;===========================================================================
; 僗乕僷乕傾乕僣乮乽挻昁嶦媄乿偲傕尵偆乯
;=====================================================================
;儔僀僩僯儞僌
[Statedef 3000]
type     = S
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
anim     = 1000
velset   = 0,0

[State ,柍揋]
type = NotHitBy
trigger1 = time < 55
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
;***********************************
[State 3001, 挻昁嶦媄埫揮帪娫掆巭]
type = SuperPause
trigger1 = animelem = 6
anim = -1
sound = s-1
time = 35
movetime = 35
darken = 0
p2defmul = 1
poweradd = -1000

[State ,攚宨崟]
type = BGPalFX
trigger1 = animelem = 6
time = 35
mul = 0,0,0
sinadd = 256,256,256,1
invertall = 0;僱僈
color = 256

[State 3001, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 6
value = 50003,0
volume = 250

[State 3001, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 6
value = 50003,1
volume = 250

[State 3001, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 6
value = 50002,0
volume = 250

[State 3001, 僄僼僃僋僩]
type = Explod
trigger1 = animelem = 6
anim = 9960
postype = p1
pos = 40,-75
scale = 1,1
sprpriority = 255
ownpal = 1
supermovetime = 50

[State 3001, 僄僼僃僋僩]
type = Explod
trigger1 = animelem = 6
anim = 20002
postype = p1
pos = 40,-75
scale = 0.5,0.5
sprpriority = -255
ownpal = 1
supermovetime = 50

[State 3001, 僄僼僃僋僩]
type = Explod
trigger1 = time = 17
trigger2 = time = 24
trigger3 = time = 31
anim = 20019
postype = p1
pos = 40,-75
scale = 1.2,1.2
sprpriority = 255
ownpal = 1
supermovetime = 50

[State 3001, 僄僼僃僋僩]
type = Explod
trigger1 = animelem = 6
anim = 20020
postype = p1
pos = 40,-75
scale = 1,1
sprpriority = -255
ownpal = 1
supermovetime = 50
;***********************************
[State 3001, 幉埵抲]
type = PosSet
trigger1 = 1
y = 0
;***********************************
[State 3001, 僄僼僃僋僩]
type = Explod
trigger1 = Time = 10
anim = 3021
postype = p1
pos = 40,0
scale = 0.5,0.5
sprpriority = 4
ownpal = 1
IgnoreHitPause = 1
Persistent = 0
ID = 3021

;***********************************
;***********************************

[State 3001, 僄僼僃僋僩]
type = Explod
trigger1 = ANIMELEM = 6
anim = 20015
postype = p1
pos = 45,-75
scale = 0.5,0.5
sprpriority = 4
ownpal = 1
IgnoreHitPause = 1
supermovetime = 50
Persistent = 0

[State ]
type = Explod
trigger1 =  animelem = 10
anim = 20024
sprpriority = -1
postype = p1
pos = 45,-75
bindtime = -1
scale =0.5,0.5

[State ];儔僀僩僯儞僌
type = Helper
trigger1 = animelem = 11
name = "rai"
stateno = 9601
pos = 45,-75
postype = p1
bindtime = 1
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5
ID = 9601

[State 3001, 壒丒敪幩]
type = PlaySnd
trigger1 = animelem = 11
value = 50000,1
volume = 250

[State 3001, 壒丒抧柭傝]
type = PlaySnd
trigger1 = animelem = 11
value = 50004,0
volume = 250

[State 3001, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;=====================================================================
;搳偘捦傒儌乕僔儑儞
[Statedef 3100]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 800
facep2 = 1
sprpriority = 2

[State ,柍揋]
type = NotHitBy
trigger1 = time < 40
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
;***********************************
[State 3001, 挻昁嶦媄埫揮帪娫掆巭]
type = SuperPause
trigger1 = animelem = 2
anim = -1
sound = s-1
time = 35
movetime = 35
darken = 0
poweradd = -1000

[State ,攚宨崟]
type = BGPalFX
trigger1 = animelem = 2
time = 35
mul = 0,0,0
sinadd = 256,256,256,1
invertall = 0;僱僈
color = 256

[State 3001, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 2
value = 50003,0
volume = 250

[State 3001, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 2
value = 50003,1
volume = 250

[State 3001, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 2
value = 50002,0
volume = 250

[State 3001, 僄僼僃僋僩]
type = Explod
trigger1 = animelem = 2
anim = 9960
postype = p1
pos = 40,-75
scale = 1,1
sprpriority = 255
ownpal = 1
supermovetime = 50

[State 3001, 僄僼僃僋僩]
type = Explod
trigger1 = animelem = 2
anim = 20002
postype = p1
pos = 40,-75
scale = 0.5,0.5
sprpriority = -255
ownpal = 1
supermovetime = 50

