;定义行为
[StateDef 10037]
type = A
physics = N
movetype = A
anim = 10037
velset = 0,0
ctrl = 0

[state 9999,1]
type = BindToRoot
trigger1 = Time >= 0
ignorehitpause = 1
time = 1
pos = 0,-70
facing = 1

;以下两样设定是需要而定
;定义图层优先权
[State 9999,2]
type = Sprpriority
trigger1 = Time >= 0
value = 1

;定义击中无效
[State 9999,3]
type = HitOverride
trigger1 = Time >= 0
ignorehitpause = 1
time = 1
attr = SCA, AA, AP, AT
stateno = 10037
;---------------------------------
;定义行为
[StateDef 10036]
type = A
physics = N
movetype = A
anim = 10036
velset = 0,0
ctrl = 0

[state 9999,1]
type = BindToRoot
trigger1 = Time >= 0
ignorehitpause = 1
time = 1
pos = 0,-70
facing = 1

;以下两样设定是需要而定
;定义图层优先权
[State 9999,2]
type = Sprpriority
trigger1 = Time >= 0
value = 1

;定义击中无效
[State 9999,3]
type = HitOverride
trigger1 = Time >= 0
ignorehitpause = 1
time = 1
attr = SCA, AA, AP, AT
stateno = 10036
;-----------------
;定义行为
[StateDef 10035]
type = A
physics = N
movetype = A
anim = 10035
velset = 0,0
ctrl = 0

[state 9999,1]
type = BindToRoot
trigger1 = Time >= 0
ignorehitpause = 1
time = 1
pos = 0,-70
facing = 1

;以下两样设定是需要而定
;定义图层优先权
[State 9999,2]
type = Sprpriority
trigger1 = Time >= 0
value = 1

;定义击中无效
[State 9999,3]
type = HitOverride
trigger1 = Time >= 0
ignorehitpause = 1
time = 1
attr = SCA, AA, AP, AT
stateno = 10035
;-----------------------
;定义行为
[StateDef 10021]
type = A
physics = N
movetype = A
anim = 10021
velset = 0,0
ctrl = 0

[state 9999,1]
type = BindToRoot
trigger1 = Time >= 0
ignorehitpause = 1
time = 1
pos = 0,-70
facing = 1

;以下两样设定是需要而定
;定义图层优先权
[State 9999,2]
type = Sprpriority
trigger1 = Time >= 0
value = 1

;定义击中无效
[State 9999,3]
type = HitOverride
trigger1 = Time >= 0
ignorehitpause = 1
time = 1
attr = SCA, AA, AP, AT
stateno = 10021
;--------------------
;定义行为
[StateDef 10020]
type = A
physics = N
movetype = A
anim = 10020
velset = 0,0
ctrl = 0

[state 9999,1]
type = BindToRoot
trigger1 = Time >= 0
ignorehitpause = 1
time = 1
pos = 0,-70
facing = 1

;以下两样设定是需要而定
;定义图层优先权
[State 9999,2]
type = Sprpriority
trigger1 = Time >= 0
value = 1

;定义击中无效
[State 9999,3]
type = HitOverride
trigger1 = Time >= 0
ignorehitpause = 1
time = 1
attr = SCA, AA, AP, AT
stateno = 10020
;----------------------------
;定义行为
[StateDef 22126]
type = A
physics = N
movetype = A
anim = 22126
velset = 0,0
ctrl = 0

[state 9999,1]
type = BindToRoot
trigger1 = Time >= 0
ignorehitpause = 1
time = 1
pos = 0,-70
facing = 1

;以下两样设定是需要而定
;定义图层优先权
[State 9999,2]
type = Sprpriority
trigger1 = Time >= 0
value = 1

;定义击中无效
[State 9999,3]
type = HitOverride
trigger1 = Time >= 0
ignorehitpause = 1
time = 1
attr = SCA, AA, AP, AT
stateno = 22126
;----------------------
;定义行为
[StateDef 10034]
type = A
physics = N
movetype = A
anim = 10034
velset = 0,0
ctrl = 0

[state 9999,1]
type = BindToRoot
trigger1 = Time >= 0
ignorehitpause = 1
time = 1
pos = 0,-70;-10,-80
facing = 1

;以下两样设定是需要而定
;定义图层优先权
[State 9999,2]
type = Sprpriority
trigger1 = Time >= 0
value = 1

;定义击中无效
[State 9999,3]
type = HitOverride
trigger1 = Time >= 0
ignorehitpause = 1
time = 1
attr = SCA, AA, AP, AT
stateno = 10034


;----------------------
[Statedef 10000]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd = 0
ctrl = 0
velset = 0,0
anim = 10000
sprpriority = 2
juggle = 2

[State 10000, nothitby]
type = Nothitby
trigger1 = 1
value = SCA

;[State 0, SuperPause]
;type = SuperPause
;trigger1 = animelem = 1
;time = 30

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 1
value = S0,39

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 8
trigger3 = animelem = 15
value = S0,27

;===========中段===============

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 1
trigger2 = animelem = 8
trigger3 = animelem = 15
projremove = 1
;Projremovetime = 50
projhits = 3
projremanim = 812
projhitanim = 812
projmisstime = 8
projpriority = 5
;projremove = 1344
projanim = 1001
offset = 30,-90
velocity = 1.5,0
attr = S, SP
damage   = 5,2
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S2030
guard.sparkno = S2030
sparkxy = 30,0
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0


[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 1
trigger2 = animelem = 8
trigger3 = animelem = 15
projremove = 1
;Projremovetime = 50
projhits = 3
projremanim = 812
projhitanim = 812
projmisstime = 8
projpriority = 5
;projremove = 1344
projanim = 1001
offset = 30,-54
velocity = 1.5,0
attr = S, SP
damage   = 5,2
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S2030
guard.sparkno = S2030
sparkxy = 30,0
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0


[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 1
trigger2 = animelem = 8
trigger3 = animelem = 15
projremove = 1
;Projremovetime = 50
projhits = 3
projremanim = 812
projhitanim = 812
projmisstime = 8
projpriority = 5
;projremove = 1344
projanim = 1001
offset = 30,-18
velocity = 1.5,0
attr = S, SP
damage   = 5,2
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S2030
guard.sparkno = S2030
sparkxy = 30,0
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

;============上段=================
[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 1
trigger2 = animelem = 8
trigger3 = animelem = 15
projremove = 1
;Projremovetime = 50
projhits = 3
projremanim = 812
projhitanim = 812
projmisstime = 8
projpriority = 5
;projremove = 1344
projanim = 1001
offset = 20,-100
velocity = 0.7,-0.4
attr = S, SP
damage   = 5,2
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S2030
guard.sparkno = S2030
sparkxy = 30,0
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 1
trigger2 = animelem = 8
trigger3 = animelem = 15
projremove = 1
;Projremovetime = 50
projhits = 3
projremanim = 812
projhitanim = 812
projmisstime = 8
projpriority = 5
;projremove = 1344
projanim = 1001
offset = 20,-100
velocity = 1.5,-0.3
attr = S, SP
damage   = 5,2
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S2030
guard.sparkno = S2030
sparkxy = 30,0
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 1
trigger2 = animelem = 8
trigger3 = animelem = 15
projremove = 1
;Projremovetime = 50
projhits = 3
projremanim = 812
projhitanim = 812
projmisstime = 8
projpriority = 5
;projremove = 1344
projanim = 1001
offset = 20,-100
velocity = 2.3,-0.2
attr = S, SP
damage   = 5,2
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S2030
guard.sparkno = S2030
sparkxy = 30,0
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 1
trigger2 = animelem = 8
trigger3 = animelem = 15
projremove = 1
;Projremovetime = 50
projhits = 3
projremanim = 812
projhitanim = 812
projmisstime = 8
projpriority = 5
;projremove = 1344
projanim = 1001
offset = 20,-100
velocity = 3.1,-0.1
attr = S, SP
damage   = 5,2
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S2030
guard.sparkno = S2030
sparkxy = 30,0
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 1
trigger2 = animelem = 8
trigger3 = animelem = 15
projremove = 1
;Projremovetime = 50
projhits = 3
projremanim = 812
projhitanim = 812
projmisstime = 8
projpriority = 5
;projremove = 1344
projanim = 1001
offset = 20,-100
velocity = 3.9,0
attr = S, SP
damage   = 5,2
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S2030
guard.sparkno = S2030
sparkxy = 30,0
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

;==========下段==============
[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 1
trigger2 = animelem = 8
trigger3 = animelem = 15
projremove = 1
;Projremovetime = 50
projhits = 3
projremanim = 812
projhitanim = 812
projmisstime = 8
projpriority = 5
;projremove = 1344
projanim = 1001
offset = 20,-50
velocity = 6.0,0.7
attr = S, SP
damage   = 5,2
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S2030
guard.sparkno = S2030
sparkxy = 30,0
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 1
trigger2 = animelem = 8
trigger3 = animelem = 15
projremove = 1
;Projremovetime = 50
projhits = 3
projremanim = 812
projhitanim = 812
projmisstime = 8
projpriority = 5
;projremove = 1344
projanim = 1001
offset = 40,-48
velocity = 6.0,0.7
attr = S, SP
damage   = 5,2
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S2030
guard.sparkno = S2030
sparkxy = 30,0
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 1
trigger2 = animelem = 8
trigger3 = animelem = 15
projremove = 1
;Projremovetime = 50
projhits = 3
projremanim = 812
projhitanim = 812
projmisstime = 8
projpriority = 5
;projremove = 1344
projanim = 1001
offset = 50,-46
velocity = 6.0,0.7
attr = S, SP
damage   = 5,2
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S2030
guard.sparkno = S2030
sparkxy = 30,0
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 1
trigger2 = animelem = 8
trigger3 = animelem = 15
projremove = 1
;Projremovetime = 50
projhits = 3
projremanim = 812
projhitanim = 812
projmisstime = 8
projpriority = 5
;projremove = 1344
projanim = 1001
offset = 60,-44
velocity = 6.0,0.7
attr = S, SP
damage   = 5,2
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S2030
guard.sparkno = S2030
sparkxy = 30,0
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 1
trigger2 = animelem = 8
trigger3 = animelem = 15
projremove = 1
;Projremovetime = 50
projhits = 3
projremanim = 812
projhitanim = 812
projmisstime = 8
projpriority = 5
;projremove = 1344
projanim = 1001
offset = 70,-42
velocity = 6.0,0.7
attr = S, SP
damage   = 5,2
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S2030
guard.sparkno = S2030
sparkxy = 30,0
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0




