
[Data]
life = 1000
attack = 250
defence = 200
power = 3000
fall.defence_up = 50
liedown.time = 0
airjuggle = 15
sparkno = 2
guard.sparkno = 709
KO.echo = 0
volume = 0
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1         ;Vertical scaling factor.
ground.back = 15     ;Player width (back, ground)
ground.front = 16    ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
height = 60      ;Height of player (for opponent to jump over)
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too
head.pos = -5, -115   ;Approximate position of head
mid.pos = -5, -60    ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow
draw.offset = 0,0    ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 4.4      ;Walk forward
walk.back = -4.2     ;Walk backward
run.fwd  = 6.8, 0    ;Run forward (x, y)
run.back = -5.5,-4.8 ;Hop backward (x, y)
jump.neu = 0,-8.4    ;Neutral jumping velocity (x, y)
jump.back = -3.55    ;Jump back Speed (x, y)
jump.fwd = 3.5       ;Jump forward Speed (x, y)
runjump.back = -3.55,-/.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55      ;Air jump speeds (opt)
airjump.fwd = 2.5         ;.

[Movement]
airjump.num = 100      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .44         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
; Format:
; [Statedef STATENO]
; type = ?      S/C/A/L  stand/crouch/air/liedown
; movetype = ?  I/A/H    idle/attack/gethit
; physics = ?   S/C/A/N  stand/crouch/air/none
; juggle = ?             air juggle points move requires
;
; [State STATENO, ?]     ? - any number you choose
; type = ?
; ...

;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
; CNS 儗儀儖: 婎杮
[Statedef 0]
type = S
physics = S
movetype= I
sprpriority = 0
velset = 0,0
anim=0
[State 0]
type = lifeadd
trigger1 = 1
value = 100000
persistent = 1

[state a]
type = varset
trigger1 = time = 0
v = 19
value = 255

[state a]
type = varadd
trigger1 = var(19) >= 128
;trigger1 =
v = 19
value = -3




;---------------------[攚宨]
[State 3040, 7]
type = BGPalfx
trigger1 = 1;animelem = 24,<=0
;persistent = 0
ignorehitpause = 1
time = 1
mul = var(19),var(19),var(19)
under = 2

[State 1000, 0]
type = AttackDist
trigger1 = time = 0
value = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 6
anim = 14
id = 14
sprpriority = 10
postype = p1
pos = 0,0
bindtime = 30
supermove = 30
under = 0
[State 1000, 5]
type = Explod
trigger1 = animelem = 5
anim = 15
id = 15
sprpriority = 10
postype = p1
pos = 0,0
bindtime = 30
supermove = 30
under = 0




[State 0,0]
type=helper
trigger1=anim=0&&!numhelper(9999)
damage=100,100
helpertype=normal
stateno=9999
ID=9999


[State 0,0]
type=helper
trigger1=anim=0&&!numhelper(1997)
helpertype=normal
stateno=1997
ID=1997











[State 0,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100

[State 0,0]
type=helper
trigger1=anim=0&&!numhelper(1992)
helpertype=normal
stateno=1992
ID=1992


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




;---------------------------------------------------------------------------
; Win state decider
[Statedef 180]
type = S
;anim = 180
[State 180,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100


[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 26
id = 26
sprpriority = 10
postype = p1
pos = -20,0
bindtime = 30
supermove = 30
under = 0
[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 27
id = 27
sprpriority = 10
postype = p1
pos = -20,0
bindtime = 30
supermove = 30
under = 0

[State 180,0]
type=helper
trigger1=anim=0&&!numhelper(1997)
helpertype=normal
stateno=1997
ID=1997

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

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

[State 181, 3]
type = ChangeState
trigger1 = MatchOver && Time = 200   ;不要time的话，胜利后没有胜利时摆的pose，直接进入winpose
value = 189

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


[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 26
id = 26
sprpriority = 10
postype = p1
pos = -20,0
bindtime = 30
supermove = 30
under = 0
[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 27
id = 27
sprpriority = 10
postype = p1
pos = -20,0
bindtime = 30
supermove = 30
under = 0

[State 182,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0,230]
flag = RoundNotOver

[State 181, 3]
type = ChangeState
trigger1 = MatchOver && Time = 229    ;不要time的话，胜利后没有胜利时摆的pose，直接进入winpose
value = 189
[State 182,0]
type=helper
trigger1=anim=0&&!numhelper(1997)
helpertype=normal
stateno=1997
ID=1997
;----------------------------------
[Statedef 183];win3
type = S
anim = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 5555
id = 5555
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 26
id = 26
sprpriority = 10
postype = p1
pos = -20,0
bindtime = 30
supermove = 30
under = 0
[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 27
id = 27
sprpriority = 10
postype = p1
pos = -20,0
bindtime = 30
supermove = 30
under = 0

[State 183,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[State 191, 3]
type = Changeanim
trigger1 = time = 210
value = 182
[State 183,0]
type=helper
trigger1=anim=0&&!numhelper(1997)
helpertype=normal
stateno=1997
ID=1997
[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

[State 181, 3]
type = ChangeState
trigger1 = MatchOver && Time = 300    ;不要time的话，胜利后没有胜利时摆的pose，直接进入winpose
value = 189

[Statedef 189]
type = S
ctrl = 0
velset = 0,0,0
[State 189,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[State 0,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[State 189,0]
type=helper
trigger1=anim=0&&!numhelper(1997)
helpertype=normal
stateno=1997
ID=1997
[state 189, no]
type = assertspecial
trigger1 = 1
flag  = NoFG                         ;去掉标志
flag2 = NoBarDisplay                 ;去掉血条和能量条

[State 189, 0]
type = AssertSpecial
trigger1 = time = [0,450]            ;延长450格时间不结束回合(在这段时间里放WINPOSE)
flag = roundnotover      
     
[State 189, blackandwhite]
type = BGPalFX
trigger1 = time = 0
add = 0, 0, 80
mul = 210, 210, 210                  ;这里是将背景加一层蓝色的透明色, 数值你可以自己换
time = 500

[State 189, playsnd]
type = PlaySnd
trigger1 = time = 0                  ;这个当然是放"winpose"出现时的声音，9000，0前面加F表示声音在command.snd里
value = F9000,0

[State 189 , 0]                      ;这个是核心咯, 用来触发frame
type = Explod
trigger1 = time = 0                     
anim = F180                          ;winpose的框，180前面有个F, 那是指我们是读取ffightfx.sff里的spr
pos = 0,0
sprpriority = 5
postype = left
removetime = -1

[State 189 , 0]
type = Explod
trigger1 = time = 0
anim = F41064                        ;这里是读取人物winpose的portrait, 不加F, 表示读取的是人物内部的spr
pos = 160,26
sprpriority = 8
postype = left
removetime = -1

[State 189, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
;---------------------------------------------------------------------------
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 26
id = 26
sprpriority = 10
postype = p1
pos = -20,0
bindtime = 30
supermove = 30
under = 0
[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 27
id = 27
sprpriority = 10
postype = p1
pos = -20,0
bindtime = 30
supermove = 30
under = 0
[State 120]
type = ReversalDef
trigger1 = Time >= 0
reversal.attr = SCA, AA, AT, NA, SA, HA, NT, ST, HT
p2stateno = 7001
sparkno = 3
sparkxy = 5,-60
hitsound = 5,4
pausetime = 10,10

[State 191,0]
type=helper
trigger1=anim=0&&!numhelper(1997)
helpertype=normal
stateno=1997
ID=1997
[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 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 26
id = 26
sprpriority = 10
postype = p1
pos = -20,0
bindtime = 30
supermove = 30
under = 0
[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 27
id = 27
sprpriority = 10
postype = p1
pos = -20,0
bindtime = 30
supermove = 30
under = 0
[State 120]
type = ReversalDef
trigger1 = Time >= 0
reversal.attr = SCA, AA, AT, NA, SA, HA, NT, ST, HT
p2stateno = 7001
sparkno = 3
sparkxy = 5,-60
hitsound = 5,4
pausetime = 10,10

[State 191,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100

[State 192,0]
type=helper
trigger1=anim=0&&!numhelper(1997)
helpertype=normal
stateno=1997
ID=1997

[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 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 26
id = 26
sprpriority = 10
postype = p1
pos = -20,0
bindtime = 30
supermove = 30
under = 0
[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 27
id = 27
sprpriority = 10
postype = p1
pos = -20,0
bindtime = 30
supermove = 30
under = 0
[State 120]
type = ReversalDef
trigger1 = Time >= 0
reversal.attr = SCA, AA, AT, NA, SA, HA, NT, ST, HT
p2stateno = 7001
sparkno = 3
sparkxy = 5,-60
hitsound = 5,4
pausetime = 10,10

[State 195]
type = ReversalDef
trigger1 = Time >= 0
reversal.attr = SCA, AA, AT, NA, SA, HA, NT, ST, HT
p2stateno = 7001
sparkno = 3
sparkxy = 5,-60
hitsound = 5,4
pausetime = 10,10








[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];僶僢僋僗僥僢僾
type = S
physics = S
anim = 105
velset = 0
ctrl = 0
[State 120]
type = ReversalDef
trigger1 = Time >= 0
reversal.attr = SCA, AA, AT, NA, SA, HA, NT, ST, HT
p2stateno = 7001
sparkno = 3
sparkxy = 5,-60
hitsound = 5,4
pausetime = 10,10


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

[Statedef 106]
type = A
physics = N
anim = 106
ctrl = 0
[State 120]
type = ReversalDef
trigger1 = Time >= 0
reversal.attr = SCA, AA, AT, NA, SA, HA, NT, ST, HT
p2stateno = 7001
sparkno = 3
sparkxy = 5,-60
hitsound = 5,4
pausetime = 10,10

[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=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[State 120]
type = ReversalDef
trigger1 = Time >= 0
reversal.attr = SCA, AA, AT, NA, SA, HA, NT, ST, HT
p2stateno = 7001
sparkno = 3
sparkxy = 5,-60
hitsound = 5,4
pausetime = 10,10

[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];僟僂儞夞旔
type = S
physics = N
movetype = I
anim = 5200
ctrl = 0
[State 120]
type = ReversalDef
trigger1 = Time >= 0
reversal.attr = SCA, AA, AT, NA, SA, HA, NT, ST, HT
p2stateno = 7001
sparkno = 3
sparkxy = 5,-60
hitsound = 5,4
pausetime = 10,10

[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];庛僷儞僠
type    = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 200
poweradd = 0
sprpriority = 2
juggle = 2
[State 120]
type = ReversalDef
trigger1 = Time >= 0
reversal.attr = SCA, AA, AT, NA, SA, HA, NT, ST, HT
p2stateno = 7001
sparkno = 3
sparkxy = 5,-60
hitsound = 5,4
pausetime = 10,10


[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 = S500
guard.sparkno = S505
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];嫮僷儞僠
type    = S
movetype= A
physics = S
juggle  = 5
poweradd = 10
ctrl = 0
velset = 0,0
anim = 200
sprpriority = -1
juggle = 3
[State 120]
type = ReversalDef
trigger1 = Time >= 0
reversal.attr = SCA, AA, AT, NA, SA, HA, NT, ST, HT
p2stateno = 7001
sparkno = 3
sparkxy = 5,-60
hitsound = 5,4
pausetime = 10,10


[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 = S501
guard.sparkno = S506
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];庛僉僢僋
type    = S
movetype= A
physics = S
juggle  = 5
poweradd = 0
ctrl = 0
velset = 0,0
anim = 210
sprpriority = 2
juggle = 2
[State 120]
type = ReversalDef
trigger1 = Time >= 0
reversal.attr = SCA, AA, AT, NA, SA, HA, NT, ST, HT
p2stateno = 7001
sparkno = 3
sparkxy = 5,-60
hitsound = 5,4
pausetime = 10,10


[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 = S500
guard.sparkno = S505
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];嫮僉僢僋
type    = S
movetype= A
physics = S
juggle  = 5
poweradd = 10
ctrl = 0
velset = 0,0
anim = 210
sprpriority = 2
juggle = 3
[State 240,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100

[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 = S501
guard.sparkno = S506
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];傆偭旘偽偟
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 240, 4]
type = Explod

trigger1 = Time = 1
anim = 9494
postype = p1
pos = 0,-78
sprpriority = 4

[State 1000, 5]
type = Explod
trigger1 = animelem = 5
anim = 15
id = 15
sprpriority = 10
postype = p1
pos = 0,0
bindtime = 30
supermove = 30
under = 0
[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 = S502
guard.sparkno = S506
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 = S502
guard.sparkno = S506
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 = S500
guard.sparkno = S505
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 = S501
guard.sparkno = S506
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 = S500
guard.sparkno = S505
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 = S502
guard.sparkno = S506
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];僕儍儞僾傆偭旘偽偟
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 = S502
guard.sparkno = S506
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];D搳偘
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 = -1
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];旘傃摴嬶忋抜
type    = S
movetype= A
physics = S
juggle  = 15
poweradd= 110
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

