

;---------------------------------------------------------------------------

[Statedef 19999]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1860
ctrl     = 0

[State 2000, 挻昁嶦媄敪摦偺帪娫掆巭]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -2000
movetime = 30
time = 30

[State 2001, 柍揋]
type = NotHitBy
trigger1 = 1
value = SCA, AA, AT, AP

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 3005
pos = 0,-80
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1


[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 29;29
value = 0,0,0
under = 2

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 3001
pos = 0,-80
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s16,1

[State 2000,]
type = PlaySnd
trigger1 = time = 0
value = s23,1
channel = 15
volume = 700

[State 1000, AssertSpecial]
type = AssertSpecial
trigger1 = time >=30
flag = nobardisplay
ignorehitpause = 1


[State 2001, 柍揋]
type = NotHitBy
trigger1 = 1
value = SCA, AA, AT, AP

[State -1];
type = Helper
trigger1 = time = [31,268]
trigger1 = time%2 = 1
pos = (var(24)),(var(26))
stateno = 9999
helpertype = normal
keyctrl = 0
supermovetime = 30
size.xscale = 1
size.yscale = 1

[State 1000,VarRandom]
type = VarRandom
trigger1 = 1
v = 24
range = -270,270

[State 1000,VarRandom]
type = VarRandom
trigger1 = 1
v = 26
range = 7,20

[State 1000, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 9999]
type     = S
movetype = A
physics  = N
juggle   = 0
ctrl     = 0
anim     = 1853
sprpriority = 5

[State 969696]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 2000,]
type = PlaySnd
trigger1 = time = 0
value = s10,8
channel = 2

[State 2001, 柍揋]
type = NotHitBy
trigger1 = 1
value = SCA, AA, AT, AP

[State 0, Explod]
type = Explod ;图像控制器
trigger1 = time = 0
anim = 1851
pos = 0,0
postype = p1 
bindtime = 1 
removetime = -2
pausemovetime = 9999999
supermovetime = 9999999
supermove = 1
scale = .48,1.03
sprpriority = 10 
ontop = 1
ownpal = 1

[State 0, Explod]
type = Explod ;图像控制器
trigger1 = time = 0
anim = 1850
pos = 0,10
postype = p1 
bindtime = 1 
removetime = -2
pausemovetime = 9999999
supermovetime = 9999999
supermove = 1
scale = 1.08,1.08
sprpriority = 10 
ontop = 1
ownpal = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = A, HA
damage = 50,5
getpower = 0,10
animtype = diagup
hitflag = MAF
guardflag = MA
priority = 3, Hit
hitsound = -1
guardsound = -1
pausetime = 0,2
sparkno = s2002
guard.sparkno = s2007
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
sparkxy = 10,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = (var(25))
envshake.time = 15
envshake.ampl = 5
envshake.freq = 100
envshake.phase = 120
air.velocity = (var(25)), -6
fall.recover = 0
fall = 1

[State 1000,VarRandom]
type = VarRandom
trigger1 = 1
v = 25
range = -10,10

[State 1000, 僗僥乕僩曄峏]
type = DestroySelf
trigger1 = animtime = 0

;-------------------------[觉醒之力2]

[Statedef 9500]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
juggle = 2
sprpriority = 10 
anim = 5900
poweradd = 0

[State 2000, 挻昁嶦媄敪摦偺帪娫掆巭]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -3000
movetime = -1
time = 30

[State 2001, 柍揋]
type = NotHitBy
trigger1 = 1
value = SCA, AA, AT, AP

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 4058
pos = 0,-80
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 4059
pos = 0,-80
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s21,3

[State 2000,]
type = PlaySnd
trigger1 = time = 0
value = s23,1
channel = 15
volume = 700

[State 8550, 3]
type = Helper
trigger1 = time = 2
postype = P1
pos = 0,0
stateno = 969696
pausemovetime = 9999999
ignorehitpause = 0
keyctrl = 0
facing = 1
ownpal = 1

[State 8550, 3]
type = Helper
trigger1 = AnimElem = 1
ID = 8500
postype = P1
supermove = 1
pos = 0,0
stateno = 8500
sprpriority = -10 
keyctrl = 0
facing = 1
ownpal = 1

[State 3100, 9]
type = ChangeState
trigger1 = Time = 281
value = 0
ctrl = 1

[Statedef 8500]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
juggle = 0
anim = 5800
poweradd = 0
sprpriority = -8

[State -2]
type = Explod
triggerALL = ANIM = 5800
trigger1 = GameTime%3 = 2
anim = 1080
sprpriority = 20
postype = p1
pos = 40 - (random%200),-5- (random%28)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 0,-3

[State -2]
type = Explod
triggerALL = ANIM = 5800
trigger1 = GameTime%2 = 1
anim = 1081
sprpriority = 20
postype = p1
pos = -40 + (random%200),-5- (random%28)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 0,-3

[State -2]
type = Explod
triggerALL = ANIM = 5800
trigger1 = GameTime%2 = 2
anim = 1080
sprpriority = 20
postype = p1
pos = 40 - (random%200),5
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 0,-3

[State -2]
type = Explod
triggerALL = ANIM = 5800
trigger1 = GameTime%3 = 1
anim = 1081
sprpriority = 20
postype = p1
pos = -40 + (random%200),5
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 0,-3

[State 2000,]
type = PlaySnd
trigger1 =animelem = 2
value = s5588,4

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 16
value = s5588,3

[State 3110, 3]
type = HitDef
trigger1 = gametime%2 = 1
attr = S, HA
animtype =  Heavy
damage = 50,8
guardflag = M
pausetime = 0,0
sparkxy = 0,-75 + (floor(p2bodydist Y))
hitsound   = s6688,0
sparkno = s2002
guard.sparkno = s2007
guardsound =s2,1
priority = 6, Hit
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10.9,-8.2
air.velocity = -10.9,-8.6
guard.slidetime = 22
guard.hittime  = 32
guard.ctrltime = 34
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State 0, EnvColor]
type = EnvColor
trigger1 = time = 0
value = 0,0,0
time = 300
under = 1

[State 8550, 3]
type = Helper
trigger1 = AnimElem = 20
ID = 3110
postype = P1
pos = -85,-75
stateno = 6000
keyctrl = 0
facing = 1
ownpal = 1

[State 8550, 3]
type = Helper
trigger1 = AnimElem = 20
ID = 3110
postype = P1
pos = -85,-75
stateno = 6001
keyctrl = 0
facing = 1
ownpal = 1

[State 8550, 3]
type = Helper
trigger1 = AnimElem = 20
ID = 3110
postype = P1
pos = -85,-75
stateno = 6002
keyctrl = 0
facing = 1
ownpal = 1

[State 8550, 3]
type = Helper
trigger1 = AnimElem = 20
ID = 3110
postype = P1
pos = -85,-75
stateno = 6003
keyctrl = 0
facing = 1
ownpal = 1

[State 8550, 3]
type = Helper
trigger1 = AnimElem = 20
ID = 3110
postype = P1
pos = -85,-75
stateno = 6010
size.xscale = .8
size.yscale = .8
keyctrl = 0
facing = 1
ownpal = 1

[State 2000,6]
type = Explod
trigger1 = AnimElem = 20
anim = 5558
pos = -85,-75
postype = P1
sprpriority = 4
supermove = 1
ownpal = 0
bindtime = -1
persistent = 0
Removetime = 204
pausemovetime = 9999999
supermovetime = 9999999

[State 2000,6]
type = Explod
trigger1 = AnimElem = 20
anim = 5557
pos = 60,-75
postype = P1
sprpriority = 4
supermove = 1
ownpal = 0
bindtime = -1
persistent = 0
Removetime = 204
pausemovetime = 9999999
supermovetime = 9999999

