[Data]
life = 3000
attack = 150
defence = 130
fall.defence_up = 100
liedown.time = 0
airjuggle = 15
sparkno = 2
guard.sparkno = 709
KO.echo = 0
volume = 100
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1          
yscale = 1           
ground.back = 15     
ground.front = 16   
air.back = 12        
air.front = 12      
height = 60      
attack.dist = 160   
proj.attack.dist = 90 
proj.doscale = 0     
head.pos = -5, -115  
mid.pos = -5, -60    
shadowoffset = 0     
draw.offset = 0,0  

[Velocity]
walk.fwd  = 3.4      
walk.back = -3.2     
run.fwd  = 6.8, 0    
run.back = -4.5,-3.8 
jump.neu = 0,-8.4   
jump.back = -2.55    
jump.fwd = 2.5      
runjump.back = -2.55,-8.1 
runjump.fwd = 4,-8.1      
airjump.neu = 0,-8.1      
airjump.back = -2.55    
airjump.fwd = 2.5         

[Movement]
airjump.num = 0      
airjump.height = 35  
yaccel = .44         
stand.friction = .85  
crouch.friction = .82 

;---------------------------------------------------------------------------
; Lose by Time Over
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win state decider
[Statedef 180]
type = S
;anim = 180

[State 191, 1]
type = varrandom
trigger1 = time = 0
v = 4
range = 1,3

[State 191, 3]
type = ChangeState
trigger1 = var(4) = 1
value = 181

[State 191, 3]
type = ChangeState
trigger1 = var(4) = 2
value = 182

[State 191, 3]
type = ChangeState
trigger1 = var(4) = 3
value = 183

[Statedef 181]
type = S
anim = 180

[State 9999, Explod(P1)]
type = Explod
triggerall = WinPerfect
trigger1 = Time = 0 && teamside = 1
anim = F8999
pos = 25,45
postype = Left
sprpriority = 5
bindtime = -1
removetime = 99999999999999
ontop = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 99999999999999
Supermovetime = 99999999999999

[State 9999, Explod2(P2)]
type = Explod
triggerall = WinPerfect
trigger1 = Time = 0 && teamside = 2
anim = F8999
pos = -180,45
postype = Right
sprpriority = 5
bindtime = -1
removetime = 99999999999999
ontop = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 99999999999999
Supermovetime = 99999999999999

[State 9999, Perfect SND]
type = PlaySnd
triggerall = WinPerfect
trigger1 = time = 0
value = F999,999

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,18

[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = RoundNotOver

;----------------------------------
[Statedef 182];win2
type = S
anim = 181

[State 9999, Explod(P1)]
type = Explod
triggerall = WinPerfect
trigger1 = Time = 0 && teamside = 1
anim = F8999
pos = 25,45
postype = Left
sprpriority = 5
bindtime = -1
removetime = 99999999999999
ontop = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 99999999999999
Supermovetime = 99999999999999

[State 9999, Explod2(P2)]
type = Explod
triggerall = WinPerfect
trigger1 = Time = 0 && teamside = 2
anim = F8999
pos = -180,45
postype = Right
sprpriority = 5
bindtime = -1
removetime = 99999999999999
ontop = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 99999999999999
Supermovetime = 99999999999999

[State 9999, Perfect SND]
type = PlaySnd
triggerall = WinPerfect
trigger1 = time = 0
value = F999,999

[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0,230]
flag = RoundNotOver

;----------------------------------
[Statedef 183];win3
type = S
anim = 1

[State 9999, Explod(P1)]
type = Explod
triggerall = WinPerfect
trigger1 = Time = 0 && teamside = 1
anim = F8999
pos = 25,45
postype = Left
sprpriority = 5
bindtime = -1
removetime = 99999999999999
ontop = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 99999999999999
Supermovetime = 99999999999999

[State 9999, Explod2(P2)]
type = Explod
triggerall = WinPerfect
trigger1 = Time = 0 && teamside = 2
anim = F8999
pos = -180,45
postype = Right
sprpriority = 5
bindtime = -1
removetime = 99999999999999
ontop = 1
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 99999999999999
Supermovetime = 99999999999999

[State 9999, Perfect SND]
type = PlaySnd
triggerall = WinPerfect
trigger1 = time = 0
value = F999,999

[State 191, 3]
type = Changeanim
trigger1 = time = 210
value = 182

[State 191, 1]
type = playsnd
trigger1 = time = 10
value = S0,25

[State 240, 4]
type = Explod
;trigger1 = AnimElem = 20
trigger1 = time = 194
anim = 184
postype = p1
pos = 35,-68
sprpriority = 4

[State 240, 4]
type = Explod
;trigger1 = AnimElem = 9;29
trigger1 = time = 242
anim = 183
postype = p1
pos = 0,0
sprpriority = -1

[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0,400]
flag = RoundNotOver

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

[State 191, 1]
type = playsnd
trigger1 = time = 3
value = S0,0
channel = 2

[State 191, 1]
type = playsnd
;trigger1 = time = 275
trigger1 = animelem = 8
value = S0,1

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 3]
type = stopsnd
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
trigger4 = command = "x"
trigger5 = command = "y"
trigger6 = command = "x"
trigger7 = command = "start"
channel = 0

[State 191, 3]
type = ChangeState
triggerall = time = 0
trigger1 = p2name = "k9999"
trigger2 = p4name = "k9999"
trigger3 = p2name = "k'"
trigger4 = p4name = "k'"
trigger5 = p2name = "kula"
trigger6 = p4name = "kula"
trigger7 = p2name = "maxima"
trigger8 = p4name = "maxima"
trigger9 = p2name = "Kung Fu Man"
trigger10 = p4name = "Kung Fu Man"
value = 192

[State 191, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0

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

[State 191, 2]
type = AssertSpecial
trigger1 = 1;time = [0,250]
flag = Intro

[State 191, 1]
type = playsnd
trigger1 = time = 20
value = S0,35
channel = 2

[State 191, 3]
type = stopsnd
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
trigger4 = command = "x"
trigger5 = command = "y"
trigger6 = command = "x"
trigger7 = command = "start"
channel = 0

[State 191, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0

;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 191, 1]
type = playsnd
trigger1 = time = 3
value = S0,20
channel = 0

[State 195, 1]
type = CtrlSet
trigger1 = Time = 130
value = 2

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 105]
type = S
physics = S
anim = 105
velset = 0
ctrl = 0

[State 105, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 106

[Statedef 106]
type = A
physics = N
anim = 106
ctrl = 0

[State 170, 1]
type = NotHitBy
trigger1 = 1
trigger1 = var(5) = 1
value = SCA,AA,AP,AT
time = 2

[State -3, 5]
type = PlaySnd
trigger1 = var(5) = 0
trigger1 = Time = 0
value = S0,15

[State 106, 0]
type = VelSet
trigger1 = var(5) = 0
trigger1 = Time = 0
x = - 8
y = -2.7

[State 106, 0]
type = VelSet
trigger1 = var(5) = 1
trigger1 = Time = 0
x = -19
y = -3

[State 106, 0]
type = VelSet
trigger1 = var(5) = 1
trigger1 = Time = 1
x = -5
y = -2

[State 840, 2]
type = afterimage
trigger1 = time = 0
trigger1 = var(5) = 1
time = 20
length = 7
PalBright = 70,70,70
PalAdd = 0,0,50
FrameGap = 5
ignorehitpause = 1

[State 840, 2]
type = afterimagetime
trigger1 = 1
trigger1 = var(5) = 1
time = 2

[State 106, 0]
type = null;VelSet
trigger1 = var(5) = 1
trigger1 = Time = 3
x = -3

[State 106, 1]
type = VelAdd
trigger1 = Time > 2
trigger1 = var(5) = 0
x = .2
y = .5

[State 106, 1]
type = VelAdd
trigger1 = Time > 1
trigger1 = var(5) = 1
x = .02
y = .19

[State 106, 1]
type = VelAdd
trigger1 = Time > 9
trigger1 = var(5) = 1
x = .22

[State 106, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 107

[Statedef 107]
type = S
physics = S
anim = 107
velset = 0,0

[State 107, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 107, 1]
type = PlaySnd
trigger1 = var(5) = 0
trigger1 = Time = 0
value = S0,16

[State 107, 2]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(5) = 1
value = 2005

[State 170, 1]
type = NotHitBy
trigger1 = 1
trigger1 = var(5) = 1
value = SCA,AA,AP,AT
time = 2

[State 107, 2]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(5) = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
[Statedef 5201]
type = S
physics = N
movetype = I
anim = 5200
ctrl = 0

[State 5201,0]
type = VelSet
trigger1 = Time = 0
x = -3.0
y = 0

[State 5201,2]
type = VelSet
trigger1 = Time > 23
trigger1 = Vel X >= 0
x = 0
y = 0

[State 5201,3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5201,4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State 5201,5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 200
poweradd = 0
sprpriority = 2
juggle = 2

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 23, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 3
sparkno = 5
guard.sparkno = 4
sparkxy = -10, -76
hitsound = S0,6
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 4
ground.velocity = -5
airguard.velocity = -5,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,4

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd = 10
ctrl = 0
velset = 0,0
anim = 200
sprpriority = -1
juggle = 3

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,21
channel = 0

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,4

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = hard
damage    = 57
guardflag = MA
pausetime = 10,17
sparkno = 3
guard.sparkno = 2
sparkxy = -10,-70
hitsound   = S0,7
guardsound = S0,10
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -9
airguard.velocity = -5,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd = 0
ctrl = 0
velset = 0,0
anim = 210
sprpriority = 2
juggle = 2

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,5

[State 230, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = Medium
damage    = 26
guardflag = MA
pausetime = 3,3
sparkno = 1
guard.sparkno = 0
sparkxy = -10,-57
hitsound   = S0,8
guardsound = S0,10
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd = 10
ctrl = 0
velset = 0,0
anim = 210
sprpriority = 2
juggle = 3

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,21
channel = 0

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,5

[State 240, 2]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = Medium
damage    = 63
guardflag = MA
pausetime = 3,3
sparkno = 7
guard.sparkno = 6
sparkxy = -10,-60
hitsound   = S0,9
guardsound = S0,10
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5

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

;---------------------------------------------------------------------------
[Statedef 500]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 220
sprpriority = 2
juggle = 15
poweradd = IfElse((prevstateno = 150 || prevstateno = 152),-500,30)

[State 240, 4]
type = Explod
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
anim = 514
postype = p1
pos = 0,-78
sprpriority = 4

[State 840,0]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 840,0]
type = envcolor
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
time = 2
value = 255,255,255

[State 820, 1]
type = notHitBy
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
value = SCA, AA, AP
time = 10

[State 820, 2]
type = Pause
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
time = 6
movetime = 6

[State 191, 1]
type = varrandom
trigger1 = 1
v = 1
range = 1,3

[State 191, 1]
type = playsnd
trigger1 = time = 0
trigger1 = var(1) = 1
value = S0,21
channel = 0

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,5

[State 240, 2]
type = HitDef
trigger1 = animelem = 12
attr = S, NA
animtype  = Medium
damage = IfElse((prevstateno = 150 || prevstateno = 152),0,63)
guardflag = M
pausetime = 7,13
sparkno = 9
guard.sparkno = 8
sparkxy = -10,-60
hitsound   = S0,17
guardsound = S0,10
ground.type = low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -1,-4
air.velocity = -1.2,-3.2

[State 240, 2]
type = HitDef
trigger1 = animelem = 17
attr = S, NA
animtype = Medium
damage = IfElse((prevstateno = 150 || prevstateno = 152),0,63)
guardflag = M
pausetime = 2,6
sparkno = 3
guard.sparkno = 2
sparkxy = -10,-60
hitsound   = S0,17
guardsound = S0,10
ground.type = low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -6,5
air.velocity = -6,2.5
fall = 1
fall.recover = 0

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

-----------------
;Jump Light Punch
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 600
sprpriority = 2

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0, 4

[State 600, 2]
type = HitDef
trigger1 = animelem = 1
attr = A, NA
damage    = 20
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = 1
guard.sparkno = 0
sparkxy = -10,-58
hitsound   = S0,6
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 600, 3]
type = CtrlSet
trigger1 = Time = 17
value = 1

;---------------------------------------------------------------------------
;Jump Strong Punch
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 600
sprpriority = 2

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,21
channel = 0

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0, 4

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 72
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = 5
guard.sparkno = 4
sparkxy = -10,-55
hitsound   = S0,7
guardsound = S0,10
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4

;---------------------------------------------------------------------------
;Jump Light Kick
; CNS difficulty: easy
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 20
ctrl = 0
anim = 600
sprpriority = 2

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0, 5

[State 630, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 26
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = 7
guard.sparkno = 6
sparkxy = -5,-35
hitsound   = S0,8
guardsound = S0,10
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3

;---------------------------------------------------------------------------
;Jump Strong Kick
; CNS difficulty: easy
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 600
sprpriority = 2

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,21
channel = 0

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0, 5

[State 640, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 70
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = 9
guard.sparkno = 8
sparkxy = -10,-40
hitsound   = S0,9
guardsound = S0,10
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-4

;---------------------------------------------------------------------------
[Statedef 510]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 600
sprpriority = 2

[State 4100,1]
type = Helper
trigger1 = time = 0
name = "sound"
postype = p1
pos = 0,0
sprpriority = 2
stateno = 513
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 191, 1]
type = varrandom
trigger1 = 1
v = 1
range = 1,3

[State 191, 1]
type = playsnd
trigger1 = time = 0
trigger1 = var(1) = 1
value = S0,21
channel = 0

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0, 5

[State 640, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 110
guardflag = HA
priority = 4
pausetime = 15,15
sparkno = 3
guard.sparkno = 2
sparkxy = -10,-40
hitsound   = S0,17
guardsound = S0,10
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = 0
air.velocity = 0
fall = 1
fall.recover = 0
p2stateno = 511
p2facing = 1

[State 191, 1]
type = null;targetstate
trigger1 = movehit
trigger1 = hitshakeover = 1
value = 511

;---------------------------------------------------------------------------
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
pausetime = 0,0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = 3
sprpriority = 1
p2facing = 1
p1stateno = 801
p2stateno = 802
guard.dist = 0
fall = 1
fall.recover = 0

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 240

;---------------------------------------------------------------------------
[Statedef 801]
type    = S
movetype= A
physics = N
anim = 801
poweradd = 60

[State 701, 1]
type = Width
trigger1 = 1
edge = 60,0

[State 701, 1]
type = Width
trigger1 = 1
edge = 0,30

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 40, 0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 10
pos = 40, -30

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 11
pos = 40, -40

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 12
pos = 40, -50

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 13
pos = 36, -60

[State 810, Bind 1]
type = Targetstate
trigger1 = AnimElem = 13
value = 803

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 802]
type    = S
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 802

[State 810, ]
type = null;ChangeState
trigger1 = Time = 20
value = 803

;---------------------------------------------------------------------------
[Statedef 803]
type    = A
movetype= H
physics = N
velset = 4,-10

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 803

[State 820, 1]
type = lifeadd
Trigger1 = Time = 5
value = -150

[State 821, 1]
type = turn
Trigger1 = animelem = 1
value = 1

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = time > 0
y = .6
x = -.03

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


;----------------------------------------------------------------
[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 15
poweradd= 110
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 1000, 0]
type = Nothitby
trigger1 = 1
value = SCA

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 0
value = S0,26
channel = 0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 4
value = S0,27

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 4
projremove = 1
;Projremovetime = 50
projhits = 1
projremanim = 812
projhitanim = 812
;projmisstime = 2
projpriority = 5
;projremove = 1344
projanim = 1001
offset = 30,-90
velocity = 7,0
attr = S, SP
damage   = 40,10
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = 1
guard.sparkno = 0
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 = 4
projremove = 1
;Projremovetime = 50
projhits = 1
projremanim = 812
projhitanim = 812
;projmisstime = 2
projpriority = 5
;projremove = 1344
projanim = 1001
offset = 30,-140
velocity = 7,0
attr = S, SP
damage   = 40,10
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = 1
guard.sparkno = 0
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 = 4
projremove = 1
;Projremovetime = 50
projhits = 1
projremanim = 812
projhitanim = 812
;projmisstime = 2
projpriority = 5
;projremove = 1344
projanim = 1001
offset = 30,-40
velocity = 7,0
attr = S, SP
damage   = 40,10
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = 1
guard.sparkno = 0
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 = 4
projremove = 1
;Projremovetime = 50
projhits = 1
projremanim = 812
projhitanim = 812
;projmisstime = 2
projpriority = 5
;projremove = 1344
projanim = 1001
offset = -30,-90
velocity = 7,0
attr = S, SP
damage   = 40,10
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = 1
guard.sparkno = 0
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 = 4
projremove = 1
;Projremovetime = 50
projhits = 1
projremanim = 812
projhitanim = 812
;projmisstime = 2
projpriority = 5
;projremove = 1344
projanim = 1001
offset = -30,-140
velocity = 7,4
attr = S, SP
damage   = 40,10
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = 1
guard.sparkno = 0
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 = 4
projremove = 1
;Projremovetime = 50
projhits = 1
projremanim = 812
projhitanim = 812
;projmisstime = 2
projpriority = 5
;projremove = 1344
projanim = 1001
offset = -30,-40
velocity = 7,-4
attr = S, SP
damage   = 40,10
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = 1
guard.sparkno = 0
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 1010]
type    = S
movetype= A
physics = S
juggle  = 15
poweradd= 110
velset = 0,0
anim = 1002
ctrl = 0
sprpriority = 2

[State 1010, 0]
type = Nothitby
trigger1 = 1
value = SCA

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 0
value = S0,26
channel = 0