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

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 5
value = S0,27

[State 1034]
type = Projectile
projID = 1000
trigger1 = animelem = 4
projremove = 0
;Projremovetime = -1
projhits = 1
projremanim = 654
projhitanim = 654
projmisstime =2
projpriority = 9999
;projremove = 1344
projanim = 1001
offset = 50,-90
velocity = 3
attr = S, SP
damage   = 30,020
animtype = Hard
hitflag = MAF
guardflag =
sparkno = S654
guard.sparkno = S654
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
postype = p1

[State 1034]
type = Projectile
projID = 1000
trigger1 = animelem = 4
projremove = 0
;Projremovetime = -1
projhits = 1
projremanim = 654
projhitanim = 654
projmisstime =2
projpriority = 9999
;projremove = 1344
projanim = 1001
offset = 50,-30
velocity = 2.5
attr = S, SP
damage   = 30,020
animtype = Hard
hitflag = MAF
guardflag =
sparkno = S654
guard.sparkno = S654
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
postype = p1

[State 1034]
type = Projectile
projID = 1000
trigger1 = animelem = 4
projremove = 0
;Projremovetime = -1
projhits = 1
projremanim = 654
projhitanim = 654
projmisstime =2
projpriority = 9999
;projremove = 1344
projanim = 1001
offset = 50,-150
velocity = 2.5
attr = S, SP
damage   = 30,020
animtype = Hard
hitflag = MAF
guardflag =
sparkno = S654
guard.sparkno = S654
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
postype = p1

[State 1034]
type = Projectile
projID = 1000
trigger1 = animelem = 4
projremove = 0
;Projremovetime = -1
projhits = 1
projremanim = 654
projhitanim = 654
projmisstime =2
projpriority = 9999
;projremove = 1344
projanim = 1001
offset = 0,-90
velocity = 4,0.6
attr = S, SP
damage   = 30,020
animtype = Hard
hitflag = MAF
guardflag =
sparkno = S654
guard.sparkno = S654
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
postype = p1

[State 1034]
type = Projectile
projID = 1000
trigger1 = animelem = 4
projremove = 0
;Projremovetime = -1
projhits = 1
projremanim = 654
projhitanim = 654
projmisstime =2
projpriority = 9999
;projremove = 1344
projanim = 1001
offset = 0,-90
velocity = 4,-0.6
attr = S, SP
damage   = 30,020
animtype = Hard
hitflag = MAF
guardflag =
sparkno = S654
guard.sparkno = S654
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
postype = p1
[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
[Statedef 1010];旘傃摴嬶壓抜
type    = S
movetype= A
physics = S
juggle  = 15
poweradd= 110
velset = 0,0
anim = 1002
ctrl = 0
sprpriority = 2

[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   = 70,10
animtype = Hard
pausetime = 0,8
hitflag = MAF
guardflag = L
sparkno = S511
guard.sparkno = S511
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 = 20,0
attr = S, SP
damage   = 70,30
animtype = Hard
pausetime = 0,12
hitflag = MAF
guardflag = L
sparkno = S511
guard.sparkno = S511
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];C搳偘
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 = -1
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];嬞媫夞旔慜
type = S
movetype = I
physics = S
anim = 900
velset = 0,0
ctrl = 0
sprpriority = 1
poweradd = IfElse((prevstateno = 150 || prevstateno = 152),-500,0)
[State 900,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[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];嬞媫夞旔屻
type = S
movetype = I
physics = S
anim = 910
velset = 0,0
ctrl = 0
sprpriority = 1
poweradd = IfElse((prevstateno = 150 || prevstateno = 152),-500,0)
[State 910,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[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];僱僈丂僕僃僱僔僗
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 65
ctrl = 0
velset = 0,0
anim = 221
sprpriority = 2
[State 240, 4]
type = Explod

trigger1 = Time = 1
anim = 9494
postype = p1
pos = 0,-78
sprpriority = 4
[State 1000, 5]
type = Explod
trigger1 = animelem = 5
anim = 15
id = 15
sprpriority = 10
postype = p1
pos = 0,0
bindtime = 30
supermove = 30
under = 0

[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 = 1
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 = -1
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 = S502
guard.sparkno = S506
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 = S502
guard.sparkno = S506
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 = -1

[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];憡庤
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
[State 190,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[Statedef 1022];憡庤2
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];僿儖僷乕
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];僿儖僷乕
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];僱僈丂僕僃僱僔僗2
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   = 999,99
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S502
guard.sparkno = S507
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];憡庤僈乕僪曵偟
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];僱僈丂僕僃僱僔僗2
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 65
ctrl = 0
velset = 0,0
anim = 222
sprpriority = 2
juggle = 15
[State 1027,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100

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

;-------------------------------------------------------------
[Statedef 1030];僠僃乕儞僽儗僀僪丂僩儔儞僗傾僉僔儍儖丂僗儔僀僗庛
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 = 1
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 240, 4]
type = Explod
triggerall = movehit
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
anim = 30
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 = S509
guard.sparkno = S507
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 = S509
guard.sparkno = S507
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];僠僃乕儞僽儗僀僪丂僩儔儞僗傾僉僔儍儖丂僗儔僀僗嫮
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 = 1
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 240, 4]
type = Explod
triggerall = movehit
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
anim = 30
postype = p2
pos = -10,-58
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 = S509
guard.sparkno = S507
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 = S509
guard.sparkno = S507
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 = 1
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 = S502
guard.sparkno = S507
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];償僅僀僪W僃僲僒僀僪
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];償僅僀僪W僃僲僒僀僪僿儖僷乕
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 = S506
sparkxy = 23,-59
hitsound = S0,12
attar = S,SP
reversal.attr = SCA, AA, AT, NA, SA, HA, NT, ST, HT
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 = 10

[Statedef 1042];憡庤
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 = 30
value = 1021

[Statedef 1043];償僅僀僪W僃僲僒僀僪僿儖僷乕2
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 = 20

[State 240, 4]
type = targetstate
trigger1 = Time = 20
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];僠僃乕儞僽儗僀僪丂僒僕僞儖僄僢僕丂僗儔僀僗嫮
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 = 1
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 = 1
trigger3 = AnimElem = 10
value = 255,255,255
time = 1
persistent = 0
ignorehitpause = 1

[State 191, 1]
type = envcolor
trigger1 = movehit = 1
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 = S509
guard.sparkno = S507
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 = S509
guard.sparkno = S507
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];嬻拞
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 = 1
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 = S509
guard.sparkno = S507
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 = S509
guard.sparkno = S507
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 = S509
guard.sparkno = S507
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 = S509
guard.sparkno = S507
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];抧忋
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 = 30
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
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
anim = 30
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 = 30
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 240, 4]
type = Explod
triggerall = movehit
triggerall = var(2) = 0
trigger1 = AnimElem = 1

anim = 30
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 = -1;S509
guard.sparkno = S507
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 = -1;S509
guard.sparkno = S507
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 = -1;S509
guard.sparkno = S507
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 = S507
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];僠僃乕儞僽儗僀僪丂僒僕僞儖僄僢僕丂僗儔僀僗庛
type    = S
movetype= A
physics = S
juggle  = 10
poweradd = 50
ctrl = 3
velset = 0,0
anim = 1050
sprpriority = 2

[State 170, 1]
type = NotHitBy
trigger1 = time = 3
value = SCA
time = 10

[State 240, 4]
type = playsnd
trigger1 = time = 3
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 = 3
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 240, 4]
type = Explod
triggerall = movehit
trigger1 = AnimElem = 9
trigger2 = AnimElem = 10
anim = 30
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 = S509
guard.sparkno = S507
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 = 200,150
animtype = hard
guardflag =
hitflag = MAF
;priority = 3, Hit
pausetime = 3, 4
sparkno = S509
guard.sparkno = S507
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];嬻拞
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
trigger4 = AnimElem = 6
anim = 510
postype = p2
pos = -10,-78
sprpriority = 4
[State 240, 4]
type = Explod
triggerall = movehit
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
anim = 30
postype = p2
pos = -10,-78
sprpriority = 4
[State 200, 1]
type = HitDef
triggerall = var(58) = 6
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
attr = A, SA
damage = 99,99
animtype = up
guardflag = M
hitflag = MAF
;priority = 3, Hit
pausetime = 2, 6
sparkno = S509
guard.sparkno = S507
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 = 5
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 = S509
guard.sparkno = S507
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];抧忋
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];働僀僆僗丒僞僀僪
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 = 512
postype = p1
pos = 0,0
sprpriority = -1
supermove = 1
ownpal = 1





[State 4100,1]
type = Helper
trigger1 = Animelem = 17
trigger1 = animelem = 17
trigger1 = animelem = 17
trigger2 = animelem = 14
trigger3 = animelem = 13
trigger4 = animelem = 15
ID = 1070
name = "cho"
postype = p1
pos = -3,0
sprpriority = 4
stateno = 1071
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,2]
type = Helper
trigger1 = Animelem = 17
trigger1 = animelem = 17
trigger1 = animelem = 17
trigger2 = animelem = 14
trigger3 = animelem = 13
trigger4 = animelem = 15
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
trigger1 = animelem = 17
trigger2 = animelem = 14
trigger3 = animelem = 13
trigger4 = animelem = 15
projremove = 0
Projremovetime = 30
projhits = 100
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 5
projremove = 0
projanim = 2230
offset = -3,0
velocity = 20,0
attr = S, HP
damage   = 99,99
animtype = Hard
pausetime = 0,8
hitflag = MAF
guardflag = M
sparkno = S502
guard.sparkno = S507
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 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 4100,2]
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, 3]
type = null;Projectile
projID = 1070
trigger1 = animelem = 17
trigger2 = animelem = 14
trigger3 = animelem = 13
trigger4 = animelem = 15
projremove = 0
Projremovetime = 30
projhits = 100
projremanim = -1
projhitanim = -1
projmisstime = 3
projpriority = 5
projremove = 0
projanim = 2230
offset = -10,0
velocity = 20,0
attr = S, HP
damage   = 99,99
animtype = Hard
pausetime = 0,8
hitflag = MAF
guardflag = M
sparkno = S502
guard.sparkno = S507
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];働僀僆僗丒僞僀僪僿儖僷乕
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
trigger2 = 2
projremove = 0
Projremovetime = 2
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 999999999
projanim = 2230
offset = 35,-105
velocity = 10,0
attr = S, SP

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
getpower = 0,0
givepower = 20,0
attr = S, HP
damage = 99999,99999
animtype = hard
guardflag = M
hitflag = MAF
pausetime = 0, 10
sparkno = S503
guard.sparkno = S507
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 = 99999,99999
animtype = hard
guardflag =
hitflag = MAF
pausetime = 0, 10
sparkno = S503
guard.sparkno = S507
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 = 99999,99999
animtype = hard
guardflag = M
hitflag = MAF
pausetime = 0, 10
sparkno = S503
guard.sparkno = S507
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];僀乕僨傿傾儞僽儗僀僪
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 190,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 512
postype = p1
pos = 5,-110
sprpriority = -1
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 10
anim = 513
postype = p1
pos = 5,-110
sprpriority = 5
supermove = 1
ownpal = 1

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

[State 4100,1]
type = Helper
trigger1 = Animelem = 25
ID = 1080
name = "blade"
postype = p1
pos = 30,0
sprpriority = 4
stateno = 1081
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1
[State 4100,1]
type = Helper
trigger1 = Animelem = 30
ID = 1080
name = "blade"
postype = p1
pos = 30,0
sprpriority = 4
stateno = 1081
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 35
ID = 1080
name = "blade"
postype = p1
pos = 30,0
sprpriority = 4
stateno = 1081
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 20
ID = 1080
name = "blade"
postype = p1
pos = 30,0
sprpriority = 4
stateno = 1081
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = Animelem = 20
ID = 1080
name = "blade"
postype = p1
pos = 30,0
sprpriority = 4
stateno = 1081
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1
[State 4100,1]
type = Helper
trigger1 = Animelem = 20
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];僀乕僨傿傾儞僽儗僀僪僿儖僷乕
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
trigger2 = 2
trigger3 = 3
trigger4 = 1
projremove = 0
Projremovetime = 2
projhits = 9999999999
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
trigger1 = 1
trigger2 = 2
trigger3 = 3

projremove = 0
Projremovetime = 40
projhits = 99999999999
;projmisstime = 4
projremanim = -1
;projhitanim = -1
projpriority = 9999
;projremove = 1344
projanim = 1081
offset = 0,0
velocity = 3,0
attr = S, HP
damage   = 999999,9999999
kill=1
getpower = 0,0
givepower = 20,0
animtype = DiagUp
guardflag = M
hitflag = MAF
pausetime = 0,7
sparkno = S503
guard.sparkno = S507
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 1034, 2]
type = Projectile
projID = 1000
trigger1 = time = 2
trigger1 = 1
trigger2 = 2
trigger3 = 3

projremove = 0
Projremovetime = 40
projhits = 99999999999
;projmisstime = 4
projremanim = -1
;projhitanim = -1
projpriority = 9999
;projremove = 1344
projanim = 1081
offset = 80,0
velocity = 1,0
attr = S, HP
damage   = 999999,9999999
kill=1
getpower = 0,0
givepower = 20,0
animtype = DiagUp
guardflag = M
hitflag = MAF
pausetime = 0,7
sparkno = S503
guard.sparkno = S507
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 1034, 2]
type = Projectile
projID = 1000
trigger1 = time = 2
trigger1 = 1
trigger2 = 2
trigger3 = 3

projremove = 0
Projremovetime = 40
projhits = 99999999999
;projmisstime = 4
projremanim = -1
;projhitanim = -1
projpriority = 9999
;projremove = 1344
projanim = 1081
offset = 100,0
velocity = 3,0
attr = S, HP
damage   = 999999,9999999
kill=1
getpower = 0,0
givepower = 20,0
animtype = DiagUp
guardflag = M
hitflag = MAF
pausetime = 0,7
sparkno = S503
guard.sparkno = S507
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 1034, 2]
type = Projectile
projID = 1000
trigger1 = time = 5
trigger1 = 1
trigger2 = 2
trigger3 = 3

projremove = 0
Projremovetime = 40
projhits = 99999999999
;projmisstime = 4
projremanim = -1
;projhitanim = -1
projpriority = 9999
;projremove = 1344
projanim = 1081
offset = 120,0
velocity = 2,0
attr = S, HP
damage   = 999999999,9999999
kill=1
getpower = 0,0
givepower = 20,0
animtype = DiagUp
guardflag = M
hitflag = MAF
pausetime = 0,7
sparkno = S503
guard.sparkno = S507
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 1034, 2]
type = Projectile
projID = 1000
trigger1 = time >= 5
trigger1 = 1
trigger2 = 2
trigger3 = 3
trigger4 = 1
projremove = 0
Projremovetime = 2
projhits = 99999999999999
projremanim = -1
projhitanim = -1
projpriority = 9999999999
projanim = 2231
offset = 0,0;35,-105
velocity = 2,0
attr = S, SP