[State 3001, 僄僼僃僋僩]
type = Explod
trigger1 = time = 3
trigger2 = time = 10
trigger3 = time = 17
anim = 20019
postype = p1
pos = 40,-75
scale = 1.2,1.2
sprpriority = 255
ownpal = 1
supermovetime = 50

[State 3001, 僄僼僃僋僩]
type = Explod
trigger1 = animelem = 2
anim = 20020
postype = p1
pos = 40,-75
scale = 1,1
sprpriority = -255
ownpal = 1
supermovetime = 50
;+++++++++++++++++++++++++++++++++++++++++
[State ]
type = HitDef
triggerall = Animelem = 2
triggerall = P2BodyDist X = [ceil(-20*const(size.xscale)),ceil(60*const(size.xscale))]
triggerall = P2MoveType != H
triggerall = P2StateNo != 40
triggerall = P2StateNo != [150,155]
trigger1 = 1
attr = S, NT
hitflag = M- 
priority = 7, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 3110
hitsound = S800,0
guard.dist = 0
numhits = 0
getpower = 0
givepower = 0
ID = 3100

[State -2, posadd]
type = posadd
trigger1 = animelemtime(4) = 0
x = 12*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(9) = 0
x = -8*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(10) = 0
x = -4*const(size.xscale)

[State 800, 僗僥乕僩曄峏]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僊儖僥傿乕儃儉(搳偘偨懁)
[Statedef 3110]
type    = S
movetype= A
physics = N
anim = 810
sprpriority = -1

[State -2, TargetState]
type = TargetState
Trigger1 = time = 0
value = 3111

[State -2, varset]
type = varset
trigger1 = animelemtime(2) = 0
var(9) = 1

[State -2, Helper]
type = Helper
trigger1 = time = 0
name = "arm"
pos = 0,0
postype = p1
stateno = 10810
facing = 1
helpertype = normal
keyctrl = 0
ownpal = 0
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)
persistent = 0

[State 810, Playerpush]
type = Playerpush
trigger1 = 1
value = 0

[State 1200, 9]
type = Width
trigger1 = 1
edge = ceil(100*const(size.xscale)),0

[State 810, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 0,0
channel = 0

[State 810, PlaySnd]
type = PlaySnd
trigger1 = animelem = 14
value = 0,3
channel = 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1 && P2StateNo = 3111
pos = ceil(100*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2 && P2StateNo = 3111
pos = ceil(70*const(size.xscale)), 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 && P2StateNo = 3111
pos = ceil(45*const(size.xscale)), ceil(-55*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 && P2StateNo = 3111
pos = ceil(30*const(size.xscale)), ceil(-70*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 && P2StateNo = 3111
pos = ceil(20*const(size.xscale)), ceil(-80*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 && P2StateNo = 3111
pos = ceil(20*const(size.xscale)), ceil(-120*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7 && P2StateNo = 3111
pos = ceil(0*const(size.xscale)), ceil(-130*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8 && P2StateNo = 3111
pos = ceil(0*const(size.xscale)), ceil(-130*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9 && P2StateNo = 3111
pos = ceil(0*const(size.xscale)), ceil(-130*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10 && P2StateNo = 3111
pos = ceil(0*const(size.xscale)), ceil(-130*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 11 && P2StateNo = 3111
pos = ceil(0*const(size.xscale)), ceil(-135*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 12 && P2StateNo = 3111
pos = ceil(0*const(size.xscale)), ceil(-135*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 13 && P2StateNo = 3111
pos = ceil(0*const(size.xscale)), ceil(-145*const(size.yscale))

[State ]
type = velset
trigger1 = AnimElem = 13
y = -40

[State 1200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 13
value = 4,0
volume = 250

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 14 && P2StateNo = 3111
pos = ceil(0*const(size.xscale)), ceil(-145*const(size.yscale))

[State ]
type = velset
trigger1 = AnimElem = 14
y = 40

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 15 && P2StateNo = 3111
pos = ceil(0*const(size.xscale)), ceil(-125*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 16 && P2StateNo = 3111
pos = ceil(25*const(size.xscale)), ceil(-30*const(size.yscale))

[State ]
type = velset
trigger1 = AnimElem = 16
y = 0

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 17 && P2StateNo = 3111
pos = ceil(25*const(size.xscale)), ceil(-30*const(size.yscale))

[State 810, TargetBind]
type = TargetBind
trigger1 = AnimElem = 18 && P2StateNo = 3111
pos = ceil(25*const(size.xscale)), 0

[State 810, TargetVelSet]
type = TargetVelSet
trigger1 = animelem = 18
x = -3.0

[State 811, TargetLifeadd]
type = TargetLifeadd
trigger1 = animelem = 16
value = ceil(-600*(const(data.attack)*0.01))

