



[Data]

life = 1700
attack = 100
defence = 100
power = 5000
fall.defence_up = 50
liedown.time = 11 
airjuggle = 25
sparkno = 2 
guard.sparkno = 40
KO.echo = 0
volume = 5
IntPersistIndex = 0
FloatPersistIndex = 40

[Size]
xscale = 1           
yscale = 1           
ground.back = 15     
ground.front = 16    
air.back = 12        
air.front = 12       
height = 97          
attack.dist = 320    
proj.attack.dist = 320
proj.doscale = 0       
head.pos = -9, -87   
mid.pos = -11, -60    
shadowoffset = 0    
draw.offset = 0,0   

[Velocity]  
   walk.fwd = 2.8 ;向前走的速度  
   walk.back = -2.5 ;向後走的速度  
   run.fwd = 7.4, 0 ;向前跑得速度
   run.back = -11.8,-4.3 ;向後躲避的速度及高度  
   jump.neu = 0,-11.3 ;跳跃的高度  
   jump.back = -3.4,11.3 ;向後跳跃的距离  
   jump.fwd = 3.8.11.4;向前跳跃的距离
   runjump.fwd = 5,-8.8;跑跳跃的距离  
   airjump.neu = 0;再次跳跃的高度，0表示与正常跳跃相同  
   airjump.back = -4.55;再次跳跃，後跳的距离  
   airjump.fwd = 4.6;再次跳跃，前跳的距离        

[Movement]
airjump.num = 0      
airjump.height = 35  
yaccel = .60         
stand.friction = .85  
crouch.friction = .82 


;---------------------------------------------------------------------------
; 
[Statedef 100]
type    = S
physics = N
anim = 100
sprpriority = 1


[State removeexplod]
type = removeexplod
trigger1 = time = 0
ID = 3000

;---------------------[]


[State 00]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -500

[State 01]
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
time = 3
add = 255,255,255
mul = 255,255,255
color = 1
ignorehitpause = 1

[State 00]
type = null;ctrlset
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = 1

[State 02]
type = PlaySnd
trigger1 = Time= 0
value = 100, 1

[State 03]
type = VelSet
trigger1 = animelem = 3;1
x = 6;const(velocity.run.fwd.x)

[State 04]
type = VelSet
trigger1 = animelem = 4
x = 0

[State 05] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 06] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 07]
type = ChangeState
trigger1 = command = "holdfwd"
trigger1 = animelem = 4,>=0
value = 101

[State 08]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------

[Statedef 101]
type    = S
physics = S
anim = 101
sprpriority = 1
ctrl = 1

[State 00]
type = PlaySnd
trigger1 = Time= 0
value = 100, 0
loop = 1
channel = 1

[State 01]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 02] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 03] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 04]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0


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

[Statedef 105]
type    = S
physics = S
ctrl = 0
anim = 104
velset = 0,0

[State 00]
type = ChangeState
trigger1 = animtime = 0
value = 106

[Statedef 106]
type    = A
physics = A
ctrl = 1
anim = 105
sprpriority = 1

[State 00]
type = VelSet
trigger1 = Time = 0
x = -6.5
y = -4.8

[State 01]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 107



[Statedef 107]
type    = S
physics = N
ctrl = 0
anim = 106
velset = 0,0

[State 00]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 01]
type = PosSet
trigger1 = Time = 0
y = 0

[State 02]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 03]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

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

[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 00]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

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

[Statedef 180]
type = S

[State 01]
type = ChangeState
trigger1 = prevstateno = 2405
value = 2406

[State 01]
type = ChangeState
trigger1 = prevstateno = 2406
value = 2407

[State 01]
type = ChangeState
trigger1 = var(9) = 1
value = 184

[State 00]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,1

[State 01]
type = ChangeState
trigger1 = var(2) = 0
value = 181

[State 01]
type = ChangeState
trigger1 = var(2) = 1
value = 184

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

[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 00]
type = PlaySnd
trigger1 = animelem = 1
value = 181,0

[State 00]
type = PlaySnd
trigger1 = animelem = 7
value = 181,1

;---------------------
[state a];墛
type = Helper
trigger1 = animelem = 2
id = 3000
name = "honoo"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 182
helpertype = normal
keyctrl = 0 
ownpal = 1


[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,170]
flag = roundnotover

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

[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State 00]
type = PlaySnd
trigger1 = animelem = 1
value = 182,0

[State 00]
type = PlaySnd
trigger1 = animelem = 5
value = 182,1

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,170]
flag = roundnotover

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

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

[Statedef 2406]
type = S
ctrl = 1
anim = 2406
velset = 0,0

[state a]
type = null;changestate
trigger1 = time = 0
value = 180

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,170]
flag = roundnotover

;---------------------------------------------------------------------------
; 摿庩彑棙[嵟廔寛愴墱媊2]
[Statedef 2407]
type = S
ctrl = 0
anim = 2406
velset = 0,0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,170]
flag = roundnotover






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


[State 190,]
type = ChangeState
trigger1 = p2name = "iori yagami" || p4name = "iori yagami"
value = 191

[State 190,]
type = ChangeState
trigger1 =  P2Name = "Leona" || P4Name = "Leona"
trigger2 =  P2Name = "Leona Heidern" || P4Name = "Leona Heidern"
value = 198

[State 190,]
type = ChangeState
trigger1 = Time = 1
value = 192
; -----------------------------------------------------------------------
[Statedef 192]
type = S
ctrl = 0
anim = 190
velset = 0,0;(1:僟僢僔儏壒)

[state a];摿庩僀儞僩儘(埩)
type = varset
triggerall = time = 1
trigger1 = p2name = "iori" || p4name = "iori"
trigger2 = p2name = "yagami" || p4name = "yagami"
trigger3 = p2name = "iori yagami" || p4name = "iori yagami"
trigger4 = p2name = "d-Yagami" || p4name = "d-Yagami"
trigger5 = p2name = "yasanagi" || p4name = "yasanagi"
trigger6 = p2name = "Iori-type-M" || p4name = "Iori-type-M"
trigger7 = p2name = "Another Iori" || p4name = "Another Iori"
trigger8 = p2name = "IORI-B" || p4name = "IORI-B"
trigger9 = p2name = "Yagami-AKOF" || p4name = "Yagami-AKOF"
v = 9
value = 1

;---------------------[僿儖僷乕]
[state a];墛
type = Helper
trigger1 = animelem = 3
id = 3000
name = "honoo"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 182
helpertype = normal
keyctrl = 0 
ownpal = 1



[State a];峴偔偤
type = PlaySnd
trigger1 = animelem = 6
value = 190,0



[State a] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State a] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; 摿庩僀儞僩儘(埩)
[Statedef 191]
type = S
ctrl = 0
anim = 197
velset = 0,0

[State a];
type = PlaySnd
trigger1 = animelemtime(3) = 20
value = 192,0


[State a] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State a] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 198]
type = S
ctrl = 0
anim = 198
velset = 0,0

[State a];
type = PlaySnd
trigger1 = animelemtime(3) = 20
value = 183,0

[State explod]
type = Explod
trigger1 = animelem = 1
anim = 199
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
ignorehitpause = 0
under = 0

[State a] 
type = AssertSpecial
trigger1 = 1
flag = Intro

[State a] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0


;---------------------------------------------------------------------------
; 挧敪偺摦嶌
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 1

[State 191, 3];傕偆偍傗偡傒偐偄
type = PlaySnd
trigger1 = animelem = 2
value = 195,0

[State 195, 1]
type = CtrlSet
trigger1 = Time = 40
value = 1

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


:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
;---------------------------------------------------------------------------
; 墦嫍棧棫偪丒庛丒僷儞僠丒偺摦嶌
[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
;Commonly-used controllers:
velset = 0,0                     ;偙偺僗僥乕僩偑巒傑偭偨帪偵堏摦偡傞偐乮0,0偱摦偐側偄乯
ctrl = 0                         ;偙偺僗僥乕僩拞偵懠偺僐儅儞僪傪庴偗晅偗傞偐(1偱庴偗晅偗傞)
anim = 200                       ;偙偺僗僥乕僩偱昞帵偡傞僗僾儔僀僩僗僥乕僩斣崋(0偱曄壔柍偟)
poweradd = 0                    ;偙偺僗僥乕僩傪巊偭偨帪偺僷儚乕憹壛検(0偱曄壔柍偟)


[State 200, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA                     ;棫偪忬懺偱丄捠忢偺峌寕(倱偼棫偪丄値偼捠忢丄a偼峌寕傪昞偡)
damage = 29, 0                   ;僟儊乕僕検乮嵍偑摉偨偭偨帪丄塃偼僈乕僪偟偨帪乯
getpower = 61,61
animtype = Light                 ;摉偰偨帪偺憡庤偺億乕僘乮light/midium/hard/back乯偐傜慖戰
guardflag = MA                   ;僈乕僪偱偒傞忬懺乮倣a偼慡偰偺忬懺偱僈乕僪壜擻乯
hitflag = MAF                    ;摉偰傞帠偺偱偒傞忦審
priority = 3, Hit                ;峌寕偺桪愭尃乮0庛偄丂4捠忢丂7嫮偄
pausetime = 8, 9                 ;峌寕偑摉偨偭偨帪偺峝捈帪娫乮嵍偑帺暘丄塃偑憡庤乯
sparkno = s7000                      ;僸僢僩僄僼僃僋僩偺僗僾儔僀僩僗僥乕僩乮柍偗傟偽0乯
sparkxy = -5, -84               ;僸僢僩僄僼僃僋僩傪昞帵偡傞応強乮憡庤偺嵗昗偱乯
hitsound = s300, 0                 ;僸僢僩偟偨帪偺壒乮倱*,*偵偡傞偲帺暘偺壒傪巊偆乯
guard.sparkno = s7010
guardsound = s120, 0                ;僈乕僪偟偨帪偺壒乮摨忋乯
ground.type = high               ;憡庤偺偔傜偭偨応強乮High丗摢丄懱, Low丗懌, Trip丗懌暐偄乯
ground.slidetime = 9             ;憡庤偑屻偵偡傋傞帪娫
ground.hittime  = 9             ;僐儞儃偑宷偑傞帪娫乮崅偔偟偡偓側偄帠乯
ground.velocity = -6             ;抧忋偱峌寕傪偔傜偭偨応崌偺憡庤偺堏摦忬嫷乮倶偲倷偱彫悢揰壜乯
airguard.velocity = -1.9,-2     ;嬻拞偱峌寕傪偔傜偭偨応崌偺憡庤偺堏摦忬嫷乮倶偲倷偱彫悢揰壜乯
air.type = high                 ;嬻拞偱憡庤偑偔傜偭偨応強乮忋偲摨偠乯
air.velocity = -1.4,-3           ;嬻拞偱峌寕傪偔傜偭偨応崌偺憡庤偺堏摦忬嫷乮倶偲倷偱彫悢揰壜乯
air.hittime = 12                 ;嬻拞偱僐儞儃偑宷偑傞帪娫
ID = 200
nochainID = 1100

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,var(6)

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

;---------------------------------------------------------------------------
; 嬤嫍棧棫偪丒庛丒僷儞僠丒偺摦嶌
[Statedef 205]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 8                      
;Commonly-used controllers:
velset = 0,0                     ;偙偺僗僥乕僩偑巒傑偭偨帪偵堏摦偡傞偐乮0,0偱摦偐側偄乯
ctrl = 0                         ;偙偺僗僥乕僩拞偵懠偺僐儅儞僪傪庴偗晅偗傞偐(1偱庴偗晅偗傞)
anim = 205                       ;偙偺僗僥乕僩偱昞帵偡傞僗僾儔僀僩僗僥乕僩斣崋(0偱曄壔柍偟)
poweradd = 0                    ;偙偺僗僥乕僩傪巊偭偨帪偺僷儚乕憹壛検(0偱曄壔柍偟)
sprpriority = 1                  ;昞帵偟偨奊偺廳側傝嬶崌(2堦斣慜丂0捠忢丂-1墱)

[State 200, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA                     ;棫偪忬懺偱丄捠忢偺峌寕(倱偼棫偪丄値偼捠忢丄a偼峌寕傪昞偡)
damage = 38, 0                   ;僟儊乕僕検乮嵍偑摉偨偭偨帪丄塃偼僈乕僪偟偨帪乯
getpower = 61,61
animtype = Light                 ;摉偰偨帪偺憡庤偺億乕僘乮light/midium/hard/back乯偐傜慖戰
guardflag = MA                   ;僈乕僪偱偒傞忬懺乮倣a偼慡偰偺忬懺偱僈乕僪壜擻乯
hitflag = MAF                    ;摉偰傞帠偺偱偒傞忦審
priority = 3, Hit                ;峌寕偺桪愭尃乮0庛偄丂4捠忢丂7嫮偄
pausetime = 7, 9                 ;峌寕偑摉偨偭偨帪偺峝捈帪娫乮嵍偑帺暘丄塃偑憡庤乯
sparkno = s7000                      ;僸僢僩僄僼僃僋僩偺僗僾儔僀僩僗僥乕僩乮柍偗傟偽0乯
sparkxy = -20, -81               ;僸僢僩僄僼僃僋僩傪昞帵偡傞応強乮憡庤偺嵗昗偱乯
hitsound = s300, 0                 ;僸僢僩偟偨帪偺壒乮倱*,*偵偡傞偲帺暘偺壒傪巊偆乯
guard.sparkno = s7010
guardsound = s120, 0                ;僈乕僪偟偨帪偺壒乮摨忋乯
ground.type = high              ;憡庤偺偔傜偭偨応強乮High丗摢丄懱, Low丗懌, Trip丗懌暐偄乯
ground.slidetime = 9             ;憡庤偑屻偵偡傋傞帪娫
ground.hittime  = 9             ;僐儞儃偑宷偑傞帪娫乮崅偔偟偡偓側偄帠乯
ground.velocity = -6             ;抧忋偱峌寕傪偔傜偭偨応崌偺憡庤偺堏摦忬嫷乮倶偲倷偱彫悢揰壜乯
airguard.velocity = -1.7,-2     ;嬻拞偱峌寕傪偔傜偭偨応崌偺憡庤偺堏摦忬嫷乮倶偲倷偱彫悢揰壜乯
air.type = high                  ;嬻拞偱憡庤偑偔傜偭偨応強乮忋偲摨偠乯
air.velocity = -1.4,-3           ;嬻拞偱峌寕傪偔傜偭偨応崌偺憡庤偺堏摦忬嫷乮倶偲倷偱彫悢揰壜乯
air.hittime = 12                 ;嬻拞偱僐儞儃偑宷偑傞帪娫
ID = 200
nochainID = 1100

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200,var(6)

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

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

;---------------------------------------------------------------------------
;墦嫍棧嫮僷儞僠
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 30
ctrl = 0
velset = 0,0
anim = 210


[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 210, var(6)

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[State 210, 2]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
animtype  = hard
damage    = 125
priority = 4, Hit
getpower = 91,91
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -10,-90
hitsound   = s310,0
guardsound = s121,0
guard.sparkno = s7011
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10.5
air.velocity = -2.5,-4
ID = 200
nochainID = 1100

[state a]
type = playsnd
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 340,2

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


;---------------------------------------------------------------------------
; 嬤嫍棧棫偪丒嫮丒僷儞僠丒偺摦嶌
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 215
sprpriority = 1

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 210, var(6)

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[State 210, 2]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = hard
damage    = 115
priority = 4, Hit
getpower = 91,91
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -30,-71
hitsound   = s310,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8
air.velocity = -4,-3
ID = 200
nochainID = 1100

[State 215, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;墦嫍棧 棫偪丒庛丒僉僢僋
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 1

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,var(6)

[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0

[State 230, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = light
damage    = 38
priority = 3, Hit
getpower = 61,61
guardflag = MA
pausetime = 7,8
sparkno = s7000
sparkxy = -15,-75
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = high
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3.5
ID = 200
nochainID = 1100

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

;---------------------------------------------------------------------------
;嬤嫍棧 棫偪丒庛丒僉僢僋
[Statedef 235]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 235
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,var(6)

[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0

[State 230, 2]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
animtype  = light
damage    = 29
priority = 3, Hit
getpower = 61,61
guardflag = L
pausetime = 9,10
sparkno = s7000
sparkxy = -30,-45
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -2.5,-3.5
ID = 200
nochainID = 1100

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


;---------------------------------------------------------------------------
;墦嫍棧 棫偪丒嫮丒僉僢僋
[Statedef 240]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 1


[State 210, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 210, var(6)

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 221, 0

[state a]
type = posadd
trigger1 = animelem = 3
x = 2

[state a]
type = posadd
trigger1 = animelem = 4
x = 4

[state a]
type = posadd
trigger1 = animelem = 5
x = 6

[state a]
type = posadd
trigger1 = animelem = 6
x = 5


[State 240, 2]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
animtype  = hard
damage    = 125
priority = 4, Hit
getpower = 91,91
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-69
hitsound   = s340,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10
air.velocity = -3,-5.2
ID = 200
nochainID = 1100

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

;---------------------------------------------------------------------------
; 嬤嫍棧棫偪丒嫮丒僉僢僋
[Statedef 245]
type    = S
movetype= A
physics = N
juggle  = 7
poweradd= 30
ctrl = 0
velset = 0,0
anim = 245
sprpriority = 1

[State 240, 1]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 210, var(6)

[State 240, 2]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
animtype  = hard
damage    = 115
priority = 5, Hit
getpower = 91,91
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -25,-75
hitsound   = s340,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8
air.velocity = -2,-5
fall = 0
fall.recover = 0
ID = 200
nochainID = 1100

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


;---------------------------------------------------------------------------
;奜幃丒崒晙 梲
[Statedef 250]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 250
sprpriority = 1


;---------------------[岠壥壒]
[State 240, 1];偙偺偋
type = PlaySnd
trigger1 = animelem = 1
value = 250, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 221, 0


;---------------------[懍搙]
[state a]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 4

[state a]
type = posadd
trigger1 = animelem = 5
x = 2

[state a]
type = posadd
trigger1 = animtime = 0
x = -12

;---------------------[峌寕敾掕]
[State 240, 2]
type = HitDef
trigger1 = animelem = 9
attr = S, NA
animtype  = hard
priority = 5, Hit
getpower = 40,40
damage    = 53
guardflag = HA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-70
hitsound   = s340,0
guard.sparkno = s7011
guardsound = s121,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4.5
air.velocity = -2.5,-4
air.fall = 1
fall.recover = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 10
attr = S, NA
animtype  = hard
priority = 5, Hit
getpower = 40,40
damage    = 53
guardflag = HA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-70
hitsound   = s340,0
guard.sparkno = s7011
guardsound = s121,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3.5
air.velocity = -2.5,-4
air.fall = 1
fall.recover = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 11
attr = S, NA
animtype  = hard
priority = 5, Hit
getpower = 40,40
damage    = 23
guardflag = HA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-70
hitsound   = s340,0
guard.sparkno = s7011
guardsound = s121,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2.5
air.velocity = -2.5,-4
air.fall = 1
fall.recover = 0


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


;---------------------------------------------------------------------------
;奜幃丒崒晙 梲(僉儍儞僙儖斉)
[Statedef 251]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 251
sprpriority = 1


;---------------------[岠壥壒]
[State 240, 1];偙偺偋
type = PlaySnd
trigger1 = animelem = 1
value = 250, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 221, 0


;---------------------[懍搙]
[state a]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 4

[state a]
type = posadd
trigger1 = animelem = 4
x = 2

;---------------------[峌寕敾掕]
[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = hard
getpower = 30,30
damage    = 48
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-70
hitsound   = s340,0
guard.sparkno = s7011
guardsound = s121,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4.5
air.velocity = -2.5,-4
air.fall = 1
fall.recover = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 6
attr = S, NA
animtype  = hard
getpower = 30,30
damage    = 48
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -25,-40
hitsound   = s340,0
guard.sparkno = s7011
guardsound = s121,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5.5
air.velocity = -2.5,-4
air.fall = 1
fall.recover = 0

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



;---------------------------------------------------------------------------
; 傆偭旘偽偟峌寕
[Statedef 290]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 290
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 211, 0

[State 200, 1];
type = PlaySnd
trigger1 = Time = 1
value = 210, var(6)

[state a]
type = posadd
trigger1 = animelemtime(5) = 0
trigger2 = animelemtime(5) = 1
x = 6

[state a]
type = posadd
trigger1 = animelemtime(5) = 2
x = 4

[state a]
type = posadd
trigger1 = animelemtime(5) = 3
x = 2

[state a]
type = posadd
trigger1 = animelem = 6
x = 3

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = high
damage    = 125
priority = 6, Hit
getpower = 136,136
guardflag = MA
pausetime = 11,12
sparkno = s7002
sparkxy = -15,-45
hitsound   = s290,2
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8,-2.5
air.velocity = -8,-2.8
yaccel = 0.3
fall = 1
fall.recover = 0
ID = 200
nochainID = 1100

[state a]
type = playsnd
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 290,3


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

;---------------------------------------------------------------------------
; 僈乕僪僉儍儞僙儖傆偭旘偽偟峌寕
[Statedef 291]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= -500
ctrl = 0
velset = 0,0
anim = 291
sprpriority = 1

[State 240, 1]
type = PlaySnd
trigger1 = Time = 0
value = 221, 0

[State 200, 1];
type = PlaySnd
trigger1 = Time = 1
value = 210, var(6)

[State 700, 2];柍揋偺忬懺傪嶌傞
type = NotHitBy
triggerall = 1
trigger1 = 1
value = SCA

[State 3040, 7];夋柺僼儔僢僔儏
type = EnvColor
trigger1 = movehit = 1
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[state a]
type = posadd
trigger1 = animelem = 2
x = 16

[state a]
type = posadd
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 6
x = 24

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = diagup
damage    = 39
priority = 6, Hit
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s7002
sparkxy = -15,-45
hitsound   = s290,0
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
ID = 200
nochainID = 1100
kill = 0

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

;---------------------------------------------------------------------------
;孅傒丒庛丒僷儞僠
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 0
ctrl = 0
anim = 400
sprpriority = 1

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,var(6)

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[State 400, 2]
type = HitDef
trigger1 = animelem = 2
attr = C, NA
damage    = 29
priority = 3, Hit
animtype  = Light
hitflag = MAF
guardflag = M
getpower = 60,60
pausetime = 7,8
sparkno = s7000
sparkxy = -10,-53
hitsound   = s300,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2.5,-3
ID = 200
nochainID = 1100

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;孅傒丒嫮丒僷儞僠
[Statedef 410]
type    = C
movetype= A
physics = N
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 410
sprpriority = 1


[State 200, 1];
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 210, var(6)

[State 410, 2]
type = HitDef
trigger1 = animelem = 4
attr = C, NA
damage    = 106
priority = 4, Hit
animtype  = hard
hitflag = MA
guardflag = MA
pausetime = 11,12
getpower = 91,91
sparkno = s7001
sparkxy = -10,-86
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8
air.velocity = -3,-6
fall = 0
fall.recover = 0
ID = 410
nochainID = 1100,410

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;孅傒丒庛丒僉僢僋
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 0
ctrl = 0
anim = 430
sprpriority = 1

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,var(6)

[State 430, 1]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 430, 2]
type = HitDef
trigger1 = animelem = 2
attr = C, NA
damage    = 29
priority = 3, Hit
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 7,8
sparkno = s7000
sparkxy = -10,-12
hitsound   = s330,var(6)
getpower = 61,61
guard.sparkno = s7010
guardsound = s120,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
ID = 200
nochainID = 1100