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = time = 4
trigger1 = 1
trigger2 = 2
trigger3 = 3

projremove = 0
Projremovetime = 40
projhits = 999999999999999
;projmisstime = 4
projremanim = -1
;projhitanim = -1
projpriority = 9999
;projremove = 1344
projanim = 1081
offset = 0,0
velocity = 3,0
attr = S, HP
damage   = 999999999,999999999
kill=1
getpower = 0,0
givepower = 20,0
animtype = DiagUp
guardflag = M
hitflag = MAF
pausetime = 0,7
sparkno = S503
guard.sparkno = S507
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 1034, 2]
type = Projectile
projID = 1000
trigger1 = time = 2
trigger1 = 1
trigger2 = 2
trigger3 = 3
trigger1 = 1
trigger2 = 2
trigger3 = 3
trigger4 = 1
projremove = 0
Projremovetime = 40
projhits = 9999999999999
;projmisstime = 4
projremanim = -1
;projhitanim = -1
projpriority = 9999
;projremove = 1344
projanim = 1081
offset = 80,0
velocity = 1,0
attr = S, HP
damage   = 999999999,9999999999
kill=1
getpower = 0,0
givepower = 20,0
animtype = DiagUp
guardflag = M
hitflag = MAF
pausetime = 0,7
sparkno = S503
guard.sparkno = S507
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 1034, 2]
type = Projectile
projID = 1000
trigger1 = time = 11
trigger1 = 1
trigger2 = 2
trigger3 = 3
trigger1 = 1
trigger2 = 2
trigger3 = 3
trigger4 = 1
projremove = 0
Projremovetime = 40
projhits = 99999999999999
;projmisstime = 4
projremanim = -1
;projhitanim = -1
projpriority = 9999
;projremove = 1344
projanim = 1081
offset = 100,0
velocity = 3,0
attr = S, HP
damage   = 9999999999,9999999999
kill=1
getpower = 0,0
givepower = 20,0
animtype = DiagUp
guardflag = M
hitflag = MAF
pausetime = 0,7
sparkno = S503
guard.sparkno = S507
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 1034, 2]
type = Projectile
projID = 1000
trigger1 = time = 10
trigger1 = 1
trigger2 = 2
trigger3 = 3
trigger1 = 1
trigger2 = 2
trigger3 = 3
trigger4 = 1
projremove = 0
Projremovetime = 40
projhits = 99999999999
;projmisstime = 4
projremanim = -1
;projhitanim = -1
projpriority = 9999
;projremove = 1344
projanim = 1081
offset = 120,0
velocity = 2,0
attr = S, HP
damage   = 99999999999,999999999999
kill=1
getpower = 0,0
givepower = 20,0
animtype = DiagUp
guardflag = M
hitflag = MAF
pausetime = 0,7
sparkno = S503
guard.sparkno = S507
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 = 1w
[State 240, 4]
type = destroyself
trigger1 = Time = 20
trigger2 = FrontEdgeBodyDist < -40

;------------------------------------------------------------
[Statedef 1090];攋嵐梾
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 = -1
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 = -1
sprpriority = 4
p2facing = 1
p1stateno = 2020
p2stateno = 2023
fall = 1
fall.recover = 0
guardsound = S0,10

[State 821, 4]
type = changestate
trigger1 = moveguarded = 1
value = 1098

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

[Statedef 1091];攋嵐梾拝抧
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];攋嵐梾
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 1093
sprpriority = 4

[State 4000, BGPalFX]
type = BGPalFX
trigger1 = 1
;mul = 200,200,200
time = 2
add = -100,-100,-100
color = 0
invertall = 1

[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 = 1

anim = 30
postype = p1
pos = -10,-58
sprpriority = 4
[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 = 30
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 = 1


[State 240, 4]
type = Explod
trigger1 = AnimElem = 63
anim = 654
postype = p1
pos = 40,-100
sprpriority = 7
[State 240, 4]
type = Explod
trigger1 = AnimElem = 1
anim = 30
postype = p1
pos = -10,-58
sprpriority = 4
[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];攋嵐梾婣傞
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];憡庤
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];憡庤
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];憡庤
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];憡庤
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];僈乕僪屻
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];嬺傜偄
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];僽儖乕僞儖S僢僪v儘僕僃僋僩
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 190,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[State 6000, 超杀底图]
type = Explod
trigger1 = numexplod(3000)<2
anim = F3103
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -6
movetime=9999
supermovetime=9999
bindtime=9999
scale = 1.09,1.09

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

[State 240, 4]
type = Explod
trigger1 = time = 0
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 3005, 1]
type = BGPalFX
trigger1 = Time >= 25
time = 20
invertall = 1
ignorehitpause = 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];撍恑
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 8,0
anim = 2001
sprpriority = 2
juggle = 10
[State 240, 4]
type = Explod
trigger1 = animelem = 2
anim = 1234
postype = p1
pos = 0,0
sprpriority = 5
supermove = 1
ownpal = 1

[State 6000, 超杀底图]
type = Explod
trigger1 = numexplod(3000)<2
anim = F3103
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -6
movetime=9999
supermovetime=9999
bindtime=9999
scale = 1.09,1.09

[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 3005, 1]
type = BGPalFX
trigger1 = 1
time = 2
invertall = 1
ignorehitpause = 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 = S502
guard.sparkno = S507
sparkxy = -10,-60
guardflag = M
priority = 4, Miss
hitsound = S0,55
guardsound = S0,10
sparkno = -1
sprpriority = 4
p2facing = 1
p1stateno = 2003
p2stateno = 2010

[State 240, 4]
type = ChangeState
trigger1 = Time = 30
trigger2 = moveguarded = 1
;trigger1 = FrontEdgeBodyDist < 30
value = 2002

[Statedef 2003];僸僢僩
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 8,0
anim = 2001
sprpriority = 2
[State 120]
type = ReversalDef
trigger1 = Time >= 0
reversal.attr = SCA, AA, AT, NA, SA, HA, NT, ST, HT
p2stateno = 7001
sparkno = 3
sparkxy = 5,-60
hitsound = 5,4
pausetime = 10,10

[State 6000, 超杀底图]
type = Explod
trigger1 = numexplod(3000)<2
anim = F3103
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -6
movetime=9999
supermovetime=9999
bindtime=9999
scale = 1.09,1.09

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

[State 3005, 1]
type = BGPalFX
trigger1 = 1
time = 2
invertall = 1
ignorehitpause = 1

[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];掆巭
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2002
sprpriority = 2
[State 120]
type = ReversalDef
trigger1 = Time >= 0
reversal.attr = SCA, AA, AT, NA, SA, HA, NT, ST, HT
p2stateno = 7001
sparkno = 3
sparkxy = 5,-60
hitsound = 5,4
pausetime = 10,10

[State 6000, 超杀底图]
type = Explod
trigger1 = numexplod(3000)<2
anim = F3103
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -6
movetime=9999
supermovetime=9999
bindtime=9999
scale = 1.09,1.09

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

[State 6000, 超杀底图]
type = Explod
trigger1 = numexplod(3000)<2
anim = F3103
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -6
movetime=9999
supermovetime=9999
bindtime=9999
scale = 1.09,1.09

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

[State 3005, 1]
type = BGPalFX
trigger1 = 1
time = 2999
invertall = 1
ignorehitpause = 1

[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 = 106

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

[State 6000, 超杀底图]
type = Explod
trigger1 = numexplod(3000)<2
anim = F3103
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -6
movetime=9999
supermovetime=9999
bindtime=9999
scale = 1.09,1.09

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

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

[State 3005, 1]
type = BGPalFX
trigger1 = 1
time = 2
invertall = 1
ignorehitpause = 1

[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 = 1

[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 240, 4]
type = Explod
trigger1 = AnimElem = 1
anim = 30
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];儅儞僩峌寕
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2004
sprpriority = 2

[State 6000, 超杀底图]
type = Explod
trigger1 = numexplod(3000)<2
anim = F3103
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -6
movetime=9999
supermovetime=9999
bindtime=9999
scale = 1.09,1.09

[State 3005, 1]
type = BGPalFX
trigger1 = 1
time = 2
invertall = 1
ignorehitpause = 1

[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 = -18
kill = 1

[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];僔儑僢僩
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2005
sprpriority = 2

[State 6000, 超杀底图]
type = Explod
trigger1 = numexplod(3000)<2
anim = F3103
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -6
movetime=9999
supermovetime=9999
bindtime=9999
scale = 1.09,1.09

[State 3005, 1]
type = BGPalFX
trigger1 = 1
time = 2
invertall = 1
ignorehitpause = 1

[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 = -25
kill = 1

[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];僩僪儊
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 = -26

[State 821, 4]
type = targetlifeadd
trigger1 = animelem = 81
value = -20

[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];憡庤
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];憡庤
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];憡庤
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];憡庤
type    = S
movetype= H
physics = S
velset = 0,0

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

[Statedef 2014];憡庤婥愨
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];憡庤
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];揹婥僿儖僷乕
type    = S
velset = 0,0
anim = 2016
[State 2016,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[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];憡庤儔僗僩
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];憡庤悂偭旘傇
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];攋嵐梾棎晳2
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2017
sprpriority = 4

[State 4000, BGPalFX]
type = BGPalFX
trigger1 = 1
;mul = 200,200,200
time = 2
add = -100,-100,-100
color = 0
invertall = 1
ignorehitpause = 1

[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];攋嵐梾棎晳2
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2016
sprpriority = 4

[State 4000, BGPalFX]
type = BGPalFX
trigger1 = 1
;mul = 200,200,200
time = 2
add = -100,-100,-100
color = 0
invertall = 1
ignorehitpause = 1

[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];攋嵐梾棎晳2
type    = A
physics = N
movetype = A
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2018
sprpriority = 4

[State 4000, BGPalFX]
type = BGPalFX
trigger1 = 1
;mul = 200,200,200
time = 2
add = -100,-100,-100
color = 0
invertall = 1
ignorehitpause = 1

[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 240, 4]
type = Explod
triggerall = movehit
trigger1 = animelem = 1

anim = 30
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 = S507
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];憡庤
type    = S
movetype= H
physics = S
velset = 0,0

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

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

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

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

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



[Statedef 1089];僗僩儔僀僇乕
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];敀梾柵惛
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 190,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 512
postype = p1
pos = 0,0
sprpriority = -1
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 10
anim = 513
postype = p1
pos = 10,-110
sprpriority = 5
supermove = 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];敀梾柵惛峌寕
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];塓
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];塓
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];媴
type = Explod
trigger1 = time = 0
anim = 2105
ID = 2103
postype = p1
pos = -8,-110
sprpriority = 0
removetime = 120
ownpal = 1

[State 240, 4];媴2
type = Explod
trigger1 = time = 0
anim = 2106
ID = 2103
postype = p1
pos = -8,-110
sprpriority = 0
removetime = 120
ownpal = 1

[State 240, 4];媴3
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    = 99999,99999
guardflag = M
hitflag = MAF
pausetime = 0,10
guard.pausetime = 0,16
sparkno = S505
guard.sparkno = S505
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 = S505
guard.sparkno = S505
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 = S502
guard.sparkno = S507
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 = 1
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];敀梾柵惛廔椆
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];慡懱峌寕僿儖僷乕
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];塓僿儖僷乕
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 = S502
guard.sparkno = S507
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];傆偭旘偽偟憡庤儌乕僔儑儞
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];憡庤儌乕僔儑儞
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 513,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[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

;----------------------------------------------------------
;--------------------------------------------------------
;--------------------------------------------------------
;3僾儔僩儞
[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 190,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[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 = -1
numhits = 0
sprpriority = 1
p2facing = 1
p1stateno = 2201
p2stateno = 2202
guard.dist = 0