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 4
value = S0,27

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 4
projremove = 0
Projremovetime = 10
projhits = 1
projremanim = -1
projhitanim = -1
projmisstime = 2
projpriority = 5
;projremove = 1344
projanim = 1003
offset = 30,-14
velocity = 0,0
attr = S, SP
damage   = 50,10
animtype = Hard
pausetime = 0,8
hitflag = MAF
guardflag = L
sparkno = S502
guard.sparkno = S507
sparkxy = 55,-4
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -3,-5
air.velocity = -3,-4
fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 4,= 8
projremove = 0
Projremovetime = 10
projhits = 1
projremanim = -1
projhitanim = -1
projmisstime = 2
projpriority = 5
;projremove = 1344
projanim = 1004
offset = 30,-14
velocity = 0,0
attr = S, SP
damage   = 50,10
animtype = Hard
pausetime = 0,12
hitflag = MAF
guardflag = L
sparkno = S502
guard.sparkno = S507
sparkxy = 75,-33
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -3,-5
air.velocity = -3,-4
fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 4
projremove = 0
Projremovetime = 10
projhits = 1
projremanim = -1
projhitanim = -1
projmisstime = 2
projpriority = 5
;projremove = 1344
projanim = 1003
offset = 130,-14
velocity = 0,0
attr = S, SP
damage   = 35,10
animtype = Hard
pausetime = 0,8
hitflag = MAF
guardflag = L
sparkno = S502
guard.sparkno = S507
sparkxy = 55,-4
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -3,-5
air.velocity = -3,-4
fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 4,= 8
projremove = 0
Projremovetime = 10
projhits = 1
projremanim = -1
projhitanim = -1
projmisstime = 2
projpriority = 5
;projremove = 1344
projanim = 1004
offset = 130,-14
velocity = 0,0
attr = S, SP
damage   = 35,10
animtype = Hard
pausetime = 0,12
hitflag = MAF
guardflag = L
sparkno = S502
guard.sparkno = S507
sparkxy = 75,-33
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -3,-5
air.velocity = -3,-4
fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 4
projremove = 0
Projremovetime = 10
projhits = 1
projremanim = -1
projhitanim = -1
projmisstime = 2
projpriority = 5
;projremove = 1344
projanim = 1003
offset = 230,-14
velocity = 0,0
attr = S, SP
damage   = 20,10
animtype = Hard
pausetime = 0,8
hitflag = MAF
guardflag = L
sparkno = S502
guard.sparkno = S507
sparkxy = 55,-4
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -3,-5
air.velocity = -3,-4
fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 4,= 8
projremove = 0
Projremovetime = 10
projhits = 1
projremanim = -1
projhitanim = -1
projmisstime = 2
projpriority = 5
;projremove = 1344
projanim = 1004
offset = 230,-14
velocity = 0,0
attr = S, SP
damage   = 20,10
animtype = Hard
pausetime = 0,12
hitflag = MAF
guardflag = L
sparkno = S502
guard.sparkno = S507
sparkxy = 75,-33
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -3,-5
air.velocity = -3,-4
fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 4
projremove = 0
Projremovetime = 10
projhits = 1
projremanim = -1
projhitanim = -1
projmisstime = 2
projpriority = 5
;projremove = 1344
projanim = 1003
offset = 30,-70
velocity = 0,0
attr = S, SP
damage   = 50,10
animtype = Hard
pausetime = 0,8
hitflag = MAF
guardflag = L
sparkno = S502
guard.sparkno = S507
sparkxy = 55,-4
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -3,-5
air.velocity = -3,-4
fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 4,= 8
projremove = 0
Projremovetime = 10
projhits = 1
projremanim = -1
projhitanim = -1
projmisstime = 2
projpriority = 5
;projremove = 1344
projanim = 1004
offset = 30,-70
velocity = 0,0
attr = S, SP
damage   = 50,10
animtype = Hard
pausetime = 0,12
hitflag = MAF
guardflag = L
sparkno = S502
guard.sparkno = S507
sparkxy = 75,-33
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -3,-5
air.velocity = -3,-4
fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 4
projremove = 0
Projremovetime = 10
projhits = 1
projremanim = -1
projhitanim = -1
projmisstime = 2
projpriority = 5
;projremove = 1344
projanim = 1003
offset = 130,-70
velocity = 0,0
attr = S, SP
damage   = 35,10
animtype = Hard
pausetime = 0,8
hitflag = MAF
guardflag = L
sparkno = S502
guard.sparkno = S507
sparkxy = 55,-4
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -3,-5
air.velocity = -3,-4
fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 4,= 8
projremove = 0
Projremovetime = 10
projhits = 1
projremanim = -1
projhitanim = -1
projmisstime = 2
projpriority = 5
;projremove = 1344
projanim = 1004
offset = 130,-70
velocity = 0,0
attr = S, SP
damage   = 35,10
animtype = Hard
pausetime = 0,12
hitflag = MAF
guardflag = L
sparkno = S502
guard.sparkno = S507
sparkxy = 75,-33
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -3,-5
air.velocity = -3,-4
fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 4
projremove = 0
Projremovetime = 10
projhits = 1
projremanim = -1
projhitanim = -1
projmisstime = 2
projpriority = 5
;projremove = 1344
projanim = 1003
offset = 230,-70
velocity = 0,0
attr = S, SP
damage   = 20,10
animtype = Hard
pausetime = 0,8
hitflag = MAF
guardflag = L
sparkno = S502
guard.sparkno = S507
sparkxy = 55,-4
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -3,-5
air.velocity = -3,-4
fall = 1
fall.recover = 0

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 4,= 8
projremove = 0
Projremovetime = 10
projhits = 1
projremanim = -1
projhitanim = -1
projmisstime = 2
projpriority = 5
;projremove = 1344
projanim = 1004
offset = 230,-70
velocity = 0,0
attr = S, SP
damage   = 20,10
animtype = Hard
pausetime = 0,12
hitflag = MAF
guardflag = L
sparkno = S502
guard.sparkno = S507
sparkxy = 75,-33
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -3,-5
air.velocity = -3,-4
fall = 1
fall.recover = 0

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

;---------------------------------------------------------------------------
[Statedef 810]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
animtype  = Up
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = 9
sprpriority = 1
p2facing = 1
p1stateno = 811
p2stateno = 812
guard.dist = 0
fall = 1
fall.recover = 0

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 210

;---------------------------------------------------------------------------
[Statedef 811]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 60
sprpriority = 2

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 511
postype = p1
pos = 45,-78
sprpriority = 4

[State 701, 1]
type = playsnd
trigger1 = animelem = 2
value = S0,11

[State 701, 1]
type = Width
trigger1 = 1
edge = 60,0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 48,0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 2
pos = 48,0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 3
pos = 42,-81

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 4
pos = 38, -81

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 5
pos = 35,-98

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 6
pos = 29,-101

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 7
pos = 27,-104

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 8
pos = 26,-104

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 9
pos = 25,-106

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 10
pos = 23,-115

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 11
pos = 20,-124

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 12
pos = 15,-130

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 13
pos = 0,-126

[State 810, Bind 1]
type = Targetstate
trigger1 = AnimElem = 13
value = 814

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 14
pos = 0, -100

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 15
pos = 20,-63

[State 810, Bind 1]
type = Targetstate
trigger1 = AnimElem = 16
value = 813

[State 701, 1]
type = playsnd
trigger1 = AnimElem = 18
value = S0,13

[State 240, 4]
type = Explod
trigger1 = AnimElem = 18
anim = 518
postype = p1
pos = 63,0
sprpriority = -1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 18
anim = 515
postype = p1
pos = 63,0
sprpriority = 6

[State 240, 4]
type = Explod
trigger1 = AnimElem = 18
anim = 516
postype = p1
pos = 63,0
sprpriority = -2

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 812]
type    = A
movetype= H
physics = N
velset = 0,0
;anim = 811
sprpriority = -1

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 5050, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 811

[Statedef 814]
type    = A
movetype= H
physics = N
velset = 0,0
;anim = 811
sprpriority = 5

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 5050, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 813


[Statedef 813]
type    = A
movetype= H
physics = N
velset = 0,0
;anim = 811
sprpriority = 4

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 5050, 1]
type = sprpriority
trigger1 = time = 0
value = 5

[State 5050, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = AnimExist(5101)
value = 5101

[State 5050, 1]
type = ChangeAnim
trigger1 = time = 0
trigger1 = !AnimExist(5101) && AnimExist(5102)
value = 5102

[State 5050, 1]
type = ChangeAnim2
trigger1 = time = 0
trigger1 = !AnimExist(5101) && !AnimExist(5102)
value = 814;11

[State 5050, 3]
type = Velset
trigger1 = time >= 0
y = 11
x = -6

[State 5050, 3]
type = Velset
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
x = -2

[State 820, 1]
type = lifeadd
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = -150

[State 5050, 6]
type = selfState
trigger1 = !AnimExist(5102) ||  !AnimExist(5101)
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

[State 5050, 6]
type = selfState
trigger1 = AnimExist(5102) ||  AnimExist(5101)
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5101

;-------------------------------------------------------------
[Statedef 900]
type = S
movetype = I
physics = S
anim = 900
velset = 0,0
ctrl = 0
sprpriority = 1
poweradd = IfElse((prevstateno = 150 || prevstateno = 152),-500,0)

[State 240, 4]
type = Explod
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
anim = 514
postype = p1
pos = 0,-78
sprpriority = 4

[State 840,0]
type = PlayerPush
trigger1=Time >= 0
value = 0

[State 840,0]
type = envcolor
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
time = 2
value = 255,255,255

[State 820, 1]
type = notHitBy
trigger1 = Time = 0
value = SCA, AA, AP
time = 25

[State 820, 2]
type = Pause
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
time = 6
movetime = 6

[State 840, 1]
type = SprPriority
Trigger1 = Time = 0
value = -1

[State 840, 2]
type = afterimage
trigger1 = animelem = 1
time = 10
length = 8
PalBright   =   0,  0,  0
PalContrast = 255,255,255
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 2
ignorehitpause = 1

[State 840, 1]
type = Velset
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 6
x = 7.2

[State 840, 1]
type = Velset
trigger1 = animtime = 0
x = 0

[State 840, 4]
type = null;PlaySnd
trigger1 = Time = 2
value = S0,52

[State 840, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------
[Statedef 910]
type = S
movetype = I
physics = S
anim = 910
velset = 0,0
ctrl = 0
sprpriority = 1
poweradd = IfElse((prevstateno = 150 || prevstateno = 152),-500,0)

[State 240, 4]
type = Explod
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
anim = 514
postype = p1
pos = 0,-78
sprpriority = 4

[State 820, 1]
type = HitBy
trigger1 = Time = 0
value = SCA, AT
time = 30

[State 840,0]
type = PlayerPush
trigger1=Time >= 0
value = 0

[State 840,0]
type = envcolor
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
time = 2
value = 255,255,255

[State 820, 1]
type = notHitBy
trigger1 = Time = 0
value = SCA, AA, AP
time = 25

[State 820, 2]
type = Pause
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
time = 6
movetime = 6

[State 840, 1]
type = SprPriority
Trigger1 = Time = 0
value = -1

[State 840, 2]
type = afterimage
trigger1 = animelem = 1
time = 10
length = 8
PalBright   =   0,  0,  0
PalContrast = 255,255,255
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 2
ignorehitpause = 1

[State 840, 1]
type = Velset
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 6
x = -6.2

[State 840, 1]
type = Velset
trigger1 = animtime = 0
x = 0

[State 840, 4]
type = null;PlaySnd
trigger1 = Time = 2
value = S0,52

[State 840, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 1020]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 65
ctrl = 0
velset = 0,0
anim = 221
sprpriority = 2

[State 170, 1]
type = varset
trigger1 = time = 0
var(10) = 0

[State 191, 1]
type = varrandom
trigger1 = 1
v = 1
range = 1,3

[State 191, 1]
type = playsnd
trigger1 = time = 0
trigger1 = var(1) = 1
value = S0,21
channel = 0

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,5

[State 4100,1]
type = Helper
trigger1 = Animelem = 5
ID = 1020
name = "aaa"
postype = p1
pos = 0,0
sprpriority = 2
stateno = 1023
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 191, 1]
type = envcolor
trigger1 = MoveContact
value = 255,255,255
time = 1
persistent = 0
ignorehitpause = 1

[State 3021, 1]
type = Projectile
trigger1 = moveguarded
trigger1 = animelem = 12,>= 0
trigger1 = animelem = 13,<= 0
trigger1 = numprojID(1020) = 0
ProjID = 1020
attr = S, SA
guardflag = N
hitflag = M
numhits = 0
projanim = 2033
sparkno = 7
p2stateno = 1026
persistent = 0
ignorehitpause = 1
projremovetime = 1
p2facing = 1

[State 240, 2]
type = HitDef
trigger1 = animelem = 12
attr = S, NA
animtype  = Medium
damage    = 110
getpower = 30,10
guardflag = MA
pausetime = 7,0
sparkno = 1
guard.sparkno = 0
sparkxy = -10,-60
hitsound   = S0,17
guardsound = S0,10
ground.type = low
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = 0
air.velocity = 0
p2facing = 1
p2stateno = 1021
fall = 1
fall.recover = 0
snap = 20,-40
ignorehitpause = 1

[State 240, 2]
type = HitDef
trigger1 = animelem = 18
trigger1 = p2stateno != 1021
trigger1 = p2stateno != 1026
attr = S, NA
getpower = 30,10
animtype  = Medium
damage    = 73
guardflag = MA
pausetime = 2,6
sparkno = 3
guard.sparkno = 2
sparkxy = -10,-60
hitsound   = S0,17
guardsound = S0,10
ground.type = low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -6,5
air.velocity = -6,2.5
fall = 1
fall.recover = 0

[State 1034, 2]
type = null;Projectile
projID = 2029
trigger1 = Animelem = 9
projremove = 1
Projremovetime = 10
projhits = 0
projremanim = -1
projhitanim = -1
projpriority = 999999999
projanim = 2029
offset = 0,0;35,-105
velocity = 0,0
attr = S, SP
sparkno = 3

[State 1034, 2]
type = null;Projectile
projID = 2030
trigger1 = Animelem = 9
projremove = 1
Projremovetime = 10
projhits = 0
projremanim = -1
projhitanim = -1
projpriority = 999999999
projanim = 2029
offset = 0,0;35,-105
velocity = 0,0
attr = S, SP
sparkno = 1

[State 240, 4]
type = Changestate
trigger1 = var(10) = 1
triggerall = Animelem = 13
value = 1025

[State 240, 4]
type = null;Changestate
triggerall = Animelem = 12
trigger1 = numprojID(2029) = 0
trigger2 = numprojID(2030) = 0
value = 1025

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0;1027
ctrl = 1

[Statedef 1021]
type    = A
movetype= H
physics = N
velset = 0,0;-13,-.5

[State 1021,0]
type = turn
Trigger1 = frontedgedist <= 0
value = 1

[State 1021,0]
type = velset
trigger1 = time = 1
x = -13
y = -.6

[State 840, 2]
type = afterimage
trigger1 = time = 5
time = 13
length = 3
PalBright   =   0,  0,  0
PalContrast = 255,255,255
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 2
ignorehitpause = 1

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 821, 1]
type = VelAdd
Trigger1 = time > 4
y = .14

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 911

[state 190]
type = changestate
Trigger1 = backedgedist <= 0
Trigger2 = frontedgedist <= 0
value = 1022

[Statedef 1022]
type    = A
movetype= H
physics = N
velset = 3.5,-8.2

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 912

[State 9000, 1]
type = null;ScreenBound
trigger1 = 1
movecamera = 1,0

[State 9000, 1]
type = turn
trigger1 = time = 0
value = 1

[State 821, 1]
type = VelAdd
Trigger1 = time > 3
y = .5
x = .05

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

[Statedef 1023]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2029
sprpriority = 2

[State 170, 1]
type = HitBy
trigger1 = time = 0
value = SCA, AP
time = 1000
ignorehitpause = 1

[State 106, 1]
type = hitoverride
trigger1 = 1
time = 3
attr = SCA,AP
stateno = 1024
ignorehitpause = 1

[State 810, Bind 1]
type = bindtoroot
trigger1 = 1
pos = 0,0

[State 821, 4]
type = destroyself
trigger1 = parent,stateno = 1020
trigger1 = parent,animelem = 12
trigger2 = numprojID(1020) = 1
trigger3 = parent,movetype = H
trigger4 = parent,stateno = 1025
trigger4 = parent,animelem = 3
trigger5 = parent,stateno != 1020

[Statedef 1024]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2029
sprpriority = 2

[State 170, 1]
type = parentvaradd
trigger1 = time = 0
var(10) = 1

[State 170, 1]
type = HitBy
trigger1 = time = 0
value = SCA, AP
time = 1000
ignorehitpause = 1

[State 106, 1]
type = hitoverride
trigger1 = 1
time = 3
attr = SCA,AP
stateno = 1024
ignorehitpause = 1

[State 810, Bind 1]
type = bindtoroot
trigger1 = 1
pos = 0,0

[State 821, 4]
type = destroyself
trigger1 = parent,stateno = 1020
trigger1 = parent,animelem = 12
trigger2 = numprojID(1020) = 1
trigger3 = parent,movetype = H
trigger4 = parent,stateno = 1025
trigger4 = parent,animelem = 3
trigger5 = parent,stateno != 1020

[Statedef 1025]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 65
ctrl = 0
velset = 0,0
anim = 2031
sprpriority = 2
juggle = 15

[State 1034, 2]
type = Projectile
projID = 1020
trigger1 = animelem = 2
projremove = 1
projhits = 1
projremanim = -1
projhitanim = 812
;projmisstime = 2
projpriority = 5
;projremove = 1344
projanim = 2030
offset = 30,-100
velocity = 14,0
attr = S, SP
damage   = 140,10
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = 5
guard.sparkno = 4
sparkxy = 30,0
hitsound = S0,17
guardsound = S0,10
pausetime = 0,10
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5,-6
air.velocity = -5,-5
fall = 1
fall.recover = 0

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

[Statedef 1026]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = changeanim2
Trigger1 = time = 0
value = 2032

[State 820, 1]
type = posadd
Trigger1 = time = [3,15]
x = -3

[State 240, 4]
type = selfstate
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1027]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 65
ctrl = 0
velset = 0,0
anim = 222
sprpriority = 2
juggle = 15

[State 240, 4]
type = changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------
[Statedef 1030]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd = 65
ctrl = 0
velset = 0,0
anim = 1030
sprpriority = 2

[State 240, 4]
type = playsnd
trigger1 = time = 0
value = S0,29
channel = 0

[State 240, 4]
type = playsnd
trigger1 = animelem = 7
value = S0,30
channel = 1

[State 240, 4]
type = stopsnd
trigger1 = MoveHit
channel = 1

[State 240, 4]
type = Explod
triggerall = movehit
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
trigger5 = AnimElem = 11
trigger6 = AnimElem = 12
trigger7 = AnimElem = 13
anim = 510
postype = p2
pos = -10,-78
sprpriority = 4

[State 200, 1]
type = HitDef
triggerall = var(58) = 0
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
trigger5 = AnimElem = 11
trigger6 = AnimElem = 12
trigger7 = AnimElem = 13
attr = S, SA
getpower = 30,10
damage = 20, 8
animtype = hard
guardflag = M
hitflag = MAF
;priority = 3, Hit
pausetime = 2, 3
sparkno = 7
guard.sparkno = 6
sparkxy = -10, -76
hitsound = S0,31
guardsound = S0,10
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -6.5
air.type = High
air.velocity = 0,-5
air.hittime = 12
air.fall = 1

[State 200, 1]
type = HitDef
triggerall = var(58) = 1
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
trigger5 = AnimElem = 11
trigger6 = AnimElem = 12
trigger7 = AnimElem = 13
attr = S, SA
getpower = 100,10
damage = 20, 8
animtype = hard
guardflag = M
hitflag = MAF
;priority = 3, Hit
pausetime = 2, 3
sparkno = 9
guard.sparkno = 8
sparkxy = -10, -76
hitsound = S0,31
guardsound = S0,10
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -6.5
air.type = High
air.velocity = 0,-5
air.hittime = 12
air.fall = 1

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

;-------------------------------------------------------------
[Statedef 1031]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd = 65
ctrl = 0
velset = 0,0
anim = 1031
sprpriority = 2

