
;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]棫偪対
;--------------------------------------------------
[StateDef 200]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 200
SprPriority = 1



;--------------------岠壥壒
[State 200, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 2
Value = S100, 16

;--------------------峌寕愝掕
[State 200, HitDef]
Type = projectile
Trigger1 = AnimElem = 4
projanim = 2001
ProjID  = 2001
projhitanim  = 2001
offset  = 0,0
postype = p1
projscale = 1,1
projremove = 0
projremovetime = 1
Persistent = 0
SparkNo     = s31050
Guard.SparkNo    = s31500
Attr = S, NP
GuardFlag = M
AnimType = Light
Air.AnimType = Back
Priority = 2, Hit
Damage = 2
PauseTime = 10,10
SparkXY = 40, -50
HitSound = S100, 4
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 10
Ground.HitTime  = 10
Guard.Dist = 90
Ground.Velocity = -4
Air.Velocity = -4,-3.5
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(24*FVar(10))
Guard.Kill = 0
GetPower = 20, 10
GivePower = -1

;僸僢僩僄僼僃僋僩昞帵埵抲
;Pos = Floor(P2Dist X), -50



;--------------------峌寕忬懺廔椆
[State 200, StateTypeSet]
Type = StateTypeSet
Trigger1 = MoveContact
Trigger1 = AnimElem = 5
MoveType = I

;--------------------廔椆
[State 200, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[State 200, 4]
type = CtrlSet
trigger1 = animelem = 5
value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]儗僶乕対丂摦嶌侾
;--------------------------------------------------
[StateDef 210]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 210
SprPriority = 1

;--------------------岠壥壒
[State 210, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 3
Value = S100, 17

[State 210, Explod]
Type = Explod
Trigger1 = AnimElem = 3
Persistent = 0
IgnoreHitPause = 0
Anim = 6951
ID = 210
Pos = 31, -39
PosType = P1
BindTime = -1
SuperMove = 0
SprPriority = 10
OwnPal = 1
RemoveOnGetHit = 1

;--------------------峌寕愝掕
[State 210, HitDef]
Type = projectile
Trigger1 = AnimElem = 3
projanim = 2101
ProjID  = 2101
projhitanim  = 2101
offset  = 0,0
postype = p1
projscale = 1,1
projremove = 0
projremovetime = 1
Persistent = 0
SparkNo     = s31060
Guard.SparkNo    = s31500
Attr = S, NP
HitFlag = MAF
GuardFlag = M
AnimType = Midium
Air.AnimType = Back
Priority = 3, Hit
Damage = 4
PauseTime = 10,10
SparkXY = 40, -40
HitSound = S100, 4
GuardSound = S100, 9
Ground.Type = Low
Ground.SlideTime = 16+(16*Var(35))
Ground.HitTime  = 16+(16*Var(35))
Guard.Dist = 100
Ground.Velocity = -4-(2*Var(35))
Air.Velocity = -4-(2*Var(35)),-3-(2*Var(35))
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(24*FVar(10))+(24*Var(35))
Guard.Kill = 0
GetPower = 60, 40
GivePower = -1

;僸僢僩僄僼僃僋僩昞帵埵抲
;Pos = Floor(P2Dist X), -40



;--------------------僇僂儞僞乕僸僢僩敾掕
[State 210, VarSet] 
Type = VarSet
Trigger1 = !MoveHit
Trigger1 = P2MoveType = A
V = 35
Value = 1

[State 210, PlaySnd]
Type = PlaySnd
Trigger1 = NumEnemy > 0
Trigger1 = Var(35) = 1
Trigger1 = MoveHit
Trigger1 = P2MoveType = H
Trigger1 = P2StateNo = [5000,5099]
Value = S100, 14
Channel = 4
Persistent = 0
IgnoreHitPause = 1

[State 210, Helper];僇僂儞僞乕僸僢僩僄僼僃僋僩
Type = Helper
Trigger1 = NumEnemy > 0
Trigger1 = Var(35) = 1
Trigger1 = MoveHit
Trigger1 = P2MoveType = H
Trigger1 = P2StateNo = [5000,5099]
Persistent = 0
IgnoreHitPause = 1
OwnPal = 1
PosType = P1
Pos = 40, -40
ID = 31300
StateNo = 31300
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 210, VarSet] 
Type = VarSet
Trigger1 = !MoveHit
Trigger1 = P2MoveType != A
V = 35
Value = 0

;--------------------師傊
[State 210, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 211

[State 210, 4]
type = CtrlSet
trigger1 = animelem = 5
value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]儗僶乕対丂摦嶌俀
;--------------------------------------------------
[StateDef 211]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 211
VelSet = 7, 0
SprPriority = 1

;--------------------岠壥壒
[State 211, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 3
Value = S100, 17

[State 211, Explod]
Type = Explod
Trigger1 = AnimElem = 3
Persistent = 0
IgnoreHitPause = 0
Anim = 6952
ID = 211
Pos = 43, -46
PosType = P1
BindTime = -1
SuperMove = 0
SprPriority = 10
OwnPal = 1
RemoveOnGetHit = 1

;--------------------峌寕愝掕
[State 211, HitDef]
Type = projectile
Trigger1 = AnimElem = 3
projanim = 2111
ProjID  = 2111
projhitanim  = 2111
offset  = 0,0
postype = p1
projscale = 1,1
projremove = 0
projremovetime = 1
Persistent = 0
SparkNo     = s31050
Guard.SparkNo    = s31500
Attr = S, NP
HitFlag = MA
GuardFlag = M
AnimType = Midium
Air.AnimType = Back
Priority = 3, Hit
Damage = 5
PauseTime = 10,10
SparkXY = 40, -45
HitSound = S100, 4
GuardSound = S100, 9
Ground.Type = Low
Ground.SlideTime = 16
Ground.HitTime  = 16
Guard.Dist = 120
Ground.Velocity = -4
Air.Velocity = -4,-3
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(24*FVar(10))
Guard.Kill = 0
GetPower = 60, 40
GivePower = -1

;僸僢僩僄僼僃僋僩昞帵埵抲
;Pos = Floor(P2Dist X), -45


;--------------------峌寕忬懺廔椆
[State 211, StateTypeSet]
Type = StateTypeSet
Trigger1 = MoveContact
Trigger1 = AnimElem = 4
MoveType = I

;--------------------廔椆
[State 211, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[State 211, 4]
type = CtrlSet
trigger1 = animelem = 7
value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]棫偪廟
;--------------------------------------------------
[StateDef 220]
Type = C
MoveType = A
Physics = S
Ctrl = 0
Anim = 220
SprPriority = 1

;--------------------岠壥壒
[State 220, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 3
Value = S100, 18

;--------------------峌寕愝掕
[State 220, HitDef]
Type = projectile
Trigger1 = AnimElem = 5
projanim = 2201
ProjID  = 2201
projhitanim  = 2201
offset  = 0,0
postype = p1
projscale = 1,1
projremove = 0
projremovetime = 1
Persistent = 0
SparkNo     = s31010
Guard.SparkNo    = s31500
Attr = C, NP
HitFlag = M
GuardFlag = L
AnimType = Midium
Air.AnimType = Back
Priority = 4, Hit
Damage = 9
PauseTime = 10,10
SparkXY = 40, -10
HitSound = S100, 2
GuardSound = S100, 9
Ground.Type = Low
Ground.SlideTime = 22+(22*Var(35))
Ground.HitTime  = 22+(22*Var(35))
Guard.Dist = 70
Ground.Velocity = 1
Air.Velocity = 0,-3
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(35*FVar(10))+(35*Var(35))
Guard.Kill = 0
GetPower = 80, 60
GivePower = -1

;僸僢僩僄僼僃僋僩昞帵埵抲
;Pos = Floor(P2Dist X), -10



;--------------------僇僂儞僞乕僸僢僩敾掕
[State 220, VarSet] 
Type = VarSet
Trigger1 = !MoveHit
Trigger1 = P2MoveType = A
V = 35
Value = 1

[State 220, PlaySnd]
Type = PlaySnd
Trigger1 = NumEnemy > 0
Trigger1 = Var(35) = 1
Trigger1 = MoveHit
Trigger1 = P2MoveType = H
Trigger1 = P2StateNo = [5000,5099]
Value = S100, 14
Channel = 4
Persistent = 0
IgnoreHitPause = 1

[State 220, Helper];僇僂儞僞乕僸僢僩僄僼僃僋僩
Type = Helper
Trigger1 = NumEnemy > 0
Trigger1 = Var(35) = 1
Trigger1 = MoveHit
Trigger1 = P2MoveType = H
Trigger1 = P2StateNo = [5000,5099]
Persistent = 0
IgnoreHitPause = 1
OwnPal = 1
PosType = P1
Pos = 30, -10
ID = 31300
StateNo = 31300
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 220, TargetState]
Type = TargetState
TriggerAll = NumTarget > 0
TriggerAll = Var(35) = 1
TriggerAll = MoveHit
TriggerAll = P2MoveType = H
TriggerAll = P2StateNo = [5000,5099]
Trigger1 = Target,StateType = S
Trigger2 = Target,StateType = C
Persistent = 0
IgnoreHitPause = 1
Value = 7020

[State 220, VarSet] 
Type = VarSet
Trigger1 = !MoveHit
Trigger1 = P2MoveType != A
V = 35
Value = 0

;--------------------峌寕忬懺廔椆
[State 220, StateTypeSet]
Type = StateTypeSet
Trigger1 = MoveContact
Trigger1 = AnimElem = 6
MoveType = I

;--------------------廔椆
[State 220, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[State 220, 4]
type = CtrlSet
trigger1 = animelem = 8
value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]儗僶乕廟
;--------------------------------------------------
[StateDef 230]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 230
SprPriority = 1

;--------------------岠壥壒
[State 230, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 2
Value = S100, 18

