.time = -1
afterimage.length = 5
afterimage.palbright = 0,0,0
afterimage.palcontrast = 250,200,50
afterimage.paladd =  0,0,0
afterimage.palmul = .85,.75,.75
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

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

[Statedef 1110]
type = S
movetype = A
physics = S
anim = 1000
poweradd = 500
ctrl = 0
velset = 0,0

[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,7
volume = 255
[State ]
type = PlaySnd
trigger1 = AnimElem = 4
value = 6,1

[State ]
type = Projectile
trigger1 = AnimElem = 4
projanim = 11001
projshadow = 68,68,68
projremovetime = 30
offset = 10,-10
velocity = 0.00001,0.00001
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,0
afterimage.palcontrast = 250,200,50
afterimage.paladd =  0,0,0
afterimage.palmul = .85,.75,.75
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State ]
type = Projectile
trigger1 = AnimElemtime(4) = 1
attr = S,SP
projanim = 11002
projID = 1110
projshadow = 68,68,68
projremovetime = 100
projprojpriority = 2
projhits = 1
offset = 30,0
velocity = 9
hitflag = MA
damage = 150,10
getpower = 100,10
givepower = 20,20
animtype = Hard
guardflag = M
pausetime = 3,12
sparkno = s6004
guard.sparkno = s6010
sparkxy = -5,-20
hitsound = S6,16
guardsound = S4,10
ground.type = Low
ground.slidetime = 30
ground.hittime = 17
ground.velocity = -15.5
guard.hittime = 17
guard.velocity = -13
palfx.time = 35
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
afterimage.time = -1
afterimage.length = 5
afterimage.palbright = 0,0,0
afterimage.palcontrast = 250,200,50
afterimage.paladd =  0,0,0
afterimage.palmul = .85,.75,.75
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

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

[Statedef 1120]
type  = S
movetype = A
physics  = S
poweradd = 500
velset = 0,0
anim = 1010
ctrl = 0
sprpriority = 3

[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,6
volume = 255
[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 6,1
volume = -100
[State ]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElemtime(4) = 2
trigger3 = AnimElemtime(4) = 6
trigger4 = AnimElemtime(5) = 3
trigger5 = AnimElemtime(5) = 7
value = 6,2
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 = 11004
projid = 1120
projremove = 0
projpriority = 10
projsprpriority = 15
projshadow = 0,0,0
projremovetime = 60
getpower = 70
offset = 25,1
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 = 15
ground.slidetime = 23
ground.velocity = -9
air.juggle = 2
air.velocity = -3.6,-3.8
air.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) = 2
projanim = 11004
projid = 1120
projremove = 0
projpriority = 10
projsprpriority = 15
projshadow = 0,0,0
projremovetime = 60
getpower = 70
offset = 60,1
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 = 15
ground.slidetime = 23
ground.velocity = -9
air.juggle = 2
air.velocity = -3.6,-3.8
air.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 = 11004
projid = 1120
projremove = 0
projpriority = 10
projsprpriority = 15
projshadow = 0,0,0
projremovetime = 60
getpower = 70
offset = 95,1
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 = 15
ground.slidetime = 23
ground.velocity = -9
air.juggle = 2
air.velocity = -3.6,-3.8
air.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) = 6
projanim = 11004
projid = 1120
projremove = 0
projpriority = 10
projsprpriority = 15
projshadow = 0,0,0
projremovetime = 60
getpower = 70
offset = 130,1
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 = 15
ground.slidetime = 23
ground.velocity = -9
air.juggle = 2
air.velocity = -3.6,-3.8
air.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) = 1
projanim = 11004
projid = 1120
projremove = 0
projpriority = 10
projsprpriority = 15
projshadow = 0,0,0
projremovetime = 60
getpower = 70
offset = 165,1
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 = 15
ground.slidetime = 23
ground.velocity = -9
air.juggle = 2
air.velocity = -3.6,-3.8
air.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 = 11004
projid = 1120
projremove = 0
projpriority = 10
projsprpriority = 15
projshadow = 0,0,0
projremovetime = 60
getpower = 70
offset = 200,1
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 = 15
ground.slidetime = 23
ground.velocity = -9
air.juggle = 2
air.velocity = -3.6,-3.8
air.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) = 5
projanim = 11004
projid = 1120
projremove = 0
projpriority = 10
projsprpriority = 15
projshadow = 0,0,0
projremovetime = 60
getpower = 70
offset = 235,1
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 = 15
ground.slidetime = 23
ground.velocity = -9
air.juggle = 2
air.velocity = -3.6,-3.8
air.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) = 7
projanim = 11004
projid = 1120
projremove = 0
projpriority = 10
projsprpriority = 15
projshadow = 0,0,0
projremovetime = 60
getpower = 70
offset = 270,1
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 = 15
ground.slidetime = 23
ground.velocity = -9
air.juggle = 2
air.velocity = -3.6,-3.8
air.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
value = 0
ctrl = 1

[Statedef 1130]
type  = S
movetype = A
physics  = S
poweradd = 500
velset = 0,0
anim = 1020
ctrl = 0
sprpriority = 3

[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,5
volume = 255
[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 6,1
volume = -100
[State ]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElemtime(4) = 4
trigger4 = AnimElemtime(4) = 8
trigger5 = AnimElemtime(5) = 2
value = 6,2
volume = -255