[State 3005, 1]
type = BGPalFX
trigger1 = Time >= 25
time = 20
invertall = 1
ignorehitpause = 1

[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 190,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[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 = S500
guard.sparkno = S505
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 = 1

[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 = S500
guard.sparkno = S505
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 = 1

[State 4100,1];攚屻
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];攋嵐梾
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 190,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[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 = -1;S500
guard.sparkno = S505
;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 = 1

[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];棎晳憡庤
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];棎晳憡庤巭傑傞
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];僋儕僓儕僢僪搊応
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];棎晳
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];僩僪儊
type    = S
physics = N
movetype = I
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2202
sprpriority = 4
[State 2207,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[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 2208,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[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];夞揮悂偭旘傃
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];攋嵐梾
type    = S
movetype= A
physics = S
velset = 0,0
anim = 2213
sprpriority = -2
 [State 2221,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[State 4000, BGPalFX]
type = BGPalFX
trigger1 = 1
;mul = 200,200,200
time = 2
add = -100,-100,-100
color = 0
invertall = 1
ignorehitpause = 1

[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 = 1

anim = 30
postype = p1
pos = -10,-58
sprpriority = 4
[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];傆偭旘偽偟
type = playsnd
trigger1 = AnimElem = 2
value = S0,17

[State 821, 4];僉僢僋
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];僋儕僓儕僢僪寛傔
type    = S
movetype= I
physics = S
velset = 0,0
anim = 2219
sprpriority = -2
[State 2222,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100

[State 0,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100









[State 107, 2]
type = playsnd
trigger1 = animelem = 5
value = S0,63

[State 821, 4]
type = changestate
trigger1 = animtime = 0
value = 2223

[Statedef 2223];僋儕僓儕僢僪婣傞
type    = S
movetype= I
physics = N
velset = 0,0
anim = 2220
sprpriority = -2
[State 2223,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[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];攋嵐梾婣傞
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 1096
sprpriority = 4
[State 2224,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[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];僀僌僯僗僩僪儊
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 4000, BGPalFX]
type = BGPalFX
trigger1 = 1
;mul = 200,200,200
time = 2
add = -100,-100,-100
color = 0
invertall = 1
ignorehitpause = 1

[State 9020, 1]
type = velset
trigger1 = animelem = 3
y = -15
x = 2

[State 5050, 1]
type = Changestate
trigger1 = time = 44
value = 2231

[Statedef 2231];僀僌僯僗僩僪儊
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 4000, BGPalFX]
type = BGPalFX
trigger1 = 1
;mul = 200,200,200
time = 2
add = -100,-100,-100
color = 0
invertall = 1
ignorehitpause = 1

[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];僀僌僯僗寛傔
type    = S
movetype= I
physics = S
velset = 0,0
anim = 0
sprpriority = -2
[State 2232,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[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];壩偺暡僿儖僷乕
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];壩偺暡僿儖僷乕憡庤僟僂儞
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, 超杀底图]
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 = 2
anim = 2226
postype = p1
pos = 70,7
sprpriority = 5
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = animelem = 2
anim = 2226
postype = p1
pos = -70,7
sprpriority = 5
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = animelem = 4
anim = 2226
postype = p1
pos = 90,7
sprpriority = 5
supermove = 1
ownpal = 1


[State 240, 4]
type = Explod
trigger1 = animelem = 3
anim = 2226
postype = p1
pos = -90,7
sprpriority = 5
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = animelem = 3
anim = 2226
postype = p1
pos = -90,7
sprpriority = 5
supermove = 1
ownpal = 1
[State 240, 4]
type = Explod
trigger1 = animelem = 8
anim = 2226
postype = p1
pos = -120,7
sprpriority = 5
supermove = 1
ownpal = 1
[State 240, 4]
type = Explod
trigger1 = animelem = 9
anim = 2226
postype = p1
pos = 120,7
sprpriority = 5
supermove = 1
ownpal = 1
[State 240, 4]
type = Explod
trigger1 = animelem = 10
anim = 2226
postype = p1
pos = 70,7
sprpriority = 5
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = animelem = 3
anim = 2226
postype = p1
pos = -90,7
sprpriority = 5
supermove = 1
ownpal = 1
[State 240, 4]
type = Explod
trigger1 = animelem = 12
anim = 2226
postype = p1
pos = -140,7
sprpriority = 5
supermove = 1
ownpal = 1
[State 240, 4]
type = Explod
trigger1 = animelem = 14
anim = 2226
postype = p1
pos = 140,7
sprpriority = 5
supermove = 1
ownpal = 1
[State 240, 4]
type = Explod
trigger1 = animelem = 13
anim = 2226
postype = p1
pos = 50,7
sprpriority = 5
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = animelem = 22
anim = 2226
postype = p1
pos = -90,7
sprpriority = 5
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = animelem = 21
anim = 2226
postype = p1
pos = -90,7
sprpriority = 5
supermove = 1
ownpal = 1
[State 240, 4]
type = Explod
trigger1 = animelem = 20
anim = 2226
postype = p1
pos = -120,7
sprpriority = 5
supermove = 1
ownpal = 1
[State 240, 4]
type = Explod
trigger1 = animelem = 19
anim = 2226
postype = p1
pos = 120,7
sprpriority = 5
supermove = 1
ownpal = 1
[State 240, 4]
type = Explod
trigger1 = animelem = 10
anim = 2226
postype = p1
pos = 70,7
sprpriority = 5
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = animelem = 18
anim = 2226
postype = p1
pos = 30,7
sprpriority = 5
supermove = 1
ownpal = 1
[State 240, 4]
type = Explod
trigger1 = animelem = 12
anim = 2226
postype = p1
pos = 20,7
sprpriority = 5
supermove = 1
ownpal = 1
[State 240, 4]
type = Explod
trigger1 = animelem = 14
anim = 2226
postype = p1
pos = -160,7
sprpriority = 5
supermove = 1
ownpal = 1
[State 240, 4]
type = Explod
trigger1 = animelem = 13
anim = 2226
postype = p1
pos = 160,7
sprpriority = 5
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = animelem = 18
anim = 2226
postype = p2
pos = 30,7
sprpriority = 5
supermove = 1
ownpal = 1
[State 240, 4]
type = Explod
trigger1 = animelem = 12
anim = 2226
postype = p2
pos = 20,7
sprpriority = 5
supermove = 1
ownpal = 1
[State 240, 4]
type = Explod
trigger1 = animelem = 14
anim = 2226
postype = p2
pos = -160,7
sprpriority = 5
supermove = 1
ownpal = 1
[State 240, 4]
type = Explod
trigger1 = animelem = 13
anim = 2226
postype = p2
pos = 160,7
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];撍恑
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2223
sprpriority = 2
juggle = 10
[State 240, 4]
type = Explod
trigger1 = animelem = 2
anim = 1234
postype = p1
pos = 0,0
sprpriority = 5
supermove = 1
ownpal = 1

[State 6000, 超杀底图]
type = Explod
trigger1 = numexplod(3000)<2
anim = F3103
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -6
movetime=9999
supermovetime=9999
bindtime=9999
scale = 1.09,1.09

[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 4000, BGPalFX]
type = BGPalFX
trigger1 = 1
;mul = 200,200,200
time = 2
add = -100,-100,-100
color = 0
invertall = 1
ignorehitpause = 1

[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 = S503
guard.sparkno = S507
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];廔椆
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 4000, BGPalFX]
type = BGPalFX
trigger1 = 1
;mul = 200,200,200
time = 2
add = -100,-100,-100
color = 0
invertall = 1
ignorehitpause = 1

[State 191, 1]
type = envcolor
triggerall = movehit = 1
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 = 1
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, 超杀底图]
type = Explod
trigger1 = numexplod(3000)<2
anim = F3103
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -6
movetime=9999
supermovetime=9999
bindtime=9999
scale = 1.09,1.09

[State 800, 1]
type = HitDef
Trigger1 = animelem = 5
Trigger2 = animelem = 6
pausetime = 5,5
damage = 999,999
guard.pausetime = 6,6
attr = S, HA
getpower = 0,0
hitflag = MAFD
sparkno = S503
guard.sparkno = S507
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];壩偺暡僿儖僷乕憡庤僟僂儞
type    = S
velset = 0,0
anim = 2016
[State 2303,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[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];壩
type    = S
velset = 0,0
anim = 2016
[State 2304,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[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

;----------------------------------------------------------
;--------------------------------------------------------
;--------------------------------------------------------
;2僾儔僩儞
[Statedef 2400]
type    = S
movetype= A
physics = S
poweradd = -3000
ctrl = 0
velset = 0,0
anim = 2204
sprpriority = 2
 [State 2400,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
;[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 190,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[State 6000, 超杀底图]
type = Explod
trigger1 = numexplod(3000)<2
anim = F3102
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -3
movetime=9999
supermovetime=9999
bindtime=9999
scale = 1.09,1.09

[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 = -1
numhits = 0
sprpriority = 1
p2facing = 1
p1stateno = 2401
p2stateno = 2202
guard.dist = 0

[State 3005, 1]
type = BGPalFX
trigger1 = Time >= 25
time = 20
invertall = 1
ignorehitpause = 1

[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 2401,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[State 6000, 超杀底图]
type = Explod
trigger1 = numexplod(3000)<2
anim = F3102
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -3
movetime=9999
supermovetime=9999
bindtime=9999
scale = 1.09,1.09

[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 190,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
;[State 240, 4]
;type = Explod
;trigger1 = time = 1
;anim = F7503   ;512
;postype = p1
;pos = 0,-90
;sprpriority = -1
;supermove = 1
;ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 10
anim = F7503   ;513
postype = p1
pos = 0,-90
sprpriority = 5
supermove = 1
ownpal = 1

[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 2402,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[State 6000, 超杀底图]
type = Explod
trigger1 = numexplod(3000)<2
anim = F3102
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -3
movetime=9999
supermovetime=9999
bindtime=9999
scale = 1.09,1.09

[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 2403,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[State 6000, 超杀底图]
type = Explod
trigger1 = numexplod(3000)<2
anim = F3102
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -3
movetime=9999
supermovetime=9999
bindtime=9999
scale = 1.09,1.09

[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 = 1

[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];嵔
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 0;1060
sprpriority = 2
[State 2404,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[State 6000, 超杀底图]
type = Explod
trigger1 = numexplod(3000)<2
anim = F3102
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -3
movetime=9999
supermovetime=9999
bindtime=9999
scale = 1.09,1.09

[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 = 1

[State 3110, 8]
type = targetlifeadd
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
trigger3 = AnimElem = 10
value = -30
kill = 1

[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 = 30
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];嬻拞
type    = A
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = .01,-7
anim = 1061
sprpriority = 2

[State 6000, 超杀底图]
type = Explod
trigger1 = numexplod(3000)<2
anim = F3102
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -3
movetime=9999
supermovetime=9999
bindtime=9999
scale = 1.09,1.09

[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 = 1

[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

anim = 30
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];抧忋
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2406
sprpriority = 2
[State 2406,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[State 6000, 超杀底图]
type = Explod
trigger1 = numexplod(3000)<2
anim = F3102
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -3
movetime=9999
supermovetime=9999
bindtime=9999
scale = 1.09,1.09

[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];憡庤
type    = S
movetype= H
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
 [State 2420,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2404

[Statedef 2421];憡庤婥愨
type    = S
movetype= H
physics = S
velset = 0,0
[State 2421,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[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];夞揮悂偭旘傃
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];捿傜傟
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];僋儕僓儕僢僪
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];僋儕僓儕僢僪拝抧
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];僋儕僓儕僢僪楢懪
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];僩僪儊
type    = S
physics = N
movetype = I
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2202
sprpriority = 4
[State 2413,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[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];帺敋
type    = S
movetype= A
physics = S
poweradd = -3000
ctrl = 0
velset = 0,0
anim = 2500
sprpriority = 2
[State 2500,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[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 190,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[State 6000, 超杀底图]
type = Explod
trigger1 = numexplod(3000)<2
anim = F3102
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -3
movetime=9999
supermovetime=9999
bindtime=9999
scale = 1.09,1.09

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
value = S0,37
channel = 0

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = F7503   ;512
postype = p1
pos = 0,-90
sprpriority = -1
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 10
anim = F7503   ;513
postype = p1
pos = 0,-90
sprpriority = 5
supermove = 1
ownpal = 1

[State bg]
type = BGPalFX
trigger1 = time >= 25
time = 2
add = -100,-100,-100
color = 0
invertall = 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];撍恑
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 6,0
anim = 2001
sprpriority = 2
juggle = 10
[State 2501,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[State 6000, 超杀底图]
type = Explod
trigger1 = numexplod(3000)<2
anim = F3102
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -3
movetime=9999
supermovetime=9999
bindtime=9999
scale = 1.09,1.09

[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 bg]
type = BGPalFX
trigger1 = 1
time = 2
add = -100,-100,-100
color = 0
invertall = 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 = S502
guard.sparkno = S507
sparkxy = -10,-60
guardflag = M
priority = 4, Miss
hitsound = S0,55
guardsound = S0,10
sparkno = -1
sprpriority = 4
p2facing = 1
p1stateno = 2503
p2stateno = 2010