;--------------------峌寕愝掕
[State 230, HitDef]
Type = projectile
Trigger1 = AnimElem = 3
projanim = 2301
ProjID  = 2301
projhitanim  = 2301
offset  = 0,0
postype = p1
projscale = 1,1
projremove = 0
projremovetime = 1
Persistent = 0
SparkNo     = s31010
Guard.SparkNo    = s31500
Attr = S, NP
HitFlag = MAF
GuardFlag = H
AnimType = Hard
Air.AnimType = Back
Priority = 4, Hit
Damage = 8
PauseTime = 10,10
SparkXY = 50, -50
HitSound = S100, 2
GuardSound = S100, 9
Ground.Type = Low
Ground.SlideTime = 22
Ground.HitTime  = 22
Guard.Dist = 75
Ground.Velocity = -4, -9
Guard.Velocity = -6
Air.Velocity = -4,-9
Fall = 1
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(40*FVar(10))
Guard.Kill = 0
GetPower = 80, 60
GivePower = -1

;僸僢僩僄僼僃僋僩昞帵埵抲
;Pos = Floor(P2Dist X), -50



;--------------------峌寕忬懺廔椆
[State 230, StateTypeSet]
Type = StateTypeSet
Trigger1 = MoveContact
Trigger1 = AnimElem = 4
MoveType = I

;--------------------廔椆
[State 230, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[State 230, 4]
type = CtrlSet
trigger1 = animelem = 5
value = 1


;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]孅対
;--------------------------------------------------
[StateDef 400]
Type = C
MoveType = A
Physics = C
Ctrl = 0
Anim = 400
SprPriority = 1

;--------------------岠壥壒
[State 400, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 2
Value = S100, 18

;--------------------峌寕愝掕
[State 400, HitDef]
Type = projectile
Trigger1 = AnimElem = 3
projanim = 4001
ProjID  = 4001
projhitanim  = 4001
offset  = 0,0
postype = p1
projscale = 1,1
projremove = 0
projremovetime = 1
Persistent = 0
SparkNo     = s31010
Guard.SparkNo    = s31500
Attr = C, NP
HitFlag = MAF
GuardFlag = M
AnimType = Hard
Air.AnimType = Back
Priority = 4, Hit
Damage = 7
PauseTime = 10,10
SparkXY = 50, -50
HitSound = S100, 2
GuardSound = S100, 9
Ground.Type = Low
Ground.SlideTime = 22+(22*Var(35))
Ground.HitTime  = 22+(22*Var(35))
Guard.Dist = 100
Ground.Velocity = -6-(2*Var(35)),-6.5-(2*Var(35))
Guard.Velocity = -5.5
Air.Velocity = -6-(2*Var(35)),-5-(2*Var(35))
Fall = 1
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(24*FVar(10))+(24*Var(35))
Guard.Kill = 0
GetPower = 80, 60
GivePower = -1

;僸僢僩僄僼僃僋僩昞帵埵抲
;Pos = Floor(P2Dist X), -50



;--------------------僇僂儞僞乕僸僢僩敾掕
[State 400, VarSet] 
Type = VarSet
Trigger1 = !MoveHit
Trigger1 = P2MoveType = A
V = 35
Value = 1

[State 400, PlaySnd]
Type = PlaySnd
Trigger1 = NumEnemy > 0
Trigger1 = Var(35) = 1
Trigger1 = MoveHit
Trigger1 = P2MoveType = H
Trigger1 = P2StateNo = [5000,5099]
Value = S100, 14
Channel = 4
Persistent = 0
IgnoreHitPause = 1

[State 400, Helper];僇僂儞僞乕僸僢僩僄僼僃僋僩
Type = Helper
Trigger1 = NumEnemy > 0
Trigger1 = Var(35) = 1
Trigger1 = MoveHit
Trigger1 = P2MoveType = H
Trigger1 = P2StateNo = [5000,5099]
Persistent = 0
IgnoreHitPause = 1
OwnPal = 1
PosType = P1
Pos = 40, -50
ID = 31300
StateNo = 31300
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 400, VarSet] 
Type = VarSet
Trigger1 = !MoveHit
Trigger1 = P2MoveType != A
V = 35
Value = 0

;--------------------峌寕忬懺廔椆
[State 400, StateTypeSet]
Type = StateTypeSet
Trigger1 = MoveContact
Trigger1 = AnimElem = 4
MoveType = I

;--------------------廔椆
[State 400, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 11
Ctrl = 1

[State 400, 4]
type = CtrlSet
trigger1 = animelem = 5
value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]孅廟
;--------------------------------------------------
[StateDef 420]
Type = C
MoveType = A
Physics = N
Ctrl = 0
Anim = 420
SprPriority = 1

;--------------------懍搙愝掕
[State 420, VelSet]
Type = VelSet
Trigger1 = Time = 10
X = 22

[State 420, VelMul]
Type = VelMul
Trigger1 = Time >= 20
X = 0.85

;--------------------岠壥壒
[State 420, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = S100, 18

;--------------------峌寕愝掕
[State 420, HitDef]
Type = projectile
Trigger1 = AnimElem = 5
Trigger2 = AnimElem = 6
Trigger3 = AnimElem = 7
Trigger4 = AnimElem = 8
Trigger5 = AnimElem = 9
Trigger6 = AnimElem = 10
projanim = 4201
ProjID  = 4201
projhitanim  = 4201
offset  = 10,0
postype = p1
projscale = 1,1
projremove = 0
projremovetime = 1
Persistent = 0
SparkNo     = s31010
Guard.SparkNo    = s31500
Attr = C, NP
HitFlag = M
GuardFlag = L
AnimType = Hard
Air.AnimType = Back
Priority = 5, Hit
Damage =  9
PauseTime = 10,10
SparkXY = 60, -5
HitSound = S100, 2
GuardSound = S100, 9
Ground.Type = Low
Ground.SlideTime = 22+(22*Var(35))
Ground.HitTime  = 22+(22*Var(35))
Guard.Dist = 70
Ground.Velocity = 0, -3.5-(1*Var(35))
Guard.Velocity = -6
Air.Velocity = 0,-3.5-(1*Var(35))
Fall = 1
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(40*FVar(10))+(40*Var(35))
Guard.Kill = 0
GetPower = 80, 60
GivePower = -1

;僸僢僩僄僼僃僋僩昞帵埵抲
;Pos = Floor(P2Dist X), -5


;--------------------僇僂儞僞乕僸僢僩敾掕
[State 420, VarSet] 
Type = VarSet
Trigger1 = !MoveHit
Trigger1 = P2MoveType = A
V = 35
Value = 1

[State 420, PlaySnd]
Type = PlaySnd
Trigger1 = NumEnemy > 0
Trigger1 = Var(35) = 1
Trigger1 = MoveHit
Trigger1 = P2MoveType = H
Trigger1 = P2StateNo = [5000,5099]
Value = S100, 14
Channel = 4
Persistent = 0
IgnoreHitPause = 1

[State 420, Helper];僇僂儞僞乕僸僢僩僄僼僃僋僩
Type = Helper
Trigger1 = NumEnemy > 0
Trigger1 = Var(35) = 1
Trigger1 = MoveHit
Trigger1 = P2MoveType = H
Trigger1 = P2StateNo = [5000,5099]
Persistent = 0
IgnoreHitPause = 1
OwnPal = 1
PosType = P1
Pos = 40, -5
ID = 31300
StateNo = 31300
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 420, VarSet] 
Type = VarSet
Trigger1 = !MoveHit
Trigger1 = P2MoveType != A
V = 35
Value = 0

;--------------------峌寕忬懺廔椆
[State 420, StateTypeSet]
Type = StateTypeSet
Trigger1 = MoveContact
Trigger1 = AnimElem = 10
MoveType = I

;--------------------廔椆
[State 420, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 11
Ctrl = 1

[State 420, 4]
type = CtrlSet
trigger1 = animelem = 10
value = 1


;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]嬻拞対
;--------------------------------------------------
[StateDef 600]
Type = A
MoveType = A
Physics = A
Ctrl = 0
Anim = 600
SprPriority = 1

;--------------------岠壥壒
[State 600, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = S100, 18

[State 600, Explod]
Type = Explod
Trigger1 = AnimElem = 4
Persistent = 0
IgnoreHitPause = 0
Anim = 6955
ID = 600
Pos = 0, 0
PosType = P1
BindTime = -1
SuperMove = 0
SprPriority = 10
OwnPal = 1
RemoveOnGetHit = 1

;--------------------峌寕愝掕
[State 600, HitDef]
Type = projectile
Trigger1 = AnimElem = 5
projanim = 6001
ProjID  = 6001
projhitanim  = 6001
offset  = 0,0
postype = p1
projscale = 1,1
projremove = 0
projremovetime = 1
Persistent = 0
SparkNo     = s31070
Guard.SparkNo    = s31500
Attr = A, NP
HitFlag = MAF
GuardFlag = HA
AnimType = Midium
Air.AnimType = Back
Priority = 4, Hit
Damage =  8
PauseTime = 10,10
SparkXY = 40, -30
HitSound = S100, 4
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 16+(16*Var(35))
Ground.HitTime  = 16+(16*Var(35))
Guard.Dist = 70
Ground.Velocity = -4.5
Air.Velocity = 0, 10
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(40*FVar(10))+(40*Var(35))
Guard.Kill = 0
GetPower = 80, 60
GivePower = -1

;僸僢僩僄僼僃僋僩昞帵埵抲
;Pos = Floor(P2Dist X), -30


;--------------------僇僂儞僞乕僸僢僩敾掕
[State 600, VarSet] 
Type = VarSet
Trigger1 = !MoveHit
Trigger1 = P2MoveType = A
V = 35
Value = 1

[State 600, PlaySnd]
Type = PlaySnd
Trigger1 = NumEnemy > 0
Trigger1 = Var(35) = 1
Trigger1 = MoveHit
Trigger1 = P2MoveType = H
Trigger1 = P2StateNo = [5000,5099]
Value = S100, 14
Channel = 4
Persistent = 0
IgnoreHitPause = 1

[State 600, Helper];僇僂儞僞乕僸僢僩僄僼僃僋僩
Type = Helper
Trigger1 = NumEnemy > 0
Trigger1 = Var(35) = 1
Trigger1 = MoveHit
Trigger1 = P2MoveType = H
Trigger1 = P2StateNo = [5000,5099]
Persistent = 0
IgnoreHitPause = 1
OwnPal = 1
PosType = P1
Pos = 30, -30
ID = 31300
StateNo = 31300
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 600, VarSet] 
Type = VarSet
Trigger1 = !MoveHit
Trigger1 = P2MoveType != A
V = 35
Value = 0