[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1








[Statedef 10001]
type = S
movetype = A
poweradd= -3000
physics = S
anim = 10003
velset = 0
ctrl = 0


[State 3000,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3000,EnvColor]
type = EnvColor
trigger1 = Time = 7
value = 248,248,248
time = 2
under = 1

[State 3000,EnvColor]
type = EnvColor
trigger1 = Time = 7
value = 0, 0, 0
time = 30
under = 1

[State 3000,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [1,36]
flag = NoFG


[State 3000,SuperPause]
type = SuperPause
trigger1 = Time = 1
time = 28
movetime = 28
anim = -1
sound = S0, 39
darken = 0
unhittable = 1

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 60

[state 1030,2]
type = EnvShake
Trigger1 = Time = 36
time = 50
ampl = 6

[State 1405, voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = s0,40 ;行け
channel = 12

;[State 1405, voice]
;type = PlaySnd
;trigger1 = AnimElem = 7
;value = 3000,7 ;O~~~
;channel = 13

[State 1405, voice]
type = PlaySnd
trigger1 = Time = 36
trigger2 = Time = 44
trigger3 = Time = 52
trigger4 = Time = 60
trigger5 = Time = 68
trigger6 = Time = 76
value = s0,64

[State 3050, Super B]
type = AfterImage
trigger1 = AnimElem = 2
time = 2

[State 3050, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 0
time = 2

[State 3020, 3]
type = Projectile
trigger1 = Time = 36
trigger2 = Time = 44
trigger3 = Time = 52
trigger4 = Time = 60
trigger5 = Time = 68
trigger6 = Time = 76
projanim = 10002
projhitanim = 10002
projremanim = 7
projremovetime = 5
projedgebound = 70
projID = 1000
postype = p1
offset = 0.4 * (random - 500),-5
velocity = 0
sprpriority = 2
attr = S, HP
damage = 50,10
getpower = 0
givepower = 0
animtype = diagup
hitflag = MAFPD
guardflag = MA
sparkno = S700
guard.sparkno = S701
sparkxy = -10,-50
hitsound = S0,9
guardsound = S0,10
pausetime = 0,0
ground.hittime = 19
ground.type = high
ground.slidetime = 19
ground.velocity = -4,-6
air.velocity = -4,-6
fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 148,148,148
palfx.sinadd = 0,-60,-69,8

[State 3020, 3]
type = Projectile
trigger1 = Time = 36
trigger2 = Time = 44
trigger3 = Time = 52
trigger4 = Time = 60
trigger5 = Time = 68
trigger6 = Time = 76
projanim = 10002
projhitanim = 10002
projremanim = 7
projremovetime = 5
projedgebound = 70
projID = 1000
postype = p1
offset = 0.4 * (random - 500),-5
velocity = 0
sprpriority = 2
attr = S, HP
damage = 50,10
getpower = 0
givepower = 0
animtype = diagup
hitflag = MAFPD
guardflag = MA
sparkno = S700
guard.sparkno = S701
sparkxy = -10,-50
hitsound = S0,9
guardsound = S0,10
pausetime = 0,0
ground.hittime = 19
ground.type = high
ground.slidetime = 19
ground.velocity = -4,-6
air.velocity = -4,-6
fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 148,148,148
palfx.sinadd = 0,-60,-69,8

[State 3020, 3]
type = Projectile
trigger1 = Time = 36
trigger2 = Time = 44
trigger3 = Time = 52
trigger4 = Time = 60
trigger5 = Time = 68
trigger6 = Time = 76
projanim = 10002
projhitanim = 10002
projremanim = 7
projremovetime = 5
projedgebound = 70
projID = 1000
postype = p1
offset = 0.4 * (random - 500),-5
velocity = 0
sprpriority = 2
attr = S, HP
damage = 50,10
getpower = 0
givepower = 0
animtype = diagup
hitflag = MAFPD
guardflag = MA
sparkno = S700
guard.sparkno = S701
sparkxy = -10,-50
hitsound = S0,9
guardsound = S0,10
pausetime = 0,0
ground.hittime = 19
ground.type = high
ground.slidetime = 19
ground.velocity = -4,-6
air.velocity = -4,-6
fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 148,148,148
palfx.sinadd = 0,-60,-69,8

[State 3020, 3]
type = Projectile
trigger1 = Time = 36
trigger2 = Time = 44
trigger3 = Time = 52
trigger4 = Time = 60
trigger5 = Time = 68
trigger6 = Time = 76
projanim = 10002
projhitanim = 10002
projremanim = 7
projremovetime = 5
projedgebound = 70
projID = 1000
postype = p1
offset = 0.5 * (random - 500),-5
velocity = 0
sprpriority = 2
attr = S, HP
damage = 50,10
getpower = 0
givepower = 0
animtype = diagup
hitflag = MAFPD
guardflag = MA
sparkno = S700
guard.sparkno = S701
sparkxy = -10,-50
hitsound = S0,9
guardsound = S0,10
pausetime = 0,0
ground.hittime = 19
ground.type = high
ground.slidetime = 19
ground.velocity = -4,-6
air.velocity = -4,-6
fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 148,148,148
palfx.sinadd = 0,-60,-69,8

[State 3020, 3]
type = Projectile
trigger1 = Time = 36
trigger2 = Time = 44
trigger3 = Time = 52
trigger4 = Time = 60
trigger5 = Time = 68
trigger6 = Time = 76
projanim = 10002
projhitanim = 10002
projremanim = 7
projremovetime = 5
projedgebound = 70
projID = 1000
postype = p1
offset = 0.5 * (random - 500),-5
velocity = 0
sprpriority = 2
attr = S, HP
damage = 50,10
getpower = 0
givepower = 0
animtype = diagup
hitflag = MAFPD
guardflag = MA
sparkno = S700
guard.sparkno = S701
sparkxy = -10,-50
hitsound = S0,9
guardsound = S0,10
pausetime = 0,0
ground.hittime = 19
ground.type = high
ground.slidetime = 19
ground.velocity = -4,-6
air.velocity = -4,-6
fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 148,148,148
palfx.sinadd = 0,-60,-69,8

[State 3020, 3]
type = Projectile
trigger1 = Time = 36
trigger2 = Time = 44
trigger3 = Time = 52
trigger4 = Time = 60
trigger5 = Time = 68
trigger6 = Time = 76
projanim = 10002
projhitanim = 10002
projremanim = 7
projremovetime = 5
projedgebound = 70
projID = 1000
postype = p1
offset = 0.5 * (random - 500),-5
velocity = 0
sprpriority = 2
attr = S, HP
damage = 50,10
getpower = 0
givepower = 0
animtype = diagup
hitflag = MAFPD
guardflag = MA
sparkno = S700
guard.sparkno = S701
sparkxy = -10,-50
hitsound = S0,9
guardsound = S0,10
pausetime = 0,0
ground.hittime = 19
ground.type = high
ground.slidetime = 19
ground.velocity = -4,-6
air.velocity = -4,-6
fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 148,148,148
palfx.sinadd = 0,-60,-69,8

[State 3020, 3]
type = Projectile
trigger1 = Time = 36
trigger2 = Time = 44
trigger3 = Time = 52
trigger4 = Time = 60
trigger5 = Time = 68
trigger6 = Time = 76
projanim = 10002
projhitanim = 10002
projremanim = 7
projremovetime = 5
projedgebound = 70
projID = 1000
postype = p1
offset = 0.6 * (random - 500),-5
velocity = 0
sprpriority = 2
attr = S, HP
damage = 50,10
getpower = 0
givepower = 0
animtype = diagup
hitflag = MAFPD
guardflag = MA
sparkno = S700
guard.sparkno = S701
sparkxy = -10,-50
hitsound = S0,9
guardsound = S0,10
pausetime = 0,0
ground.hittime = 19
ground.type = high
ground.slidetime = 19
ground.velocity = -4,-6
air.velocity = -4,-6
fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 148,148,148
palfx.sinadd = 0,-60,-69,8

[State 3020, 3]
type = Projectile
trigger1 = Time = 36
trigger2 = Time = 44
trigger3 = Time = 52
trigger4 = Time = 60
trigger5 = Time = 68
trigger6 = Time = 76
projanim = 10002
projhitanim = 10002
projremanim = 7
projremovetime = 5
projedgebound = 70
projID = 1000
postype = p1
offset = 0.6 * (random - 500),-5
velocity = 0
sprpriority = 2
attr = S, HP
damage = 50,10
getpower = 0
givepower = 0
animtype = diagup
hitflag = MAFPD
guardflag = MA
sparkno = S700
guard.sparkno = S701
sparkxy = -10,-50
hitsound = S0,9
guardsound = S0,10
pausetime = 0,0
ground.hittime = 19
ground.type = high
ground.slidetime = 19
ground.velocity = -4,-6
air.velocity = -4,-6
fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 148,148,148
palfx.sinadd = 0,-60,-69,8