[State 170, 1]
type = NotHitBy
trigger1 = time = 0
trigger1 = var(58) = 1
value = SCA
time = 10

[State 240, 4]
type = posadd
trigger1 = animelem = 7
x = 20

[State 240, 4]
type = posadd
trigger1 = animelem = 8
x = 10

[State 240, 4]
type = posadd
trigger1 = animelem = 9
x = 10

[State 240, 4]
type = playsnd
trigger1 = time = 0
value = S0,29
channel = 0

[State 240, 4]
type = playsnd
trigger1 = animelem = 7
value = S0,30
channel = 1

[State 240, 4]
type = stopsnd
trigger1 = MoveHit
channel = 1

[State 240, 4]
type = Explod
triggerall = movehit
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
trigger5 = AnimElem = 11
trigger6 = AnimElem = 12
trigger7 = AnimElem = 13
anim = 510
postype = p2
pos = -10,-78
sprpriority = 4

[State 200, 1]
type = HitDef
triggerall = var(58) = 0
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
trigger5 = AnimElem = 11
trigger6 = AnimElem = 12
getpower = 30,10
attr = S, SA
damage = 20, 8
animtype = hard
guardflag = M
hitflag = MAF
;priority = 3, Hit
pausetime = 2, 3
sparkno = 1
guard.sparkno = 0
sparkxy = -10, -76
hitsound = S0,31
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
guard.velocity = -6
airguard.velocity = -.1,-.8
air.type = High
air.velocity = -.1,-3
air.hittime = 12
air.fall = 1
fall.recover = 0

[State 200, 1]
type = HitDef
triggerall = var(58) = 1
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
trigger5 = AnimElem = 11
trigger6 = AnimElem = 12
getpower = 160,10
attr = S, SA
damage = 20, 8
animtype = hard
guardflag = M
hitflag = MAF
;priority = 3, Hit
pausetime = 2, 3
sparkno = 3
guard.sparkno = 2
sparkxy = -10, -76
hitsound = S0,31
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
guard.velocity = -6
airguard.velocity = -.1,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
air.fall = 1
fall.recover = 0

[State 191, 1]
type = envcolor
trigger1 = MoveHit
trigger1 = AnimElem = 13
value = 255,255,255
time = 1
persistent = 0
ignorehitpause = 1

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 13
attr = S, SA
damage = 20, 8
animtype = up
guardflag = MA
hitflag = MAF
;priority = 3, Hit
pausetime = 2, 3
sparkno = 9
guard.sparkno = 8
sparkxy = -10, -80
hitsound = S0,31
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0,-11
air.type = High
air.velocity = 0,-10
air.hittime = 12
yaccel = .44
fall = 1
fall.recover = 0

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

;-------------------------------------------------------------
[Statedef 1040]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 65
ctrl = 0
velset = 0,0
anim = 1040
sprpriority = 1

[State 240, 4]
type = playsnd
trigger1 = Animelem = 3
value = S0,19

[State 4100,1]
type = Helper
trigger1 = Animelem = 3
ID = 1040
name = "BR"
postype = p1
pos = 23,-59
attar = S,SP
sprpriority = 2
stateno = 1041
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

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

[Statedef 1041]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd = 0
ctrl = 0
velset = 0,0
anim = 1041
sprpriority = 2

[State 810, Bind 1]
type = bindtoroot
trigger1 = 1
pos = 23,-59

[State 1015, 1]
type = ReversalDef
trigger1 = 1
trigger1 = parent,movetype != H
pausetime = 10,10
sparkno = 3
sparkxy = 23,-59
hitsound = S0,12
attar = S,SP
reversal.attr = SCA, NA, SA
numhits = 0
ignorehitpause = 1
p1stateno = 1043
p2stateno = 1042
p2facing = 1
;p2stateno = 1021
sprpriority = 2
fall = 1
fall.recover = 0

[State 240, 4]
type = destroyself
trigger1 = AnimTime = 0

[Statedef 1042];‘ŠŽè
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 5

[State 820, 1]
type = lifeadd
Trigger1 = Time = 0
value = -100

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1042

[State 240, 4]
type = null;ChangeState
trigger1 = Time = 16
value = 1021

[Statedef 1043]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd = 0
ctrl = 0
velset = 0,0
anim = 1043
sprpriority = 2

[State 240, 4]
type = playsnd
trigger1 = time = 0
value = S0,28

[State 240, 4]
type = playsnd
trigger1 = time = 0
value = S0,19

[State 810, Bind 1]
type = TargetBind
trigger1 = time = 0
pos = 20,45
time = 9

[State 240, 4]
type = targetstate
trigger1 = Time = 13
value = 1021

[State 240, 4]
type = Explod
trigger1 = Time = 10
anim = 502
postype = p2
pos = -6,-60
sprpriority = 4

[State 240, 4]
type = destroyself
trigger1 = AnimTime = 0

;-------------------------------------------------------------
[Statedef 1060]
type    = S
movetype= A
physics = S
juggle  = 10
poweradd = 50
ctrl = 0
velset = 0,0
anim = 1060
sprpriority = 2

[State 170, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AP,AT
time = 15

[State 240, 4]
type = playsnd
trigger1 = time = 0
value = S0,22
channel = 0

[State 240, 4]
type = playsnd
trigger1 = AnimElem = 9
value = S0,30
channel = 1

[State 240, 4]
type = stopsnd
trigger1 = MoveHit
channel = 1

[State 240, 4]
type = Explod
triggerall = movehit
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
trigger3 = AnimElem = 10
anim = 510
postype = p2
pos = -10,-58
sprpriority = 4

[State 240, 4]
type = Explod
triggerall = movehit
trigger1 = AnimElem = 9
anim = 502
postype = p2
pos = -10,-58
sprpriority = 5
ignorehitpause = 1
persistent = 0

[State 191, 1]
type = envcolor
trigger1 = MoveHit
trigger3 = AnimElem = 10
value = 255,255,255
time = 1
persistent = 0
ignorehitpause = 1

[State 191, 1]
type = envcolor
trigger1 = MoveHit
trigger1 = AnimElem = 8
value = 255,255,255
time = 1
persistent = 0
ignorehitpause = 1

[State 200, 1]
type = HitDef
triggerall = var(58) = 0
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
trigger3 = AnimElem = 10
attr = S, SA
damage = 15, 8
animtype = hard
getpower = 30,10
guardflag = M
hitflag = MAF
;priority = 3, Hit
pausetime = 5, 7
sparkno = 5
guard.sparkno = 4
sparkxy = -10, -76
hitsound = S0,31
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
air.type = High
air.velocity = -1.4,-5
air.hittime = 12
air.fall = 1
fall.recover = 0

[State 200, 1]
type = HitDef
triggerall = var(58) = 1
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
trigger3 = AnimElem = 10
attr = S, SA
damage = 15, 8
animtype = hard
getpower = 200,10
guardflag = M
hitflag = MAF
;priority = 3, Hit
pausetime = 5, 7
sparkno = 1
guard.sparkno = 0
sparkxy = -10, -76
hitsound = S0,31
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
air.type = High
air.velocity = -1.4,-5
air.hittime = 12
air.fall = 1
fall.recover = 0

[State 821, 1]
type = varset
trigger1 = time = 0
var(2) = 0

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 1061

[Statedef 1061]
type    = A
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = .5,-7
anim = 1061
sprpriority = 2

[State 240, 4]
type = Explod
triggerall = movehit
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
anim = 510
postype = p2
pos = -10,-58
sprpriority = 4

[State 240, 4]
type = Explod
triggerall = movehit
trigger1 = AnimElem = 5
anim = 503
postype = p2
pos = -10,-58
sprpriority = 4

[State 240, 4]
type = Explod
triggerall = movehit
triggerall = var(2) = 0
trigger1 = AnimElem = 9
trigger2 = AnimElem = 10
anim = 510
postype = p2
pos = -10,-58
sprpriority = 4

[State 191, 1]
type = envcolor
trigger1 = MoveHit
trigger1 = AnimElem = 5
value = 255,255,255
time = 1
persistent = 0
ignorehitpause = 1

[State 200, 1]
type = HitDef
triggerall = var(58) = 0
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
getpower = 30,10
attr = A, SA
damage = 15, 8
animtype = up
guardflag = M
hitflag = MAF
;priority = 3, Hit
pausetime = 2, 2
sparkno = 7
guard.sparkno = 6
sparkxy = -10, -76
hitsound = S0,31
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -1,-8.5
air.type = High
air.velocity = -1,-8.5
air.hittime = 12
fall = 1
fall.recover = 0

[State 200, 1]
type = HitDef
triggerall = var(58) = 1
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
getpower = 200,10
attr = A, SA
damage = 15, 8
animtype = up
guardflag = M
hitflag = MAF
;priority = 3, Hit
pausetime = 2, 2
sparkno = 9
guard.sparkno = 8
sparkxy = -10, -76
hitsound = S0,31
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -1,-7.5
air.type = High
air.velocity = -1,-7.5
air.hittime = 12
fall = 1
fall.recover = 0

[State 200, 1]
type = HitDef
triggerall = var(58) = 0
triggerall = var(2) = 0
trigger1 = AnimElem = 9
trigger2 = AnimElem = 10
attr = A, SA
damage = 25, 8
getpower = 30,10
animtype = up
guardflag = M
hitflag = MAF
;priority = 3, Hit
pausetime = 1, 3
sparkno = 5
guard.sparkno = 4
sparkxy = -10, -76
hitsound = S0,31
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -1,-8
air.type = High
air.velocity = -1,-8
air.hittime = 12
fall = 1
fall.recover = 0
yaccel = .5

[State 200, 1]
type = HitDef
triggerall = var(58) = 1
triggerall = var(2) = 0
trigger1 = AnimElem = 9
trigger2 = AnimElem = 10
attr = A, SA
damage = 30, 8
getpower = 200,10
animtype = up
guardflag = M
hitflag = MAF
;priority = 3, Hit
pausetime = 1, 3
sparkno = 1
guard.sparkno = 0
sparkxy = -10, -76
hitsound = S0,31
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -1,-8
air.type = High
air.velocity = -1,-8
air.hittime = 12
fall = 1
fall.recover = 0
yaccel = .5

[State 821, 1]
type = varset
trigger1 = movehit
trigger1 = AnimElem = 5
var(2) = 1

[State 821, 1]
type = VelAdd
Trigger1 = time > 5
y = .55

[State 821, 4]
type = changeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1062

[Statedef 1062]
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 1062
sprpriority = 2

[State 240, 4]
type = Explod
triggerall = movehit
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
anim = 510
postype = p2
pos = 2,-48
sprpriority = 4

[State 240, 4]
type = Explod
triggerall = movehit
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
anim = 509
postype = p2
pos = 5,-48
sprpriority = 4

[State 240, 4]
type = Explod
triggerall = movehit
triggerall = var(2) = 0
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
anim = 510
postype = p2
pos = -1,-58
sprpriority = 4

[State 240, 4]
type = Explod
triggerall = movehit
triggerall = var(2) = 0
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
anim = 509
postype = p2
pos = 5,-58
sprpriority = 4

[State 200, 1]
type = HitDef
triggerall = var(58) = 0
triggerall = var(2) = 0
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
attr = S, SA
getpower = 30,10
damage = 25, 8
animtype = up
guardflag = M
hitflag = AF
;priority = 3, Hit
pausetime = 2, 6
sparkno = 9;S509
guard.sparkno = 8
sparkxy = -10, -76
hitsound = S0,31
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2,-5
air.type = High
air.velocity = -2,-5
air.hittime = 12
fall = 1
fall.recover = 0

[State 200, 1]
type = HitDef
triggerall = var(58) = 1
triggerall = var(2) = 0
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
attr = S, SA
getpower = 200,10
damage = 25, 8
animtype = up
guardflag = M
hitflag = AF
;priority = 3, Hit
pausetime = 2, 6
sparkno = 5;S509
guard.sparkno = 4
sparkxy = -10, -76
hitsound = S0,31
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2,-5
air.type = High
air.velocity = -2,-5
air.hittime = 12
fall = 1
fall.recover = 0

[State 200, 1]
type = HitDef
triggerall = var(58) = 0
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
getpower = 30,10
attr = A, SA
damage = 20, 8
animtype = up
guardflag = M
hitflag = AF
;priority = 3, Hit
pausetime = 2, 6
sparkno = 3;S509
guard.sparkno = 2
sparkxy = -10, -76
hitsound = S0,31
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2,-5
air.type = High
air.velocity = -4,-4
air.hittime = 12
fall = 1
fall.recover = 0

[State 200, 1]
type = HitDef
triggerall = var(58) = 1
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
getpower = 200,10
attr = A, SA
damage = 26, 8
animtype = up
guardflag = M
hitflag = AF
;priority = 3, Hit
pausetime = 2, 6
sparkno = 1;S509
guard.sparkno = 0
sparkxy = -10, -76
hitsound = S0,31
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-4
air.type = High
air.velocity = -2,-5
air.hittime = 12
fall = 1
fall.recover = 0

[State 821, 1]
type = varset
trigger1 = AnimElem = 7
var(2) = 0

[State 240, 4]
type = playsnd
trigger1 = time = 0
value = S0,16

[State 821, 1]
type = posset
Trigger1 = time= 0
y = 0

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

;-------------------------------------------------------------
[Statedef 1050]
type    = S
movetype= A
physics = S
juggle  = 10
poweradd = 50
ctrl = 0
velset = 0,0
anim = 1050
sprpriority = 2

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

[State 240, 4]
type = playsnd
trigger1 = time = 0
value = S0,22
channel = 0

[State 240, 4]
type = playsnd
trigger1 = AnimElem = 9
value = S0,30
channel = 1

[State 240, 4]
type = stopsnd
trigger1 = MoveHit
channel = 1

[State 240, 4]
type = Explod
triggerall = movehit
trigger1 = AnimElem = 9
trigger2 = AnimElem = 10
anim = 510
postype = p2
pos = -10,-78
sprpriority = 4

[State 200, 1]
type = HitDef
triggerall = var(58) = 0
trigger1 = AnimElem = 9
trigger2 = AnimElem = 10
attr = S, SA
damage = 30, 8
animtype = hard
guardflag = M
hitflag = MAF
;priority = 3, Hit
pausetime = 3, 4
sparkno = 3
guard.sparkno = 2
sparkxy = -10, -76
hitsound = S0,31
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
air.type = High
air.velocity = -1.4,-4
air.hittime = 12
air.fall = 1
fall.recover = 0
getpower = 30,10

[State 200, 1]
type = HitDef
triggerall = var(58) = 1
trigger1 = AnimElem = 9
trigger2 = AnimElem = 10
attr = S, SA
damage = 30, 8
animtype = hard
guardflag = M
hitflag = MAF
;priority = 3, Hit
pausetime = 3, 4
sparkno = 5
guard.sparkno = 4
sparkxy = -10, -76
hitsound = S0,31
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
air.type = High
air.velocity = -1.4,-4
air.hittime = 12
air.fall = 1
fall.recover = 0
getpower = 170,10


[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 1051

[Statedef 1051]
type    = A
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = .4,-4.5
anim = 1051
sprpriority = 2

[State 240, 4]
type = Explod
triggerall = movehit
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
anim = 510
postype = p2
pos = -10,-78
sprpriority = 4

[State 200, 1]
type = HitDef
triggerall = var(58) = 0
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
attr = A, SA
damage = 20, 8
animtype = up
guardflag = M
hitflag = MAF
;priority = 3, Hit
pausetime = 2, 6
sparkno = 9
guard.sparkno = 8
sparkxy = -10, -76
hitsound = S0,31
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2,-5
air.type = High
air.velocity = -2,-5
air.hittime = 12
fall = 1
fall.recover = 0
getpower = 30,10

[State 200, 1]
type = HitDef
triggerall = var(58) = 1
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
attr = A, SA
damage = 26, 8
animtype = up
guardflag = M
hitflag = MAF
;priority = 3, Hit
pausetime = 2, 6
sparkno = 7
guard.sparkno = 6
sparkxy = -10, -76
hitsound = S0,31
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2,-5
air.type = High
air.velocity = -2,-5
air.hittime = 12
fall = 1
fall.recover = 0
getpower = 170,10

[State 821, 1]
type = VelAdd
Trigger1 = time > 5
y = .5

[State 821, 4]
type = changeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1052

[Statedef 1052]
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 1052
sprpriority = 2

[State 240, 4]
type = playsnd
trigger1 = time = 0
value = S0,16

[State 821, 1]
type = posset
Trigger1 = time= 0
y = 0

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

;--------------------------------------------------------
[Statedef 1070]
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 = time = 0
trigger1 = var(58) = 1
value = SCA, AP,AA,AT
time = 45
ignorehitpause = 1

[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
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 = S0,38

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

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

[Statedef 1071]
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 1071
sprpriority = 4

[State 810, Bind 1]
type = bindtoroot
trigger1 = 1
trigger1 = parent,movetype != H
pos = -3,0

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

[State 240, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(11) = 30

[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 = AnimElem = 2, >= 0
trigger1 = AnimElem = 5, <= 0
trigger1 = 1
projremove = 0
Projremovetime = 2
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 999999999
projanim = 2230
offset = 0,0;35,-105
velocity = 0,0
attr = S, SP

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
getpower = 0,0
givepower = 20,0
attr = S, HP
damage = 74,20
animtype = hard
guardflag = M
hitflag = MAF
pausetime = 0, 10
sparkno = 1
guard.sparkno = 0
sparkxy = -15,-65 + var(11)
hitsound = S0,17
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -4,-5
air.velocity = -4,-5
air.fall = 1
fall.recover = 0
sprpriority = 4
ignorehitpause = 1

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
getpower = 0,0
givepower = 20,0
attr = S, HP
damage = 74,20
animtype = hard
guardflag = M
hitflag = MAF
pausetime = 0, 10
sparkno = 3
guard.sparkno = 2
sparkxy = -10,-45 + var(11)
hitsound = S0,17
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
guard.hittime = 5
ground.velocity = -4,-5
air.velocity = -4,-5
air.fall = 1
fall.recover = 0
sprpriority = 4
ignorehitpause = 1

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 5
getpower = 0,0
givepower = 20,0
attr = S, HP
damage = 74,20
animtype = hard
guardflag = M
hitflag = MAF
pausetime = 0, 10
sparkno = 9
guard.sparkno = 8
sparkxy = -20,-65 + var(11)
hitsound = S0,17
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
sprpriority = 4
ignorehitpause = 1

[State 3110, 8]
type = Pause
trigger1 = MoveHit
trigger1 = (GameTime%2) =1
trigger1 = 1;time <= 20
trigger1 = p2life != 0
time = 1
movetime = 0

[State 240, 4]
type = destroyself
trigger1 = animTime = 0

;--------------------------------------------------------
[Statedef 1080]
type    = S
movetype= A
physics = S
poweradd = -1000
ctrl = 0
velset = 0,0
anim = 1080
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 = time = 0
trigger1 = var(58) = 1
value = SCA, AP,AA,AT
time = 45
ignorehitpause = 1