[State 600,僕儍儞僾僉儍儞僙儖]
type = ChangeState
value = 40
triggerall = command = "holdup"
trigger1 = animelem = 10

;--------------------峌寕忬懺廔椆
[State 600, StateTypeSet]
Type = StateTypeSet
Trigger1 = MoveContact
Trigger1 = AnimElem = 6
MoveType = I

;--------------------廔椆
[State 600, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 34
Value = 41
Elem = 11

[State 600, ChangeState]
Type = ChangeState
Trigger1 = Time = 34
Value = 51
Ctrl = 1

[State 600, 4]
type = CtrlSet
trigger1 = animelem = 10
value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]嬻拞廟丂堦寕栚
;--------------------------------------------------
[StateDef 620]
Type = A
MoveType = A
Physics = A
Ctrl = 0
Anim = 620
SprPriority = 1

;--------------------岠壥壒
[State 620, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 4
Value = S100, 18

;--------------------峌寕愝掕
[State 620, HitDef]
Type = projectile
Trigger1 = AnimElem = 4
projanim = 6201
ProjID  = 6201
projhitanim  = 6201
offset  = 0,0
postype = p1
projscale = 1,1
projremove = 0
projremovetime = 1
Persistent = 0
SparkNo     = s31010
Guard.SparkNo    = s31500
Attr = A, NP
HitFlag = MAF
GuardFlag = HA
AnimType = Midium
Air.AnimType = Back
Priority = 3, Hit
Damage =  5
PauseTime = 10,10
SparkXY = 50, -50
HitSound = S100, 1
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 16+(16*Var(35))
Ground.HitTime  = 16+(16*Var(35))
Guard.Dist = 75
Ground.Velocity = -4-(2*Var(35))
Air.Velocity = -3, -5
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(40*FVar(10))+(40*Var(35))
Guard.Kill = 0
GetPower = 60, 40
GivePower = -1

;僸僢僩僄僼僃僋僩昞帵埵抲
;Pos = Floor(P2Dist X), -50



;--------------------僇僂儞僞乕僸僢僩敾掕
[State 620, VarSet] 
Type = VarSet
Trigger1 = !MoveHit
Trigger1 = P2MoveType = A
V = 35
Value = 1

[State 620, PlaySnd]
Type = PlaySnd
Trigger1 = NumEnemy > 0
Trigger1 = Var(35) = 1
Trigger1 = MoveHit
Trigger1 = P2MoveType = H
Trigger1 = P2StateNo = [5000,5099]
Value = S100, 14
Channel = 4
Persistent = 0
IgnoreHitPause = 1

[State 620, Helper];僇僂儞僞乕僸僢僩僄僼僃僋僩
Type = Helper
Trigger1 = NumEnemy > 0
Trigger1 = Var(35) = 1
Trigger1 = MoveHit
Trigger1 = P2MoveType = H
Trigger1 = P2StateNo = [5000,5099]
Persistent = 0
IgnoreHitPause = 1
OwnPal = 1
PosType = P1
Pos = 30, -50
ID = 31300
StateNo = 31300
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 620, VarSet] 
Type = VarSet
Trigger1 = !MoveHit
Trigger1 = P2MoveType != A
V = 35
Value = 0

[State 620,僕儍儞僾僉儍儞僙儖]
type = ChangeState
value = 40
triggerall = command = "holdup"
trigger1 = animelem = 6

;--------------------峌寕忬懺廔椆
[State 620, StateTypeSet]
Type = StateTypeSet
Trigger1 = MoveContact
Trigger1 = AnimElem = 5
MoveType = I

;--------------------師傊
[State 620, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 621

[State 620, 4]
type = CtrlSet
trigger1 =  animelem = 6
value = 1

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]嬻拞廟丂擇寕栚
;--------------------------------------------------
[StateDef 621]
Type = A
MoveType = A
Physics = A
Ctrl = 0
Anim = 621
SprPriority = 1

;--------------------岠壥壒
[State 621, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 1
Value = S100, 18

;--------------------峌寕愝掕
[State 621, HitDef]
Type = projectile
Trigger1 = AnimElem = 1
projanim = 6211
ProjID  = 6211
projhitanim  = 6211
offset  = 0,0
postype = p1
projscale = 1,1
projremove = 0
projremovetime = 1
Persistent = 0
SparkNo     = s31010
Guard.SparkNo    = s31500
Attr = A, NP
HitFlag = MAF
GuardFlag = HA
AnimType = Midium
Air.AnimType = Back
Priority = 3, Hit
Damage = 5
PauseTime = 10,10
SparkXY = 50, -50
HitSound = S100, 2
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 16+(16*Var(35))
Ground.HitTime  = 16+(16*Var(35))
Guard.Dist = 80
Ground.Velocity = -4.5-(2*Var(35))
Air.Velocity = -9, 9
Air.Fall = 1
Fall.Recover = 1
Fall.RecoverTime = Ceil(40*FVar(10))+(40*Var(35))
Guard.Kill = 0
GetPower = 60, 40
GivePower = -100000

;僸僢僩僄僼僃僋僩昞帵埵抲
;Pos = Floor(P2Dist X), -20



;--------------------僇僂儞僞乕僸僢僩敾掕
[State 621, VarSet] 
Type = VarSet
Trigger1 = !MoveHit
Trigger1 = P2MoveType = A
V = 35
Value = 1

[State 621, PlaySnd]
Type = PlaySnd
Trigger1 = NumEnemy > 0
Trigger1 = Var(35) = 1
Trigger1 = MoveHit
Trigger1 = P2MoveType = H
Trigger1 = P2StateNo = [5000,5099]
Value = S100, 14
Channel = 4
Persistent = 0
IgnoreHitPause = 1

[State 621, Helper];僇僂儞僞乕僸僢僩僄僼僃僋僩
Type = Helper
Trigger1 = NumEnemy > 0
Trigger1 = Var(35) = 1
Trigger1 = MoveHit
Trigger1 = P2MoveType = H
Trigger1 = P2StateNo = [5000,5099]
Persistent = 0
IgnoreHitPause = 1
OwnPal = 1
PosType = P1
Pos = 30, -20
ID = 31300
StateNo = 31300
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 621, TargetState]
Type = TargetState
TriggerAll = NumTarget > 0
Trigger1 = Var(35) = 1
Trigger1 = MoveHit
Trigger1 = P2StateType = A
Value = 7045
Persistent = 0
IgnoreHitPause = 1

[State 621, Helper]
Type = Helper
TriggerAll = NumTarget > 0
Trigger1 = Var(35) = 1
Trigger1 = MoveHit
Trigger1 = P2StateType = A
Persistent = 0
IgnoreHitPause = 1
PosType = P2
Pos = 0, 0
ID = 7043
StateNo = 7043
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = " "

[State 621, VarSet] 
Type = VarSet
Trigger1 = !MoveHit
Trigger1 = P2MoveType != A
V = 35
Value = 0

[State 621,僕儍儞僾僉儍儞僙儖]
type = ChangeState
value = 40
triggerall = command = "holdup"
trigger1 = animelem = 4

;--------------------峌寕忬懺廔椆
[State 621, StateTypeSet]
Type = StateTypeSet
Trigger1 = MoveContact
Trigger1 = AnimElem = 2
MoveType = I

;--------------------廔椆
[State 621, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 16
Value = 41
Elem = 11

[State 621, ChangeState]
Type = ChangeState
Trigger1 = Time = 16
Value = 51
Ctrl = 1

[State 621, 4]
type = CtrlSet
trigger1 = animelem = 4
value = 1

[StateDef 800]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 3240
SprPriority = 1

;--------------------懍搙愝掕
[State 3240, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State 3240, PosSet]
Type = PosSet
Trigger1 = Time = 0
Y = 0

;--------------------挻昁嶦岠壥
[State 3240, SuperPause]
Type = SuperPause
Trigger1 = Time = 0
Time = 40
MoveTime = 40
Darken = 0
Pos = 0,-45
Anim = -1

[State 3240]
type = Explod
trigger1 = time = 0
anim = 7079
sprpriority = 10
postype = p1
pos = 0,-70
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3240]
type = Explod
trigger1 = time = 0
anim = 7080
sprpriority = 11
postype = p1
pos = 0,-70
bindtime = -1
supermove = 1
under = 0
ownpal = 1


[State 3240, PowerAdd]
Type = PowerAdd
Trigger1 = Time = 0
Value = -3000


[State 3240, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S400, 0

[State 3240, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 400,4

[State 3240, PlayerPush]
Type = PlayerPush
Trigger1 = 1
Value = 0


;--------------------師傊
[State 3240, ChangeState]
Type = ChangeState
Trigger1 = Time >= 40
Value = 801

;仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭仭
;	[杮懱]僨乕儌儞僉儞僌儗僀丂曻弌
;--------------------------------------------------
[StateDef 801]
Type = A
MoveType = A
Physics = N
Ctrl = 0
Anim = 3241
VelSet = 0, -4
SprPriority = 1

[State 3240, PowerAdd]
Type = lifeset
Trigger1 = Time >= 0
Value = 100

[State 3240, PowerAdd]
Type =null;varset
Trigger1 = Time = 0
V = 39
Value = 1

[State 2000]
type =allPalFx
trigger1 = time = 0
sinadd = 256,256,256,100
time = 25

[State 3241, Helper]
Type = Helper
Trigger1 = Time = 25
persistent = 0
PauseMoveTime = 9999
supermovetime = 9999
OwnPal = 1
PosType = P1
Pos = 5, -110
ID = 802
StateNo = 802
PauseMoveTime = 9999999
supermovetime = 999999
helpertype = player

[State 3241, ChangeState]
Type = ChangeState
Trigger1 = time >= 26
Value = 3242

[State 3241, VelMul]
Type = VelMul
Trigger1 = Time > 0
Y = 0.9


[State 3241, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 1
Movecamera = 1, 0

[StateDef 802]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 7073
sprpriority = 99999