[State 3020, 3]
type = Projectile
trigger1 = Time = 36
trigger2 = Time = 44
trigger3 = Time = 52
trigger4 = Time = 60
trigger5 = Time = 68
trigger6 = Time = 76
projanim = 10002
projhitanim = 10002
projremanim = 7
projremovetime = 5
projedgebound = 70
projID = 1000
postype = p1
offset = 0.6 * (random - 500),-5
velocity = 0
sprpriority = 2
attr = S, HP
damage = 50,10
getpower = 0
givepower = 0
animtype = diagup
hitflag = MAFPD
guardflag = MA
sparkno = S700
guard.sparkno = S701
sparkxy = -10,-50
hitsound = S0,9
guardsound = S0,10
pausetime = 0,0
ground.hittime = 19
ground.type = high
ground.slidetime = 19
ground.velocity = -4,-6
air.velocity = -4,-6
fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 148,148,148
palfx.sinadd = 0,-60,-69,8

[State 3020, 3]
type = Projectile
trigger1 = Time = 36
trigger2 = Time = 44
trigger3 = Time = 52
trigger4 = Time = 60
trigger5 = Time = 68
trigger6 = Time = 76
projanim = 10002
projhitanim = 10002
projremanim = 7
projremovetime = 5
projedgebound = 70
projID = 1000
postype = p1
offset = 0.7 * (random - 500),-5
velocity = 0
sprpriority = 2
attr = S, HP
damage = 50,10
getpower = 0
givepower = 0
animtype = diagup
hitflag = MAFPD
guardflag = MA
sparkno = S700
guard.sparkno = S701
sparkxy = -10,-50
hitsound = S0,9
guardsound = S0,10
pausetime = 0,0
ground.hittime = 19
ground.type = high
ground.slidetime = 19
ground.velocity = -4,-6
air.velocity = -4,-6
fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 148,148,148
palfx.sinadd = 0,-60,-69,8

[State 3020, 3]
type = Projectile
trigger1 = Time = 36
trigger2 = Time = 44
trigger3 = Time = 52
trigger4 = Time = 60
trigger5 = Time = 68
trigger6 = Time = 76
projanim = 10002
projhitanim = 10002
projremanim = 7
projremovetime = 5
projedgebound = 70
projID = 1000
postype = p1
offset = 0.7 * (random - 500),-5
velocity = 0
sprpriority = 2
attr = S, HP
damage = 50,10
getpower = 0
givepower = 0
animtype = diagup
hitflag = MAFPD
guardflag = MA
sparkno = S700
guard.sparkno = S701
sparkxy = -10,-50
hitsound = S0,9
guardsound = S0,10
pausetime = 0,0
ground.hittime = 19
ground.type = high
ground.slidetime = 19
ground.velocity = -4,-6
air.velocity = -4,-6
fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 148,148,148
palfx.sinadd = 0,-60,-69,8

[State 3020, 3]
type = Projectile
trigger1 = Time = 36
trigger2 = Time = 44
trigger3 = Time = 52
trigger4 = Time = 60
trigger5 = Time = 68
trigger6 = Time = 76
projanim = 10002
projhitanim = 10002
projremanim = 7
projremovetime = 5
projedgebound = 70
projID = 1000
postype = p1
offset = 0.7 * (random - 500),-5
velocity = 0
sprpriority = 2
attr = S, HP
damage = 50,10
getpower = 0
givepower = 0
animtype = diagup
hitflag = MAFPD
guardflag = MA
sparkno = S700
guard.sparkno = S701
sparkxy = -10,-50
hitsound = S0,9
guardsound = S0,10
pausetime = 0,0
ground.hittime = 19
ground.type = high
ground.slidetime = 19
ground.velocity = -4,-6
air.velocity = -4,-6
fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 148,148,148
palfx.sinadd = 0,-60,-69,8

[State 3020, 3]
type = Projectile
trigger1 = Time = 36
trigger2 = Time = 44
trigger3 = Time = 52
trigger4 = Time = 60
trigger5 = Time = 68
trigger6 = Time = 76
projanim = 10002
projhitanim = 10002
projremanim = 7
projremovetime = 5
projedgebound = 70
projID = 1000
postype = p1
offset = 0.8 * (random - 500),-5
velocity = 0
sprpriority = 2
attr = S, HP
damage = 50,10
getpower = 0
givepower = 0
animtype = diagup
hitflag = MAFPD
guardflag = MA
sparkno = S700
guard.sparkno = S701
sparkxy = -10,-50
hitsound = S0,9
guardsound = S0,10
pausetime = 0,0
ground.hittime = 19
ground.type = high
ground.slidetime = 19
ground.velocity = -4,-6
air.velocity = -4,-6
fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 148,148,148
palfx.sinadd = 0,-60,-69,8

[State 3020, 3]
type = Projectile
trigger1 = Time = 36
trigger2 = Time = 44
trigger3 = Time = 52
trigger4 = Time = 60
trigger5 = Time = 68
trigger6 = Time = 76
projanim = 10002
projhitanim = 10002
projremanim = 7
projremovetime = 5
projedgebound = 70
projID = 1000
postype = p1
offset = 0.8 * (random - 500),-5
velocity = 0
sprpriority = 2
attr = S, HP
damage = 50,10
getpower = 0
givepower = 0
animtype = diagup
hitflag = MAFPD
guardflag = MA
sparkno = S700
guard.sparkno = S701
sparkxy = -10,-50
hitsound = S0,9
guardsound = S0,10
pausetime = 0,0
ground.hittime = 19
ground.type = high
ground.slidetime = 19
ground.velocity = -4,-6
air.velocity = -4,-6
fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 148,148,148
palfx.sinadd = 0,-60,-69,8

[State 3020, 3]
type = Projectile
trigger1 = Time = 36
trigger2 = Time = 44
trigger3 = Time = 52
trigger4 = Time = 60
trigger5 = Time = 68
trigger6 = Time = 76
projanim = 10002
projhitanim = 10002
projremanim = 7
projremovetime = 5
projedgebound = 70
projID = 1000
postype = p1
offset = 0.8 * (random - 500),-5
velocity = 0
sprpriority = 2
attr = S, HP
damage = 50,10
getpower = 0
givepower = 0
animtype = diagup
hitflag = MAFPD
guardflag = MA
sparkno = S700
guard.sparkno = S701
sparkxy = -10,-50
hitsound = S0,9
guardsound = S0,10
pausetime = 0,0
ground.hittime = 19
ground.type = high
ground.slidetime = 19
ground.velocity = -4,-6
air.velocity = -4,-6
fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 148,148,148
palfx.sinadd = 0,-60,-69,8

[State 3020, 3]
type = Projectile
trigger1 = Time = 36
trigger2 = Time = 44
trigger3 = Time = 52
trigger4 = Time = 60
trigger5 = Time = 68
trigger6 = Time = 76
projanim = 10002
projhitanim = 10002
projremanim = 7
projremovetime = 5
projedgebound = 70
projID = 1000
postype = p1
offset = 0.9 * (random - 500),-5
velocity = 0
sprpriority = 2
attr = S, HP
damage = 50,10
getpower = 0
givepower = 0
animtype = diagup
hitflag = MAFPD
guardflag = MA
sparkno = S700
guard.sparkno = S701
sparkxy = -10,-50
hitsound = S0,9
guardsound = S0,10
pausetime = 0,0
ground.hittime = 19
ground.type = high
ground.slidetime = 19
ground.velocity = -4,-6
air.velocity = -4,-6
fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 148,148,148
palfx.sinadd = 0,-60,-69,8

[State 3020, 3]
type = Projectile
trigger1 = Time = 36
trigger2 = Time = 44
trigger3 = Time = 52
trigger4 = Time = 60
trigger5 = Time = 68
trigger6 = Time = 76
projanim = 10002
projhitanim = 10002
projremanim = 7
projremovetime = 5
projedgebound = 70
projID = 1000
postype = p1
offset = 0.9 * (random - 500),-5
velocity = 0
sprpriority = 2
attr = S, HP
damage = 50,10
getpower = 0
givepower = 0
animtype = diagup
hitflag = MAFPD
guardflag = MA
sparkno = S700
guard.sparkno = S701
sparkxy = -10,-50
hitsound = S0,9
guardsound = S0,10
pausetime = 0,0
ground.hittime = 19
ground.type = high
ground.slidetime = 19
ground.velocity = -4,-6
air.velocity = -4,-6
fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 148,148,148
palfx.sinadd = 0,-60,-69,8

[State 3020, 3]
type = Projectile
trigger1 = Time = 36
trigger2 = Time = 44
trigger3 = Time = 52
trigger4 = Time = 60
trigger5 = Time = 68
trigger6 = Time = 76
projanim = 10002
projhitanim = 10002
projremanim = 7
projremovetime = 5
projedgebound = 70
projID = 1000
postype = p1
offset = 0.9 * (random - 500),-5
velocity = 0
sprpriority = 2
attr = S, HP
damage = 50,10
getpower = 0
givepower = 0
animtype = diagup
hitflag = MAFPD
guardflag = MA
sparkno = S700
guard.sparkno = S701
sparkxy = -10,-50
hitsound = S0,9
guardsound = S0,10
pausetime = 0,0
ground.hittime = 19
ground.type = high
ground.slidetime = 19
ground.velocity = -4,-6
air.velocity = -4,-6
fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 148,148,148
palfx.sinadd = 0,-60,-69,8

