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

;婎杮僨乕僞晹暘
[Data]
life = 1000
power = 3000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 50
airjuggle = 30
sparkno = 70
guard.sparkno = 215
KO.echo = 0
volume = 255
IntPersistIndex = 30
FloatPersistIndex = 30

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

;Var(0) = 
;Var(1) = 抧忋帪娫敾掕梡
;Var(2) = 嬻拞僕儍儞僾僉儍儞僙儖敾掕梡
;Var(3) = 峌寕僸僢僩敾掕梡
;Var(4) = 嬻拞僟僢僔儏夞悢惂尷梡
;Var(5) = 嬻拞僕儍儞僾庴偗晅偗敾掕梡
;Var(6) = 戜帉曄峏&屌掕梡
;Var(7) = 彑棙夋憸曄峏梡
;Var(8) = 彑棙BGM曄峏梡
;Var(9) = 儕僐僀儖僈乕僪庴偗晅偗忋尷梡
;Var(10) = 儕僐僀儖僈乕僪擖椡敾掕梡
;Var(11) = 儕僐僀儖僈乕僪嫮壔愗傝懼偊梡
;Var(12) = 僎乕僕埵抲挷惍梡
;Var(13) = 僀儞僩儘儔儞僟儉梡
;Var(14) = 儔儞僟儉儃僀僗梡
;Var(15) = 僕儍僢僕儊儞僩巊梡惂尷夝彍梡
;Var(16) = 僸僢僩僒僂儞僪娗棟梡
;Var(17) = 
;Var(18) = 
;Var(19) = 惈擻曄峏梡
;Var(20) = 僗僥乕僩斣崋偺婰壇梡
;Var(21) = 宱夁帪娫偺婰壇梡
;Var(22) = 僐儞僩儘乕儖偺婰壇梡
;Var(23) = 
;Var(24) = 傾乕儅乕宱夁帪娫婰壇梡
;Var(25) = 
;Var(26) = 
;Var(27) = 
;Var(28) = 
;Var(29) = 
;Var(30) = 僕儍僢僕儊儞僩暘婒梡
;Var(31) = 僕儍僢僕儊儞僩懏惈敾掕梡
;Var(32) = 僕儍僢僕儊儞僩僸僢僩敾掕梡
;Var(33) = 僕儍僢僕儊儞僩敪摦忦審敾掕梡
;Var(34) = 傑偩傑偩撉傒偑娒偄傛峌寕椡曗惓帪娫梡
;Var(35) = 
;Var(36) = 
;Var(37) = 
;Var(38) = 
;Var(39) = 
;Var(40) = 
;Var(41) = 忢帪傾乕儅乕愗傝懼偊梡
;Var(42) = 愒崟偒悽奅傊偺摫偒&惵敀偒悽奅傊偺摫偒帪娫宱夁梡
;Var(43) = 揮惗偺尒愗傝柍揋帪娫梡
;Var(44) = 儃僋偺柤慜傪尵偭偰傒偰(儔儞僟儉僙儕僼)
;Var(45) = 儃僋偺柤慜傪尵偭偰傒偰(僉乕慖戰)
;Var(46) = 儃僋偺柤慜傪尵偭偰傒偰(捛寕 or 夝曻)
;Var(47) = 儃僋偺柤慜傪尵偭偰傒偰(彑棙敾掕)
;Var(48) = 儃僋偺柤慜傪尵偭偰傒偰(攈惗)
;Var(49) = 抐屌憡嶦対棴傔敾掕梡
;Var(50) = EF僎乕僕梡
;Var(51) = EF僎乕僕MAX敾掕梡
;Var(52) = 柍憐揮惗敾掕梡
;Var(53) = 儕僓儗僋僔儑儞敾掕梡
;Var(54) = 儔僀僼庢摼梡
;Var(55) = 攕杒敾掕梡
;Var(56) = 僙僀儞僩僋儘僗敾掕梡
;Var(57) = AI峴摦儔儞僟儉梡
;Var(58) = AI儗儀儖慖戰梡
;Var(59) = AI僗僀僢僠梡

;Fvar(0) = 峌寕椡曗惓梡
;Fvar(1) = 嬻拞IC&RG Vel X 曐懚梡
;Fvar(2) = 嬻拞IC&RG Vel Y 曐懚梡
;Fvar(3) = 杊屼椡曗惓梡
;Fvar(4) = 攕杒墘弌梡
;Fvar(5) = 僑乕儖僪儌乕僪峌寕椡曗惓梡
;Fvar(6) = 儕僓儗僋僔儑儞峌寕椡曗惓梡
;Fvar(7) = 傑偩傑偩撉傒偑娒偄傛峌寕椡曗惓梡
;Fvar(8) = 傾乕儅乕杊屼椡曗惓梡
;Fvar(9) = 僇僢僩僀儞曄峏梡
;Fvar(10) = 僀儞僩儘愱梡