[State ]
type = Projectile
trigger1 = AnimElem = 3
projanim = 11005
projshadow = 68,68,68
projremovetime = 26
offset = -20,-20
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 = 3
projanim = 11004
projid = 1120
projremove = 0
projpriority = 10
projsprpriority = 15
projshadow = 0,0,0
projremovetime = 60
getpower = 70
offset = 270,1
attr = S,SP
animtype = Hard
damage = 30,15
hitflag = MAF
guardflag = M
hitsound = s6,3
guardsound = s4,10
pausetime = 0,0
sparkno = s6004
guard.sparkno = s6010
sparkxy = 20,-45
ground.type = Low
ground.hittime = 15
ground.slidetime = 23
ground.velocity = 9
air.juggle = 2
air.velocity = 3.6,-3.8
air.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(3) = 2
projanim = 11004
projid = 1120
projremove = 0
projpriority = 10
projsprpriority = 15
projshadow = 0,0,0
projremovetime = 60
getpower = 70
offset = 235,1
attr = S,SP
animtype = Hard
damage = 30,15
hitflag = MAF
guardflag = M
hitsound = s6,3
guardsound = s4,10
pausetime = 0,0
sparkno = s6004
guard.sparkno = s6010
sparkxy = 20,-45
ground.type = Low
ground.hittime = 15
ground.slidetime = 23
ground.velocity = 9
air.velocity = 3.6,-3.8
air.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 = AnimElem = 4
projanim = 11004
projid = 1120
projremove = 0
projpriority = 10
projsprpriority = 15
projshadow = 0,0,0
projremovetime = 60
getpower = 70
offset = 200,1
attr = S,SP
animtype = Hard
damage = 30,15
hitflag = MAF
guardflag = M
hitsound = s6,3
guardsound = s4,10
pausetime = 0,0
sparkno = s6004
guard.sparkno = s6010
sparkxy = 20,-45
ground.type = Low
ground.hittime = 15
ground.slidetime = 23
ground.velocity = 9
air.velocity = 3.6,-3.8
air.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) = 2
projanim = 11004
projid = 1120
projremove = 0
projpriority = 10
projsprpriority = 15
projshadow = 0,0,0
projremovetime = 60
getpower = 70
offset = 165,1
attr = S,SP
animtype = Hard
damage = 30,15
hitflag = MAF
guardflag = M
hitsound = s6,3
guardsound = s4,10
pausetime = 0,0
sparkno = s6004
guard.sparkno = s6010
sparkxy = 20,-45
ground.type = Low
ground.hittime = 15
ground.slidetime = 23
ground.velocity = 9
air.velocity = 3.6,-3.8
air.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 = 11004
projid = 1120
projremove = 0
projpriority = 10
projsprpriority = 15
projshadow = 0,0,0
projremovetime = 60
getpower = 70
offset = 130,1
attr = S,SP
animtype = Hard
damage = 30,15
hitflag = MAF
guardflag = M
hitsound = s6,3
guardsound = s4,10
pausetime = 0,0
sparkno = s6004
guard.sparkno = s6010
sparkxy = 20,-45
ground.type = Low
ground.hittime = 15
ground.slidetime = 23
ground.velocity = 9
air.velocity = 3.6,-3.8
air.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) = 6
projanim = 11004
projid = 1120
projremove = 0
projpriority = 10
projsprpriority = 15
projshadow = 0,0,0
projremovetime = 60
getpower = 70
offset = 95,1
attr = S,SP
animtype = Hard
damage = 30,15
hitflag = MAF
guardflag = M
hitsound = s6,3
guardsound = s4,10
pausetime = 0,0
sparkno = s6004
guard.sparkno = s6010
sparkxy = 20,-45
ground.type = Low
ground.hittime = 15
ground.slidetime = 23
ground.velocity = 9
air.velocity = 3.6,-3.8
air.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) = 8
projanim = 11004
projid = 1120
projremove = 0
projpriority = 10
projsprpriority = 15
projshadow = 0,0,0
projremovetime = 60
getpower = 70
offset = 60,1
attr = S,SP
animtype = Hard
damage = 30,15
hitflag = MAF
guardflag = M
hitsound = s6,3
guardsound = s4,10
pausetime = 0,0
sparkno = s6004
guard.sparkno = s6010
sparkxy = 20,-45
ground.type = Low
ground.hittime = 15
ground.slidetime = 23
ground.velocity = 9
air.velocity = 3.6,-3.8
air.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) = 2
projanim = 11004
projid = 1120
projremove = 0
projpriority = 10
projsprpriority = 15
projshadow = 0,0,0
projremovetime = 60
getpower = 70
offset = 25,1
attr = S,SP
animtype = Hard
damage = 30,15
hitflag = MAF
guardflag = M
hitsound = s6,3
guardsound = s4,10
pausetime = 0,0
sparkno = s6004
guard.sparkno = s6010
sparkxy = 20,-45
ground.type = Low
ground.hittime = 15
ground.slidetime = 23
ground.velocity = 9
air.velocity = 3.6,-3.8
air.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
value = 0
ctrl = 1

[Statedef 1140]
type     = S
movetype = A
physics  = S
juggle   = 6
poweradd = 400
velset   = 0,0
anim     = 1030
ctrl     = 0
sprpriority = 2

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

[State ]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,10
channel = 0
volume = 255

[State ]
type = Velset
trigger1 = AnimElemtime(1) > 0 && AnimElemtime(8) < 2
x = 9

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

[State ]
type = ChangeState
trigger1 = AnimElemtime(4) > 0 && AnimElemtime(9) < 0
trigger1 = p2bodydist X < 50
value = 1141

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

[Statedef 1150]
type     = S
movetype = A
physics  = S
juggle   = 6
poweradd = 600
velset   = 0,0
anim     = 1040
ctrl     = 0
sprpriority = 2

[State ]
type = Nothitby
trigger1 = AnimElemtime(17) < 0
value = SCA

[State ]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,6
channel = 0
volume = 255

[State ]
type = Velset
trigger1 = AnimElemtime(1) > 0 && AnimElemtime(16) < 2
x = 15

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

[State ]
type = ChangeState
trigger1 = AnimElemtime(4) > 0 && AnimElemtime(17) < 0
trigger1 = p2bodydist X < 50
value = 1141

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

[Statedef 1141]
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 = 1142

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

[Statedef 1142]
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 = 1145

[State ]
type = ChangeState
trigger1 = movehit
value = 1143

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

[Statedef 1143]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 1143
sprpriority = 5

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

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

[State ]
type = Explod
triggerall = AnimElemtime(6) >= 0
triggerall = target,stateno = 1145
trigger1 = Random < 200
anim = 11003
pos = 0,10
postype = p2
sprpriority = 9
bindtime = 1
random = 100,120
ownpal = 1
supermove = 1
[State ]
type = Explod
triggerall = AnimElemtime(6) >= 0
triggerall = target,stateno = 1145
trigger1 = Random < 200
anim = 11003
pos = 0,10
postype = p2
sprpriority = 9
bindtime = 1
random = 100,120
ownpal = 1
supermove = 1
[State ]
type = Explod
triggerall = AnimElemtime(6) >= 0
triggerall = target,stateno = 1145
trigger1 = Random < 200
anim = 11003
pos = 0,10
postype = p2
sprpriority = 9
bindtime = 1
random = 100,120
ownpal = 1
supermove = 1
[State ]
type = Explod
triggerall = AnimElemtime(6) >= 0
triggerall = target,stateno = 1145
trigger1 = Random < 200
anim = 11003
pos = 0,10
postype = p2
sprpriority = 9
bindtime = 1
random = 100,120
ownpal = 1
supermove = 1

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

[State ]
type = PlaySnd
triggerall = AnimElemtime(6) >= 0
trigger1 = Time%4 = 0
value = 6,4+random%2
volume = -200

[State ]
type = Targetlifeadd
triggerall = AnimElemtime(6) >= 0
trigger1 = Time%4 = 0
value = -4

[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 = 72,-28
[State ]
type = TargetBind
trigger1 = AnimElem = 4
pos = 95,-40
[State ]
type = TargetBind
trigger1 = AnimElem = 5
pos = 95,-70
[State ]
type = TargetBind
trigger1 = AnimElem = 6
pos = 90,-116

[State ]
type = EnvShake
trigger1 = animelem = 6
ampl = 8
freq = 120
time = 120

[State ]
type = ChangeState
trigger1 =  time >= 150
value = 1144

[Statedef 1144]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 1144
sprpriority = 5

[State ]
type = Targetlifeadd
trigger1 = !Time
value = -60

[State ]
type = EnvShake
trigger1 = !Time
ampl = 8
freq = 150
time = 20

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

[State ]
type = targetstate
trigger1 = Time = 1
value = 1146

[State ]
type = Projectile
trigger1 = !Time
projanim = 11006
projpriority = 10
projsprpriority = 15
projremovetime = 35
offset = 0,30
projscale = 0.8,0.8
postype = p2
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,0
afterimage.palcontrast = 250,200,50
afterimage.paladd =  0,0,0
afterimage.palmul = .85,.75,.75
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