[State 3020, 3]
type = Projectile
trigger1 = Time = 36
trigger2 = Time = 44
trigger3 = Time = 52
trigger4 = Time = 60
trigger5 = Time = 68
trigger6 = Time = 76
projanim = 10002
projhitanim = 10002
projremanim = 7
projremovetime = 5
projedgebound = 70
projID = 1000
postype = p1
offset = 1.0 * (random - 500),-5
velocity = 0
sprpriority = 2
attr = S, HP
damage = 50,10
getpower = 0
givepower = 0
animtype = diagup
hitflag = MAFPD
guardflag = MA
sparkno = S700
guard.sparkno = S701
sparkxy = -10,-50
hitsound = S0,9
guardsound = S0,10
pausetime = 0,0
ground.hittime = 19
ground.type = high
ground.slidetime = 19
ground.velocity = -4,-6
air.velocity = -4,-6
fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 148,148,148
palfx.sinadd = 0,-60,-69,8

[State 3020, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 3020, 3]
type = Projectile
trigger1 = Time = 36
trigger2 = Time = 44
trigger3 = Time = 52
trigger4 = Time = 60
trigger5 = Time = 68
trigger6 = Time = 76
projanim = 10002
projhitanim = 10002
projremanim = 7
projremovetime = 5
projedgebound = 70
projID = 1000
postype = p1
offset = 1.0 * (random - 500),-5
velocity = 0
sprpriority = 2
attr = S, HP
damage = 50,10
getpower = 0
givepower = 0
animtype = diagup
hitflag = MAFPD
guardflag = MA
sparkno = S700
guard.sparkno = S701
sparkxy = -10,-50
hitsound = S0,9
guardsound = S0,10
pausetime = 0,0
ground.hittime = 19
ground.type = high
ground.slidetime = 19
ground.velocity = -4,-6
air.velocity = -4,-6
fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 148,148,148
palfx.sinadd = 0,-60,-69,8

[State 3020, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 3020, 3]
type = Projectile
trigger1 = Time = 36
trigger2 = Time = 44
trigger3 = Time = 52
trigger4 = Time = 60
trigger5 = Time = 68
trigger6 = Time = 76
projanim = 10002
projhitanim = 10002
projremanim = 7
projremovetime = 5
projedgebound = 70
projID = 1000
postype = p1
offset = 1.0 * (random - 500),-5
velocity = 0
sprpriority = 2
attr = S, HP
damage = 50,10
getpower = 0
givepower = 0
animtype = diagup
hitflag = MAFPD
guardflag = MA
sparkno = S700
guard.sparkno = S701
sparkxy = -10,-50
hitsound = S0,9
guardsound = S0,10
pausetime = 0,0
ground.hittime = 19
ground.type = high
ground.slidetime = 19
ground.velocity = -4,-6
air.velocity = -4,-6
fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 148,148,148
palfx.sinadd = 0,-60,-69,8

[State 3020, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 20004]
type = S
movetype = H
physics = S
ctrl = 0

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

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

[State a]
type = PalFX
trigger1 = Time % 4 = 0
time = 2
add = 70,0,0
mul = 250,180,120
ignorehitpause = 1

[State a]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 0
ctrl = 1



;-------------------------------------------------------------------------
;傟
[Statedef 10002]
type    = S
movetype= I
physics = S
juggle  = 4
poweradd= -2000
ctrl = 0
velset = 0,0
anim = 10004
sprpriority = 2


[State 4000, 2]
type = PlaySnd
trigger1 = Time = 0
value = 10, 1

[State 4000, 2]
type = PlaySnd
trigger1 = Time = 1
value = 5, 3
persistent = 1

[State 4000, 3]
type = SuperPause
trigger1 = Time = 0
anim = -1
time = 30
movetime = 30

[State 4000, 4]
type = EnvColor
trigger1 = Time = 0
value = 255,255,255
time = 5
under = 1

[State 4000, 5]
type = EnvColor
trigger1 = Time = 4
value = 0,0,0
time = 26
under = 1

[State 4001, 0]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 4000, 7]
type = ChangeState
trigger1 = animtime = 0
value = 10003

;---------------------------------------------------------------------------
;偁傝偊側偄岝
[Statedef 10003]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 10005
sprpriority = 1

[State 40000]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4000]
type = PlaySnd
trigger1 = Animelem = 3
value = 1, 8
persistent = 1

[State 3000]
type = Explod
trigger1 = Animelem = 7
anim = 10006
sprpriority = 99999999999999999999999
scale = 1.2,1.2
postype = back
pos = -10,-10
bindtime = -1
ignorehitpause = 1
removetime = 55

[State 4001, 13]
type = EnvShake
triggerall = Time = [25,75]
trigger1 = timemod = 5,0
time = 6
ampl = -6
freq = 90
phase = 68

[State 3000]
type = Explod
trigger1 = Time = 25
anim = 10007
sprpriority = -1
scale = 1.5,1.5
postype = p1
pos = 0,0
bindtime = -1
ignorehitpause = 1
removetime = 50

[State 1001, 3]
type = Projectile
trigger1 = Animelem = 7, = 1
trigger2 = Animelem = 8, = 1
trigger3 = Animelem = 9, = 1
trigger4 = Animelem = 10, = 1
trigger5 = Animelem = 11, = 1
trigger6 = Animelem = 12, = 1
trigger7 = Animelem = 13, = 1
trigger8 = Animelem = 14, = 1
trigger9 = Animelem = 15, = 1
trigger10 = Animelem = 16, = 1
trigger11 = Animelem = 17, = 1
trigger12 = Animelem = 18, = 1
trigger13 = Animelem = 19, = 1
trigger14 = Animelem = 20, = 1
trigger15 = Animelem = 21, = 1
trigger16 = Animelem = 22, = 1
trigger17 = Animelem = 23, = 1
trigger18 = Animelem = 24, = 1
trigger19 = Animelem = 25, = 1
trigger20 = Animelem = 26, = 1
trigger21 = Animelem = 27, = 1
trigger22 = Animelem = 28, = 1
trigger23 = Animelem = 29, = 1
trigger24 = Animelem = 30, = 1
trigger25 = Animelem = 31, = 1
projanim = 10008
projhitanim = 10008
projremovetime = 1
;projhits = 25
offset = 0,0
velocity = 0,0
postype = p1
projpriority = 99999999999999999999999
attr = S, HA
damage = 18,7
givepower = 60,60
animtype = diagup
hitflag = MAF
guardflag = M
pausetime = 0,3
sparkno = -1
hitsound = S1,6
guard.sparkno = -1
guardsound = S6,1
ground.type = low
ground.slidetime = 25
ground.hittime  = 25
ground.Velocity = -6,-8
guard.velocity = -7.5
air.Velocity = -6,-8
fall = 1
fall.recover = 0
palfx.time = 60
palfx.sinadd = 60,30,0,10
palfx.add = 60,-50,-220
palfx.color = 0
palfx.invertall = 1

[State 1001, 3]
type = Projectile	;懪偪徚偟梡
trigger1 = Animelem = 7
projanim = 10009
projhitanim = 10009
projremovetime = 25
offset = 0,0
velocity = 0,0
postype = p1
projpriority = 10
attr = S, SP
hitflag = MAFD

[State 3001, 32]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




[Statedef 10010]
type    = S
movetype= A
physics = N
poweradd = -1000
ctrl = 0
velset = 0,0
anim = 10010
sprpriority = 2

[State 3000,SuperPause]
type = SuperPause
trigger1 = Time = 1
time = 28
movetime = 28
anim = -1
sound = S0, 39
darken = 0
unhittable = 1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
value = S0,1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
value = S0,47

[State 821, 4]
type = playsnd
;trigger1 = animelem = 67
trigger1 = animelem = 20
;trigger2 = animelem = 71
trigger2 = animelem = 24
;trigger3 = animelem = 75
trigger3 = animelem = 28
;trigger4 = animelem = 79
value = S0,48

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 17
;projremove = 1
Projremovetime = 58
projhits = 8
projremanim = -1
projhitanim = 812
projmisstime = 7
projpriority = 5
;projremove = 1344
projanim = 10011
offset = 138,-90
velocity = 0,0
attr = S, SP
damage   = 25,10
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = 30,0
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 28
;projremove = 1
;Projremovetime = 58
projhits = 8
projremanim = -1
projhitanim = 812
projmisstime = 7
projpriority = 5
;projremove = 1344
projanim = 10011
offset = 0,-90
velocity = 5,0
attr = S, SP
damage   = 25,10
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = 30,0
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



[Statedef 10004]
type = S
movetype = A
poweradd= -3000
physics = S
anim = 10005
velset = 0
ctrl = 0

[State 3000,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4000, 2]
type = PlaySnd
trigger1 = Time = 0
value = 10, 1

[State 4000, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0, 1

[State 0, VarRandom]
type = VarRandom
trigger1 = 1
v = 51
range = 0,300

[State 4000, BGPalFX]
type = BGPalFX
trigger1 = Time >= 0
trigger1 = 1
time = 2
mul = 900,900,900
add = -250,-250,-250
ignorehitpause = 1

[State 2216]
type = Explod
trigger1 = time = 0
anim = 10013
id = 10013
sprpriority = 1
postype = p1
pos = 10,0
bindtime = -1
removetime = 80
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = time = 0
anim = 10014
id = 10014
sprpriority = 1
postype = p1
pos = -10,0
bindtime = -1
removetime = 80
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = time = 0
anim = 10015
id = 10015
sprpriority = 1
postype = p1
pos = 0,3
bindtime = -1
removetime = 80
supermove = 1
under = 0
ownpal = 1