[State 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 1]
Type = ChangeState
Trigger1 = !ishelper
Value = 0
ctrl = 1

[State 2000]
type =allPalFx
trigger1 = time = 0
add = 256,256,256
sinadd = -256,-256,-256,100
time = 25

[State 199]
type = Explod
trigger1 = (GameTime%25) = 0
anim = 7090
id = 70900
postype = left
pos = 320+(random%40), 0
scale = 0.9,0.8
sprpriority = 999999999
SuperMoveTime = 9999
PauseMoveTime = 9999
ontop = 1
ownpal = 1
removeongethit = 0
bindtime = -1
trans = add

[State 199]
type = Explod
trigger1 = time >= 5
trigger1 = (GameTime%20) = 0
anim = 7091
id = 70900
postype = right
pos = -350+(random%40), -20
scale = 0.9,0.8
sprpriority = 999999999
SuperMoveTime = 9999
PauseMoveTime = 9999
ontop = 1
ownpal = 1
removeongethit = 0
bindtime = -1
trans = add

[State 3241]
type = Explod
trigger1 = time = 0
anim = 7097
id = 70900
sprpriority = -999999999
postype = left
pos = -82, 0
scale = 0.85,0.6
supermove = 0
ownpal = 1
removeongethit = 0
bindtime = -1
trans = add

[State 186, 壒]
type = PlaySnd
Trigger1 = Time >= 19
trigger1 = (GameTime%50)+ (random%3) = 1
value = 400, 38
freqmul = 1.4+((random%6)*0.1)

[State 186, 壒]
type = PlaySnd
Trigger1 = Time >= 19
trigger1 = (GameTime%30)+ (random%2) = 1
value = 400, 40
freqmul = 2.0+((random%8)*0.1)

[State 186, 壒]
type = null;PlaySnd
Trigger1 = Time >= 19
trigger1 = (GameTime%20)+ (random%2) = 1
value = 500, 0
freqmul = 1.3+((random%5)*0.1)

[State 322, ChangeState]
Type = Bindtoroot
Trigger1 = 1
pos = 0,0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 322, ChangeState]
Type = ChangeState
Trigger1 = Time >= 1000
Trigger2 = root,alive = 0
Value = 803

[StateDef 803]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 7073
sprpriority = 9999

[State 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[State 1]
Type = ChangeState
Trigger1 = !ishelper
Value = 0
ctrl = 1

[State 2000]
type = removeexplod
trigger1 = time = 0
id = 70900

[State 2000]
type = allPalFx
trigger1 = time = 0
add = 256,256,256
sinadd = -256,-256,-256,300
time = 75

[State 322, ChangeState]
Type = destroyself
Trigger1 = Time >= 10


;--------------------------------------------------
[StateDef 805]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 7088
SprPriority = 1
velset = 0,0

[State 3030, SuperPause]
Type = SuperPause
Trigger1 = Time = 0
Time = 100
MoveTime = 100
Darken = 0
Pos = 0,-50
Anim = -1

[State 2000]
type =allPalFx
trigger1 = time = 0
add = 256,256,256
sinadd = -256,-256,-256,40
time = 10

[State 3240]
type = Explod
trigger1 = time = 0
anim = 7038
sprpriority = 10
postype = p1
pos = 0,-70
bindtime = -1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999

[State 3240]
type = Explod
trigger1 = time = 0
anim = 7080
sprpriority = 11
postype = p1
pos = 0,-70
bindtime = -1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999

[State 3030, PowerAdd]
Type = PowerAdd
Trigger1 = Time = 0
Value = -1000

[State 3030, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S400, 4

[State -1]
type = Explod
trigger1                   = time >= 10
trigger1 = (GameTime%8) = 1
anim = 7084
id = 7084
scale = 0.7,0.7
sprpriority = 10
postype = p1
pos = -2 ,-96
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 0
trans = add
pausemovetime = 9999
supermovetime = 9999

[State -1]
type = Explod
trigger1                   = time >= 10
trigger1 = (GameTime%10) = 1
anim = 7085
id = 7085
scale = 0.4,0.4
sprpriority = 10
postype = p1
pos = -2 ,-96
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 0
trans = add
pausemovetime = 9999
supermovetime = 9999

[State 1000, PlaySnd]
Type = PlaySnd
trigger1                   = time >= 10
trigger1 = (GameTime%38) = 1
Value = S400, 24

[State 322, ChangeState]
Type = changestate
Trigger1 = Time >= 100
value = 806

[StateDef 806]
Type = S
MoveType = A
Physics = S
Anim = 7099
SprPriority = 1

[State 3031, ScreenBound]
Type = ScreenBound
trigger1   = time >= 40
Value = 1
Movecamera = 0, 0

[state 6503,1]
Type                       = projectile
trigger1                   = time >= 50
trigger1 = (GameTime%1) = 0
Attr                       = A, HP
projanim                   = 10002
ProjID                     = 10002
projhitanim                = 10002
offset                     =  -320 + (random%640),10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 5
HitFlag                    = MAFPLD
AnimType                   = hard
Air.AnimType = diagup
Damage                     = 180
PauseTime                  = 4,4
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = s400,11
GuardSound                 = s400,11
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 1
SprPriority                = 3
ground.velocity = -10,-5
air.velocity = -10,-5
Fall.Recover = 0
Fall = 1
Air.Fall = 1
palfx.time = 40
palfx.add = 200,200,210
palfx.mul = 200,200,200
palfx.sinadd = 80,80,80,4
palfx.invertall = 1

[state 6503,1]
Type                       = projectile
trigger1                   = time >= 50
trigger1 = (GameTime%1) = 0
Attr                       = A, HP
projanim                   = 10002
ProjID                     = 10002
projhitanim                = 10002
offset                     =  320 - (random%640),10
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 5
HitFlag                    = MAFPLD
AnimType                   = hard
Air.AnimType = diagup
Damage                     = 180
PauseTime                  = 4,4
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = s400,11
GuardSound                 = s400,11
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 1
SprPriority                = 3
ground.velocity = -10,-5
air.velocity = -10,-5
Fall.Recover = 0
Fall = 1
Air.Fall = 1
palfx.time = 40
palfx.add = 200,200,210
palfx.mul = 200,200,200
palfx.sinadd = 80,80,80,4
palfx.invertall = 1

[State 1000, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 7
Value = S400, 32

[State 1000, PlaySnd]
Type = PlaySnd
Trigger1 = AnimElem = 7
Value = S400, 21

[State 1000, PlaySnd]
Type = PlaySnd
trigger1                   = time >= 65
trigger1 = (GameTime%5) = 1
Value = S400, 36

[State -1]
type = Explod
Trigger1 = animelem = 7
anim = 7087
id = 7087
sprpriority = 6
postype = p1
pos = 20,5
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 0
trans = add

[State -1]
type = Explod
Trigger1 = animelem = 7
anim = 7086
id = 7086
sprpriority = 6
postype = p1
pos = 80,5
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 0
trans = add

[State -1]
type = Explod
Trigger1 = animelem = 7
anim = 7104
id = 7104
sprpriority = 6
postype = p1
pos = -30,5
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 0
trans = add

[State -1]
type = Explod
Trigger1 = animelem = 7
anim = 7103
id = 7103
sprpriority = 6
postype = p1
pos = 130,5
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 0
trans = add

[State -1]
type = Explod
trigger1                   = time >= 50
trigger1 = (GameTime%6) = 1
anim = 7083
id = 7083
scale = 2.6,2.6
sprpriority = 10
postype = p1
pos = -320 + (random%320),10
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 0
trans = add

[State -1]
type = Explod
trigger1                   = time >= 50
trigger1 = (GameTime%6) = 1
anim = 7083
id = 7083
scale = 2.6,2.6
sprpriority = 10
postype = p1
pos = -320 + (random%320),10
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 0
trans = add

[State -1]
type = Explod
trigger1                   = time >= 50
trigger1 = (GameTime%6) = 1
anim = 7083
id = 7083
scale = 1.4,1.4
sprpriority = 10
postype = p1
pos = -320 + (random%320),10
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 0
trans = add

[State -1]
type = Explod
trigger1                   = time >= 50
trigger1 = (GameTime%6) = 1
anim = 7083
id = 7083
scale = 1.4,1.4
sprpriority = 10
postype = p1
pos = -320 + (random%320),10
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 0
trans = add

[State -1]
type = Explod
trigger1                   = time >= 50
trigger1 = (GameTime%6) = 1
anim = 7083
id = 7083
scale = 2,2
sprpriority = 10
postype = p1
pos = -320 + (random%320),10
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 0
trans = add

[State -1]
type = Explod
trigger1                   = time >= 50
trigger1 = (GameTime%6) = 1
anim = 7083
id = 7083
scale = 2,2
sprpriority = 10
postype = p1
pos = 320 - (random%320),10
bindtime = -1
under = 0
ownpal = 1
ignorehitpause = 0
trans = add

[State a]
type = Explod
trigger1                   = time >= 50
trigger1 = (GameTime%2) = 1
anim = 7075
sprpriority = 16
postype = p1
pos = -320 + (random%320),10
scale = 0.7,0.7 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,-8 + (random%2)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State a]
type = Explod
trigger1                   = time >= 50
trigger1 = (GameTime%2) = 1
anim = 7075
sprpriority = 16
postype = p1
pos = 320 - (random%320),10
scale = 0.7,0.7 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,-8 + (random%2)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State a]
type = Explod
trigger1                   = time <= 30
trigger1 = (GameTime%1) = 0
anim = 7075
sprpriority = 16
postype = p1
pos = 160 - (random%320),10
scale = 0.7,0.7 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = 0,-6 + (random%2)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[state 6502,1]
type = EnvShake
trigger1                   = time >= 50
trigger1 = (GameTime%6) = 1
time = 20
ampl = -25
freq = 95
phase = 95


[State 3021, ChangeState]
Type = ChangeState
Trigger1 = Time >= 350
Value = 807
ctrl = 0

[StateDef 807]
Type = S
MoveType = A
Physics = S
Anim = 7100
SprPriority = 1

[State 3021, ChangeState]
Type = ChangeState
Trigger1 = animTime = 0
Value = 0
ctrl = 1