[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
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 = S0,38

[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 240, 4]
type = envshake
trigger1 = AnimElem = 21
time = 20

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

[Statedef 1081]
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 = 1081
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 = 85,20
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 1090]
type    = A
physics = N
movetype = A
poweradd = 0
ctrl = 0
velset = 12,-3
anim = 1092
sprpriority = 4

[State -3, 5]
type = PlaySnd
trigger1 = Time = 0
value = S0,50

[State 106, 1]
type = VelAdd
trigger1 = Time > 0
y = .3

[State 170, 1]
type = HitBy
trigger1 = 1
value = SCA, AA, AP
time = 2
ignorehitpause = 1

[State 170, 1]
type = null;NotHitBy
trigger1 = time = 0
value = SCA, AT
time = 1000
ignorehitpause = 1

[State 106, 1]
type = hitoverride
trigger1 = 1
time = 3
attr = SCA,AA,AP
stateno = 1099
ignorehitpause = 1

[State 191, 1]
type = varrandom
trigger1 = time = 0
v = 5
range = 1,2

[State 800, 1]
type = HitDef
Trigger1 = 1
trigger1 = var(5) = 1
pausetime = 0,0
attr = A, SA
hitflag = MA
guardflag = MA
priority = 4, Miss
sparkno = 7
sprpriority = 4
p2facing = 1
p1stateno = 1092
p2stateno = 1094
fall = 1
fall.recover = 0
guardsound = S0,10

[State 800, 1]
type = HitDef
Trigger1 = 1
trigger1 = var(5) = 2
pausetime = 0,0
attr = A, SA
hitflag = MA
guardflag = MA
priority = 1, Miss
sparkno = 5
sprpriority = 4
p2facing = 1
p1stateno = 2020
p2stateno = 2023
fall = 1
fall.recover = 0
guardsound = S0,10

[State 821, 4]
type = changestate
trigger1 = MoveGuarded
value = 1098

[State 821, 4]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1091

[Statedef 1091]
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 1091
sprpriority = 4

[State 821, 4]
type = playsnd
trigger1 = time = 0
trigger1 = var(11) = 1
value = S0,52

[State -3, 5]
type = PlaySnd
trigger1 = Time = 0
value = S0,16

[State 106, 1]
type = posset
trigger1 = Time = 0
y = 0

[State 821, 4]
type = varset
trigger1 = time = 20
var(11) = 0

[State 821, 4]
type = changestate
trigger1 = time = 20
value = 1093

[Statedef 1092]
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 1093
sprpriority = 4

[State 106, 1]
type = posset
trigger1 = Time = 0
y = 0

[State 821, 4]
type = targetbind
trigger1 = time = 0
postype = p1
pos = 36,0

[State 240, 4]
type = Explod
trigger1 = AnimElem = 59,= 1
anim = 511
postype = p1
pos = 40,-110
sprpriority = 4

[State 821, 4]
type = targetstate
trigger1 = AnimElem = 52,= 1
value = 1097

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 52
value = S0,51

[State 821, 4]
type = targetstate
trigger1 = AnimElem = 59,= 1
value = 1095

[State 821, 4]
type = targetbind
trigger1 = AnimElem = 59,= 2
postype = p1
pos = 40,-120

[State 821, 4]
type = targetstate
trigger1 = AnimElem = 63,= 1
value = 1096

[State 821, 4]
type = targetbind
trigger1 = AnimElem = 63,= 2
postype = p1
pos = 35,-50
time = 1

[State 821, 4]
type = envcolor
trigger1 = AnimElem = 63
value = 255,0,0
time = 2
under = -1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
trigger3 = AnimElem = 13
trigger4 = AnimElem = 18
trigger5 = AnimElem = 24
trigger6 = AnimElem = 28
trigger7 = AnimElem = 30
trigger8 = AnimElem = 34
trigger9 = AnimElem = 44
trigger10 = AnimElem = 48
trigger11 = AnimElem = 51
anim = 510
postype = p1
pos = 40,-60
random = 10,30
sprpriority = 7

[State 240, 4]
type = Explod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
trigger3 = AnimElem = 13
trigger4 = AnimElem = 18
trigger5 = AnimElem = 24
trigger6 = AnimElem = 28
trigger7 = AnimElem = 30
trigger8 = AnimElem = 34
trigger9 = AnimElem = 44
trigger10 = AnimElem = 43
trigger11 = AnimElem = 51
anim = 509
postype = p1
pos = 40,-60
random = 10,30
sprpriority = 7

[State 240, 4]
type = Explod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 44
trigger3 = AnimElem = 30
anim = 2019
postype = p1
pos = 40,0
random = 10,30
sprpriority = 7

[State 240, 4]
type = Explod
trigger1 = AnimElem = 28
trigger2 = AnimElem = 13
anim = 2020
postype = p1
pos = 40,0
random = 10,30
sprpriority = 7

[State 240, 4]
type = Explod
trigger1 = AnimElem = 34
anim = 2021
postype = p1
pos = 40,0
random = 10,30
sprpriority = 7

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
trigger3 = AnimElem = 13
trigger4 = AnimElem = 18
trigger5 = AnimElem = 24
trigger6 = AnimElem = 28
trigger7 = AnimElem = 30
trigger8 = AnimElem = 34
trigger9 = AnimElem = 44
trigger10 = AnimElem = 43
trigger11 = AnimElem = 51
value = S0,55

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 48
value = S0,9

[State 240, 4]
type = Explod
trigger1 = AnimElem = 10
trigger2 = AnimElem = 48
anim = 503
postype = p1
pos = 40,-5
sprpriority = 7

[State 821, 4]
type = hitadd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
trigger3 = AnimElem = 13
trigger4 = AnimElem = 18
trigger5 = AnimElem = 24
trigger6 = AnimElem = 28
trigger7 = AnimElem = 30
trigger8 = AnimElem = 34
trigger9 = AnimElem = 44
trigger10 = AnimElem = 48
trigger11 = AnimElem = 51
trigger12 = AnimElem = 10
trigger13 = AnimElem = 48
trigger14 = AnimElem = 63
value = 1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 63
value = S0,14

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 59
value = S0,12

[State 240, 4]
type = Explod
trigger1 = AnimElem = 63
anim = 510
postype = p2
pos = 40,-100
sprpriority = 7

[State 240, 4]
type = Explod
trigger1 = AnimElem = 63
anim = 509
postype = p1
pos = 40,-100
sprpriority = 7

[State 240, 4]
type = Explod
trigger1 = AnimElem = 63
anim = 1094
postype = p1
pos = 0,-10
sprpriority = 7
ignorehitpause = 1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 72
value = S0,53

[State 821, 4]
type = changestate
trigger1 = animtime = 0
value = 1093

[Statedef 1093]
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 1096
sprpriority = 4

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
value = S0,15

[State 106, 1]
type = velset
trigger1 = Time >= 0
y = -10
x = -10

[State 821, 4]
type = destroyself
trigger1 = time = 30

[Statedef 1094]
type    = S
physics = N
movetype = H
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = 3

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 821, 4]
type = changeanim2
trigger1 = time = 0
value = 1097

[Statedef 1095];‘ŠŽè
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = 3
movetype = H

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 821, 4]
type = changeanim2
trigger1 = time = 0
value = 1098

[Statedef 1096]
type    = A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0;-1,-15
sprpriority = 3
movetype = H

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 821, 4]
type = lifeadd
trigger1 = time = 0
value = -170

[State 821, 4]
type = changeanim2
trigger1 = time = 0
value = 1099

[State 106, 1]
type = Velset
trigger1 = Time = 1;[1,20]
x = -1
y = -8

[State 106, 1]
type = VelAdd
trigger1 = Time > 1
y = .4

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

[Statedef 1097]
type    = A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = 3
movetype = H

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 821, 4]
type = changeanim2
trigger1 = time = 0
value = 1100

[Statedef 1098]
type    = A
physics = N
poweradd = 0
ctrl = 0
velset = -3,-8
sprpriority = 4
anim = 1090

[State 106, 1]
type = VelAdd
trigger1 = Time > 1
y = .4

[State 821, 4]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1091

[Statedef 1099]
type    = A
physics = N
movetype = H
poweradd = 0
ctrl = 0
velset = -3,-8
sprpriority = 4
anim = 1090

[State 106, 1]
type = varset
trigger1 = Time = 0
var(11) = 1

[State 106, 1]
type = VelAdd
trigger1 = Time > 1
y = .4

[State 821, 4]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1091

;--------------------------------------------------------
[Statedef 2000]
type    = S
movetype= A
physics = S
poweradd = -2000
ctrl = 0
velset = 0,0
anim = 2000
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 240, 4]
type = envcolor
trigger1 = Time = 0
time = 2
value = 255,255,255
under = -1

;[State 3100,AssertSpecial]
;type = AssertSpecial
;trigger1 = Time = [3,25]
;flag = NoFG
;flag2 = NoBG
;ignorehitpause = 1

[state 190]
type = superpause
trigger1 = time = 0
time = 25
movetime = 25
anim = -1
darken = 0
unhittable = 1
sound = S0,39

[State 6000, ³¬É±µ×Í¼]
type = Explod
trigger1 = numexplod(9999)<2
anim = F3103
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -6
movetime=9999
supermovetime=9999
bindtime=9999

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
value = S0,44
channel = 0

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = F1150;512
postype = p1
pos = 0,-90
sprpriority = -1
bindtime = -1
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = F1100;513
postype = p1
pos = 0,-90
sprpriority = 5
bindtime = -1
supermove = 1
ownpal = 1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 2

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 2001

[Statedef 2001]
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 8,0
anim = 2001
sprpriority = 2
juggle = 10

[State 6000, ³¬É±µ×Í¼]
type = Explod
trigger1 = numexplod(9999)<2
anim = F3103
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -6
movetime=9999
supermovetime=9999
bindtime=9999

[State 170, 1]
type = notHitBy
trigger1 = time = 0
trigger1 = var(58) = 1
value = SCA, AP,AA,AT
time = 6
ignorehitpause = 1

[State 701, 1]
type = null;Width
trigger1 = 1
player = 60,0

[State 840,0]
type = PlayerPush
trigger1 = 1
value = 1

[State 800, 1]
type = HitDef
Trigger1 = 1
trigger1 = p2life > 0
pausetime = 0,0
damage = 100,50
guard.pausetime = 5,0
attr = S, HA
hitflag = MAF
sparkno = 5
guard.sparkno = 4
sparkxy = -10,-60
;guardflag = M
priority = 4, Miss
hitsound = S0,55
guardsound = S0,10
sparkno = 3
sprpriority = 4
p2facing = 1
p1stateno = 2003
p2stateno = 2010

[State 240, 4]
type = ChangeState
trigger1 = Time = 30
trigger2 = MoveGuarded
;trigger1 = FrontEdgeBodyDist < 30
value = 2002

[Statedef 2003]
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 8,0
anim = 2001
sprpriority = 2

[State 6000, ³¬É±µ×Í¼]
type = Explod
trigger1 = numexplod(9999)<2
anim = F3103
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -6
movetime=9999
supermovetime=9999
bindtime=9999

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 2

[State 840,0]
type = PlayerPush
trigger1 = 1
value = 0

[State 810, Bind 1]
type = TargetBind
trigger1 = 1
pos = 75, 0
postype = p1
time = 2

[State 240, 4]
type = ChangeState
trigger1 = FrontEdgeBodyDist < 93
value = 2004

[Statedef 2002]
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2002
sprpriority = 2

[State 6000, ³¬É±µ×Í¼]
type = Explod
trigger1 = numexplod(9999)<2
anim = F3103
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -6
movetime=9999
supermovetime=9999
bindtime=9999

[State 106, 0]
type = posadd
trigger1 = animelem = 1
x = 10

[State 106, 0]
type = VelSet
trigger1 = Time = [0,13]
x = 1.5

[State 106, 0]
type = VelSet
trigger1 = Time = [14,18]
x = 1

[State 106, 0]
type = VelSet
trigger1 = Time = 19
x = 0

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

[Statedef 2004]
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2003
sprpriority = 2

[State 6000, ³¬É±µ×Í¼]
type = Explod
trigger1 = numexplod(9999)<2
anim = F3103
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -6
movetime=9999
supermovetime=9999
bindtime=9999

[State 701, 1]
type = Width
trigger1 = 1
edge = 93,0

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 3
value = S0,17

[State 810, Bind 1]
type = null;TargetBind
trigger1 = time = 0
pos = 30, 0
postype = p1
time = 2

[State 810, Bind 1]
type = Targetstate
trigger1 = time = 0
value = 2011

[State 240, 4]
type = envshake
trigger1 = AnimElem = 3
time = 9
ampl = -10
freq = 100

[State 240, 4]
type = varset
trigger1 = Time = 0
var(5) = 1

[State 106, 0]
type = null;posadd
trigger1 = animTime = 0
x = 4

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 1006

[Statedef 1006]
type = A
physics = N
anim = 106
ctrl = 0

[State 6000, ³¬É±µ×Í¼]
type = Explod
trigger1 = numexplod(9999)<2
anim = F3103
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -6
movetime=9999
supermovetime=9999
bindtime=9999

[State 1006,]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 2

[State 1006,]
type = VelSet
trigger1 = Time = 0
x = -19
y = -3

[State 1006,]
type = VelSet
trigger1 = Time = 1
x = -5
y = -2

[State 1006,]
type = afterimage
trigger1 = time = 0
time = 20
length = 7
PalBright = 70,70,70
PalAdd = 0,0,50
FrameGap = 5
ignorehitpause = 1

[State 1006,]
type = afterimagetime
trigger1 = 1
time = 2

[State 1006,]
type = VelAdd
trigger1 = Time > 1
x = .02
y = .19

[State 1006,]
type = VelAdd
trigger1 = Time > 9
x = .22

[State 1006,]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1007

[Statedef 1007]
type = S
physics = S
anim = 107
velset = 0,0

[State 6000, ³¬É±µ×Í¼]
type = Explod
trigger1 = numexplod(9999)<2
anim = F3103
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -6
movetime=9999
supermovetime=9999
bindtime=9999

[State 1007,]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1007,]
type = ChangeState
trigger1 = AnimTime = 0
value = 2005

[State 1007,]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 2

[Statedef 2005]
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2015
sprpriority = 2

[State 6000, ³¬É±µ×Í¼]
type = Explod
trigger1 = numexplod(9999)<2
anim = F3103
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -6
movetime=9999
supermovetime=9999
bindtime=9999

[State 240, 4]
type = posadd
trigger1 = animelem = 11
x = 15

[State 240, 4]
type = posadd
trigger1 = animelem = 12
x = 10

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 12
trigger2 = AnimElem = 13
value = S0,55

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 8
value = S0,30
channel = 1

[State 240, 4]
type = stopsnd
trigger1 = AnimElem = 11
channel = 1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 11
value = S0,14

[State 3110, 8]
type = hitadd
trigger1 = AnimElem = 12
trigger2 = AnimElem = 13
value = 1

[State 3110, 8]
type = targetlifeadd
trigger1 = AnimElem = 12
trigger2 = AnimElem = 13
value = -22
kill = 0

[State 3110, 8]
type = envcolor
trigger1 = AnimElem = 11
trigger2 = AnimElem = 12
ignorehitpause = 1
time = 1
under = -1
value = 255,255,255

[State 240, 4]
type = Explod
trigger1 = AnimElem = 11
trigger2 = AnimElem = 13
anim = 510
postype = p2
pos = 1,-76
sprpriority = 4

[State 240, 4]
type = Explod
trigger1 = AnimElem = 12
anim = 502
postype = p2
pos = -1,-58
sprpriority = 4

[State 240, 4]
type = Explod
trigger1 = AnimElem = 11
anim = 503
postype = p2
pos = -1,-58
sprpriority = 4

[State 240, 4]
type = Explod
trigger1 = AnimElem = 13
anim = 503
postype = p2
pos = -1,-63
sprpriority = 4

[State 240, 4]
type = Explod
trigger1 = AnimElem = 13
anim = 509
postype = p2
pos = 1,-75
sprpriority = 4

[State 810, Bind 1]
type = Targetstate
trigger1 = animelem = 12
value = 2012

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 2006

[Statedef 2006]
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2004
sprpriority = 2

[State 6000, ³¬É±µ×Í¼]
type = Explod
trigger1 = numexplod(9999)<2
anim = F3103
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -6
movetime=9999
supermovetime=9999
bindtime=9999

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 8
trigger4 = AnimElem = 12
trigger5 = AnimElem = 16
trigger6 = AnimElem = 20
trigger7 = AnimElem = 24
trigger8 = AnimElem = 28
trigger9 = AnimElem = 32
trigger10 = AnimElem = 36
;trigger11 = AnimElem = 36
value = S0,45
;channel = 2

[State 3110, 8]
type = hitadd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 8
trigger4 = AnimElem = 12
trigger5 = AnimElem = 16
trigger6 = AnimElem = 20
trigger7 = AnimElem = 24
trigger8 = AnimElem = 28
trigger9 = AnimElem = 32
trigger10 = AnimElem = 36
value = 1

[State 3110, 8]
type = targetlifeadd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 8
trigger4 = AnimElem = 12
trigger5 = AnimElem = 16
trigger6 = AnimElem = 20
trigger7 = AnimElem = 24
trigger8 = AnimElem = 28
trigger9 = AnimElem = 32
trigger10 = AnimElem = 36
value = -40
kill = 0

[State 3110, 8]
type = envcolor
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 8
trigger4 = AnimElem = 12
trigger5 = AnimElem = 16
trigger6 = AnimElem = 20
trigger7 = AnimElem = 24
trigger8 = AnimElem = 28
trigger9 = AnimElem = 32
trigger10 = AnimElem = 36
ignorehitpause = 1
time = 1
under = -1
value = 255,255,255

[State 240, 4]
type = Explod
trigger1 = AnimElem = 1
trigger2 = AnimElem = 7
trigger3 = AnimElem = 22
anim = 502
postype = p2
pos = 0,-28
random = 30,0
sprpriority = 4

[State 240, 4]
type = Explod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
trigger3 = AnimElem = 18
trigger4 = AnimElem = 28
anim = 502
postype = p2
pos = 0,-68
random = 30,0
sprpriority = 4

[State 240, 4]
type = Explod
trigger1 = AnimElem = 6
trigger2 = AnimElem = 13
trigger3 = AnimElem = 25
anim = 502
postype = p2
pos = 0,-98
random = 30,0
sprpriority = 4

[State 810, Bind 1]
type = Targetstate
trigger1 = time = 0
value = 2013

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 2007

[Statedef 2007]
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2005
sprpriority = 2

[State 6000, ³¬É±µ×Í¼]
type = Explod
trigger1 = numexplod(9999)<2
anim = F3103
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -6
movetime=9999
supermovetime=9999
bindtime=9999