[State 440, 4]
type = ChangeState
trigger1 = movecontact
trigger1 = command = "x"
trigger1 = command = "holddown"
value = 400


[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;孅傒丒嫮丒僉僢僋
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 30
ctrl = 0
anim = 440
sprpriority = 1

[State 440, 2]
type = PlaySnd
trigger1 = animelem = 2
value = 221, 0

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 210,var(6)

[State 440, 3]
type = HitDef
trigger1 = animelem = 3
attr = C, NA
damage    = 115
priority = 4, Hit
hitflag = MAF
guardflag = L
pausetime = 11,12
sparkno = s7001
getpower = 91,91
sparkxy = -15,-24
hitsound   = s340,var(6)
guardsound = s120,0
guard.sparkno = s7011
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -5
fall = 1
fall.recover = 0
ID = 200
nochainID = 1100

[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;---------------------------------------------------------------------------
;敧幪敧幃
[Statedef 450]
type    = C
movetype= A
physics = N
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 450
sprpriority = 1

;---------------------[岠壥壒]
[State 200, 1];傆偭
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 6
value = 450, 0

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 5
value = 221, 0

;---------------------[堏摦]
[state a]
type = posadd
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
trigger4 = animelem = 7
trigger5 = animelem = 8
trigger6 = animelem = 9
x = 8

;---------------------[峌寕]
[State 430, 2]
type = HitDef
trigger1 = animelem = 2
attr = C, NA
damage    = 87
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 11,12
sparkno = s7001
sparkxy = -10,-30
hitsound   = s340,0
getpower = 30,30
guard.sparkno = s7010
guardsound = s121,0
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20

[State 430, 2]
type = HitDef
trigger1 = animelem = 6
attr = C, NA
damage    = 87
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 11,12
sparkno = s7001
sparkxy = -10,-30
hitsound   = s340,0
getpower = 30,30
guard.sparkno = s7010
guardsound = s121,0
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;嬻拞丒庛丒僷儞僠
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 600
sprpriority = 2

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,var(1)


[State 600, 2]
type = HitDef
trigger1 = animelem = 3
attr = A, NA
damage    = 48
priority = 3, Hit
getpower = 61,61
guardflag = HA
pausetime = 7,8
sparkno = s7000
sparkxy = -10,-54
hitsound   = s300,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3
ID = 600
nochainID = 1100

;---------------------------------------------------------------------------
;嬻拞丒嫮丒僷儞僠
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 30
ctrl = 0
anim = 610
sprpriority = 2

[State 200, 1];
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0


[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
value = 210, var(6)

[State 610, 3]
type = HitDef
trigger1 = animelem = 3
attr = A, NA
damage = 125
priority = 5, Hit
guardflag = HA
getpower = 91,91
pausetime = 10,10
sparkno = s7001
sparkxy = -10,-44
hitsound   = s310,var(6)
guard.sparkno = s7011
guardsound = s120,0
animtype = hard
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4
air.velocity = -3,-4
ID = 600
nochainID = 1100

;---------------------------------------------------------------------------
;悅捈嬻拞丒庛丒僉僢僋
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 630
sprpriority = 1

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = vel x != 0
value = 635

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,var(6)

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 630, 2]
type = HitDef
trigger1 = animelem = 3
attr = A, NA
damage = 48
priority = 3, Hit
getpower = 61,61
guardflag = HA
pausetime = 8,8
sparkno = s7000
sparkxy = -5,-66
hitsound   = s330,var(6)
guard.sparkno = s7010
guardsound = s120,0
ground.type = low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3
ID = 600
nochainID = 1100

;---------------------------------------------------------------------------
;嬻拞丒嫮丒僉僢僋
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 30
ctrl = 0
anim = 640
sprpriority = 1

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = vel x != 0
value = 645

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 210, var(6)

[State 640, 3]
type = HitDef
trigger1 = animelem = 4
attr = A, NA
damage    = 125
priority = 4, Hit
guardflag = HA
getpower = 91,91
pausetime = 12,12
sparkno = s7001
sparkxy = -10,-52
hitsound   = s340,var(6)
guard.sparkno = s7011
guardsound = s120,0
animtype = hard
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
ID = 600
nochainID = 1100

;---------------------------------------------------------------------------
;奜幃丒撧棊棊偲偟
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 650
sprpriority = 1

[State 640, 2]
type = PlaySnd
trigger1 = time = 0
value = 650, 0

[State 640, 2]
type = PlaySnd
trigger1 = animelem = 2
value = 221, 

[State 640, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
priority = 6, Hit
damage    = 77
guardflag = HA
getpower = 101,101
priority = 4
pausetime = 6,6
sparkno = s7001
sparkxy = -10,-40
hitsound   = s310,0
guard.sparkno = s7011
guardsound = s121,0
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -5,11
air.fall = 1
fall.recover = 0
fall.envshake.time = 13
fall.envshake.ampl = -5
fall.envshake.freq = 92
fall.envshake.phase = 92

;---------------------------------------------------------------------------
;嬻拞傆偭旘偽偟峌寕
[Statedef 690]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 690
sprpriority = 2

[State 200, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 210,var(6)

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 211, 0

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype  = hard
damage    = 125
getpower = 120,120
guardflag = MA
pausetime = 11,12
sparkno = s7001
sparkxy = -15,-58
hitsound   = s290,2
guard.sparkno = s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -8,-2.5
air.velocity = -8,-2.8
yaccel = 0.3
fall = 1
fall.recover = 0
nochainID = 1200

[state a]
type = playsnd
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 290,3








;---------------------------------------------------------------------------
[Statedef 701]
poweradd= 0
ctrl = 0
anim = 701
sprpriority = 2
velset = 0,0

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

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

[state a]
type = playerpush
trigger1 = animelem = 3,<=0
value = 0

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 750, 0

[State 600, 1]
type = velset
trigger1 = Time = 0
x = -6

[State 600, 1]
type = veladd
trigger1 = vel x <= 0
trigger1 = gametime % 2
x = 0.4

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

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 33
length = 8
PalBright = 0, 0, 0
PalContrast =135, 135, 135
PalAdd = 0, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

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

;---------------------------------------------------------------------------
[Statedef 702]
poweradd= 0
ctrl = 0
anim = 702
sprpriority = 2
velset = 0,0

[State a]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -500

[State a]
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
time = 4
add = 0,0,176
mul = 0,0,176
color = 1
ignorehitpause = 1

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

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

[state a]
type = playerpush
trigger1 = 1
value = 0

[State a]
type = PlaySnd
trigger1 = Time = 1
value = 750, 0

[state a]
type = velset
trigger1 = animelemtime(2) >= 0 && animelemtime(7) < 0
x = 5

[state a]
type = velset
trigger1 = animelem = 7
x = 0

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 33
length = 8
PalBright = 0, 0, 0
PalContrast =135, 135, 135
PalAdd = 0, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

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

[Statedef 703]
poweradd= 0
ctrl = 0
anim = 703
sprpriority = 2
velset = 0,0

[State a]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -500

[State a]
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
time = 4
add = 0,0,176
mul = 0,0,176
color = 1
ignorehitpause = 1

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

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

[state a]
type = playerpush
trigger1 = 1
value = 0

[State a]
type = PlaySnd
trigger1 = Time = 1
value = 750, 0

[state a]
type = velset
trigger1 = animelemtime(2) >= 0 && animelemtime(7) < 0
x = -5

[state a]
type = velset
trigger1 = animelem = 7
x = 0

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 33
length = 8
PalBright = 0, 0, 0
PalContrast =135, 135, 135
PalAdd = 0, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

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








;---------------------------------------------------------------------------
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 1

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
Trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
;trigger1 = p2movetype != H
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = ifelse (command = "b", 850, 801)
;p1stateno = ifelse (command = "holdback", 850, 801)
p1stateno = 801
p2stateno = 805
fall = 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;缵揝
[Statedef 801]
type    = S
movetype= A
physics = N
anim = 801
juggle  = 8
sprpriority = 1


;---------------------[]
[State explod];捦傒
type = Explod
trigger1 = animelem = 2
anim = 7081
id = 3000
sprpriority = 2
postype = p1
pos = 38,-78
bindtime = -1
supermove = 0
ignorehitpause = 0
under = 0

[State explod];墸傝
type = Explod
trigger1 = animelem = 6
anim = 7002
id = 3000
sprpriority = 4
postype = p1
pos = 53,-62
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

;---------------------[]
[state a]
type = posadd
trigger1 = animelem = 5
x = 4

[state a]
type = posadd
trigger1 = animelem = 6
x = 16

[state a]
type = posadd
trigger1 = animelem = 7
x = 8


;---------------------[僒僂儞僪]
[State 810, Grab Sound];捦傒
type = PlaySnd
trigger1 = animelem = 2
value = 800,0

[State 810, Grab Sound];僷儞僠
type = PlaySnd
trigger1 = AnimElem = 6
value = 310, var(6)

;:::憡庤

[State 801, 2]
type = TargetBind
trigger1 = animelem = 6,<=0
pos = 36,0

[State 801, 2]
type = TargetBind
trigger1 = animelem = 7
pos = 71,-15

[State 801, 2]
type = Targetstate
trigger1 = animelem = 2
value = 806

[State 801, 2]
type = Targetstate
trigger1 = animelem = 7
value = 807

[State 801, 2]
type = Targetlifeadd
trigger1 = animelem = 7
value = -100;-173
kill = 1


;:::

[State 210, Width];夋柺抂偺墴偟栠偟敾掕
type = Width
trigger1 = 1;animelem = 1
edge = 75,0

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

;---------------------------------------------------------------------------
;搳偘傜傟偰偄傞憡庤
[Statedef 805]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 700, 2];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 805

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

;---------------------------------------------------------------------------
;搳偘傜傟偰偄傞憡庤
[Statedef 806]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 700, 2];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 806

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

;---------------------------------------------------------------------------
;搳偘傜傟偰偄傞憡庤2
[Statedef 807]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 700, 2];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

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

[state a]
type = velset
trigger1 = time = 0
x = -5
y = -5

[State 821, 1] ;偙傟偼廳椡偙傟偼枅僼儗乕儉帠偵0.4偺椡偑壛傢傝傑偡
type = VelAdd
Trigger1 = 1
y = .4

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;---------------------------------------------------------------------------
;堦檵攚晧偄搳偘
[Statedef 850]
type    = S
movetype= A
physics = N
anim = 850
juggle  = 8
sprpriority = 1


;---------------------[]
[State explod];捦傒
type = Explod
trigger1 = animelem = 2
anim = 7081
id = 3000
sprpriority = 2
postype = p1
pos = 38,-78
bindtime = -1
supermove = 0
ignorehitpause = 0
under = 0

[State explod];墸傝
type = Explod
trigger1 = animelem = 8
anim = 7002
id = 3000
sprpriority = 4
postype = p1
pos = -39,-7
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

;---------------------[]
[state a]
type = posadd
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
x = -16

;---------------------[僒僂儞僪]

[State 810, Grab Sound];偍傞偀
type = PlaySnd
trigger1 = AnimElem = 2
value = 800, 1

[State 810, Grab Sound];抧柺
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 8
value = 850, 0

[State 810, Grab Sound];墸傝
type = PlaySnd
trigger1 = AnimElem = 8
value = 310, var(6)

;:::憡庤

[State 801, 2]
type = TargetBind
trigger1 = time = 0
pos = 36,0

[State 801, 2]
type = TargetBind
trigger1 = animelem = 3
pos = 35,-93

[State 801, 2]
type = TargetBind
trigger1 = animelem = 4
pos = 18,-95

[State 801, 2]
type = TargetBind
trigger1 = animelem = 5
pos = -8,-78

[State 801, 2]
type = TargetBind
trigger1 = animelemtime(5) = 4
pos = -13,0

[State 801, 2]
type = TargetBind
trigger1 = animelem = 7
pos = -50,0




[State 801, 2]
type = Targetstate
trigger1 = animelem = 2
value = 806

[State 801, 2]
type = Targetstate
trigger1 = animelem = 3
value = 855

[State 801, 2]
type = Targetlifeadd
trigger1 = animelem = 5
value = -50
kill = 0

[State 801, 2]
type = Targetlifeadd
trigger1 = animelem = 8
value = -50;-173
kill = 1


;:::

[State 210, Width];夋柺抂偺墴偟栠偟敾掕
type = Width
trigger1 = animelem = 1
edge = 50,90

[state a]
type = turn
trigger1 = animelem = 11

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

;---------------------------------------------------------------------------
;搳偘傜傟偰偄傞憡庤2
[Statedef 855]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 700, 2];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = 1
value = SCA

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 855

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

[state a]
type = velset
trigger1 = animelem = 9
x = 3
y = -6

[State 821, 1] ;偙傟偼廳椡偙傟偼枅僼儗乕儉帠偵0.4偺椡偑壛傢傝傑偡
type = VelAdd
Trigger1 = animelem = 9,>=0
y = .4

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 




;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;昁嶦媄
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 昐幃丒婼從偒
[Statedef 1000]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 20
velset = 0,0
anim = 1000
sprpriority = 1
ctrl = 0

;---------------------[僐儅儞僪敾掕]
[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "x"
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "y"
v = 5
value = 1


[state a]
type = poweradd
trigger1 = var(5) = 0
trigger1 = time = 0
value = 10

;---------------------[柍揋]
[State 1];
type = NotHitBy 
trigger1 = var(5) = 0
trigger1 = animelem = 3,>=0
trigger1 = animelem = 4,<=0
value = SCA

[State 1];
type = NotHitBy 
trigger1 = var(5) = 1
trigger1 = animelem = 4,<=0
value = SCA

;---------------------[傾僯儊乕僔儑儞曄峏]
[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 1001


;---------------------[岠壥壒]
[state a];偍偆傝傖
type = playsnd
trigger1 = animelem = 1
value = 1000,var(5)

[state a];忋徃
type = playsnd
trigger1 = animelem = 4
value = 1000,2

[state a];僸僢僩
type = playsnd
trigger1 = animelem = 3,>=0
trigger1 = animelem = 4,<=0
trigger1 = movehit
value = 1000,3
persistent = 0
ignorehitpause = 1

[state a];僸僢僩
type = playsnd
trigger1 = animelem = 4,>=0
trigger1 = movehit
value = 1000,3
persistent = 0
ignorehitpause = 1

;---------------------[僄僼僃僋僩]

[State 1000, 5];懌尦僄僼僃僋僩
type = Explod
trigger1 = time = 0
anim = 1010
id = 1010
sprpriority = 5
postype = p1
pos = 12,40
bindtime = -1
supermove = 1
under = 0
scale =1.0,0.9

[State 1000, 5];懌尦僄僼僃僋僩
type = Explod
trigger1 = time = 0
anim = 1011
id = 1011
sprpriority = -5
postype = p1
pos = 13,38
bindtime = -1
supermove = 1
under = 0
scale =1.0,0.9

;---------------------[堏摦丄僗僥乕僩偺忬懺曄峏]
[state a]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 8


[state a]
type = statetypeset
trigger1 = animelem = 4
value = A

[state a]
type = posadd
trigger1 = var(5) = 0
trigger1 = animelem = 4
x = 4
y = -6

[state a]
type = veladd
trigger1 = var(5) = 0
trigger1 = animelem = 4,>=0
trigger1 = vel x >=0
x = -0.2

[state a]
type = velset
trigger1 = var(5) = 0
trigger1 = animelem = 4
x = 3
y = -6

[state a]
type = veladd
trigger1 = var(5) = 0
trigger1 = animelem =4,>=0
y = 0.4


[state a]
type = posadd
trigger1 = var(5) = 1
trigger1 = animelem = 4
x = 4
y = -8

[state a]
type = veladd
trigger1 = var(5) = 1
trigger1 = animelem = 4,>=0
trigger1 = vel x >=0
x = -0.12

[state a]
type = velset
trigger1 = var(5) = 1
trigger1 = animelem = 8,>=0
x = 0

[state a]
type = velset
trigger1 = var(5) = 1
trigger1 = animelem = 4
x = 3
y = -8

[state a]
type = veladd
trigger1 = var(5) = 1
trigger1 = animelem =4,>=0
y = 0.4

;---------------------[峌寕]
[State 2];庛
type = HitDef
trigger1 = var(5) = 0
trigger1 = animelem = 3
attr = A, SA
animtype  = hard
priority = 6, Hit
damage    = 77,10
getpower = 40,40
getpower = 0,0
guardflag = MA
pausetime = 14,15
sparkno = s7002
sparkxy = -10,-67
hitsound   = s310,var(6)
guard.sparkno = s7012
guardsound = s122,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2,-7.5
air.velocity = -2,-7.5
fall = 1
fall.recover = 0
palfx.time =58
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124


[State 2];嫮1
type = HitDef
trigger1 = var(5) = 1
trigger1 = animelem = 3
attr = S, SA
animtype  = hard
priority = 6, Hit
damage    = 67,10
getpower = 30,30
guardflag = MA
pausetime = 14,15
sparkno = s7002
sparkxy = -10,-67
hitsound   = s310,var(6)
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1,0
air.velocity = -1,-5.5
fall = 0
fall.recover = 0
palfx.time =58
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124

[State 2];嫮2
type = HitDef
trigger1 = var(5) = 1
trigger1 = animelem = 4
attr = A, SA
animtype  = hard
priority = 6, Hit
damage    = 67,10
getpower = 30,30
guardflag = MA
pausetime = 14,15
sparkno = s7002
sparkxy = -15,-62
hitsound   = s310,var(6)
guard.sparkno = s7012
guardsound = s122,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2,-6.5
air.velocity = -2,-6.5
fall = 1
fall.recover = 0
palfx.time =58
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124


;---------------------[棫偪僗僥乕僩偵栠傞]
[state a]
type = changestate
trigger1 = vel y >0 && pos y >=0
value = 1005


;---------------------------------------------------------------------------
; 昐幃丒婼從偒丒拝抧
[Statedef 1005]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1005
ctrl = 0

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

[state a]
type = playsnd
trigger1 = time = 0
value = 40,0

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 1006


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


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 昐廍巐幃丒峳欩傒
[Statedef 1100]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 20
velset = 0,0
anim = 1100
ctrl = 0

;---------------------[僐儅儞僪敾掕]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a];曄悢丒嬨彎
type = varset
trigger1 = command = "嬨彎"
trigger1 = time >= 2
v = 5
value = 1

[state a];曄悢丒敧嶬
type = varset
trigger1 = command = "敧嶬"
trigger1 = time != 0
v = 5
value = 2

;---------------------[岠壥壒]
[state a];僶僨乕偑
type = playsnd
trigger1 = animelem = 2
value = 1100,0

[state a];僽儞僢!
type = playsnd
trigger1 = animelem = 8
value = 1100,2

;---------------------[僄僼僃僋僩]
[State 1000, 5];墛僄僼僃僋僩侾
type = Explod
trigger1 = animelem = 9
anim = 1102
sprpriority = 3
postype = p1
velset = 0,0
pos = 96,-68
bindtime = 1
supermove = 0
under = 0
ownpal = 1
ignorehitpause = 0


;---------------------[堏摦丄僗僥乕僩偺忬懺曄峏]
[state a]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
x = 8

;---------------------[峌寕敾掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = animelem = 10
attr = S, SA
animtype  = hard
priority = 5, Hit
damage    = 77,10
getpower = 30,30
guardflag = MA
pausetime = 11,12
sparkno = s7003
sparkxy = -15,-69
hitsound   = s1000,3
guard.sparkno = s7012
guardsound = s122,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -9,0
air.velocity = -3,-3.5
fall = 0
air.fall = 1
fall.recover = 0
palfx.time =29
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124


;---------------------[僗僥乕僩堏峴]
[state a];嬨彎堏峴
type = changestate
trigger1 = var(5) = 1
trigger1 = animelem = 13,>=1
value = 1110

[state a];敧嶬堏峴
type = changestate
trigger1 = var(5) = 2
trigger1 = animelem = 14,>=0
value = 1120

[state a]
type = changestate
trigger1 = animtime = 0
value = 1101

;---------------------------------------------------------------------------
;---------------------GROUND FIRE x
[Statedef 4010]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 200
velset   = 0,0
anim     = 4010
ctrl     = 0
sprpriority = 3

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 37
length = 9
PalBright = 0, 0, 0
PalContrast =135, 135, 225
PalAdd = 0, 0, 15
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 3
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2100,4

[State 705, 2]
type = Explod
trigger1 = animelem = 4
anim = 4012
ID = 4012
sprpriority = 12
postype = p1
pos = -35,-110
bindtime = 1

[State 0, Helper]
type = Helper
trigger1 = animelem = 5
helpertype = normal
name = "honoo"
ID = 4020
stateno = 4020
pos = 49,5
postype = p1
ownpal = 1

[State 9760, 1]
type = ChangeState
triggerall = command = "追击y"
trigger1 = time = [15,32]
value = 4015

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------GROUND FIRE y
[Statedef 4015]
type = S
movetype = A
physics = S
anim = 4011
poweradd = 200
velset = 0
ctrl = 0

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 35
length = 9
PalBright = 0, 0, 0
PalContrast =135, 135, 225
PalAdd = 0, 0, 15
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 3
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 182,1

[State 705, 2]
type = Explod
trigger1 = animelem = 4
anim = 10250
ID = 10250
sprpriority = 12
postype = p1
pos = 10,-20
bindtime = 1

[State 0, Helper]
type = Helper
trigger1 = animelem = 5
helpertype = normal
name = "honoo"
ID = 4030
stateno = 4030
pos = 49,5
postype = p1
ownpal = 1

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 4020]
type = A
movetype = I
physics = N
ctrl = 0
anim = 4015
velset = 4,0
SprPriority = 5

[State 0,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = noautoturn

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 100
length = 8
PalBright = 0, 0, 0
PalContrast =115, 135, 135
PalAdd = 0, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[State 0, HitDef]
type = Projectile
trigger1 = Time = 0
attr = S, SP
projid = 4020
projanim = 4020
projhitanim = 1234
projremanim = 1234
projcancelanim = 1234
offset = 0,0
velocity = 4,0
damage = 25,9
animtype = Hard
getpower = 20,0
guardflag = M
hitflag = MAFDL
hitsound = S1000,2
guardsound = S121,0
pausetime = 0,10
sparkno = S7003
guard.sparkno = S7010
sparkxy = 10,-20
ground.type = Low
ground.hittime = 25
ground.slidetime = 23
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time =40
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124
envshake.time = 8
envshake.ampl = 2

[State 0, ChangeState]
type = ChangeState
trigger1 = root,NumProjid(4020)!
value = 4021

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

[Statedef 4021]
type = S
movetype = I
physics = N
ctrl = 0
anim = 4095
velset = 0,0
sprpriority = 5

[state a];
type = Helper
trigger1 = Time = 0
id = 4050
name = "honoo"
sprpriority = 10
pos = 50,-30
postype = p1
stateno = 4050
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = Time = 0
anim = 11000
sprpriority = 5
postype = p2
pos = 0,-68
bindtime = 1
supermove = 1
scale =0.6,0.6

[State 0,end]
type = Destroyself
trigger1 = AnimTime = 0
;-----------------------------------------------------------无式
[Statedef 4030]
type = A
movetype = I
physics = N
ctrl = 0
anim = 4016
velset = 5,0
SprPriority = 5