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

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

;僒僀僘愝掕
[Size]
xscale = 1
yscale = 1
ground.back = 18
ground.front = 17
air.back = 15
air.front = 15
height = 34
attack.dist = 130
proj.attack.dist = 0
proj.doscale = 0
head.pos = 0, -70
mid.pos = 0, -36
shadowoffset = 0
draw.offset = 0,0

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

;堏摦懍搙愝掕
[Velocity]
walk.fwd = 2.3
walk.back = -3.0
run.fwd = 5.3,-3.0
run.back = -5.3,-3.0
jump.neu = 0,-9
jump.back = -2.5,0
jump.fwd = 2.5,0
runjump.back = -2.5,-9
runjump.fwd = 2.5,-9
airjump.neu = 0,-9
airjump.back = -2.5,0
airjump.fwd = 2.5,0

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

;摦嶌愝掕
[Movement]
airjump.num = 0
airjump.height = 25
yaccel = 0.45
stand.friction = 0.62
crouch.friction = 0.65

;---------------------------------------------------------------------------
;嬻拞僟僢僔儏(慜)
[Statedef 110]
type = A
physics = N
ctrl = 0

[State -1]
type = VarAdd
trigger1 = 1
var(21) = 1

[State -1]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(21) = 0

[State 110, 0]
type = ChangeAnim
trigger1 = Var(21) = 1
trigger1 = Vel X > 0
value = 110

[State 110, 0]
type = ChangeAnim
trigger1 = Var(21) = 1
trigger1 = Vel X < 0
value = 115

[State 110, 0]
type = VelSet
trigger1 = time = 0
x = Const(Velocity.run.fwd.x)+(PalNo=12)*3
y = 0

[State 110, 1]
type = VelAdd
trigger1 = Var(21) > 13
y = Const(movement.yaccel)*0.5

[State 110, 2]
type = AssertSpecial
trigger1 = 1
flag = nowalk
flag2 = noautoturn

[State 110, 3]
type = PlaySnd
triggerall = PrevStateno != 5
trigger1 = time = 0
value = s0,1
channel = 1

[State 110, 6]
type = CtrlSet
trigger1 = Var(21) >= 15
value = 1

[State 110, 7]
type = VarAdd
triggerall = PrevStateno != 5
trigger1 = time = 0
var(4) = 1

[State 110, 8]
type = Explod
trigger1 = Var(21) > 0
anim = 80
ID = 80
sprpriority = 3
postype = p1
pos = -40+Random%10,-80+Random%50
vel = -1,0.5
accel = -0.14,0.08
ownpal = 1
persistent = 3

[State 110, 9]
type = VarSet
trigger1 = time = 0
var(2) = 1

[State 110, 10]
type = Turn
trigger1 = P2BodyDist X < -5
trigger1 = Facing = enemynear,Facing
trigger1 = time = 0

[State 110, 11]
type = ChangeState
trigger1 = Var(21) >= 30
trigger2 = Var(59) = 0
trigger2 = Var(21) >= 15
trigger2 = command != "holdfwd"
trigger2 = command != "holdback"
trigger3 = Var(59) != 0
trigger3 = Var(21) >= 15
trigger3 = inguarddist
value = 111

[State 110, 12]
type = ChangeState
value = 610
triggerall = Var(59) > 0
triggerall = P2Movetype = H
triggerall = P2Statetype = A
triggerall = P2BodyDist X = [0,40]
trigger1 = (P2BodyDist Y = [-20,70]) && P2Stateno != 1990
trigger1 = (Enemynear,Vel Y >= 0.7 && Fvar(0) >= 0.55) || Fvar(0) < 0.55
trigger2 = (P2BodyDist Y = [-40,50]) && P2Stateno = 1990

[State 110, 13]
type = ChangeState
value = 620
triggerall = Var(59) > 0
triggerall = P2Movetype = H
triggerall = P2Statetype = A
triggerall = P2BodyDist X = [40,60]
trigger1 = (P2BodyDist Y = [-50,50]) && P2Stateno != 1990
trigger1 = (Enemynear,Vel Y >= 0.6 && Fvar(0) >= 0.55) || Fvar(0) < 0.55
trigger2 = (P2BodyDist Y = [-70,50]) && P2Stateno = 1990

;---------------------------------------------------------------------------
;僟僢僔儏屻棊壓
[Statedef 111]
type    = A
physics = A