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 130
freq = 60
ampl = 5
phase = 90
;ignorehitpause =
;persistent =


[State 15000]
type = Helper
triggerall = time >= 3
trigger1 = (gametime%3) = 1
name = "ku"
pos = var(51),0
postype = p1
stateno = 10005
helpertype = normal
bindtime = 1
keyctrl = 0
ownpal = 1
persistent = 1
sprpriority = 3

[State 15000]
type = Helper
triggerall = time >= 3
trigger1 = (gametime%3) = 1
name = "ku"
pos = -var(51),0
postype = p1
stateno = 10005
helpertype = normal
bindtime = 1
keyctrl = 0
ownpal = 1
persistent = 1
sprpriority = 3

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




[Statedef 10005]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 10012
sprpriority = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,36

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 2
projremove = 1
;Projremovetime = 50
projhits = 3
projremanim = 812
projhitanim = 812
projmisstime = 8
projpriority = 5
;projremove = 1344
projanim = 1001
offset = 0,-10
velocity = 0,-5
attr = S, SP
damage   = 5,2
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S2030
guard.sparkno = S2030
sparkxy = 30,0
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 15500]
type = destroyself
trigger1 = AnimTime = 0






[Statedef 10006]
type = S
movetype = A
poweradd= -3000
physics = S
anim = 10022
sprpriority = 10
velset = 0
ctrl = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 53
value = 0
;ignorehitpause =
;persistent =

[State 0, VarAdd]
type = VarAdd
trigger1 = time <= 40
trigger1 = (gametime%4) = 1
v = 53
value = 30
;ignorehitpause =
;persistent =

[State 0, VarAdd]
type = VarAdd
triggerall = time <= 120
trigger1 = time > 40
trigger1 = (gametime%4) = 1
v = 53
value = -30

[State 1034, 2]
type = Projectile
projID = 10008
triggerall = time <= 120
trigger1 = (gametime%4) = 1
projremove = 0
Projremovetime = 46
projhits = 7
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10023
offset = -var(53),0
velocity = 0,0
attr = S, SP
damage   = 5,2
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = -1
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
triggerall = time <= 120
trigger1 = (gametime%4) = 1
projremove = 0
Projremovetime = 46
projhits = 7
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10024
offset = var(53),0
velocity = 0,0
attr = S, SP
damage   = 5,2
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = -1
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0


[State 3000,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4000, 2]
type = PlaySnd
trigger1 = Time = 0
value = 10, 1

[State 4000, 2]
type = PlaySnd
trigger1 = Time = 0
value = 10, 3

[State 4000, BGPalFX]
type = BGPalFX
trigger1 = Time >= 0
trigger1 = 1
time = 2
mul = 900,900,900
add = -250,-250,-250
ignorehitpause = 1

;[State 0, VarRandom]
;type = VarRandom
;trigger1 =  1
;v =  53
;range = 80,250
;ignorehitpause =
;persistent =


;[State 15000]
;type = Helper
;triggerall = time <= 120
;trigger1 = (gametime%10) = 1
;name = "cang"
;pos = var(53),0
;postype = p1
;stateno = 10008
;helpertype = normal
;bindtime = 1
;keyctrl = 0
;ownpal = 1
;persistent = 1
;sprpriority = 3

;[State 15000]
;type = Helper
;triggerall = time <= 120
;trigger1 = (gametime%10) = 1
;name = "huo"
;pos = -var(53),0
;postype = p1
;stateno = 10009
;helpertype = normal
;bindtime = 1
;keyctrl = 0
;ownpal = 1
;persistent = 1
;sprpriority = 3


[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 128
freq = 60
ampl = 5
phase = 90
;ignorehitpause =
;persistent =

[State 2216]
type = Explod
trigger1 = time = 0
anim = 10020
id = 10020
sprpriority = 11
postype = p1
pos = 0,-80
bindtime = -1
removetime = 128
supermove = 1
under = 0
ownpal = 1


[State 15000]
type = Helper
trigger1 = animelem = 1
name = "fire"
pos = 0,-80
postype = p1
stateno = 10007
helpertype = normal
bindtime = -1
keyctrl = 0
ownpal = 1
persistent = 0
sprpriority = 11

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 10007]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 10021
sprpriority = 3

[State 2];峌寕偺巜掕
type = HitDef
trigger1 = time >= 0
attr = S, SA
animtype  = up
damage    = 3,1
getpower = 5,5
guardflag = M
numhits = 1
pausetime = 0,7
sparkno = -1
sparkxy = -1
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,-4
air.velocity = 0,-4.5
air.fall = 1
fall.recover = 0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S10,2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 17
value = S10,2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 33
value = S10,2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 49
value = S10,2

[State 15500]
type = destroyself
trigger1 = AnimTime = 0


[Statedef 10008]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 10008
sprpriority = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S10,4

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 2
projremove = 0
Projremovetime = 46
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 8
projpriority = 99
;projremove = 1344
projanim = 10023
offset = 0,0
velocity = 0,0
attr = S, SP
damage   = 10,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = -1
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 15500]
type = destroyself
trigger1 = AnimTime = 0

[Statedef 10009]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 10009
sprpriority = 20

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S10,4

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 2
projremove = 0
Projremovetime = 46
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 8
projpriority = 99
;projremove = 1344
projanim = 10024
offset = 0,0
velocity = 0,0
attr = S, SP
damage   = 10,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = -1
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 15500]
type = destroyself
trigger1 = AnimTime = 0



;==============超属性超杀===================
[Statedef 10030]
type = S
movetype = A
poweradd= -3000
physics = S
anim = 10030
sprpriority = 10
velset = 0
ctrl = 0


[State 3000,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 4000, 2]
type = PlaySnd
trigger1 = Time = 0
value = 10, 1

[State 4000, 2]
type = PlaySnd
trigger1 = Time = 0
value = 10, 3

;=================Orochi===================
[State 4000, 2]
type = PlaySnd
trigger1 = animelem = 8
value = 10, 5

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 8
projremove = 0
Projremovetime = 27
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10025
offset = 0,0
velocity = 0,0
attr = S, SP
damage   = 10,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S0,7
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 8
projremove = 0
Projremovetime = 27
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10025
offset = 50,0
velocity = 0,0
attr = S, SP
damage   = 10,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S0,7
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 8
projremove = 0
Projremovetime = 27
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10025
offset = -50,0
velocity = 0,0
attr = S, SP
damage   = 10,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S0,7
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 8
projremove = 0
Projremovetime = 27
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10025
offset = 100,0
velocity = 0,0
attr = S, SP
damage   = 10,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S0,7
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 8
projremove = 0
Projremovetime = 27
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10025
offset = -100,0
velocity = 0,0
attr = S, SP
damage   = 10,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S0,7
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 8
projremove = 0
Projremovetime = 27
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10025
offset = 150,0
velocity = 0,0
attr = S, SP
damage   = 10,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S0,7
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 8
projremove = 0
Projremovetime = 27
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10025
offset = -150,0
velocity = 0,0
attr = S, SP
damage   = 10,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S0,7
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 8
projremove = 0
Projremovetime = 27
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10025
offset = 200,0
velocity = 0,0
attr = S, SP
damage   = 10,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S0,7
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 8
projremove = 0
Projremovetime = 27
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10025
offset = -200,0
velocity = 0,0
attr = S, SP
damage   = 10,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S0,7
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 8
projremove = 0
Projremovetime = 27
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10025
offset = 250,0
velocity = 0,0
attr = S, SP
damage   = 10,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S0,7
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 8
projremove = 0
Projremovetime = 27
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10025
offset = -250,0
velocity = 0,0
attr = S, SP
damage   = 10,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S0,7
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 8
projremove = 0
Projremovetime = 27
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10025
offset = 300,0
velocity = 0,0
attr = S, SP
damage   = 10,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S0,7
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 8
projremove = 0
Projremovetime = 27
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10025
offset = -300,0
velocity = 0,0
attr = S, SP
damage   = 10,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S0,7
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

;=================Gz========================
[State 4000, 2]
type = PlaySnd
trigger1 = animelem = 19
value = 10, 6

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 19
projremove = 0
Projremovetime = 27
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10026
offset = 0,0
velocity = 0,0
attr = S, SP
damage   = 10,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S0,55
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 19
projremove = 0
Projremovetime = 27
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10026
offset = 50,0
velocity = 0,0
attr = S, SP
damage   = 10,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S0,55
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 19
projremove = 0
Projremovetime = 27
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10026
offset = -50,0
velocity = 0,0
attr = S, SP
damage   = 10,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S0,55
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 19
projremove = 0
Projremovetime = 27
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10026
offset = 100,0
velocity = 0,0
attr = S, SP
damage   = 10,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S0,55
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 19
projremove = 0
Projremovetime = 27
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10026
offset = -100,0
velocity = 0,0
attr = S, SP
damage   = 10,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S0,55
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 19
projremove = 0
Projremovetime = 27
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10026
offset = 150,0
velocity = 0,0
attr = S, SP
damage   = 10,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S0,55
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 19
projremove = 0
Projremovetime = 27
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10026
offset = -150,0
velocity = 0,0
attr = S, SP
damage   = 10,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S0,55
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 19
projremove = 0
Projremovetime = 27
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10026
offset = 200,0
velocity = 0,0
attr = S, SP
damage   = 10,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S0,55
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 19
projremove = 0
Projremovetime = 27
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10026
offset = -200,0
velocity = 0,0
attr = S, SP
damage   = 10,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S0,55
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 19
projremove = 0
Projremovetime = 27
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10026
offset = 250,0
velocity = 0,0
attr = S, SP
damage   = 10,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S0,55
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 19
projremove = 0
Projremovetime = 27
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10026
offset = -250,0
velocity = 0,0
attr = S, SP
damage   = 10,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S0,55
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 19
projremove = 0
Projremovetime = 27
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10026
offset = 300,0
velocity = 0,0
attr = S, SP
damage   = 10,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S0,55
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 19
projremove = 0
Projremovetime = 27
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10026
offset = -300,0
velocity = 0,0
attr = S, SP
damage   = 10,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S0,55
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