[State 8550, 3]
type = Helper
trigger1 = AnimElem = 20
ID = 3110
postype = P1
pos = 60,-75
size.xscale = .8
size.yscale = .8
stateno = 60100
keyctrl = 0
facing = 1
ownpal = 1

[State 8550, 3]
type = Helper
trigger1 = AnimElem = 20
ID = 3110
postype = P1
pos = 60,-75
stateno = 7000
keyctrl = 0
facing = 1
ownpal = 1

[State 8550, 3]
type = Helper
trigger1 = AnimElem = 20
ID = 3110
postype = P1
pos = 60,-75
stateno = 7001
keyctrl = 0
facing = 1
ownpal = 1

[State 8550, 3]
type = Helper
trigger1 = AnimElem = 20
ID = 3110
postype = P1
pos = 60,-75
stateno = 7002
keyctrl = 0
facing = 1
ownpal = 1

[State 8550, 3]
type = Helper
trigger1 = AnimElem = 20
ID = 3110
postype = P1
pos = 60,-75
stateno = 7003
keyctrl = 0
facing = 1
ownpal = 1

[State 3110]
type = AfterImage
trigger1 = Time = 0
time = -1
length = 4
palbright = 60,0,0
palcontrast = 150,150,150
paladd =  0,0,0
palmul = 0.9,0.9,0.9
timegap = 2
framegap = 1
trans = add

[State 3100, 9]
type = ChangeState
trigger1 = Time = 252
value = 8550


[Statedef 969696]
type = A
physics = N
anim = 1087
sprpriority = 100
ctrl = 0

[State 3110]
type = AfterImage
trigger1 = Time = 0
time = -1
length = 4
palbright = 60,0,0
palcontrast = 150,150,150
paladd =  0,0,0
palmul = 0.9,0.9,0.9
timegap = 2
framegap = 1
trans = add

[State 969696]
type = bindtoroot
trigger1 = 1
pos = 0,0
facing = 1

[state 969696]
type = null;varset
trigger1 = time = 0
fvar(10) = 0

[state 969696]
type = null;varadd
trigger1 = 1
fvar(10) = 0.01

[state 969696]
type = null;bindtoroot
trigger1 = 1
pos = 4 * cos(fvar(10)),0

[State 969696]
type = changeanim
trigger1 = selfanimexist(root,anim)
value = (root,anim)
elem = (root,animelemno(0))

[State 969696]
type = nothitby
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 969696]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 969696]
type = angledraw
trigger1= 1
scale= 1 + 0.04*(gametime%6), 1 + 0.04*(gametime%6)

[State 969696]
type = trans
trigger1 = 1
trans = addalpha
alpha= 250 - 46*(gametime%6), 46*(gametime%6)
ignorehitpause = 1

[State 969696]
type = destroyself
trigger1 = time = 281

[Statedef 8550]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
juggle = 2
anim = 5850
sprpriority = -8
poweradd = 0

[State 2000,]
type = PlaySnd
trigger1 =time = 80
value = s5588,5

[State 6010, 9]
type = DestroySelf
trigger1 = ANIMTime = 0

[Statedef 60100]
movetype = A
velset = 0,0
anim = 6010
juggle = 9
sprpriority = -3
Ctrl = 0

[State 2000,]
type = PlaySnd
trigger1 = time = 0
value = s5588,2
channel = 2

[State 6010, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 3110]
type = AfterImage
trigger1 = Time = 0
time=-1
length=5
PalBright=55,55,55
PalContrast=145,145,145
PalAdd=-35,-15,15
PalMul=.9,.9,.9
FrameGap=1
Trans=Add
ownpal=1
ontop=1
sprpriority=5

[State 6010, 9]
type = CHANGESTATE
trigger1 = Time = 196
value = 65555

[Statedef 6010]
movetype = A
velset = 0,0
anim = 6010
juggle = 9
sprpriority = -3
Ctrl = 0

[State 2000,]
type = PlaySnd
trigger1 = time = 0
value = s5588,2
channel = 2

[State 6010, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 3110]
type = AfterImage
trigger1 = Time = 0
time=-1
length=5
PalBright=10,10,10
PalContrast=145,145,145
PalAdd=35,-35,-35
PalMul=.9,.9,.9
FrameGap=1
Trans=Add
 
ontop=1
sprpriority=5

[State 6010, 9]
type = CHANGESTATE
trigger1 = Time = 196
value = 65555

[Statedef 65555]
movetype = A
velset = 0,0
anim = 6020
juggle = 9
sprpriority = -3
Ctrl = 0

[State 3120, 1]
type = StopSnd
trigger1 = ANIMTime = 0
channel = 2

[State 6010, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 6010, 9]
type = DestroySelf
trigger1 = ANIMTime = 0

;---------------------
; 敀梾柵惛乮僿儖僷乕俀乯
;---------------------
[Statedef 6000]
movetype = A
velset = 0,0
anim = 6000
sprpriority = 5
Ctrl = 0

[State 6010, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 6010, 9]
type = DestroySelf
trigger1 = Time = 208

[Statedef 7000]
movetype = A
velset = 0,0
anim = 7000
sprpriority = 5
Ctrl = 0

[State 6010, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 6010, 9]
type = DestroySelf
trigger1 = Time = 208

;---------------------
; 敀梾柵惛乮僿儖僷乕俁乯
;---------------------
[Statedef 6001]
movetype = A
velset = 0,0
anim = 6001
sprpriority = 5
Ctrl = 0

[State 6010, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 6010, 9]
type = DestroySelf
trigger1 = Time = 208

[Statedef 7001]
movetype = A
velset = 0,0
anim = 7001
sprpriority = 5
Ctrl = 0

[State 6010, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 6010, 9]
type = DestroySelf
trigger1 = Time = 208

;---------------------
; 敀梾柵惛乮僿儖僷乕係乯
;---------------------
[Statedef 6002]
movetype = A
velset = 0,0
anim = 6002
sprpriority = 5
Ctrl = 0

[State 6010, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 6010, 9]
type = DestroySelf
trigger1 = Time = 208

[Statedef 6003]
movetype = A
velset = 0,0
anim = 6003
sprpriority = 5
Ctrl = 0

[State 6010, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 6010, 9]
type = DestroySelf
trigger1 = Time = 208

[Statedef 7002]
movetype = A
velset = 0,0
anim = 7002
sprpriority = 5
Ctrl = 0

[State 6010, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 6010, 9]
type = DestroySelf
trigger1 = Time = 208

[Statedef 7003]
movetype = A
velset = 0,0
anim = 7003
sprpriority = 5
Ctrl = 0

[State 6010, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 6010, 9]
type = DestroySelf
trigger1 = Time = 208

;----------------------[日]

[Statedef 24000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= 0
anim = 2400
ctrl = 0
sprpriority = 1

[State 7800]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State 2000, 2]
type = SuperPause
trigger1 = time = 2
time = 32
movetime = 32
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 2024
sprpriority = -1
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 2025
sprpriority = 3
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 29;29
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10,10

;---------------------[岠壥壒]
[state a];堏摦
type = playsnd
trigger1 = animelem = 10
value = 1100,1

;---------------------[僄僼僃僋僩]
[state a];摟夁
type = Trans
trigger1 = animelem = 10,>=0
trigger1 = animelem = 13,<=0
trans = addalpha
alpha = 306-100, 100