[State 240, 4]
type = ChangeState
;trigger1 = Time = 30
trigger1 = moveguarded = 1
trigger2 = FrontEdgeBodyDist < 30
value = 2508

[Statedef 2503];僸僢僩
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 6,0
anim = 2001
sprpriority = 2
[State 2503,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[State 6000, 超杀底图]
type = Explod
trigger1 = numexplod(3000)<2
anim = F3102
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -3
movetime=9999
supermovetime=9999
bindtime=9999
scale = 1.09,1.09

[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 bg]
type = BGPalFX
trigger1 = 1
time = 2
add = -100,-100,-100
color = 0
invertall = 1

[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];暻嵺
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2501
sprpriority = 2
[State 2504,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[State 6000, 超杀底图]
type = Explod
trigger1 = numexplod(3000)<2
anim = F3102
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -3
movetime=9999
supermovetime=9999
bindtime=9999
scale = 1.09,1.09

[State 240, 4]
type = removeExplod
trigger1 = time = 0
ID = 2408

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

[State bg]
type = BGPalFX
trigger1 = 1
time = 2
add = -100,-100,-100
color = 0
invertall = 1

[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];儃儘儃儘
type    = S
movetype= I
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2008
sprpriority = 2
[State 2505,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[State 2505,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[State 6000, 超杀底图]
type = Explod
trigger1 = numexplod(3000)<2
anim = F3102
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -3
movetime=9999
supermovetime=9999
bindtime=9999
scale = 1.09,1.09

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
value = S0,18

[State bg]
type = BGPalFX
trigger1 = 1
time = 2
add = -100,-100,-100
color = 0
invertall = 1

[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];巭傑傞
type    = S
movetype= I
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2502
sprpriority = 2
[State 2506,0]
type=helper
trigger1=anim=0&&!numhelper(1997)
helpertype=normal
stateno=1997
ID=1997
[State 2506,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[State 2506,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
[State 6000, 超杀底图]
type = Explod
trigger1 = numexplod(3000)<2
anim = F3102
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -3
movetime=9999
supermovetime=9999
bindtime=9999
scale = 1.09,1.09

[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 820, 1]
type = palfx
trigger1 = time = 290
time = 40
add = 80,-44,-124
sinadd = 30,30,0,10
color = 0
invertall = 1
ignorehitpause = 1

[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 bg]
type = BGPalFX
trigger1 = 1
time = 2
add = -100,-100,-100
color = 0
invertall = 1
ignorehitpause = 1

[State 240, 4]
type = ChangeState
trigger1 = Time = 290
value = 2508

[State 191, 1]
type = targetstate
trigger1 = time = 289
value = 2507

[Statedef 2507];憡庤悂偭旘傇
type    = A
movetype = H
physics = N
velset = -2,-5
sprpriority = -1

[State 6000, 超杀底图]
type = Explod
trigger1 = numexplod(3000)<2
anim = F3102
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -3
movetime=9999
supermovetime=9999
bindtime=9999
scale = 1.09,1.09

[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];帺暘悂偭旘傇
type    = A
movetype = H
physics = N
velset = -2,-5
sprpriority = -1
anim = 5052

[State 6000, 超杀底图]
type = Explod
trigger1 = numexplod(3000)<2
anim = F3102
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -3
movetime=9999
supermovetime=9999
bindtime=9999
scale = 1.09,1.09

[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 = 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 = 80
value = 5062

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

;聚气起手
[Statedef 8000] 
type = S
movetype = I
physics = S
anim = 8000        ;聚气起手对应的动作是[begin action 8000]
velset = 0
ctrl = 0
[State 8000,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
;聚气时人物的喊声
[State 8000, 1]
type = PlaySnd
trigger1 = Time = 0
value = 700,0
channel = 0

;聚气时气流的声音
[State 8000, 2]
type = PlaySnd
trigger1 = Time = 0
value = 700,1
channel = 1

;能量增加速度
[State 8000, 3]
type = PowerAdd
trigger1 = ((Time + 2) % 2) = 0
value = 15

;如果聚气开始时，人物的能量已经达到3000时跳到能量聚集完毕的state
[State 8000, 4]
type = ChangeState
trigger1 = power >= 3000
value = 8003

;聚气开始后如果不按住a或b，则跳转到中途停止的state
[State 8000, 5]
type = ChangeState
triggerall = AnimElem = 2, >= 0
trigger1 = command != "hold_b"
trigger2 = command != "hold_a"
trigger3 = command != "hold_x"
value = 8002

;当人物的能量不足3000，又同时按住了a和b，则跳转至聚气的state
[State 8000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 8001

;聚气开始
[Statedef 8001]   
type = S
movetype = I
physics = S
anim = 8001                    ;聚气开始对应的动作是[begin action 8001]
[State 8001,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
;能量增加速度
[State 8001, 1]
type = PowerAdd
trigger1 = ((Time + 2) % 2) = 0
value = 15

;能量增加时显示气流
[State 8001, 2]
type = Explod
trigger1 = ((Time + 12) % 12) = 0
anim = F706
ID = 706
sprpriority = 3
postype = p1
pos = 0,-6
bindtime = -1

;聚气开始后如果不按住a或b，则跳转到中途停止的state
[State 8001, 3]
type = ChangeState
trigger1 = command != "hold_b"
trigger2 = command != "hold_a"
trigger3 = command != "hold_x"
value = 8002

;如果聚气开始时，人物的能量已经达到3000时跳到能量聚集完毕的state
[State 8001, 4]
type = ChangeState
trigger1 = power >= 3000
value = 8003


;聚气中途停止   
[Statedef 8002]   
type = S
movetype = I
physics = S
anim = 8002                 ;聚气中途停止对应的动作是[begin action 8002]
[State 8002,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
;停止播放聚气时人物的喊声
[State 8002, 1]
type = StopSnd
trigger1 = Time = 0
channel = 0

;停止播放聚气时气流的声音
[State 8002, 2]
type = StopSnd
trigger1 = Time = 0
channel = 1

[State 8002, 3]
type = RemoveExplod
trigger1 = Time = 0

[State 8002, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;聚气到极点
[Statedef 8003]   
type = S
movetype = I
physics = S
anim = 8003                ;聚气到极点对应的动作是[begin action 8003]
[State 8003,0]
type=helper
trigger1=anim=0&&!numhelper(1997)
helpertype=normal
stateno=1997
ID=1997
[State 8003,0]
type=helper
trigger1=anim=0&&!numhelper(8100)
helpertype=normal
stateno=8100
ID=8100
;停止播放聚气时人物的喊声
[State 8003, 1]
type = StopSnd
trigger1 = Time = 0
channel = 0

;停止播放聚气时气流的声音
[State 8003, 2]
type = StopSnd
trigger1 = Time = 0
channel = 1

[State 8003, 3]
type = RemoveExplod
trigger1 = Time = 0

;聚气到达3000时表示气满的火花
[State 8003, 4]
type = Explod
trigger1 = Time = 0
anim = F720
postype = p1
pos = 0,0
sprpriority = 4
bindtime = 1
ownpal = 1

[State 8003, 5]
type = EnvShake
trigger1 = Time = 0
time = 20

[State 8003, 6]
type = PalFX
trigger1 = Time % 2
add = 64,64,64
time = 1

;聚气到达3000时表示气满的声音
[State 8003, 7]
type = PlaySnd
trigger1 = Time = 1
value = 700,2

[State 8003, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;=============================
[Statedef 8100]
physics=N
anim=8100
sprpriority=-2

[State 8100, remove]
type=removeexplod
trigger1=anim=8100&&!animtime
[State 8100, end]
type=destroyself
trigger1=anim=8100&&!animtime
[Statedef 8100]
physics=N
anim=8100
sprpriority=-2

[Statedef 9999]
physics=N
anim=9999
sprpriority=-2

[State 8100, remove]
type=removeexplod
trigger1=anim=9999&&!animtime
[State 8100, end]
type=destroyself
trigger1=anim=9999&&!animtime
[Statedef 9999]
physics=N
anim=9999
sprpriority=-2

[Statedef 69]
physics=N
anim=69
sprpriority=-2

[State 69, remove]
type=removeexplod
trigger1=anim=69&&!animtime
[State 69, end]
type=destroyself
trigger1=anim=69&&!animtime
[Statedef 69]
physics=N
anim=69
sprpriority=-2


[Statedef 18]
physics=N
anim=18
sprpriority=-2

[State 18, remove]
type=removeexplod
trigger1=anim=18&&!animtime
[State 18, end]
type=destroyself
trigger1=anim=18&&!animtime

[Statedef 17]
physics=N
anim=17
sprpriority=-2

[State 17, remove]
type=removeexplod
trigger1=anim=17&&!animtime
[State 17, end]
type=destroyself
trigger1=anim=17&&!animtime

[Statedef 26]
physics=N
anim=26
sprpriority=-2

[State 26, remove]
type=removeexplod
trigger1=anim=26&&!animtime
[State 26, end]
type=destroyself
trigger1=anim=26&&!animtime

[Statedef 27]
physics=N
anim=27
sprpriority=-2

[State 27, remove]
type=removeexplod
trigger1=anim=27&&!animtime
[State 27, end]
type=destroyself
trigger1=anim=27&&!animtime



[Statedef 15]
physics=N
anim=15
sprpriority=-2

[State 15, remove]
type=removeexplod
trigger1=anim=15&&!animtime
[State 15, end]
type=destroyself
trigger1=anim=15&&!animtime
[Statedef 15]
physics=N
anim=15
sprpriority=-2

[Statedef 14]
physics=N
anim=14
sprpriority=-2

[State 14, remove]
type=removeexplod
trigger1=anim=14&&!animtime
[State 14, end]
type=destroyself
trigger1=anim=14&&!animtime
[Statedef 14]
physics=N
anim=14
sprpriority=-2



[State 8100, remove]
type=removeexplod
trigger1=anim=8100&&!animtime
[State 8100, end]
type=destroyself
trigger1=anim=8100&&!animtime
[Statedef 1992]
physics=N
anim=1992
sprpriority=-2


[State 1992, remove]
type=removeexplod
trigger1=anim=1992&&!animtime
[State 1992, end]
type=destroyself
trigger1=anim=1992&&!animtime
[Statedef 222];岝偺嬍
type    = A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 222
sprpriority = 222

[State 1999]
type = Afterimage
trigger1 = Time = 0
time = 99999999
length = 24
palbright = 10,30,10
palcontrast = 0,60,0
FrameGap = 1
timegap = 1
Trans = Add



[State 1999]
type = Trans
trigger1 = 1
trans = add

[State 1999]
Type = AngleDraw
trigger1 = 1
Scale = .5,.5

[State 1999]
type = HitOverRide
trigger1 = Time = 0
attr = SCA ,NA, SA, HA, NT, ST, HT ,AA
stateno = 222
time = -1

[State 1999]
type = turn
trigger1 = p2bodydist x <= - 10

[State 1999]
type = VelSet
trigger1 = 1 && var(6) = 0 && var(7) = 0
x = (parentdist x-60)/15

[State 1999]
type = VelSet
trigger1 = parentdist y > 130 && var(6) = 0 && var(7) = 0
y = .5+(parentdist y-130)/15

[State 1999]
type = VelSet
trigger1 = parentdist y < 80 && var(6) = 0 && var(7) = 0
y = -.5+(parentdist y-80)/15

[State 1999]
type = PlayerPush
trigger1 = 1
value = 0

[State 1999]
type = VarSet
trigger1 = parent,stateno = 1930
var(2) = 1

[State 1999]
type = VarSet
trigger1 = parent,stateno != 1930
var(2) = 0

[State 1999]
type = VarSet
trigger1 = parent,stateno = 1940
var(3) = 1

[State 1999]
type = VarSet
trigger1 = parent,stateno != 1940
var(3) = 0

[State 1999]
type = VarSet
trigger1 = parent,stateno = 1950
var(4) = 1

[State 1999]
type = VarSet
trigger1 = parent,stateno != 1950
var(4) = 0

[State 1999]
type = VarSet
trigger1 = (parent,stateno = [3100,3199]) || (parent,stateno = [3500,3599])
trigger1 = parent,movetype != H
var(6) = 1

[State 1999]
type = VarSet
trigger1 = (parent,stateno != [3100,3199]) && (parent,stateno != [3500,3599])
var(6) = 0

[State 1999]
type = VarSet
trigger1 = parent,stateno = [3200,3499]
trigger1 = parent,movetype != H
var(7) = 1

[State 1999]
type = VarSet
trigger1 = parent,stateno != [3200,3499]
var(7) = 0

[State 1999]
type = ChangeState
trigger1 = parent,stateno = 1900
value = 2010

[State 1999]
type = ChangeState
trigger1 = parent,stateno = 1910
value = 2020

[State 1999]
type = ChangeState
trigger1 = parent,stateno = 1920
value = 2030

[State 1999]
type = ChangeState
trigger1 = parent,stateno = 3100 || parent,stateno = 3500
trigger1 = parent,movetype != H
value = 2040