[State -1]
type = VarSet
trigger1 = time = 0
var(20) = 111
ignorehitpause = 1

[State -1]
type = VarAdd
trigger1 = 1
var(21) = 1

[State -1]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(21) = 0

[State 111, 1]
type = VarSet
trigger1 = Var(21) = 0
sysvar(1) = 0

[State 111, 2]
type = ChangeAnim
trigger1 = Var(21) = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 111, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
trigger1 = Anim != [44,46]
persistent = 0
value = Anim + 3

[State 111, 4]
type = Turn
trigger1 = P2BodyDist X < -5
trigger1 = Facing = enemynear,Facing
trigger1 = time = 0

[State 111, 5]
type = ChangeState
value = 610
triggerall = Var(59) > 0
triggerall = P2Movetype = H
triggerall = P2Statetype = A
triggerall = P2BodyDist X = [0,40]
trigger1 = (P2BodyDist Y = [-20,70]) && P2Stateno != 1990
trigger1 = (Enemynear,Vel Y >= 0.7 && Fvar(0) >= 0.55) || Fvar(0) < 0.55
trigger2 = (P2BodyDist Y = [-40,50]) && P2Stateno = 1990

[State 111, 6]
type = ChangeState
value = 620
triggerall = Var(59) > 0
triggerall = P2Movetype = H
triggerall = P2Statetype = A
triggerall = P2BodyDist X = [40,60]
trigger1 = (P2BodyDist Y = [-50,50]) && P2Stateno != 1990
trigger1 = (Enemynear,Vel Y >= 0.6 && Fvar(0) >= 0.55) || Fvar(0) < 0.55
trigger2 = (P2BodyDist Y = [-70,50]) && P2Stateno = 1990

;---------------------------------------------------------------------------
;嬻拞僟僢僔儏(屻)
[Statedef 115]
type = A
physics = N
ctrl = 0

[State -1]
type = VarAdd
trigger1 = 1
var(21) = 1

[State -1]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(21) = 0

[State 115, 0]
type = ChangeAnim
trigger1 = Var(21) = 1
trigger1 = Vel X > 0
value = 110

[State 115, 0]
type = ChangeAnim
trigger1 = Var(21) = 1
trigger1 = Vel X < 0
value = 115

[State 115, 0]
type = VelSet
trigger1 = time = 0
x = Const(Velocity.run.back.x)-(PalNo=12)*3
y = 0

[State 115, 1]
type = VelAdd
trigger1 = Var(21) > 13
y = Const(movement.yaccel)*0.5

[State 115, 2]
type = AssertSpecial
trigger1 = 1
flag = nowalk
flag2 = noautoturn

[State 115, 3]
type = PlaySnd
triggerall = PrevStateno != 5
trigger1 = time = 0
value = s0,1
channel = 1

[State 115, 6]
type = CtrlSet
trigger1 = Var(21) >= 15
value = 1

[State 115, 7]
type = VarAdd
triggerall = PrevStateno != 5
trigger1 = time = 0
var(4) = 1

[State 115, 8]
type = Explod
trigger1 = Var(21) > 0
anim = 80
ID = 80
sprpriority = 3
postype = p1
pos = -40+Random%10,-60+Random%40
vel = 1,0.5
accel = 0.14,0.08
ownpal = 1
persistent = 3

[State 115, 9]
type = VarSet
trigger1 = time = 0
var(2) = 1

[State 115, 10]
type = Turn
trigger1 = P2BodyDist X < -5
trigger1 = Facing = enemynear,Facing
trigger1 = time = 0

[State 115, 11]
type = ChangeState
trigger1 = Var(21) >= 30
trigger2 = Var(59) = 0
trigger2 = Var(21) >= 15
trigger2 = command != "holdback"
trigger2 = command != "holdfwd"
trigger3 = Var(59) != 0
trigger3 = Var(21) >= 15
trigger3 = inguarddist
value = 116

[State 115, 12]
type = ChangeState
value = 610
triggerall = Var(59) > 0
triggerall = P2Movetype = H
triggerall = P2Statetype = A
triggerall = P2BodyDist X = [0,40]
trigger1 = (P2BodyDist Y = [-20,70]) && P2Stateno != 1990
trigger1 = (Enemynear,Vel Y >= 0.7 && Fvar(0) >= 0.55) || Fvar(0) < 0.55
trigger2 = (P2BodyDist Y = [-40,70]) && P2Stateno = 1990

[State 115, 13]
type = ChangeState
value = 620
triggerall = Var(59) > 0
triggerall = P2Movetype = H
triggerall = P2Statetype = A
triggerall = P2BodyDist X = [40,60]
trigger1 = (P2BodyDist Y = [-50,50]) && P2Stateno != 1990
trigger1 = (Enemynear,Vel Y >= 0.6 && Fvar(0) >= 0.55) || Fvar(0) < 0.55
trigger2 = (P2BodyDist Y = [-70,50]) && P2Stateno = 1990