[State 0,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = noautoturn

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 100
length = 8
PalBright = 0, 0, 0
PalContrast =135, 135, 155
PalAdd = 0, 0, 2
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[State 0, HitDef]
type = Projectile
trigger1 = Time = 0
attr = S, SP
projid = 4030
projanim = 4030
projhitanim = 1234
projremanim = 1234
projcancelanim = 1234
velocity = 5,0
damage = 25,9
animtype = Hard
getpower = 20,0
guardflag = M
hitflag = MAFDL
hitsound = S1000,2
guardsound = S121,0
pausetime = 0,10
sparkno = S7003
guard.sparkno = S7010
sparkxy = 10,-20
ground.type = Low
ground.hittime = 25
ground.slidetime = 23
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
palfx.time = 40
palfx.add = 0,-50,100
palfx.sinadd = 50,50,50,15
palfx.color = 1
envshake.time = 8
envshake.ampl = 2

[State 0, ChangeState]
type = ChangeState
trigger1 = root,NumProjid(4030)!
value = 4031

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

[Statedef 4031]
type = S
movetype = I
physics = N
ctrl = 0
anim = 4096
velset = 0,0
sprpriority = 5

[state a];
type = Helper
trigger1 = Time = 0
id = 4040
name = "honoo"
sprpriority = 10
pos = 50,-30
postype = p1
stateno = 4040
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = Time = 0
anim = 11000
sprpriority = 5
postype = p2
pos = 0,-68
bindtime = 1
supermove = 1
scale =0.8,0.8

[State 0,end]
type = Destroyself
trigger1 = AnimTime = 0

[Statedef 4040]
type    = A
movetype= A
sprpriority = 14
physics = N
velset = 0,0
anim = 1610
ctrl = 0

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 63
length = 8
PalBright = 0, 0, 0
PalContrast =20, 0, 135
PalAdd = 0, 0, 3
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[State 2]
type = destroyself
trigger1 = animtime = 0

[Statedef 4050]
type    = A
movetype= A
sprpriority = 14
physics = N
velset = 0,0
anim = 1610
ctrl = 0

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 63
length = 8
PalBright = 0, 0, 0
PalContrast =155, 135, 135
PalAdd = 0, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[State 2]
type = destroyself
trigger1 = animtime = 0
;---------------------------------------------------------------------------
; 峳欩傒廔椆
[Statedef 1101]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1101
ctrl = 0

[state a];娒傔偊偤
type = playsnd
trigger1 = animelem = 3
value = 1100,1

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 昐擉廍敧幃丒嬨彎
[Statedef 1110]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= 20
velset = 0,0
anim = 1110
ctrl = 0

;---------------------[僐儅儞僪敾掕]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a];曄悢丒敧嶬
type = varset
trigger1 = command = "x" || command = "y"
trigger1 = time != 0
v = 5
value = 1

[state a];曄悢丒幍悾
type = varset
trigger1 = command = "a" || command = "b"
trigger1 = time != 0
v = 5
value = 2

;---------------------[岠壥壒]
[state a];偍棷庣偩偤
type = playsnd
trigger1 = animelem = 5
value = 1110,0

[state a];僽儞僢!
type = playsnd
trigger1 = animelem = 4
value = 1100,2

;---------------------[僄僼僃僋僩]
[State 1000, 5];墛僄僼僃僋僩侾
type = Explod
trigger1 = animelem = 5
anim = 1112
sprpriority = 3
postype = p1
velset = 0,0
pos = 72,-80
bindtime = 1
supermove = 0
under = 0
ownpal = 1
ignorehitpause = 0


;---------------------[堏摦丄僗僥乕僩偺忬懺曄峏]
[state a]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 5
trigger5 = animelem = 6
trigger6 = animelem = 7
trigger7 = animelem = 8
x = 8

;---------------------[峌寕敾掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = animelem = 6
attr = S, SA
animtype  = hard
priority = 5, Hit
damage    = 58,10
getpower = 30,30
guardflag = MA
pausetime = 11,12
sparkno = s7003
sparkxy = -15,-67
hitsound   = s1000,3
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -4,-6.5
air.velocity = -2.5,-9.5
yaccel = 0.45
fall = 1
fall.recover = 0
palfx.time =59
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124


;---------------------[僗僥乕僩堏峴]
[state a];敧嶬堏峴
type = changestate
trigger1 = var(5) = 1
trigger1 = animelem = 8,>=0
value = 1120

[state a]
type = changestate
trigger1 = var(5) = 2
trigger1 = animelem = 8,>=0
value = 1260

[state a]
type = changestate
trigger1 = animtime = 0
value = 1111

;---------------------------------------------------------------------------
; 嬨彎廔椆
[Statedef 1111]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1111
ctrl = 0

[state a]
type = posadd
;trigger1 = animelem = 2
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 6
x = 8

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


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 昐擉廍幍幃丒敧嶬
[Statedef 1120]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 20
velset = 0,0
anim = 1120
ctrl = 0

;---------------------[僐儅儞僪敾掕]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a];曄悢丒徜慂偪
type = varset
trigger1 = command = "x" || command = "y"
trigger1 = time != 0
v = 5
value = 1

[state a];曄悢丒幍悾
type = varset
trigger1 = command = "a" || command = "b"
trigger1 = time != 0
v = 5
value = 2

;---------------------[岠壥壒]
[state a];僽儞僢!
type = playsnd
trigger1 = animelem = 6
value = 1100,2

;---------------------[僄僼僃僋僩]
[State 1000, 5];墛僄僼僃僋僩侾
type = Explod
trigger1 = animelem = 7
anim = 1122
sprpriority = 3
postype = p1
velset = 0,0
pos = 72,-64
bindtime = 1
supermove = 0
under = 0
ownpal = 1
ignorehitpause = 0


;---------------------[堏摦丄僗僥乕僩偺忬懺曄峏]
[state a]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 5
x = 8

[state a]
type = posadd
trigger1 = animelem = 6
x = 2

;---------------------[峌寕敾掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = animelem = 7
attr = S, SA
animtype  = up
priority = 5, Hit
damage    = 38,10
getpower = 30,30
guardflag = H
pausetime = 7,12
sparkno = s7003
sparkxy = -15,-67
hitsound   = s1000,3
guard.sparkno = s7012
guardsound = s122,0
ground.type = trip
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,10.5
air.velocity = -2,10.5
yaccel = 1.45
fall = 1
fall.recover = 0
palfx.time =29
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124
fall.envshake.time = 14
fall.envshake.ampl = -8
fall.envshake.freq = 92
fall.envshake.phase = 92


;---------------------[僗僥乕僩堏峴]
[state a];敧嶬堏峴
type = changestate
trigger1 = var(5) = 1
trigger1 = animelem = 8,>=0
value = 1130

[state a];嬚寧堏峴
type = changestate
trigger1 = var(5) = 2
trigger1 = animelem = 8,>=0
value = 1600

[state a]
type = changestate
trigger1 = animtime = 0
value = 1121

;---------------------------------------------------------------------------
; 敧嶬廔椆
[Statedef 1121]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1121
ctrl = 0

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 昐擉廍幍幃丒敧嶬(僼傿僯僢僔儏斉)

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 奜幃丒徜慂偪
[Statedef 1130]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 20
velset = 0,0
anim = 1130
ctrl = 0

;---------------------[岠壥壒]
[state a];僽儞僢!
type = playsnd
trigger1 = animelem = 3
value = 1100,2

[state a];
type = playsnd
trigger1 = animelem = 4
value = 850,2

[state a];
type = null;playsnd
trigger1 = animelem = 4
value = 290,2

;---------------------[僄僼僃僋僩]
[State 1000, 5];墛僄僼僃僋僩侾
type = Explod
trigger1 = animelem = 4
anim = 1122
sprpriority = 3
postype = p1
velset = 0,0
pos = 88,-24
bindtime = 1
supermove = 0
under = 0
ownpal = 1
ignorehitpause = 0

[State 1000, 5];墛僄僼僃僋僩侾
type = Explod
trigger1 = animelem = 4
anim = 10800
sprpriority = 3
postype = p1
velset = 0,0
pos = 88,25
bindtime = 1
supermove = 0
under = 0
ownpal = 1
ignorehitpause = 0

;---------------------[峌寕敾掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = animelem = 4
attr = S, SA
animtype  = up
priority = 5, Hit
damage    = 77,10
getpower = 40,40
hitflag = MAFLD
guardflag = L
pausetime = 11,11
sparkno = s7003
sparkxy = -15,-47
hitsound   = s1000,3
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-10.5
air.velocity = -1,-10.5
yaccel  =0.5
fall = 1
fall.recover = 0
palfx.time =45
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124
envshake.time = 14
envshake.ampl = -8
envshake.freq = 92
envshake.phase = 92


;---------------------[僗僥乕僩堏峴]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 昐擉廍屲幃丒幍悾
[Statedef 1140]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 20
velset = 0,0
anim = 1140
ctrl = 0

;---------------------[岠壥壒]
[state a];僽儞僢!
type = playsnd
trigger1 = animelem = 6
value = 221,0

;---------------------[堏摦丄僗僥乕僩偺忬懺曄峏]
[state a]
type = posadd
trigger1 = animelem = 3
x = 10

;---------------------[峌寕敾掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = animelem = 7
attr = S, SA
animtype  = diagup
priority = 6, Hit
damage    = 87,10
getpower = 40,40
guardflag = M
pausetime = 7,7
sparkno = s7003
sparkxy = -15,-84
hitsound   = s340,var(6)
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7,-7
air.velocity = -7,-7
yaccel  =0.45
fall = 1
fall.recover = 0


;---------------------[僗僥乕僩堏峴]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 昐廍屲幃丒撆欩傒
[Statedef 1200]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 20
velset = 0,0
anim = 1200
ctrl = 0

;---------------------[僐儅儞僪敾掕]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a];曄悢丒嵾塺傒
type = varset
trigger1 = command = "敧嶬"
trigger1 = time != 0
v = 5
value = 1

;---------------------[岠壥壒]
[state a];怘傜偊
type = playsnd
trigger1 = animelem = 8
value = 1200,0

[state a];僽儞僢!
type = playsnd
trigger1 = animelem = 8
value = 1100,2

;---------------------[僄僼僃僋僩]
[State 1000, 5];墛僄僼僃僋僩侾
type = Explod
trigger1 = animelem = 10
anim = 1102
sprpriority = 3
postype = p1
velset = 0,0
pos = 96,-76
bindtime = 1
supermove = 0
under = 0
ownpal = 1
ignorehitpause = 0


;---------------------[堏摦丄僗僥乕僩偺忬懺曄峏]
[state a]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 5
trigger5 = animelem = 6
trigger6 = animelem = 7
x = 8

[state a]
type = posadd
trigger1 = animelem = 8
x = 16

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

;---------------------[峌寕敾掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = animelem = 10
attr = S, SA
animtype  = hard
priority = 5, Hit
damage    = 77,10
getpower = 20,20
guardflag = MA
pausetime = 11,12
sparkno = s7003
sparkxy = -15,-60
hitsound   = s1000,3
guard.sparkno = s7012
guardsound = s122,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -10,0
air.velocity = -3,-3.5
fall = 0
air.fall = 1
fall.recover = 0
palfx.time =29
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124


;---------------------[僗僥乕僩堏峴]
[state a];嵾塺傒堏峴
type = changestate
trigger1 = var(5) = 1
trigger1 = animelem = 11,>=1
value = 1210

[state a]
type = changestate
trigger1 = animtime = 0
value = 1201

;---------------------------------------------------------------------------
; 撆欩傒廔椆
[Statedef 1201]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1201
ctrl = 0

[state a]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
x = 8

[state a]
type = posadd
trigger1 = animelem = 6
x = 4

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 巐昐堧幃丒嵾塺傒
[Statedef 1210]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= 20
velset = 0,0
anim = 1210
ctrl = 0

;---------------------[僐儅儞僪敾掕]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

[state a];曄悢丒嵾塺傒
type = varset
trigger1 = command = "敧嶬"
trigger1 = time != 0
v = 5
value = 1

;---------------------[岠壥壒]
[state a];僽儞僢!
type = playsnd
trigger1 = animelem = 5
value = 1100,2

;---------------------[僄僼僃僋僩]
[State 1000, 5];墛僄僼僃僋僩侾
type = Explod
trigger1 = animelem = 5
anim = 1112
sprpriority = 3
postype = p1
velset = 0,0
pos = 84,-72
bindtime = 1
supermove = 0
under = 0
ownpal = 1
ignorehitpause = 0


;---------------------[堏摦丄僗僥乕僩偺忬懺曄峏]
[state a]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 5
x = 8

;---------------------[峌寕敾掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = animelem = 5
attr = S, SA
animtype  = hard
priority = 5, Hit
damage    = 48,10
getpower = 20,20
guardflag = MA
pausetime = 11,12
sparkno = s7003
sparkxy = -15,-67
hitsound   = s1000,3
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -7
air.velocity = -2.5,-9.5
yaccel = 0.45
air.fall = 1
fall.recover = 0
palfx.time =29
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124


;---------------------[僗僥乕僩堏峴]
[state a];嬨彎堏峴
type = changestate
trigger1 = var(5) = 1
trigger1 = animelem = 6,>=0
value = 1220

[state a]
type = changestate
trigger1 = animtime = 0
value = 1211

;---------------------------------------------------------------------------
; 嵾塺傒廔椆
[Statedef 1211]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1211
ctrl = 0

[state a]
type = posadd
trigger1 = animelem = 3
x = 24

[state a]
type = posadd
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
trigger4 = animelem = 7
x = 8

[state a]
type = posadd
trigger1 = animelem = 8
x = 4

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


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 巐昐堧幃丒敱塺傒
[Statedef 1220]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 20
velset = 0,0
anim = 1220
ctrl = 0

;---------------------[曄悢巜掕]
[state a];僉儍儞僙儖敾掕
type = varset
trigger1 = time = 0
v = 5
value = 0

;---------------------[堏摦]
[state a]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
x = 8

;---------------------[僗僥乕僩堏峴]
[state a]
type = changestate
trigger1 = animtime = 0
value = 1221


;---------------------------------------------------------------------------
; 敱塺傒僕儍儞僾
[Statedef 1221]
type    = A
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 4,-6
anim = 1221
ctrl = 0

;---------------------[堏摦]
[state a]
type = posadd
trigger1 = time = 0
x = 4
y = -6

[state a]
type = veladd
trigger1 = 1
y = 0.4

[state a]
type = veladd
trigger1 = vel x>=0
trigger1 = animelem = 3,<=0
x = -0.25

[state a]
type = velset
trigger1 = animelemtime(3) = 7
x = 0

;---------------------[岠壥壒]
[state a]
type = playsnd
trigger1 = animelem = 1
value = 1100,2

;---------------------[峌寕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = hard
damage    = 48,10
getpower = 20,20
guardflag = MA
pausetime = 11,12
sparkno = s7003
sparkxy = -15,-77
hitsound   = s1000,3
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-7
air.velocity = -1,-7.5
fall = 1
fall.recover = 0
palfx.time =29
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124

;---------------------[曄悢巜掕]
[state a];曄悢丒婼從偒
type = varset
trigger1 = command = "敧嶬"
trigger1 = time != 0
v = 5
value = 1

;---------------------[僗僥乕僩堏峴]
[state a];婼從偒堏峴
type = changestate
trigger1 = var(5) = 1
trigger1 = animelem = 3,>=0
trigger1 = movecontact
value = 1230


[state a]
type = changestate
trigger1 = vel y >0 && pos y >=0
value = 1222


;---------------------------------------------------------------------------
; 敱塺傒廔椆
[Statedef 1222]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1222
ctrl = 0

[state a]
type = playsnd
trigger1 = time = 0
value = 40,0

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

[state a]
type = posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
x = 8

[state a]
type = posadd
trigger1 = animelem = 5
x = 4

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

;---------------------------------------------------------------------------
; 昐幃丒婼從偒(捛寕)
[Statedef 1230]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 20
anim = 1230
ctrl = 0


;---------------------[堏摦]
[state a]
type = veladd
trigger1 = time = 0
y = -1
x = 1

[state a]
type = posadd
trigger1 = animelem = 2
x = 36

[state a]
type = veladd
trigger1 = 1
y = 0.4

[state a]
type = veladd
trigger1 = vel x>=0
trigger1 = animelem = 3,<=0
x = -0.15

[state a]
type = velset
trigger1 = animelemtime(4) = 0
x = 0

;---------------------[岠壥壒]
[State 440, 2]
type = PlaySnd
trigger1 = animelem = 3
value = s1050, 1

;---------------------[僄僼僃僋僩]
[State 1000, 5];懌尦僄僼僃僋僩
type = Explod
trigger1 = time = 0
anim = 1010
id = 1010
sprpriority = 5
postype = p1
pos = 12,40
bindtime = -1
supermove = 1
under = 0
scale =1.0,0.9

[State 1000, 5];懌尦僄僼僃僋僩
type = Explod
trigger1 = time = 0
anim = 1011
id = 1011
sprpriority = -5
postype = p1
pos = 13,38
bindtime = -1
supermove = 1
under = 0
scale =1.0,0.9


;---------------------[峌寕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = hard
damage    = 77,10
getpower = 40,40
guardflag = MA
pausetime = 11,12
sparkno = s7003
sparkxy = -15,-77
hitsound   = s1000,2
guard.sparkno = s7012
guardsound = s121,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-8
air.velocity = -3,-8.5
yaccel = 0.42
fall = 1
fall.recover = 0
palfx.time =49
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124


;---------------------[僗僥乕僩堏峴]
[state a]
type = changestate
trigger1 = vel y >0 && pos y >=0
value = 52



;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 昐廍巐幃丒峳欩傒(撆欩傒攈惗)
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 昐擉廍屲幃丒幍悾乮撆欩傒攈惗乯
[Statedef 1260]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 1260
ctrl = 0

;---------------------[僐儅儞僪敾掕]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0

;---------------------[岠壥壒]
[state a];僽儞僢!
type = playsnd
trigger1 = animelem = 6
value = 221,0

;---------------------[堏摦丄僗僥乕僩偺忬懺曄峏]
[state a]
type = posadd
trigger1 = animelem = 3
x = 10

;---------------------[峌寕敾掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = animelem = 7
attr = S, SA
animtype  = diagup
priority = 6, Hit
damage    = 29,0
getpower = 20,20
guardflag = M
pausetime = 11,12
sparkno = s7003
sparkxy = -15,-84
hitsound   = s340,var(6)
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7,-7
air.velocity = -7,-7
yaccel  =0.45
fall = 1
fall.recover = 0
;---------------------[僗僥乕僩堏峴]

[state a]
type = changestate
triggerall= movecontact
trigger1 = animtime = 0
value = 1700

[state a]
type = changestate
trigger1 = animtime = 0
value = 1261

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 昐擉廍屲幃丒幍悾丒廔椆乮撆欩傒攈惗乯
[Statedef 1261]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 1261
ctrl = 0

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

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 昐擉廍嶲幃丒庈鄟
[Statedef 1700]
type    = S
movetype= A
physics = N
juggle  = 8
velset = 0,0
anim = 1700
ctrl = 0


;---------------------[岠壥壒]
[state a];偁傔偊側
type = playsnd
trigger1 = animelem = 8
value = 193,0

[state a];敋敪
type = playsnd
trigger1 = animelem = 13
value = 2200,5

;---------------------[僿儖僷乕]
[state a];
type = Helper
trigger1 = animelem = 13
id = 1701
name = "honoo"
sprpriority = 2
pos = 0,-40
postype = p2
stateno = 1701
helpertype = normal
keyctrl = 0 
ownpal = 1

;---------------------[僗僥乕僩堏峴]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;(HELPER)墛
[Statedef 1701]
type    = A
movetype= A
sprpriority = 4
physics = N
velset = 0,0
anim = 1610
ctrl = 0

[state a]
type = turn
trigger1 = time = 0

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 63
length = 8
PalBright = 0, 0, 0
PalContrast =155, 135, 135
PalAdd = 5, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[State 3020, 3]
type = Projectile
trigger1 = time = 0
projanim = 1701
projhitanim = 1701
projID = 1000
velocity = 0
projshadow = 150,150,150
projpriority = 1
offset = 0,0
attr = S, SP
animtype  = up
damage    = 58,0
getpower = 0,0
guardflag = MA
pausetime = 0,12
sparkno = s7003
sparkxy = 15,-70
hitsound   = s0,0;s2000,2
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = 0,-7
air.velocity = 0,-7.5
yaccel = 0.45
fall = 1
fall.recover = 0
palfx.time =58
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124

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

[State 2]
type = destroyself
trigger1 = animtime = 0





;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 庛巐昐擉廍幍幃丒鐎揝
[Statedef 1300]
type    = S
movetype= A
physics = N
juggle  = 2
poweradd= 30
velset = 0,0
anim = 1300
ctrl = 0

;---------------------[岠壥壒]
[state a];偆傝傖偭!
type = playsnd
trigger1 = animelem = 1
value = 1300,0

[state a];僕儍儞僾
type = playsnd
trigger1 = animelem = 2
value = 1300,1

[state a];拝抧
type = playsnd
trigger1 = animelem = 5
value = 40,0

;---------------------[僄僼僃僋僩]
[State 1000, 5];墛僄僼僃僋僩侾
type = Explod
trigger1 = animelem = 10
anim = 1112
sprpriority = 3
postype = p1
velset = 0,0
pos = 41,-85
bindtime = 1
supermove = 0
under = 0
ownpal = 1
ignorehitpause = 1


;---------------------[堏摦丄僗僥乕僩偺忬懺曄峏]
[state a]
type = statetypeset
trigger1 = animelem = 2
value = A

[state a]
type = posadd
trigger1 = time = 2
x = 4
y = -3

[state a]
type = posadd
trigger1 = time = 3
trigger2 = time = 4
x = 4
y = -2

[state a]
type = posadd
trigger1 = time = 5
trigger2 = time = 6
x = 4
y = -1

[state a]
type = posadd
trigger1 = time = 7
trigger2 = time = 8
x = 4
y = 0

[state a]
type = posadd
trigger1 = time = 9
x = 4
y = 1

[state a]
type = posadd
trigger1 = time = 10
trigger2 = time = 11
trigger3 = time = 12
x = 4
y = 2


[state a]
type = statetypeset
trigger1 = animelem = 5
value = S

[state a]
type = posset
trigger1 = animelem = 5
y = 0

[state a]
type = posadd
trigger1 = animelem = 5
x = 12

[state a]
type = posadd
trigger1 = animelem = 6
trigger2 = animelem = 7
trigger3 = animelem = 8
trigger4 = animelem = 9
trigger5 = animelem = 10
trigger6 = animelem = 11
trigger7 = animelem = 12
trigger8 = animelem = 13
x = 8

;---------------------[峌寕敾掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = animelem = 10
attr = S, SA
animtype  = hard
priority = 5, Hit
damage    = 77,20
getpower = 40,40
guardflag = MA
pausetime = 11,12
sparkno = s7002
sparkxy = -15,-80
hitsound   = s2200,5
guard.sparkno = s7012
guardsound = s122,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2,-6.5
air.velocity = -2,-6.5
fall = 1
fall.recover = 0
palfx.time =58
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124
p2stateno = 1301
id = 1300
nochainid = 1300


;---------------------[僗僥乕僩堏峴]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;僸僢僩忬懺(慜嶌偭偨搝偺巊偄傑傢偟)
[Statedef 1301]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1301

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

;-----旘嫍棧傪posadd偱愝掕-----------------------------------------
[state a]
type = posadd
trigger1 = time = 12
x = -3
y = -17