;====================kaede=====================
[State 4000, 2]
type = PlaySnd
trigger1 = animelem = 30
value = 10, 7

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 30
projremove = 0
Projremovetime = 27
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10027
offset = 0,0
velocity = 0,0
attr = S, SP
damage   = 20,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S0,7
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 30
projremove = 0
Projremovetime = 27
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10027
offset = 50,0
velocity = 0,0
attr = S, SP
damage   = 20,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S0,7
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 30
projremove = 0
Projremovetime = 27
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10027
offset = -50,0
velocity = 0,0
attr = S, SP
damage   = 20,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S0,7
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 30
projremove = 0
Projremovetime = 27
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10027
offset = 100,0
velocity = 0,0
attr = S, SP
damage   = 20,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S0,7
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 30
projremove = 0
Projremovetime = 27
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10027
offset = -100,0
velocity = 0,0
attr = S, SP
damage   = 20,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S0,7
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 30
projremove = 0
Projremovetime = 27
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10027
offset = 150,0
velocity = 0,0
attr = S, SP
damage   = 20,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S0,7
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 30
projremove = 0
Projremovetime = 27
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10027
offset = -150,0
velocity = 0,0
attr = S, SP
damage   = 20,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S0,7
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 30
projremove = 0
Projremovetime = 27
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10027
offset = 200,0
velocity = 0,0
attr = S, SP
damage   = 20,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S0,7
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 30
projremove = 0
Projremovetime = 27
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10027
offset = -200,0
velocity = 0,0
attr = S, SP
damage   = 20,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S0,7
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 30
projremove = 0
Projremovetime = 27
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10027
offset = 250,0
velocity = 0,0
attr = S, SP
damage   = 20,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S0,7
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 30
projremove = 0
Projremovetime = 27
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10027
offset = -250,0
velocity = 0,0
attr = S, SP
damage   = 20,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S0,7
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 30
projremove = 0
Projremovetime = 27
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10027
offset = 300,0
velocity = 0,0
attr = S, SP
damage   = 20,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S0,7
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 30
projremove = 0
Projremovetime = 27
projhits = 3
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10027
offset = -300,0
velocity = 0,0
attr = S, SP
damage   = 20,5
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S0,7
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

;====================iori=====================
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 41
value = S10,2

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 41
projremove = 0
Projremovetime = 46
projhits = 7
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10023
offset = 0,0
velocity = 0,0
attr = S, SP
damage   = 5,2
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = -1
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 41
projremove = 0
Projremovetime = 46
projhits = 7
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10023
offset = 100,0
velocity = 0,0
attr = S, SP
damage   = 5,2
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = -1
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 41
projremove = 0
Projremovetime = 46
projhits = 7
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10023
offset = -100,0
velocity = 0,0
attr = S, SP
damage   = 5,2
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = -1
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 41
projremove = 0
Projremovetime = 46
projhits = 7
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10023
offset = 200,0
velocity = 0,0
attr = S, SP
damage   = 5,2
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = -1
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 41
projremove = 0
Projremovetime = 46
projhits = 7
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10023
offset = -200,0
velocity = 0,0
attr = S, SP
damage   = 5,2
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = -1
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 41
projremove = 0
Projremovetime = 46
projhits = 7
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10023
offset = 300,0
velocity = 0,0
attr = S, SP
damage   = 5,2
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = -1
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 41
projremove = 0
Projremovetime = 46
projhits = 7
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10023
offset = -300,0
velocity = 0,0
attr = S, SP
damage   = 5,2
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = -1
guardsound = -1
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

;====================kyo=====================
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 61
value = S10,2

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 61
projremove = 0
Projremovetime = 46
projhits = 7
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10024
offset = 0,0
velocity = 0,0
attr = S, SP
damage   = 5,2
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = -1
guardsound = -1
pausetime = 0,20
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 61
projremove = 0
Projremovetime = 46
projhits = 7
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10024
offset = 100,0
velocity = 0,0
attr = S, SP
damage   = 5,2
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = -1
guardsound = -1
pausetime = 0,20
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 61
projremove = 0
Projremovetime = 46
projhits = 7
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10024
offset = -100,0
velocity = 0,0
attr = S, SP
damage   = 5,2
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = -1
guardsound = -1
pausetime = 0,20
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 61
projremove = 0
Projremovetime = 46
projhits = 7
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10024
offset = 200,0
velocity = 0,0
attr = S, SP
damage   = 5,2
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = -1
guardsound = -1
pausetime = 0,20
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 61
projremove = 0
Projremovetime = 46
projhits = 7
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10024
offset = -200,0
velocity = 0,0
attr = S, SP
damage   = 5,2
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = -1
guardsound = -1
pausetime = 0,20
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 61
projremove = 0
Projremovetime = 46
projhits = 7
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10024
offset = 300,0
velocity = 0,0
attr = S, SP
damage   = 5,2
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = -1
guardsound = -1
pausetime = 0,20
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 61
projremove = 0
Projremovetime = 46
projhits = 7
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 9
;projremove = 1344
projanim = 10024
offset = -300,0
velocity = 0,0
attr = S, SP
damage   = 5,2
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = -1
guardsound = -1
pausetime = 0,20
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

;====================kain=====================
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 81
trigger2 = animelem = 86
trigger3 = animelem = 91
value = S10,8

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 81
trigger2 = animelem = 86
trigger3 = animelem = 91
projscale = 0.5,0.5
projremove = 0
Projremovetime = 40
projhits = 5
projremanim = -1
projhitanim = -1
projmisstime = 0
projpriority = 9
;projremove = 1344
projanim = 10028
offset = 0,-240
velocity = 0,10
attr = S, SP
damage   = 7,2
animtype = diagup
hitflag = MAF
;guardflag = M
sparkno = S10031
guard.sparkno = S10031
sparkxy = 0,0
hitsound = S10,9
guardsound = S10,9
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5,-10
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 81
trigger2 = animelem = 86
trigger3 = animelem = 91
projscale = 0.5,0.5
projremove = 0
Projremovetime = 40
projhits = 5
projremanim = -1
projhitanim = -1
projmisstime = 0
projpriority = 9
;projremove = 1344
projanim = 10028
offset = 150,-240
velocity = 0,10
attr = S, SP
damage   = 7,2
animtype = diagup
hitflag = MAF
;guardflag = M
sparkno = S10031
guard.sparkno = S10031
sparkxy = 0,0
hitsound = S10,9
guardsound = S10,9
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5,-10
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 81
trigger2 = animelem = 86
trigger3 = animelem = 91
projscale = 0.5,0.5
projremove = 0
Projremovetime = 40
projhits = 5
projremanim = -1
projhitanim = -1
projmisstime = 0
projpriority = 9
;projremove = 1344
projanim = 10028
offset = -150,-240
velocity = 0,10
attr = S, SP
damage   = 7,2
animtype = diagup
hitflag = MAF
;guardflag = M
sparkno = S10031
guard.sparkno = S10031
sparkxy = 0,0
hitsound = S10,9
guardsound = S10,9
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5,-10
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 81
trigger2 = animelem = 86
trigger3 = animelem = 91
projscale = 0.5,0.5
projremove = 0
Projremovetime = 40
projhits = 5
projremanim = -1
projhitanim = -1
projmisstime = 0
projpriority = 9
;projremove = 1344
projanim = 10028
offset = 300,-240
velocity = 0,10
attr = S, SP
damage   = 7,2
animtype = diagup
hitflag = MAF
;guardflag = M
sparkno = S10031
guard.sparkno = S10031
sparkxy = 0,0
hitsound = S10,9
guardsound = S10,9
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5,-10
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 81
trigger2 = animelem = 86
trigger3 = animelem = 91
projscale = 0.5,0.5
projremove = 0
Projremovetime = 40
projhits = 5
projremanim = -1
projhitanim = -1
projmisstime = 0
projpriority = 9
;projremove = 1344
projanim = 10028
offset = -300,-240
velocity = 0,10
attr = S, SP
damage   = 7,2
animtype = diagup
hitflag = MAF
;guardflag = M
sparkno = S10031
guard.sparkno = S10031
sparkxy = 0,0
hitsound = S10,9
guardsound = S10,9
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5,-10
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 81
trigger2 = animelem = 86
trigger3 = animelem = 91
projscale = 0.5,0.5
projremove = 0
Projremovetime = 40
projhits = 5
projremanim = -1
projhitanim = -1
projmisstime = 0
projpriority = 9
;projremove = 1344
projanim = 10029
offset = 75,0
velocity = 0,-10
attr = S, SP
damage   = 7,2
animtype = diagup
hitflag = MAF
;guardflag = M
sparkno = S10031
guard.sparkno = S10031
sparkxy = 0,0
hitsound = S10,9
guardsound = S10,9
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5,-10
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 81
trigger2 = animelem = 86
trigger3 = animelem = 91
projscale = 0.5,0.5
projremove = 0
Projremovetime = 40
projhits = 5
projremanim = -1
projhitanim = -1
projmisstime = 0
projpriority = 9
;projremove = 1344
projanim = 10029
offset = -75,0
velocity = 0,-10
attr = S, SP
damage   = 7,2
animtype = diagup
hitflag = MAF
;guardflag = M
sparkno = S10031
guard.sparkno = S10031
sparkxy = 0,0
hitsound = S10,9
guardsound = S10,9
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5,-10
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 81
trigger2 = animelem = 86
trigger3 = animelem = 91
projscale = 0.5,0.5
projremove = 0
Projremovetime = 40
projhits = 5
projremanim = -1
projhitanim = -1
projmisstime = 0
projpriority = 9
;projremove = 1344
projanim = 10029
offset = 225,0
velocity = 0,-10
attr = S, SP
damage   = 7,2
animtype = diagup
hitflag = MAF
;guardflag = M
sparkno = S10031
guard.sparkno = S10031
sparkxy = 0,0
hitsound = S10,9
guardsound = S10,9
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5,-10
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 10008
trigger1 = animelem = 81
trigger2 = animelem = 86
trigger3 = animelem = 91
projscale = 0.5,0.5
projremove = 0
Projremovetime = 40
projhits = 5
projremanim = -1
projhitanim = -1
projmisstime = 0
projpriority = 9
;projremove = 1344
projanim = 10029
offset = -225,0
velocity = 0,-10
attr = S, SP
damage   = 7,2
animtype = diagup
hitflag = MAF
;guardflag = M
sparkno = S10031
guard.sparkno = S10031
sparkxy = 0,0
hitsound = S10,9
guardsound = S10,9
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5,-10
air.velocity = -5,-4
air.fall = 1
fall.recover = 0