[State 181, 1];柍揋
type = NotHitBy
trigger1 = animelem = 14,<=0
value = SCA

[state a]
type = playerpush
trigger1 = animelem = 9,>=0
trigger1 = animelem = 14,<=0
value = 0

;---------------------[堏摦]
[state a]
type = velset
trigger1 = animelem = 11
x = 20

[state a]
type = velset
trigger1 = animelem = 12
x = 0

[state a]
type = posadd
trigger1 = animelem = 12
x = 17

[state a]
type = posadd
trigger1 = animelem = 13
x = 14

[state a]
type = posadd
trigger1 = animelem = 14
x = 13

[state a]
type = posadd
trigger1 = animelem = 15
x = 10

[state a]
type = posadd
trigger1 = animelem = 16
x = 9

[state a]
type = posadd
trigger1 = animelemtime(17) = 0
x = 8

[state a]
type = posadd
trigger1 = animelemtime(17) = 1
x = 7

;---------------------[峌寕]
[State 240, 2]
type = HitDef
trigger1 = animelem = 11
attr = S, HP
animtype  = hard
damage    = 100,10
priority = 12, Hit
getpower = 0,0
hitflag = MAF
guardflag = M
pausetime = 1,2
sparkno = s2001
sparkxy = -15,-24
hitsound   = s10,5
guard.sparkno = s2007
guardsound = s2,1
ground.type = low
ground.slidetime = 5
ground.hittime  = 150
ground.velocity = 0
p2stateno = 24510
air.velocity = 0,0
air.juggle = 8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
p2facing = 1
nochainID = 9999

;---------------------[]
[state a]
type = changestate
trigger1 = movehit
value = 24010

[state a]
type = turn
trigger1 = animelem = 17

[state 00]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

; 墱?丒?嵃尪墔夡丒惉岟
[Statedef 24010]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 14,0
anim = 2401
sprpriority = -3
ctrl = 0

[State 7800]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[state a]
type = posset
trigger1 = time = 0
x = enemy,pos x

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 14
value = 9,1


[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 18
value = 1100,0

[state a]
type = turn
trigger1 = animelem = 15

[State 3000]
type = Projectile
trigger1 = animelem = 18
projID = 1001
projanim = 2355
projremove = 0
projpriority = 1
projsprpriority = 5
projshadow = 0,0,0
projremovetime = 28
getpower = 100
ownpal = 0
offset = 100  ,10
attr = S, SP
animtype = Hard
damage = 300 ,10
hitflag = MAF
guardflag = M
hitsound = s10,5
guardsound = s2,1
pausetime = 0,0
sparkno = s2001
guard.sparkno = s2007
sparkxy = 8,-80
ground.type = High
ground.hittime = 0
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 8
air.velocity = -2,-8
air.fall = 1
fall = 1
fall.recover = 0
afterimage.length = 8
afterimage.PalBright = 150,0,0
afterimage.PalContrast =105,105,105
afterimage.PalAdd = 0,0,0
afterimage.palmul = 0.9,0.9,0.9
afterimage.TimeGap  = 2
afterimage.FrameGap = 1
afterimage.Trans = Add
afterimage.time = -1

[State -2]
type = Explod
triggerALL = time = [50,78]
trigger1 = GameTime%2 = 1
anim = 2225
sprpriority = 20
postype = p1
pos = 50 + (random%100),-5- (random%30)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 0,-5

[State -2]
type = Explod
triggerALL = time = [50,78]
trigger1 = GameTime%3 = 1
anim = 2225
sprpriority = 20
postype = p1
pos = 50 + (random%100),5
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 0,-6

;---------------------[懍搙]
[state a]
type = veladd
trigger1 = animelem = 2,>=0
trigger1 = vel x > 0
x = -1.6 

[state a]
type = velset
trigger1 = vel x <= 0
x = 0

;---------------------[]
[state a]
type = changestate
trigger1 = animtime =0
value = 0
ctrl  = 1
;----------------------[恶灵之怨]

[Statedef 55450 ]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= -2000
anim = 2400
ctrl = 0
sprpriority = 1

[State 2000, 2]
type = SuperPause
trigger1 = time = 2
time = 32
movetime = 32
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 3005
sprpriority = -1
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 3001
sprpriority = 3
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 29;29
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 16,1

;---------------------[岠壥壒]
[state a];堏摦
type = playsnd
trigger1 = animelem = 10
value = 1100,1

;---------------------[僄僼僃僋僩]
[state a];摟夁
type = Trans
trigger1 = animelem = 10,>=0
trigger1 = animelem = 13,<=0
trans = addalpha
alpha = 306-100, 100

[State 181, 1];柍揋
type = NotHitBy
trigger1 = animelem = 14,<=0
value = SCA

[state a]
type = playerpush
trigger1 = animelem = 9,>=0
trigger1 = animelem = 14,<=0
value = 0

;---------------------[堏摦]
[state a]
type = velset
trigger1 = animelem = 11
x = 21

[State 7800]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[state a]
type = velset
trigger1 = animelem = 12
x = 0

[state a]
type = posadd
trigger1 = animelem = 12
x = 17

[state a]
type = posadd
trigger1 = animelem = 13
x = 15

[state a]
type = posadd
trigger1 = animelem = 14
x = 14

[state a]
type = posadd
trigger1 = animelem = 15
x = 11

[state a]
type = posadd
trigger1 = animelem = 16
x = 10

[state a]
type = posadd
trigger1 = animelemtime(17) = 0
x = 8

[state a]
type = posadd
trigger1 = animelemtime(17) = 1
x = 8

;---------------------[峌寕]
[State 240, 2]
type = HitDef
trigger1 = animelem = 11
attr = S, HP
animtype  = hard
damage    = 100,10
priority = 12, Hit
getpower = 0,0
hitflag = MAF
guardflag = M
pausetime = 1,2
sparkno = s2001
sparkxy = -15,-24
hitsound   = s10,5
guard.sparkno = s2007
guardsound = s2,1
ground.type = low
ground.slidetime = 5
ground.hittime  = 150
ground.velocity = 0
air.velocity = 0,0
air.juggle = 8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 0
fall.recover = 0
p2stateno = 24510
p2facing = 1
nochainID = 9999

;---------------------[]
[state a]
type = changestate
trigger1 = movehit
value = 55460

[state a]
type = turn
trigger1 = animelem = 17

[state 00]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

; 墱?丒?嵃尪墔夡丒惉岟
[Statedef 55460]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 14,0
anim = 5546
sprpriority = -3
ctrl = 0

[State -2]
type = Explod
triggerALL = ANIM = 5546
trigger1 = GameTime%2 = 1
anim = 1082
sprpriority = 20
postype = p1
pos = -80 + (random%300),-5- (random%28)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 0,-3

[State -2]
type = Explod
triggerALL = ANIM = 5546
trigger1 = GameTime%3 = 1
anim = 1082
sprpriority = 20
postype = p1
pos = -80 + (random%300),5
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 0,-3

[State 7800]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[state a]
type = playerpush
trigger1 = animelem = 1,>=0
trigger1 = animelem = 2,<=0
value = 0

[state a];堏摦
type = playsnd
trigger1 = animelem = 9
value = 18,2

[state a];堏摦
type = playsnd
trigger1 = animelem = 61
value = 17,0

[state a]
type = posset
trigger1 = time = 0
x = enemy,pos x

[State 8550, 3]
type = Helper
trigger1 = time = 6
ID = 3110
postype = P2
pos = 0,0
stateno = 6998
keyctrl = 0
bindtime = 0,0
facing = 1
ownpal = 1