[State -2, VarAdd]
type = VarAdd
trigger1 = animelem = 16
fvar(10) = 1

[State -2, VarSet]
type = VarSet
trigger1 = animelem = 16
fvar(18) = 1

[State -2, VarSet]
type = VarSet
trigger1 = animelem = 16
fvar(29) = 1

[State -2, HitAdd]
type = HitAdd
trigger1 = animelem = 16
value = 1

[State -2, Envshake]
type = Envshake
trigger1 = animelem = 16,=2
time = 15
freq = 120
ampl = -6

[State 810, Explod]
type = Explod
trigger1 = animelem = 16,=3
anim = 20026
postype = p1
pos = ceil(25*const(size.xscale)),-15
persistent = 0
sprpriority = 4

[State 810, Explod]
type = Explod
trigger1 = animelem = 16
anim = 20025
postype = p1
pos = ceil(25*const(size.xscale)), 0
persistent = 0
sprpriority = -1

[State 810, Explod]
type = Explod
trigger1 = animelem = 16
anim = 6700
postype = p1
pos = ceil(25*const(size.xscale)), 0
persistent = 0
sprpriority = 5

[State 810, Explod]
type = Explod
trigger1 = animelem = 16
anim = 6920
postype = p1
pos = ceil(25*const(size.xscale)), 0
persistent = 0
sprpriority = -100

[State 810, Explod]
type = Explod
trigger1 = animelem = 16
anim = 6930
postype = p1
pos = ceil(25*const(size.xscale)), 0
persistent = 0
sprpriority = 100

[State 5110, 6]
type = PlaySnd
trigger1 = animelem = 16
value = S50006,0

[State 5110, 6]
type = PlaySnd
trigger1 = animelem = 16
value = S50003,7
volume = 255

[State -3];僇儔乕曄峏
type = AllPalFX
trigger1 = animelem = 16
time = 5
add = 100,100,100
invertall = 0

[State 920]
type = StateTypeSet
trigger1 = AnimElemTime(16) >= 0
statetype = C

[State 920]
type = StateTypeSet
trigger1 = AnimElemTime(18) >= 0
movetype = I

[State -2, Ctrlset]
type = Ctrlset
trigger1 = AnimElemTime(29) >= 0
value = 1

[State ];曗惓
type = Varset
trigger1 = 1
var(11) = 5
ignorehitpause = 1

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = AnimTime = 132
value = 0
ctrl = 1

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
;榬
[Statedef 10810]
type = S
ctrl = 0
velset = 0,0
anim = 10810
sprpriority = 1

[State -2, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 0,0

[State -2, DestroySelf]
type = DestroySelf
trigger1 = root,stateno != 3110
trigger2 = root,stateno = 3110
trigger2 = root,animelemtime(23) = 0

;仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮仮
; 僊儖僥傿乕儃儉(搳偘傜傟偨懁)
[Statedef 3111]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
facep2 = 1
sprpriority = 0

[State 810, 0]
type = ScreenBound
trigger1 = 1
value = 1-(animelemtime(2)<0)
movecamera = 1,0

[State 811, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 811

[State , 憡庤僗僥乕僩偵栠偡];僿儖僷乕暘恎僶僌懳嶔
type = SelfState
trigger1 = (IsHelper)      ;惂屼壓偵抲偄偨偙偺僗僥乕僩偺僾儗僀儎乕偑乽僿儖僷乕乿偩偭偨帪
value = floor(PrevStateNo) ;憡庤僿儖僷乕偺捈慜偺僗僥乕僩偵栠偡
IgnoreHitPause = 1

[State 811, SelfState]
type = changestate
trigger1 = animtime = 0
value = 3112
;-------------------------------------
; 僊儖僥傿乕儃儉(搳偘傜傟偨懁)2
[Statedef 3112]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
facep2 = 1
sprpriority = 0

[State 812, ChangeAnim2]
type = ChangeAnim
Trigger1 = Time = 0
value = 5160

[State ,柍揋]
type = NotHitBy
trigger1 = time < 10
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1

[State ]
type = velset
Trigger1 = animelem = 1
x = -3
y = -4
[State ]
type = veladd
Trigger1 = animelem = 1,>=0
y = 0.4

[State 811, SelfState]
type = Selfstate
trigger1 = time > 0
trigger1 = pos y >= 0
value = 5100



;**************************************
;恄嬋
[Statedef 3330]
type     = S
movetype = A
physics  = N
poweradd = 0
ctrl     = 0
anim     = 3000
velset   = 0,0