;---------------------------------------------------------------------------
;僟僢僔儏屻棊壓
[Statedef 116]
type    = A
physics = A

[State -1]
type = VarSet
trigger1 = time = 0
var(20) = 116
ignorehitpause = 1

[State -1]
type = VarAdd
trigger1 = 1
var(21) = 1

[State -1]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(21) = 0

[State 116, 1]
type = VarSet
trigger1 = Var(21) = 0
sysvar(1) = 0

[State 116, 2]
type = ChangeAnim
trigger1 = Var(21) = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 116, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
trigger1 = Anim != [44,46]
persistent = 0
value = Anim + 3

[State 116, 4]
type = Turn
trigger1 = P2BodyDist X < -5
trigger1 = Facing = enemynear,Facing
trigger1 = time = 0

[State 116, 5]
type = ChangeState
value = 610
triggerall = Var(59) > 0
triggerall = P2Movetype = H
triggerall = P2Statetype = A
triggerall = P2BodyDist X = [0,40]
trigger1 = (P2BodyDist Y = [-20,50]) && P2Stateno != 1990
trigger1 = (Enemynear,Vel Y >= 0.7 && Fvar(0) >= 0.55) || Fvar(0) < 0.55
trigger2 = (P2BodyDist Y = [-40,50]) && P2Stateno = 1990

[State 116, 6]
type = ChangeState
value = 620
triggerall = Var(59) > 0
triggerall = P2Movetype = H
triggerall = P2Statetype = A
triggerall = P2BodyDist X = [40,60]
trigger1 = (P2BodyDist Y = [-50,30]) && P2Stateno != 1990
trigger1 = (Enemynear,Vel Y >= 0.6 && Fvar(0) >= 0.55) || Fvar(0) < 0.55
trigger2 = (P2BodyDist Y = [-70,30]) && P2Stateno = 1990

;---------------------------------------------------------------------------
;彑棙億乕僘暘婒
[Statedef 180]
type = S
physics = S
ctrl = 0

[State 180, 0];儃僋偺柤慜傪尵偭偰傒偰僼傿僯僢僔儏
type = ChangeState
Triggerall = Var(47) = 1
trigger1 = MatchOver = 1 && (Teammode = Single || Teammode = Turns)
trigger1 = Var(7) = [0,1]
value = 183

[State 180, 0]
type = ChangeState
trigger1 = MatchOver = 1 && (Teammode = Single || Teammode = Turns)
trigger1 = Var(7) = [0,1]
value = 182

[State 180, 0]
type = ChangeState
trigger1 = MatchOver = 0
trigger2 = MatchOver = 1 && Var(7) != [0,1] 
trigger3 = Teammode = Simul
value = 181

;---------------------------------------------------------------------------
;彑棙億乕僘1
[Statedef 181]
type = S
physics = S
ctrl = 0

[State 181, 0]
type = ChangeAnim
trigger1 = time = 0
value = 181

[State 181, 1]
type = PlaySnd
trigger1 = time = 0
value = S10,2
channel = 8

[State 181, 2]
type = AssertSpecial
trigger1 = time = [0,150]
flag = roundnotover

;---------------------------------------------------------------------------
;彑棙墘弌(寛拝)
[Statedef 182]
type = S
physics = S
ctrl = 0

[State 182, 0]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = invisible
flag3 = nobardisplay

[State 182, 0]
type = AssertSpecial
trigger1 = 1
flag = noFG
flag2 = globalnoshadow
flag3 = timerfreeze

[State 182, 1]
type = AssertSpecial
trigger1 = Var(8) = 0
trigger1 = time = [0,300]
flag = roundnotover

[State 182, 2]
type = AssertSpecial
trigger1 = Var(8) = 1
trigger1 = time = [0,400]
flag = roundnotover

[State 182, 3]
type = AssertSpecial
trigger1 = Var(8) = 2
trigger1 = time = [0,500]
flag = roundnotover

[State 182, 4]
type = AssertSpecial
trigger1 = Var(8) < 0
trigger1 = Var(8) > 2
trigger1 = time = [0,180]
flag = roundnotover

[State 182, 5]
type = PlaySnd
trigger1 = time = 0
value = s6,Var(8)
channel = 9

[State 182, 6]
type = Explod
triggerall = Var(7) = 0
trigger1 = time = 0
anim = 182
ID = 182
sprpriority = 5
postype = left
pos = 0,0
ontop = 1
ownpal = 1
bindtime = -1