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

[Statedef 1145]
type    = A
movetype= H
physics = N
velset = 0,0

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

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

[Statedef 1146]
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 = ChangeAnim2
Trigger1 = !Time
value = 1146

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

[Statedef 1160]
type     = S
movetype = A
physics  = S
juggle = 5
poweradd = 600
velset   = 0,0
anim     = 1160
ctrl  = 0

[State ]
type = PlaySnd
trigger1 = animelem = 2
value = 2,0
volume = 255

[State ]
type = BGPalFX
triggerall = MoveHit
trigger1 = AnimElem = 5
trigger2 = animelem = 10
time = 2
add = 255,255,255

[State ]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = animelem = 9
value = 6,19
volume = 255

[State ]
type = Projectile
trigger1 = AnimElem = 4
projanim = 11007
projpriority = 10
projsprpriority = 15
projremovetime = 34
offset = 0,0
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 = AnimElem = 10
projanim = 11008
projpriority = 10
projsprpriority = 15
projremovetime = 38
offset = 20,-10
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 = HitDef
trigger1 = AnimElem = 5
attr = S,HA
damage = 65,10
animtype = Hard
hitflag = MAF
guardflag = M
priority = 3, Hit
pausetime = 5,10
sparkno = s6004
guard.sparkno = s6010
sparkxy = -10,floor(-30+(enemynear, pos y))
hitsound = s6,2
guardsound = s4,10
ground.type = Low
ground.slidetime = 12
ground.hittime = 30
ground.velocity = 0
air.velocity = -1,-2
palfx.time = 30
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
[State ]
type = HitDef
trigger1 = AnimElem = 10
attr = S, HA
damage = 65,10
animtype = diagup
hitflag = MAF
guardflag = M
priority = 3, Hit
pausetime = 2,7
sparkno = s6004
guard.sparkno = s6010
sparkxy = -10,floor(-30+(enemynear, pos y))
hitsound = s6,2
guardsound = s4,10
ground.type = Low
ground.slidetime = 30
ground.hittime = 15
ground.velocity = -1,-13
air.recover = 0
fall = 1
fall.recover = 0
air.velocity = -1,-13
yaccel = .5
air.velocity = -1,-10
palfx.time = 30
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State ]
type = Explod
triggerall = p2movetype = H && Movehit
trigger1 = Random < 100
anim = 11003
pos = 0,-40
postype = p2
sprpriority = 9
bindtime = 1
random = 80,60
ownpal = 1
scale = 0.8,0.8
supermove = 1
[State ]
type = Explod
triggerall = p2movetype = H && Movehit
trigger1 = Random < 100
anim = 11003
pos = 0,-40
postype = p2
sprpriority = 9
bindtime = 1
random = 80,60
ownpal = 1
scale = 0.8,0.8
supermove = 1
[State ]
type = Explod
triggerall = p2movetype = H && Movehit
trigger1 = Random < 100
anim = 11003
pos = 0,-40
postype = p2
sprpriority = 9
bindtime = 1
random = 80,60
ownpal = 1
scale = 0.8,0.8
supermove = 1
[State ]
type = Explod
triggerall = p2movetype = H && Movehit
trigger1 = Random < 100
anim = 11003
pos = 0,-40
postype = p2
sprpriority = 9
bindtime = 1
random = 80,60
ownpal = 1
scale = 0.8,0.8
supermove = 1

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

[Statedef 1170]
type     = S
movetype = A
physics  = S
juggle = 9
poweradd = 300
velset   = 0,0
anim  = 1160
ctrl  = 0

[State ]
type = PlaySnd
trigger1 = animelem = 2
value = 3,5
volume = 255

[State ]
type = BGPalFX
triggerall = MoveHit
trigger1 = AnimElem = 5
trigger2 = animelem = 10
time = 2
add = 255,255,255

[State ]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = animelem = 9
value = 6,19
volume = 255

[State ]
type = Projectile
trigger1 = AnimElem = 4
projanim = 11007
projpriority = 10
projsprpriority = 15
projremovetime = 34
offset = 0,0
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 = AnimElem = 10
projanim = 11008
projpriority = 10
projsprpriority = 15
projremovetime = 38
offset = 20,-10
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 = HitDef
trigger1 = AnimElem = 5
attr = S,HA
damage = 80,10
animtype = Hard
hitflag = MAF
guardflag = M
priority = 3, Hit
pausetime = 5,10
sparkno = s6004
guard.sparkno = s6010
sparkxy = -10,floor(-30+(enemynear, pos y))
hitsound = s6,2
guardsound = s4,10
ground.type = Low
ground.slidetime = 12
ground.hittime = 30
ground.velocity = 0
air.velocity = -1,-2
palfx.time = 30
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
[State ]
type = HitDef
trigger1 = AnimElem = 10
attr = S, HA
damage = 80,10
animtype = diagup
hitflag = MAF
guardflag = M
priority = 3, Hit
pausetime = 2,7
sparkno = s6004
guard.sparkno = s6010
sparkxy = -10,floor(-30+(enemynear, pos y))
hitsound = s6,2
guardsound = s4,10
ground.type = Low
ground.slidetime = 30
ground.hittime = 15
ground.velocity = -1,-13
air.recover = 0
air.juggle = 0
fall = 1
fall.recover = 0
air.velocity = -1,-13
yaccel = .5
air.velocity = -1,-10
palfx.time = 30
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State ]
type = Explod
triggerall = p2movetype = H && Movehit
trigger1 = Random < 100
anim = 11003
pos = 0,-40
postype = p2
sprpriority = 9
bindtime = 1
random = 80,60
ownpal = 1
scale = 0.8,0.8
supermove = 1
[State ]
type = Explod
triggerall = p2movetype = H && Movehit
trigger1 = Random < 100
anim = 11003
pos = 0,-40
postype = p2
sprpriority = 9
bindtime = 1
random = 80,60
ownpal = 1
scale = 0.8,0.8
supermove = 1
[State ]
type = Explod
triggerall = p2movetype = H && Movehit
trigger1 = Random < 100
anim = 11003
pos = 0,-40
postype = p2
sprpriority = 9
bindtime = 1
random = 80,60
ownpal = 1
scale = 0.8,0.8
supermove = 1
[State ]
type = Explod
triggerall = p2movetype = H && Movehit
trigger1 = Random < 100
anim = 11003
pos = 0,-40
postype = p2
sprpriority = 9
bindtime = 1
random = 80,60
ownpal = 1
scale = 0.8,0.8
supermove = 1

[State ]
type = Changestate
triggerall = animelem = 11
trigger1 = movehit
value = 1171

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

[Statedef 1171]
type     = S
movetype = A
physics  = S
juggle = 0
velset   = 0,0
anim     = 1171
ctrl     = 0
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = animelem = 6
value = 3,16
volume = 255
[State ]
type = PlaySnd
trigger1 = AnimElem = 9
value = 6,4
volume = 255
[State ]
type = PlaySnd
trigger1 = AnimElem = 9
value = 6,1
volume = 255