[StateDef 808]
Type = S
MoveType = A
Physics = S
Anim = 7108
SprPriority = 1
ctrl = 0

[State 2386]
type = PosAdd
TriggerAll = Var(49) = 0
Trigger1 = AnimElem = 7
;Trigger1 = time = 22
Trigger1 = command != "holdback"
Trigger1 = command != "holdup"
x = 400


[State 2386]
type = PosAdd
TriggerAll = Var(49) >= 1
TriggerAll = Alive = 1
TriggerAll=RoundState=2
Trigger1 = AnimElem = 7
x = 400


[State 2386]
type = PosAdd
TriggerAll = Var(49) = 0
Trigger1 = AnimElem = 7
;Trigger1 = time = 22
Trigger1 = command = "holdback"
Trigger1 = command != "holdfwd"
x = -400

[state 6503,1]
type = playsnd
Trigger1 = AnimElem = 6
Trigger2 = AnimElem = 7
value = 400,38
freqmul = 2.0

[state 6503,1]
type = playsnd
Trigger1 = AnimElem = 6
value = 400,40
freqmul = 2.1

[state 6503,1]
type = playsnd
Trigger1 = AnimElem = 6
value = 400,40
freqmul = 2.0

[state 6503,1]
type = playsnd
Trigger1 = AnimElem = 6
value = 400,40
freqmul = 1.9

[State a]
type = Explod
Trigger1 = AnimElem = 6
anim = 7107
sprpriority = 16
postype = p1
pos = 0,-55
scale = 1.7,1.7
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State a]
type = Explod
Trigger1 = AnimElem = 7
anim = 7109
sprpriority = 16
postype = p1
pos = 0,-55
scale = 1.7,1.7
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State a]
type = Explod
trigger1 = time >= 24
trigger1 = time <= 64
trigger1 = (GameTime%1) = 0
anim = 7075
sprpriority = 16
postype = p1
pos = 0,-55
scale = 0.57,0.57
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -7 + (random%14),-7 + (random%14)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State a]
type = Explod
trigger1 = time >= 24
trigger1 = time <= 64
trigger1 = (GameTime%2) = 0
anim = 7075
sprpriority = 16
postype = p1
pos = 0,-55
scale = 0.8,0.8 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -7 + (random%14),-7 + (random%14)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State a]
type = Explod
trigger1 = time >= 24
trigger1 = time <= 64
trigger1 = (GameTime%2) = 1
anim = 7102
sprpriority = 16
postype = p1
pos = 0,-55
scale = 0.6,0.6 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -5 + (random%10),-5 + (random%10)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State 3021, ChangeState]
Type = ChangeState
Trigger1 = animTime = 0
Value = 0
ctrl = 1

[statedef 212]
type = S
MoveType = A
Physics = S
ctrl = 0
anim = 7071
velset = 0,0
physics = S
sprpriority = 2
facep2 = 1  

[state 6503,1]
type = playsnd
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "c"
trigger2 = command = "b"
trigger3 = command = "x"
trigger4 = command = "a"
trigger5 = command = "y"
trigger6 = command = "z"
Trigger7 = Var(49) >= 1
trigger7 = (GameTime%8) = 1
value = 400,6

[state 6503,1]
type = playsnd
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "c"
trigger2 = command = "b"
trigger3 = command = "x"
trigger4 = command = "a"
trigger5 = command = "y"
trigger6 = command = "z"
Trigger7 = Var(49) >= 1
trigger7 = (GameTime%8) = 1
value = 400,7

[state 6503,1]
type = playsnd
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "c"
trigger2 = command = "b"
trigger3 = command = "x"
trigger4 = command = "a"
trigger5 = command = "y"
trigger6 = command = "z"
Trigger7 = Var(49) >= 1
trigger7 = (GameTime%8) = 1
value = 400,32

[state 6504,1]
type = playsnd
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "c"
trigger2 = command = "b"
trigger3 = command = "x"
trigger4 = command = "a"
trigger5 = command = "y"
trigger6 = command = "z"
Trigger7 = Var(49) >= 1
trigger7 = (GameTime%8) = 1
Trigger1 = animelem = 1
value = 400,41

[state 6503,1]
type = EnvShake
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "c"
trigger2 = command = "b"
trigger3 = command = "x"
trigger4 = command = "a"
trigger5 = command = "y"
trigger6 = command = "z"
Trigger7 = Var(49) >= 1
trigger7 = (GameTime%8) = 1
time = 20
ampl = -18
freq = 95
phase = 95

[state 6503,1]
type = explod
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "c"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X <= -140
anim = 7042
id = 6500
sprpriority = 99998
postype = p1
pos = -160,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 6503,1]
type = explod
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "c"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X <= -140
anim = 7025
id = 6500
sprpriority = 99998
postype = p1
pos = -162,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 6503,1]
type = explod
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "c"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X <= -140
anim = 7026
id = 6500
scale = 0.7,0.7
sprpriority = 99999
postype = p1
pos = -160,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 6503,1]
type = explod
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "c"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X <= -140
anim = 7101
id = 6500
sprpriority = 99999
postype = p1
pos = -160,-160
bindtime = 1
supermove = 0
ignorehitpause = 1
ownpal = 1
scale = 0.8,0.8
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 6503,1]
type = explod
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "c"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X <= -140
anim = 7027
id = 6500
scale = 0.7,0.7
sprpriority = 99999
postype = p1
pos = -150,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 6503,1]
type = explod
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "c"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X <= -140
anim = 7106
id = 6500
scale = 0.7,0.8
sprpriority = 99998
postype = p1
scale = 0.7,0.9
pos = -150,-15
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
trans = add
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 6503,1]
type = explod
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "z"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X = [-140,-50]
anim = 7042
id = 6500
sprpriority = 99998
postype = p1
pos = -100,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 6503,1]
type = explod
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "z"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X = [-140,-50]
anim = 7025
id = 6500
sprpriority = 99998
postype = p1
pos = -102,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 6503,1]
type = explod
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "z"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X = [-140,-50]
anim = 7026
id = 6500
scale = 0.7,0.7
sprpriority = 99999
postype = p1
pos = -110,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 6503,1]
type = explod
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "z"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X = [-140,-50]
anim = 7101
id = 6500
sprpriority = 99999
postype = p1
pos = -100,-160
bindtime = 1
supermove = 0
ignorehitpause = 1
ownpal = 1
scale = 0.8,0.8
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 6503,1]
type = explod
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "z"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X = [-140,-50]
anim = 7027
id = 6500
scale = 0.7,0.7
sprpriority = 99999
postype = p1
pos = -90,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 6503,1]
type = explod
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "z"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X = [-140,-50]
anim = 7106
id = 6500
scale = 0.7,0.8
sprpriority = 99998
postype = p1
scale = 0.7,0.9
pos = -100,-15
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
trans = add
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 6503,1]
type = explod
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "b"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X >= 220
anim = 7042
id = 6500
sprpriority = 99998
postype = p1
pos = 250,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 6503,1]
type = explod
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "b"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X >= 220
anim = 7025
id = 6500
sprpriority = 99998
postype = p1
pos = 248,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 6503,1]
type = explod
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "b"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X >= 220
anim = 7026
id = 6500
scale = 0.7,0.7
sprpriority = 99998
postype = p1
pos = 240,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 6503,1]
type = explod
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "b"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X >= 220
anim = 7101
id = 6500
sprpriority = 99999
postype = p1
pos = 250,-160
bindtime = 1
supermove = 0
ignorehitpause = 1
ownpal = 1
scale = 0.8,0.8
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 6503,1]
type = explod
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "b"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X >= 220
anim = 7027
id = 6500
scale = 0.7,0.7
sprpriority = 99999
postype = p1
pos = 260,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 6503,1]
type = explod
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "b"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X >= 220
anim = 7106
id = 6500
scale = 0.7,0.8
sprpriority = 99998
postype = p1
scale = 0.7,0.9
pos = 250,-15
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
trans = add
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 6503,1]
type = explod
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "y"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X = [160,220]
anim = 7042
id = 6500
sprpriority = 99998
postype = p1
pos = 200,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 6503,1]
type = explod
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "y"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X = [160,220]
anim = 7025
id = 6500
sprpriority = 99998
postype = p1
pos = 198,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 6503,1]
type = explod
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "y"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X = [160,220]
anim = 7026
id = 6500
scale = 0.7,0.7
sprpriority = 99999
postype = p1
pos = 190,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 6503,1]
type = explod
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "y"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X = [160,220]
anim = 7101
id = 6500
sprpriority = 99999
postype = p1
pos = 200,-160
bindtime = 1
supermove = 0
ignorehitpause = 1
ownpal = 1
scale = 0.8,0.8
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 6503,1]
type = explod
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "y"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X = [160,220]
anim = 7027
id = 6500
scale = 0.7,0.7
sprpriority = 99999
postype = p1
pos = 210,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 6503,1]
type = explod
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "y"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X = [160,220]
anim = 7106
id = 6500
scale = 0.7,0.8
sprpriority = 99998
postype = p1
scale = 0.7,0.9
pos = 200,-15
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
trans = add
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 6503,1]
type = explod
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "a"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X = [80,160]
anim = 7042
id = 6500
sprpriority = 99998
postype = p1
pos = 150,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 6503,1]
type = explod
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "a"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X = [80,160]
anim = 7025
id = 6500
sprpriority = 99998
postype = p1
pos = 148,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 6503,1]
type = explod
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "a"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X = [80,160]
anim = 7026
id = 6500
scale = 0.7,0.7
sprpriority = 99999
postype = p1
pos = 140,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 6503,1]
type = explod
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "a"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X = [80,160]
anim = 7101
id = 6500
sprpriority = 99999
postype = p1
pos = 150,-160
bindtime = 1
supermove = 0
ignorehitpause = 1
ownpal = 1
scale = 0.8,0.8
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 6503,1]
type = explod
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "a"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X = [100,160]
anim = 7027
id = 6500
scale = 0.7,0.7
sprpriority = 99999
postype = p1
pos = 160,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 6503,1]
type = explod
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "a"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X = [100,160]
anim = 7106
id = 6500
scale = 0.7,0.8
sprpriority = 99998
postype = p1
scale = 0.7,0.9
pos = 150,-15
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
trans = add
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 6503,1]
type = explod
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "x"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X = [50,100]
anim = 7042
id = 6500
sprpriority = 99998
postype = p1
pos = 100,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 6503,1]
type = explod
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "x"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X = [50,100]
anim = 7025
id = 6500
sprpriority = 99998
postype = p1
pos = 98,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999