[state a]
type = turn
trigger1 = animelem = 5

[State 8550, 3]
type = Helper
trigger1 = time >= 65
trigger1 = time <= 149
trigger1 = gametime%7= 1
ID = 3110
postype = P1
pos = (var(24)),(var(26))
stateno = 55455
keyctrl = 0
size.yscale= .8
size.xscale = .8
facing = 1
ownpal = 1

[State 1000,VarRandom]
type = VarRandom
trigger1 = 1
v = 24
range = -50,50

[State 1000,VarRandom]
type = VarRandom
trigger1 = 1
v = 26
range = 5,-130

[State 3000]
type = Projectile
trigger1 = animelem = 61
projID = 1001
projanim = 2355
projremove = 0
projpriority = 1
projsprpriority = -5
projshadow = 0,0,0
projremovetime = 28
getpower = 100
ownpal = 0
offset = 0  ,10
attr = S, SP
animtype = Hard
damage = 100 ,10
hitflag = MAF
guardflag = M
hitsound = -1
guardsound = s2,1
pausetime = 0,0
sparkno = s2001
guard.sparkno = s2007
sparkxy = 8,-80
ground.type = High
ground.hittime = 0
ground.slidetime = 21
ground.velocity = -2,-10
air.juggle = 8
air.velocity = -2,-8
air.fall = 1
fall = 1
fall.recover = 0
afterimage.length = 8
afterimage.PalBright = 150,0,0
afterimage.PalContrast =105,105,105
afterimage.PalAdd = 0,0,0
afterimage.palmul = 0.9,0.9,0.9
afterimage.TimeGap  = 2
afterimage.FrameGap = 1
afterimage.Trans = Add
afterimage.time = -1

[State 1222,1]
type = projectile
trigger1 = time = 178
projanim = 3402
projID = 10001
ownpal = 1
projsprpriority = -4
postype = p2
offset = 16,-1
projscale= .6,.6
bindtime = 240
ignorehitpause = 1
projremovetime = 27
afterimage.length = 8
afterimage.PalBright = 150,0,0
afterimage.PalContrast =105,105,105
afterimage.PalAdd = 0,0,0
afterimage.palmul = 0.9,0.9,0.9
afterimage.TimeGap  = 2
afterimage.FrameGap = 1
afterimage.Trans = Add
afterimage.time = -1

[State 3000]
type = Projectile
trigger1 = time = 178
projID = 1001
projanim = 3401
projremove = 0
projpriority = 1
projsprpriority = -5
projshadow = 0,0,0
postype = p2
projremovetime = 60
getpower = 100
ownpal = 0
offset = 16,-1
attr = S, SP
animtype = Hard
damage = 100 ,10
hitflag = MAF
guardflag = M
hitsound = -1
guardsound = s2,1
pausetime = 0,0
sparkno = s2001
guard.sparkno = s2007
sparkxy = 8,-80
ground.type = High
ground.hittime = 21
ground.slidetime = 20
ground.velocity = -3,-10
air.juggle = 8
air.animtype = Diagup
air.velocity = -3,-10
air.fall = 1
fall = 1
fall.recover = 0
afterimage.length = 8
afterimage.PalBright = 150,0,0
afterimage.PalContrast =105,105,105
afterimage.PalAdd = 0,0,0
afterimage.palmul = 0.9,0.9,0.9
afterimage.TimeGap  = 2
afterimage.FrameGap = 1
afterimage.Trans = Add
afterimage.time = -1


[State 2070, EnvShake]
type = EnvShake
trigger1 = time = 178
time = 30
freq = 190
ampl = 6

[State 1222,1]
type = projectile
trigger1 = time = 178
projanim = 3402
projID = 10001
ownpal = 1
projsprpriority = -4
postype = p2
offset = -30,-1
projscale= .6,.6
bindtime = 240
ignorehitpause = 1
projremovetime = 27
afterimage.length = 8
afterimage.PalBright = 150,0,0
afterimage.PalContrast =105,105,105
afterimage.PalAdd = 0,0,0
afterimage.palmul = 0.9,0.9,0.9
afterimage.TimeGap  = 2
afterimage.FrameGap = 1
afterimage.Trans = Add
afterimage.time = -1

[State 3000]
type = Projectile
trigger1 = time = 178
projID = 1001
projanim = 3401
projremove = 0
projpriority = 1
projsprpriority = -5
projshadow = 0,0,0
postype = p2
projremovetime = 60
getpower = 100
ownpal = 0
offset = -30,-1
attr = S, SP
animtype = Hard
damage = 100 ,10
hitflag = MAF
guardflag = M
hitsound = -1
guardsound = s2,1
pausetime = 0,0
sparkno = s2001
guard.sparkno = s2007
sparkxy = 8,-80
ground.type = High
ground.hittime = 21
ground.slidetime = 20
ground.velocity = -3,-10
air.juggle = 8
air.animtype = Diagup
air.velocity = -3,-10
air.fall = 1
fall = 1
fall.recover = 0
afterimage.length = 8
afterimage.PalBright = 150,0,0
afterimage.PalContrast =105,105,105
afterimage.PalAdd = 0,0,0
afterimage.palmul = 0.9,0.9,0.9
afterimage.TimeGap  = 2
afterimage.FrameGap = 1
afterimage.Trans = Add
afterimage.time = -1

[State 1222,1]
type = projectile
trigger1 = time = 178
projanim = 3402
projID = 10001
ownpal = 1
projsprpriority = 6
postype = p2
offset = 65,7
projscale= .6,.6
bindtime = 240
ignorehitpause = 1
projremovetime = 27
afterimage.length = 8
afterimage.PalBright = 150,0,0
afterimage.PalContrast =105,105,105
afterimage.PalAdd = 0,0,0
afterimage.palmul = 0.9,0.9,0.9
afterimage.TimeGap  = 2
afterimage.FrameGap = 1
afterimage.Trans = Add
afterimage.time = -1

[State 3000]
type = Projectile
trigger1 = time = 178
projID = 1001
projanim = 3401
projremove = 0
projpriority = 1
projsprpriority = 5
projshadow = 0,0,0
postype = p2
projremovetime = 60
getpower = 100
ownpal = 0
offset = 65,7
attr = S, SP
animtype = Hard
damage = 100 ,10
hitflag = MAF
guardflag = M
hitsound = -1
guardsound = s2,1
pausetime = 0,0
sparkno = s2001
guard.sparkno = s2007
sparkxy = 8,-80
ground.type = High
ground.hittime = 21
ground.slidetime = 20
ground.velocity = -3,-10
air.juggle = 8
air.animtype = Diagup
air.velocity = -3,-10
air.fall = 1
fall = 1
fall.recover = 0
afterimage.length = 8
afterimage.PalBright = 150,0,0
afterimage.PalContrast =105,105,105
afterimage.PalAdd = 0,0,0
afterimage.palmul = 0.9,0.9,0.9
afterimage.TimeGap  = 2
afterimage.FrameGap = 1
afterimage.Trans = Add
afterimage.time = -1

[State 1222,1]
type = projectile
trigger1 = time = 178
projanim = 3402
projID = 10001
ownpal = 1
projsprpriority = 6
postype = p2
offset = -57,7
projscale= .6,.6
bindtime = 240
ignorehitpause = 1
projremovetime = 27
afterimage.length = 8
afterimage.PalBright = 150,0,0
afterimage.PalContrast =105,105,105
afterimage.PalAdd = 0,0,0
afterimage.palmul = 0.9,0.9,0.9
afterimage.TimeGap  = 2
afterimage.FrameGap = 1
afterimage.Trans = Add
afterimage.time = -1