[State ]
type = EnvShake
trigger1 = AnimElem = 9
ampl = 10
freq = 120
time = 25

[State ]
type = BGPalFX
trigger1 = AnimElem = 9
time = 2
add = 255,255,255

[State ]
type = Explod

trigger1 = AnimElem = 9
anim = 11010
pos = 58,0
postype = p1
bindtime = 1
sprpriority = 11
trans = add
ownpal = 1

[State ]
type = Projectile
trigger1 = AnimElem = 9
projanim = 11009
projID = 11009
projscale = .7,1
projremove = 0
projpriority = 10
projhitanim = -1
projremanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 47
offset = 53,0
attr = S,SP
animtype = Hard
damage = 100,15
hitflag = MAFD
guardflag = M
hitsound = s6,8
guardsound = s4,10
pausetime = 0,6
sparkno = s6004
guard.sparkno = s6010
sparkxy = 20,-100
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -2.4,-10
air.velocity = -2.4,-10
fall = 1
palfx.time = 70
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
p2stateno = 1146
p2facing = 1
afterimage.time = -1
afterimage.length = 8
afterimage.palbright = 0,0,0
afterimage.palcontrast = 250,200,50
afterimage.paladd =  0,0,0
afterimage.palmul = .85,.75,.75
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

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

[Statedef 1200]
type     = S
movetype = A
physics  = S
poweradd = 500
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 3

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

[State ]
type = Explod
trigger1 = Animelem = 4
anim = 12010
postype = P1
scale = 0.8,0.7
pos = -10,0
trans = add
sprpriority = 10

[State ]
type = helper
trigger1 = Animelem = 4
id = 1200
name = "ELEMENT"
pos = 25,-40
postype = P1
stateno = 1201
helpertype = normal
keyctrl = 0
ownpal = 1

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

[Statedef 1210]
type     = S
movetype = A
physics  = S
poweradd = 400
velset   = 0,0
anim     = 1210
ctrl     = 0
sprpriority = 3

[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,0
volume = 255

[State ]
type = helper
trigger1 = Animelem = 4
id = 1200
name = "ELEMENT"
pos = 25,-40
postype = P1
stateno = 1201
helpertype = normal
keyctrl = 0
ownpal = 1
[State ]
type = helper
trigger1 = Animelem = 10
id = 1210
name = "ELEMENT"
pos = 25,-40
postype = P1
stateno = 1211
helpertype = normal
keyctrl = 0
ownpal = 1

[State ]
type = Explod
trigger1 = Animelem = 4
trigger2 = Animelem = 10
anim = 12010
postype = P1
scale = 0.8,0.7
pos = -10,0
trans = add
sprpriority = 10

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

[Statedef 1220]
type = S
movetype = A
physics = N
anim = 1220
velset = 0,0
sprpriority = 2
poweradd = 400
ctrl = 0

[State ]
type = NotHitBy

trigger1 = animelemtime(5) <= 0
value = SCA

[State ]
type = Playsnd
trigger1 = animelemtime(3) <= 0
trigger1 = time%6 = 1
value = 6,32
freqmul = 1.2
volume = 255
[State ]
type = Playsnd
trigger1 = animelemtime(7) <= 0
trigger1 = time%6 = 1
value = 6,36
volume = 255

[State ]
type = EnvShake

trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 9
time = 10

freq = 60
ampl = -5
phase = 30

[State ]
type = AllPalFX
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 9
time = 1

add = 255,255,255

[State ]
type = Explod

trigger1 = animelem = 3
anim = 12015
pos = -8,-130
postype = p1
bindtime = 1

removetime = 25
sprpriority = 999999999
ontop = 1

scale = 1.2,1.2
ownpal = 1
[State ]
type = Explod

trigger1 = animelem = 3
anim = 12016
pos = -8,-130
postype = p1
bindtime = 1

removetime = 25
sprpriority = 10

ontop = 1

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

trigger1 = animelemtime(3) = 1
anim = 12016
pos = -8,-130
postype = p1
bindtime = 1

removetime = 24
sprpriority = 10

ontop = 1

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

trigger1 = animelemtime(3) = 2
anim = 12016
pos = -8,-130
postype = p1
bindtime = 1

removetime = 23
sprpriority = 10

ontop = 1

scale = 0.6,0.6
ownpal = 1
[State ]
type = Explod
trigger1 = animelemtime(7) >= 0
trigger1 = animelemtime(8) <= 4
anim = 12009
sprpriority = 6
postype = p1
pos = 50-(random%10),10 
bindtime = 1
ownpal = 1
vel = 0,-7+(random%6)
scale = 0.25,0.25
trans = add
ignorehitpause = 1
[State ]
type = Explod
trigger1 = animelemtime(8) >= 0
trigger1 = animelemtime(9) <= 4
anim = 12009
sprpriority = 6
postype = p1
pos = 90-(random%10),10 
bindtime = 1
ownpal = 1
vel = 0,-7+(random%6)
scale = 0.25,0.25
trans = add
ignorehitpause = 1
[State ]
type = Explod
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(11) <= 2
anim = 12009
sprpriority = 6
postype = p1
pos = 130-(random%10),10 
bindtime = 1
ownpal = 1
vel = 0,-7+(random%6)
scale = 0.25,0.25
trans = add
ignorehitpause = 1

[State ]
type = PlaySnd
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 9
value = 6,33
volume = 255

[State ]
type = Projectile
trigger1 = animelem = 7
projanim = 12017
projID = 12017
projscreenbound = 1,0
projremove = 0
projpriority = 99
projhitanim = -1
projsprpriority = 6
projshadow = 0,0,0
projremovetime = 22
offset = 40,0
attr = S,HP
hitflag = MAFP
guardflag = MA
animtype = diagup
damage = 40,5
pausetime = 0,10
sparkno = s6005
guard.sparkno = s6010
sparkxy = 0,ceil(p2bodydist y)-20
hitsound = S6,38
guardsound = S4,10
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -7,-8
ground.cornerpush.veloff = 0
air.velocity = -7,-8
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
fall = 1
fall.recover = 0
yaccel = .2
afterimage.time = -1
afterimage.length = 5
afterimage.palbright = 0,0,0
afterimage.palcontrast = 100,100,250
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add
[State ]
type = Projectile
trigger1 = animelem = 8
projanim = 12017
projID = 12017
projscreenbound = 1,0
projremove = 0
projpriority = 99
projhitanim = -1
projsprpriority = 6
projshadow = 0,0,0
projremovetime = 22
offset = 80,0
attr = S,HP
hitflag = MAFP
guardflag = MA
animtype = diagup
damage = 40,5
pausetime = 0,10
sparkno = s6005
guard.sparkno = s6010
sparkxy = 0,ceil(p2bodydist y)-20
hitsound = S6,38
guardsound = S4,10
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -7,-8
ground.cornerpush.veloff = 0
air.velocity = -7,-8
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
fall = 1
fall.recover = 0
yaccel = .4
afterimage.time = -1
afterimage.length = 5
afterimage.palbright = 0,0,0
afterimage.palcontrast = 100,100,250
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add
[State ]
type = Projectile
trigger1 = animelem = 9
projanim = 12017
projID = 12017
projscreenbound = 1,0
projremove = 0
projpriority = 99
projhitanim = -1
projsprpriority = 6
projshadow = 0,0,0
projremovetime = 22
offset = 120,0
attr = S,HP
hitflag = MAFP
guardflag = MA
animtype = diagup
damage = 60,5
pausetime = 0,10
sparkno = s6005
guard.sparkno = s6010
sparkxy = 0,ceil(p2bodydist y)-20
hitsound = S6,38
guardsound = S4,10
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -7,-8
ground.cornerpush.veloff = 0
air.velocity = -7,-8
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
fall = 1
fall.recover = 0
yaccel = .4
afterimage.time = -1
afterimage.length = 5
afterimage.palbright = 0,0,0
afterimage.palcontrast = 100,100,250
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State ]
type = ChangeState

trigger1 = !animtime
value = 0
ctrl = 1

[Statedef 1230]
type = S
movetype = A
physics = N
anim = 1220
velset = 0,0
sprpriority = 2
poweradd = 400
ctrl = 0