[State 182, 7]
type = Explod
triggerall = Var(7) = 1
triggerall = time = 0
trigger1 = Var(6) = 12
anim = 9103
ID = 9103
sprpriority = 5
postype = left
pos = 0,23
ownpal = 1
scale = 0.5,0.5
bindtime = -1

[State 182, 8]
type = Explod
triggerall = Var(7) = 1
triggerall = time = 0
trigger1 = Var(6) = 15
anim = 9106
ID = 9106
sprpriority = 5
postype = left
pos = 0,23
ownpal = 1
scale = 0.5,0.5
bindtime = -1

[State 182, 9]
type = Explod
triggerall = Var(7) = 1
triggerall = time = 0
trigger1 = Var(6) = 13
anim = 9108
ID = 9108
sprpriority = 5
postype = left
pos = 0,26
ownpal = 1
scale = 0.5,0.5
bindtime = -1

[State 182, 10]
type = Explod
triggerall = Var(7) = 1
triggerall = time = 0
trigger1 = Var(6) = 2
anim = 9110
ID = 9110
sprpriority = 5
postype = left
pos = 0,26
ownpal = 1
scale = 0.5,0.5
bindtime = -1

[State 182, 11]
type = Explod
triggerall = Var(7) = 1
triggerall = time = 0
trigger1 = Var(6) = 3
anim = 9112
ID = 9112
sprpriority = 5
postype = left
pos = 0,26
ownpal = 1
scale = 0.5,0.5
bindtime = -1

[State 182, 12]
type = Explod
triggerall = Var(7) = 1
triggerall = time = 0
trigger1 = Var(6) = 0
anim = 9113
ID = 9113
sprpriority = 5
postype = left
pos = 0,26
ownpal = 1
scale = 0.5,0.5
bindtime = -1

[State 182, 13]
type = Explod
triggerall = Var(7) = 1
triggerall = time = 0
trigger1 = Var(6) = 10
anim = 9116
ID = 9116
sprpriority = 5
postype = left
pos = 0,26
ownpal = 1
scale = 0.5,0.5
bindtime = -1

[State 182, 14]
type = Explod
triggerall = Var(7) = 1
triggerall = time = 0
trigger1 = Var(6) = 11
anim = 9118
ID = 9118
sprpriority = 5
postype = left
pos = 0,23
ownpal = 1
scale = 0.5,0.5
bindtime = -1

[State 182, 15]
type = Explod
triggerall = Var(7) = 1
triggerall = time = 0
trigger1 = Var(6) = 16
anim = 9119
ID = 9119
sprpriority = 5
postype = left
pos = 0,23
ownpal = 1
scale = 0.5,0.5
bindtime = -1

[State 182, 16]
type = Explod
triggerall = Var(7) = 1
triggerall = time = 0
trigger1 = Var(6) = 1
anim = 9120
ID = 9120
sprpriority = 5
postype = left
pos = 0,23
ownpal = 1
scale = 0.5,0.5
bindtime = -1

[State 182, 17]
type = Explod
triggerall = Var(7) = 1
triggerall = time = 0
trigger1 = Var(6) = 14
anim = 9121
ID = 9121
sprpriority = 5
postype = left
pos = 0,23
ownpal = 1
scale = 0.5,0.5
bindtime = -1

[State 182, 18]
type = Explod
trigger1 = time = 40
anim = 9000+Var(6)
ID = 9000+Var(6)
sprpriority = 5
postype = left
pos = 0,0
ontop = 1
ownpal = 1
bindtime = -1

;---------------------------------------------------------------------------
;乽儃僋偺柤慜傪尵偭偰傒偰乿摿暿彑棙
[Statedef 183]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 182, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 830, 1]
type = assertspecial
trigger1 = time = [0,400]
flag = roundnotover

[State 830, 1]
type = assertspecial
trigger1 = 1
flag = nomusic
flag2 = nobardisplay
flag3 = noFG

[State 182, 5]
type = PlaySnd
trigger1 = time = 0
value = s7,8
channel = 9

[State 2000, 1]
type = helper
Trigger1 = Time = 0
name = "Ayu"
stateno = 184
ID = 184
pos = 400,-220
postype = Left
ownpal = 1
keyctrl = 0
persistent = 0
supermovetime = 99999
pausemovetime = 99999
SprPriority = 9998
ontop = 1
size.xscale = 0.5
size.yscale = 0.5

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

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
; 乽儃僋偺柤慜傪尵偭偰傒偰乿摿暿僇僢僩僀儞
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 184]
type = A
physics = N
velset = 0,0
SprPriority = 5
Anim = 15060

[State pos]
type = posadd
trigger1 = Screenpos Y > 10 || Screenpos Y < 10
y = -(Screenpos Y -10)
PauseMoveTime = 999