[State 3000]
type = Projectile
trigger1 = time = 178
projID = 1001
projanim = 3401
projremove = 0
projpriority = 1
projsprpriority = 5
projshadow = 0,0,0
postype = p2
projremovetime = 60
getpower = 100
ownpal = 0
offset = -57,7
attr = S, SP
animtype = Hard
damage = 100 ,10
hitflag = MAF
guardflag = M
hitsound = -1
guardsound = s2,1
pausetime = 0,0
sparkno = s2001
guard.sparkno = s2007
sparkxy = 8,-80
ground.type = High
ground.hittime = 21
ground.slidetime = 20
ground.velocity = -3,-10
air.juggle = 8
air.animtype = Diagup
air.velocity = -3,-10
air.fall = 1
fall = 1
fall.recover = 0
afterimage.length = 8
afterimage.PalBright = 150,0,0
afterimage.PalContrast =105,105,105
afterimage.PalAdd = 0,0,0
afterimage.palmul = 0.9,0.9,0.9
afterimage.TimeGap  = 2
afterimage.FrameGap = 1
afterimage.Trans = Add
afterimage.time = -1

[State 1222,1]
type = projectile
trigger1 = time = 178
projanim = 3402
projID = 10001
ownpal = 1
projsprpriority = 10
postype = p2
offset = -20,20
projscale= .6,.6
bindtime = 240
ignorehitpause = 1
projremovetime = 27
afterimage.length = 8
afterimage.PalBright = 150,0,0
afterimage.PalContrast =105,105,105
afterimage.PalAdd = 0,0,0
afterimage.palmul = 0.9,0.9,0.9
afterimage.TimeGap  = 2
afterimage.FrameGap = 1
afterimage.Trans = Add
afterimage.time = -1

[State 3000]
type = Projectile
trigger1 = time = 178
projID = 1001
projanim = 3401
projremove = 0
projpriority = 1
projsprpriority = 9
projshadow = 0,0,0
postype = p2
projremovetime = 60
getpower = 100
ownpal = 0
offset = -20,20
attr = S, SP
animtype = Hard
damage = 100 ,10
hitflag = MAF
guardflag = M
hitsound = -1
guardsound = s2,1
pausetime = 0,0
sparkno = s2001
guard.sparkno = s2007
sparkxy = 8,-80
ground.type = High
ground.hittime = 21
ground.slidetime = 20
ground.velocity = 3,-10
air.juggle = 8
air.velocity = 3,-10
air.animtype = Diagup
air.fall = 1
fall = 1
fall.recover = 0
afterimage.length = 8
afterimage.PalBright = 150,0,0
afterimage.PalContrast =105,105,105
afterimage.PalAdd = 0,0,0
afterimage.palmul = 0.9,0.9,0.9
afterimage.TimeGap  = 2
afterimage.FrameGap = 1
afterimage.Trans = Add
afterimage.time = -1

[State 1222,1]
type = projectile
trigger1 = time = 178
projanim = 3402
projID = 10001
ownpal = 1
projsprpriority = 10
postype = p2
offset =  29,20
projscale= .6,.6
bindtime = 240
ignorehitpause = 1
projremovetime = 27
afterimage.length = 8
afterimage.PalBright = 150,0,0
afterimage.PalContrast =105,105,105
afterimage.PalAdd = 0,0,0
afterimage.palmul = 0.9,0.9,0.9
afterimage.TimeGap  = 2
afterimage.FrameGap = 1
afterimage.Trans = Add
afterimage.time = -1

[State 3000]
type = Projectile
trigger1 = time = 178
projID = 1001
projanim = 3401
projremove = 0
projpriority = 1
projsprpriority = 9
projshadow = 0,0,0
postype = p2
projremovetime = 60
getpower = 100
ownpal = 0
offset =  29,20
attr = S, SP
animtype = Hard
damage = 100 ,10
hitflag = MAF
guardflag = M
hitsound = -1
guardsound = s2,1
pausetime = 0,0
sparkno = s2001
guard.sparkno = s2007
sparkxy = 8,-80
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -3,-10
air.juggle = 8
air.velocity = -3,-10
air.animtype = Diagup
air.fall = 1
fall = 1
fall.recover = 0
afterimage.length = 8
afterimage.PalBright = 150,0,0
afterimage.PalContrast =105,105,105
afterimage.PalAdd = 0,0,0
afterimage.palmul = 0.9,0.9,0.9
afterimage.TimeGap  = 2
afterimage.FrameGap = 1
afterimage.Trans = Add
afterimage.time = -1

[state a];堏摦
type = playsnd
trigger1 = time = 178
value = 1120,0

[state a];堏摦
type = playsnd
trigger1 = animelem = 61
value = 1100,0
;---------------------[懍搙]
[state a]
type = veladd
trigger1 = animelem = 1,>=0
trigger1 = vel x > 0
x = 2

[state a]
type = velset
trigger1 = animelem = 4
x = 0

;---------------------[]
[state a]
type = changestate
trigger1 = animtime =0
value = 0
ctrl  = 1

[Statedef 55455]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 7,0
anim = 5544
sprpriority = 5
ctrl = 0

[State 7800]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State 1222,1]
type = projectile
trigger1 = time = 0
projanim = 1015
projID = 10001
ownpal = 1
projsprpriority = -1
postype = p1
offset = 0,0
projscale= .3,.3
bindtime = 240
ignorehitpause = 1
projremovetime = 24
afterimage.length = 4
afterimage.PalBright = 150,0,0
afterimage.PalContrast =105,105,105
afterimage.PalAdd = 0,0,0
afterimage.palmul = 0.75,0.75,0.75
afterimage.TimeGap  = 1
afterimage.FrameGap = 2
afterimage.Trans = Add
afterimage.time = -1


[state a];堏摦
type = playsnd
trigger1 = time = 0
value = 1110,1

[State 240, 2]
type = HitDef
trigger1 = time = 0
attr = S, SP
animtype = Hard
damage = 20 ,4
hitflag = MAF
guardflag = M
hitsound = s1110,0
guardsound = s2,1
pausetime = 0,0
sparkno = s2002
guard.sparkno = s2007
sparkxy = 20,-0
ground.type = Low
ground.hittime = 100
ground.slidetime = 0
ground.velocity = 0,0
air.juggle = 0
air.velocity = 0,0
p2stateno = 24510
air.fall = 1
palfx.time = 25
palfx.add = 50,50,50
palfx.mul = 256,256,256
palfx.sinadd = -80,-80,-80,10
palfx.invertall = 1
palfx.color = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 3110]
type = AfterImage
trigger1 = Time = 0
length = 4
PalBright = 150,0,0
PalContrast =105,105,105
PalAdd = 0,0,0
palmul = 0.9,0.9,0.9
TimeGap  = 2
FrameGap = 1
Trans = Add
time = -1
sprpriority=5

[state a]
type = changestate
trigger1 = movehit
value = 55465

[State 1000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
time= 500

[State 6010, 9]
type = DestroySelf
trigger1 = Time = 100

[Statedef 55465]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 5545
sprpriority = 5
ctrl = 0

[State 1000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
time= 500

[State 6010, 9]
type = DestroySelf
trigger1 = animTime = 0


[Statedef 24510]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 1
poweradd= 0

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

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2410

[State 210, Width];夋柺?偺墴偟栠偟敾掕
type = Width
trigger1 = 1
edge = 0,80

[State 1];僇儊儔屌掕
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0

[state a]
type = changestate
trigger1 = animtime =0
value = 0

[Statedef 6998]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 2220
sprpriority = 10
ctrl = 0

[State 1000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
time= 500

[state a];堏摦
type = playsnd
trigger1 = time = 0
trigger2 = time = 187
value = 2220,1