[State ]
type = NotHitBy

trigger1 = animelemtime(5) <= 0
value = SCA

[State ]
type = Playsnd
trigger1 = animelemtime(3) <= 0
trigger1 = time%6 = 1
value = 6,32
freqmul = 1.2
volume = 255
[State ]
type = Playsnd
trigger1 = animelemtime(7) <= 0
trigger1 = time%6 = 1
value = 6,36
volume = 255

[State ]
type = EnvShake

trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 9
time = 10

freq = 60
ampl = -5
phase = 30

[State ]
type = AllPalFX
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 9
time = 1

add = 255,255,255

[State ]
type = Explod

trigger1 = animelem = 3
anim = 12015
pos = -8,-130
postype = p1
bindtime = 1

removetime = 25
sprpriority = 999999999
ontop = 1

scale = 1.2,1.2
ownpal = 1
[State ]
type = Explod

trigger1 = animelem = 3
anim = 12016
pos = -8,-130
postype = p1
bindtime = 1

removetime = 25
sprpriority = 10

ontop = 1

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

trigger1 = animelemtime(3) = 1
anim = 12016
pos = -8,-130
postype = p1
bindtime = 1

removetime = 24
sprpriority = 10

ontop = 1

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

trigger1 = animelemtime(3) = 2
anim = 12016
pos = -8,-130
postype = p1
bindtime = 1

removetime = 23
sprpriority = 10

ontop = 1

scale = 0.6,0.6
ownpal = 1
[State ]
type = Explod
trigger1 = animelemtime(7) >= 0
trigger1 = animelemtime(8) <= 4
anim = 12009
sprpriority = 6
postype = p1
pos = 170-(random%10),10 
bindtime = 1
ownpal = 1
vel = 0,-7+(random%6)
scale = 0.25,0.25
trans = add
ignorehitpause = 1
[State ]
type = Explod
trigger1 = animelemtime(8) >= 0
trigger1 = animelemtime(9) <= 4
anim = 12009
sprpriority = 6
postype = p1
pos = 250-(random%10),10 
bindtime = 1
ownpal = 1
vel = 0,-7+(random%6)
scale = 0.25,0.25
trans = add
ignorehitpause = 1
[State ]
type = Explod
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(11) <= 2
anim = 12009
sprpriority = 6
postype = p1
pos = 330-(random%10),10 
bindtime = 1
ownpal = 1
vel = 0,-7+(random%6)
scale = 0.25,0.25
trans = add
ignorehitpause = 1

[State ]
type = PlaySnd
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 9
value = 6,33
volume = 255

[State ]
type = Projectile
trigger1 = animelem = 7
projanim = 12017
projID = 12017
projscreenbound = 1,0
projremove = 0
projpriority = 99
projhitanim = -1
projsprpriority = 6
projshadow = 0,0,0
projremovetime = 22
offset = 160,0
attr = S,HP
hitflag = MAFP
guardflag = MA
animtype = diagup
damage = 40,5
pausetime = 0,10
sparkno = s6005
guard.sparkno = s6010
sparkxy = 0,ceil(p2bodydist y)-20
hitsound = S6,38
guardsound = S4,10
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -7,-8
ground.cornerpush.veloff = 0
air.velocity = -7,-8
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
fall = 1
fall.recover = 0
yaccel = .2
afterimage.time = -1
afterimage.length = 5
afterimage.palbright = 0,0,0
afterimage.palcontrast = 100,100,250
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add
[State ]
type = Projectile
trigger1 = animelem = 8
projanim = 12017
projID = 12017
projscreenbound = 1,0
projremove = 0
projpriority = 99
projhitanim = -1
projsprpriority = 6
projshadow = 0,0,0
projremovetime = 22
offset = 200,0
attr = S,HP
hitflag = MAFP
guardflag = MA
animtype = diagup
damage = 40,5
pausetime = 0,10
sparkno = s6005
guard.sparkno = s6010
sparkxy = 0,ceil(p2bodydist y)-20
hitsound = S6,38
guardsound = S4,10
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -7,-8
ground.cornerpush.veloff = 0
air.velocity = -7,-8
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
fall = 1
fall.recover = 0
yaccel = .4
afterimage.time = -1
afterimage.length = 5
afterimage.palbright = 0,0,0
afterimage.palcontrast = 100,100,250
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add
[State ]
type = Projectile
trigger1 = animelem = 9
projanim = 12017
projID = 12017
projscreenbound = 1,0
projremove = 0
projpriority = 99
projhitanim = -1
projsprpriority = 6
projshadow = 0,0,0
projremovetime = 22
offset = 240,0
attr = S,HP
hitflag = MAFP
guardflag = MA
animtype = diagup
damage = 60,5
pausetime = 0,10
sparkno = s6005
guard.sparkno = s6010
sparkxy = 0,ceil(p2bodydist y)-20
hitsound = S6,38
guardsound = S4,10
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -7,-8
ground.cornerpush.veloff = 0
air.velocity = -7,-8
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
fall = 1
fall.recover = 0
yaccel = .4
afterimage.time = -1
afterimage.length = 5
afterimage.palbright = 0,0,0
afterimage.palcontrast = 100,100,250
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State ]
type = ChangeState

trigger1 = !animtime
value = 0
ctrl = 1

[Statedef 1240]
type     = S
movetype = A
physics  = S
poweradd = 500
velset   = 0,0
anim     = 1240
ctrl     = 0
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,10
[State ]
type = PlaySnd
trigger1 = AnimElem = 10
value = 6,39

[State ]
type = Posadd
trigger1 = AnimElem = 4
trigger2 = animelem = 5
x = 10

[State ]
type = Velset
trigger1 = AnimElemtime(4) > 0
x = 9

[State ]
type = Velset
trigger1 = AnimElem = 5
y = -5

[State ]
type = Veladd
trigger1 = AnimElemtime(5) > 0
y = .8

[State ]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A

[State ]
type = Projectile
trigger1 = animelem = 8
projanim = 12018
projremove = 0
projpriority = 99
projsprpriority = 999
projshadow = 0,0,0
projremovetime = 20
offset = 10,-45
afterimage.time = -1
afterimage.length = 8
afterimage.palbright = 0,0,0
afterimage.palcontrast = 250,250,250
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State ]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1241