[State 2000, 1]
type = helper
Trigger1 = Time = 15
name = "Ayu-2"
stateno = 185
ID = 185
pos = 35,300
postype = Left
ownpal = 1
keyctrl = 0
persistent = 0
supermovetime = 99999
pausemovetime = 99999
SprPriority = 9998
ontop = 1
size.xscale = 0.52
size.yscale = 0.56

[State 830, 1]
type = assertspecial
trigger1 = time <= 17
flag = invisible

[State 830, 1]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 6036, 1] 
type = Velset
trigger1 = time = 18
x = -20

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos X <= 310
x = -18

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos X <= 290
x = -16

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos X <= 260
x = -15

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos X <= 230
x = -13

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos X <= 190
x = -11

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos X <= 150
x = -9

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos X <= 120
x = -7

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos X <= 90
x = -6

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos X <= 40
x = -0.2

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos X <= 20
x = 0

[State 830, 2]
type = Destroyself
trigger1 = AnimTime = 0
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
; 乽儃僋偺柤慜傪尵偭偰傒偰乿摿暿僇僢僩僀儞僙儕僼榞
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 185]
type = A
physics = N
velset = 0,0
SprPriority = 6
anim = 15061

[State 2000, 1]
type = helper
Trigger1 = Time = 1
name = "Ayu-3"
stateno = 186
ID = 186
pos = 0,0
postype = p1
ownpal = 1
keyctrl = 0
persistent = 0
supermovetime = 99999
pausemovetime = 99999
SprPriority = 9998
ontop = 1
size.xscale = 0.5
size.yscale = 0.5

[State 830, 1]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 6036, 1] 
type = Velset
trigger1 = time = 0
y = -16

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos Y <= 435
y = -15

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos Y <= 430
y = -14.5

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos Y <= 425
y = -14

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos Y <= 420
y = -13.5

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos Y <= 410
y = -12

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos Y <= 380
y = -11

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos Y <= 360
y = -10

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos Y <= 310
y = -9.5

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos Y <= 280
y = -8

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos Y <= 240
y = -6.5

[State 6036, 1] 
type = Velset
trigger1 = ScreenPos Y <= 170
y = 0

[State 830, 1]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 830, 2]
type = Destroyself
trigger1 = AnimTime = 0

;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
; 乽儃僋偺柤慜傪尵偭偰傒偰乿摿暿僇僢僩僀儞僙儕僼
;亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖亖
[Statedef 186]
Type = A
Physics = N
SprPriority = 7
Anim = 15061

;儔儞僟儉彑偪戜帉
[State 1100, 1]
type = varrandom
triggerall = (Root,var(6) != 11) && (Root,var(6) != 17)
trigger1 = time = 1
v = 6
range = 15063,15066

[State 191,VS悈悾廐巕] 
type = ChangeAnim
triggerall = (Root,Var(6) = 11) || (Root,Var(6) = 17)
trigger1 = time = 1
value = 15062+(Root,Var(6) = 17)*(5)

[State 191, 1] 
type = ChangeAnim
triggerall = (Root,var(6) != 11) && (Root,var(6) != 17)
trigger1 = time = 1
value = Var(6)

[State -1, AssertSpacial]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1000, 3]
type = BindToParent
trigger1 = 1
time = -1
pos = 5,4

[State -1, DestroySelf]
Type = DestroySelf
Trigger1 = Animtime = 0
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

;---------------------------------------------------------------------------
;僀儞僩儘暘婒
[Statedef 190]
type = S
physics = S
ctrl = 0

[State 190, 0]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = invisible

[State 190, 1]
type = VarSet
trigger1 = enemy,name = "M-NES Game 1"
trigger1 = NumEnemy = 1 && NumPartner = 0
var(13) = 2

[State 190, 2]
type = VarRandom
trigger1 = time = 0
trigger1 = Var(13) <= 1
v = 13
range = 0,1

[State 190, 2]
type = Helper
trigger1 = time = 0
trigger1 = Var(13) = 0
helpertype = normal
name = "ayu tukimiya"
ID = 191
stateno = 191
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
ignorehitpause = 1

[State 190, 3]
type = Helper
trigger1 = time = 0
trigger1 = Var(13) = 1
helpertype = normal
name = "ayu tukimiya"
ID = 192
stateno = 192
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
ignorehitpause = 1

[State 190, 4]
type = ChangeState
trigger1 = time > 0
trigger1 = NumHelper(191) = 1
value = 199

[State 190, 5]
type = ChangeState
trigger1 = time > 0
trigger1 = NumHelper(192) = 1
value = 198

[State 190, 6]
type = ChangeState
trigger1 = time > 0
trigger1 = Var(13) = 2
value = 191