[state a]
type = posadd
trigger1 = time = 13
x = -2
y = -15

[state a]
type = posadd
trigger1 = time = 14
x = -2
y = -13

[state a]
type = posadd
trigger1 = time = 15
x = -2
y = -11

[state a]
type = posadd
trigger1 = time = 16
x = -2
y = -9

[state a]
type = posadd
trigger1 = time = 17
x = -2
y = -8

[state a]
type = posadd
trigger1 = time = 18
x = -2
y = -7

[state a]
type = posadd
trigger1 = time = 19
x = -2
y = -6

[state a]
type = posadd
trigger1 = time = 20
trigger2 = time = 21
x = -2
y = -5

[state a]
type = posadd
trigger1 = time = 22
x = -2
y = -3

[state a]
type = posadd
trigger1 = time = 23
x = -2
y = -4

[state a]
type = posadd
trigger1 = time = 24
trigger2 = time = 25
trigger3 = time = 26
x = -2
y = -2

[state a]
type = posadd
trigger1 = time = 27
trigger2 = time = 28
trigger3 = time = 29
trigger4 = time = 30
x = -2
y = -1

[state a]
type = posadd
trigger1 = time = 31
trigger2 = time = 32
x = -2
y = 0

[state a]
type = posadd
trigger1 = time = 33
x = -4
y = -1

[state a]
type = posadd
trigger1 = time = 34
trigger2 = time = 35
x = -2
y = 1

[state a]
type = posadd
trigger1 = time = 36
x = -2
y = 2

[state a]
type = posadd
trigger1 = time = 37
trigger2 = time = 38
x = -2
y = 3

[state a]
type = posadd
trigger1 = time = 39
trigger2 = time = 40
x = -2
y = 4

[state a]
type = posadd
trigger1 = time = 41
x = -2
y = 5

[state a]
type = posadd
trigger1 = time = 42
trigger2 = time = 43
x = -2
y = 6

[state a]
type = posadd
trigger1 = time = 44
x = -2
y = 7

[state a]
type = posadd
trigger1 = time = 45
trigger2 = time = 46
x = -2
y = 8

[state a]
type = posadd
trigger1 = time = 47
trigger2 = time = 48
x = -2
y = 9

[state a]
type = posadd
trigger1 = time = 49
x = -2
y = 10

[state a]
type = posadd
trigger1 = time = 50
trigger2 = time = 51
x = -2
y = 11

;------------------------------------------------------------------
[state a]
type = velset
trigger1 = time = 52
x = -2
y = 11


[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 嫮巐昐擉廍幍幃丒鐎揝
[Statedef 1310]
type    = S
movetype= A
physics = N
juggle  = 6
poweradd= 40
velset = 0,0
anim = 1310
ctrl = 0

;---------------------[岠壥壒]
[state a];傇偭偲傋!
type = playsnd
trigger1 = animelem = 1
value = 1310,0

[state a];怳傝
type = playsnd
trigger1 = animelem = 4
value = 1310,1


;---------------------[僄僼僃僋僩]
[State 1000, 5];墛僄僼僃僋僩侾
type = Explod
trigger1 = animelem = 6
anim = 1112
sprpriority = 3
postype = p1
velset = 0,0
pos = 52,-75
bindtime = 1
supermove = 0
under = 0
ownpal = 1
ignorehitpause = 1

;---------------------[峌寕敾掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = animelem = 6
attr = S, SA
animtype  = diagup
priority = 7, Hit
damage    = 96,20
hitflag = MA
getpower = 40,40
guardflag = MA
pausetime = 11,12
sparkno = s7002
sparkxy = -10,-82
hitsound   = s2200,5
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6,-6
air.velocity = -6,-6.5
fall = 1
fall.recover = 0
palfx.time =58
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124
fall.envshake.time = 13
fall.envshake.ampl = -5
fall.envshake.freq = 92
fall.envshake.phase = 92
ID = 1310
nochainid = 1310


[State 2];峌寕偺巜掕
type = HitDef
trigger1 = animelem = 8
trigger1 = movecontact = 0
attr = S, SA
animtype  = hard
priority = 7, Hit
damage    = 77,20
getpower = 40,40
guardflag = MA
pausetime = 11,12
sparkno = s7002
sparkxy = -10,-82
hitsound   = s2200,5
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3,-6
air.velocity = -3,-6.5
yaccel = 0.43
fall = 1
fall.recover = 0
palfx.time =58
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124
ID = 1310
nochainid = 1310

;---------------------[僗僥乕僩堏峴]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 幍幪屲幃
[Statedef 1400]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 20
velset = 0,0
anim = 1400
sprpriority = 1
ctrl = 0

;---------------------[僐儅儞僪敾掕]
[state a]
type = varset
trigger1 = time = 0
v = 7
value = 0

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "a"
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "b"
v = 5
value = 1

[state a];RED僉僢僋曄悢
type = varset
trigger1 = time != 0
trigger1 = command = "RED僉僢僋"
v = 7
value = 1


[state a]
type = poweradd
trigger1 = var(5) = 0
trigger1 = time = 0
value = 10

;---------------------[傾僯儊乕僔儑儞曄峏]
[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 1401


;---------------------[岠壥壒]
[state a];傆傫
type = playsnd
trigger1 = animelem = 5
trigger2 = animelem = 9
value = 200,0

[state a];廟傝
type = playsnd
trigger1 = animelem = 5
trigger2 = animelem = 9
value = 1100,2

;---------------------[堏摦丄僗僥乕僩偺忬懺曄峏]
[state a]
type = statetypeset
trigger1 = animelem = 6
value = A

[state a]
type = posadd
trigger1 = animelem = 5
x = 4
y = -6+var(5)

[state a]
type = velset
trigger1 = animelem = 5
trigger1 = var(5) = 0
x = 3
y = -4

[state a]
type = velset
trigger1 = animelem = 5
trigger1 = var(5) = 1
x = 5.5
y = -5

[state a]
type = veladd
trigger1 = animelem = 5,>=0
y = 0.4

;---------------------[峌寕]
[State 240, 2];庛堦敪栚
type = HitDef
trigger1 = animelem = 5
trigger1 = var(5) = 0
attr = A, SA
animtype  = Hard
getpower = 30,30
damage    = 58,10
guardflag = MA
pausetime = 11,12
sparkno = s7002
sparkxy = -15,-70
hitsound   = s340,0
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,0
air.velocity = -4,-3.2
fall = 0
fall.recover = 0

[State 240, 2];庛擇敪栚
type = HitDef
trigger1 = animelem = 10
trigger1 = var(5) = 0
attr = A, SA
animtype  = Hard
getpower = 30,30
damage    = 58,10
guardflag = MA
pausetime = 11,12
sparkno = s7002
sparkxy = -15,-70
hitsound   = s340,0
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-7
air.velocity = -3,-7.2
yaccel = 0.4
fall = 1
fall.recover = 0
Persistent = 0


[State 240, 2];嫮堦敪栚
type = HitDef
trigger1 = animelem = 6
trigger1 = var(5) = 1
attr = A, SA
animtype  = Hard
getpower = 30,30
damage    = 58,10
guardflag = MA
pausetime = 11,12
sparkno = s7002
sparkxy = -15,-70
hitsound   = s340,0
guard.sparkno = s7011
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-5
air.velocity = -4,-4.2
fall = 1
fall.recover = 0



[State 240, 2];嫮擇敪栚
type = HitDef
trigger1 = animelem = 11
trigger1 = var(5) = 1
attr = A, SA
animtype  = Hard
getpower = 30,30
damage    = 58,10
guardflag = MA
pausetime = 11,12
sparkno = s7002
sparkxy = -15,-70
hitsound   = s340,0
guard.sparkno = s7011
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-8
air.velocity = -2,-8.2
yaccel = 0.4
fall = 1
fall.recover = 0



;---------------------[棫偪僗僥乕僩偵栠傞]
[state a]
type = changestate
trigger1 = var(7) = 1
trigger1 = var(5) = 1
trigger1 = animelem = 12,>=0
value = 1510

[state a]
type = changestate
trigger1 = vel y >0 && pos y >=0
value = 1405


;---------------------------------------------------------------------------
; 幍幪屲幃丒拝抧
[Statedef 1405]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1405
ctrl = 0

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

[state a]
type = playsnd
trigger1 = time = 0
value = 40,0

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


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; RED僉僢僋
[Statedef 1500]
type    = S
movetype= A
physics = N
juggle  = 7
poweradd= 30
velset = 0,0
anim = 1500
sprpriority = 1
ctrl = 0

;---------------------[僐儅儞僪敾掕]
[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "a"
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "b"
v = 5
value = 1


[state a]
type = poweradd
trigger1 = var(5) = 1
trigger1 = time = 0
value = 10

;---------------------[傾僯儊乕僔儑儞曄峏]
[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 1501


;---------------------[岠壥壒]
[state a];偙偭偪偩偤
type = playsnd
trigger1 = animelem = 1
value = 1500,0

[state a];廟傝
type = playsnd
trigger1 = animelem = 4
value = 1500,1

;---------------------[堏摦丄僗僥乕僩偺忬懺曄峏]
[state a]
type = statetypeset
trigger1 = animelem = 4
value = A

[state a]
type = posadd
trigger1 = animelem = 4
trigger1 = var(5) = 0
y = -10

[state a]
type = velset
trigger1 = animelem = 4
trigger1 = var(5) = 0
x = 4
y = -7

[state a]
type = veladd
trigger1 = animelem = 4 >= 0
y = 0.7



[state a]
type = posadd
trigger1 = animelem = 4
trigger1 = var(5) = 1
y = -10

[state a]
type = velset
trigger1 = animelem = 4
trigger1 = var(5) = 1
x = 4
y = -6

[state a]
type = velset
trigger1 = animelem = 6
trigger1 = var(5) = 1
x = 7


;---------------------[峌寕]
[State 2];庛
type = HitDef
trigger1 = animelem = 8
trigger1 = var(5) = 0
attr = S, SA
animtype  = up
damage    = 115,20
getpower = 40,40
;hitflag = MA
guardflag = HA
pausetime = 4,5
sparkno = s7003
sparkxy = -15,-67
hitsound   = s290,2
guard.sparkno = s7012
guardsound = s122,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -.5,15.5
air.velocity = -.5,15.5
fall = 1
fall.recover = 0
fall.envshake.time = 14
fall.envshake.ampl = -8
fall.envshake.freq = 92
fall.envshake.phase = 92

[State 2];嫮
type = HitDef
trigger1 = animelem = 8
trigger1 = var(5) = 1
attr = A, SA
animtype  = up
damage    = 154,20
getpower = 51,51
;hitflag = MA
guardflag = HA
pausetime = 4,5
sparkno = s7003
sparkxy = -15,-67
hitsound   = s290,2
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -.5,15.5
air.velocity = -.5,15.5
fall = 1
fall.recover = 0
fall.envshake.time = 14
fall.envshake.ampl = -8
fall.envshake.freq = 92
fall.envshake.phase = 92



;---------------------[棫偪僗僥乕僩偵栠傞]
[state a]
type = changestate
trigger1 = vel y >0 && pos y >=0
value = 1505


;---------------------------------------------------------------------------
; RED僉僢僋丒拝抧
[Statedef 1505]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 1505
ctrl = 0

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

[state a]
type = playsnd
trigger1 = time = 0
value = 40,0

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 1506

[state a]
type = changestate
trigger1 = command = "徜慂偪2"
value = 1520


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


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; RED僉僢僋丒捛寕斉
[Statedef 1510]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 20
velset = 0,0
anim = 1510
sprpriority = 1
ctrl = 0

;---------------------[僐儅儞僪敾掕]
[state a]
type = varset
trigger1 = time = 0
v = 5
value = 0


;---------------------[岠壥壒]
[state a];偙偭偪偩偤
type = playsnd
trigger1 = animelem = 1
value = 1500,0

[state a];廟傝
type = playsnd
trigger1 = animelem = 2
value = 1500,1

;---------------------[堏摦丄僗僥乕僩偺忬懺曄峏]
[state a]
type = velset
trigger1 = time = 0
x = 3
y = -2

[state a]
type = veladd
trigger1 = animelem = 4 >= 0
y = 0.45

;---------------------[峌寕]
[State 2];
type = HitDef
trigger1 = animelem = 6
attr = S, SA
animtype  = up
damage    = 58,10
getpower = 40,40
;hitflag = MA
guardflag = HA
pausetime = 4,5
sparkno = s7003
sparkxy = -15,-67
hitsound   = s290,2
guard.sparkno = s7012
guardsound = s122,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3.5,15.5
air.velocity = -3.5,15.5
fall = 1
fall.recover = 0
fall.envshake.time = 14
fall.envshake.ampl = -8
fall.envshake.freq = 92
fall.envshake.phase = 92

;---------------------[棫偪僗僥乕僩偵栠傞]
[state a]
type = changestate
trigger1 = vel y >0 && pos y >=0
value = 1505


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 奜幃丒徜慂偪2
[Statedef 1520]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 20
velset = 0,0
anim = 1520
ctrl = 0

;---------------------[岠壥壒]
[state a];僽儞僢!
type = playsnd
trigger1 = animelem = 3
value = 1100,2

[state a];
type = playsnd
trigger1 = animelem = 4
value = 850,2

[state a];
type = playsnd
trigger1 = animelem = 4
value = 801,0

;---------------------[僄僼僃僋僩]
[State 1000, 5];墛僄僼僃僋僩侾
type = Explod
trigger1 = animelem = 4
anim = 1122
sprpriority = 3
postype = p1
velset = 0,0
pos = 88,-24
bindtime = 1
supermove = 0
under = 0
ownpal = 1
ignorehitpause = 0

;---------------------[峌寕敾掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = animelem = 4
attr = S, SA
animtype  = up
priority = 5, Hit
damage    = 77,10
getpower = 40,40
hitflag = MAFLD
guardflag = L
pausetime = 11,11
sparkno = s7003
sparkxy = -15,-47
hitsound   = s1000,3
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-10.5
air.velocity = -1,-10.5
yaccel  =0.5
fall = 1
fall.recover = 0
palfx.time =45
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124
envshake.time = 14
envshake.ampl = -8
envshake.freq = 92
envshake.phase = 92


;---------------------[僗僥乕僩堏峴]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\倒地击
; 
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 嬚寧
[Statedef 1600]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 20
velset = 0,0
anim = 1600
sprpriority = 1
ctrl = 0


;---------------------[堏摦]
[state a]
type = posadd
trigger1 = animelem = 4
trigger2 = animelem = 6
x = 16

;---------------------[峌寕]
[State 800, 1]
type = HitDef
Trigger1 = animelem = 4
attr = S, ST
priority = 1, Miss
hitflag = MAFD
guardflag = MAFD
sparkno = s7003
sparkxy = -20,-26
hitsound   = s310,var(6)
guard.sparkno = s7012
guardsound = s122,0
ground.type = low
ground.slidetime = 15
ground.hittime  = 15
;ground.velocity = -10,0
air.velocity = -1,-5.5
fall = 0
fall.recover = 0
p1stateno = 1601
p2stateno = 1605

;---------------------[僗僥乕僩堏峴]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; 嬚寧丒僸僢僩
[Statedef 1601]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 20
velset = 0,0
anim = 1601
sprpriority = 1
ctrl = 0

;---------------------[岠壥壒]
[state a];恀偭愒偵擱偊傠
type = playsnd
trigger1 = animelem = 3
value = 1600,1

[state a];敋敪
type = playsnd
trigger1 = animelem = 4
value = 2200,5

;---------------------[僄僼僃僋僩]
[State 1020, 4]
type = EnvShake
trigger1 = animelem = 4
time = 20
ampl = -8
freq = 95
phase = 95

[state a];墛
type = Helper
trigger1 = animelem = 4
id = 1600
name = "honoo"
sprpriority = 2
pos = 0,0
postype = p2
stateno = 1602
helpertype = normal
keyctrl = 0
ownpal = 1

[state a];僗儘乕張棟
type = null;varset
trigger1 = animelem = 4
v = 4
value = 20

;---------------------[堏摦]
[state a]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 16

[State 210, Width];夋柺抂偺墴偟栠偟敾掕
type = Width
trigger1 = animelem = 1
edge = 70,0

;---------------------[憡庤惂屼]
[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 56,-34

[State 801, 2]
type = TargetBind
trigger1 = animelem = 2
pos = 45,-88

[State 801, 2]
type = TargetBind
trigger1 = animelem = 3
pos = 39,-122

[state a]
type = targetstate
trigger1 = animelem = 4
value = 1606



[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = animelem = 4
value = -80


;---------------------[僗僥乕僩堏峴]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 1602]
type    = A
movetype= A
sprpriority = 4
physics = N
velset = 0,0
anim = 1610
ctrl = 0

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 63
length = 8
PalBright = 0, 0, 0
PalContrast =155, 135, 225
PalAdd = 0, 0, 6
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[State 2]
type = destroyself
trigger1 = animtime = 0


;---------------------------------------------------------------------------
;(ENEMY)捦傑傟
[Statedef 1605]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1605

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


;---------------------------------------------------------------------------
;(ENEMY)擱傗偝傟
[Statedef 1606]
type    = A
movetype= H
physics = N
velset = -2,-8

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1606

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


[State a];墛忋
type = palfx
trigger1 = time = 0
time = 46
sinadd = 50,50,50,15
add = 0,-50,80
color = 1


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

[State 821, 3] 
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; 昐廍幃丒珉幵
[Statedef 1800]
type    = S
movetype= A
physics = N
juggle  = 7
poweradd= 30
velset = 0,0
anim = 1800
sprpriority = 1
ctrl = 0

;---------------------[僐儅儞僪敾掕]
[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "a"
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "b"
v = 5
value = 1

;---------------------[傾僯儊乕僔儑儞曄峏]
[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 1801

[State 700, 2];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = animelem = 6,<=0
value = SCA


;---------------------[岠壥壒]
[state a];偣傗
type = playsnd
trigger1 = animelem = 1
value = 1800,0

[state a];傎傜
type = playsnd
trigger1 = animelem = 8
value = 1800,1

[state a];棊偪傗偑傟
type = playsnd
trigger1 = animelem = 12
value = 1800,2

[state a];廟傝
type = playsnd
trigger1 = animelem = 7
value = 1500,1

;---------------------[堏摦丄僗僥乕僩偺忬懺曄峏]
[state a]
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 5
trigger5 = animelem = 6
trigger6 = animelem = 7
trigger7 = animelem = 8
x = 4+var(5)*4

[state a]
type = posadd
trigger1 = animelem = 10
x = 32

[state a]
type = statetypeset
trigger1 = animelem = 8
value = A

[state a]
type = velset
trigger1 = animelem = 8
trigger1 = var(5) = 0
x = 2
y = -8

[state a]
type = velset
trigger1 = animelem = 8
trigger1 = var(5) = 1
x = 3
y = -9

[state a]
type = veladd
trigger1 = animelem = 8 >= 0
y = 0.45


;---------------------[峌寕]
[State 2];
type = HitDef
trigger1 = animelem = 4
attr = S, SA
animtype  = hard
damage    = 19,5
getpower = 20,20
;hitflag = MA
guardflag = MA
pausetime = 7,7
sparkno = s7003
sparkxy = -15,-67
hitsound   = s310,0
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6
air.velocity = -4.5,-3
fall = 0
fall.recover = 0

[State 2];
type = HitDef
trigger1 = animelem = 8
trigger1 = var(5) = 0
attr = A, SA
animtype  = hard
damage    = 19,5
getpower = 20,20
;hitflag = MA
guardflag = MA
pausetime = 11,11
sparkno = s7003
sparkxy = -15,-67
hitsound   = s310,0
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-7
air.velocity = -3.5,-7
fall = 1
fall.recover = 0

[State 2];
type = HitDef
trigger1 = animelem = 8
trigger1 = var(5) = 1
attr = A, SA
animtype  = hard
damage    = 38,5
getpower = 20,20
;hitflag = MA
guardflag = MA
pausetime = 4,4
sparkno = s7003
sparkxy = -15,-67
hitsound   = s310,0
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-8
air.velocity = -4.5,-8
fall = 1
fall.recover = 0

[State 2];
type = HitDef
trigger1 = animelem = 17
attr = A, SA
animtype  = up
damage    = 115,10
getpower = 40,40
;hitflag = MA
guardflag = HA
pausetime = 11,12
sparkno = s7003
sparkxy = -15,-67
hitsound   = s290,2
guard.sparkno = s7012
guardsound = s122,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2.5,12.5
air.velocity = -2.5,12.5
fall = 1
fall.recover = 0
fall.envshake.time = 14
fall.envshake.ampl = -8
fall.envshake.freq = 92
fall.envshake.phase = 92


;---------------------[棫偪僗僥乕僩偵栠傞]
[state a]
type = changestate
trigger1 = vel y >0 && pos y >=0
value = 1505


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
; (HELPER)墛
[Statedef 182]
type    = S
movetype= A
sprpriority = 4
physics = N
velset = 0,0
anim = 182
ctrl = 0

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 190
length = 10
PalBright = 0, 0, 0
PalContrast =155, 135, 135
PalAdd = 5, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

;---------------------[曄悢巜掕]
[state a];搊応
type = varset
trigger1 = root,stateno = 190
v = 11
value = 0

[state a];擱偊偨傠丠
type = varset
trigger1 = root,stateno = 181
v = 11
value = 1

[state a];戝幹撱1
type = varset
trigger1 = root,stateno = 2000
trigger2 = root,stateno = 2050
v = 11
value = 2

[state a];戝幹撱2
type = varset
trigger1 = root,stateno = 2002
trigger2 = root,stateno = 2051
v = 11
value = 3

[state a];戝幹撱3
type = varset
trigger1 = root,stateno = 2001
trigger2 = root,stateno = 2004
trigger3 = root,stateno = 2052
v = 11
value = 4


;---------------------[1;搊応]
[state a]
type = bindtoroot
trigger1 = time = 0
trigger1 = var(11) = 0
time = -1
facing = 1
pos = 40,-96

[state a]
type = bindtoroot
trigger1 = root,animelem = 4
trigger1 = var(11) = 0
time = -1
facing = 1
pos = 24,-116

[state a]
type = bindtoroot
trigger1 = root,animelem = 5
trigger1 = var(11) = 0
time = -1
facing = 1
pos = 20,-120

[state a]
type = removeexplod
trigger1 = root,animelem = 6
trigger1 = var(11) = 0
ID = 182

[state a];傾僯儊乕僔儑儞丒徚柵
type = changeanim
trigger1 = root,animelem = 6
trigger1 = var(11) = 0
value = 183

[state a]
type = bindtoroot
trigger1 = root,animelem = 6
trigger1 = var(11) = 0
time = -1
facing = 1
pos = 4,-60

;---------------------[2;擱偊偨傠丠]
[state a]
type = bindtoroot
trigger1 = time = 0
trigger1 = var(11) = 1
time = -1
facing = 1
pos = 21,-96

[state a]
type = bindtoroot
trigger1 = root,animelem = 3
trigger1 = var(11) = 1
time = -1
facing = 1
pos = 11,-98

[state a]
type = bindtoroot
trigger1 = root,animelem = 4
trigger1 = var(11) = 1
time = -1
facing = 1
pos = 7,-98



[state a]
type = removeexplod
trigger1 = root,animelem = 5
trigger1 = var(11) = 1
ID = 182