[state 6503,1]
type = explod
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "x"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X = [50,100]
anim = 7026
id = 6500
scale = 0.7,0.7
sprpriority = 99999
postype = p1
pos = 90,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 6503,1]
type = explod
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "x"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X = [50,100]
anim = 7101
id = 6500
sprpriority = 99999
postype = p1
pos = 100,-160
bindtime = 1
supermove = 0
ignorehitpause = 1
ownpal = 1
scale = 0.8,0.8
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 6503,1]
type = explod
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "x"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X = [50,100]
anim = 7027
id = 6500
scale = 0.7,0.7
sprpriority = 99999
postype = p1
pos = 110,10
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 6503,1]
type = explod
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "x"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X = [50,100]
anim = 7106
id = 6500
scale = 0.7,0.8
sprpriority = 99998
postype = p1
scale = 0.7,0.9
pos = 100,-15
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1
trans = add
pausemovetime = 999999999999999
supermovetime = 999999999999999

[state 6503,1]
Type                       = projectile
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "c"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X <= -140
Attr                       = A, HP
projanim                   = 10002
ProjID                     = 10002
projhitanim                = 10002
offset                     = -150,0
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 5
HitFlag                    = MAFPLD
AnimType                   = hard
Air.AnimType = Back
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 100
PauseTime                  = 1,1
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = s400,18
GuardSound                 = s400,18
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 1
SprPriority                = 3
ground.velocity = 0,105
air.velocity = 0,105
Fall.Recover = 0
Fall = 1
Air.Fall = 1
p2stateno = 7051

[state 6503,1]
Type                       = projectile
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "z"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X = [-140,-50]
Attr                       = A, HP
projanim                   = 10002
ProjID                     = 10002
projhitanim                = 10002
offset                     = -100,0
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 5
HitFlag                    = MAFPLD
AnimType                   = hard
Air.AnimType = Back
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 100
PauseTime                  = 1,1
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = s400,18
GuardSound                 = s400,18
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 1
SprPriority                = 3
ground.velocity = 0,105
air.velocity = 0,105
Fall.Recover = 0
Fall = 1
Air.Fall = 1
p2stateno = 7051

[state 6503,1]
Type                       = projectile
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "b"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X >= 220
Attr                       = A, HP
projanim                   = 10002
ProjID                     = 10002
projhitanim                = 10002
offset                     = 250,0
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 5
HitFlag                    = MAFPLD
AnimType                   = hard
Air.AnimType = Back
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 100
PauseTime                  = 1,1
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = s400,18
GuardSound                 = s400,18
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 1
SprPriority                = 3
ground.velocity = 0,105
air.velocity = 0,105
Fall.Recover = 0
Fall = 1
Air.Fall = 1
p2stateno = 7051

[state 6503,1]
Type                       = projectile
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "y"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X = [160,220]
Attr                       = A, HP
projanim                   = 10002
ProjID                     = 10002
projhitanim                = 10002
offset                     = 200,0
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 5
HitFlag                    = MAFPLD
AnimType                   = hard
Air.AnimType = Back
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 100
PauseTime                  = 1,1
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = s400,18
GuardSound                 = s400,18
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 1
SprPriority                = 3
ground.velocity = 0,105
air.velocity = 0,105
Fall.Recover = 0
Fall = 1
Air.Fall = 1
p2stateno = 7051

[state 6503,1]
Type                       = projectile
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "a"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X = [80,160]
Attr                       = A, HP
projanim                   = 10002
ProjID                     = 10002
projhitanim                = 10002
offset                     = 150,0
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 5
HitFlag                    = MAFPLD
AnimType                   = hard
Air.AnimType = Back
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 100
PauseTime                  = 1,1
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = s400,18
GuardSound                 = s400,18
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 1
SprPriority                = 3
ground.velocity = 0,105
air.velocity = 0,105
Fall.Recover = 0
Fall = 1
Air.Fall = 1
p2stateno = 7051

[state 6503,1]
Type                       = projectile
triggerall = time >= 18
triggerall = time <= 270
trigger1 = command = "x"
Trigger2 = Var(49) >= 1
trigger2 = (GameTime%8) = 1
Trigger2 = P2BodyDist X = [50,100]
Attr                       = A, HP
projanim                   = 10002
ProjID                     = 10002
projhitanim                = 10002
offset                     = 100,0
postype                    = p1
projscale                  = 1,1
projremove                 = 0
projremovetime             = 5
HitFlag                    = MAFPLD
AnimType                   = hard
Air.AnimType = Back
reversal.attr              = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Damage                     = 100
PauseTime                  = 1,1
SparkNo                    = -1
Guard.SparkNo              = -1
SparkXY                    = 0,0
HitSound                   = s400,18
GuardSound                 = s400,18
Ground.Type                = High
GetPower                   = 40,20
Hitonce                    = 1
NumHits                    = 1
SprPriority                = 3
ground.velocity = 0,105
air.velocity = 0,105
Fall.Recover = 0
Fall = 1
Air.Fall = 1
p2stateno = 7051

[State 301, ChangeState]
Type = ChangeState
triggerall = time >= 100
Trigger1 = Time >= 300
trigger2 = command = "start"
Trigger3 = P2BodyDist X = [-80,80]
Trigger3 = Var(49) >= 1
Trigger4 = roundstate >= 3
Value = 213

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 = 1



[StateDef 810]
Type = A
MoveType = A
Physics = N
Ctrl = 0
Anim = 3241
VelSet = 0, 0
SprPriority = 1

[State 2000]
type = removeexplod
trigger1 = time = 0
id = 7122

[State 2000]
type =allPalFx
trigger1 = time = 0
add = 256,256,256
sinadd = -256,-256,-256,100
time = 25

[State 6545, HitDef]
type = Projectile
trigger1 = roundstate = 2
trigger1 = (GameTime%5) = 0
trigger1 = time >= 114
trigger1 = enemy,numprojid(1450001) <= 0
attr = S, HP
AnimType  = hard
Air.AnimType = Back
projanim = 10001
projhitanim = -1
projid = 10001
projpriority = 999999999999999999
projsprpriority = 99999999999999999
projremove = 0
postype = p2
projremovetime = 2
Damage = -9999999999999999999999999999999999999999999
Priority = 6, Hit
postype = p2
GetPower = 0, 0
GivePower = -100000
PauseTime = 0, 20
SparkNo     = -1
SparkXY = -20 + (random%40), Floor((P2Dist Y)-60)+ (random%60)
;Ground.Type = High
Ground.SlideTime = 24
Ground.HitTime  = 32
Ground.Velocity = 0,0
;Guard.Velocity = -8
Air.Velocity = 0,0
;AirGuard.Velocity = -6,-4
fall = 1
airfall = 1
Fall.Recover = 0
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
;Guard.CornerPush.VelOff = 0
;AirGuard.CornerPush.VelOff = 0
GetPower  = 0, 0
GivePower = -1000000
;p2stateno = 1114

[State 3241]
type = Explod
trigger1 = time = 0
anim = 7121
id = 7090
sprpriority = 9999999999
postype = back
pos = 0, 0
supermove = 0
ownpal = 1
removeongethit = 0
bindtime = -1
ontop = 1
trans = add
pausemovetime = 999
supermovetime = 999


[State 3241]
type = Explod
trigger1 = time = 0
anim = 7112
id = 7090
sprpriority = 999999999
postype = back
pos = 0, 0
supermove = 0
ownpal = 1
removeongethit = 0
bindtime = -1

[State reversal]
type = ReversalDef
trigger1 = 1 
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
pausetime = 0,4
p2stateno = 1500000
ignorehitpause = 1

[state -1]
type = targetdrop
trigger1 = numtarget > 0
trigger1 = target,ishelper
ignorehitpause = 1

[state lifeadd]
type = targetlifeadd 
trigger1 = numtarget > 0
value = -99999999999
pausemovetime = 9990000 
supermovetime = 9990000 
Absolute = 1

[state power]
type = targetpoweradd
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
value = -99999999999
pausemovetime = 9990000 
supermovetime = 9990000 

[state state];偍傑偗
type = targetstate
triggerall = numtarget > 0
triggerall = target,ishelper != 1
trigger1 = timemod = 30,0
trigger2 = target,alive = 0
value = 5150
ignorehitpause = 1

[State 3240, SuperPause]
Type = SuperPause
Trigger1 = Time = 0
Time = 114
MoveTime = 114
Darken = 0
Pos = 0,-45
Anim = -1

[State 3241]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999

[State 3241]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999

[state 6508,1]
type = playsnd
trigger1 = time = 0
value = 400,39

[state 6508,1]
type = playsnd
trigger1 = time = 0
value = 400,42

[state 6508,1]
type = playsnd
trigger1 = time = 114
value = 400,1

[state 6508,1]
type = playsnd
trigger1 = time = 114
value = 400,43

[state 6508,1]
type = playsnd
trigger1 = time = 114
value = 400,21

[state 6508,1]
type = playsnd
trigger1 = time = 114
value = 400,32

[State 3241, ChangeState]
Type = ChangeState
Trigger1 = time >= 200
Value = 811

[StateDef 811]
Type = A
MoveType = I
Physics = N
Ctrl = 0
SprPriority = 1

[State 2000]
type = removeexplod
trigger1 = time = 0
id = 7090

[State 2000]
type =allPalFx
trigger1 = time = 0
add = 256,256,256
sinadd = -256,-256,-256,300
time = 75

[State 3242, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 1
Movecamera = 0, 0

[State 3242, ScreenBound]
Type = posset
Trigger1 = 1
Y = 0


[State 3242, ChangeAnim]
Type = ChangeAnim
Trigger1 = Time = 0
Value = 214

[State 3242, ChangeState]
Type = ChangeState
Trigger1 = animtime = 0
Value = 0
ctrl = 1