[State ,柍揋]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
;***********************************
[State 3001, 挻昁嶦媄埫揮帪娫掆巭]
type = SuperPause
trigger1 = animelem = 1
anim = -1
sound = s-1
time = 90
movetime = 90
darken = 0
p2defmul = 1
poweradd = -2000

[State ,攚宨崟]
type = BGPalFX
trigger1 = animelem = 1,>=0
trigger1 = animelem = 15,<0
time = 60
mul = 0,0,0
sinadd = 256,256,256,1
invertall = 0;僱僈
color = 256

[State 3001, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 1
value = 50003,0
volume = 250

[State 3001, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 1
value = 50003,1
volume = 250

[State 3001, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 1
value = 50002,0
volume = 250

[State 3001, 僄僼僃僋僩]
type = Explod
trigger1 = animelem = 1
anim = 20028
postype = p1
pos = 5,-60
scale = 1,1
sprpriority = 255
ownpal = 1
supermovetime = 50

[State 3001, 僄僼僃僋僩]
type = Explod
trigger1 = animelem = 1
anim = 9960
postype = p1
pos = 5,-60
scale = 1,1
sprpriority = 255
ownpal = 1
supermovetime = 50

[State 3001, 僄僼僃僋僩]
type = Explod
trigger1 = animelem = 1
anim = 20002
postype = p1
pos = 5,-60
scale = 0.5,0.5
sprpriority = -255
ownpal = 1
supermovetime = 50

[State 3001, 僄僼僃僋僩]
type = Explod
trigger1 = time = 1
trigger2 = time = 8
trigger3 = time = 15
anim = 20019
postype = p1
pos = 5,-60
scale = 1.2,1.2
sprpriority = 255
ownpal = 1
supermovetime = 50

[State 3001, 僄僼僃僋僩]
type = Explod
trigger1 = animelem = 1
anim = 20020
postype = p1
pos = 5,-60
scale = 1,1
sprpriority = -255
ownpal = 1
supermovetime = 50
;***********************************
[State 3001, 幉埵抲]
type = PosSet
trigger1 = time = 0
trigger2 = animelem = 14,=150
y = 0

[State 3001, 埵抲]
type = velSet
trigger1 = animelem = 7
y = -2.5
[State 3001, 埵抲]
type = veladd
trigger1 = animelem = 7,>=0
trigger1 = animelem = 14,<0
y = 0.05
[State 3001, 埵抲]
type = velSet
trigger1 = animelem = 14
y = 0
;***********************************
;***********************************

[State ]
type = Explod
trigger1 =  animelem = 7,=50
anim = 20000
sprpriority = -1
postype = left
pos = -20,0
bindtime = -1
scale =1,1.4

[State 3001, 壒丒敪幩]
type = PlaySnd
trigger1 = animelem = 11
value = 50000,1
volume = 250

[State 3001, 壒丒抧柭傝]
type = PlaySnd
trigger1 = animelem = 14,=30
value = 10000,2
volume = 250

[State 3001, 壒丒抧柭傝]
type = PlaySnd
trigger1 = animelem = 14,=0
trigger2 = animelem = 14,=40
trigger3 = animelem = 14,=80
trigger4 = animelem = 14,=120
trigger5 = animelem = 14,=160
trigger6 = animelem = 14,=200
value = 50004,0
volume = 250

[State 3001, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 14,=30
value = 3000,0
volume = 250

[State 0,]
type = Projectile
trigger1 = animelem = 14,>=0
trigger1 = animelem = 14,<220
ProjAnim = 20027
Projscale = 1,1
projsprpriority = 3
projhitanim = -1
projID = 777
Projremove = 0
Projremovetime = 10
Projpriority = 3
Projhits = 100
Projmisstime = 10
Offset = 0,0
hitflag = MAFDP
attr = S, HT,HP
damage = 110,11
guard.dist = 500 
animtype = Hard
getpower = 0
givepower = 20
guardflag = HA
pausetime = 0,10
sparkno = s-1
sparkxy = 0+(floor(p2bodydist X)),0+(floor(p2bodydist Y))
guard.sparkno = s8400
hitsound = s2231,0
guardsound = s122,0
fall = 1
ground.type = High
ground.slidetime = 40
ground.hittime = 40
ground.velocity = -1,-3
guard.velocity = 0
airguard.velocity = -0.5,-1.5
air.type = Low
air.velocity = -1,-3
yaccel       = 0.4
palfx.time =43
palfx.mul = 200,100,180
palfx.sinadd = 255,255,255,5
palfx.add = 16,16,16
palfx.color = 1
palfx.invertall = 1
persistent = 10

[State ];曗惓
type = Varset
triggerall = (EnemyNear,GethitVar(hitcount) < 2)
trigger1 = ProjContactTime(777) = 1
var(11) = 2
persistent = 0
ignorehitpause = 1

[State 3001, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1