[state a];傾僯儊乕僔儑儞丒徚柵
type = changeanim
trigger1 = root,animelem = 5
trigger1 = var(11) = 1
value = 183

[state a]
type = bindtoroot
trigger1 = root,animelem = 5
trigger1 = var(11) = 1
time = -1
facing = 1
pos = 3,-99

;---------------------[3;戝幹撱]
[state a]
type = null;bindtoroot
trigger1 = time = 0
trigger1 = var(11) = 2
time = -1
facing = 1
pos = 40,-96

[state a]
type = bindtoroot
trigger1 = time = 0
trigger1 = var(11) = 2
time = -1
facing = 1
pos = 24,-112


[state a]
type = bindtoroot
trigger1 = root,animelem = 1
trigger1 = var(11) = 4
time = -1
facing = 1
pos = 6,-60

[state a]
type = bindtoroot
trigger1 = root,animelem = 2
trigger1 = var(11) = 4
time = -1
facing = 1
pos = 9,-63

[state a]
type = bindtoroot
trigger1 = root,animelem = 3
trigger1 = var(11) = 4
time = -1
facing = 1
pos = -28,-106

[state a]
type = bindtoroot
trigger1 = root,animelem = 4
trigger1 = var(11) = 4
time = -1
facing = 1
pos = -25,-110

[state a]
type = bindtoroot
trigger1 = root,animelem = 5
trigger1 = var(11) = 4
time = -1
facing = 1
pos = -24,-98

[state a]
type = bindtoroot
trigger1 = root,animelem = 6
trigger1 = var(11) = 4
time = -1
facing = 1
pos = 38,-58

[state a]
type = bindtoroot
trigger1 = root,animelem = 7
trigger1 = var(11) = 4
time = -1
facing = 1
pos = -30,-106

[state a]
type = bindtoroot
trigger1 = root,animelem = 8
trigger1 = var(11) = 4
time = -1
facing = 1
pos = -26,-110


[state a]
type = removeexplod
trigger1 = root,animelemtime(10) = 9
trigger1 = var(11) = 4
trigger1 = root,stateno != 2052
ID = 182

[state a]
type = removeexplod
trigger1 = root,animelemtime(9) = 22
trigger1 = var(11) = 4
trigger1 = root,stateno = 2052
ID = 182

[state a];傾僯儊乕僔儑儞丒徚柵
type = changeanim
trigger1 = root,animelemtime(10) = 9
trigger1 = var(11) = 4
value = 183

[state a];傾僯儊乕僔儑儞丒徚柵
type = changeanim
trigger1 = root,animelemtime(9) = 22
trigger1 = var(11) = 4
trigger1 = root,stateno = 2052
value = 183



;---------------------[徚柵]
[state a]
type = removeexplod
trigger1 = root,stateno = 2005
trigger2 = root,movetype = H
ID = 182

[state a];傾僯儊乕僔儑儞丒徚柵
type = changeanim
trigger1 = root,stateno = 2005
trigger1 = root,animelemtime(1) = 0
value = 183

[State 2]
type = destroyself
trigger1 = animtime = 0
trigger1 = anim = 183
trigger2 = root,movetype = H



;---------------------------------------------------------------------------
; Var偺儔僂儞僪帩偪墇偟
[Statedef 5900]
type = S

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
farst = 2
last = 59
value = 0

[State 5900, 2] ;Clear all float variables
type = null;VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 5900, 3] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1


; 棤昐敧幃丒戝幹撱
[Statedef 2000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -1000
anim = 2000
ctrl = 0

;---------------------[僐儅儞僪敾掕]
[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "x"
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "y"
v = 5
value = 1


;---------------------[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 = 1
time = 28
movetime = 28
anim = -1

[state a];墛
type = Helper
trigger1 = Time = 1
id = 3000
name = "honoo"
sprpriority = -1
pos = 24,-112
postype = p1
stateno = 6000
helpertype = normal
facing = 1
keyctrl = 0
ownpal = 1
supermove = 1
pausemove = 1
supermovetime = 33
pausemovetime = 33

[state a];墛
type = Helper
trigger1 = Time = 11
id = 3000
name = "honoo"
sprpriority = 3
pos = 24,-112
postype = p1
stateno = 6001
helpertype = normal
facing = 1
keyctrl = 0
ownpal = 1
supermove = 1
pausemove = 1
supermovetime = 33
pausemovetime = 33

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

[State 3040, 7]
type = EnvColor
trigger1 = time = 4
persistent = 0
ignorehitpause = 1
time = 25;29
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = 3000,0

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 20
value = 3000,2

;---------------------[岠壥壒]
[State 2000, 6];嬺傜偄
type = PlaySnd
trigger1 = Time = 0
value = 2000,0

;---------------------[僿儖僷乕]
[state a];墛
type = Helper
trigger1 = animelem = 2
id = 3000
name = "honoo"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 182
helpertype = normal
keyctrl = 0 
ownpal = 1

;---------------------[廔椆]
[state a];偨傔堏峴
type = changestate
triggerall = animtime = 0
trigger1 = var(5) = 0 && command = "偍偟偭傁側偟x"
trigger2 = var(5) = 1 && command = "偍偟偭傁側偟y"
value = 2002


[state a]
type = changestate
trigger1 = animtime = 0
value = 2001

;---------------------------------------------------------------------------
; 棤昐敧幃丒戝幹撱丒偨傔
[Statedef 2002]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= 0
anim = 2002
ctrl = 0


[state a]
type =changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2003


;---------------------[廔椆]
[state a]
type = changestate
trigger1 = var(5) = 0 && command = "y"
trigger2 = var(5) = 1 && command = "x"
value = 2005

[state a]
type = changestate
trigger1 = var(5) = 0 && command != "偍偟偭傁側偟x"
trigger2 = var(5) = 1 && command != "偍偟偭傁側偟y"
trigger3 = time >= 90
value = 2004

;---------------------------------------------------------------------------
; 棤昐敧幃丒戝幹撱丒峌寕侾
[Statedef 2001]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= 0
anim = 2001
ctrl = 0

;---------------------[柍揋]
[State 1];
type = NotHitBy 
trigger1 = animelem = 3,<=0
value = SCA

;---------------------[堏摦]
[state a]
type = posadd
trigger1 = animelem = 3
x = -11

[state a]
type = velset
trigger1 = animelem = 5
x = 12

[state a]
type = veladd
trigger1 = vel x > 0
trigger1 = animelem = 5,>=0
x = -0.8

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

;---------------------[岠壥壒]
[State 2000, 6];傗偑傟
type = PlaySnd
trigger1 = animelem = 5
value = 2000,1

[State 2000, 6];墛
type = PlaySnd
trigger1 = animelem = 8
value = 2000,3

;---------------------[僄僼僃僋僩]
[state a];墛
type = Helper
trigger1 = animelem = 5
id = 3000
name = "honoo"
sprpriority = 2
pos = 20,-110
postype = p1
stateno = 2010
helpertype = normal
keyctrl = 0
ownpal = 1


[state a];墛
type = Helper
trigger1 = animelem = 7
id = 3000
name = "honoo"
sprpriority = 2
pos = 0,-20
postype = p1
stateno = 2011
helpertype = normal
keyctrl = 0
ownpal = 1


;---------------------[僿儖僷乕]
[state a]
type = Helper
trigger1 = animelem = 7
id = 3000
name = "honoo"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 2006
helpertype = normal
keyctrl = 0 
ownpal = 1


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

;---------------------------------------------------------------------------
; 棤昐敧幃丒戝幹撱丒峌寕俀
[Statedef 2004]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= 0
anim = 2004
ctrl = 0

;---------------------[柍揋]
[State 1];
type = NotHitBy 
trigger1 = animelem = 3,<=0
value = SCA

;---------------------[堏摦]
[state a]
type = posadd
trigger1 = animelem = 3
x = -11

[state a]
type = velset
trigger1 = animelem = 5
x = 13

[state a]
type = veladd
trigger1 = vel x > 0
trigger1 = animelem = 5,>=0
x = -0.8

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

;---------------------[岠壥壒]
[State 2000, 6];傗偑傟
type = PlaySnd
trigger1 = animelem = 5
value = 2000,1

[State 2000, 6];墛
type = PlaySnd
trigger1 = animelem = 7
value = 2000,3

;---------------------[僄僼僃僋僩]
[state a];墛
type = Helper
trigger1 = animelem = 5
id = 3000
name = "honoo"
sprpriority = 2
pos = 20,-110
postype = p1
stateno = 2010
helpertype = normal
keyctrl = 0
ownpal = 1


[state a];墛
type = Helper
trigger1 = animelem = 7
id = 3000
name = "honoo"
sprpriority = 2
pos = 30,0
postype = p1
stateno = 2011
helpertype = normal
keyctrl = 0
ownpal = 1


;---------------------[僿儖僷乕]
[state a]
type = Helper
trigger1 = animelem = 7
id = 3000
name = "honoo"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 2007
helpertype = normal
keyctrl = 0 
ownpal = 1


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



;---------------------------------------------------------------------------
; 棤昐敧幃丒戝幹撱丒僉儍儞僙儖
[Statedef 2005]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= 1000
anim = 2005
ctrl = 0


;---------------------[岠壥壒]
[State 2000, 6];傃傃傫側傛
type = PlaySnd
trigger1 = animelem = 2
value = 2000,2


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


;---------------------------------------------------------------------------
; (HELPER)戝幹撱墛1
[Statedef 2006]
type    = S
movetype= A
sprpriority = 4
physics = N
velset = 0,0
anim = 2006
ctrl = 0

[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = 1
value = SCA

[state a]
type = bindtoroot
trigger1 = time = 0
time = -1
facing = 1
pos = 0,0


[State 2];峌寕偺巜掕
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype  = up
damage    = 288,30
getpower = 0,0
guardflag = MA
pausetime = 4,4
sparkno = s7002
sparkxy = 0,-60
hitsound   = s2001,0
guard.sparkno = s7012
guardsound = s122,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4,-4.5
air.velocity = -4,-4.5
yaccel = 0.4
fall = 1
fall.recover = 0
palfx.time =58
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124

[state a]
type = parentvarset
trigger1 = movehit = 1
v = 4
value = 14


[State 2]
type = destroyself
trigger1 = animtime = 0


;---------------------------------------------------------------------------
; (HELPER)戝幹撱墛2
[Statedef 2007]
type    = S
movetype= A
sprpriority = 4
physics = N
velset = 0,0
anim = 2007
ctrl = 0

[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = 1
value = SCA

[state a]
type = bindtoroot
trigger1 = time = 0
time = -1
facing = 1
pos = 0,0


[State 2];峌寕偺巜掕
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype  = up
damage    = 308,40
getpower = 0,0
guardflag = MA
pausetime = 4,4
sparkno = s7002
sparkxy = 0,-60
hitsound   = s2001,0
guard.sparkno = s7012
guardsound = s122,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -9,-1.5
air.velocity = -9,-1.5
yaccel = 0.2
fall = 1
fall.recover = 0
palfx.time =58
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124

[state a]
type = parentvarset
trigger1 = movehit = 1
v = 4
value = 14


[State 2]
type = destroyself
trigger1 = animtime = 0


;---------------------------------------------------------------------------
; MAX棤昐敧幃丒戝幹撱
[Statedef 2050]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -2000
anim = 2050
ctrl = 0

;---------------------[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 = 1
time = 28
movetime = 28
anim = -1

[state a];墛
type = Helper
trigger1 = Time = 1
id = 3000
name = "honoo"
sprpriority = -1
pos = 24,-112
postype = p1
stateno = 6010
helpertype = normal
facing = 1
keyctrl = 0
ownpal = 1
supermove = 1
pausemove = 1
supermovetime = 33
pausemovetime = 33

[state a];墛
type = Helper
trigger1 = Time = 11
id = 3000
name = "honoo"
sprpriority = 3
pos = 24,-112
postype = p1
stateno = 6011
helpertype = normal
facing = 1
keyctrl = 0
ownpal = 1
supermove = 1
pausemove = 1
supermovetime = 33
pausemovetime = 33

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

[State 3040, 7]
type = EnvColor
trigger1 = time = 4
persistent = 0
ignorehitpause = 1
time = 25;29
value = 0,0,0
under = 2

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 20
value = 3000,2

;---------------------[岠壥壒]
[State 2000, 6];墜偵
type = PlaySnd
trigger1 = Time = 0
value = 2050,0

;---------------------[僿儖僷乕]
[state a];墛
type = Helper
trigger1 = animelem = 2
id = 3000
name = "honoo"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 182
helpertype = normal
keyctrl = 0 
ownpal = 1

;---------------------[廔椆]
[state a];偨傔堏峴
type = null;changestate
triggerall = animtime = 0
trigger1 = command = "偍偟偭傁側偟c" || command = "偍偟偭傁側偟c"
value = 2051


[state a]
type = changestate
trigger1 = animtime = 0
value = 2051


;---------------------------------------------------------------------------
; MAX棤昐敧幃丒戝幹撱丒偨傔
[Statedef 2051]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= 0
anim = 2051
ctrl = 0

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 90
length = 10
PalBright = 0, 0, 0
PalContrast =155, 135, 135
PalAdd = 5, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 3
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

;---------------------[峌寕]
[State 2];峌寕偺巜掕1
type = HitDef
trigger1 = time = 0
trigger2 = time = 2
trigger3 = time = 4
trigger4 = time = 6
trigger5 = time = 8
trigger6 = time = 10
trigger7 = time = 12
trigger8 = time = 14
trigger9 = time = 16
trigger10 = time = 18
trigger11 = time = 20
trigger12 = time = 22
attr = S, HA
animtype  = up
damage    = 10,5
getpower = 0,0
guardflag = MA
pausetime = 11,11
sparkno = s7002
sparkxy = -15,-80
hitsound   = s290,1
guard.sparkno = s7012
guardsound = s122,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.5,-9.5
air.velocity = -1.5,-9.5
yaccel = 0.5
fall = 1
fall.recover = 0
palfx.time =80
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124


;---------------------[廔椆]
[state a]
type = changestate
trigger1 = time != 0
trigger1 = command != "偍偟偭傁側偟c" && command != "偍偟偭傁側偟c"
trigger2 = time >= 90
value = 2052

;---------------------------------------------------------------------------
; MAX棤昐敧幃丒戝幹撱丒峌寕
[Statedef 2052]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= 0
anim = 2052
ctrl = 0

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 44
length = 16
PalBright = 0, 0, 0
PalContrast =155, 135, 225
PalAdd = 0, 0, 9
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

;---------------------[柍揋]
[State 1];
type = NotHitBy 
trigger1 = animelem = 3,<=0
value = SCA

;---------------------[堏摦]
[state a]
type = posadd
trigger1 = animelem = 3
x = -11

[state a]
type = velset
trigger1 = animelem = 5
x = 14

[state a]
type = veladd
trigger1 = vel x > 0
trigger1 = animelem = 5,>=0
x = -0.8

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

;---------------------[岠壥壒]
[State 2000, 6];娨傝傗偑傟
type = PlaySnd
trigger1 = animelem = 5
value = 2050,1

[State 2000, 6];墛
type = PlaySnd
trigger1 = animelem = 8
value = 2000,3

;---------------------[僄僼僃僋僩]
[state a];墛
type = Helper
trigger1 = animelem = 5
id = 3000
name = "honoo"
sprpriority = 2
pos = 0,-60
postype = p1
stateno = 2014
helpertype = normal
keyctrl = 0
ownpal = 1

[state a];墛
type = Helper
trigger1 = animelem = 8
id = 3000
name = "honoo"
sprpriority = 2
pos = 0,-60
postype = p1
stateno = 2014
helpertype = normal
keyctrl = 0
ownpal = 1


[state a];墛
type = Helper
trigger1 = animelem = 7
id = 3000
name = "honoo"
sprpriority = 2
pos = 30,0
postype = p1
stateno = 2011
helpertype = normal
keyctrl = 0
ownpal = 1

[state a];墛
type = Helper
trigger1 = animelemtime(9) = 6
id = 3000
name = "honoo"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 2012
helpertype = normal
keyctrl = 0
ownpal = 1

[state a];墛
type = Helper
trigger1 = animelemtime(9) = 17
id = 3000
name = "honoo"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 2013
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[僿儖僷乕]
[state a]
type = Helper
trigger1 = animelem = 7
id = 3000
name = "honoo"
sprpriority = 2
pos = 0,0
postype = p1
stateno = 2060
helpertype = normal
keyctrl = 0 
ownpal = 1


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

[Statedef 2010]
type    = A
movetype= A
sprpriority = 14
physics = N
velset = 0,0
anim = 2010
ctrl = 0

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 44
length = 8
PalBright = 0, 0, 0
PalContrast =155, 135, 135
PalAdd = 0, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[State 2]
type = destroyself
trigger1 = animtime = 0

[Statedef 2011]
type    = A
movetype= A
sprpriority = 4
physics = N
velset = 0,0
anim = 2015
ctrl = 0

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 44
length = 8
PalBright = 0, 0, 0
PalContrast =135, 135, 155
PalAdd = 0, 0, 3
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[State 2]
type = destroyself
trigger1 = animtime = 0

[Statedef 2012]
type    = A
movetype= A
sprpriority = 4
physics = N
velset = 0,0
anim = 2015
ctrl = 0

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 44
length = 8
PalBright = 0, 0, 0
PalContrast =155, 135, 135
PalAdd = 3, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[State 2]
type = destroyself
trigger1 = animtime = 0

[Statedef 2013]
type    = A
movetype= A
sprpriority = 4
physics = N
velset = 0,0
anim = 2015
ctrl = 0

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 44
length = 8
PalBright = 0, 0, 0
PalContrast =135, 155, 135
PalAdd = 0, 2, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[State 2]
type = destroyself
trigger1 = animtime = 0

[Statedef 2014]
type    = A
movetype= A
sprpriority = 10
physics = N
velset = 0,0
anim = 10000
ctrl = 0

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 40
length = 12
PalBright = 0, 0, 0
PalContrast =155, 135, 135
PalAdd = 0, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[State 2]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
; (HELPER)MAX戝幹撱墛
[Statedef 2060]
type    = S
movetype= A
sprpriority = 4
physics = N
velset = 0,0
anim = 2060
ctrl = 0

[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = 1
value = SCA

[state a]
type = bindtoroot
trigger1 = time = 10
time = -1
facing = 1
pos = 0,0

[State 2];峌寕偺巜掕
type = HitDef
trigger1 = time = 0
trigger2 = time = 10
trigger3 = time = 14
trigger4 = time = 18
trigger5 = time = 22
attr = S, HA
animtype  = up
damage    = 90,40
getpower = 0,0
guardflag = MA
pausetime = 2,4
sparkno = s7002
sparkxy = 0,-60
hitsound   = s2001,0
guard.sparkno = s7012
guardsound = s122,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -0.5,-1.5
air.velocity = -0.5,-1.5
yaccel = 0.5
fall = 1
fall.recover = 0
palfx.time =58
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124

[State 2];峌寕偺巜掕
type = HitDef
trigger1 = time = 26
attr = S, HA
animtype  = up
damage    = 40,10
getpower = 0,0
guardflag = MA
pausetime = 2,4
sparkno = s7002
sparkxy = 0,-60
hitsound   = s2001,0
guard.sparkno = s7012
guardsound = s122,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -5.5,-4.8
air.velocity = -5.5,-4.8
yaccel = 0.5
fall = 1
fall.recover = 0
palfx.time =58
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124

[state a]
type = parentvarset
trigger1 = movehit = 1
v = 4
value = 14


[State 2]
type = destroyself
trigger1 = animtime = 0



;---------------------------------------------------------------------------
; 昐敧幪擉幃
[Statedef 2100]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -1000
anim = 2100
ctrl = 0

;---------------------[僐儅儞僪敾掕]
[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "x"
v = 5
value = 0

[state a]
type = varset
trigger1 = time = 0
trigger1 = command = "y"
v = 5
value = 1

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2101


;---------------------[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 = animelemtime(8) = 0
time = 28
movetime = 28
anim = -1

[state a];墛
type = Helper
trigger1 = animelemtime(8) = 0
id = 3000
name = "honoo"
sprpriority = -1
pos =  -29,-68
postype = p1
stateno = 6000
helpertype = normal
facing = 1
keyctrl = 0
ownpal = 1
supermove = 1
pausemove = 1
supermovetime = 33
pausemovetime = 33

[state a];墛
type = Helper
trigger1 = animelemtime(8) = 10
id = 3000
name = "honoo"
sprpriority = 3
pos =  -29,-68
postype = p1
stateno = 6001
helpertype = normal
facing = 1
keyctrl = 0
ownpal = 1
supermove = 1
pausemove = 1
supermovetime = 33
pausemovetime = 33

[State 3040, 7]
type = EnvColor
trigger1 = animelemtime(8) = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = animelemtime(8) = 3
persistent = 0
ignorehitpause = 1
time = 25;29
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = animelemtime(8) = 0
value = 3000,0

[State 2000, 6]
type = PlaySnd
trigger1 = animelemtime(8) = 20
value = 3000,2

;---------------------[曄悢巜掕]
[state a];棴傔夝彍
type = varset
trigger1 = time = 0
v = 8
value = 0

;---------------------[岠壥壒]
[State 2000, 6];偙傟偱or堦敪
type = PlaySnd
trigger1 = Time = 0
value = 2100,var(5)

;---------------------[廔椆]
[state a];偨傔堏峴
type = changestate
triggerall = animtime = 0
trigger1 = var(5) = 0 && command = "偍偟偭傁側偟x"
trigger2 = var(5) = 1 && command = "偍偟偭傁側偟y"
value = 2102


[state a]
type = changestate
trigger1 = animtime = 0
value = 2105

;---------------------------------------------------------------------------
; 昐敧幪擉幃(棴傔)
[Statedef 2102]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 8
anim = 2102
ctrl = 0

;---------------------[岠壥壒]
[State 2000, 6];棴傔壒
type = PlaySnd
trigger1 = time = 0
value = 2100,6
channel = 0

;---------------------[曄悢巜掕]
[state a];棴傔1抜奒
type = varset
trigger1 = time = 0
v = 8
value = 0

[state a];棴傔2抜奒
type = varset
trigger1 = animelem = 12
v = 8
value = 1

[state a];棴傔3抜奒
type = varset
trigger1 = animelem = 23
v = 8
value = 2

;---------------------[僄僼僃僋僩]
[State 1000, 5];懌尦僄僼僃僋僩
type = Explod
trigger1 = time = 0
anim = 2110
id = 3000
sprpriority = -5
postype = p1
pos = -10,0
bindtime = -1
supermove = 1
under = 0
removetime = -1
scale =0.6,0.6


;---------------------[堏峴]
[state a]
type = changestate
trigger1 = var(5) = 0 && command != "偍偟偭傁側偟x"
trigger2 = var(5) = 1 && command != "偍偟偭傁側偟y"
trigger3 = animtime = 0
value = 2105

;---------------------------------------------------------------------------
; 昐敧幪擉幃(僼傿僯僢僔儏)
[Statedef 2105]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 8
anim = 2105
ctrl = 0


;---------------------[僄僼僃僋僩]
[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

[State 1000, 5];懌尦僄僼僃僋僩
type = Explod
trigger1 = time = 0
anim = 2111
id = 2111
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
scale =0.9,0.9


[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 10
anim = 1102
sprpriority = 5
postype = p1
pos = 97,-73
bindtime = 1
supermove = 1
under = 0
ignorehitpause = 1
persistent = 0

;---------------------[柍揋]
[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = time <=4
value = SCA