[State 4000, BGPalFX]
type = BGPalFX
trigger1 = Time >= 0
trigger1 = 1
time = 2
mul = 900,900,900
add = -250,-250,-250
ignorehitpause = 1


[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 195
freq = 60
ampl = 5
phase = 90


[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




[Statedef 10020]
type    = S
movetype= A
physics = S
poweradd = -1000
ctrl = 0
velset = 0,0
anim = 10032
sprpriority = 2

[State 3000, 1]
type = PalFX
trigger1 = Time < 16 && Time % 2
trigger1 = prevstateno = [1000,1060]
time = 1
add = 255,255,255
ignorehitpause = 1

[State 170, 1]
type = notHitBy
trigger1 = 1
value = SCA

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 1
value = S0,40
channel = 0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 1
value = S0,40
channel = 0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 20
trigger2 = AnimElem = 31
trigger3 = AnimElem = 39
trigger4 = AnimElem = 44
trigger5 = AnimElem = 52
value = S0,41

[State 240, 4]
type = envcolor
trigger1 = Time = 0
time = 2
value = 255,255,255
under = -1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [3,30]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[state 190]
type = superpause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1
darken = 0
unhittable = 1
sound = S10,1

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = F1050;512
postype = p1
pos = 5,-110
sprpriority = -1
bindtime = -1
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = F1000;513
postype = p1
pos = 5,-110
sprpriority = 5
bindtime = -1
supermove = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 21
ID = 1080
name = "blade"
postype = p1
pos = 30,0
sprpriority = 4
stateno = 1081
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 32
ID = 1080
name = "blade"
postype = p1
pos = 30,0
sprpriority = 4
stateno = 1082
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 40
ID = 1080
name = "blade"
postype = p1
pos = 30,0
sprpriority = 4
stateno = 1083
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 45
ID = 1080
name = "blade"
postype = p1
pos = 30,0
sprpriority = 4
stateno = 1084
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 53
ID = 1080
name = "blade"
postype = p1
pos = 30,0
sprpriority = 4
stateno = 1085
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 240, 4]
type = envshake
trigger1 = AnimElem = 21
trigger2 = AnimElem = 32
trigger3 = AnimElem = 40
trigger4 = AnimElem = 45
trigger5 = Animelem = 53
time = 20

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1


[Statedef 1082]
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2035
sprpriority = 4
juggle = 15

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 1
value = S0,42

[State 4100,1]
type = Helper
trigger1 = time = 7
ID = 1080
name = "blade"
postype = p1
pos = 42,0
sprpriority = 4
stateno = 1082
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 240, 4]
type = Explod
triggerall = movehit
triggerall = p2movetype = H
trigger1 = AnimElem = 2,= 1
anim = 503
postype = p2
pos = -10,-68
sprpriority = 5
ignorehitpause = 1

[State 240, 4]
type = varset
trigger1 = time = 0
var(11) = 0

[State 240, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(11) = 130

[State 240, 4]
type = varset
trigger1 = 1
trigger1 = P2statetype != C
var(11) = -150 - (-150 - floor(p2bodydist y))

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = time >= 5
trigger1 = 1
projremove = 0
Projremovetime = 2
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 999999999
projanim = 2231
offset = 0,0;35,-105
velocity = 0,0
attr = S, SP

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = time = 0
projremove = 0
Projremovetime = 40
projhits = 1
;projmisstime = 4
projremanim = -1
;projhitanim = -1
projpriority = 9999
;projremove = 1344
projanim = 1082
offset = 0,0
velocity = 0,0
attr = S, HP
damage = 42,10
getpower = 0,0
givepower = 20,0
animtype = DiagUp
guardflag = M
hitflag = MAF
pausetime = 0,7
sparkno = 7
guard.sparkno = 6
sparkxy = -10, -76 + var(11)
hitsound = S0,17
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -4,-7
air.velocity = -4,-6
fall = 1
fall.recover = 0
sprpriority = 4
ignorehitpause = 1

[State 240, 4]
type = destroyself
trigger1 = Time = 20
trigger2 = FrontEdgeBodyDist < -40


[Statedef 1083]
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2035
sprpriority = 4
juggle = 15

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 1
value = S0,42

[State 4100,1]
type = Helper
trigger1 = time = 7
ID = 1080
name = "blade"
postype = p1
pos = 42,0
sprpriority = 4
stateno = 1083
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 240, 4]
type = Explod
triggerall = movehit
triggerall = p2movetype = H
trigger1 = AnimElem = 2,= 1
anim = 503
postype = p2
pos = -10,-68
sprpriority = 5
ignorehitpause = 1

[State 240, 4]
type = varset
trigger1 = time = 0
var(11) = 0

[State 240, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(11) = 130

[State 240, 4]
type = varset
trigger1 = 1
trigger1 = P2statetype != C
var(11) = -150 - (-150 - floor(p2bodydist y))

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = time >= 5
trigger1 = 1
projremove = 0
Projremovetime = 2
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 999999999
projanim = 2231
offset = 0,0;35,-105
velocity = 0,0
attr = S, SP

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = time = 0
projremove = 0
Projremovetime = 40
projhits = 1
;projmisstime = 4
projremanim = -1
;projhitanim = -1
projpriority = 9999
;projremove = 1344
projanim = 1083
offset = 0,0
velocity = 0,0
attr = S, HP
damage = 21,5
getpower = 0,0
givepower = 20,0
animtype = DiagUp
guardflag = M
hitflag = MAF
pausetime = 0,7
sparkno = 7
guard.sparkno = 6
sparkxy = -10, -76 + var(11)
hitsound = S0,17
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -4,-7
air.velocity = -4,-6
fall = 1
fall.recover = 0
sprpriority = 4
ignorehitpause = 1

[State 240, 4]
type = destroyself
trigger1 = Time = 20
trigger2 = FrontEdgeBodyDist < -40


[Statedef 1084]
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2035
sprpriority = 4
juggle = 15

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 1
value = S0,42

[State 4100,1]
type = Helper
trigger1 = time = 7
ID = 1080
name = "blade"
postype = p1
pos = 42,0
sprpriority = 4
stateno = 1084
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 240, 4]
type = Explod
triggerall = movehit
triggerall = p2movetype = H
trigger1 = AnimElem = 2,= 1
anim = 503
postype = p2
pos = -10,-68
sprpriority = 5
ignorehitpause = 1

[State 240, 4]
type = varset
trigger1 = time = 0
var(11) = 0

[State 240, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(11) = 130

[State 240, 4]
type = varset
trigger1 = 1
trigger1 = P2statetype != C
var(11) = -150 - (-150 - floor(p2bodydist y))

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = time >= 5
trigger1 = 1
projremove = 0
Projremovetime = 2
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 999999999
projanim = 2231
offset = 0,0;35,-105
velocity = 0,0
attr = S, SP

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = time = 0
projremove = 0
Projremovetime = 40
projhits = 1
;projmisstime = 4
projremanim = -1
;projhitanim = -1
projpriority = 9999
;projremove = 1344
projanim = 1084
offset = 0,0
velocity = 0,0
attr = S, HP
damage = 15,2
getpower = 0,0
givepower = 20,0
animtype = DiagUp
guardflag = M
hitflag = MAF
pausetime = 0,7
sparkno = 7
guard.sparkno = 6
sparkxy = -10, -76 + var(11)
hitsound = S0,17
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -4,-7
air.velocity = -4,-6
fall = 1
fall.recover = 0
sprpriority = 4
ignorehitpause = 1

[State 240, 4]
type = destroyself
trigger1 = Time = 20
trigger2 = FrontEdgeBodyDist < -40

[Statedef 1085]
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2035
sprpriority = 4
juggle = 15

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 1
value = S0,42

[State 4100,1]
type = Helper
trigger1 = time = 7
ID = 1080
name = "blade"
postype = p1
pos = 42,0
sprpriority = 4
stateno = 1085
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 240, 4]
type = Explod
triggerall = movehit
triggerall = p2movetype = H
trigger1 = AnimElem = 2,= 1
anim = 503
postype = p2
pos = -10,-68
sprpriority = 5
ignorehitpause = 1