;---------------------------------------------------------------------------
;僀儞僩儘1
[Statedef 191]
type = S
physics = N
ctrl = 0

[State 191, 0]
type = ChangeAnim
trigger1 = time = 0
value = 110

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

[State 191, 2]
type = PosSet
triggerall = Teamside = 1
trigger1 = time = 0
x = -240
y = -120

[State 191, 2]
type = PosSet
triggerall = Teamside = 2
trigger1 = time = 0
x = 240
y = -120

[State 191, 3]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 191, 4]
type = PlaySnd
trigger1 = time = 0
value = s0,1
channel = 1

[State 191, 5]
type = VelSet
trigger1 = Anim = 110
x = Const(Velocity.run.fwd.x)

[State 191, 6]
type = PosSet
triggerall = Teamside = 1
trigger1 = Pos X >= 300
x = 240
y = 0

[State 191, 6]
type = PosSet
triggerall = Teamside = 2
trigger1 = Pos X <= -300
x = -240
y = 0

[State 191, 7]
type = Turn
triggerall = Teamside = 1
trigger1 = Pos X >= 300

[State 191, 7]
type = Turn
triggerall = Teamside = 2
trigger1 = Pos X <= -300

[State 191, 8]
type = ChangeAnim
trigger1 = Pos Y = 0
trigger1 = Anim != 191
value = 191

[State 191, 9]
type = PlaySnd
trigger1 = Anim = 191
value = s0,0
channel = 1
persistent = 10

[State 191, 10]
type = VelSet
trigger1 = Anim = 191
x = Const(Velocity.walk.back.x)

[State 191, 11]
type = PlayerPush
trigger1 = 1
value = 0

[State 191, 12]
type = NotHitBy
trigger1 = 1
value = SCA
time = 5

[State 191, 13]
type = Explod
trigger1 = Anim = 110
anim = 80
ID = 80
sprpriority = 3
postype = p1
pos = -40+Random%10,-80+Random%50
vel = -1,0.5
accel = -0.14,0.08
ownpal = 1
persistent = 3

[State 191, 14]
type = PlaySnd
trigger1 = Anim = 191
value = s10,0
channel = 8
persistent = 0

[State 191, 14]
type = ChangeState
trigger1 = IsHelper = 1
trigger1 = ParentDist X >= 0
trigger1 = Anim = 191
trigger2 = IsHelper = 0
trigger2 = Pos X <= -150
trigger2 = Anim = 191
value = 0

;---------------------------------------------------------------------------
;僀儞僩儘2
[Statedef 192]
type = S
physics = N
ctrl = 0

[State 192, 0]
type = ChangeAnim
trigger1 = time = 0
value = 192

[State 192, 1]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 192, 1]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 192, 1]
type = PlaySnd
trigger1 = Anim = 192
value = s0,0
channel = 1
persistent = 10

[State 192, 2]
type = PosSet
trigger1 = time = 0
x = ifelse(Teamside=1,-300,300)

[State 192, 3]
type = VelSet
trigger1 = time = 0
x = Const(Velocity.walk.fwd.x)

[State 192, 4]
type = ChangeAnim
trigger1 = Anim = 192
trigger1 = ParentDist X <= 0
value = 5110

[State 192, 5]
type = Explod
trigger1 = Anim = 5110
trigger1 = Animelem = 1
anim = 7400
ID = 7400
sprpriority = 1
postype = p1
pos = 0,0
ownpal = 1

[State 192, 6]
type = PlaySnd
trigger1 = Anim = 5110
trigger1 = Animelem = 1
value = s3,1
channel = 2

[State 192, 7]
type = VelSet
trigger1 = Anim = 5110
x = 0

[State 192, 8]
type = ChangeAnim
trigger1 = Anim = 5110
trigger1 = Animelemtime(1) >= 120
value = 5151

[State 192, 9]
type = ChangeAnim
trigger1 = Anim = 5151
trigger1 = Animelemtime(3) >= 180
value = 12

[State 192, 10]
type = PlaySnd
trigger1 = Anim = 5151
value = s10,1
channel = 8
persistent = 0

[State 192, 11]
type = NotHitBy
trigger1 = 1
value = SCA
time = 5

[State 192, 12]
type = ChangeState
trigger1 = Anim = 12
trigger1 = Animtime = 0
value = 0

;---------------------------------------------------------------------------
;僀儞僩儘懸婡
[Statedef 198]
type = S
physics = S
ctrl = 0

[State 198, 0]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = invisible

[State 198, 1]
type = ChangeState
triggerall = time > 0
trigger1 = NumHelper(192) = 1 && Helper(192),Stateno = 0
value = 0

;---------------------------------------------------------------------------
;僀儞僩儘懸婡
[Statedef 199]
type = S
physics = S
ctrl = 0