[Statedef 1241]
type     = S
movetype = A
physics  = S
ctrl     = 0
velset   = 0,0
anim     = 1241
sprpriority = 2

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

[State ]
type = Posadd
trigger1 = !time
x = 10

[State ]
type = Velset
trigger1 = !Time
x = 0

[State ]
type = PlaySnd
trigger1 = animelem = 2
value = 6,38
volume = 255
[State ]
type = PlaySnd
trigger1 = Time = 1
value = 5,0
[State ]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,2

[State ]
type = HitDef
trigger1 = !time
attr = S,SA
damage = 90,8
animtype = Hard
guardflag = HA
hitflag = MAF-
priority = 3, Hit
pausetime = 2,120
sparkno = s6005
guard.sparkno = s6010
sparkxy = -20,-60
hitsound = s6,37
guardsound = s4,10
ground.type = Low
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -7.5
airguard.velocity = -3.3,-1.8
air.type = High
air.velocity = -3.5,-3
air.hittime = 12
air.fall = 1
Palfx.time = 140
Palfx.add = 13,61,98
Palfx.mul = 358,256,256
Palfx.sinadd = -112,-122,-112,10
Palfx.color = 0

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

[Statedef 1250]
type     = S
movetype = A
physics  = S
poweradd = 300
velset   = 0,0
anim     = 1250
ctrl     = 0
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3,6
[State ]
type = PlaySnd
trigger1 = AnimElem = 10
value = 6,39

[State ]
type = Posadd
trigger1 = AnimElem = 4
trigger2 = animelem = 5
x = 10

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

[State ]
type = Velset
trigger1 = AnimElem = 5
y = -5

[State ]
type = Veladd
trigger1 = AnimElemtime(5) > 0
y = .8

[State ]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A

[State ]
type = Projectile
trigger1 = animelem = 8
projanim = 12018
projremove = 0
projpriority = 99
projsprpriority = 999
projshadow = 0,0,0
projremovetime = 20
offset = 10,-45
afterimage.time = -1
afterimage.length = 8
afterimage.palbright = 0,0,0
afterimage.palcontrast = 250,250,250
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State ]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1251

[Statedef 1251]
type     = S
movetype = A
physics  = S
ctrl     = 0
velset   = 0,0
anim     = 1241
sprpriority = 2

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

[State ]
type = Posadd
trigger1 = !time
x = 10

[State ]
type = Velset
trigger1 = !Time
x = 0

[State ]
type = PlaySnd
trigger1 = animelem = 2
value = 6,38
volume = 255
[State ]
type = PlaySnd
trigger1 = Time = 1
value = 5,0
[State ]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,2

[State ]
type = HitDef
trigger1 = !time
attr = S,SA
damage = 90,8
animtype = Hard
guardflag = HA
hitflag = MAF-
priority = 3, Hit
pausetime = 2,20
sparkno = s6005
guard.sparkno = s6010
sparkxy = -20,-60
hitsound = s6,37
guardsound = s4,10
ground.type = Low
ground.slidetime = 21
ground.hittime  = 22
ground.velocity = -7.5
airguard.velocity = -3.3,-1.8
air.type = High
air.velocity = -3.5,-3
air.hittime = 12
air.fall = 1
Palfx.time = 140
Palfx.add = 13,61,98
Palfx.mul = 358,256,256
Palfx.sinadd = -112,-122,-112,10
Palfx.color = 0

[State ]
type = Projectile
trigger1 = movehit
projanim = 12017
projremove = 0
projpriority = 99
projsprpriority = 6
projshadow = 0,0,0
projremovetime = 22
postype = p2
offset = 0,0
attr = S,HP
hitflag = MAFP
guardflag = MA
animtype = diagup
damage = 40,5
pausetime = 0,10
sparkno = s6005
guard.sparkno = s6010
sparkxy = 0,ceil(p2bodydist y)-20
hitsound = S6,38
guardsound = S4,10
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -7,-8
ground.cornerpush.veloff = 0
air.velocity = -7,-8
envshake.ampl = -4
envshake.time = 20
envshake.phase = 90
envshake.freq = 50
fall = 1
fall.recover = 0
persistent = 0
ignorehitpause = 1
afterimage.time = -1
afterimage.length = 5
afterimage.palbright = 0,0,0
afterimage.palcontrast = 100,100,250
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State ]
type = EnvShake

trigger1 = movehit
time = 10

freq = 60
ampl = -5
phase = 30
persistent = 0
ignorehitpause = 1

[State ]
type = AllPalFX
trigger1 = movehit
time = 1

add = 255,255,255
persistent = 0
ignorehitpause = 1

[State ]
type = PlaySnd
trigger1 = movehit
value = 6,33
volume = 255
persistent = 0
ignorehitpause = 1

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

[Statedef 1260]
type    = S
movetype= I
physics = N
velset = 0,0
poweradd= 400
anim = 1260
ctrl = 0
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = AnimElem = 4
value = 6,40
volume = 255

[State ]
type = Explod
triggerall = !Ishelper
trigger1 = AnimElem = 4
anim = 12019
sprpriority = 2147483647
ownpal = 1
pos = -10,-60
ontop = 1
trans = add
ignorehitpause = 1
[State ]
type = Explod
triggerall = !Ishelper
trigger1 = AnimElem = 4
anim = 12020
sprpriority = -2147483647
ownpal = 1
pos = -10,-50
ontop = 0
trans = add
ignorehitpause = 1

[State ]
type = palfx
trigger1 = animelem = 4
time = 16
add = 30,30,150
mul = 250,250,250
sinadd = 166,166,166,4
color = 1
ignorehitpause = 1

[State ]
type = Changestate
trigger1 = !Animtime
value = 1261

[Statedef 1261]
type = S
movetype = A
physics = S
anim = 1261
velset = 0,0
ctrl = 0

[State ]
type = Explod
triggerall = !Ishelper
trigger1 = !Time
anim = 12021
sprpriority = 2147483647
ownpal = 1
pos = -10,-50
ontop = 1
trans = add
ignorehitpause = 1
[State ]
type = Explod
triggerall = !Ishelper
trigger1 = !Time
anim = 12020
sprpriority = -2147483647
ownpal = 1
pos = -10,-50
ontop = 0
trans = add
scale = 0.6,0.6
ignorehitpause = 1

[State ]
type = PlaySnd
trigger1 = !Time
value = 6,40
volume = 255

[State ]
type = palfx
trigger1 = !time
time = 20
add = 30,30,150
mul = 250,250,250
sinadd = 166,166,166,4
color = 1
ignorehitpause = 1

[State ]
type = posset
trigger1 = !time
x = enemy,pos x - 50

[State ]
type = turn
trigger1 = Time = 1
trigger1 = p2bodydist  x <-1

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

[Statedef 1270]
type    = S
movetype= I
physics = N
velset = 0,0
poweradd= 400
anim = 1260
ctrl = 0
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = AnimElem = 4
value = 6,40
volume = 255