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
value = S0,46

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
value = S0,36

[State 810, Bind 1]
type = Targetstate
trigger1 = time = 0
value = 2014

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 40
value = S0,27

[State 240, 4]
type = Explod
trigger1 = AnimElem = 41,= 1
anim = 503
postype = p2
pos = 10,-98
sprpriority = 5
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 42,= 1
anim = 503
postype = p2
pos = 10,-48
sprpriority = 5
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 43,= 1
anim = 503
postype = p2
pos = -30,-88
sprpriority = 5
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 44,= 1
anim = 503
postype = p2
pos = -30,-68
sprpriority = 5
ignorehitpause = 1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 43
value = S0,17

[State 810, Bind 1]
type = Targetstate
trigger1 = animelem = 41
;trigger1 = numprojID(1071) = 0
;trigger1 = hitshakeover = 1
value = 2015

[State 3110, 8]
type = Pause
trigger1 = (GameTime%2) = 1
trigger1 = animelem = 41, >= 0
trigger1 = animelem = 47, <= 0
time = 1
movetime = 0

[State 3110, 8]
type = envcolor
trigger1 = animelem = 41
trigger2 = animelem = 42
trigger3 = animelem = 43
ignorehitpause = 1
time = 2
under = -1
value = 255,255,255

[State 240, 4]
type = envshake
trigger1 = animelem = 41
trigger2 = animelem = 42
trigger3 = animelem = 43
trigger4 = animelem = 44
time = 3

[State 821, 4]
type = hitadd
trigger1 = animelem = 41
trigger2 = animelem = 42
trigger3 = animelem = 43
trigger4 = animelem = 44
value = 1

[State 821, 4]
type = targetlifeadd
trigger1 = animelem = 41
trigger2 = animelem = 42
trigger3 = animelem = 43
trigger4 = animelem = 44
value = -70
kill = 0

[State 1034, 2]
type = explod
trigger1 = animelem = 40
anim = 1072
pos = -3,0
postype = p1
sprpriority = 3
pausemovetime = 99999

[State 240, 4]
type = envshake
;trigger1 = animelem = 41
trigger1 = animelem = 67
trigger2 = animelem = 69
trigger3 = animelem = 71
trigger4 = animelem = 73
trigger5 = animelem = 75
trigger6 = animelem = 77
trigger7 = animelem = 79
;trigger8 = animelem = 81
time = 15
;ampl = -14
ignorehitpause = 1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 50
value = S0,1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 50
value = S0,47

[State 1034, 2]
type = explod
trigger1 = animelem = 67
anim = 2006
pos = 138,-90
postype = p1
sprpriority = 3

[State 1034, 2]
type = posfreeze
trigger1 = 1
time = 2
ignorehitpause = 1

[State 821, 4]
type = playsnd
trigger1 = animelem = 67
;trigger2 = animelem = 59
trigger2 = animelem = 71
;trigger4 = animelem = 63
trigger3 = animelem = 75
;trigger6 = animelem = 67
trigger4 = animelem = 79
;trigger8 = animelem = 71
value = S0,49

[State 821, 4]
type = explod
triggerall = movehit
trigger1 = animelem = 67, = 1
trigger2 = animelem = 69, = 1
trigger3 = animelem = 71, = 1
trigger4 = animelem = 73, = 1
trigger5 = animelem = 75, = 1
trigger6 = animelem = 77, = 1
trigger7 = animelem = 79, = 1
trigger8 = animelem = 81, = 1
anim = 517
postype = p2
pos = -10,-60
sprpriority = 8
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 191, 1]
type = targetstate
trigger1 = animelem = 67
trigger2 = animelem = 69
trigger3 = animelem = 71
trigger4 = animelem = 73
trigger5 = animelem = 75
trigger6 = animelem = 77
trigger7 = animelem = 79
value = 2017

[State 821, 4]
type = playsnd
;trigger1 = animelem = 67
trigger1 = animelem = 69
;trigger2 = animelem = 71
trigger2 = animelem = 73
;trigger3 = animelem = 75
trigger3 = animelem = 77
;trigger4 = animelem = 79
value = S0,48

[State 821, 4]
type = playsnd
;trigger1 = animelem = 67
trigger1 = animelem = 69
;trigger2 = animelem = 71
trigger2 = animelem = 73
;trigger3 = animelem = 75
trigger3 = animelem = 77
;trigger4 = animelem = 79
value = S0,17

[State 191, 1]
type = targetstate
trigger1 = animelem = 81
value = 2018

[State 821, 4]
type = hitadd
trigger1 = animelem = 67
trigger2 = animelem = 69
trigger3 = animelem = 71
trigger4 = animelem = 73
trigger5 = animelem = 75
trigger6 = animelem = 77
trigger7 = animelem = 79
trigger8 = animelem = 80
value = 1

[State 821, 4]
type = targetlifeadd
trigger1 = animelem = 67
trigger2 = animelem = 69
trigger3 = animelem = 71
trigger4 = animelem = 73
trigger5 = animelem = 75
trigger6 = animelem = 77
trigger7 = animelem = 78
value = -50

[State 821, 4]
type = targetlifeadd
trigger1 = animelem = 81
value = -100

[State 4100,1]
type = Helper
trigger1 = animelem = 67
ID = 2007
name = "denki"
sprpriority = 5
pos = -30,-20
postype = back
stateno = 2016
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 3110, 8]
type = envcolor
trigger1 = animelem = 67
trigger2 = animelem = 71
trigger3 = animelem = 75
trigger4 = animelem = 79
ignorehitpause = 1
time = 2
under = -1
value = 255,255,255

[State 3110, 8]
type = null;Pause
trigger1 = MoveHit
trigger1 = (GameTime%2) = 1
trigger1 = animelem = 67,>= 0
trigger1 = animelem = 79,<= 0
trigger1 = p2life != 0
time = 1
movetime = 0

[State 3110, 8]
type = Pause
trigger1 = (GameTime%3) = 1
trigger1 = animelem = 67,>= 0
trigger1 = animelem = 81,<= 0
trigger1 = p2life != 0
time = 1
movetime = 0

[State 240, 4]
type = varset
trigger1 = Time = 0
var(5) = 0

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

[Statedef 2010]
type    = A
movetype= H
physics = N
velset = 0,0

[State 821, 4]
type = SelfState
trigger1 = enemy,movetype = H
value = 5300

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2009

[Statedef 2011]
type    = S
movetype= H
physics = N
velset = 0,0

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2010

[Statedef 2012]
type    = S
movetype= H
physics = S
velset = 0,0

[State 820, 1]
type = posadd
Trigger1 = animelem = 3, = 1
Trigger2 = animelem = 4, = 1
x = 20

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2011

[Statedef 2013]
type    = S
movetype= H
physics = S
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2012

[Statedef 2014]
type    = S
movetype= H
physics = S
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 810]
type = hitfallset
trigger1 = time = 0
value = 0

[State 820, 1]
type = ChangeAnim
trigger1 = AnimExist(5300)
trigger1 = time = 0
value = 5300

[State 820, 1]
type = ChangeAnim2
trigger1 = !AnimExist(5300)
trigger1 = time = 0
value = 2014

[Statedef 2015]
type    = S
movetype= H
physics = N
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 820, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2013

[Statedef 2016]
type    = S
velset = 0,0
anim = 2016

[State 107, 2]
type = explod
trigger1 = time % 3 = 0
trigger1 = 1
anim = 2007
postype = p2
pos = 0,-40
random = 80,80
ownpal = 1
sprpriority = 4

[State 820, 1]
type = destroyself
trigger1 = time = 130

[Statedef 2017]
type    = S
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = posadd
Trigger1 = time = 0
x = -4

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 820, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2232

[State 820, 1]
type = palfx
trigger1 = 1
time = 2
add = 22, 22,22;23,24
sinadd = 122, 122,122, 5
invertall = 1

[Statedef 2018]
type    = A
movetype = H
physics = N
velset = -5,-8.5
sprpriority = -1

[State 820, 1]
type = palfx
trigger1 = 1
time = 4
add = 22, 22,22;23,24
sinadd = 122, 122,122, 5
invertall = 1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 821, 1]
type = VelAdd
Trigger1 = time > 0
y = .4

[State 821, 4]
type = changeanim
trigger1 = time = 0
trigger1 = selfAnimExist(5052)
value = 5052

[State 821, 4]
type = changeanim2
trigger1 = time = 0
trigger1 = !selfAnimExist(5052)
value = 2233

[State 821, 4]
type = changeanim
trigger1 = time = 20
trigger1 = selfAnimExist(5062)
value = 5062

[State 821, 4]
type = changeanim2
trigger1 = time = 20
trigger1 = !selfAnimExist(5062)
value = 2234

[State 5050, 6]
type = selfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = time >= 25
value = 5100

;--------------------------------------------------------------
[Statedef 2020]
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2017
sprpriority = 4

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 2
value = S0,54

[State 240, 4]
type = Explod
trigger1 = AnimElem = 1
anim = 511
postype = p1
pos = 40,-70
sprpriority = 4

[State 106, 1]
type = playsnd
trigger1 = Time = 0
value = S0,12

[State 106, 1]
type = posset
trigger1 = Time = 0
y = 0

[State 821, 4]
type = targetbind
trigger1 = time = 0
postype = p1
pos = 36,0

[State 820, 1]
type = changestate
trigger1 = animtime = 0
value = 2021

[Statedef 2021]
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2016
sprpriority = 4

[State 240, 4]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 10
trigger3 = Time = 20
trigger4 = Time = 30
trigger5 = Time = 40
trigger6 = Time = 50
trigger7 = Time = 60
trigger8 = Time = 70
trigger9 = Time = 80
trigger10 = Time = 90
trigger11 = Time = 100
trigger12 = Time = 110
trigger13 = Time = 120
trigger14 = Time = 130
trigger15 = Time = 140
trigger16 = Time = 150
trigger17 = Time = 160
anim = 502
postype = p1
pos = 40,-60
random = 10,30
sprpriority = 7

[State 240, 4]
type = Explod
trigger1 = Time = 0
trigger2 = Time = 10
trigger3 = Time = 20
trigger4 = Time = 30
trigger5 = Time = 40
trigger6 = Time = 50
trigger7 = Time = 60
trigger8 = Time = 70
trigger9 = Time = 80
trigger10 = Time = 90
trigger11 = Time = 100
trigger12 = Time = 110
trigger13 = Time = 120
trigger14 = Time = 130
trigger15 = Time = 140
trigger16 = Time = 150
trigger17 = Time = 160
anim = 510
postype = p1
pos = 40,-60
random = 10,30
sprpriority = 7

[State 106, 1]
type = playsnd
trigger1 = Time = 0
trigger2 = Time = 10
trigger3 = Time = 20
trigger4 = Time = 30
trigger5 = Time = 40
trigger6 = Time = 50
trigger7 = Time = 60
trigger8 = Time = 70
trigger9 = Time = 80
trigger10 = Time = 90
trigger11 = Time = 100
trigger12 = Time = 110
trigger13 = Time = 120
trigger14 = Time = 130
trigger15 = Time = 140
trigger16 = Time = 150
trigger17 = Time = 160
value = S0,7

[State 1034, 2]
type = Projectile
trigger1 = time = 1
projremove = 1
Projremovetime = 40
projpriority = 5
projanim = 2022
offset = 0,10
velocity = 1,-1

[State 1034, 2]
type = Projectile
trigger1 = time = 40
projremove = 1
Projremovetime = 40
projpriority = 5
projanim = 2023
offset = 20,-30
velocity = -1,1

[State 1034, 2]
type = Projectile
trigger1 = time = 80
projremove = 1
Projremovetime = 40
projpriority = 5
projanim = 2024
offset = -20,-60
velocity = 1,1

[State 1034, 2]
type = Projectile
trigger1 = time = 120
projremove = 1
Projremovetime = 40
projpriority = 5
projanim = 2025
offset = 20,-30
velocity = 1,-1

[State 821, 4]
type = targetstate
trigger1 = time = 0
value = 2024

[State 820, 1]
type = changestate
trigger1 = time = 160
value = 2022

[Statedef 2022]
type    = A
physics = N
movetype = A
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2018
sprpriority = 4

[State 821, 4]
type = envcolor
trigger1 = animelem = 2, = 1
trigger2 = animelem = 2, = 2
trigger3 = animelem = 2, = 3
trigger4 = animelem = 2, = 5
trigger5 = animelem = 2, = 7
value = 255,255,255
time = 1
under = -1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 2
value = S0,51

[State 821, 4]
type = velset
trigger1 = time >= 5
y = -8

[State 240, 4]
type = Explod
triggerall = movehit
trigger1 = animelem = 2, = 1
trigger2 = animelem = 2, = 2
trigger3 = animelem = 2, = 3
trigger4 = animelem = 2, = 5
trigger5 = animelem = 2, = 7
anim = 510
postype = p2
pos = 0,-48
sprpriority = 4

[State 240, 4]
type = Explod
triggerall = movehit
trigger1 = animelem = 2, = 1
trigger2 = animelem = 2, = 2
trigger3 = animelem = 2, = 3
trigger4 = animelem = 2, = 5
trigger5 = animelem = 2, = 7
anim = 509
postype = p2
pos = 0,-48
sprpriority = 4

[State 1034, 2]
type = hitdef
trigger1 = animelem = 2, = 1
trigger2 = animelem = 2, = 2
trigger3 = animelem = 2, = 3
trigger4 = animelem = 2, = 5
trigger5 = animelem = 2, = 7
attr = S, SA
damage   = 34
animtype = Up
pausetime = 2,6
hitflag = MAF
guardflag = M
sparkno = 1;S502
guard.sparkno = 0
sparkxy = -1;90,-65
hitsound = S0,14
guardsound = S0,10
pausetime = 0,10
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
guard.hittime = 0
ground.velocity = 0,-11
air.velocity = 0,-11
fall = 1
fall.recover = 0

[State 821, 4]
type = targetstate
trigger1 = time = 0
value = 2025

[State 820, 1]
type = destroyself
trigger1 = time = 80

[Statedef 2023];‘ŠŽè
type    = S
movetype= H
physics = S
velset = 0,0

[State 820, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2026

[Statedef 2024]
type    = S
movetype= H
physics = S
velset = 0,0

[State 820, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2012

[Statedef 2025]
type    = S
movetype= H
physics = S
velset = 0,0

[State 820, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 1099

[Statedef 1089]
type    = S
physics = S
moveytpe = A
anim = 2028
velset = 0,0
ctrl = 0

[State 4100,1]
type = Helper
triggerall = numhelper(1090) = 0
trigger1 = animelem = 9
ID = 1090
name = "basara"
sprpriority = 5
pos = -30,-20
postype = back
stateno = 1090
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 3, 5]
type = PlaySnd
trigger1 = Time = 0
value = S0,56

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

;--------------------------------------------------------
[Statedef 2100]
type    = S
movetype= A
physics = S
poweradd = -1000
ctrl = 0
velset = 0,0
anim = 2100
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, AP,AA,AT
time = 2
ignorehitpause = 1

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

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

[State 4000, BGPalFX]
type = BGPalFX
trigger1 = Time >= 30
trigger1 = 1
time = 2
mul = 900,900,900
add = -250,-250,-250
ignorehitpause = 1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time >= 30
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State 240, 4]
type = null;envcolor
trigger1 = Time >= 30
trigger1 = 1
time = 2
value = 0,0,0
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 = S0,38

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

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

[State 701, 1]
type = envshake
trigger1 = AnimElem = 5
time = 10

[State 701, 1]
type = playsnd
trigger1 = AnimElem = 5
value = S0,13

[State 240, 4]
type = Explod
trigger1 = AnimElem = 5
anim = 515
postype = p1
pos = 0,0
sprpriority = 6

[State 240, 4]
type = Explod
trigger1 = AnimElem = 5
anim = 516
postype = p1
pos = 0,0
sprpriority = -2

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

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 2101

;--------------------------------------------------------
[Statedef 2101]
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2101
sprpriority = 2

[State 840,0]
type = PlayerPush
trigger1 = 1
value = 0

[State 701, 1]
type = playsnd
trigger1 = AnimElem = 1
value = S0,57
channel = 3

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 1 >= 0
trigger1 = 1
projremove = 0
Projremovetime = 2
projhits = 0
projremanim = -1
projpriority = 9999999999
projanim = 2108
offset = 0,0;35,-105
velocity = 0,0
attr = S, SP

[State 4100,1]
type = null;Helper
trigger1 = time = 0
ID = 2100
name = "kougeki"
postype = p1
pos = 0,0
sprpriority = 2
stateno = 2103
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 4100,1]
type = Helper
trigger1 = time = 0
ID = 2100
name = "uzu"
postype = p1
pos = -8,-110
sprpriority = 2
stateno = 2104
helpertype = normal
keyctrl = 0
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 2110
ID = 2103
postype = p1
pos = -8,-110
sprpriority = -1
removetime = 200
bindtime = -1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 2105
ID = 2103
postype = p1
pos = -8,-110
sprpriority = 0
removetime = 120
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 2106
ID = 2103
postype = p1
pos = -8,-110
sprpriority = 0
removetime = 120
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 2107
ID = 2103
postype = p1
pos = -8,-110
sprpriority = 0
removetime = 120
ownpal = 1

[State 240, 4]
type = RemoveExplod
trigger1 = AnimTime = 0
ID = 2103

[State -3, 2.0201]
type = nothitby
trigger1 = 1
time = 2
value = SCA

[State 240, 2]
type = HitDef
trigger1 = animelem = 1
attr = S, HP
animtype  = up
damage    = 110,10
guardflag = M
hitflag = MAF
pausetime = 0,10
guard.pausetime = 0,16
sparkno = 1
guard.sparkno = 0
sparkxy = -15,-85 + var(11)
hitsound   = S0,17
guardsound = S0,10
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -19,-7
air.velocity = -19,-7
fall = 1
fall.recover = 0
;yaccel = .5
getpower = 0,0
givepower = 60,50
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 9
trigger2 = animelem = 17
trigger3 = animelem = 25
trigger4 = animelem = 33
trigger5 = animelem = 41
trigger6 = animelem = 49
attr = S, HP
animtype  = up
damage    = 30,10
guardflag = M
hitflag = MAF
pausetime = 0,11
guard.pausetime = 0,16
sparkno = 7
guard.sparkno = 6
sparkxy = -15,-85 + var(11)
hitsound   = S0,17
guardsound = S0,10
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -11,-10
air.velocity = -11,-10
fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
givepower = 60,50
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 57
attr = S, HP
animtype  = up
damage    = 30,10
guardflag = M
hitflag = MAF
pausetime = 0,11
guard.pausetime = 0,16
sparkno = 3
guard.sparkno = 2
sparkxy = -15,-85 + var(11)
hitsound   = S0,17
guardsound = S0,10
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -6,-8
air.velocity = -6,-8
fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
givepower = 60,50
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0