[State 240, 4]
type = varset
trigger1 = time = 0
var(11) = 0

[State 240, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(11) = 130

[State 240, 4]
type = varset
trigger1 = 1
trigger1 = P2statetype != C
var(11) = -150 - (-150 - floor(p2bodydist y))

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = time >= 5
trigger1 = 1
projremove = 0
Projremovetime = 2
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 999999999
projanim = 2231
offset = 0,0;35,-105
velocity = 0,0
attr = S, SP

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = time = 0
projremove = 0
Projremovetime = 40
projhits = 1
;projmisstime = 4
projremanim = -1
;projhitanim = -1
projpriority = 9999
;projremove = 1344
projanim = 1081
offset = 0,0
velocity = 0,0
attr = S, HP
damage = 15,5
getpower = 0,0
givepower = 20,0
animtype = DiagUp
guardflag = M
hitflag = MAF
pausetime = 0,7
sparkno = 7
guard.sparkno = 6
sparkxy = -10, -76 + var(11)
hitsound = S0,17
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -4,-7
air.velocity = -4,-6
fall = 1
fall.recover = 0
sprpriority = 4
ignorehitpause = 1

[State 240, 4]
type = destroyself
trigger1 = Time = 20
trigger2 = FrontEdgeBodyDist < -40







[Statedef 10025]
type    = S
movetype= A
physics = S
poweradd = -1000
ctrl = 0
velset = 0,0
anim = 1070
sprpriority = 2

[State 3000, 1]
type = PalFX
trigger1 = Time < 16 && Time % 2
trigger1 = prevstateno = [1000,1060]
time = 1
add = 255,255,255
ignorehitpause = 1

[State 170, 1]
type = notHitBy
trigger1 = 1
value = SCA

[State 240, 4]
type = playsnd
trigger1 = time = 0
value = S0,36

[State 240, 4]
type = playsnd
trigger1 = time = 0
value = S0,37
channel = 0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 17
trigger2 = animelem = 19
value = S0,27

[State 240, 4]
type = envcolor
trigger1 = Time = 0
time = 2
value = 255,255,255
under = -1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [3,30]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[state 190]
type = superpause
trigger1 = time = 0
time = 30
movetime = 30
anim = -1
darken = 0
unhittable = 1
sound = S10,1

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = F1050;512
postype = p1
pos = 0,-100
sprpriority = -1
bindtime = -1
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = F1000;513
postype = p1
pos = 0,-100
sprpriority = 5
bindtime = -1
supermove = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 17
ID = 1070
name = "cho"
postype = p1
pos = -3,0
sprpriority = 4
stateno = 1071
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 1034, 2]
type = null;Projectile
projID = 1070
trigger1 = animelem = 17
projremove = 0
Projremovetime = 30
projhits = 4
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 5
;projremove = 1344
projanim = 2230
offset = -3,0
velocity = 0,0
attr = S, HP
damage   = 74,13
animtype = Hard
pausetime = 0,8
hitflag = MAF
guardflag = M
sparkno = 3
guard.sparkno = 2
sparkxy = 90,-65
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -4,-5
air.velocity = -4,-5
fall = 1
fall.recover = 0

[State 4050]
type = Projectile
trigger1 = Animelem = 16
trigger2 = Animelem = 18
projid = 10033
projanim = 10033
projhitanim = 10033
projremove = 0
projepriority = 3
projremovetime = 18
projespriority = 6
offset = 0, -30
velocity = 0, 0
Postype = p1
attr = S, HP
animtype = Hard
damage = 50,5
pausetime = 0, 10
guardflag = MA
hitflag = MAFP
sparkno = 3
guard.sparkno = 2
sparkxy = floor(p2dist X), 0
hitsound  = S0,17
guardsound = S0,10
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -4,-9.4
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
fall = 1
fall.recover = 0
air.velocity = -4,-9.4
air.fall = 1
air.recover = 0
air.animtype = Back
sprPriority = 4
ownpal = 1

[State 4050]
type = Projectile
trigger1 = Animelem = 16
trigger2 = Animelem = 18
projid = 10033
projanim = 10033
projhitanim = 10033
projremove = 0
projepriority = 3
projremovetime = 18
projespriority = 6
offset = -50, -60
velocity = 0, 0
Postype = p1
attr = S, HP
animtype = Hard
damage = 50,5
pausetime = 0, 10
guardflag = MA
hitflag = MAFP
sparkno = 3
guard.sparkno = 2
sparkxy = floor(p2dist X), 0
hitsound  = S0,17
guardsound = S0,10
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -4,-9.4
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
fall = 1
fall.recover = 0
air.velocity = -4,-9.4
air.fall = 1
air.recover = 0
air.animtype = Back
sprPriority = 4
ownpal = 1

[State 4050]
type = Projectile
trigger1 = Animelem = 16
trigger2 = Animelem = 18
projid = 10033
projanim = 10033
projhitanim = 10033
projremove = 0
projepriority = 3
projremovetime = 18
projespriority = 6
offset = -50, -120
velocity = 0, 0
Postype = p1
attr = S, HP
animtype = Hard
damage = 50,5
pausetime = 0, 10
guardflag = MA
hitflag = MAFP
sparkno = 3
guard.sparkno = 2
sparkxy = floor(p2dist X), 0
hitsound  = S0,17
guardsound = S0,10
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -4,-9.4
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
fall = 1
fall.recover = 0
air.velocity = -4,-9.4
air.fall = 1
air.recover = 0
air.animtype = Back
sprPriority = 4
ownpal = 1

[State 4050]
type = Projectile
trigger1 = Animelem = 16
trigger2 = Animelem = 18
projid = 10033
projanim = 10033
projhitanim = 10033
projremove = 0
projepriority = 3
projremovetime = 18
projespriority = 6
offset = 0, -150
velocity = 0, 0
Postype = p1
attr = S, HP
animtype = Hard
damage = 50,5
pausetime = 0, 10
guardflag = MA
hitflag = MAFP
sparkno = 3
guard.sparkno = 2
sparkxy = floor(p2dist X), 0
hitsound  = S0,17
guardsound = S0,10
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -4,-9.4
ground.cornerpush.veloff = 0
guard.velocity = -8
airguard.velocity = -4,-5
yaccel = 0.64
fall = 1
fall.recover = 0
air.velocity = -4,-9.4
air.fall = 1
air.recover = 0
air.animtype = Back
sprPriority = 4
ownpal = 1

[State 240, 4]
type = envshake
trigger1 = AnimElem = 17
time = 20

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1




[Statedef 10051]
type    = S
movetype= I
physics = S
anim = 1

[State 1]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 60

[State -1]
type = lifeadd
trigger1 = life >= (Ceil(0.2 * Const(data.life)))
trigger1 = time = 0
value = -(Ceil(0.065 * Const(data.life)))
absolute = 1

[State -1]
type = lifeadd
trigger1 = life <= (Ceil(0.2 * Const(data.life)))
trigger1 = time = 0
value = -(Ceil(0.008 * Const(data.life)))
absolute = 1

[State -1]
type = poweradd
trigger1 = life >= (Ceil(0.2 * Const(data.life)))
trigger1 = time = 0
value = 50

[State -1]
type = poweradd
trigger1 = life <= (Ceil(0.2 * Const(data.life)))
trigger1 = time = 0
value =  100


[State 10051, 1]
type = HitVelSet
trigger1 = Time = 0
x = 0

[State 10051, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 10051, 4]
type = ChangeState
trigger1 = Time >= 1
value = 0
ctrl = 1



[Statedef 38853]
type    = A
movetype= I
physics = N

[State 1]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 60

[State -1]
type = lifeadd
trigger1 = life >= (Ceil(0.2 * Const(data.life)))
trigger1 = time = 0
value = -(Ceil(0.065 * Const(data.life)))
absolute = 1

[State -1]
type = lifeadd
trigger1 = life <= (Ceil(0.2 * Const(data.life)))
trigger1 = time = 0
value = -(Ceil(0.008 * Const(data.life)))
absolute = 1

[State -1]
type = poweradd
trigger1 = life >= (Ceil(0.2 * Const(data.life)))
trigger1 = time = 0
value = 50

[State -1]
type = poweradd
trigger1 = life <= (Ceil(0.2 * Const(data.life)))
trigger1 = time = 0
value =  100


;[State 5040, 2]
;type = ChangeAnim
;trigger1 = AnimTime = 0
;trigger1 = Anim != 5040
;trigger2 = Time = 0
;trigger2 = Anim != 5035
;value = 5040

[State 5040, 3]
type = CtrlSet
trigger1 = HitOver
value = 1

[State 5040, 5]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5040, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;JUMPLAND



[Statedef 38852]
type    = A
movetype= I
physics = A

[State 1]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 60

[State -1]
type = lifeadd
trigger1 = var(29) <= 1
trigger1 = life >= (Ceil(0.2 * Const(data.life)))
trigger1 = time = 0
value = -(Ceil(0.065 * Const(data.life)))
absolute = 1

[State -1]
type = lifeadd
trigger1 = var(29) <= 1
trigger1 = life <= (Ceil(0.2 * Const(data.life)))
trigger1 = time = 0
value = -(Ceil(0.008 * Const(data.life)))
absolute = 1

[State -1]
type = poweradd
trigger1 = var(29) <= 1
trigger1 = life >= (Ceil(0.2 * Const(data.life)))
trigger1 = time = 0
value = 50

[State -1]
type = poweradd
trigger1 = var(29) <= 1
trigger1 = life <= (Ceil(0.2 * Const(data.life)))
trigger1 = time = 0
value =  100

[State -1]
type = poweradd
trigger1 = var(29) >= 1
trigger1 = time = 0
value = 300

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3