[state a];堏摦
type = playsnd
trigger1 = time = 0
trigger2 = time = 97
value = 2220,2

[State 3110]
type = AfterImage
trigger1 = Time = 0
length = 8
PalBright = 150,0,0
PalContrast =105,105,105
PalAdd = 0,0,0
palmul = 0.9,0.9,0.9
TimeGap  = 2
FrameGap = 1
Trans = Add
time = -1
sprpriority=5

[State 6010, 9]
type = DestroySelf
trigger1 = animTime = 0

;----------------------------------------------------
-----------------------------------------------------
[Statedef 67870 ]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= -2000
anim = 5503
ctrl = 0
sprpriority = 1

[State 2000, 2]
type = SuperPause
trigger1 = time = 2
time = 32
movetime = 32
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 3005
sprpriority = -1
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 3001
sprpriority = 3
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 29;29
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 16,1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 23,0

[State -1];
type = Helper
trigger1 = time = [26,205]
trigger1 = time%3 = 1
pos = (var(24)),0
stateno = 6666
helpertype = normal
keyctrl = 0
supermovetime = 30
Size.XScale = 0.3
Size.YScale = 0.5+((random%50)*0.01)

[State 1000,VarRandom]
type = VarRandom
trigger1 = 1
v = 24
range = 0,70

[State 220, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = [26,205]
trigger1 = time%6 = 1
value = 400, 0
freqmul = 1.2-((random%50)*0.01)

[State 220, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = [31,268]
trigger1 = time%6 = 1
value = 400, 1
freqmul = 1.2-((random%50)*0.01)

[State 220, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Projhittime(1001) >= 0 && Projhittime(1001) <= 1
value = 4615, 0
ignorehitpause = 1
freqmul = 0.8+((random%20)*0.01)

[State 220, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Projhittime(1001) >= 0 && Projhittime(1001) <= 1
value = 4615, 1
ignorehitpause = 1
freqmul = 0.8-((random%20)*0.01)

[State -1];
type = Helper
trigger1 = time = [26,205]
trigger1 = time%3 = 1
pos = (var(25)),0
stateno = 6666
helpertype = normal
keyctrl = 0
supermovetime = 30
Size.XScale = 0.3
Size.YScale = 0.5+((random%50)*0.01)

[State 1000,VarRandom]
type = VarRandom
trigger1 = 1
v = 25
range = -70,0

[State 1000,VarRandom]
type = VarRandom
trigger1 = 1
v = 26
range = -100,100

[State -2]
type = Explod
trigger1 = time = [26,205]
trigger1 = GameTime%2 = 1
anim = 2224
sprpriority = 20
postype = p1
pos = (var(26)),10- (random%20)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
SUPERMOVE = 1
ignorehitpause = 1
vel = 0,0

[State 7800]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[state a]
type = changestate
trigger1 = time =226
value = 77881

[Statedef 77881 ]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= 0
anim = 7015
ctrl = 0
sprpriority = 1


[State 7800]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[state a]
type = changestate
trigger1 = ANIMtime =0
value = 0
ctrl = 1


[Statedef 6666]
type     = A
movetype = A
physics  = N
sprpriority = 4-(random%8)

[State -2,Explod]
type = changeanim
trigger1 = time = 0
value = 6503+random%2

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 2244]
type = Projectile 
trigger1 = time%13 = 0
trigger1 = animelemtime(6) <= 0
trigger1 = animelemtime(3) >= 0
attr = S, SP
damage = 15,1
animtype = middle
hitflag = MAF
guardflag = MA
projhitanim = 1003          ;旘傃摴嬶偑僸僢僩偟偨帪偺傾僯儊
offset = 0,0               ;旘傃摴嬶偺弌尰埵抲
velocity = 0,0            ;旘傃摴嬶偺堏摦弶懍搙              ;旘傃摴嬶偺壛懍搙
projID = 1001+random%2       ;旘傃摴嬶偺俬俢僫儞僶乕
projanim = 1061          ;旘傃摴嬶偺傾僯儊
projscale = 1,1             ;旘傃摴嬶偺戝偒偝
HitSound                   = -1
GuardSound                 = S2,1
projhits = 1                ;旘傃摴嬶偺僸僢僩悢
projpriority = 7            ;旘傃摴嬶偺峌寕桪愭搙
projsprpriority = 5         ;旘傃摴嬶偺昤夋桪愭搙丅DEF=2
projremove = 0              ;0偵偡傞偲僸僢僩屻偵旘傃摴嬶偑徚偊側偄丅
projremovetime = 2         ;旘傃摴嬶偑徚偊傞傑偱偺帪娫丅DEF=-1
projedgebound = 1840          ;旘傃摴嬶偑夋柺偺奜偵恑傔傞嫍棧丅DEF=40
projstagebound = 1840         ;旘傃摴嬶偑僗僥乕僕偺奜偵恑傔傞嫍棧丅DEF=40
projheightbound = -1440,1000    ;旘傃摴嬶偑夋柺偺忋壓偵恑傔傞嫍棧丅DEF=-240,1
SparkNo              = s1999
Guard.SparkNo              = s2007
SparkXY                    =  0,-75 + (floor(p2bodydist Y))
pausetime = 0, 18
ground.slidetime = 23
ground.hittime = 18
ground.velocity = 0,-15
air.velocity = 0,-15
getpower = 0,0
guard.kill = 0
envshake.time = 10
envshake.ampl = 4
envshake.freq = 100
envshake.phase = 100
fall.recovertime = 31
air.hittime = 21
fall = 1
fall.recover = 1
airguard.velocity = 0,0

[State -1]
Type           = AfterImage
Trigger1       = Time = 0
Time           = -1
Trans          = sub
Length         = 8
TimeGap        = 1
FrameGap       = 1
PalBright      = 0 , 0 , 0
PalContrast    = 30 , 120 , 90
PalAdd         = 0 , 0 , 0
PalMul      = .90,.90,.90

[State 30000, Trans]
Type = Trans
Trigger1 = 1
Trans = sub

[State 7224]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State -2, AfterImage]
Type = destroyself
Trigger1 = animtime = 0

;===================================================
====================================================
[Statedef 85412 ]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= -3000
anim = 2039
ctrl = 0
sprpriority = 1

[State 7800]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 21,3

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 5
value = 5,2

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 3
value = 0,4

[State 2000, 2]
type = SuperPause
trigger1 = time = 2
time = 32
movetime = 4
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 4058
sprpriority = -1
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 4059
sprpriority = 3
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 29;29
supermove = 1
pausetime = 0
value = 0,0,0
under = 2

[State 240, 2]
type = HitDef
trigger1 = time = 0
attr = S, SP
animtype = Hard
damage = 50 ,4
hitflag = MAF
guardflag = M
hitsound = s10,5
guardsound = s2,1
pausetime = 0,0
sparkno = s2002
guard.sparkno = s2007
sparkxy = 20,-0
ground.type = Low
ground.hittime = 0
ground.slidetime = 0
ground.velocity = 0,-8
air.juggle = 0
p2stateno = 24550
air.velocity = 0,-4
air.fall = 1
kill = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[state a]
type = changestate
trigger1 = ANIMtime =0
value = 0
ctrl = 1

[state a]
type = changestate
trigger1 = movehit =1
value = 55889

[Statedef 55889 ]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= 0
anim = 5520
ctrl = 0
sprpriority = 1

[State 7800]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State 210, Width];夋柺?偺墴偟栠偟敾掕
type = Width
trigger1 = time = 0
edge = 200,0