;---------------------[岠壥壒]
[state a]
type = stopsnd
trigger1 = animelem = 6
channel = 0

[State 2000, 6];寛傔傞偤1
type = PlaySnd
trigger1 = animelem = 7
value = 2100,var(5)+3
ignorehitpause = 1
persistent = 0

[State 2000, 6];墸傝壒
type = PlaySnd
trigger1 = animelem = 3
value = 2100,7

;---------------------[堏摦]
[state a]
type = posadd
trigger1 = animelem = 8
trigger2 = animelem = 9
trigger3 = animelem = 10
trigger4 = animelem = 11
trigger5 = animelem = 12
trigger6 = animelem = 13
trigger7 = animelem = 17
trigger8 = animelem = 18
x = 8

;---------------------[峌寕]

[State 2];峌寕偺巜掕1
type = HitDef
trigger1 = time = 0
trigger1 = var(8) = 0
attr = S, HA
animtype  = up
damage    = 269,30
getpower = 0,0
guardflag = MA
pausetime = 35,45
sparkno = s7002
sparkxy = -15,-80
hitsound   = s2200,5
guard.sparkno = s7012
guardsound = s122,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 35
ground.velocity = -3.5,-4.5
air.velocity = -3.5,-4.5
fall = 1
fall.recover = 0
p2facing = 1
palfx.time =80
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124
envshake.time = 20
envshake.ampl = -8
envshake.freq = 92
envshake.phase = 92

[State 2];峌寕偺巜掕2
type = HitDef
trigger1 = time = 0
trigger1 = var(8) = 1
attr = S, HA
animtype  = up
damage    = 288,30
getpower = 0,0
guardflag = MA
pausetime = 35,45
sparkno = s7002
sparkxy = -15,-80
hitsound   = s2200,5
guard.sparkno = s7012
guardsound = s122,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 35
ground.velocity = -6.5,-3.5
air.velocity = -6.5,-3.5
fall = 1
fall.recover = 0
p2facing = 1
palfx.time =80
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124
envshake.time = 20
envshake.ampl = -8
envshake.freq = 92
envshake.phase = 92


[State 2];峌寕偺巜掕2
type = HitDef
trigger1 = time = 0
trigger1 = var(8) = 2
attr = S, HA
animtype  = diagup
damage    = 346,40
getpower = 0,0
;guardflag = MA
pausetime = 35,45
sparkno = s7002
sparkxy = -15,-80
hitsound   = s2200,5
guard.sparkno = s7012
guardsound = s122,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 35
ground.velocity = -8.5,-7.5
air.velocity = -8.5,-7.5
fall = 1
fall.recover = 0
palfx.time =80
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124
envshake.time = 20
envshake.ampl = -8
envshake.freq = 92
envshake.phase = 92
fall.envshake.time = 10
fall.envshake.ampl = -4
fall.envshake.freq = 92
fall.envshake.phase = 92

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

[Statedef 2110]
type    = A
movetype= A
sprpriority = 4
physics = N
velset = 0,0
anim = 1610
ctrl = 0

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 63
length = 8
PalBright = 0, 0, 0
PalContrast =135, 135, 225
PalAdd = 0, 0, 6
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[State 2]
type = destroyself
trigger1 = animtime = 0

[Statedef 2111]
type    = A
movetype= A
sprpriority = 4
physics = N
velset = 0,0
anim = 1610
ctrl = 0

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 63
length = 8
PalBright = 0, 0, 0
PalContrast =155, 135, 135
PalAdd = 5, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[State 2]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
; 屴昐擉廍巐幃_恛
[Statedef 2200]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 2
poweradd= -3000
anim = 10100
ctrl = 0

[state a]
type = velset
trigger1 = animelem = 2
x = 15

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 70
length = 8
PalBright = 0, 0, 0
PalContrast =155, 135, 225
PalAdd = 0, 0, 9
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 1
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[State 3000]
type = Explod
trigger1 = time = 0
anim = 10070
sprpriority = -15
scale = 1.1,0.8
postype = back
pos = -10,-10
bindtime = -1
ignorehitpause = 1
removetime = 70
supermovetime = 52
pausemovetime = 52

;---------------------[挻昁嶦媄墘弌]
[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy 
trigger1 = animelem = 4,<=0
trigger2 = movehit
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 52
movetime = 52
anim = -1

[state a];墛
type = Helper
trigger1 = Time = 1
id = 3000
name = "honoo"
sprpriority = -1
pos = 0,-97
postype = p1
stateno = 6020
helpertype = normal
facing = 1
keyctrl = 0
ownpal = 1
supermove = 1
pausemove = 1
supermovetime = 52
pausemovetime = 52

[state a];墛
type = Helper
trigger1 = Time = 11
id = 3000
name = "honoo"
sprpriority = 3
pos = 0,-97
postype = p1
stateno = 6021
helpertype = normal
facing = 1
keyctrl = 0
ownpal = 1
supermove = 1
pausemove = 1
supermovetime = 52
pausemovetime = 52

[State 3000]
type = Explod
trigger1 = time = 1
anim = 10300
sprpriority = -15
postype = p1
pos = 5,-90
bindtime = -1
ignorehitpause = 1
supermovetime = 52
pausemovetime = 52

[State 3000]
type = Explod
trigger1 = time = 11
anim = 10400
sprpriority = 10
postype = p1
pos = -15,-97
bindtime = -1
ignorehitpause = 1
supermovetime = 52
pausemovetime = 52

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

[State 3040, 7]
type = EnvColor
trigger1 = time = 4
persistent = 0
ignorehitpause = 1
time = 31;29
value = 0,0,0
under = 2

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 20
value = 3000,2

;---------------------[岠壥壒]
[State 2000, 6];梀傃偼廔傢傝偩
type = PlaySnd
trigger1 = Time = 0
value = 2200,1

[State 2000, 6];傫偺栰榊!!
type = PlaySnd
trigger1 = animtime = 0;animelem = 7
value = 2200,4

;---------------------[峌寕敾掕]
[State 800, 1]
type = HitDef
trigger1 = Time = 0
attr = S, HA
hitflag = MAF
damage = 0,0
priority = 6, Miss
sparkno = -1
sparkxy = -18,-85
sprpriority = 5
p1stateno = 2201
p2stateno = 2210
p2facing = 1 
kill = 0

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


;---------------------------------------------------------------------------神尘
; 屲昐擉廍巐幃丒恄恛(曔傑偊仺敋敪)
[Statedef 2201]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 2201
juggle = 0
sprpriority = 5
ctrl = 0

[State 3000]
type = Explod
trigger1 = Animelem = 1
anim = 10070
sprpriority = -15
scale = 1.1,0.8
postype = back
pos = -10,-10
bindtime = -1
ignorehitpause = 1
removetime = 41

;---------------------[岠壥壒]
[state a];捦傒壒
type = playsnd
trigger1 = time = 0
value = 800,1

[state a];敋敪壒
type = playsnd
trigger1 = animelem = 5
value = 2200,5

[State 3040, 7]
type = null
trigger1 = 1
ignorehitpause = 1
time = 5
value = 0,0,0
under = 2

[state a];攚宨斀揮
type = null
trigger1 = 1
add = 0,0,0
sinadd = 0, 0, 0
time = 5
invertall = 1
ignorehitpause = 1

;---------------------[僄僼僃僋僩]

[State 1000, 5];捦傒僄僼僃僋僩
type = Explod
trigger1 = Time = 0
anim = 7081
sprpriority = 2
postype = p1
pos = 36,-80
bindtime = 1
supermove = 1
under = 0

[state a];墛
type = Helper
trigger1 = animelemtime(5) = 1
id = 2201
name = "honoo"
sprpriority = 10
pos = 80,-78
postype = p1
stateno = 2220
helpertype = normal
keyctrl = 0
ownpal = 1

[state a];墛
type = Helper
trigger1 = animelemtime(5) = 1
id = 2201
name = "honoo"
sprpriority = 10
pos = 0,-60
postype = p2
stateno = 2230
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1020, 4]
type = EnvShake
trigger1 = animelemtime(4) = 1
time = 30
ampl = -12
freq = 95
phase = 95

;---------------------[憡庤惂屼]
[state a]
type = targetbind
trigger1 = 1
pos = 30,0

[state a]
type = targetlifeadd
trigger1 = animelemtime(5) = 0
value = -100
kill = 0


;---------------------[廔椆]

[state a]
type = changestate
trigger1 = animtime = 0
value = 2205

;---------------------------------------------------------------------------
; 屲昐擉廍巐幃丒恄恛(撆仺嵾仺峳仺峳仺撆仺嵾仺敱仺婼)
[Statedef 2205]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 2205
juggle = 0
sprpriority = 5
ctrl = 0

[State 3000]
type = Explod
trigger1 = Animelem = 1
anim = 10070
sprpriority = -15
scale = 1.1,0.8
postype = back
pos = -10,-10
bindtime = -1
ignorehitpause = 1
removetime = 159

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 63
length = 8
PalBright = 0, 0, 0
PalContrast =155, 135, 135
PalAdd = 0, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[State 4000,Afterimage]
type = Afterimage
trigger1 = time = 63
time = 26
length = 9
PalBright = 0, 0, 0
PalContrast =135, 135, 225
PalAdd = 0, 0, 5
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 3
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

;---------------------[柍揋]
[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = 1
value = SCA

;---------------------[岠壥壒]
[state a];壌偐傜偼摝偘傜傟偹偊傫偩傛
type = playsnd
trigger1 = time = 0
value = 2200,2

[state a];嬁偗
type = playsnd
trigger1 = animelem = 63
value = 2200,3

[state a];嬁偗
type = playsnd
trigger1 = animelem = 52
value = 7000,2

[state a]
type = varset
trigger1 = movehit = 1
v = 4
value = 8

;---------------------[堏摦]
[state a];撆欩傒侾
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 5
trigger5 = animelem = 6
trigger6 = animelem = 7
trigger7 = animelem = 43
trigger8 = animelem = 44
trigger9 = animelem = 45
trigger10= animelem = 46
x = 8
[state a]
type = posadd
trigger1 = animelem = 8
trigger2 = animelem = 9
trigger3 = animelem = 47
trigger4 = animelem = 48
x = 16



[state a];嵾塺傒侾
type = posadd
trigger1 = animelem = 13
trigger2 = animelem = 14
trigger3 = animelem = 15
trigger4 = animelem = 16
trigger5 = animelem = 52
trigger6 = animelem = 53
trigger7 = animelem = 54
trigger8 = animelem = 55
x = 8


[state a];峳欩傒侾
type = posadd
trigger1 = animelem = 18
trigger2 = animelem = 19
trigger3 = animelem = 20
trigger4 = animelem = 21
x = 8

[state a];峳欩傒俀
type = posadd
trigger1 = animelem = 32
trigger2 = animelem = 33
trigger3 = animelem = 34
trigger4 = animelem = 34
x = 8


[state a]
type = posadd
trigger1 = animelem = 56
x = 16
[state a]
type = posadd
trigger1 = animelem = 57
x = -16

[state a];敱塺傒
type = posadd
trigger1 = animelem = 58
trigger2 = animelem = 59
trigger3 = animelem = 60
x = 8



[state a]
type = statetypeset
trigger1 = animelem = 60
value = A

[state a]
type = velset
trigger1 = animelem = 60
x = 6
y = -6

[state a];敱塺傒
type = posadd
trigger1 = animelem = 60
x = 4
y = -6

[state a]
type = veladd
trigger1 = animelem = 60,>=0
y = 0.4

[state a]
type = veladd
trigger1 = vel x >= 0
;trigger1 = animelem = 63,<=0
x = -0.4

[state a]
type = posadd
trigger1 = animelem = 63
x = 16

;---------------------[僄僼僃僋僩]
[State 3040, 7]
type = null;EnvColor
trigger1 = 1
;persistent = 0
ignorehitpause = 1
time = 5
value = 0,0,0
under = 2

[state a];攚宨斀揮
type = null;BGPalfx 
trigger1 = 1
add = 0,0,0
sinadd = 0, 0, 0
time = 5
invertall = 1
ignorehitpause = 1

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = animelem = 10
trigger2 = animelem = 49
anim = 1102
sprpriority = 3
postype = p1
pos = 96 , -76
bindtime = 1
supermove = 1
under = 0

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = animelem = 16
trigger2 = animelem = 55
anim = 1112
sprpriority = 1
postype = p1
pos = 84 , -72
bindtime = 1
supermove = 1
under = 0

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = animelem = 26
trigger2 = animelem = 37
anim = 1102
sprpriority = 1
postype = p1
pos = 96 , -68
bindtime = 1
supermove = 1
under = 0

[state a];墛
type = Helper
trigger1 = animelem = 49
id = 2205
name = "honoo"
sprpriority = 10
pos = 20,15
postype = p1
stateno = 10010
helpertype = normal
keyctrl = 0
ownpal = 1

[state a];墛
type = Helper
trigger1 = animelem = 49
id = 10011
name = "honoo"
sprpriority = -1
pos = 0,0
postype = p1
stateno = 10011
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1000, 5];僄僼僃僋僩
type = Explod
triggerall = movecontact
trigger1 = animelem = 10
trigger2 = animelem = 16
trigger3 = animelem = 26
trigger4 = animelem = 37
trigger5 = animelem = 49
trigger6 = animelem = 55
anim = 11000
sprpriority = 5
postype = p2
pos = 0,-68
bindtime = 1
supermove = 1


;---------------------[峌寕敾掕]
[State 2];撆欩傒
type = HitDef
trigger1 = animelem = 10
trigger2 = animelem = 49
attr = S, HA
animtype  = hard
damage    = 80,10
getpower = 0,0
guardflag = MAF
pausetime = 2,6
sparkno = s7003
sparkxy = -25,-60
hitsound   = s1000,3
guard.sparkno = s7012
guardsound = s122,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5,0
air.velocity = -5,-1
fall = 0
fall.recover = 0
palfx.time =29
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124
kill = 0

[State 2];嵾塺傒
type = HitDef
trigger1 = animelem = 16
trigger2 = animelem = 55
attr = S, HA
animtype  = hard
damage    = 60,10
getpower = 0,0
guardflag = MAF
pausetime = 2,6
sparkno = s7003
sparkxy = -25,-77
hitsound   = s1000,3
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3.5,0
air.velocity = -3,-1
fall = 0
fall.recover = 0
palfx.time =29
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124
kill = 0

[State 2];峳欩傒
type = HitDef
trigger1 = animelem = 26
trigger2 = animelem = 37
attr = S, HA
animtype  = hard
damage    = 60,10
getpower = 0,0
guardflag = MAF
pausetime = 2,6
sparkno = s7003
sparkxy = -25,-67
hitsound   = s1000,3
guard.sparkno = s7012
guardsound = s122,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5,0
air.velocity = -5,-2
fall = 0
fall.recover = 0
palfx.time =29
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124
kill = 0


[State 2];敱塺傒
type = HitDef
trigger1 = animelem = 61
attr = A, HA
animtype  = hard
damage    = 60,10
getpower = 0,0
guardflag = MAF
pausetime = 10,12
sparkno = s7003
sparkxy = -15,-77
hitsound   = s1000,3
guard.sparkno = s7012
guardsound = s122,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -4,-7
air.velocity = -4,-7.5
fall = 1
fall.recover = 0
palfx.time = 29
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
kill = 0


[State 2];婼從偒
type = HitDef
trigger1 = animelem = 63
attr = A, HA
animtype  = diagup
damage    = 120,20
getpower = 0,0
guardflag = MAF
pausetime = 20,29
sparkno = s7002
sparkxy = -15,-62
hitsound   = s1000,3
guard.sparkno = s7012
guardsound = s122,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 50
ground.velocity = -0.8,-9
air.velocity = -0.8,-9
fall = 1
fall.recover = 0
palfx.time = 58
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
envshake.time = 20
envshake.ampl = -5
envshake.freq = 92
envshake.phase = 92
fall.envshake.time = 11
fall.envshake.ampl = -5
fall.envshake.freq = 92
fall.envshake.phase = 92
air.fall = 1
air.hittime = 0
kill = 0

[state a]
type = changestate
trigger1 = vel y >0 && pos y >=0
value = 2206

[Statedef 2206]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 0
velset = 0,0
anim = 2206
ctrl = 0

[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = 1
value = SCA
time = 30

[State 3000]
type = Explod
trigger1 = Animelem = 1
anim = 10070
sprpriority = -15
scale = 1.1,0.8
postype = back
pos = -10,-10
bindtime = -1
ignorehitpause = 1
removetime = 151

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 71
length = 9
PalBright = 0, 0, 0
PalContrast =135, 135, 225
PalAdd = 0, 0, 5
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 3
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

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

[state a]
type = playsnd
trigger1 = time = 0
value = 40,0

[state a]
type = posadd
trigger1 = animelem =2
trigger2 = animelem = 3
x = -4

[state a]
type = posadd
trigger1 = animelem =4
trigger2 = animelem = 5
x = -6

[state a]
type = posadd
trigger1 = animelem =6
trigger2 = animelem = 7
x = -8

[state a]
type = posadd
trigger1 = animelem =20
trigger2 = animelem = 21
trigger3 = animelem =22
trigger4 = animelem = 23
x = 18

[state a]
type = posadd
trigger1 = animelem = 24
trigger2 = animelem = 25
x = 8

[state a]
type = posadd
trigger1 = animelem = 26
trigger2 = animelem = 27
x = -2

[state a]
type = targetbind
triggerall= movecontact
trigger1 = animelem = 21
pos = 20,20

[state a]
type = playsnd
trigger1 = animelem = 21
value = 192,1

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = animelem = 21
anim = 10030
sprpriority = 10
postype = p1
pos = -50,10
bindtime = 1
supermove = 1
under = 0

[state a];墛
type = Helper
triggerall= movecontact
trigger1 = animelem = 23
id = 2207
name = "honoo"
sprpriority = 2
pos = 0,-30
postype = p2
stateno = 2220
helpertype = normal
keyctrl = 0
ownpal = 1

[state a];墛
type = Helper
triggerall= movecontact
trigger1 = animelem = 23
id = 2207
name = "honoo"
sprpriority = 2
pos = 40,-50
postype = p2
stateno = 2220
helpertype = normal
keyctrl = 0
ownpal = 1

[state a];墛
type = Helper
triggerall= movecontact
trigger1 = animelem = 23
id = 2207
name = "honoo"
sprpriority = 2
pos = -60,-60
postype = p2
stateno = 2220
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2];婼從偒
type = HitDef
trigger1 = animelem = 21
attr = S, HA
animtype  = diagup
damage    = 100,10
getpower = 0,0
hitflag = MAF
guardflag = N
pausetime = 20,35
sparkno = s7002
sparkxy = -15,-80
hitsound   = s2200,5
guard.sparkno = s7012
guardsound = s122,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 10
ground.velocity = -2,2
air.velocity = -2,2
fall = 1
fall.recover = 0
palfx.time = 58
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
envshake.time = 20
envshake.ampl = -5
envshake.freq = 92
envshake.phase = 92
fall.envshake.time = 11
fall.envshake.ampl = -5
fall.envshake.freq = 92
fall.envshake.phase = 92
air.fall = 1
air.hittime = 0
kill = 0

[State 2];婼從偒
type = HitDef
trigger1 = animelem = 22
attr = S, HA
animtype  = diagup
damage    = 80,10
getpower = 0,0
hitflag = MAF
guardflag = N
pausetime = 20,35
sparkno = s7002
sparkxy = -15,-80
hitsound   = s2200,5
guard.sparkno = s7012
guardsound = s122,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2,2
air.velocity = -2,2
fall = 1
fall.recover = 0
palfx.time = 58
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
envshake.time = 20
envshake.ampl = -5
envshake.freq = 92
envshake.phase = 92
fall.envshake.time = 11
fall.envshake.ampl = -5
fall.envshake.freq = 92
fall.envshake.phase = 92
air.fall = 1
air.hittime = 0
kill = 0

[State 2];婼從偒
type = HitDef
trigger1 = animelem = 23
attr = A, HA
animtype  = diagup
damage    = 100,30
getpower = 0,0
hitflag = MAFLD
guardflag = L
pausetime = 30,35
sparkno = s7002
sparkxy = -15,-80
hitsound   = s2200,5
guard.sparkno = s7012
guardsound = s122,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 50
ground.velocity = -6,-8
air.velocity = -6,-8
fall = 1
fall.recover = 0
palfx.time = 58
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
envshake.time = 20
envshake.ampl = -5
envshake.freq = 92
envshake.phase = 92
fall.envshake.time = 11
fall.envshake.ampl = -5
fall.envshake.freq = 92
fall.envshake.phase = 92
air.fall = 1
air.hittime = 0

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2206

[state 00]
type = changestate
triggerall= movecontact
trigger1 = animtime = 0
value = 2207

[state 00]
type = changestate
trigger1 = animtime = 0
value = 2212

[Statedef 2212]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
velset = 0,0
anim = 2208
ctrl = 0

[state a]
type = playsnd
trigger1 = animelem = 7
value = 181,1

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

[Statedef 2207]
type    = S
movetype= A
physics = N
juggle  = 2
poweradd= 0
velset = 0,0
anim = 2207
ctrl = 0

[State 3000]
type = Explod
trigger1 = Animelem = 1
anim = 10070
sprpriority = -15
scale = 1.1,0.8
postype = back
pos = -10,-10
bindtime = -1
ignorehitpause = 1
removetime = 292

[state a]
type = playsnd
trigger1 = animelem = 1
value = 7000,3

[state a]
type = playsnd
trigger1 = animelem = 6
value = 181,0

[state a]
type = playsnd
trigger1 = animelem = 7
value = 2000,2

[state a];墛
type = Helper
trigger1 = animelem = 5
trigger2 = animelem = 5 = 20
trigger3 = animelem = 5 = 40
trigger4 = animelem = 5 = 60
trigger5 = animelem = 5 = 80
trigger6 = animelem = 5 = 100
trigger7 = animelem = 5 = 110
trigger8 = animelem = 5 = 120
trigger9 = animelem = 5 = 130
trigger10 = animelem = 5 = 140
trigger11 = animelem = 5 = 150
id = 2207
name = "honoo"
sprpriority = 2
pos = 0,-30
postype = p2
stateno = 2208
helpertype = normal
keyctrl = 0
ownpal = 1

[state a];墛
type = Helper
trigger1 = animelem = 5 =160
id = 2207
name = "honoo"
sprpriority = 2
pos = 0,0
postype = p2
stateno = 2209
helpertype = normal
keyctrl = 0
ownpal = 1

[state a];墛
type = Helper
trigger1 = animelem = 7
id = 2207
name = "honoo"
sprpriority = 2
pos = 0,-30
postype = p2
stateno = 2211
helpertype = normal
keyctrl = 0
ownpal = 1

[State 3000]
type = Explod
trigger1 = Animelem = 7
anim = 10900
sprpriority = 10
scale = 0.8,0.8
postype = p1
pos = -2,-135
bindtime = -1
ignorehitpause = 1

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

[Statedef 2208]
type    = A
movetype= A
sprpriority = 4
physics = N
velset = 0,0
anim = 1610
ctrl = 0

[State 3040, 7]
type = null
trigger1 = 1
ignorehitpause = 1
time = 15
value = 0,0,0
under = 2

[state a];攚宨斀揮
type = null
trigger1 = 1
add = 0,0,0
sinadd = 0, 0, 0
time = 15
invertall = 1
ignorehitpause = 1