[State 1999]
type = ChangeState
trigger1 = parent,stateno = 3200 || parent,stateno = 3300 || parent,stateno = 3400
trigger1 = parent,movetype != H
value = 2050
[Statedef 1997]
physics=N
anim=1997
sprpriority=-2


[State 1997, remove]
type=removeexplod
trigger1=anim=1997&&!animtime
[State 1997, end]
type=destroyself
trigger1=anim=1997&&!animtime
[Statedef 1996]
physics=N
anim=1996
sprpriority=-2

[State 1996, remove]
type=removeexplod
trigger1=anim=1996&&!animtime
[State 1996, end]
type=destroyself
trigger1=anim=1996&&!animtime
[Statedef 119]
physics=N
anim=119
sprpriority=-2

[State 119, remove]
type=removeexplod
trigger1=anim=119&&!animtime
[State 119, end]
type=destroyself
trigger1=anim=119&&!animtime
[Statedef 1414]
physics=N
anim=1414
sprpriority=-2

[State 1414, remove]
type=removeexplod
trigger1=anim=1414&&!animtime
[State 1414, end]
type=destroyself
trigger1=anim=1414&&!animtime
[Statedef 1414]
physics=N
anim=1414
sprpriority=-2

[State -1]
type = Projectile
triggerall = anim = 0
triggerall = time >= 15
trigger1 = (GameTime%2) = 1
attr = S, SA
projanim = 1999
projhitanim = -1
projid = 3459
projpriority = 999999999
projsprpriority = 1
;projedgebound = 220
projremove = 1
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype = Light
damage = 30,10
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
sparkno = s22122
sparkxy = 50,-50
;hitsound = -1
hitsound = s2562,29
;guard.sparkno = -1;s7011
guard.sparkno = s22123
guardsound = 50,-50
ground.type = low
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -2
air.velocity = -2,-1


[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0
[State 3040, 7]
type = BGPalfx
trigger1 = 1;animelem = 24,<=0
;persistent = 0
ignorehitpause = 1
time = 1
mul = var(0),var(0),var(0)
under = 2

[State 1]
type = removeexplod
trigger1 = 1
ID = 190

[State 191, 3];偝側偓傪傗傇傝
type = PlaySnd
trigger1 = animelem = 4
value = 190,0

[State 191, 3];偝側偓傪傗傇傝
type = PlaySnd
trigger1 = animelem = 5
value = 190,1

[State 191, 3];挶偼晳偆
type = PlaySnd
trigger1 = animelem = 57
value = 190,1

[State 191, 3];壩拰
type = PlaySnd
trigger1 = animelem = 57
value = 190,2

;[State 191, 3];壩拰
;type = PlaySnd
;trigger1 = animelem = 29
;value = 190,2


[State 1000, 5]
type = Explod
trigger1 = animelem = 50
anim = 15
id = 15
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 6666
id = 6666
sprpriority = 0
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0



[State 1000, 5]
type = Explod
trigger1 = animelem = 50
anim = 13
id = 13
sprpriority = 4
postype = p1
pos = 40,0
bindtime = 1
supermove = 1
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 50
anim = 13
id = 13
sprpriority = 4
postype = p1
pos = -40,0
bindtime = 1
supermove = 1
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 50
anim = 13
id = 13
sprpriority = 7
postype = p1
pos = 80,0
bindtime = 1
supermove = 1
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 50
anim = 13
id = 13
sprpriority = 7
postype = p1
pos = -80,0
bindtime = 1
supermove = 1
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 50
anim = 14
id = 14
sprpriority = 6
postype = p1
pos = 20,0
bindtime = 1
supermove = 1
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelem =50
anim = 12
id = 12
sprpriority = 6
postype = p1
pos = -20,0
bindtime = 1
supermove = 1
under = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 26
id = 26
sprpriority = 10
postype = p1
pos = -20,0
bindtime = 30
supermove = 30
under = 0
[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 27
id = 27
sprpriority = 10
postype = p1
pos = -20,0
bindtime = 30
supermove = 30
under = 0



[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 1
id = 1
sprpriority = 10
postype = p1
pos = -40,0
bindtime = 30
supermove = 30
under = 0
[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 1
id = 1
sprpriority = 10
postype = p1
pos = 40,0
bindtime = 30
supermove = 30
under = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 2
id = 2
sprpriority = 10
postype = p1
pos = -80,0
bindtime = 30
supermove = 30
under = 0
[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 2
id = 2
sprpriority = 10
postype = p1
pos = 80,0
bindtime = 30
supermove = 30
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 3
id = 3
sprpriority = 10
postype = p1
pos = 20,0
bindtime = 30
supermove = 30
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 2
anim = 3
id = 3
sprpriority = 10
postype = p1
pos = -20,0
bindtime = 30
supermove = 30
under = 0


[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 17
id = 17
sprpriority = 10
postype = p1
pos = 0,0
bindtime = 30
supermove = 30
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 1
anim = 18
id = 18
sprpriority = 10
postype = p1
pos = 0,0
bindtime = 30
supermove = 30
under = 0

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

[State 191, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
[Statedef 2024]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 6543
sprpriority = -5
p2face = 1

[state 2000,nothitby]
type = NOThitBY
trigger1 = time >= 0
value = SCA, NP,SP,HP,NT,ST,HT

[state 2024,pp]
type = playerpush
trigger1 = 1
value = 1

[state 2024,vs]
type = velset
trigger1 = time = 0
x = 4


[state 2024,ds]
type = destroyself
trigger1 = ParentDist X = [-5,5]
trigger2 = root,stateno = 0

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

[State 4000, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0, 36

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



[state a]
type = removeexplod
trigger1 = time = 0
is = 2220


[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = 987
id = 3013
sprpriority = 0
postype = back
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = 100
;---------------------[廔椆]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


[State 2216]
type = Explod
trigger1 = time = 0
anim = 78
id = 513
sprpriority = 1
postype = p1
pos = -60,0
bindtime = -1
removetime = 100
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = time = 0
anim = 79
id = 513
sprpriority = 1
postype = p1
pos = 60,0
bindtime = -1
removetime = 100
supermove = 1
under = 0
ownpal = 1


[State 2216]
type = Explod
trigger1 = time = 0
anim = 57
id = 513
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
removetime = 100
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 3
anim = 2105
id = 14
sprpriority = 10
postype = p1
pos = 0,-170
bindtime = 5
supermove = 5
under = 2
removetime = 60
[State 1000, 5]
type = Explod
trigger1 = animelem = 4
anim = 2106
id = 14
sprpriority = 10
postype = p1
pos = 0,-170
bindtime = 5
supermove = 5
under = 2
removetime = 60
[State 1000, 5]
type = Explod
trigger1 = animelem = 5
anim = 2107
id = 14
sprpriority = 10
postype = p1
pos = 0,-170
bindtime = 5
supermove = 5
under = 2
removetime = 60


[State 1000, 5]
type = Explod
trigger1 = animelem = 5
anim = 10011
id = 10011
sprpriority = 10
postype = p1
pos = 0,-170
bindtime = 5
supermove = 5
under = 2
[State 3000,SuperPause]
type = SuperPause
trigger1 = Time = 1
time = 28
movetime = 28
anim = -1
sound = S0, 39
darken = 0
unhittable = 1

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

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

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

[State 10011]
type = Projectile
projID = 10011
trigger1 = animelem = 17
projremove = 0
Projremovetime = 58
projhits = 8
projremanim = -1
projhitanim = 812
projmisstime = 7
projpriority = 5
;projremove = 1344
projanim = 10011
offset = 138,-90
velocity = 0,0
attr = S, SP
damage   = 30,70
animtype = Hard
hitflag = MAF
guardflag =
sparkno = -1
guard.sparkno = -1
sparkxy = 30,0
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

[State 10011]
type = Projectile
projID = 10011
trigger1 = animelem = 27
projremove = 0
Projremovetime = 58
projhits = 8
projremanim = -1
projhitanim = 812
projmisstime = 7
projpriority = 5
;projremove = 1344
projanim = 10011
offset = 138,-90
velocity = 3,0
attr = S, SP
damage   = 30,10
animtype = Hard
hitflag = MAF
guardflag =
sparkno = -1
guard.sparkno = -1
sparkxy = 30,0
hitsound = S0,17
guardsound = S0,10
pausetime = 0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -5
air.velocity = -5,-4
air.fall = 1
fall.recover = 0

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

[Statedef 10003]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 10005
sprpriority = 1
p2stateno = 2
ground.hittime  = 60
[state 0]
type = nothitby
trigger1= 1
value = SCA
time = 1

[State 40000]
type = NotHitBy
trigger1 = 1
value = SCA
p2stateno = 2
ground.hittime  = 60

[State 4000]
type = PlaySnd
trigger1 = Animelem = 3
value = 10003, 0
persistent = 1
[State 4000]
type = PlaySnd
trigger1 = Animelem = 4
value = 10003, 1
persistent = 1

[State 3000]
type = Explod
trigger1 = Animelem = 7
anim = 10006
sprpriority = 99999999999999999999999
scale = 1.2,1.2
postype = back
pos = -10,-10
bindtime = -1
ignorehitpause = 1
removetime = 55
p2stateno = 2
ground.hittime  = 60

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

ground.hittime  = 2

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

ground.hittime  = 2

[State 1001, 3]
type = Projectile
trigger1 = Animelem = 7, = 1
trigger2 = Animelem = 8, = 1
trigger3 = Animelem = 9, = 1
trigger4 = Animelem = 10, = 1
trigger5 = Animelem = 11, = 1
trigger6 = Animelem = 12, = 1
trigger7 = Animelem = 13, = 1
trigger8 = Animelem = 14, = 1
trigger9 = Animelem = 15, = 1
trigger10 = Animelem = 16, = 1
trigger11 = Animelem = 17, = 1
trigger12 = Animelem = 18, = 1
trigger13 = Animelem = 19, = 1
trigger14 = Animelem = 20, = 1
trigger15 = Animelem = 21, = 1
trigger16 = Animelem = 22, = 1
trigger17 = Animelem = 23, = 1
trigger18 = Animelem = 24, = 1
trigger19 = Animelem = 25, = 1
trigger20 = Animelem = 26, = 1
trigger21 = Animelem = 27, = 1
trigger22 = Animelem = 28, = 1
trigger23 = Animelem = 29, = 1
trigger24 = Animelem = 30, = 1
trigger25 = Animelem = 31, = 1
projanim = 10008
projhitanim = 10008
projremovetime = 1
;projhits = 25
offset = 0,0
velocity = 0,0

postype = p1
projpriority = 99999999999999999999999
attr = S, HA
damage = 15,5
givepower = 60,60
animtype = diagup
hitflag = MAF
guardflag = M
pausetime = 0,3
sparkno = -1
hitsound = S1,6
guard.sparkno = -1
guardsound = S6,1
ground.type = low
ground.slidetime = 25
ground.hittime  = 25
ground.Velocity = -6,-8
guard.velocity = -7.5
air.Velocity = -6,-8
fall = 1
fall.recover = 0
palfx.time = 60
palfx.sinadd = 60,30,0,10
palfx.add = 60,-50,-220
palfx.color = 0
palfx.invertall = 1
ground.hittime  = 2

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

ground.hittime  = 2

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

ground.hittime  = 2

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

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

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

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

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

[Statedef 10002]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 10003
sprpriority = 1
pausetime = 0,20

[State 40000]
type = NotHitBy
trigger1 = 1
value = SCA
pausetime = 0,20
[state 3000,explod]
type = explod
trigger1 = time = 5
anim = 512
supermove = 1
　
[State 4000]
type = PlaySnd
trigger1 = Animelem = 3
value = 1992, 0
persistent = 1



[State 4001, 13]
type = EnvShake
triggerall = Time = [25,75]
trigger1 = timemod = 5,0
time = 6
ampl = -6
freq = 90
phase = 68
pausetime = 0,20



[State 1001, 3]
type = Projectile
trigger1 = Animelem = 7, = 1
trigger2 = Animelem = 8, = 1
trigger3 = Animelem = 9, = 1
trigger4 = Animelem = 10, = 1
trigger5 = Animelem = 11, = 1
trigger6 = Animelem = 12, = 1
trigger7 = Animelem = 13, = 1
trigger8 = Animelem = 14, = 1
trigger9 = Animelem = 15, = 1
trigger10 = Animelem = 16, = 1
trigger11 = Animelem = 17, = 1
trigger12 = Animelem = 18, = 1
trigger13 = Animelem = 19, = 1
trigger14 = Animelem = 20, = 1
trigger15 = Animelem = 21, = 1
trigger16 = Animelem = 22, = 1
trigger17 = Animelem = 23, = 1
trigger18 = Animelem = 24, = 1
trigger19 = Animelem = 25, = 1
trigger20 = Animelem = 26, = 1
trigger21 = Animelem = 27, = 1
trigger22 = Animelem = 28, = 1
trigger23 = Animelem = 29, = 1
trigger24 = Animelem = 30, = 1
trigger25 = Animelem = 31, = 1
projanim = 179
projhitanim = 179
projremovetime = 1
;projhits = 25
offset = 90,-80
velocity = 0,0
postype = p1


projpriority = 99999999999999999999999
attr = S, HA
damage=99999999999999999999999999999999999999999999999999999999999999999999999999999999
kill = 1

targetlifeadd :

value = -99999999999999999999999999999999999999999999999999999999999999999999999999999999999999

kill = 1
givepower = 60,60
animtype = diagup
hitflag = MAF
guardflag = M
pausetime = 0,3
sparkno = -1
hitsound = S1,6
pausetime = 0,20
guard.sparkno = -1
guardsound = S6,1
ground.type = low
ground.slidetime = 25
ground.hittime  = 25
ground.Velocity = -6,-8
guard.velocity = -7.5
air.Velocity = -6,-8
fall = 1
fall.recover = 0
palfx.time = 60
palfx.sinadd = 60,30,0,10
palfx.add = 60,-50,-220
palfx.color = 0
palfx.invertall = 1