[State ]
type = Explod
triggerall = !Ishelper
trigger1 = AnimElem = 4
anim = 12019
sprpriority = 2147483647
ownpal = 1
pos = -10,-60
ontop = 1
trans = add
ignorehitpause = 1
[State ]
type = Explod
triggerall = !Ishelper
trigger1 = AnimElem = 4
anim = 12020
sprpriority = -2147483647
ownpal = 1
pos = -10,-50
ontop = 0
trans = add
ignorehitpause = 1

[State ]
type = palfx
trigger1 = animelem = 4
time = 16
add = 30,30,150
mul = 250,250,250
sinadd = 166,166,166,4
color = 1
ignorehitpause = 1

[State ]
type = Changestate
trigger1 = !Animtime
value = 1271

[Statedef 1271]
type = S
movetype = A
physics = S
anim = 1261
velset = 0,0
ctrl = 0

[State ]
type = Explod
triggerall = !Ishelper
trigger1 = !Time
anim = 12021
sprpriority = 2147483647
ownpal = 1
pos = -10,-50
ontop = 1
trans = add
ignorehitpause = 1
[State ]
type = Explod
triggerall = !Ishelper
trigger1 = !Time
anim = 12020
sprpriority = -2147483647
ownpal = 1
pos = -10,-50
ontop = 0
trans = add
scale = 0.6,0.6
ignorehitpause = 1

[State ]
type = PlaySnd
trigger1 = !Time
value = 6,40
volume = 255

[State ]
type = palfx
trigger1 = !time
time = 20
add = 30,30,150
mul = 250,250,250
sinadd = 166,166,166,4
color = 1
ignorehitpause = 1

[State ]
type = posset
trigger1 = !time
x = enemy,pos x + 50

[State ]
type = turn
trigger1 = Time = 1
trigger1 = p2bodydist  x <-1

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

[Statedef 1300]
type    = A
movetype= A
physics = N
poweradd = 500
velset = 0,0
anim = 1000
ctrl = 0
juggle = 4
sprpriority = 2

[State ]
type = Projectile
trigger1 = animelem = 4
projanim = 13000
projid = 1300
projremove = 1
projremovetime = 600
projhits = 1
projremanim = 13001
projhitanim = 13001
projspriority = 999999
offset = 45,-55
velocity = 1,0
attr = S, SP
damage = 90,10
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = s6001
guard.sparkno = s6010
sparkxy = 10,0
hitsound = S6,43
guardsound = S4,10
pausetime = 0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = 0,0
fall = 1
fall.recover = 0
air.juggle = 6
p2stateno = 1301
afterimage.time = -1
afterimage.length = 8
afterimage.paladd = 0,0,0
afterimage.palcontrast = 70,70,70
afterimage.palbright = 0,0,0
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add1

[State ]
type = PlaySnd
trigger1 = animelem = 3
value = 3,15

[State ]
type = PlaySnd
trigger1 = animelem = 4
value = 6,44
volume = 255

[State ]
type = changestate
trigger1 = !animtime
value = 0
ctrl = 1

[Statedef 1310]
type    = S
movetype= A
physics = N
juggle  = 7
poweradd = 400
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = -1

[State ]
type = Projectile
trigger1 = animelem = 4
projanim = 13000
projid = 1300
projremove = 1
projhits = 1
projremovetime = 600
projremanim = 13001
projhitanim = 13001
projspriority = 999999
offset = 45,-55
velocity = 2,0
attr = S,SP
damage  = 110,15
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = s6001
guard.sparkno = s6010
sparkxy = 10,0
hitsound = S6,43
guardsound = S4,10
pausetime = 0,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.juggle = 8
fall = 1
fall.recover = 0
p2stateno = 1301
afterimage.time = -1
afterimage.length = 8
afterimage.paladd = 0,0,0
afterimage.palcontrast = 70,70,70
afterimage.palbright = 0,0,0
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add1

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

[State ]
type = PlaySnd
trigger1 = animelem = 4
value = 6,44
volume = 255

[State ]
type = changestate
trigger1 = !animtime
value = 0
ctrl = 1

[Statedef 1301]
type = A
movetype = H
ctrl = 0
velset = 0,0
sprpriority = -1

[State ]
type = PalFX
trigger1 = !time
time = 3
color = 0
add = 0,0,0
ignorehitpause = 1
[State ]
type = PalFX
trigger1 = time = 3
time = 3
color = 0
add = 40,40,40
ignorehitpause = 1
[State ]
type = PalFX
trigger1 = time = 5
time = 3
color = 0
add = 60,60,60
ignorehitpause = 1
[State ]
type = PalFX
trigger1 = time >= 7
trigger1 = Time < 100
time = 2
color = 0
add = 35,35,35
ignorehitpause = 1
[State ]
type = PalFX
trigger1 = Time % 3 = 0
trigger1 = Time >= 100
time = 1
color = 0
add = 35,35,35
ignorehitpause = 1

[State ]
type = statetypeset
trigger1 = !time
trigger1 = pos y = 0
value = S

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

[State ]
type = changestate
trigger1 = time = 120
value = 1302

[Statedef 1302]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = -4,-6

[State ]
type = ChangeAnim2
trigger1 = !time
value = 13002

[State ]
type = VelAdd
trigger1 = time > 0
y = .39

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

[Statedef 1320]
type     = S
movetype = A
physics  = S
juggle   = 2
poweradd = 200
velset   = 0,0
anim     = 1320
ctrl     = 0
sprpriority = 2

[State ]
type = Explod
trigger1 = Animelem = 1
anim = 12010
postype = P1
scale = 0.8,0.7
pos = 10,0
trans = add
sprpriority = 10

[State ]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6,19
volume = 255
[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,0
volume = 255
[State ]
type = PlaySnd
trigger1 = movehit = 1
value = 4,4
persistent = 0
volume = -255
ignorehitpause = 1

[State ]
type = Velset
trigger1 = !time
x = 0
[State ]
type = Velset
trigger1 = AnimElem = 1
x = 15
[State ]
type = Velset
trigger1 = !Animtime
x = 0

[State ]
type = HitDef
trigger1 = !Time
attr = S, SA
damage = 50,8
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3,Hit
pausetime = 20,30
sparkno = s6001
guard.sparkno = s6010
sparkxy = -20,-75
hitsound = s6,45
guardsound = s4,10
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4,-6
air.velocity = -4,-6
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
envshake.ampl = -20
envshake.time = 20
envshake.phase = 60
envshake.freq = 130

[State ]
type = ChangeState
triggerall = var(59) = 1
trigger1 = movehit
value = 1321
[State ]
type = ChangeState
triggerall = !var(59)
trigger1 = command = "ELEMENT-3"
trigger1 = movehit
value = 1321
[State ]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

[Statedef 1321]
type     = S
movetype = A
physics  = S
poweradd = 200
velset   = 0,0
anim     = 1321
ctrl     = 0
sprpriority = 5

[State ]
type = Explod
trigger1 = Animelem = 1
anim = 12010
postype = P1
scale = 0.8,0.7
pos = 10,0
trans = add
sprpriority = 10

[State ]
type = PlaySnd
trigger1 = AnimElem = 1
value = s5,5
[State ]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,1
[State ]
type = Velset
trigger1 = AnimElem = 2
x = 9
[State ]
type = Velset
trigger1 = AnimElem = 6
x = 0