[State 2000, 6]
type = PlaySnd
trigger1 = time = 40
value = 15,4

[State 2000, 6]
type = PlaySnd
trigger1 = time = 116
value = 19,0

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 9
value = 23,1

[State -1];
type = Helper
trigger1 = animelem = 9
stateno = 18680
helpertype = normal
keyctrl = 0
ID = 10001
ownpal = 1
sprpriority = -5
size.xscale = .8
size.yscale = .8
postype = p2
pos = 0,-60
bindtime = 1
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999
supermove = 1

[State -1];
type = Helper
trigger1 = animelem = 9
stateno = 18680
helpertype = normal
keyctrl = 0
ID = 10001
ownpal = 1
sprpriority = 5
size.xscale = .4
size.yscale = .4
postype = p2
pos = 80,-60
bindtime = 1
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999
supermove = 1

[State -1];
type = Helper
trigger1 = animelem = 9
stateno = 18680
helpertype = normal
keyctrl = 0
ID = 10001
ownpal = 1
sprpriority = 5
size.xscale = .4
size.yscale = .4
postype = p2
pos = -80,-60
bindtime = 1
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999
supermove = 1

[State -1];
type = Helper
trigger1 = animelem = 9
stateno = 18680
helpertype = normal
keyctrl = 0
ID = 10001
ownpal = 1
sprpriority = 5
size.xscale = .4
size.yscale = .4
postype = p2
pos = 0,-120
bindtime = 1
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999
supermove = 1

[State -1];
type = Helper
trigger1 = animelem = 9
stateno = 19680
helpertype = normal
keyctrl = 0
ID = 10001
ownpal = 1
sprpriority = 5
size.xscale = 1
size.yscale = 1
postype = p2
pos = 0,0
bindtime = 1
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999
supermove = 1

[State 1000, 5]
type = Explod
triggerall = Time = [175,400]
trigger1 = gameTime%11 =1
anim = 5361
sprpriority = 5
postype = p2
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
triggerall = Time = [175,400]
trigger1 = gameTime%10 =1
anim = 5362
sprpriority = 5
postype = p2
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 0, EnvColor]
type = EnvColor
trigger1 = time = 0
value = 0,0,0
time = 405
under = 1

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 9
value = 20,5

[State 840, 4]
type = targetlifeadd
triggerall = Time = [175,400]
trigger1 = gameTime%10 =1
value = -50
kill = 0

[State 1222,1]
type = projectile
trigger1 = animelem = 9
projanim = 4070
projID = 10001
ownpal = 1
projsprpriority = -1
postype = p1
offset = -20,0
bindtime = 220
ignorehitpause = 1
projremovetime = 220
afterimage.time = -1
afterimage.length = 20
;afterimage.palcolor =
;afterimage.palinvertall =
afterimage.palbright = 0,0,0
afterimage.palcontrast = 0,0,250
;afterimage.palpostbright =0,0,0
afterimage.paladd =  0,0,0
afterimage.palmul = .65,.65,.75
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add;none,add,add1,addalpha,sub

[state a]
type = changestate
trigger1 = time =405
value = 96475

[Statedef 96475]
type     = S
movetype = A
physics  = N
juggle   = 0
ctrl     = 0
anim     = 5574
sprpriority = 1

[State 7800]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[state a]
type = changestate
trigger1 = animtime =0
value = 0
ctrl = 1

[Statedef 19680]
type     = S
movetype = A
physics  = N
juggle   = 0
ctrl     = 0
anim     = 7750
sprpriority = 5

[State 3110]
type = AfterImage
trigger1 = Time = 0
time=-1
length = 20
palbright = 0,0,0
palcontrast = 0,0,250
paladd =  0,0,0
palmul = .65,.65,.75
timegap = 1
framegap = 1
trans = add

[State 0, Trans]
type = Trans   
trigger1 = time >= 0
trans = add    
alpha = 255,255

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 7176,0

[State 2000, 6]
type = PlaySnd
trigger1 = gametime%18 = 1
value = 7176,1
volume = -250

[State -2]
type = Explod
trigger1 = GameTime%3 = 1
anim = 814
sprpriority = 20
postype = p1
pos = -40 + (random%200),5
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 2,-4

[State -2]
type = Explod
trigger1 = GameTime%3 = 1
anim = 814
sprpriority = 20
postype = p1
pos = 40 - (random%200),5
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -2,-4

[state a]
type = changestate
trigger1 = time =220
value = 7795

[Statedef 7795]
type     = S
movetype = A
physics  = N
juggle   = 0
ctrl     = 0
anim     = 7751
sprpriority = 5

[State 2000, 6]
type = PlaySnd
trigger1 = time = 0
value = 16,2

[State 6010, 9]
type = DestroySelf
trigger1 = animTime = 0

[Statedef 18680]
type     = S
movetype = A
physics  = N
juggle   = 0
ctrl     = 0
anim     = 5069
sprpriority = -5

[State 3110]
type = AfterImage
trigger1 = Time = 0
time=-1
length = 20
palbright = 0,0,0
palcontrast = 0,0,250
paladd =  0,0,0
palmul = .65,.65,.75
timegap = 1
framegap = 1
trans = add

[State 0, Trans]
type = Trans   
trigger1 = time >= 0
trans = add    
alpha = 255,255

[State 1868, AngleAdd]
type = AngleDraw      
trigger1 = time = [21,220]
value = -6 * time 

[state a]
type = changestate
trigger1 = time =220
value = 55541

[Statedef 55541]
type     = S
movetype = A
physics  = N
juggle   = 0
ctrl     = 0
anim     = 9090
sprpriority = 5

[State 240, 2]
type = HitDef
trigger1 = time = 0
attr = S, SP
animtype = Hard
damage = 50 ,4
hitflag = MAF
guardflag = M
hitsound = s7176,1
guardsound = s2,1
pausetime = 0,0
sparkno = -1
guard.sparkno = s2007
sparkxy = 20,-0
ground.type = Low
ground.hittime = 0
ground.slidetime = 0
ground.velocity = 0,-8
air.juggle = 0
air.velocity = 0,-4
air.fall = 1
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 6010, 9]
type = DestroySelf
trigger1 = animTime = 0

[Statedef 24550]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 1
poweradd= 0

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

[state a]
type = velset 
trigger1 = time = 69
y = -1
x = -1

[state a]
type = velset 
trigger1 = time = 114
y = 0
x = 0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2415

[state a]
type = changestate
trigger1 = animtime =0
value = 0

;--------------------------------------------
------------------------------------------

[Statedef 79840]
type     = S
movetype = A
physics  = S
juggle   = 0
ctrl     = 0
anim     = 1521
poweradd = -1000 
sprpriority = 1

[State 7800]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State 0, EnvColor]
type = EnvColor
trigger1 = time = 7
value = 0,0,0
time = 65
under = 1

[State -2]
type = Explod
triggerALL =  time = [12,30]
trigger1 = GameTime%2 = 1
anim = 1543
sprpriority = 20
postype = p1
pos = 20 - (random%50),-5- (random%50)
bindtime = 1
under = 0
ownpal = 1
supermove = 1
persistent = 1
ignorehitpause = 1
vel = 0,-6

[State -2]
type = Explod
triggerALL =  time = [12,30]
trigger1 = GameTime%2 = 1
anim = 1543
sprpriority = 20
supermove = 1
postype = p1
pos = 20+(random%50),10
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 0,-7

[State -2]
type = Explod
triggerALL =  time= [12,30]
trigger1 = GameTime%2 = 1
anim = 1543
sprpriority = 20
postype = p1
pos = 20+(random%80),10
bindtime = 1
under = 0
ownpal = 1
supermove = 1
persistent = 1
ignorehitpause = 1
vel = 5,-6