[State 1001, 3]
type = Projectile	;懪偪徚偟梡
trigger1 = Animelem = 7
projanim = 179
projhitanim = 179
projremovetime = 25
offset = 130,-150
velocity = 4,0
postype = p1
projpriority = 10
attr = S, SP
hitflag = MAFD
[State 1001, 3]
type = Projectile	;懪偪徚偟梡
trigger1 = Animelem = 7
projanim = 179
projhitanim = 179
projremovetime = 25
offset = 120,-80
velocity = 1,0
postype = p1
projpriority = 10
attr = S, SP
hitflag = MAFD
pausetime = 0,20
[State 1001, 3]
type = Projectile	;懪偪徚偟梡
trigger1 = Animelem = 7
projanim = 179
projhitanim = 179
projremovetime = 25
offset = 130,0
velocity = 3,0
postype = p1
projpriority = 10
attr = S, SP
hitflag = MAFD
pausetime = 0,20

[state 0]
type = nothitby
trigger1= 1
value = SCA
time = 1


[State 3001, 32]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
pausetime = 0,20

[Statedef 22000]
type    = S
movetype= A
physics = S
;velset = 0,0
;juggle = 15
;poweradd= -2000
anim = 2100
ctrl = 0
;sprpriority = 9999999






;---------------------[挻昁嶦媄墘弌]
[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = 1
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
trigger1 = var(50) = 0
time = 32
movetime = 32
anim = -1








;---------------------[岠壥壒]


[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 513
sprpriority = -1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 502
sprpriority = 1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

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

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 30
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 700,2;3000,1

;---------------------[岠壥壒]

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 10
value = 0,36

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 10
value = 0,40

;---------------------[峌寕敾掕]
;---------------------[廔椆]
[state a]
type = changestate
trigger1 = animtime = 0
value = 22500
ctrl =1




[Statedef 22500]
type    = s
movetype= A
physics = S
velset = 0,0
anim =3124
poweradd  = -2000
ctrl = 0

[State 191, 7]
type = VarSet
trigger1 = animelem = 3
v = 50
value = 1



[State 3000, The World Vortex]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 3122
id = 3123
;scale = Const(size.xscale), Const(size.yscale)
pos = 0,-129
postype = p1
sprpriority = -999999999
bindtime = 1
ownpal = 1
supermove = 1
supermovetime = -1
pausemovetime = -1
under = 1
invertall = 1

[State 3000, The World Vortex remove]
type = RemoveExplod
trigger1 = StateNo != 22500
id = 3017


[State 1001, 3]
type = Projectile	;懪偪徚偟梡
trigger1 = Animelem = 7
projanim = 10008
projhitanim = 10008
projremovetime = 100
offset = 0,80
projremove = 0
velocity = 0,0
postype = p2
projpriority = 50
attr = S, SP
hitflag = MAFD
pausetime = 100,100
projhits = 55
damage = 30,30
[State 1001, 3]
type = Projectile	;懪偪徚偟梡
trigger1 = Animelem = 7
projanim = 10008
projhitanim = 10008
projremovetime = 100
offset = 0,80
projremove = 0
velocity = 0,0
postype = p2
projpriority = 50
attr = S, SP
hitflag = MAFD
pausetime = 100,100
projhits = 55
damage = 30,30
[State 1001, 3]
type = Projectile	;懪偪徚偟梡
trigger1 = Animelem = 7
projanim = 10008
projhitanim = 10008
projremovetime = 0100
offset = 0,80
projremove = 0
velocity = 0,0
postype = p2
projpriority = 50
attr = S, SP
hitflag = MAFD
pausetime = 100,100
projhits = 55
damage = 30,30

;[State 3040, 7]
;type = EnvColor
;trigger1 = time = 0
;persistent = 0
;ignorehitpause = 1
;time = 900
;value = 0,0,0
;under =1; 2

[state a]
type =  superPause
trigger1 = animelem = 3
trigger1 = p2life > 0
time = 900
anim = -1
movetime = 900
darken =  1

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

[Statedef 22501]
type    = a
movetype= A
physics = s
velset = 0,0
anim =3124
ctrl = 0

[State 3000, The World Vortex]
type = Explod
trigger1 = time = 0
ignorehitpause = 1
anim = 3123
;id = 3017
pos = 1,-129
postype = p1
sprpriority = -999999999
bindtime = 1
ownpal = 1
supermove = 1
supermovetime = -1
pausemovetime = -1
removetime = -2
under = 1
invertall = 1

[State 2000, 6]
type = PlaySnd
trigger1 = Time =  0
value = 191,1


[State 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
animtype =  Heavy
damage = 20,10
guardflag = M
pausetime = 0,13
sparkno = 22222
guard.sparkno = S8070
sparkxy = -10,-75
;hitsound = S5,4
priority = 2, Hit
guardsound = S6,0
ground.type = High
ground.slidetime = 20
;ground.hittime  = 20
ground.velocity = -10.9,0;-8.2
air.velocity = -10.9,0;-10.1;-8.6
;guard.slidetime = 22
;guard.hittime  = 32
;guard.ctrltime = 34
guard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
fall = 1
fall.recover = 0

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

[Statedef 8888];旘傃摴嬶忋抜
type    = S
movetype= A
physics = S
juggle  = 15
poweradd= 110
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

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

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 5
value = S0,27

[State 1034]
type = Projectile
projID = 1000
trigger1 = animelem = 4
projremove = 0
;Projremovetime = -1
projhits = 1
projremanim = 511
projhitanim = 511
projmisstime =2
projpriority = 9999
;projremove = 1344
projanim = 8888
offset = 50,-90
velocity = 3
attr = S, SP
damage   = 30,020
animtype = Hard
hitflag = MAF
guardflag =
sparkno = S511
guard.sparkno = S511
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
postype = p1

[State 1034]
type = Projectile
projID = 1000
trigger1 = animelem = 4
projremove = 0
;Projremovetime = -1
projhits = 1
projremanim = 511
projhitanim = 511
projmisstime =2
projpriority = 9999
;projremove = 1344
projanim = 8888
offset = 50,-30
velocity = 2.5
attr = S, SP
damage   = 30,020
animtype = Hard
hitflag = MAF
guardflag =
sparkno = S511
guard.sparkno = S511
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
postype = p1

[State 1034]
type = Projectile
projID = 1000
trigger1 = animelem = 4
projremove = 0
;Projremovetime = -1
projhits = 1
projremanim = 511
projhitanim = 511
projmisstime =2
projpriority = 9999
;projremove = 1344
projanim = 8888
offset = 50,-150
velocity = 2.5
attr = S, SP
damage   = 30,020
animtype = Hard
hitflag = MAF
guardflag =
sparkno = S511
guard.sparkno = S511
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
postype = p1

[State 1034]
type = Projectile
projID = 1000
trigger1 = animelem = 4
projremove = 0
;Projremovetime = -1
projhits = 1
projremanim = 511
projhitanim = 511
projmisstime =2
projpriority = 9999
;projremove = 1344
projanim = 8888
offset = 0,-90
velocity = 4,0.6
attr = S, SP
damage   = 30,020
animtype = Hard
hitflag = MAF
guardflag =
sparkno = S511
guard.sparkno = S511
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
postype = p1

[State 1034]
type = Projectile
projID = 1000
trigger1 = animelem = 4
projremove = 0
;Projremovetime = -1
projhits = 1
projremanim = 511
projhitanim = 511
projmisstime =2
projpriority = 9999
;projremove = 1344
projanim = 8888
offset = 0,-90
velocity = 4,-0.6
attr = S, SP
damage   = 30,020
animtype = Hard
hitflag = MAF
guardflag =
sparkno = S511
guard.sparkno = S511
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
postype = p1
[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




[Statedef 3333]
type = S
movetype = A
physics = S
ctrl = 1
velset = 0,0
anim = 2101
sprpriority = 1
pausetime = 50,50

[State 3333]
type = NotHitBy
trigger1 = 1
value = SCA
pausetime = 0,20
[state 3000,explod]
type = explod
trigger1 = time = 5
anim = 502
pos = 0,-150
supermove = 1
　
[State 3333]
type = PlaySnd
trigger1 = Animelem = 3
value = 0, 38
persistent = 1
[State 3040, 7]
type = BGPalfx
trigger1 = 1;animelem = 24,<=0
;persistent = 0
ignorehitpause = 1
time = 2
mul = var(18),var(18),var(18)
under = 2



[State 3333, 13]
type = EnvShake
triggerall = Time = [25,75]
trigger1 = timemod = 5,0
time = 6
ampl = -6
freq = 90
phase = 68
pausetime = 0,20



[State 1001, 3]
type = Projectile
trigger1 = Animelem = 7, = 1

projanim = 5555
projhitanim = 5555
projremovetime = 1
;projhits = 25
offset = 0,0
velocity = 2,0
postype = p2


projpriority = 99999999999999999999999
attr = S, HA
damage=99999999999999999999999999999999999999999999999999999999999999999999999999999999
kill = 1

targetlifeadd :

value = -99999999999999999999999999999999999999999999999999999999999999999999999999999999999999

kill = 1
givepower = 60,60
animtype = diagup
hitflag = MAF
guardflag = M
pausetime = 0,3
sparkno = -1
hitsound = S1,6
pausetime = 0,20
guard.sparkno = -1
guardsound = S6,1
ground.type = low
ground.slidetime = 25
ground.hittime  = 25
ground.Velocity = -6,-8
guard.velocity = -7.5
air.Velocity = -6,-8
fall = 1
fall.recover = 0
palfx.time = 60
palfx.sinadd = 60,30,0,10
palfx.add = 60,-50,-220
palfx.color = 0
palfx.invertall = 1

[State 4000]
type = PlaySnd
trigger1 = Animelem = 3
value = 5555, 0
[State 4000]
type = PlaySnd
trigger1 = Animelem = 4
value = 5555, 0
persistent = 1
[State 1001, 3]
type = Projectile	;懪偪徚偟梡
trigger1 = Animelem = 5
projanim = 5555
projhitanim = 5555
projremovetime = 25
offset = 0,0
velocity = 4,0
postype = p1
projpriority = 10
attr = S, SP
hitflag = MAFD
[State 1001, 3]
type = Projectile	;懪偪徚偟梡
trigger1 = Animelem = 7
projanim = 5555
projhitanim = 5555
projremovetime = 25
offset = 120,0
velocity = 5,0
postype = p1
projpriority = 10
attr = S, SP
hitflag = MAFD
pausetime = 0,20
[State 1001, 3]
type = Projectile	;懪偪徚偟梡
trigger1 = Animelem = 6
projanim = 5555
projhitanim = 5555
projremovetime = 25
offset = 130,0
velocity = 3,0
postype = p1
projpriority = 10
attr = S, SP
hitflag = MAFD
pausetime = 0,20




[State 1001, 3]
type = Projectile	;懪偪徚偟梡
trigger1 = Animelem = 6
projanim = 1
projhitanim = 1
projremovetime = 25
offset = 130,0
velocity = 0,0
postype = p1
projpriority = 10
attr = S, SP
hitflag = MAFD
pausetime = 0,20

[State 1001, 3]
type = Projectile	;懪偪徚偟梡
trigger1 = Animelem = 6
projanim = 1
projhitanim = 1
projremovetime = 25
offset = 10,0
velocity = 0,0
postype = p1
projpriority = 10
attr = S, SP
hitflag = MAFD
pausetime = 0,20
[state 0]
type = nothitby
trigger1= 1
value = SCA
time = 1

[State 1001, 3]
type = Projectile	;懪偪徚偟梡
trigger1 = Animelem = 6
projanim = 1
projhitanim = 1
projremovetime = 25
offset = 230,0
velocity = 0,0
postype = p1
projpriority = 10
attr = S, SP
hitflag = MAFD
pausetime = 0,20
[state 0]
type = nothitby
trigger1= 1
value = SCA
time = 1
[State 1001, 3]
type = Projectile	;懪偪徚偟梡
trigger1 = Animelem = 6
projanim = 2
projhitanim = 2
projremovetime = 25
offset = 70,0
velocity = 0,0
postype = p1
projpriority = 10
attr = S, SP
hitflag = MAFD
pausetime = 0,20
[state 0]
type = nothitby
trigger1= 1
value = SCA
time = 1