[State 240, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(11) = 30

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

[State 240, 4]
type = varset
trigger1 = time = 0
var(14) = 0

[State 240, 4]
type = varset
trigger1 = time = 0
var(13) = 0

[State 240, 4]
type = varadd
trigger1 = MoveHit
var(13) = 1

[State 2100]
type = Pause
trigger1 = MoveHit
trigger1 = (GameTime%2) = 1
trigger1 = var(14) = 0
;trigger1 = 1
;trigger1 = P2movetype = H
time = 1
movetime = 0
;ignorehitpause = 1

[State 2100]
type = Pause
trigger1 = (GameTime%3) = 1
trigger1 = var(14) != 0
time = 1
movetime = 0

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

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State 240, 4]
type = null;envcolor
trigger1 = 1
time = 5
value = 0,0,0
under = -1
ignorehitpause = 1

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 2102

;-----------------------------------------------------------
[Statedef 2102]
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2102
sprpriority = 2

[State 2100]
type = Pause
trigger1 = (GameTime%3) = 1
trigger1 = var(14) != 0
trigger1 = animelem = 8, <= 0
time = 1
movetime = 0

[State 2100]
type = Pause
trigger1 = (GameTime%2) = 1
trigger1 = var(13) != 0
trigger1 = var(14) = 0
trigger1 = animelem = 12, <= 0
time = 1
movetime = 0
;ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 2104
postype = p1
pos = -8,-110
sprpriority = -1
supermove = 1
ownpal = 1
removeongethit = 1

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

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Noshadow
ignorehitpause = 1

[State 240, 4]
type = null;envcolor
trigger1 = 1
time = 2
value = 0,0,0
under = -1
ignorehitpause = 1

[State 701, 1]
type = stopsnd
trigger1 = Animtime = 0
channel = 3

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

[Statedef 2103]
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2109
sprpriority = 2

[State 240, 4]
type = envcolor
trigger1 = 1
time = 5
value = 0,0,0
under = -1
ignorehitpause = 1

[State 240, 4]
type = bindtoroot
trigger1 = 1
trigger1 = animelem = 16 <= 15
time = 2
ignorehitpause = 1

[State 240, 4]
type = bindtoroot
trigger1 = 1
trigger1 = animelem = 17 >= 0
pos = -8,-110
time = 2
ignorehitpause = 1

[State 2100]
type = Pause
trigger1 = MoveHit
trigger1 = (GameTime%2) = 1
trigger1 = parent,var(12) = 0
;trigger1 = 1
trigger1 = P2movetype = H
trigger1 = animelem = 35 <= 0
time = 1
movetime = 0
ignorehitpause = 1

[State 821, 4]
type = destroyself
trigger1 = animtime = 0

[Statedef 2104]
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2103
sprpriority = -2

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

[State 820, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 2100]
type = Pause
;trigger1 = MoveHit
trigger1 = (GameTime%3) = 1
trigger1 = 1
;trigger1 = P2movetype != A
trigger1 = animelem = 35 <= 0
time = 1
movetime = 0
;ignorehitpause = 1

[State 240, 2]
type = HitDef
trigger1 = animelem = 2
attr = S, HP
animtype  = up
damage    = 10,10
guardflag = M
hitflag = MAF
pausetime = 0,25
guard.pausetime = 0,16
sparkno = 9
guard.sparkno = 8
sparkxy = 15,-55 + var(12)
hitsound   = S0,17
guardsound = S0,10
ground.type = high
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -5,-5
air.velocity = -5,-5
fall = 1
fall.recover = 0
;yaccel = .5
getpower = 0,0
givepower = 60,50
sprpriority = -2

[State 240, 4]
type = bindtoroot
trigger1 = 1
pos = -8,-110
time = 2
ignorehitpause = 1

[State 240, 4]
type = parentvaradd
trigger1 = movehit
var(14) = 1
ignorehitpause = 1

[State 240, 4]
type = varset
trigger1 = time = 0
var(12) = 0

[State 240, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(12) = 30

[State 240, 4]
type = varset
trigger1 = 1
trigger1 = P2statetype != C
var(12) = -150 - (-150 - floor(p2bodydist y))

[State 821, 4]
type = destroyself
trigger1 = parent,stateno = 2102

;--------------------------------------------
[Statedef 511]
type = A
physics = N
movetype = H
ctrl = 0
velset = 0,0
sprpriority = -1

[State 3040, 1]
type = VelAdd
trigger1 = Time = 15
trigger1 = hitshakeover = 1
x = -6
y = -3

[State 3040, 1]
type = VelAdd
trigger1 = Time > 20
trigger1 = hitshakeover = 1
y = .6

[State 107, 2]
type = Changeanim2
trigger1 = Time = 0
value = 2111

[State 3040, 3]
type = changeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 512

[Statedef 512]
type = A
physics = N
movetype = H
ctrl = 0
velset = 0,0

[State 3040, 1]
type = posset
trigger1 = Time = 0
y = 0

[State 3040, 1]
type = Velset
trigger1 = time = [0,10]
x = -2.8

[State 3040, 1]
type = makedust
trigger1 = time = [0,26]
postype = p2
pos = 30,0

[State 3040, 1]
type = Velset
trigger1 = time = [10,17]
x = -.8

[State 3040, 1]
type = Velset
trigger1 = time = [18,26]
x = -.1

[State 107, 2]
type = Changeanim2
trigger1 = Time = 0
value = 2112

[State 107, 2]
type = Changeanim2
trigger1 = Time = 19
value = 2113

[State 610, 4]
type = SelfState
trigger1 = alive = 0
trigger1 = Time = 29
value = 5150

[State 610, 4]
type = SelfState
trigger1 = Time = 33
trigger1 = alive = 1
value = 5120

[Statedef 513];
type = S
physics = N
movetype = I
ctrl = 0
anim = 2029
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 701, 1]
type = playsnd
trigger1 = p2stateno = 512
value = S0,58
persistent = 0

[State 610, 4]
type = destroyself
trigger1 = time = 60

;--------------------------------------------------------
[Statedef 2200]
type    = S
movetype= A
physics = S
poweradd = -3000
ctrl = 0
velset = 0,0
anim = 2204
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 = time = 0
trigger1 = var(58) = 1
value = SCA, AP,AA,AT
time = 45
ignorehitpause = 1

[State 240, 4]
type = envcolor
trigger1 = Time = 1
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 = 1
time = 30
movetime = 30
anim = -1
darken = 0
unhittable = 1
sound = S0,39

[State 240, 4]
type = Explod
trigger1 = time = 1
anim = 512
postype = p1
pos = 0,-90
sprpriority = -1
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 10
anim = 513
postype = p1
pos = 0,-90
sprpriority = 5
supermove = 1
ownpal = 1

[State 800, 1]
type = HitDef
triggerall = enemynear,stateno != [120,153]
Trigger1 = animelem = 1
animtype  = Up
attr = S, HT
hitflag = M
guardflag = N
priority = 1, Miss
sparkno = 7
numhits = 0
sprpriority = 1
p2facing = 1
p1stateno = 2201
p2stateno = 2202
guard.dist = 0

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 2201]
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2205
sprpriority = 2

[State 701, 1]
type = Width
trigger1 = 1
edge = 0,30

[State 240, 4]
type = Explod
trigger1 = AnimElem = 5
trigger1 = anim = 2205
anim = 511
postype = p1
pos = 45,-78
sprpriority = 4

[State 701, 1]
type = playsnd
trigger1 = animelem = 5
trigger1 = anim = 2205
value = S0,12

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

[state 190]
type = superpause
trigger1 = time = 1
time = 30
movetime = 30
anim = -1
darken = 0
unhittable = 1
sound = S0,39

[State 240, 4]
type = Explod
trigger1 = time = 1
anim = 512
postype = p1
pos = 0,-90
sprpriority = -1
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 10
anim = 513
postype = p1
pos = 0,-90
sprpriority = 5
supermove = 1
ownpal = 1

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 7, <= 0
trigger1 = anim = 2205
ignorehitpause = 1
pos = 40, 0

[State 701, 1]
type = velset
trigger1 = frontedgedist <= 160
trigger1 = AnimElem = 1, >= 0
x = -2

[State 701, 1]
type = velset
trigger1 = frontedgedist >= 160
trigger1 = AnimElem = 1, >= 0
x = 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 7
attr = S, HT
damage = 50, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 10
sparkno = 1
guard.sparkno = 0
sparkxy = -10, -76
hitsound = S0,6
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -2
airguard.velocity = 0
kill = 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 10
attr = S, HT
damage = 50, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 3
sparkno = 5
guard.sparkno = 4
sparkxy = -10, -56
hitsound = S0,9
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = 0
airguard.velocity = 0
air.type = High
p2stateno = 2203
kill = 0

[State 4100,1]
type = Helper
trigger1 = AnimElem = 13
trigger1 = anim = 2205
ID = 1
name = "basara"
postype = p2
pos = -60,0
sprpriority = 2
stateno = 2210
helpertype = normal
keyctrl = 0
ignorehitpause = 1
ownpal = 1

[State 195, 2]
type = varset
trigger1 = time = 50
var(30) = 1

[State 195, 2]
type = varset
trigger1 = time = 50
var(31) = 1

[State 195, 2]
type = playsnd
trigger1 = time = 240
value = S0,56
persistent = 0

[State 195, 2]
type = Changeanim
trigger1 = time = 230
value = 181
persistent = 0

[State 4100,1]
type = Helper
trigger1 = time = 275
name = "krizalid"
postype = back
pos = -20,0
sprpriority = 2
stateno = 2205
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 195, 2]
type = ChangeState
trigger1 = numhelper(2209) = 1
value = 2230

[Statedef 2202]
type    = A
movetype= H
physics = N
velset = 0,0
;anim = 811
sprpriority = -1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 5050, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2207

[Statedef 2203]
type    = S
movetype= H
physics = S
velset = 0,0
sprpriority = -1

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 5050, 1]
type = velset
trigger1 = time = 0
x = -14

[State 5050, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2207

[Statedef 2210]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 2206
sprpriority = -2

[State 840,0]
type = palfx
trigger1 = 1
time = 2
add = var(21),var(21),var(21)

[state 190]
type = varset
trigger1 = time = 0
var(21) = -250

[state 190]
type = varadd
trigger1 = 1;time >= 70
trigger1 = var(21) <= 0
var(21) = 7

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 13
value = S0,12


[State 821, 4]
type = targetbind
trigger1 = AnimElem = 13, = 1
postype = p1
pos = 40,-120

[State 240, 4]
type = Explod
trigger1 = AnimElem = 13
anim = 511
postype = p1
pos = 40,-110
sprpriority = 4

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 3
value = S0,51

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 13
trigger1 = p2movetype = H
attr = S, HT
damage = 300,0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 9;S500
guard.sparkno = 8
;sparkxy = -10, -76
;hitsound = S0,12
numhits = 0
guardsound = S0,10
ground.type = High
ground.slidetime = 5
ground.hittime  = 0
ground.velocity = 0
airguard.velocity = 0
air.type = High
p2stateno = 2204
kill = 0

[State 240, 4]
type = null;Explod
trigger1 = time = 130
anim = 2201
postype = p1
pos = 150,0
sprpriority = 4
removetime = 200
facing = -1

[State 821, 4]
type = targetstate
trigger1 = numhelper(2208) = 1
value = 2211
persistent = 0

[State 821, 4]
type = targetstate
trigger1 = numhelper(2209) = 1
value = 2212
persistent = 0

[State 5050, 1]
type = targetstate
trigger1 = numhelper(2210) = 1
value = 2220
persistent = 0

[State 107, 2]
type = playsnd
trigger1 = numhelper(2209) = 1
value = S0,52
ignorehitpause = 1
persistent = 0

[State 5050, 1]
type = Changestate
trigger1 = numhelper(2210) = 1
value = 2221
persistent = 0

[Statedef 2211]
type    = A
movetype= H
velset = 0,0
sprpriority = -1

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 5050, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2210

[Statedef 2212]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 5050, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2209

[Statedef 2204]
type    = A
movetype= H
physics = N
velset = 0,0
;anim = 811
sprpriority = -1

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 5050, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2209

[Statedef 2205]
type    = S
physics = N
movetype = I
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2200
sprpriority = 5

[State 1051, 2]
type = velset
trigger1 = 1
x = 5

[State 810, 1]
type = PlayerPush
trigger1 = 1
value = 1

[State 1051, 2]
type = ChangeState
trigger1 = p2bodydist x <= 120
value = 2206

[Statedef 2206]
type    = S
physics = N
movetype = I
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2201
sprpriority = 5

[State 810, 1]
type = PlayerPush
trigger1 = 1
value = 1

[State 191, 1]
type = parentvaradd
trigger1 = animelem = 3
var(30) = 1
;persistent = 0

[State 191, 1]
type = varrandom
trigger1 = 1
v = 4
range = 502,503

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
trigger3 = AnimElem = 22
value = S0,7

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
trigger3 = AnimElem = 18
trigger4 = AnimElem = 28
value = S0,6

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 13
trigger3 = AnimElem = 25
value = S0,8

[State 821, 4]
type = hitadd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
trigger3 = AnimElem = 22
trigger4 = AnimElem = 4
trigger5 = AnimElem = 10
trigger6 = AnimElem = 18
trigger7 = AnimElem = 28
trigger8 = AnimElem = 6
trigger9 = AnimElem = 13
trigger10 = AnimElem = 25
value = 1

[State 821, 4]
type = envcolor
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
trigger3 = AnimElem = 22
trigger4 = AnimElem = 4
trigger5 = AnimElem = 10
trigger6 = AnimElem = 18
trigger7 = AnimElem = 28
trigger8 = AnimElem = 6
trigger9 = AnimElem = 13
trigger10 = AnimElem = 25
value = 255,255,255
under = -1
time = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
trigger3 = AnimElem = 22
anim = var(4)
postype = p1
pos = 110,-28
random = 30,0
sprpriority = 4

[State 240, 4]
type = Explod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
trigger3 = AnimElem = 18
trigger4 = AnimElem = 28
anim = var(4)
postype = p1
pos = 110,-68
random = 30,0
sprpriority = 4

[State 240, 4]
type = Explod
trigger1 = AnimElem = 6
trigger2 = AnimElem = 13
trigger3 = AnimElem = 25
anim = var(4)
postype = p1
pos = 110,-98
random = 30,0
sprpriority = 4

[State 4100,1]
type = Helper
trigger1 = animelem = 2
name = "mu"
ID = 2208
postype = back
pos = 0,0
sprpriority = 2
stateno = 2208
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 4100,1]
type = Helper
trigger1 = time = 130
name = "mu"
ID = 2209
postype = back
pos = 0,0
sprpriority = 2
stateno = 2208
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 1051, 2]
type = ChangeState
trigger1 = time = 130
value = 2207

[Statedef 2207]
type    = S
physics = N
movetype = I
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2202
sprpriority = 4

[State 107, 2]
type = playsnd
trigger1 = animelem = 1
value = S0,62

[State 821, 4]
type = posadd
trigger1 = AnimElem = 12
x = 20

[State 821, 4]
type = hitadd
trigger1 = AnimElem = 12
value = 3

[State 240, 4]
type = Explod
trigger1 = AnimElem = 12
anim = 503
postype = p1
pos = 95,-60
sprpriority = 8
pausemovetime = 9999

[State 240, 4]
type = Explod
trigger1 = AnimElem = 12
anim = 503
postype = p2
pos = 0,-20
sprpriority = 8
pausemovetime = 9999

[State 4100,1]
type = Helper
trigger1 = animelem = 12
name = "mu"
ID = 2210
postype = back
pos = 0,0
sprpriority = 2
stateno = 2208
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 810, 1]
type = PlayerPush
trigger1 = 1
value = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 11
anim = 2211
postype = p1
pos = 0,0
sprpriority = 5

[State 240, 4]
type = envshake
trigger1 = AnimElem = 12
time = 25

[State 240, 4]
type = envcolor
trigger1 = AnimElem = 12, = 0
value = 255,0,0
time = 4
under = -1
ignorehitpause = 1

[State 1051, 2]
type = ChangeState
trigger1 = animtime = 0
value = 2222

[Statedef 2208]
type    = S
physics = N
movetype = I
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2029
sprpriority = 4

[State 810, 1]
type = PlayerPush
trigger1 = 1
value = 1

[State 810, 1]
type = nothitby
trigger1 = 1
value = SCA
time = 2

[State 810, 1]
type = destroyself
trigger1 = p2stateno = 2220

[Statedef 2220]
type    = A
movetype= H
physics = N
velset = 0,0

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 1281, 2]
type = PalFX
trigger1 = Time >= 30
trigger1 = 1
time = 50
add = 80,-44,-124
sinadd = 30,30,0,10
color = 0
invertall = 1
ignorehitpause = 1

[State 9020, 1]
type = ChangeAnim2
trigger1 = Time  = 0
value = 2212

[State 9020, 1]
type = posadd
trigger1 = Time = 0
y = 90
x = 10

[State 9020, 1]
type = velset
trigger1 = Time = 30
y = -15

[State 9020, 1]
type = veladd
trigger1 = Time > 33
y = .2

[State 9020, 1]
type = lifeadd
trigger1 = Pos Y >= 0 && Vel Y > 0
value = -160

[State 9020, 3]
type = SelfState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 5100

[Statedef 2221]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 2213
sprpriority = -2

[State 107, 2]
type = playsnd
trigger1 = time = 40
value = S0,49
ignorehitpause = 1

[State 191, 1]
type = envcolor
trigger1 = time = 40
trigger2 = time = 45
trigger3 = time = 50
trigger4 = time = 55
trigger5 = time = 60
value = 0,0,255
time = 2
under = -1
ignorehitpause = 1

[State 107, 2]
type = playsnd
trigger1 = time = 80
value = S0,59

[State 240, 4]
type = Explod
trigger1 = time = 80
anim = 2216
postype = p1
pos = 40,-60
sprpriority = 7

[State 820, 2]
type = targetlifeadd
trigger1 = Time = 6
value = -350
ignorehitpause = 1

[State 820, 2]
type = Pause
trigger1 = Time = 5
time = 55
movetime = 55

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 510
postype = p2
pos = 40,-80
sprpriority = 7
pausemovetime = 9999

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 509
postype = p1
pos = 40,-80
sprpriority = 7
pausemovetime = 9999

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 1094
postype = p1
pos = 0,-10
sprpriority = 7
ignorehitpause = 1
pausemovetime = 9999

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 2
value = S0,14

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 2
value = S0,17

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 2
value = S0,9

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 9
value = S0,53

[State 821, 4]
type = changestate
trigger1 = animtime = 0
value = 2224

[Statedef 2222]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 2219
sprpriority = -2

[State 107, 2]
type = playsnd
trigger1 = animelem = 5
value = S0,63

[State 821, 4]
type = changestate
trigger1 = animtime = 0
value = 2223

[Statedef 2223]
type    = S
movetype= I
physics = N
velset = 0,0
anim = 2220
sprpriority = -2

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 3
value = S0,15

[State 821, 4]
type = velset
trigger1 = time = 7
y = -13
x = -4

[State 821, 4]
type = destroyself
trigger1 = time = 40

[Statedef 2224]
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 1096
sprpriority = 4