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 63
length = 8
PalBright = 0, 0, 0
PalContrast =155, 135, 135
PalAdd = 2, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[State 3020, 3]
type = Projectile
trigger1 = time = 0
projanim = 1701
projhitanim = 1701
projID = 1000
velocity = 0
projshadow = 150,150,150
projpriority = 1
offset = 0,0
attr = S, SP
animtype  = up
damage    = 20,0
getpower = 0,0
guardflag = MA
pausetime = 0,12
sparkxy = 15,-70
sparkno = s7002
hitsound   = s2200,5
guard.sparkno = s7012
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = 0,-2
air.velocity = 0,-2
yaccel = 0.45
fall = 1
fall.recover = 0
palfx.time =58
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124
kill = 0

[State 2]
type = destroyself
trigger1 = animtime = 0

[Statedef 2209]
type    = A
movetype= A
sprpriority = 4
physics = N
velset = 0,0
anim = 1701
ctrl = 0

[State 1000, 5];敋墛僄僼僃僋僩
type = Explod
trigger1 = time = 0
anim = 1610
sprpriority = 4
postype = p1
pos = 0 , -40
bindtime = 1
supermove = 1
under = 0

[State 2];
type = HitDef
trigger1 = time = 0
attr = S, SP
animtype  = up
damage    = 40,0
getpower = 0,0
guardflag = MA
pausetime = 50,12
sparkxy = 15,-70
sparkno = s7002
hitsound   = s2200,5
guard.sparkno = s7012
ground.type = high
ground.slidetime = 15
ground.hittime  = 50
ground.velocity = 0,-6.2
air.velocity = 0,-6.2
yaccel = 0.25
fall = 1
fall.recover = 0
palfx.time =58
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124
kill = 0

[State 2]
type = destroyself
trigger1 = animtime = 0

[Statedef 2211]
type    = A
movetype= A
sprpriority = 4
physics = N
velset = 0,0
anim = 1610
ctrl = 0

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 63
length = 8
PalBright = 0, 0, 0
PalContrast =155, 135, 225
PalAdd = 0, 0, 6
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[State 3020, 3]
type = Projectile
trigger1 = time = 0
projanim = 1701
projhitanim = 1701
projID = 1000
velocity = 0
projshadow = 150,150,150
projpriority = 1
offset = 0,0
attr = S, SP
animtype  = diagup
damage    = 80,0
getpower = 0,0
guardflag = MA
pausetime = 50,12
sparkxy = 15,-70
sparkno = s7002
hitsound   = s2200,5
guard.sparkno = s7012
ground.type = high
ground.slidetime = 15
ground.hittime  = 50
ground.velocity = 6,-12
air.velocity = 6,-12
yaccel = 0.65
fall = 1
fall.recover = 0
palfx.time = 58
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
envshake.time = 20
envshake.ampl = -5
envshake.freq = 92
envshake.phase = 92
fall.envshake.time = 11
fall.envshake.ampl = -5
fall.envshake.freq = 92
fall.envshake.phase = 92

[State 2]
type = destroyself
trigger1 = animtime = 0

;搳偘傜傟偰偄傞憡庤
[Statedef 2210]
type    = S
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2210

[State 821, 3] 
type = SelfState
trigger1 = animtime = 0
value = 5000

[Statedef 2220]
type    = A
movetype= A
sprpriority = 10
physics = N
velset = 0,0
anim = 1610
ctrl = 0

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 63
length = 10
PalBright = 0, 0, 0
PalContrast =155, 135, 225
PalAdd = 0, 0, 6
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[State 2]
type = destroyself
trigger1 = animtime = 0

[Statedef 2230]
type    = A
movetype= A
sprpriority = 10
physics = N
velset = 0,0
anim = 1610
ctrl = 0

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 63
length = 8
PalBright = 0, 0, 0
PalContrast =155, 135, 135
PalAdd = 2, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[State 2]
type = destroyself
trigger1 = animtime = 0



;---------------------------------------------------------------------------
; 屴昐屴廍屴幃丒恄埿
[Statedef 2300]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -3000
anim = 2300
ctrl = 0

[State 3000]
type = Explod
trigger1 = Animelem = 1
anim = 10060
sprpriority = -5
scale = 1.1,1.1
postype = back
pos = -10,-10
bindtime = -1
ignorehitpause = 1
removetime = 28
supermovetime = 33
pausemovetime = 33

;---------------------[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 = 1
time = 28
movetime = 28
anim = -1

[state a];墛
type = Helper
trigger1 = Time = 1
id = 3000
name = "honoo"
sprpriority = -1
pos = -21,-66
postype = p1
stateno = 6020
helpertype = normal
facing = 1
keyctrl = 0
ownpal = 1
supermove = 1
pausemove = 1
supermovetime = 33
pausemovetime = 33

[state a];墛
type = Helper
trigger1 = Time = 11
id = 3000
name = "honoo"
sprpriority = 3
pos = -21,-66
postype = p1
stateno = 6021
helpertype = normal
facing = 1
keyctrl = 0
ownpal = 1
supermove = 1
pausemove = 1
supermovetime = 33
pausemovetime = 33

[State 3000]
type = Explod
trigger1 = time = 1
anim = 10300
sprpriority = -1
postype = p1
pos = -16,-90
bindtime = -1
ignorehitpause = 1
supermovetime = 33
pausemovetime = 33

[State 3000]
type = Explod
trigger1 = time = 11
anim = 10400
sprpriority = 10
postype = p1
pos = -36,-66
bindtime = -1
ignorehitpause = 1
supermovetime = 33
pausemovetime = 33

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

[State 3040, 7]
type = EnvColor
trigger1 = time = 4
persistent = 0
ignorehitpause = 1
time = 25;29
value = 0,0,0
under = 2

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 20
value = 3000,3

;---------------------[岠壥壒]
[State 2000, 6];偙偺嬈壩偱
type = PlaySnd
trigger1 = Time = 0
value = 2300,0

;---------------------[廔椆]
[state a];偨傔堏峴
type = changestate
triggerall = animtime = 0
trigger1 = command = "偍偟偭傁側偟c"
value = 2301


[state a]
type = changestate
trigger1 = animtime = 0
value = 2302

;---------------------------------------------------------------------------
; 屴昐屴廍屴幃丒恄埿丒偨傔
[Statedef 2301]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= 0
anim = 2301
ctrl = 0

;---------------------[岠壥壒]
[State 2000, 6];棴傔壒
type = PlaySnd
trigger1 = time = 0
value = 2100,6
channel = 0

;---------------------[僄僼僃僋僩]
[State 1000, 5];懌尦僄僼僃僋僩
type = Explod
trigger1 = time = 0
anim = 2110
id = 3000
sprpriority = -1
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
under = 0
removetime = -1
scale = 0.8,0.8



;---------------------[廔椆]
[state a]
type = changestate
trigger1 = time != 0
trigger1 = command != "偍偟偭傁側偟c"
trigger2 = time >= 180
value = 2302

;---------------------------------------------------------------------------
; 屴昐屴廍屴幃丒恄埿(僼傿僯僢僔儏)
[Statedef 2302]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 8
anim = 2302
ctrl = 0


;---------------------[僄僼僃僋僩]
[State 1000, 5];峌寕僄僼僃僋僩
type = null;Explod
trigger1 = animelem = 10
anim = 1102
sprpriority = 5
postype = p1
pos = 97,-73
bindtime = 1
supermove = 1
under = 0
ignorehitpause = 1
persistent = 0

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 4
time = 20
ampl = -8
freq = 95
phase = 95

;---------------------[柍揋]
[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = animelem = 7,<=0
value = SCA

;---------------------[岠壥壒]
[state a]
type = stopsnd
trigger1 = animelem = 6
channel = 0

[State 2000, 6];奃偲側傟!
type = PlaySnd
trigger1 = animelem = 4
value = 2300,1

[State 2000, 6];抧柺
type = PlaySnd
trigger1 = animelem = 4
value = 2300,2

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

[State 2000, 6];墛
type = PlaySnd
trigger1 = animelem = 4
value = 2001,0

[state a]
type = varset
trigger1 = animelem = 4
v = 4
value = 45

;---------------------[僄僼僃僋僩]
[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

[State 1000, 5];懌尦僄僼僃僋僩2
type = Explod
trigger1 = time = 0
anim = 2111
sprpriority = -1
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 1000, 5];懌尦僄僼僃僋僩2
type = Explod
trigger1 = animelem = 4
anim = 2111
sprpriority = -1
postype = p1
pos = 80,0
bindtime = 1
supermove = 1
under = 0
scale = 0.8,0.8

[State 1000, 5];懌尦僄僼僃僋僩2
type = Explod
trigger1 = animelem = 6
anim = 2111
sprpriority = -1
postype = p1
pos = 160,0
bindtime = 1
supermove = 1
under = 0
scale = 0.8,0.8


[State 1000, 5];懌尦僄僼僃僋僩2
type = Explod
trigger1 = animelem = 8
anim = 2111
sprpriority = -1
postype = p1
pos = 240,0
bindtime = 1
supermove = 1
under = 0
scale = 0.8,0.8


[State 1000, 5];懌尦僄僼僃僋僩2
type = Explod
trigger1 = animelem = 8
anim = 10010
sprpriority = 5
postype = p1
pos = 240,0
bindtime = 1
supermove = 1
under = 0
scale = 0.9,0.9


[State 1000, 5];壩拰
type = null;Explod
trigger1 = animelem = 4
anim = 10500
sprpriority = 5
postype = p1
pos = 60,0
vel = 6,-20
;accel = 0.2,-0.5
bindtime = 1
supermove = 1
under = 0

[State 1000, 5];壩拰
type = null;Explod
trigger1 = animelem = 6
anim = 10600
sprpriority = 4
postype = p1
pos = 90,-10
vel = 10,-15;11,-17
bindtime = 1
supermove = 1
under = 0

[State 1000, 5];壩拰
type = null;Explod
trigger1 = animelem = 8
anim = 10700
sprpriority = 3
postype = p1
pos = 120,-20
vel = 17,-7;16,-6
bindtime = 1
supermove = 1
under = 0


[state a];墛
type = Helper
trigger1 = animelem = 4
id = 2207
name = "honoo"
sprpriority = 5
pos = 73,30
postype = p1
stateno = 2313
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2300, 5]
type = Explod
trigger1 = animelem = 4
anim = 10500
sprpriority = 3
postype = p1
pos = 60,0
vel = 6,-20
;accel = 0.2,-0.5
bindtime = 1
supermove = 1
under = 0

[State 2300, 5]
type = Explod
trigger1 = animelem = 6
anim = 10600
sprpriority = 2
postype = p1
pos = 90,-10
vel = 10,-15;11,-17
bindtime = 1
supermove = 1
under = 0

[State 2300, 5]
type = Explod
trigger1 = animelem = 8
anim = 10700
sprpriority = 1
postype = p1
pos = 120,-20
vel = 17,-7;16,-6
bindtime = 1
supermove = 1
under = 0

;---------------------[峌寕敾掕]
[State 1000, 2]
type = null;Projectile
trigger1 = animelem = 4
attr = S, HP
projanim = 2320
projhitanim = -1
projid = 2300
projpriority = 24
projsprpriority = 24
projedgebound = 220
;hitflag =HA,MA,LA,AA
air.juggle = 0
postype = p1
getpower = 0,0
offset = 40,20
velocity = 6,-20
damage = 100,20
animtype = diagup
guardflag = M
pausetime = 1,1
sparkno = s7002
guard.sparkno = S7012
sparkxy = 30,-60
hitsound = S2200,5
guardsound = S122,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,-4
air.velocity = -6,-4
air.fall = 1
fall = 1
fall.recover = 0
ownpal = 1
palfx.time =80
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124

[State 1000, 2]
type = null;Projectile
trigger1 = animelem = 6
attr = S, HP
projanim = 2320
projhitanim = -1
projid = 2300
projpriority = 24
projsprpriority = 24
projedgebound = 220
;hitflag =HA,MA,LA,AA
air.juggle = 0
postype = p1
getpower = 0,0
offset = 70,10
velocity = 10,-15
damage = 140,20
animtype = diagup
guardflag = M
pausetime = 1,1
sparkno = s7002
guard.sparkno = S7012
sparkxy = 30,-60
hitsound = S2200,5
guardsound = S122,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -8,-3
air.velocity = -8,-3
air.fall = 1
fall = 1
fall.recover = 0
ownpal = 1
palfx.time =80
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124


[State 1000, 2]
type = null;Projectile
trigger1 = animelem = 8
attr = S, HP
projanim = 2320
projhitanim = -1
projid = 2300
projpriority = 24
projsprpriority = 24
projedgebound = 220
;hitflag =HA,MA,LA,AA
air.juggle = 0
postype = p1
getpower = 0,0
offset = 100,0
velocity = 17,-7
damage = 420,20
animtype = diagup
guardflag = M
pausetime = 1,2
sparkno = s7002
guard.sparkno = S7012
sparkxy = 30,-60
hitsound   = s2200,5
guardsound = S122,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -7,-5
air.velocity = -7,-5
air.fall = 1
fall = 1
fall.recover = 0
ownpal = 1
palfx.time =80
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124




[State 1000, 0]
type = Projectile
trigger1 = animelem = 4
attr = S, HP
projhits = 4
projanim = 2325
projhitanim = -1
projid = 2300
projpriority = 24
projsprpriority = 24
projedgebound = 220
projremovetime = 15
;hitflag =HA,MA,LA,AA
air.juggle = 0
postype = p1
getpower = 0,0
offset = 0,0
velocity = 2,0
damage = 100,10
animtype = hard
guardflag = M
pausetime = 3,1
sparkno = s7002
guard.sparkno = S7012
sparkxy = 30,-60
hitsound   = s2200,5
guardsound = S122,0
ground.type = low
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -6
air.velocity = -6,-2
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1
palfx.time =15
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124

[State 1000, 0]
type = Projectile
trigger1 = animelem = 7
attr = S, HP
projhits = 4
projanim = 2324
projhitanim = -1
projid = 2300
projpriority = 24
projsprpriority = 24
projedgebound = 220
projremovetime = 15
;hitflag =HA,MA,LA,AA
air.juggle = 0
postype = p1
getpower = 0,0
offset = 40,0
velocity = 2,0
damage = 120,10
animtype = hard
guardflag = M
pausetime = 4,2
sparkno = s7002
guard.sparkno = S7012
sparkxy = 30,-60
hitsound   = s2200,5
guardsound = S122,0
ground.type = low
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -6
air.velocity = -6,-2
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1
palfx.time =15
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124

[State 1000, 0]
type = Projectile
trigger1 = animelem = 10
attr = S, HP
projhits = 4
projanim = 2323
projhitanim = -1
projid = 2300
projpriority = 24
projsprpriority = 24
projedgebound = 220
projremovetime = 15
;hitflag =HA,MA,LA,AA
air.juggle = 0
postype = p1
getpower = 0,0
offset = 80,0
velocity = 2,0
damage = 130,10
animtype = up
guardflag = M
pausetime = 5,2
sparkno = s7002
guard.sparkno = S7012
sparkxy = 30,-60
hitsound   = s2200,5
guardsound = S122,0
ground.type = high
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -1.5,-8
air.velocity = -1.5,-8
yaccel = 0.45
air.fall = 1
fall = 1
fall.recover = 0
ownpal = 1
palfx.time =80
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124



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

[Statedef 2313]
type    = A
movetype= A
sprpriority = 4
physics = N
velset = 0,0
anim = 2313
ctrl = 0

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 2
length = 3
PalBright = 0, 0, 0
PalContrast =135, 135, 225
PalAdd = 0, 0, 50
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 1
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[State 2]
type = destroyself
trigger1 = animtime = 0


;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

[Statedef 6000]
type    = A
movetype= A
sprpriority = -1
physics = N
velset = 0,0
anim = 6000
ctrl = 0

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 23
length = 8
PalBright = 0, 0, 0
PalContrast =135, 135, 155
PalAdd = 0, 0, 5
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[State 2]
type = destroyself
trigger1 = animtime = 0

[Statedef 6001]
type    = A
movetype= A
sprpriority = 4
physics = N
velset = 0,0
anim = 6001
ctrl = 0

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 23
length = 8
PalBright = 0, 0, 0
PalContrast =105, 135, 225
PalAdd = 0, 0, 5
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[State 2]
type = destroyself
trigger1 = animtime = 0

[Statedef 6010]
type    = A
movetype= A
sprpriority = -1
physics = N
velset = 0,0
anim = 6010
ctrl = 0

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 23
length = 8
PalBright = 0, 0, 0
PalContrast =85, 85, 155
PalAdd = 0, 0, 10
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[State 2]
type = destroyself
trigger1 = animtime = 0

[Statedef 6011]
type    = A
movetype= A
sprpriority = 4
physics = N
velset = 0,0
anim = 6011
ctrl = 0

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 23
length = 8
PalBright = 0, 0, 0
PalContrast =105, 135, 225
PalAdd = 0, 0, 5
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[State 2]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
[Statedef 6020]
type    = A
movetype= A
sprpriority = -4
physics = N
velset = 0,0
anim = 6020
ctrl = 0

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 23
length = 16
PalBright = 0, 0, 0
PalContrast =145, 135, 225
PalAdd = 0, 0, 10
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[State 2]
type = destroyself
trigger1 = animtime = 0

[Statedef 6021]
type    = A
movetype= A
sprpriority = 4
physics = N
velset = 0,0
anim = 6021
ctrl = 0

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 23
length = 16
PalBright = 0, 0, 0
PalContrast =135, 135, 225
PalAdd = 0, 0, 10
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[State 2]
type = destroyself
trigger1 = animtime = 0
; 偙偙偐傜壓偵怴偟偄僗僥乕僩傪彂偔偲暘偐傝傗偡偔偰偄偄偲巚偄傑偡
[Statedef 10010]
type    = A
movetype= A
sprpriority = 10
physics = N
velset = 0,0
anim = 10010
ctrl = 0

[State 4000,Afterimage]
type = Afterimage
trigger1 = time = 0
time = 66
length = 10
PalBright = 0, 0, 0
PalContrast =0, 0, 225
PalAdd = 0, 0, 10
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 1
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[State 2]
type = destroyself
trigger1 = animtime = 0

[Statedef 10011]
type    = A
movetype= A
sprpriority = 10
physics = N
velset = 0,0
anim = 2111
ctrl = 0

[State 4000,Afterimage]
type = Afterimage
trigger1 = time = 0
time = 39
length = 10
PalBright = 0, 0, 0
PalContrast =0, 0, 225
PalAdd = 0, 0, 10
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 1
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[State 2]
type = destroyself
trigger1 = animtime = 0
;---------------------------------------------------------------------------
[Statedef 8000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -2000
anim = 2100
ctrl = 0

;---------------------[僐儅儞僪敾掕]


;---------------------[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 = animelemtime(8) = 0
time = 28
movetime = 28
anim = -1

[state a];墛
type = Helper
trigger1 = animelemtime(8) = 0
id = 3000
name = "honoo"
sprpriority = -1
pos =  -29,-68
postype = p1
stateno = 6010
helpertype = normal
facing = 1
keyctrl = 0
ownpal = 1
supermove = 1
pausemove = 1
supermovetime = 33
pausemovetime = 33

[state a];墛
type = Helper
trigger1 = animelemtime(8) = 10
id = 3000
name = "honoo"
sprpriority = 3
pos =  -29,-68
postype = p1
stateno = 6011
helpertype = normal
facing = 1
keyctrl = 0
ownpal = 1
supermove = 1
pausemove = 1
supermovetime = 33
pausemovetime = 33

[State 3040, 7]
type = EnvColor
trigger1 = animelemtime(8) = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = animelemtime(8) = 3
persistent = 0
ignorehitpause = 1
time = 25;29
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = animelemtime(8) = 0
value = 3000,1

[State 2000, 6]
type = PlaySnd
trigger1 = animelemtime(8) = 20
value = 3000,2

;---------------------[曄悢巜掕]

;---------------------[岠壥壒]
[State 2000, 6];偙傟偱or堦敪
type = PlaySnd
trigger1 = Time = 0
value = 7000,5

;---------------------[廔椆]


[state a]
type = changestate
trigger1 = animtime = 0
value = 8001

[Statedef 8001]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 8
anim = 2105
ctrl = 0

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 32
length = 12
PalBright = 0, 0, 0
PalContrast =135, 135, 135
PalAdd = 20, 20, 20
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1


;---------------------[僄僼僃僋僩]
[state a]
type = removeexplod
trigger1 = time = 0
id = 3000

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 10
anim = 1102
sprpriority = 5
postype = p1
pos = 97,-73
bindtime = 1
supermove = 1
under = 0
ignorehitpause = 1
persistent = 0

;---------------------[柍揋]
[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = time <=4
value = SCA

;---------------------[岠壥壒]
[state a]
type = stopsnd
trigger1 = animelem = 6
channel = 0

[State 2000, 6];墸傝壒
type = PlaySnd
trigger1 = animelem = 1
value = 2400,1

;---------------------[堏摦]
[state a]
type = posadd
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
trigger4 = animelem = 6
x = 20

[state a]
type = posadd
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 9
trigger4 = animelem = 10
x = 10

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

[state a]
type = posadd
trigger1 = animelem = 11
trigger2 = animelem = 12
trigger3 = animelem = 13
trigger4 = animelem = 17
trigger5 = animelem = 18
trigger6 = animelem = 13
trigger7 = animelem = 17
trigger8 = animelem = 18
x = 20

[state a];
type = Helper
triggerall = movecontact
trigger1 = animelem = 10
id = 2100
name = "honoo"
sprpriority = 10
pos = 80,-20
postype = p1
stateno = 2110
helpertype = normal
keyctrl = 0
ownpal = 1

[state a];
type = Helper
triggerall = movecontact
trigger1 = animelem = 10
id = 2100
name = "honoo"
sprpriority = 10
pos = 140,-40
postype = p1
stateno = 2110
helpertype = normal
keyctrl = 0
ownpal = 1

[state a];
type = Helper
triggerall = movecontact
trigger1 = animelem = 10
id = 2100
name = "honoo"
sprpriority = 10
pos = 40,-40
postype = p1
stateno = 2110
helpertype = normal
keyctrl = 0
ownpal = 1

[state a];
type = Helper
triggerall = movecontact
trigger1 = animelem = 10
id = 2100
name = "honoo"
sprpriority = 10
pos = 80,-80
postype = p1
stateno = 2110
helpertype = normal
keyctrl = 0
ownpal = 1

[state a];
type = Helper
trigger1 = animelem = 1
id = 2100
name = "honoo"
sprpriority = 10
pos = -30,0
postype = p1
stateno = 8004
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1000, 5];峌寕僄僼僃僋僩
type = Explod
trigger1 = animelem = 9
anim = 10040
sprpriority = 15
postype = p1
pos = 30,-78
bindtime = 1
supermove = 1
under = 0
ignorehitpause = 1
persistent = 0

;---------------------[峌寕]
[State 2];峌寕偺巜掕1
type = HitDef
trigger1 = animelem = 7
attr = S, HA
animtype  = hard
damage    = 120,30
getpower = 0,0
guardflag = MA
pausetime = 5,10
sparkno = s7002
sparkxy = -15,-80
hitsound   = s2200,5
guard.sparkno = s7012
guardsound = s122,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 10
ground.velocity = -3.5,2.5
air.velocity = -3.5,2.5
fall = 1
fall.recover = 0
p2facing = 1
envshake.time = 20
envshake.ampl = -8
envshake.freq = 92
envshake.phase = 92