[State ]
type = HitDef
trigger1 = !Time
attr = S, SA
damage = 50,10
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 30,40
sparkno = s6001
guard.sparkno = s6010
sparkxy = -20,-75
hitsound = s6,45
guardsound = s4,10
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6
air.velocity = -4,-4
air.type = High
air.hittime = 12
air.fall = 1
envshake.ampl = -20
envshake.time = 20
envshake.phase = 60
envshake.freq = 130

[State ]
type = ChangeState
triggerall = var(59) = 1
trigger1 = movehit
value = 1322
[State ]
type = ChangeState
triggerall = !var(59)
trigger1 = command = "ELEMENT-3"
trigger1 = AnimElemtime(3) > 1 && AnimElemtime(6) < 2
value = 1322
[State ]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

[Statedef 1322]
type     = A
movetype = A
physics  = S
poweradd = 200
velset   = 0,0
anim     = 1322
ctrl     = 0
sprpriority = 3

[State ]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6,8
volume = 255
[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,9
volume = 255

[State ]
type = Velset
trigger1 = !time
x = 0
[State ]
type = Velset
trigger1 = time > 1
x = 4
[State ]
type = Velset
trigger1 = AnimElem = 1
y = -5
[State ]
type = VelAdd
trigger1 = time > 0
y = .5

[State ]
type = HitDef
trigger1 = !Time
attr = S, SA
damage = 60,10
animtype = up
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 4,5
sparkno = s6001
guard.sparkno = s6010
sparkxy = -25, -60
hitsound = s6,46
guardsound = s4,10
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -7,15
airguard.velocity = -2.3,-1.8
air.velocity = -7,15
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
fall.envshake.ampl = -40
fall.envshake.time = 20
fall.envshake.phase = 60
fall.envshake.freq = 130

[State ]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1323

[Statedef 1323]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 1323
ctrl     = 0
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = time = 1
value = 5,0

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

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

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

[Statedef 1330]
type     = S
movetype = A
physics  = S
juggle   = 2
poweradd = 200
velset   = 0,0
anim     = 1320
ctrl     = 0
sprpriority = 2

[State ]
type = Explod
trigger1 = Animelem = 1
anim = 12010
postype = P1
scale = 0.8,0.7
pos = 10,0
trans = add
sprpriority = 10

[State ]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6,19
volume = 255
[State ]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,10
volume = 255
[State ]
type = PlaySnd
trigger1 = movehit = 1
value = 4,4
persistent = 0
volume = -255
ignorehitpause = 1

[State ]
type = Velset
trigger1 = !time
x = 0
[State ]
type = Velset
trigger1 = AnimElem = 1
x = 25
[State ]
type = Velset
trigger1 = !Animtime
x = 0

[State ]
type = HitDef
trigger1 = !Time
attr = S, SA
damage = 40,5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3,Hit
pausetime = 20,30
sparkno = s6001
guard.sparkno = s6010
sparkxy = -20,-75
hitsound = s6,45
guardsound = s4,10
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4,-6
air.velocity = -4,-6
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
envshake.ampl = -20
envshake.time = 20
envshake.phase = 60
envshake.freq = 130

[State ]
type = ChangeState
triggerall = var(59) = 1
trigger1 = movehit
value = 1331
[State ]
type = ChangeState
triggerall = !var(59)
trigger1 = command = "ELEMENT-4"
trigger1 = movehit
value = 1331
[State ]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

[Statedef 1331]
type     = S
movetype = A
physics  = S
poweradd = 200
velset   = 0,0
anim     = 1321
ctrl     = 0
sprpriority = 5

[State ]
type = Explod
trigger1 = Animelem = 1
anim = 12010
postype = P1
scale = 0.8,0.7
pos = 10,0
trans = add
sprpriority = 10

[State ]
type = PlaySnd
trigger1 = AnimElem = 1
value = s5,5
[State ]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3,12
[State ]
type = Velset
trigger1 = AnimElem = 2
x = 19
[State ]
type = Velset
trigger1 = AnimElem = 6
x = 0

[State ]
type = HitDef
trigger1 = !Time
attr = S, SA
damage = 50,10
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 30,40
sparkno = s6001
guard.sparkno = s6010
sparkxy = -20,-75
hitsound = s6,45
guardsound = s4,10
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6
air.velocity = -4,-4
air.type = High
air.hittime = 12
air.fall = 1
envshake.ampl = -20
envshake.time = 20
envshake.phase = 60
envshake.freq = 130

[State ]
type = ChangeState
triggerall = var(59) = 1
trigger1 = movehit
value = 1332
[State ]
type = ChangeState
triggerall = !var(59)
trigger1 = command = "ELEMENT-4"
trigger1 = AnimElemtime(3) > 1 && AnimElemtime(6) < 2
value = 1332
[State ]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

[Statedef 1332]
type     = A
movetype = A
physics  = S
poweradd = 200
velset   = 0,0
anim     = 1332
ctrl     = 0
sprpriority = 3

[State ]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6,8
volume = 255
[State ]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3,6
volume = 255

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

[State ]
type = HitDef
trigger1 = !Time
attr = S, SA
damage = 60,10
animtype = up
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 4,5
sparkno = s6001
guard.sparkno = s6010
sparkxy = -25, -60
hitsound = s6,46
guardsound = s4,10
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -15,-3
airguard.velocity = -9,-1.8
air.velocity = -15,-3
air.type = High
air.hittime = 12
p2stateno = 1065
fall = 1
fall.recover = 0
envshake.ampl = -40
envshake.time = 20
envshake.phase = 60
envshake.freq = 130

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

[Statedef 1340]
type    = S
movetype= I
physics = S
poweradd = 300
velset = 0,0
anim = 1340
ctrl = 0
sprpriority = 2

[State ]
type = PlaySnd
trigger1 = animelem = 4
value = 3,5
volume = 255

[State ]
type = helper
trigger1 = AnimElem = 7
name = "rock"
ID = 1340
pos = 80,-250
postype = P1
stateno = 1341
keyctrl = 0
ownpal = 1

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

[Statedef 1350]
type    = S
movetype= I
physics = S
poweradd = 300
velset = 0,0
anim = 1340
ctrl = 0
sprpriority = 2

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

[State ]
type = helper
trigger1 = AnimElem = 7
name = "rock"
ID = 1340
pos = 200,-250
postype = P1
stateno = 1341
keyctrl = 0
ownpal = 1

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

[Statedef 1360]
type = S
movetype = A
physics = S
juggle = 6
velset = 0,0
ctrl = 0
anim = 1360
poweradd = 400
sprpriority = 2

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

[State ]
type = EnvShake
trigger1 = AnimElem = 7
freq = 150
ampl = -50
phase = 90
time = 15
ignorehitpause = 1

[State ]
type = AllPalFX
trigger1 = AnimElem = 7
time = 5
add = 255,255,255

[State ]
type = Explod
trigger1 = AnimElem = 7
anim = 10028
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 9

[State ]
type = HitDef
trigger1 = !Time
attr = S,NA
damage = 60,7
animtype = Light
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 0,50
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(10) >= 0
triggerall = animelemtime(10) <= 50
trigger1 = !(Time%7)
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 = !AnimTime
value = 0
ctrl = 1