[StateDef 812]
Type = S
MoveType = I
Physics = S
Ctrl = 0
SprPriority = 1
anim = 7088

[State 2000]
type =allPalFx
trigger1 = time = 0
add = 256,256,256
sinadd = -256,-256,-256,40
time = 10

[State 3240]
type = Explod
trigger1 = time = 0
anim = 7107
sprpriority = 10
postype = p1
scale = 0.5,0.5
pos = 0,-70
bindtime = -1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999

[State 3240]
type = Explod
trigger1 = time = 0
anim = 7038
sprpriority = 10
postype = p1
pos = 0,-70
bindtime = -1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999

[State 3240]
type = Explod
trigger1 = time = 0
anim = 7080
sprpriority = 11
postype = p1
pos = 0,-70
bindtime = -1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999

[State 3030, PowerAdd]
Type = PowerAdd
Trigger1 = Time = 0
Value = -2000

[State 3030, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S400, 4

[State a]
type = Explod
trigger1 = time >= 20
trigger1 = (GameTime%1) = 0
anim = 7075
sprpriority = 16
postype = p1
pos = -4,-148
scale = 0.57,0.57
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -22 + (random%44),-22 + (random%24)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State a]
type = Explod
trigger1 = time >= 20
trigger1 = (GameTime%2) = 0
anim = 7075
sprpriority = 16
postype = p1
pos = -4,-148
scale = 0.8,0.8 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -21 + (random%42),-21 + (random%42)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State a]
type = Explod
trigger1 = time >= 20
trigger1 = (GameTime%3) = 1
anim = 7102
sprpriority = 16
postype = p1
pos = -4,-148
scale = 0.6,0.6 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -20 + (random%40),-20 + (random%40)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State 3240]
type = Explod
trigger1 = (GameTime%8) = 1
anim = 7123
id = 7122
sprpriority = 10
postype = p1
pos = -4,-148
bindtime = -1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
trans = add


[State 3240]
type = Explod
trigger1 = time = 120
anim = 7122
id = 7122
sprpriority = 99999999999999
postype = p1
pos = -4,-148
scale = 1.8,1.8
bindtime = -1
ontop = 1
supermove = 1
under = 0
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
trans = add

[State 3240, SuperPause]
Type = SuperPause
Trigger1 = Time = 120
Time = 60
MoveTime = 60
Darken = 0
Pos = 0,-45
Anim = -1

[State 3241]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999

[state 6508,1]
type = playsnd
trigger1 = time = 40
value = 400,44

[State 3241, ChangeState]
Type = ChangeState
Trigger1 = time >= 180
Value = 810


[StateDef 815]
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 3040
SprPriority = 1

[State 0, DestroySelf]
Type = DestroySelf
Trigger1 = 1

;--------------------懍搙愝掕
[State 3050, VelSet]
Type = VelSet
Trigger1 = Time = 0
X = 0
Y = 0

[State 3050, PosSet]
Type = PosSet
Trigger1 = Time = 0
Y = 0

;--------------------挻昁嶦岠壥
[State 3050, SuperPause]
Type = SuperPause
Trigger1 = Time = 0
Time = 40
MoveTime = 40
Darken = 0
Pos = 0, -45
Anim = -1

[State 2000]
type =allPalFx
trigger1 = time = 0
add = 256,256,256
sinadd = -256,-256,-256,40
time = 10

[State 3240]
type = Explod
trigger1 = time = 0
anim = 7038
sprpriority = 10
postype = p1
pos = 0,-70
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3240]
type = Explod
trigger1 = time = 0
anim = 7080
sprpriority = 11
postype = p1
pos = 0,-70
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 3050, PowerAdd]
Type = PowerAdd
Trigger1 = Time = 0
Value = -3000

[State 3050, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S400, 4


[State 3050, PlayerPush]
Type = PlayerPush
Trigger1 = 1
Value = 0

[State 3050, Width]
Type = Width
Trigger1 = 1
Edge = 30, 10

;--------------------師傊
[State 3050, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 816

[StateDef 816]
Type = A
MoveType = A
Physics = N
Ctrl = 0
Anim = 7130
SprPriority = 1

[State 3221, VelSet]
Type = VelSet
Trigger1 = Time = 1
Y = -40

[State 3221, VelSet]
Type = null;VelSet
Trigger1 = Time >= 15
Y = 0

[State 3222, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S206, 12

[State 3222, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S400, 14

[State 3240, 4]
type = Explod
trigger1 = time = 0
anim = 7125
sprpriority = 10
postype = p1
pos = 0,5
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3240, 3]
type = Explod
trigger1 = time = 0
anim = 7124
sprpriority = 10
postype = p1
pos = 0,5
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3240, 2]
type = Explod
trigger1 = pos Y <= -80
trigger1 = time <= 15
Trigger1 = (GameTime%2) = 1
anim = 7133
sprpriority = 10
scale =1.2,0.2
postype = p1
pos = 0,5
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State a]
type = Explod
trigger1 = time <= 15
trigger1 = (GameTime%1) = 0
anim = 7075
sprpriority = 16
postype = p1
pos = 0,-55
scale = 0.57,0.57
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -3 + (random%6),2 + (random%2)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State a]
type = Explod
trigger1 = time <= 15
trigger1 = (GameTime%1) = 0
anim = 7075
sprpriority = 16
postype = p1
pos = 0,-55
scale = 0.8,0.8 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -3 + (random%6),2 + (random%2)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State a]
type = Explod
trigger1 = time <= 15
trigger1 = (GameTime%1) = 0
anim = 7102
sprpriority = 16
postype = p1
pos = 0,-55
scale = 0.6,0.6 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -3 + (random%6),2 + (random%2)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[state 6503,1]
type = EnvShake
trigger1 = time = 0
time = 25
ampl = -5
freq = 105
phase = 95

[State 3050, SuperPause]
Type = SuperPause
Trigger1 = Time = 120
Time = 50
MoveTime = 50

[State 2000]
type =allPalFx
trigger1 = time = 120
sinadd = -256,-256,-256,200
time = 50

[State 3221, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 1
Movecamera = 1, 0

[State 3050, ChangeState]
Type = ChangeState
Trigger1 = Time >= 170
Value = 820

[StateDef 817]
Type = A
MoveType = I
Physics = N
Ctrl = 0
Anim = 7131
SprPriority = 1
facep2 = 1

[State 3221, VelSet]
Type = VelSet
Trigger1 = Time = 1
Y = 40

[State 3222, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S206, 12

[State 3221, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 1
Movecamera = 1, 0

[State a]
type = Explod
trigger1 = pos Y <= -10
trigger1 = (GameTime%1) = 0
anim = 7075
sprpriority = 16
postype = p1
pos = 0,-55
scale = 0.57,0.57
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -3 + (random%6), -2 - (random%2)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State a]
type = Explod
trigger1 = pos Y <= -10
trigger1 = (GameTime%1) = 0
anim = 7075
sprpriority = 16
postype = p1
pos = 0,-55
scale = 0.8,0.8 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -3 + (random%6), -2 - (random%2)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State a]
type = Explod
trigger1 = pos Y <= -10
trigger1 = (GameTime%1) = 0
anim = 7102
sprpriority = 16
postype = p1
pos = 0,-55
scale = 0.6,0.6 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -3 + (random%6),-2 - (random%2)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State 3240]
type = Explod
trigger1 = pos Y <= -80
Trigger1 = Time%2 = 0
anim = 7133
sprpriority = 10
scale = 1.2,0.2
postype = p1
pos = 0,5
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3221, ChangeState]
Type = ChangeState
Trigger1 = Vel Y >  0
Trigger1 = Pos Y >= 0
Value = 818

[StateDef 818]
Type = C
MoveType = I
Physics = C
Anim = 7132
Velset = 0, 0
SprPriority = 1

[State 3240]
type = Explod
trigger1 = time = 0
anim = 7125
sprpriority = 10
scale = 0.5,0.5
postype = p1
pos = 0,5
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3240]
type = Explod
trigger1 = time = 0
anim = 7124
sprpriority = 10
postype = p1
scale = 0.5,0.5
pos = 0,5
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 3224, PosSet]
Type = PosSet
Trigger1 = Time = 0
Y = 0

[State 3224, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 0
Value = S100,19
Channel = 6

;--------------------廔椆
[State 3224, ChangeState]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[StateDef 819]
Type = A
MoveType = A
Physics = N
Ctrl = 0
Anim = 10001
SprPriority = 1

[State 3221, ScreenBound]
Type = ScreenBound
Trigger1 = 1
Value = 1
Movecamera = 1, 0

[State 3224, posset]
Type = posset
Trigger1 = 1
X= 0
Y = -500

[state 6503,1]
type = EnvShake
trigger1 = time >= 20
trigger1 = time <= 320
trigger1 = (GameTime%6) = 1
time = 20
ampl = -22
freq = 95
phase = 95

[state 6503,1]
type = allpalfx
trigger1 = time >= 20
trigger1 = time <= 320
trigger1 = (GameTime%8) = 1
add = 255,255,255
time = 2

[State 3224, PlaySnd]
Type = PlaySnd
trigger1 = time >= 20
trigger1 = time <= 320
trigger1 = (GameTime%4) = 1
Value = S400,45

[State 3224, PlaySnd]
Type = null;PlaySnd
trigger1 = time >= 20
trigger1 = time <= 220
trigger1 = (GameTime%10) = 1
Value = S400,32

[State 6545, HitDef]
type = Projectile
trigger1 = time >= 21
trigger1 = time <= 320
trigger1 = (GameTime%2) = 1
attr = S, HP
HItflag = MAFPLD
AnimType  = hard
projanim = 100022
projhitanim = -1
projid = 7066
projpriority = 999999999999999999
projsprpriority = 99999999999999999
projremove = 0
projremovetime = 1
postype丂= P2
Damage = -99999999999999999999999999999
offset=  320 - (random%640),0
GetPower = 0, 0
PauseTime = 16, 16
Ground.SlideTime = 24
Ground.HitTime  = 32
Ground.Velocity =-12+ (random%24),-8+ (random%6)
Air.Velocity = -12+ (random%24),-8+ (random%15)
fall = 1
airfall = 1
Fall.Recover = 0
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
GetPower  = 0, 0
GivePower = -1000000
palfx.time = 40
palfx.add = 200,200,210
palfx.mul = 200,200,200
palfx.sinadd = 80,80,80,4
palfx.invertall = 1