[State 1001, 3]
type = Projectile	;懪偪徚偟梡
trigger1 = Animelem = 6
projanim = 2
projhitanim = 2
projremovetime = 25
offset = 290,0
velocity = 0,0
postype = p1
projpriority = 10
attr = S, SP
hitflag = MAFD
pausetime = 0,20
[state 0]
type = nothitby
trigger1= 1
value = SCA
time = 1
[State 1001, 3]
type = Projectile	;懪偪徚偟梡
trigger1 = Animelem = 6
projanim = 2
projhitanim = 2
projremovetime = 25
offset = 190,0
velocity = 0,0
postype = p1
projpriority = 10
attr = S, SP
hitflag = MAFD
pausetime = 0,20
[state 0]
type = nothitby
trigger1= 1
value = SCA
time = 1

[State 3001, 32]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
pausetime = 0,20

[Statedef 2320]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2320

;---------------------[柍揋張棟]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[捛偄墇偝傟偨偲偒]
[state a]
type = posset
trigger1 = p2Dist X < 0
x = enemy,pos x

[state a]
type = posset
trigger1 = p2Dist X > 100
x = enemy,pos x


[state a]
type = posadd
trigger1 = pos x = enemy,pos x
x = -10



;---------------------[墴偟栠偟敾掕]
[State 1000, 0]
type = PlayerPush
trigger1 = 1
value = 1

;---------------------[懍搙巜掕]
[State 1000, 0]
type = velset
trigger1 = 1
x = 5

;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = root,stateno != 2301

[Statedef 22139]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2320

;---------------------[柍揋張棟]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

;---------------------[捛偄墇偝傟偨偲偒]
[state a]
type = posset
trigger1 = p2Dist X < 0
x = enemy,pos x

[state a]
type = posset
trigger1 = p2Dist X > 100
x = enemy,pos x


[state a]
type = posadd
trigger1 = pos x = enemy,pos x
x = -10



;---------------------[墴偟栠偟敾掕]
[State 1000, 0]
type = PlayerPush
trigger1 = 1
value = 1

;---------------------[懍搙巜掕]
[State 1000, 0]
type = velset
trigger1 = 1
x = 5

;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = root,stateno != 22136

[Statedef 2219]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2320

[state 2219]
type = nothitby
trigger1 = 1
value = SCA

[State 2219]
type = velset
trigger1 = 1
x = IfElse((enemy,movetype != H),4.2,0)

[state 2219]
type = posset
trigger1 = p2Dist X < 0
x = enemy,pos x

[state 2219]
type = posset
trigger1 = p2Dist X > 100
x = enemy,pos x

[state 2219]
type = posadd
trigger1 = pos x = enemy,pos x
x = -30

[State 2219]
type = PlayerPush
trigger1 = 1
value = 1

[state 2219]
type = destroyself
trigger1 = root,stateno != 2216


[Statedef 2024]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 10017
sprpriority = -5
p2face = 1

[state 2000,nothitby]
type = NOThitBY
trigger1 = time >= 0
value = SCA, NP,SP,HP,NT,ST,HT

[state 2024,pp]
type = playerpush
trigger1 = 1
value = 1

[state 2024,vs]
type = velset
trigger1 = time = 0
x = 4


[state 2024,ds]
type = destroyself
trigger1 = ParentDist X = [-5,5]
trigger2 = root,stateno = 0

[Statedef 2024]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 10017
sprpriority = -5
p2face = 1

[state 2000,nothitby]
type = NOThitBY
trigger1 = time >= 0
value = SCA, NP,SP,HP,NT,ST,HT

[state 2024,pp]
type = playerpush
trigger1 = 1
value = 1

[state 2024,vs]
type = velset
trigger1 = time = 0
x = 4


[state 2024,ds]
type = destroyself
trigger1 = ParentDist X = [-5,5]
trigger2 = root,stateno = 0


[Statedef 2024]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 6543
sprpriority = -5
p2face = 1

[state 2000,nothitby]
type = NOThitBY
trigger1 = time >= 0
value = SCA, NP,SP,HP,NT,ST,HT

[state 2024,pp]
type = playerpush
trigger1 = 1
value = 1

[state 2024,vs]
type = velset
trigger1 = time = 0
x = 4


[state 2024,ds]
type = destroyself
trigger1 = ParentDist X = [-5,5]
trigger2 = root,stateno = 0



[Statedef 3000]
type    = S
movetype= I
physics = S
anim = 3000
ctrl = 0
poweradd = -1000
velset = 0,0,0

[State 3000, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 25

[State 3000, 1] ; voice
type = PlaySnd
trigger1 = time = 0
value = 0,37

[State 3000, 1] ;flash sound
type = PlaySnd
trigger1 = time = 5
value = 700,2
volume = -50

[State 3000, 2]
type = SuperPause
trigger1 = time = 2
anim = -1
movetime = 30

[State 3000, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 513
postype = p1
pos = 19,-90
sprpriority = 7
supermove = 1
bindtime = 1
ownpal = 1

[State 3000, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 512
postype = p1
pos = 17,-97
sprpriority = -2
supermove = 1
bindtime = 1
ownpal = 1

;[State 3000, 4]
;type = Explod
;trigger1 = time = 5
;anim = 800
;pos = 17,-90
;supermove = 1
;sprpriority = -2
;bindtime = 1
;ownpal = 1

;[State 3000, 4]
;type = Explod
;trigger1 = time = 1
;anim = 810
;pos = 17,-90
;supermove = 1
;sprpriority = 2
;bindtime = 1
;ownpal = 1

[State 3000, 3]
type = envcolor
trigger1 = time = 1
time = 30
under = 1
value = 0, 0, 0






[State 3000, end1]
type = changestate
trigger1 = (command = "hold_A") && (Time >= 34)
value = 3001

[State 3000, end2]
type = changestate
trigger1 = (animtime = 0) && (command != "hold_A")
trigger2 = var(59) = 1
trigger2 = animtime = 0
value = 3002


[Statedef 3001]
type    = S
movetype= I
physics = S
anim = 3001
ctrl = 0
velset = 0,0,0

[State 3001, handflame]
type = Explod
triggerall = command = "hold_A"
trigger1 = Time = 0
anim = 2010
ID = 2010
pos = -4,0
postype = p1
shadow = 64,64,64
sprpriority = 2
bindtime = 240
removetime = 240
ownpal = 1

[State 3001, end1]
type = changestate
trigger1 = (command != "hold_A") && (time >= 0)
trigger2 = time = 240
trigger3 = var(59) = 1
trigger3 = p2stateno != 120 || P2stateno != 130
;trigger3 = time >= 0
trigger4 = var(59) = 1
trigger4 = p2statetype = A
trigger4 = p2dist y >= 120
trigger4 = time >= 19
value = 3002

;-----------------------------
; release
[Statedef 3002]
type = S
movetype = A
physics = N
ctrl = 0
anim = 3002
velset = 0,0,0
juggle = 2
[State 3004, 0]
type = explod
trigger1 = time = 12
anim = 300
sprpriority = -2
pos = 10, -1
bindtime = 7
ownpal = 1
[State 3004, 0]
type = explod
trigger1 = time = 5
anim = 1234
sprpriority = -2
pos = 10, -1
bindtime = 7
ownpal = 1

[State 3002, muteki]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 6

[State 3002, burn]
type = varset
trigger1 = movehit
var(3) = 1

[State 3002, 1.5]
type = PlaySnd
trigger1 = time = 3
value = 3000,1



[State 3002, 1]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
x = 8

[State 3002, 2]
type = velset
trigger1 = animelem = 2, = 3
x = 10

[State 3002, 6]
type = HitDef
trigger1 = time = 0
persistent = 0
attr = S, HA
animtype = up
damage = 0,22 ; 0,10
sparkno = 2
sparkxy = 0,-60
priority = 6
pausetime = 2,0
guardflag = MA
hitsound = -1
guardsound = S150,1
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -2,-11
air.velocity = -2,-11
air.juggle = 9
air.animtype = Back
fall = 1
fall.recover = 0
palfx.time = 60
palfx.mul = 240,220,128
palfx.sinadd = 32,128,220,16
palfx.add = 190,180,84
p2stateno = 3010
envshake.time = 30
envshake.ampl = 6

[State 3002, 1.5]
type = PlaySnd
trigger1 = movehit
value = 190,2
ignorehitpause = 1
persistent = 0
volume = -50

[State 3002, 1.5]
type = PlaySnd
trigger1 = movehit
value = 700,0
ignorehitpause = 1
persistent = 0

[State 3002, 7]
type = TargetLifeAdd
trigger1 = movehit
value = -280  ; -333 KOF99
absolute = 1

[State 3002, 8]
type = PlayerPush
trigger1 = Time >= 8
value = 0

[State 3002, afterimage]
type = AfterImage
trigger1 = AnimElem = 2, = 1
time = 36
Trans = Add1
FrameGap = 3
length = 8
time = 20

[State 3002, end1]
type = changestate
trigger1 = animtime = 0
value = 3003
ctrl = 1

[State 3002, end1]
type = changestate
trigger1 = movehit
value = 3004
ctrl = 1


[Statedef 3003]
type = S
movetype = A
physics = N
ctrl = 0
anim = 3003
velset = 0,0,0
juggle = 2

[State 3003, 1]
type = HitDef
trigger1 = time =[0,4]
persistent = 0
attr = S, HA
animtype = up
damage = 0,22 ; 0,10
sparkno = 2
sparkxy = 0,-60
priority = 6
pausetime = 2,0
guardflag = MA
hitsound = S2200,0
guardsound = S150,1
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -2,-11
air.velocity = -2,-11
air.juggle = 9
air.animtype = Back
fall = 1
fall.recover = 0
palfx.time = 60
palfx.mul = 240,220,128
palfx.sinadd = 32,128,220,16
palfx.add = 190,180,84
p2stateno = 3010
envshake.time = 30
envshake.ampl = 6

[State 3003, 7]
type = TargetLifeAdd
trigger1 = movehit
value = -280  ; -333 KOF99
absolute = 1
persistent = 0

[State 3003, 1]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
x = 8

[State 3003, 2]
type = velset
trigger1 = time = 0
x = 6

[State 3003, 2]
type = veladd
trigger1 = time >= 0
x = -0.2

[State 3003, 3]
type = VelSet
trigger1 = Vel X <= 0
x = 0

[State 3000, end1]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 3004]
type = S
movetype = I
physics = N
ctrl = 0
anim = 3003
velset = 0,0,0

[State 3004, 0]
type = explod
trigger1 = time = 0
anim = 2050
sprpriority = -2
pos = 10, -1
bindtime = 7
ownpal = 1

[State 3004, 0]
type = explod
trigger1 = time = 0
anim = 2225
sprpriority = -2
pos = 10, -1
bindtime = 7
ownpal = 1

[State 3004, 1]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
x = 8

[State 3004, 2]
type = velset
trigger1 = time = 0
x = 8

[State 3004, 2]
type = veladd
trigger1 = time >= 0
x = -0.4

[State 3004, 3]
type = VelSet
trigger1 = Vel X <= 0
x = 0

[State 3004, end1]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 3010]
type = A
movetype = H
physics = N
ctrl = 0
anim = 5030

[State 3010, 1]
type = DefenceMulSet
trigger1 = time = 0
value = 1

[State 3010, 2]
type = NotHitBy
trigger1 = time >= 0
value = SCA

[State 3010, 4]
type = EnvShake
trigger1 = time = 0
trigger2 = (Anim = 3603) && (Vel Y > 0) && (Pos Y >= 0)
time = 30
ampl = 5

[State 3010, 5]
type = PosFreeze
trigger1 = HitShakeOver = 0

[State 3010, 6]
type = ForceFeedBack
trigger1 = HitShakeOver = 0
time = 1
waveform = square

[State 3010, 7]
type = posadd
trigger1 = HitShakeOver = 1
persistent = 0
y = -35

[State 3010, 8]
type = EnvColor
trigger1 = (time = 0) && (life > 0)
time = 2
value = 240,240,240
under = 1
ignorepausetime = 1

[State 3010, 9]
type = ChangeAnim2
trigger1 = HitShakeOver = 1
persistent = 0
value = 3010

[State 3010, 10]
type = HitVelSet
trigger1 = HitShakeOver = 1
persistent = 0
x = 1
y = 1

[State 3010, 11]
type = VelAdd
trigger1 = HitShakeOver = 1
y = 0.4

[State 3010, 12]
type = SelfState
triggerall = Anim = 3010
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 5100

[State 180, 2] ;Choose win1
type = VarSet
trigger1 = Command = "hold_A"
var(1) = 1






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

[State 2216]
type = Explod
trigger1 = time = 0
anim = 7777
id = 513
sprpriority = 1
postype = p1
pos = 0,-80
bindtime = -1
removetime = 150
supermove = 1
under = 0
ownpal = 1

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

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

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

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

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

[State 2216]
type = Explod
trigger1 = time = 0
anim = 10013
id = 10013
sprpriority = 1
postype = p1
pos = 10,0
bindtime = -1
removetime = 120
supermove = 1
under = 0
ownpal = 1

[State 2216]
type = Explod
trigger1 = time = 0
anim = 10014
id = 10014
sprpriority = 1
postype = p1
pos = -10,0
bindtime = -1
removetime = 120
supermove = 1
under = 0
ownpal = 1

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

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


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

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

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




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

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

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

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