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
value = S0,15

[State 106, 1]
type = velset
trigger1 = Time >= 0
y = -13
x = -4

[State 821, 4]
type = destroyself
trigger1 = time = 40

[Statedef 2230]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 2214
sprpriority = -2

[State 107, 2]
type = playsnd
trigger1 = time = 0
value = S0,40
ignorehitpause = 1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 2

[State 9020, 1]
type = velset
trigger1 = animelem = 3
y = -15
x = 2

[State 5050, 1]
type = Changestate
trigger1 = time = 44
value = 2231

[Statedef 2231]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 2215
sprpriority = -2

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 2

[State 107, 2]
type = null;playsnd
trigger1 = time = 3
value = S0,44

[State 9020, 1]
type = posset
trigger1 = time = 0
y = -120

[State 9020, 1]
type = posadd
trigger1 = time = 0
x = FrontEdgeDist - (FrontEdgeDist - p2BodyDist X) + enemynear,const(size.ground.front)-33

[State 9020, 1]
type = veladd
trigger1 = time >= 0
y = 1

[State 5050, 1]
type = Changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2232

[Statedef 2232]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 0
sprpriority = -2

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 2

[State 4100,1]
type = Helper
trigger1 = time = 20
ID = 2222
name = "hinoko"
sprpriority = 5
pos = -30,-20
postype = back
stateno = 2233
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = p2stateno = 5100
ID = 2223
name = "hinoko"
sprpriority = 5
pos = -30,-20
postype = back
stateno = 2234
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 20
ID = 2223
name = "hinoko"
sprpriority = 5
pos = -30,-20
postype = back
stateno = 2235
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 5050, 1]
type = posset
trigger1 = time = 0
y = 0

[State 5050, 1]
type = Changeanim
trigger1 = time = 150
value = 2221

[State 5050, 1]
type = Changestate
trigger1 = animtime = 0
trigger1 = time >= 180
value = 0
ctrl = 1

[Statedef 2233]
type    = S
velset = 0,0
anim = 2016

[State 107, 2]
type = explod
trigger1 = time % 10 = 0
trigger1 = 1
anim = 2218
postype = p2
pos = 0,-40
random = 80,80
ownpal = 1
sprpriority = 4

[State 820, 1]
type = destroyself
trigger1 = time = 150

[Statedef 2234]
type    = S
velset = 0,0
anim = 2016

[State 107, 2]
type = explod
trigger1 = time % 7 = 0
trigger1 = 1
anim = 2217
postype = p2
pos = 0,-40
random = 80,80
ownpal = 1
sprpriority = 4

[State 820, 1]
type = destroyself
trigger1 = time = 50

[Statedef 2235];
type    = S
velset = 0,0
anim = 2016

[State 107, 2]
type = explod
trigger1 = time % 8 = 0
trigger1 = 1
anim = 2225
postype = p2
pos = 0,-40
random = 80,80
ownpal = 1
sprpriority = 4

[State 820, 1]
type = destroyself
trigger1 = time = 150

;--------------------------------------------------------
[Statedef 2300]
type    = S
movetype= A
physics = S
poweradd = -2000
ctrl = 0
velset = 0,0
anim = 2222
sprpriority = 2

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[state 2]
type = PalFX
trigger1 = 1
trigger1 = animelem = 5, >= 10
time = 2
sinadd = 48,50,32,16
add = 220,100,0
ignorehitpause = 1

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

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

;[State 3100,AssertSpecial]
;type = AssertSpecial
;trigger1 = Time = [3,25]
;flag = NoFG
;flag2 = NoBG
;ignorehitpause = 1

[state 190]
type = superpause
trigger1 = time = 0
time = 25
movetime = 25
anim = -1
darken = 0
unhittable = 1
sound = S0,39

[State 6000, ³¬É±µ×Í¼]
type = Explod
trigger1 = numexplod(9999)<2
anim = F3103
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -6
movetime=9999
supermovetime=9999
bindtime=9999

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
value = S0,44
channel = 0

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = F1150;512
postype = p1
pos = 0,-90
sprpriority = -1
bindtime = -1
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = F1100;513
postype = p1
pos = 0,-90
sprpriority = 5
bindtime = -1
supermove = 1
ownpal = 1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 2

[State 240, 4]
type = Explod
trigger1 = animelem = 5
anim = 2226
postype = p1
pos = 0,7
sprpriority = 5
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = animelem = 6
anim = 2226
postype = p1
pos = 70,7
sprpriority = 5
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = animelem = 6
anim = 2226
postype = p1
pos = -70,7
sprpriority = 5
supermove = 1
ownpal = 1

[State 800, 1]
type = HitDef
Trigger1 = animelem = 8
Trigger2 = animelem = 9
Trigger2 = animelem = 10
pausetime = 0,0
damage = 30,10
guard.pausetime = 0,10
getpower = 0,0
attr = S, HA
hitflag = MAF
hitsound = S0,61
guardsound = S0,10
sparkno = 7
guard.sparkno = 6
sparkxy = -10,-58 + var(11)
guardflag = M
animtype  = up
ground.type = High
ground.slidetime = 18
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = -1,-7
guard.velocity = -6
air.velocity = -1,-13
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
priority = 4, Miss
guardsound = S0,10
fall = 1
fall.recover = 0
sprpriority = 4
palfx.time = 40
palfx.add = 80,-44,-124
palfx.sinadd = 30,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 240, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(11) = 30

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

[State 4100,1]
type = Helper
trigger1 = time = 20
trigger1 = MoveHit
ID = 2222
name = "hinoko"
sprpriority = 5
pos = 0,0
postype = back
stateno = 2303
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = MoveHit
trigger1 = numhelper(2304) = 0
ID = 2304
name = "hinoko"
sprpriority = 5
pos = 0,0
postype = back
stateno = 2304
helpertype = normal
keyctrl = 0
ignorehitpause = 1
ownpal = 1

[State 107, 2]
type = playsnd
trigger1 = animelem = 5
value = S0,60

[State 107, 2]
type = playsnd
trigger1 = animelem = 24
value = S0,36

[State 107, 2]
type = playsnd
trigger1 = animelem = 24
value = S0,36

[State 107, 2]
type = explod
trigger1 = animelem = 24
anim = 2229
postype = p1
pos =-10,-90
ownpal = 1
sprpriority = 2

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 2301

[Statedef 2301]
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2223
sprpriority = 2
juggle = 10

[State 6000, ³¬É±µ×Í¼]
type = Explod
trigger1 = numexplod(9999)<2
anim = F3103
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -6
movetime=9999
supermovetime=9999
bindtime=9999

[state 2]
type = PalFX
trigger1 = 1
time = 2
sinadd = 48,50,32,16
add = 220,100,0
ignorehitpause = 1

[State 106, 0]
type = VelSet
trigger1 = animelem = 9
x = 7

[State 170, 1]
type = notHitBy
trigger1 = 1
value = SCA, AP,AA,AT
time = 2
ignorehitpause = 1

[State 701, 1]
type = Width
trigger1 = 1
player = 30,0

[State 191, 1]
type = envcolor
triggerall = movehit
Trigger1 = animelem = 9
Trigger2 = animelem = 10
Trigger3 = animelem = 11
Trigger4 = animelem = 12
Trigger5 = animelem = 13
Trigger6 = animelem = 14
Trigger7 = animelem = 15
Trigger8 = animelem = 16
value = 255,255,255
time = 1
ignorehitpause = 1
;persistent = 0
under = -1

[State 800, 1]
type = HitDef
Trigger1 = animelem = 9
Trigger2 = animelem = 10
Trigger3 = animelem = 11
Trigger4 = animelem = 12
Trigger5 = animelem = 13
Trigger6 = animelem = 14
Trigger7 = animelem = 15
Trigger8 = animelem = 16
pausetime = 13,13
damage = 30,20
getpower = 0,0
guard.pausetime = 12,15
attr = S, HA
hitflag = MAFD
hitsound = S0,61
guardsound = S0,10
sparkno = 3
guard.sparkno = 2
sparkxy = -10,-60
guardflag = M
animtype  = hard
ground.type = High
ground.slidetime = 18
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = -5
guard.velocity = -12
air.velocity = -3,-4
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
priority = 4, Miss
sprpriority = 2
guardsound = S0,10
sprpriority = 4
palfx.time = 39
palfx.add = 80,-44,-124
palfx.sinadd = 30,30,0,10
palfx.color = 0
palfx.invertall = 1
air.fall = 1
fall.recover = 0

[State 107, 2]
type = explod
trigger1 = animelem = 8
anim = 2227
ID = 2227
postype = p1
pos = 60,-54
removetime = 9999
bindtime = -1
ownpal = 1
sprpriority = 4
ignorehitpause = 1
removeongethit = 1

[State 107, 2]
type = explod
trigger1 = movehit
anim = 2217
postype = p2
pos = 0,-50
random = 60,70
ownpal = 1
sprpriority = 5

[State 107, 2]
type = explod
trigger1 = movehit
anim = 2218
postype = p2
pos = 0,-50
random = 60,70
ownpal = 1
sprpriority = 5

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 2302

[Statedef 2302]
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2224
sprpriority = 2
juggle = 0

[State 170, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AP,AT
time = 15

[State 107, 2]
type = removeexplod
trigger1 = animelem = 2
ID = 2227

[State 107, 2]
type = explod
trigger1 = animelem = 4
anim = 2228
postype = p1
pos = 65,-70
ownpal = 1
sprpriority = 5
ignorehitpause = 1

[State 191, 1]
type = envcolor
triggerall = MoveHit
Trigger1 = animelem = 4, = 1
Trigger2 = animelem = 4, = 2
Trigger3 = animelem = 5, = 1
Trigger4 = animelem = 5, = 2
value = 255,255,255
time = 1
ignorehitpause = 1
under = -1

[state 2]
type = Posadd
trigger1 = time = 0
x = 10

[state 2]
type = PalFX
trigger1 = 1
time = 2
sinadd = 48,50,32,16
add = 220,100,0
ignorehitpause = 1

[State 4100,1]
type = Helper
trigger1 = time = 20
ID = 2222
name = "hinoko"
sprpriority = 5
pos = 0,0
postype = back
stateno = 2303
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = MoveHit
trigger1 = numhelper(2304) = 0
ID = 2304
name = "hinoko"
sprpriority = 5
pos = 0,0
postype = back
stateno = 2304
helpertype = normal
keyctrl = 0
ignorehitpause = 1
ownpal = 1

[State 107, 2]
type = explod
trigger1 = movehit
trigger1 = time <= 20
anim = 2225
postype = p2
pos = 0,-50
random = 60,100
ownpal = 1
sprpriority = 5
ignorehitpause = 1

[State 3110, 8]
type = Pause
trigger1 = MoveHit
trigger1 = (GameTime%2) =1
trigger1 = time <= 60
trigger1 = p2life != 0
time = 1
movetime = 0

[State 107, 2]
type = playsnd
Trigger1 = animelem = 2
value = S0,61

[State 6000, ³¬É±µ×Í¼]
type = Explod
trigger1 = numexplod(9999)<2
anim = F3103
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -6
movetime=9999
supermovetime=9999
bindtime=9999

[State 800, 1]
type = HitDef
Trigger1 = animelem = 5
Trigger2 = animelem = 6
pausetime = 5,5
damage = 180,20
guard.pausetime = 6,6
attr = S, HA
getpower = 0,0
hitflag = MAFD
sparkno = 1
guard.sparkno = 0
sparkxy = -10,-60
guardflag = M
hitsound = S0,61
guardsound = S0,10
animtype = DiagUp
ground.type = High
ground.slidetime = 18
guard.slidetime = 18
ground.hittime = 19
guard.hittime = 19
air.hittime = 0
guard.ctrltime = 15
ground.velocity = -5,-6
guard.velocity = -12
air.velocity = -4,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
priority = 4, Miss
guardsound = S0,10
sprpriority = 2
fall = 1
fall.recover = 0
palfx.time = 50
palfx.add = 80,-44,-124
palfx.sinadd = 30,30,0,10
palfx.color = 0
palfx.invertall = 1

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

[Statedef 2303]
type    = S
velset = 0,0
anim = 2016

[State 107, 2]
type = explod
triggerall = time % 12 = 0
trigger1 = p2stateno = 5110
trigger2 = p2stateno = 5101
triggerall = 1
anim = 2217
postype = p2
pos = 0,-40
random = 80,80
ownpal = 1
sprpriority = 4

[State 820, 1]
type = destroyself
trigger1 = p2statetype = S

[Statedef 2304]
type    = S
velset = 0,0
anim = 2016

[State 107, 2]
type = explod
trigger1 = time % 10 = 0
trigger1 = 1
anim = 2218
postype = p2
pos = 0,-40
random = 80,80
ownpal = 1
sprpriority = 4

[State 820, 1]
type = destroyself
trigger1 = time = 24

;--------------------------------------------------------
[Statedef 2400]
type    = S
movetype= A
physics = S
poweradd = -3000
ctrl = 0
velset = 0,0
anim = 2204
sprpriority = 2

[State 170, 1]
type = notHitBy
trigger1 = time = 0
trigger1 = var(58) = 1
value = SCA, AP,AA,AT
time = 45
ignorehitpause = 1

[state 190]
type = superpause
trigger1 = time = 1
time = 30
movetime = 30
anim = -1
darken = 0
unhittable = 1
sound = S0,39

[State 240, 4]
type = Explod
trigger1 = time = 1
anim = F1250;512
postype = p1
pos = 0,-90
sprpriority = -1
bindtime = -1
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 1
anim = F1200;513
postype = p1
pos = 0,-90
sprpriority = 5
bindtime = -1
supermove = 1
ownpal = 1

[State 800, 1]
type = HitDef
triggerall = enemynear,stateno != [120,153]
Trigger1 = animelem = 1
animtype  = Up
attr = S, HT
hitflag = M
guardflag = N
priority = 1, Miss
;sparkno = -1
sparkno = 5
numhits = 0
sprpriority = 1
p2facing = 1
p1stateno = 2401
p2stateno = 2202
guard.dist = 0

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------
[Statedef 2401]
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2400
sprpriority = 2

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = F1250;512
postype = p1
pos = 0,-90
sprpriority = -1
bindtime = -1
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = F1200;513
postype = p1
pos = 0,-90
sprpriority = 5
bindtime = -1
supermove = 1
ownpal = 1

[State 6000, ³¬É±µ×Í¼]
type = Explod
trigger1 = numexplod(9999)<2
anim = F3102
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -3
movetime=9999
supermovetime=9999
bindtime=9999

[State 701, 1]
type = velset
trigger1 = frontedgedist <= 160
trigger1 = AnimElem = 1, >= 0
x = -4

[State 701, 1]
type = velset
trigger1 = backedgedist <= 70
trigger1 = AnimElem = 1, >= 0
x = 4

[State aaa]
type = TargetBind
trigger1 = 1
pos = 40, 0

[State 240, 4]
type = Explod
trigger1 = AnimElem = 4
anim = 511
postype = p1
pos = 45,-78
sprpriority = 4

[State 701, 1]
type = playsnd
trigger1 = animelem = 4
value = S0,12

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

[state 190]
type = superpause
trigger1 = time = 1
time = 30
movetime = 30
anim = -1
darken = 0
unhittable = 1
sound = S0,39

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 2402

[Statedef 2402];
type = S
movetype = I
physics = S
anim = 910
velset = 0,0
ctrl = 0
sprpriority = 1
poweradd = 0

[State 6000, ³¬É±µ×Í¼]
type = Explod
trigger1 = numexplod(9999)<2
anim = F3102
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -3
movetime=9999
supermovetime=9999
bindtime=9999

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

[State 4100,1]
type = Helper
trigger1 = time = 0
name = "krizalid"
postype = p2
pos = -120,-150
sprpriority = 2
stateno = 2410
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1

[State 820, 1]
type = notHitBy
trigger1 = 1
value = SCA, AA, AP,AT
time = 2

[State 840, 2]
type = afterimage
trigger1 = animelem = 1
time = 10
length = 8
PalBright   =   0,  0,  0
PalContrast = 255,255,255
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 2
ignorehitpause = 1

[State 840, 1]
type = Velset
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 6
x = -4

[State 840, 1]
type = Velset
trigger1 = animtime = 0
x = 0

[State 840, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 2403

[Statedef 2403]
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2401
sprpriority = 2

[State 6000, ³¬É±µ×Í¼]
type = Explod
trigger1 = numexplod(9999)<2
anim = F3102
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -3
movetime=9999
supermovetime=9999
bindtime=9999

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

[State 840, 5]
type = targetState
trigger1 = Time = 0
value = 2420

[State 840, 5]
type = targetState
trigger1 = Time = 160
value = 2421

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 8
trigger4 = AnimElem = 12
trigger5 = AnimElem = 16
trigger6 = AnimElem = 20
trigger7 = AnimElem = 24
trigger8 = AnimElem = 28
trigger9 = AnimElem = 32
trigger10 = AnimElem = 36
;trigger11 = AnimElem = 36
value = S0,45
;channel = 2

[State 3110, 8]
type = hitadd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 8
trigger4 = AnimElem = 12
trigger5 = AnimElem = 16
trigger6 = AnimElem = 20
trigger7 = AnimElem = 24
trigger8 = AnimElem = 28
trigger9 = AnimElem = 32
trigger10 = AnimElem = 36
value = 1

[State 240, 4]
type = envcolor
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 8
trigger4 = AnimElem = 12
trigger5 = AnimElem = 16
trigger6 = AnimElem = 20
trigger7 = AnimElem = 24
trigger8 = AnimElem = 28
trigger9 = AnimElem = 32
trigger10 = AnimElem = 36
time = 1
value = 250,250,250
under = -1
ignorehitpause = 1

[State 3110, 8]
type = targetlifeadd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 8
trigger4 = AnimElem = 12
trigger5 = AnimElem = 16
trigger6 = AnimElem = 20
trigger7 = AnimElem = 24
trigger8 = AnimElem = 28
trigger9 = AnimElem = 32
trigger10 = AnimElem = 36
value = -30   ;-14
kill = 0

[State 240, 4]
type = null;Explod
trigger1 = time = 0
anim = 2201
postype = p2
pos = -120,-2
sprpriority = 4
removetime = 200

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

[State 840, 5]
type = ChangeState
trigger1 = Time = 160
value = 2404

[Statedef 2404]
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 0;1060
sprpriority = 2

[State 6000, ³¬É±µ×Í¼]
type = Explod
trigger1 = numexplod(9999)<2
anim = F3102
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -3
movetime=9999
supermovetime=9999
bindtime=9999

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

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

[State 3110, 8]
type = targetlifeadd
trigger1 = time = 40
value = -100
kill = 0

[State 3110, 8]
type = targetlifeadd
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
trigger3 = AnimElem = 10
value = -30
kill = 0

[State 3110, 8]
type = hitadd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 10
value = 1

[State 3110, 8]
type = playsnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 10
value = S0,55