[State 6545, HitDef]
type = Projectile
trigger1 = time >= 20
trigger1 = time <= 320
trigger1 = (GameTime%2) = 1
attr = S, HP
HItflag = MAFPLD
AnimType  = hard
projanim = 7066
projhitanim = -1
projid = 7066
projpriority = 999999999999999999
projsprpriority = 99999999999999999
projremove = 0
projremovetime = 1
postype丂= P2
Damage = -99999999999999999999999999999
offset=  320 - (random%640),0
GetPower = 0, 0
PauseTime = 16, 16
Ground.SlideTime = 24
Ground.HitTime  = 32
Ground.Velocity =-12+ (random%24),-8+ (random%6)
Air.Velocity = -12+ (random%24),-8+ (random%15)
fall = 1
airfall = 1
Fall.Recover = 0
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
GetPower  = 0, 0
GivePower = -1000000
palfx.time = 40
palfx.add = 200,200,210
palfx.mul = 200,200,200
palfx.sinadd = 80,80,80,4
palfx.invertall = 1

[State reversal]
type = ReversalDef
trigger1 = time >= 20
trigger1 = time <= 320 
reversal.attr = SCA,AA,AT,AP
priority = 7, Hit
pausetime = 0,4
p2stateno = 1500000
ignorehitpause = 1

[state -1]
type = targetdrop
trigger1 = numtarget > 0
trigger1 = target,ishelper
ignorehitpause = 1

[state lifeadd]
type = targetlifeadd 
trigger1 = numtarget > 0
value = -99999999999
pausemovetime = 9990000 
supermovetime = 9990000 
Absolute = 1

[state power]
type = targetpoweradd
trigger1 = numtarget > 0
trigger1 = target,ishelper != 1
value = -99999999999
pausemovetime = 9990000 
supermovetime = 9990000 

[state state];偍傑偗
type = targetstate
triggerall = numtarget > 0
triggerall = target,ishelper != 1
trigger1 = timemod = 30,0
trigger2 = target,alive = 0
value = 5150
ignorehitpause = 1

[State 3240]
type = Explod
trigger1 = time >= 20
trigger1 = time <= 320
trigger1 = (GameTime%2) = 1
anim = 7126
sprpriority = 9999999999999
postype = p1
pos = 320 - (random%640),320
bindtime = 1
supermove = 1
under = 0
ownpal = 1
ontop = 1
trans = add
scale = 0.5,0.9

[State 3240]
type = Explod
trigger1 = time >= 21
trigger1 = time <= 320
trigger1 = (GameTime%2) = 1
anim = 7127
sprpriority = 9999999999999
postype = p1
pos = 320 - (random%640),320
bindtime = 1
supermove = 1
under = 0
ownpal = 1
ontop = 1
trans = add
scale = 0.5,0.9

[State 3240]
type = Explod
trigger1 = time >= 20
trigger1 = time <= 320
trigger1 = (GameTime%2) = 1
anim = 7128
sprpriority = 9999999999999
postype = p1
pos = 320 - (random%640),320
scale = 0.5,0.9
bindtime = 1
supermove = 1
under = 0
ownpal = 1
ontop = 1
trans = add

[State 3224, ChangeState]
Type = ChangeState
Trigger1 = Time >= 370
Value = 817

[Statedef 820]
type = A
movetype = A
physics = N
velset = 0,0
sprpriority = 99999

[State 405]
type = pause
trigger1 = 1
time = 2
MoveTime = 2

[State 3224, ChangeState]
Type = Changeanim
Trigger1 = Time = 0
Value = 7134

[State 3224, ChangeState]
Type = Changeanim
Trigger1 = Time = 300
Value = 50002

[State 3224, posset]
Type = posset
Trigger1 = Time >= 0
X= 0
Y = 8

[State 3240]
type = Explod
trigger1 = time = 0
anim = 7136
id = 820
sprpriority = 9999
postype = left
pos = 0,10
scale = 0.6,0.6
bindtime = -1
supermove = 1
under = 0
ownpal = 1
removetime = -1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3240]
type = Explod
trigger1 = time >= 20
trigger1 = time <= 255
trigger1 = (GameTime%15) = 1
anim = 7133
id = 820
sprpriority = 99999
postype = p1
pos = 0,-180
bindtime = -1
supermove = 1
under = 0
ownpal = 1
ontop = 1
trans = add
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3240]
type = Explod
trigger1 = (GameTime%15) = 1
trigger1 = time >= 20
anim = 7135
id = 820
sprpriority = 99999
postype = p1
pos = 0,-180
bindtime = -1
supermove = 1
under = 0
ownpal = 1
ontop = 1
trans = add
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3240]
type = null;Explod
trigger1 = time = 20
anim = 7136
id = 8200
sprpriority = 99999
postype = p1
pos = 0,-180
bindtime = -1
supermove = 1
under = 0
ownpal = 1
ontop = 1
trans = add
removetime = -1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3240]
type = Explod
trigger1 = time = 20
anim = 7129
id = 820
sprpriority = 99999
postype = p1
pos = 0,-180
bindtime = -1
supermove = 1
under = 0
ownpal = 1
ontop = 1
trans = add
removetime = -1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3240]
type = Explod
trigger1 = time = 150
anim = 7115
id = 820
sprpriority = 99999
postype = p1
pos = 0,-180
bindtime = -1
supermove = 1
under = 0
ownpal = 1
ontop = 1
trans = add
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3240]
type = Explod
trigger1 = time = 150
anim = 7116
id = 820
sprpriority = 99999
postype = p1
pos = 0,-120
bindtime = -1
supermove = 1
under = 0
ownpal = 1
ontop = 1
trans = add
removetime = -1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3240]
type = Explod
trigger1 = time = 150
anim = 7117
id = 820
sprpriority = 99999
postype = p1
pos = 0,-120
bindtime = -1
supermove = 1
under = 0
ownpal = 1
ontop = 1
trans = add
removetime = -1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State a]
type = Explod
trigger1 = time >= 20
trigger1 = time <= 150
trigger1 = (GameTime%1) = 0
anim = 7075
id = 820
sprpriority = 16
postype = p1
pos = 0,-180
scale = 0.57,0.57
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -22 + (random%44),-22 + (random%24)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State a]
type = Explod
trigger1 = time >= 20
trigger1 = time <= 150
trigger1 = (GameTime%2) = 0
anim = 7075
id = 820
sprpriority = 16
postype = p1
pos = 0,-180
scale = 0.8,0.8 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -21 + (random%42),-21 + (random%42)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State a]
type = Explod
trigger1 = time >= 20
trigger1 = time <= 150
trigger1 = (GameTime%3) = 1
anim = 7102
id = 820
sprpriority = 16
postype = p1
pos = 0,-180
scale = 0.6,0.6 
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -20 + (random%40),-20 + (random%40)
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999
trans = add

[State 3240]
type = Explod
trigger1 = time >= 220
trigger1 = time <= 305
trigger1 = (GameTime%2) = 1
anim = 7126
id = 820
sprpriority = 9999999999999
postype = p1
pos = 320 - (random%640),-180
bindtime = 1
supermove = 1
under = 0
ownpal = 1
ontop = 1
trans = add
scale = 0.5,0.9
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3240]
type = Explod
trigger1 = time >= 220
trigger1 = time <= 305
trigger1 = (GameTime%2) = 1
anim = 7127
id = 820
sprpriority = 9999999999999
postype = p1
pos = 320 - (random%640),-180
bindtime = 1
supermove = 1
under = 0
ownpal = 1
ontop = 1
trans = add
scale = 0.5,0.9
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3240]
type = Explod
trigger1 = time >= 220
trigger1 = time <= 305
trigger1 = (GameTime%2) = 1
anim = 7128
id = 820
sprpriority = 9999999999999
postype = p1
pos = 320 - (random%640),-180
scale = 0.5,0.9
bindtime = 1
supermove = 1
under = 0
ownpal = 1
ontop = 1
trans = add
SuperMoveTime = 9999
PauseMoveTime = 9999

[state 6503,1]
type = EnvShake
trigger1 = time = 150
trigger2 = time >= 220
trigger2 = time <= 290
trigger2 = (GameTime%6) = 1
time = 10
ampl = -22
freq = 95
phase = 95

[State 3224, PlaySnd]
Type = PlaySnd
trigger1 = time >= 220
trigger1 = time <= 305
trigger1 = (GameTime%4) = 1
Value = S400,45

[State 2000]
type =allPalFx
trigger1 = time = 0
add = -255,-255,-255
sinadd = 256,256,256,200
time = 50

[State 2000]
type =allPalFx
trigger1 = time = 20
trigger2 = time >= 150
trigger2 = (GameTime%20) = 1
trigger3 = time >= 300
add = 256,256,256
sinadd = -256,-256,-256,40
time = 10

[State 3050, PlaySnd]
Type = PlaySnd
Trigger1 = Time >= 20
Trigger1 = Time <= 150
trigger1 = (GameTime%15) = 1
Value = S400, 24

[State 3050, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 20
Value = S400, 30
freqmul = 1.5

[State 3050, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 20
Value = S400, 44

[State 3050, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 150
Value = S400, 46
freqmul = 1.15

[State 3050, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 150
Value = S400, 19

[State 3050, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 150
Value = S400, 20

[State 3050, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 150
Value = S400, 1

[State 3050, PlaySnd]
Type = PlaySnd
Trigger1 = Time = 150
Value = S201, 1

[State 3240]
type = removeExplod
trigger1 = time >= 150
id = 8200

[State 3240]
type = removeExplod
trigger1 = time >= 305
id = 820

[State 3241]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
flag2 = globalnoshadow
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 3241]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 3224, ChangeState]
Type = ChangeState
Trigger1 = Time >= 350
Value = 819