[State 2];峌寕偺巜掕1
type = HitDef
trigger1 = animelem = 8
attr = S, HA
animtype  = hard
damage    = 140,30
getpower = 0,0
guardflag = MA
pausetime = 5,10
sparkno = s7002
sparkxy = -15,-80
hitsound   = s2200,5
guard.sparkno = s7012
guardsound = s122,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -3.5,2.5
air.velocity = -3.5,2.5
fall = 1
fall.recover = 0
p2facing = 1
envshake.time = 20
envshake.ampl = -8
envshake.freq = 92
envshake.phase = 92

[State 2];峌寕偺巜掕1
type = HitDef
trigger1 = animelem = 9
attr = S, HA
animtype  = hard
damage    = 160,30
getpower = 0,0
guardflag = MA
pausetime = 50,50
sparkno = s7002
sparkxy = -15,-80
hitsound   = s2200,5
guard.sparkno = s7012
guardsound = s122,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 50
ground.velocity = -3.5,0.5
air.velocity = -3.5,0.5
fall = 1
fall.recover = 0
p2facing = 1
envshake.time = 20
envshake.ampl = -8
envshake.freq = 92
envshake.phase = 92

[State 2];峌寕偺巜掕1
type = HitDef
trigger1 = animelem = 10
attr = S, HA
animtype  = up
damage    = 250,30
getpower = 0,0
guardflag = N
pausetime = 10,45
sparkno = s7002
sparkxy = -15,-80
hitsound   = s2200,5
guard.sparkno = s7012
guardsound = s122,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 25
ground.velocity = -3.5,-4.5
air.velocity = -3.5,-4.5
fall = 1
fall.recover = 0
p2stateno = 8002
p2facing = 1
palfx.time = 80
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
envshake.time = 20
envshake.ampl = -8
envshake.freq = 92
envshake.phase = 92

[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
; 偙偙偼-2偺僗僥乕僩傪彂偄偰偔偩偝偄丄僿儖僷乕娭學偱偡
[Statedef 8002];憡庤
type    = S
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 = -.26

[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 = -.24

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5030

[state 190]
type = changestate
Trigger1 = backedgedist <= 0
Trigger2 = frontedgedist <= 0
value = 8003

[Statedef 8003];憡庤2
type    = A
movetype= H
physics = N
velset = 4.5,-12.2

[State 6002, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 65
postype = back
sprpriority = 3
ownpal = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5050

[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 = .0

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

[Statedef 8004]
type    = A
movetype= A
sprpriority = 4
physics = N
velset = 0,0
anim = 10050
ctrl = 0

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 63
length = 12
PalBright = 0, 0, 0
PalContrast =50, 50, 50
PalAdd = 0, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 4
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

[State 2]
type = destroyself
trigger1 = animtime = 0

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

[Statedef 8100]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 2
poweradd= -2000
anim = 2200
ctrl = 0

;---------------------[挻昁嶦媄墘弌]
[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = animelem = 4,<=0
trigger2 = movehit
value = SCA

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

[state a];墛
type = Helper
trigger1 = Time = 1
id = 3000
name = "honoo"
sprpriority = -1
pos = 42,-87
postype = p1
stateno = 6010
helpertype = normal
facing = 1
keyctrl = 0
ownpal = 1
supermove = 1
pausemove = 1
supermovetime = 33
pausemovetime = 33

[state a];墛
type = Helper
trigger1 = Time = 11
id = 3000
name = "honoo"
sprpriority = 3
pos = 42,-87
postype = p1
stateno = 6011
helpertype = normal
facing = 1
keyctrl = 0
ownpal = 1
supermove = 1
pausemove = 1
supermovetime = 33
pausemovetime = 33

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

[State 3040, 7]
type = EnvColor
trigger1 = time = 4
persistent = 0
ignorehitpause = 1
time = 31;29
value = 0,0,0
under = 2

[State 2000, 6];梀傃偼廔傢傝偩
type = PlaySnd
trigger1 = Time = 0
value = 2200,1

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

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 20
value = 3000,2

;---------------------[峌寕敾掕]
[State 800, 1]
type = HitDef
trigger1 = Time = 0
attr = S, HA
damage = 0,0
hitflag = MAF
priority = 6, Miss
sparkno = -1
sparkxy = -18,-85
sprpriority = 5
p1stateno = 8101
p2stateno = 8104
p2facing = 1
kill = 0

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


;---------------------------------------------------------------------------神尘
; 屲昐擉廍巐幃丒恄恛(曔傑偊仺敋敪)
[Statedef 8101]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 10110
juggle = 1
sprpriority = 5
ctrl = 0

[State 3000]
type = Explod
trigger1 = time = 0
anim = 10200
sprpriority = -15
scale = 1.1,1.2
postype = back
pos = -10,-10
bindtime = -1
ignorehitpause = 1
removetime = 68

;---------------------[岠壥壒]

[state a];捦傒壒
type = playsnd
trigger1 = time = 0
value = 800,1

[state a];捦傒壒
type = playsnd
trigger1 = time = 0
value = 7000,1

[state a];嬁偗
type = playsnd
trigger1 = animelem = 4
value = 7000,2

[State 3040, 7]
type = null;EnvColor
trigger1 = 1
;persistent = 0
ignorehitpause = 1
time = 5
value = 0,0,0
under = 2

[state a];攚宨斀揮
type = null;BGPalfx
trigger1 = 1
add = 0,0,0
sinadd = 0, 0, 0
time = 5
invertall = 1
ignorehitpause = 1

;---------------------[僄僼僃僋僩]

[State 1000, 5];捦傒僄僼僃僋僩
type = Explod
trigger1 = Time = 0
anim = 7081
sprpriority = 2
postype = p1
pos = 36,-80
bindtime = 1
supermove = 1
under = 0

[state a];墛
type = Helper
trigger1 = animelemtime(5) = 1
id = 2201
name = "honoo"
sprpriority = 10
pos = 0,-60
postype = p2
stateno = 2230
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1020, 4]
type = EnvShake
trigger1 = animelemtime(4) = 1
time = 30
ampl = -12
freq = 95
phase = 95

;---------------------[憡庤惂屼]
[state a]
type = targetbind
trigger1 = 1
pos = 30,0

[state a]
type = targetlifeadd
trigger1 = animelemtime(5) = 0
value = -100
kill = 0


;---------------------[廔椆]

[state a]
type = changestate
trigger1 = animtime = 0
value = 8103

;---------------------------------------------------------------------------
; 屲昐擉廍巐幃丒恄恛(撆仺嵾仺峳仺峳仺撆仺嵾仺敱仺婼)
[Statedef 8103]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 10120
juggle = 1
sprpriority = 5
ctrl = 0

[State 3000]
type = Explod
trigger1 = time = 0
anim = 10200
sprpriority = -15
scale = 1.1,1.2
postype = back
pos = -10,-10
bindtime = -1
ignorehitpause = 1
removetime = 170

[State 4000,Afterimage]
type = Afterimage
trigger1 = !time
time = 63
length = 8
PalBright = 0, 0, 0
PalContrast =155, 135, 135
PalAdd = 0, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1


[State 4000,Afterimage]
type = Afterimage
trigger1 = time = 63
time = 63
length = 16
PalBright = 0, 0, 0
PalContrast =155, 135, 225
PalAdd = 0, 0, 9
PalMul = 0.9,0.9,0.9
FrameGap = 1
TimeGap  = 2
sprpriority = 15
Trans = Add
ownpal = 1
ontop = 1

;---------------------[柍揋]
[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = 1
value = SCA

;---------------------[岠壥壒]
[state a];壌偐傜偼摝偘傜傟偹偊傫偩傛
type = playsnd
trigger1 = time = 0
value = 7000,4

[state a];嬁偗
type = playsnd
trigger1 = animelem = 54
value = 7000,2

[state a];嬁偗
type = playsnd
trigger1 = animelem = 65
value = 7000,0

[state a]
type = varset
trigger1 = movehit = 1
v = 4
value = 8

[state a];
type = Helper
triggerall= movecontact
trigger1 = animelem = 65
id = 4050
name = "honoo"
sprpriority = 10
pos = 100,-30
postype = p1
stateno = 4050
helpertype = normal
keyctrl = 0
ownpal = 1

[state a];
type = Helper
triggerall= movecontact
trigger1 = animelem = 65
id = 4050
name = "honoo"
sprpriority = 10
pos = 50,-30
postype = p1
stateno = 4050
helpertype = normal
keyctrl = 0
ownpal = 1

[state a];
type = Helper
triggerall= movecontact
trigger1 = animelem = 79
id = 4050
name = "honoo"
sprpriority = 10
pos = 50,-80
postype = p1
stateno = 4050
helpertype = normal
keyctrl = 0
ownpal = 1

[state a];
type = Helper
triggerall= movecontact
trigger1 = animelem = 79
id = 4050
name = "honoo"
sprpriority = 10
pos = 30,-60
postype = p1
stateno = 4050
helpertype = normal
keyctrl = 0
ownpal = 1

;---------------------[堏摦]
[state a];撆欩傒侾
type = posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 5
trigger5 = animelem = 6
trigger6 = animelem = 7
trigger7 = animelem = 43
trigger8 = animelem = 44
trigger9 = animelem = 45
trigger10= animelem = 46
x = 8
[state a]
type = posadd
trigger1 = animelem = 8
trigger2 = animelem = 9
trigger3 = animelem = 47
trigger4 = animelem = 48
x = 16



[state a];嵾塺傒侾
type = posadd
trigger1 = animelem = 13
trigger2 = animelem = 14
trigger3 = animelem = 15
trigger4 = animelem = 16
trigger5 = animelem = 52
trigger6 = animelem = 53
trigger7 = animelem = 54
trigger8 = animelem = 55
x = 8


[state a];峳欩傒侾
type = posadd
trigger1 = animelem = 18
trigger2 = animelem = 19
trigger3 = animelem = 20
trigger4 = animelem = 21
x = 8

[state a];峳欩傒俀
type = posadd
trigger1 = animelem = 32
trigger2 = animelem = 33
trigger3 = animelem = 34
trigger4 = animelem = 34
x = 8


[state a]
type = posadd
trigger1 = animelem = 56
x = 16
[state a]
type = posadd
trigger1 = animelem = 57
x = -16

[state a];敱塺傒
type = posadd
trigger1 = animelem = 58
trigger2 = animelem = 59
trigger3 = animelem = 60
x = 8



[state a]
type = statetypeset
trigger1 = animelem = 60
value = A

[state a]
type = velset
trigger1 = animelem = 60
x = 6

[state a];敱塺傒
type = posadd
trigger1 = animelem = 60
x = 4

[state a]
type = veladd
trigger1 = vel x >= 0
;trigger1 = animelem = 63,<=0
x = -0.4

[state a]
type = posadd
trigger1 = animelem = 63
x = 16

[state a]
type = posadd
trigger1 = animelem = 63
trigger2 = animelem = 65
trigger3 = animelem = 66
trigger4 = animelem = 67
trigger5 = animelem = 68
x = 4

[state a]
type = posadd
trigger1 = animelem = 75
trigger2 = animelem = 76
trigger3 = animelem = 77
trigger4 = animelem = 78
trigger5 = animelem = 9
x = 3

;---------------------[僄僼僃僋僩]
[State 3040, 7]
type = null;EnvColor
trigger1 = 1
;persistent = 0
ignorehitpause = 1
time = 5
value = 0,0,0
under = 2

[state a];攚宨斀揮
type = null;BGPalfx
trigger1 = 1
add = 0,0,0
sinadd = 0, 0, 0
time = 5
invertall = 1
ignorehitpause = 1

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = animelem = 10
trigger2 = animelem = 49
anim = 1102
sprpriority = 3
postype = p1
pos = 96 , -76
bindtime = 1
supermove = 1
under = 0

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = animelem = 16
trigger2 = animelem = 55
anim = 1112
sprpriority = 1
postype = p1
pos = 84 , -72
bindtime = 1
supermove = 1
under = 0

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = animelem = 26
trigger2 = animelem = 37
anim = 1102
sprpriority = 1
postype = p1
pos = 96 , -68
bindtime = 1
supermove = 1
under = 0

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = animelem = 54
anim = 10010
sprpriority = 10
postype = p1
pos = 20,15
bindtime = 1
supermove = 1
under = 0

[State 1000, 5];僄僼僃僋僩
type = Explod
trigger1 = animelem = 54
anim = 2111
sprpriority = -1
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0


;---------------------[峌寕敾掕]
[State 2];撆欩傒
type = HitDef
trigger1 = animelem = 10
trigger2 = animelem = 49
attr = S, HA
animtype  = hard
damage    = 80,10
getpower = 0,0
guardflag = MAF
pausetime = 2,6
sparkno = s7003
sparkxy = -25,-60
hitsound   = s1000,3
guard.sparkno = s7012
guardsound = s122,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5,0
air.velocity = -5,-1
fall = 0
fall.recover = 0
palfx.time =29
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124
kill = 0

[State 2];嵾塺傒
type = HitDef
trigger1 = animelem = 16
trigger2 = animelem = 55
attr = S, HA
animtype  = hard
damage    = 60,10
getpower = 0,0
guardflag = MAF
pausetime = 2,6
sparkno = s7003
sparkxy = -25,-77
hitsound   = s1000,3
guard.sparkno = s7012
guardsound = s122,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3.5,0
air.velocity = -3,-1
fall = 0
fall.recover = 0
palfx.time =29
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124
kill = 0

[State 2];峳欩傒
type = HitDef
trigger1 = animelem = 26
trigger2 = animelem = 37
attr = S, HA
animtype  = hard
damage    = 60,10
getpower = 0,0
guardflag = MAF
pausetime = 2,6
sparkno = s7003
sparkxy = -25,-67
hitsound   = s1000,3
guard.sparkno = s7012
guardsound = s122,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5,0
air.velocity = -5,-2
fall = 0
fall.recover = 0
palfx.time =29
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124
kill = 0

[State 2];峳欩傒
type = HitDef
trigger1 = animelem = 65
attr = S, HA
animtype  = hard
damage    = 80,10
getpower = 0,0
guardflag = MAF
pausetime = 40,50
sparkno = s7002
sparkxy = -25,-67
hitsound   = s1000,3
guard.sparkno = s7012
guardsound = s122,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 50
ground.velocity = -6,0
air.velocity = -2,-4
fall = 0
fall.recover = 0
palfx.time =58
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124
kill = 0
envshake.time = 20
envshake.ampl = -8
envshake.freq = 92
envshake.phase = 92

[State 2];峳欩傒
type = HitDef
trigger1 = animelem = 79
attr = S, HA
animtype  = diagup
damage    = 120,10
getpower = 0,0
guardflag = MAF
pausetime = 50,50
sparkno = s7002
sparkxy = -25,-67
hitsound   = s1000,3
guard.sparkno = s7012
guardsound = s122,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 50
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 1
fall.recover = 0
palfx.time =58
palfx.mul = 240,200,100
palfx.sinadd = 63,65,68,18
palfx.add = 230,180,124
envshake.time = 30
envshake.ampl = -8
envshake.freq = 92
envshake.phase = 92

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

[Statedef 8104]
type    = S
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2210

[State 821, 3]
type = SelfState
trigger1 = animtime = 0
value = 5000

;---------------------------------------------------------------------------
[Statedef -2]

[state -2, a];塃岦偒愝掕
type = varset
trigger1 = var(10) = 0
trigger1 = facing = 1
v = 10
value = 1

[state -2, a];嵍岦偒愝掕
type = varset
trigger1 = var(10) = 0
trigger1 = facing = -1
v = 10
value = 2

[State -2, 1];僟僢僔儏偺壒巭傔
type = stopSnd
trigger1 = stateno != 101
channel = 1


[State -2, 3]
type = stopSnd
trigger1 = MoveType = H
channel = 2




[State -2, 4];僴僀僕儍儞僾敾掕
type = varadd
trigger1 = 1
v = 15
value = -1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::僷儗僢僩偵傛傞儌乕僪敾暿(1偱俤倃)
[state -2, a]
type = varset
trigger1 = palno = 1
trigger2 = palno = 2
trigger3 = palno = 3
trigger4 = palno = 4
trigger5 = palno = 5
trigger6 = palno = 6
v = 1
value = 0

[state -2, a]
type = varset
trigger1 = palno = 7
trigger2 = palno = 8
trigger3 = palno = 9
trigger4 = palno = 10
trigger5 = palno = 11
trigger6 = palno = 12
v = 1
value = 1



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::曄悢愝掕(懡暘僟儊乕僕娭學偑杦偳)
[state a]
type = varset
trigger1 = movetype = H
v = 13
value = 0

;::::::::儃僀僗曄峏偺棎悢
[State 180, 1]
type = VarRandom
trigger1 = 1
v = 6
range = 0,2



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;::::::::僗儘乕張棟

[state -2, a];僗儘乕張棟傪偡傞帪娫偺僇僂儞僩
type = varadd
trigger1 = 1
persistent = 0
ignorehitpause = 1
v = 4
value = -1

[state -2, a];僗儘乕張棟
type = pause
trigger1 = var(4) >= 1
trigger1 = gametime % 2
persistent = 0
ignorehitpause = 1
time = 1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;僟儊乕僕帪偺僄僼僃僋僩丄僒僂儞僪偺徚嫀
;//////////////////////////////////////////////////////////////////////////
;僟僢僔儏廔椆帪偺僄僼僃僋僩偺徚嫀
[State 1];僽儗僗儗僢僩偺僄僼僃僋僩徚嫀丄庡偵捠忢摦嶌
type = removeexplod
trigger1 = MoveType = H && stateno != [120,159]
ID = 3000


[State 1]
type = removeexplod
trigger1 = stateno != 101
ID = 102

[state a]
type = removeexplod
trigger1 = MoveType = H
id = 1655

[state a]
type = removeexplod
trigger1 = MoveType = H
id = 1860

;僟儊乕僕帪偺僒僂儞僪偺徚嫀
[state a]
type = stopsnd
trigger1 = MoveType = H
channel = 1

;僟儊乕僕帪偺巆憸偺徚嫀
[state a];
type = afterimagetime
trigger1 = MoveType = H
time = 0

;///////////////////////////////////////////////////////////////////////
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;僐儞儃偵傛傞僟儊乕僕曗惓
;//////////////////////////////////////////////////////////////////////////
; 
[state a]
type = varset
trigger1 = 1
fvar(0) = 1.0

[state a]
type = varset
trigger1 = enemy,movetype = H
trigger1 = enemy,gethitvar(hitcount) > 0
;trigger1 = enemy,gethitvar(hitcount) < 100
fvar(0) = ((100.0-(30.0+(enemy,gethitvar(hitcount)/3.0)*10.0))/100.0)

[state a]
type = attackmulset
trigger1 = 1
value = fvar(0)



[state a]
type = DefenceMulSet
trigger1 = var(14) = 1
value = 1


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;彑棙帪偺僒僂儞僪僗僩僢僾
;//////////////////////////////////////////////////////////////////////////
;
[State 1]
type = AssertSpecial
;triggerall = Win
trigger1 = RoundState != 2 && RoundsExisted = 0
trigger2 = RoundState >= 3 && RoundsExisted != 0
flag = nomusic

[State 181, 1];柍揋
type = null;NotHitBy
trigger1 = RoundState != 2 && RoundsExisted = 0
trigger2 = RoundState >= 3 && RoundsExisted != 0
value = SCA
time = 1

[State 1]
type = varset
;triggerall = Win
trigger1 = RoundState != 2
v = 26
value = 0

[state a]
type = stopsnd
trigger1 = RoundState = 2
channel = 2


[state a]
type = playsnd
trigger1 = WinKO
trigger1 = RoundState = 3
trigger1 = var(12) = 0
IgnoreHitPause = 1
persistent = 0
value = 11,1

[state a]
type = varset
trigger1 = RoundState = 3
IgnoreHitPause = 1
v = 12
value = 1

[state a]
type = varset
trigger1 = RoundState = 2
IgnoreHitPause = 1
v = 12
value = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
;//////////////////////////////////////////////////////////////////////////
[State -2, a];僞僀儉僇僂儞僩僥僗僩梡
type = null;palfx
trigger1 = var(25) >= 1
trigger1 = var(20) >= 1
trigger1 = var(21) >= 1
trigger1 = var(24) >= 1
time = 1
add = 126,126,0
;mul = 126,126,0
color = 1
ignorehitpause = 1


;///////////////////////////////////////////////////////////////////////
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;




;---------------------------------------------------------------------------
; 偙偙偐傜壓偼-3偺僗僥乕僩傪彂偄偰偔偩偝偄丄偙偙偵彂偄偨傕偺偼僎乕儉拞
; 偵忦審偑惉棫偡傟偽偄偮偱傕奐巒偡傞僗僥乕僩偱偡丅
;---------------------------------------------------------------------------

[Statedef -3]
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
;//////////////////////////////////////////////////////////////////////////
;
;僎乕儉拞偵忢偵偄偮偱傕奐巒偟偨偄僗僥乕僩丄偙偙偱偼乽拝抧壒乿偵巊梡偟偰偄傑偡
;壓偺忦審偼乽52偐106偺僗僥乕僩偵堏摦偟偰侾僼儗乕儉栚偵乿偲尵偆帠偱偡丅
;52偲106偼僶僢僋僗僥僢僾偲僕儍儞僾偺拝抧偺僗僥乕僩偱偡丅
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 
trigger2 = stateno = 107 
trigger3 = stateno = 103 
value = 40, 0


[State -3, 2];僕儍儞僾壒
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40 
trigger1 = var(15) <= 0
value = 40, 1

[State -3, 2];僕儍儞僾壒
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40 
trigger1 = var(15) > 1
value = 40, 2

[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 100 
trigger2 = stateno = 105 
value = 105, 0

;僟儊乕僕帪偺僄僼僃僋僩偺徚嫀
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 2405

;僟儊乕僕帪偺僄僼僃僋僩偺徚嫀
[State 1]
type = removeexplod
trigger1 = MoveType = H
ID = 1000

[state a];巆憸徚嫀
type = afterimagetime
trigger1 = movetype = H
time = 0


[State 210, Width];夋柺抂偺墴偟栠偟敾掕
type = Width
trigger1 = 1
edge = 5,0



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; 僴僀僕儍儞僾張棟
[State -3, 5];僴僀僕儍儞僾敾掕
type = varset
trigger1 = stateno = 10
trigger1 = time = 0
trigger2 = stateno = 100
v = 15
value = 20

[State -3, 5];僴僀僕儍儞僾徚嫀
type = varset
trigger1 = stateno = 52
trigger1 = time = 0
v = 15
value = 0

; 彫僕儍儞僾張棟
[State -3, 5];彫僕儍儞僾敾掕
type = varset
trigger1 = stateno = 40
trigger1 = command != "holdup"
v = 16
value = 1

[State -3, 5];彫僕儍儞僾徚嫀
type = varset
trigger1 = stateno = 40
trigger1 = command = "holdup"
v = 16
value = 0

[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 42
trigger1 = time = 1
trigger1 = var(15) >= 1
x = 5
;y = -9


[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 43
trigger1 = time = 1
trigger1 = var(15) >= 1
x = -5
;y = -9

[State -3, 5];彫僕儍儞僾
type = veladd
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(16) = 1
y = 3

[State -3, 5]
type = AfterImage
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(15) >= 1
time = 10
trans = add1
timegap = 1
framegap = 2
length = 8
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1
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