[State 240, 4]
type = Explod
triggerall = anim = 1060
trigger1 = AnimElem = 9
trigger2 = AnimElem = 10
anim = 509
postype = p2
pos = -10,-58
sprpriority = 4

[State 240, 4]
type = Explod
triggerall = anim = 1060
trigger1 = AnimElem = 9
trigger2 = AnimElem = 10
anim = 510
postype = p2
pos = -10,-58
sprpriority = 4

[State 840, 5]
type = targetState
trigger1 = Time = 45
value = 2422

[State 240, 4]
type = Changeanim
trigger1 = Time = 50
value = 1060

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
trigger1 = anim = 1060
value = 2405

[Statedef 2405]
type    = A
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = .01,-7
anim = 1061
sprpriority = 2

[State 6000, ³¬É±µ×Í¼]
type = Explod
trigger1 = numexplod(9999)<2
anim = F3102
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -3
movetime=9999
supermovetime=9999
bindtime=9999

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

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

[State 3110, 8]
type = playsnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
value = S0,55

[State 3110, 8]
type = playsnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
value = S0,14

[State 3110, 8]
type = targetlifeadd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
value = -10
kill = 0

[State 3110, 8]
type = hitadd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
value = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
anim = 509
postype = p2
pos = -10,-58
sprpriority = 4

[State 240, 4]
type = Explod
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
anim = 510
postype = p2
pos = -10,-58
sprpriority = 4

[State 821, 1]
type = VelAdd
Trigger1 = time > 5
y = .5

[State 821, 4]
type = changeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2406

[Statedef 2406]
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2406
sprpriority = 2

[State 6000, ³¬É±µ×Í¼]
type = Explod
trigger1 = numexplod(9999)<2
anim = F3102
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -3
movetime=9999
supermovetime=9999
bindtime=9999

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

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

[State 3110, 8]
type = hitadd
trigger1 = AnimElem = 3
value = 1

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,16

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 3,= 0
value = S0,12

[State 191, 1]
type = playsnd
trigger1 = p2stateno = 5100 || p2stateno = 5101
value = S0,13
persistent = 0

[State 191, 1]
type = explod
trigger1 = p2stateno = 5100 || p2stateno = 5101
;trigger1 = Vel Y > 0
;trigger1 = Pos Y >= 0
anim = 515
postype = p1
pos = floor(p2dist x),0
sprpriority = 4
persistent = 0

[State 191, 1]
type = explod
trigger1 = p2stateno = 5100 || p2stateno = 5101
;trigger1 = Vel Y > 0
;trigger1 = Pos Y >= 0
anim = 516
postype = p1
pos = floor(p2dist x),0
sprpriority = -2
persistent = 0

[State 821, 1]
type = posset
Trigger1 = time = 0
y = 0

[State 840, 5]
type = targetState
trigger1 = AnimElem = 3,= 0
value = 2423

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 3,= 0
pos = 108,-120
time = 4

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 4,= 0
pos = 138,-172
time = 4

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 5,= 0
pos = 75,-172
time = 4

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 6,= 0
pos = 29,-168
time = 4

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 7,= 0
pos = -15,-158
time = 4

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 8,= 0
pos = -55,-125
time = 4

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 2420]
type    = S
movetype= H
physics = S
poweradd = 0
ctrl = 0
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2404

[Statedef 2421]
type    = S
movetype= H
physics = S
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 810]
type = hitfallset
trigger1 = time = 0
value = 0

[State 820, 1]
type = ChangeAnim
trigger1 = AnimExist(5300)
trigger1 = time = 0
value = 5300

[State 820, 1]
type = ChangeAnim2
trigger1 = !AnimExist(5300)
trigger1 = time = 0
value = 2014

[Statedef 2422]
type    = A
movetype= H
physics = N
velset = 0,0

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 9020, 1]
type = ChangeAnim2
trigger1 = Time  = 0
value = 2212

[State 9020, 1]
type = velset
trigger1 = Time = 0
y = -8

[State 9020, 1]
type = veladd
trigger1 = Time > 3
y = .2

[State 9020, 1]
type = lifeadd
trigger1 = Pos Y >= 0 && Vel Y > 0
value = -160

[State 9020, 3]
type = SelfState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 5100

[Statedef 2423]
type    = A
movetype= H
physics = N
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 9000, 1]
type = ScreenBound
trigger1 = time <= 20
movecamera = 1,0

[State 9020, 1]
type = ChangeAnim2
trigger1 = Time  = 0
value = 2405

[State 5050, 1]
type = ChangeAnim
trigger1 = time = 20
trigger1 = AnimExist(5101)
value = 5101

[State 5050, 1]
type = ChangeAnim
trigger1 = time = 20
trigger1 = selfAnimExist(5171) && !selfAnimExist(5101)
value = 5171

[State 5050, 1]
type = ChangeAnim
trigger1 = time = 20
trigger1 = selfAnimExist(5172) && !selfAnimExist(5101) && !selfAnimExist(5171)
value = 5172

[State 9020, 1]
type = velset
trigger1 = 1
x = 6
y = 8

[State 3110, 8]
type = lifeadd
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = -50
persistent = 0

[State 5050, 6]
type = selfState
trigger1 = !selfAnimExist(5172) && !selfAnimExist(5101) && !selfAnimExist(5171)
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

[State 5050, 6]
type = selfState
trigger1 = selfAnimExist(5172) ||  selfAnimExist(5101) ||  selfAnimExist(5171)
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5101

[Statedef 2410]
type    = A
movetype= I
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2402
sprpriority = 2

[State 821, 1]
type = VelAdd
Trigger1 = time > 0
y = .6

[State 106, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2411

[Statedef 2411]
type    = A
movetype= I
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2403
sprpriority = 2

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,16

[State 821, 1]
type = posset
Trigger1 = time = 0
y = 0

[State 106, 3]
type = ChangeState
trigger1 = parent,stateno = 2403
value = 2412

[Statedef 2412]
type    = A
movetype= I
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2201
sprpriority = 2

[State 191, 1]
type = varrandom
trigger1 = 1
v = 4
range = 502,503

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
trigger3 = AnimElem = 22
value = S0,7

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
trigger3 = AnimElem = 18
trigger4 = AnimElem = 28
value = S0,6

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 13
trigger3 = AnimElem = 25
value = S0,9

[State 821, 4]
type = hitadd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
trigger3 = AnimElem = 22
trigger4 = AnimElem = 4
trigger5 = AnimElem = 10
trigger6 = AnimElem = 18
trigger7 = AnimElem = 28
trigger8 = AnimElem = 6
trigger9 = AnimElem = 13
trigger10 = AnimElem = 25
value = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
trigger3 = AnimElem = 22
anim = var(4)
postype = p1
pos = 110,-28
random = 30,0
sprpriority = 4

[State 240, 4]
type = Explod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
trigger3 = AnimElem = 18
trigger4 = AnimElem = 28
anim = var(4)
postype = p1
pos = 110,-68
random = 30,0
sprpriority = 4

[State 240, 4]
type = Explod
trigger1 = AnimElem = 6
trigger2 = AnimElem = 13
trigger3 = AnimElem = 25
anim = var(4)
postype = p1
pos = 110,-98
random = 30,0
sprpriority = 4

[State 106, 3]
type = changestate
trigger1 = parent,stateno != 2403
value = 2413

[Statedef 2413]
type    = S
physics = N
movetype = I
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2202
sprpriority = 4

[State 107, 2]
type = playsnd
trigger1 = animelem = 1
value = S0,62

[State 107, 2]
type = playsnd
trigger1 = animelem = 12
value = S0,17

[State 821, 4]
type = hitadd
trigger1 = AnimElem = 12
value = 1

[State 820, 2]
type = Pause
trigger1 = AnimElem = 12
time = 30
movetime = 30

[State 240, 4]
type = envcolor
;trigger1 = AnimElem = 12, >= 4
trigger1 = 1
time = 2
value = 0,0,0
under = -1
ignorehitpause = 1

[State 240, 4]
type = envcolor
trigger1 = AnimElem = 12
time = 4
value = 250,0,0
under = -1
ignorehitpause = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 12
anim = 503
postype = p1
pos = 95,-60
sprpriority = 8
pausemovetime = 9999

[State 240, 4]
type = Explod
trigger1 = AnimElem = 11
anim = 2211
postype = p1
pos = 0,0
sprpriority = 5

[State 240, 4]
type = envshake
trigger1 = AnimElem = 12
time = 25

[State 1051, 2]
type = ChangeState
trigger1 = animtime = 0
value = 2222

;--------------------------------------------------------
[Statedef 2500]
type    = S
movetype= A
physics = S
poweradd = -3000
ctrl = 0
velset = 0,0
anim = 2500
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 240, 4]
type = envcolor
trigger1 = Time = 0
time = 2
value = 255,255,255
under = -1

[state 190]
type = superpause
trigger1 = time = 0
time = 25
movetime = 25
anim = -1
darken = 0
unhittable = 1
sound = S0,39

[State 6000, ³¬É±µ×Í¼]
type = Explod
trigger1 = numexplod(9999)<2
anim = F3105
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -3
movetime=9999
supermovetime=9999
bindtime=9999

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
value = S0,37
channel = 0

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = F1250;512
postype = p1
pos = 0,-90
sprpriority = -1
bindtime = -1
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = F1200;513
postype = p1
pos = 0,-90
sprpriority = 5
bindtime = -1
supermove = 1
ownpal = 1

[State 170, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AP,AT
time = 33

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 2501

[Statedef 2501]
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 6,0
anim = 2001
sprpriority = 2
juggle = 10

[State 6000, ³¬É±µ×Í¼]
type = Explod
trigger1 = numexplod(9999)<2
anim = F3105
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -3
movetime=9999
supermovetime=9999
bindtime=9999

[State 170, 1]
type = notHitBy
trigger1 = time = 0
trigger1 = var(58) = 1
value = SCA, AP,AA,AT
time = 6
ignorehitpause = 1

[State 701, 1]
type = null;Width
trigger1 = 1
player = 60,0

[State 840,0]
type = PlayerPush
trigger1 = 1
value = 1

[State 840,0]
type = PlayerPush
trigger1 = 1
value = 0

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 2408
ID = 2408
postype = p1
pos = 67,-67
removetime = -1
bindtime = -1
sprpriority = -1
supermove = 1
ownpal = 1
removeongethit = 1

[State 800, 1]
type = HitDef
Trigger1 = 1
trigger1 = p2life > 0
pausetime = 0,0
damage = 0,0
guard.pausetime = 5,0
attr = S, HA
hitflag = MAF
sparkno = 3
guard.sparkno = 2
sparkxy = -10,-60
guardflag = M
priority = 4, Miss
hitsound = S0,55
guardsound = S0,10
sparkno = 7
sprpriority = 4
p2facing = 1
p1stateno = 2503
p2stateno = 2010

[State 240, 4]
type = ChangeState
;trigger1 = Time = 30
trigger1 = MoveGuarded
trigger2 = FrontEdgeBodyDist < 30
value = 2508

[Statedef 2503]
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 6,0
anim = 2001
sprpriority = 2

[State 6000, ³¬É±µ×Í¼]
type = Explod
trigger1 = numexplod(9999)<2
anim = F3105
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -3
movetime=9999
supermovetime=9999
bindtime=9999

[State 240, 4]
type = Explod
trigger1 = animelem = 2
anim = 2407
postype = p1
pos = 70,0
sprpriority = 5
supermove = 1
ownpal = 1

[State 240, 4]
type = null;Explod
trigger1 = time = 0
anim = 2408
ID = 2408
postype = p1
pos = 67,-67
removetime = 999
bindtime = 9999
sprpriority = -1
supermove = 1
ownpal = 1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA,AA,AP,AT
time = 2

[State 840,0]
type = PlayerPush
trigger1 = 1
value = 0

[State 810, Bind 1]
type = TargetBind
trigger1 = 1
pos = 75, 0
postype = p1
time = 2

[State 240, 4]
type = removeExplod
trigger1 = FrontEdgeBodyDist < 93
ID = 2408

[State 240, 4]
type = ChangeState
trigger1 = FrontEdgeBodyDist < 93
value = 2504

[Statedef 2504]
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2501
sprpriority = 2

[State 6000, ³¬É±µ×Í¼]
type = Explod
trigger1 = numexplod(9999)<2
anim = F3105
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -3
movetime=9999
supermovetime=9999
bindtime=9999

[State 240, 4]
type = removeExplod
trigger1 = time = 0
ID = 2408

[State 701, 1]
type = Width
trigger1 = 1
edge = 93,0

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 3
value = S0,17

[State 810, Bind 1]
type = Targetstate
trigger1 = time = 0
value = 2011

[State 240, 4]
type = envshake
trigger1 = AnimElem = 3
time = 30
ampl = -30
freq = 100

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 2505

[Statedef 2505]
type    = S
movetype= I
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2008
sprpriority = 2

[State 6000, ³¬É±µ×Í¼]
type = Explod
trigger1 = numexplod(9999)<2
anim = F3105
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -3
movetime=9999
supermovetime=9999
bindtime=9999

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
value = S0,18

[State 810, Bind 1]
type = Targetstate
trigger1 = time = 0
value = 2014

[State 820, 1]
type = posadd
Trigger1 = animelem = 6
x = -14

[State 240, 4]
type = ChangeState
trigger1 = Time = 170
value = 2506

[Statedef 2506]
type    = S
movetype= I
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2502
sprpriority = 2

[State 6000, ³¬É±µ×Í¼]
type = Explod
trigger1 = numexplod(9999)<2
anim = F3105
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -3
movetime=9999
supermovetime=9999
bindtime=9999

[State 240, 4]
type = envshake
trigger1 = time = 30
time = 260

[State 240, 4]
type = Explod
trigger1 = time = 150
anim = 2235
ID = 2235
postype = p2
pos = 200,-200
facing = -1
scale = 1.2,1.2
vel = -1,1
sprpriority = -1

[State 821, 4]
type = playsnd
trigger1 = time = 150
value = S0,36

[State 240, 4]
type = RemoveExplod
trigger1 = time = 290
ID = 2235

[State 821, 4]
type = playsnd
trigger1 = time = 280
trigger2 = time = 282
trigger3 = time = 286
trigger4 = time = 290
value = S0,59

[State 240, 4]
type = Explod
trigger1 = time = 280
trigger2 = time = 282
trigger3 = time = 286
trigger4 = time = 290
anim = 2216
postype = p1
pos = 60,-20
random = 80,80
pausemovetime = 9999
ownpal = 1
ignorehitpause = 1
supermove = 1
sprpriority = 6

[State 240, 4]
type = Explod
trigger1 = time = 280
trigger2 = time = 282
trigger3 = time = 286
trigger4 = time = 290
anim = 2216
postype = p1
facing = -1
pos = 60,-20
random = 80,80
pausemovetime = 9999
ownpal = 1
ignorehitpause = 1
supermove = 1
sprpriority = 6

[State 3110, 8]
type = null;Pause
trigger1 = time = 290
time = 20
movetime = 0

[State 191, 1]
type = envcolor
trigger1 = time = 290
trigger2 = time = 292
trigger3 = time = 294
value = 255,0,0
time = 1
persistent = 0
ignorehitpause = 1

[State 240, 4]
type = envshake
trigger1 = Time = 290
time = 10
ampl = -50
freq = 100
ignorehitpause = 1

[State 240, 4]
type = ChangeState
trigger1 = Time = 290
value = 2508

[State 191, 1]
type = targetstate
trigger1 = time = 289
value = 2507

[Statedef 2507]
type    = A
movetype = H
physics = N
velset = -2,-5
sprpriority = -1

[State 6000, ³¬É±µ×Í¼]
type = Explod
trigger1 = numexplod(9999)<2
anim = F3105
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -3
movetime=9999
supermovetime=9999
bindtime=9999

[State 191, 1]
type = varrandom
trigger1 = time = 0
v = 4
range = 1,100

[State 191, 1]
type = lifeset
trigger1 = time = 0
trigger1 = var(4) = [1,99]
value = 0

[State 191, 1]
type = lifeset
trigger1 = time = 0
trigger1 = var(4) = 100
value = 1

[State 820, 1]
type = palfx
trigger1 = 1
time = 4
add = 80,-44,-124
sinadd = 30,30,0,10
color = 0
invertall = 1
ignorehitpause = 1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 821, 1]
type = VelAdd
Trigger1 = time = [0,79]
y = .08

[State 821, 1]
type = VelAdd
Trigger1 = time >= 80
y = .4

[State 821, 4]
type = changeanim
trigger1 = time = 0
trigger1 = selfAnimExist(5052)
value = 5052

[State 821, 4]
type = changeanim2
trigger1 = time = 0
trigger1 = !selfAnimExist(5052)
value = 2233

[State 821, 4]
type = changeanim
trigger1 = time = 80
trigger1 = selfAnimExist(5062)
value = 5062

[State 821, 4]
type = changeanim2
trigger1 = time = 80
trigger1 = !selfAnimExist(5062)
value = 2234

[State 5050, 6]
type = selfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = time >= 25
value = 5100

[Statedef 2508]
type    = A
movetype = H
physics = N
velset = -2,-5
sprpriority = -1
anim = 5052

[State 6000, ³¬É±µ×Í¼]
type = Explod
trigger1 = numexplod(9999)<2
anim = F3105
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -3
movetime=9999
supermovetime=9999
bindtime=9999

[State 821, 4]
type = playsnd
trigger1 = time = 0
value = S0,59

[State 240, 4]
type = envshake
trigger1 = Time = 0
time = 10
ampl = -50
freq = 100
ignorehitpause = 1

[State 240, 4]
type = removeExplod
trigger1 = time = 0
ID = 2408

[State 2, 1]
type = varset
trigger1 = time = 0
ignorehitpause = 1
var(22) = 130

[State 2, 1]
type = BGPalfx
trigger1 = time >= 0
ignorehitpause = 1
time = 50000
add = var(22),-50,-50
sprpriority = 5

[State 2, 1]
type = varadd
trigger1 = 1
ignorehitpause = 1
var(22) = 40

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 2216
postype = p1
facing = -1
pos = 30,-50
pausemovetime = 9999
ownpal = 1
ignorehitpause = 1
supermove = 1
sprpriority = 6

[State 191, 1]
type = varrandom
trigger1 = time = 0
v = 4
range = 1,100

[State 191, 1]
type = lifeset
trigger1 = time = 0
trigger1 = var(4) = [1,99]
value = 3000

[State 191, 1]
type = lifeset
trigger1 = time = 0
trigger1 = var(4) = 100
value = 1

[State 820, 1]
type = palfx
trigger1 = 1
time = 4
add = 80,-44,-124
sinadd = 30,30,0,10
color = 0
invertall = 1
ignorehitpause = 1

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 821, 1]
type = VelAdd
Trigger1 = time = [0,79]
y = .08

[State 821, 1]
type = VelAdd
Trigger1 = time >= 80
y = .4

[State 821, 4]
type = changeanim
trigger1 = time = 80
value = 5062

[State 5050, 6]
type = selfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = time >= 25
value = 5100