[State -2]
type = Explod
triggerALL =  time =[12,30]
trigger1 = GameTime%2 = 1
anim = 1543
sprpriority = 20
postype = p1
pos = 20-(random%80),10
bindtime = 1
under = 0
ownpal = 1
supermove = 1
persistent = 1
ignorehitpause = 1
vel = -5,-6

[State 1000, 5]
type = projectile
trigger1 = Time = 12
projanim = 1542
projsprpriority = 1
postype = p1
offset = 20,20
projscale = .8,.8
bindtime = -1
under = 0
projremovetime = 37
ownpal = 1

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 7
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 2024
sprpriority = -1
postype = p1
pos = -2,-60
bindtime = 1
pausetime = 0
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 2025
sprpriority = 3
postype = p1
pos = -2,-60
pausetime = 0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 29;29
value = 0,0,0
under = 2


[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 10,10

[State 2000,]
type = PlaySnd
trigger1 = time = 12
value = s7176,4
channel = 2

[State 2000,]
type = PlaySnd
trigger1 = time = 12
value = s7176,5
channel = 1

[State 2000,]
type = PlaySnd
trigger1 = time = 10
value = s9,1
channel = 3

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = A, HA
damage = 380,5
getpower = 0,10
animtype = diagup
hitflag = MAF
guardflag = MA
priority = 3, Hit
hitsound = s10,5
guardsound = s2,1
pausetime = 0,0
sparkno = s2002
guard.sparkno = s2007
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
sparkxy = 10,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -2, -20
envshake.time = 15
envshake.ampl = 5
envshake.freq = 100
envshake.phase = 120
air.velocity = -2, -18
fall.recover = 0
fall = 1

[state a]
type = changestate
trigger1 = animtime =0
value = 0
ctrl = 1

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

[Statedef 7840]
type     = S
movetype = A
physics  = S
juggle   = 0
ctrl     = 0
anim     = 3000
poweradd = -4000 
sprpriority = 1

[State 7800]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 7
anim = -1

[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
time = 29
value = 0,0,0
under = 2

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 4058
sprpriority = -1
postype = p1
pos = -2,-60
bindtime = 1
pausetime = 0
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 4059
sprpriority = 3
postype = p1
pos = -2,-60
pausetime = 0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3110]
type = AfterImage
trigger1 = Time = 5
time = 20
length = 5
palbright = 60,0,0
palcontrast = 150,150,150
paladd =  255,0,0
palmul = 0.9,0.9,0.9
timegap = 1
framegap = 1
trans = add

[State 3110]
type = AfterImage
trigger1 = Time = 195
time = 22
length = 5
palbright = 60,0,0
palcontrast = 150,150,150
paladd =  255,0,0
palmul = 0.9,0.9,0.9
timegap = 1
framegap = 1
trans = add

[State 3110]
type = AfterImage
trigger1 = time = 25
time = 170
length = 5
palbright = 60,0,0
palcontrast = 150,150,150
paladd =  0,0,0
palmul = 0.9,0.9,0.9
timegap = 1
framegap = 1
trans = add

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 21,3

[State 1010, 5]
type = velset
trigger1 = time = [105,135]
x = 8

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 106
value = 1212,2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 25
trigger2 = Time = 159
value = 1313,1
channel = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 25
trigger2 = Time = 159
value = 1313,0
channel = 3

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = gametime%5 = 1
attr = A, HA
damage = 60,5
getpower = 0,10
animtype = diagup
hitflag = MAF
guardflag = MA
priority = 3, Hit
hitsound = s10,5
guardsound = s2,1
pausetime = 7,1
sparkno = s2002
guard.sparkno = s2007
sparkxy = 10,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
P1STATENO = 78400
ground.hittime = 21
ground.velocity = -4,-8
air.velocity = -2,-.5
envshake.time = 15
envshake.ampl = 5
envshake.freq = 100
envshake.phase = 120
fall.recover = 0
fall = 1

[state a]
type = changestate
trigger1 = ANIMTIME = 0
value = 0
ctrl = 1

;------------------------------
-------------------------------

[Statedef 78400]
type     = S
movetype = A
physics  = S
juggle   = 0
ctrl     = 0
anim     = 30001
poweradd = 0 
sprpriority = 1

[State 7800]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State 3110]
type = AfterImage
trigger1 = time = 0
time = 255
length = 5
palbright = 60,0,0
palcontrast = 150,150,150
paladd =  0,0,0
palmul = 0.9,0.9,0.9
timegap = 1
framegap = 1
trans = add

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 190
value = 1313,1
channel = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 190
value = 1313,0
channel = 3

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = [0,20]
trigger1 = gametime%7 = 1
attr = A, HA
damage = 60,5
getpower = 0,10
animtype = diagup
hitflag = MAF
guardflag = MA
priority = 3, Hit
hitsound = s10,5
guardsound = s2,1
pausetime = 7,2
sparkno = s2002
guard.sparkno = s2007
sparkxy = 10,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -4,-8
air.velocity = -1.5,-.6
envshake.time = 15
envshake.ampl = 5
envshake.freq = 100
envshake.phase = 120
fall.recover = 0
fall = 1

[State 1010, 5]
type = velset
trigger1 = time = [0,20]
x = 8

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 26
value = 5588,3

[State 2000, 6]
type = PlaySnd
trigger1 = GAMETime%15 = 1
trigger1 = Time = [3,156]
value = 1212,3

[State 3040, 7]
type = EnvColor
trigger1 = TIME = [26,167]
time = 5
value = 0,0,0
under = 2

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = [26,165]
trigger1 = gametime%5 = 1
attr = A, HA
damage = 20,5
getpower = 0,10
animtype = diagup
hitflag = MAF
priority = 3, Hit
hitsound = -1
pausetime = 0,0
sparkno = s2002
guard.sparkno = s2007
sparkxy = 10,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = 0,-5
air.velocity = 0,-1
fall.recover = 0
fall = 1

[State 8550, 3]
type = Helper
trigger1 = TIME = 26
ID = 3110
postype = P1
pos = 0,5
stateno = 6030
size.xscale = 1.3
size.yscale = 1.5
keyctrl = 0
facing = 1
ownpal = 1

[State 3110]
type = AfterImage
trigger1 = Time = 226
time = 32
length = 5
palbright = 60,0,0
palcontrast = 150,150,150
paladd =  255,0,0
palmul = 0.9,0.9,0.9
timegap = 1
framegap = 1
trans = add

[state a]
type = changestate
trigger1 = ANIMTIME = 0
value = 0
ctrl = 1

[Statedef 6030]
movetype = A
velset = 0,0
anim = 9900
sprpriority = 1
Ctrl = 0

[State 6010, 1]
type = BindToParent
trigger1 = 1
Time = -1
Pos = -20,5

[State -2]
type = Explod
trigger1 = GameTime%2 = 1
anim = 2225
sprpriority = 20
supermove = 1
postype = p1
pos = 0+(random%100),10
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 0,-8

[State -2]
type = Explod
trigger1 = GameTime%2 = 1
anim = 2225
sprpriority = 20
supermove = 1
postype = p1
pos = 0-(random%100),10
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 0,-8

[State 7224]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 3110]
type = AfterImage
trigger1 = TIME =0
time = -1
length = 8
PalBright = 150,0,0
PalContrast =105,105,105
PalAdd = 0,0,0
palmul = 0.75,0.75,0.75
TimeGap  = 1
FrameGap = 2
Trans = Add
time = -1


[State 6010, 9]
type = DestroySelf
trigger1 = ANIMTime = 0