[State 199, 0]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = invisible

[State 199, 1]
type = ChangeState
triggerall = time > 0
trigger1 = NumHelper(191) = 1 && Helper(191),Stateno = 0
value = 0

;---------------------------------------------------------------------------
;庛峌寕
[Statedef 200]
type = S
movetype = A
physics = S
juggle = 1
ctrl = 0

[State 200, 0]
type = ChangeAnim
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 200

[State 200, 1]
type = Hitdef
trigger1 = Animelem = 3
attr = S,NA
damage = 18,0
animtype = Light
hitflag = MAF
guardflag = M
priority = 3,Hit
pausetime = 6,3
guard.pausetime = 5,3
sparkno = s6000
guard.sparkno = s7100
sparkxy = -10,Const(size.mid.pos.y)
hitsound = s2,0
guardsound = s3,2
ground.type = High
ground.slidetime = 11
ground.hittime = 14
guard.slidetime = 7
guard.hittime = 10
ground.velocity = -2.0,0
guard.velocity = -4.5
air.velocity = -1.8,ifelse(enemy,Vel Y <= 0 ,-3.5,-1.8)
airguard.velocity = 0,0
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(40*Fvar(0))
getpower = 20,10
ground.cornerpush.veloff = -2.8
guard.cornerpush.veloff = -4.5
air.cornerpush.veloff = 0

[State 200, 2]
type = PowerAdd
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 5

[State 200, 3]
type = PlaySnd
trigger1 = Animelem = 2
value = s1,0
channel = 2

[State 200, 4]
type = VarSet
trigger1 = MoveHit
fv = 0
value = Fvar(0)-(Fvar(0)*0.06)
ignorehitpause = 1

[State 200, 5]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(3) = 0
ignorehitpause = 1

[State 200, 5]
type = Varset
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 200, 5]
type = Varset
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 200, 5]
type = Varset
trigger1 = MoveReversed
var(3) = 3
ignorehitpause = 1

[State 200, 6]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

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

;---------------------------------------------------------------------------
;拞峌寕(嬤嫍棧)
[Statedef 210]
type = S
movetype = A
physics = S
juggle = 1
ctrl = 0

[State 210, 0]
type = ChangeAnim
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 210

[State 210, 1]
type = VelSet
triggerall = PrevStateno != 5
trigger1 = time = 0
x = 4

[State 210, 2]
type = Hitdef
trigger1 = Animelem = 3
attr = S,NA
damage = 34,0
animtype = Medium
hitflag = MAF
guardflag = M
priority = 4,Hit
pausetime = 9,6
guard.pausetime = 7,6
sparkno = s6100
guard.sparkno = s7100
sparkxy = -20,Const(size.mid.pos.y)
hitsound = s2,1
guardsound = s3,2
ground.type = Low
ground.slidetime = 15
ground.hittime = 14
guard.slidetime = 10
guard.hittime = 12
ground.velocity = -2.7,0
guard.velocity = -5.8
air.velocity = -3.6,ifelse(enemy,Vel Y <= 0 ,-3.8,-1.8)
airguard.velocity = 0,0
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(40*Fvar(0))
getpower = 40,25
ground.cornerpush.veloff = -6.2
guard.cornerpush.veloff = -5.8
air.cornerpush.veloff = 0

[State 210, 3]
type = PowerAdd
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 15

[State 210, 4]
type = PlaySnd
trigger1 = Animelem = 3
value = s1,1
channel = 2

[State 210, 5]
type = VarSet
trigger1 = MoveHit
fv = 0
value = Fvar(0)-(Fvar(0)*0.06)
ignorehitpause = 1

[State 210, 6]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(3) = 0
ignorehitpause = 1

[State 210, 6]
type = Varset
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 210, 6]
type = Varset
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 210, 6]
type = Varset
trigger1 = MoveReversed
var(3) = 3
ignorehitpause = 1

[State 210, 7]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 210, 8]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;拞峌寕(墦嫍棧)
[Statedef 215]
type = S
movetype = A
physics = S
juggle = 1
ctrl = 0

[State 215, 0]
type = ChangeAnim
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 215

[State 215, 1]
type = Hitdef
trigger1 = Animelem = 3
attr = S,NA
damage = 35,0
animtype = Medium
hitflag = MAF
guardflag = M
priority = 2,Hit
pausetime = 6,6
guard.pausetime = 4,6
sparkno = s6100
guard.sparkno = s7100
sparkxy = -25,Const(size.mid.pos.y)
hitsound = s2,1
guardsound = s3,2
ground.type = High
ground.slidetime = 8
ground.hittime = 13
guard.slidetime = 8
guard.hittime = 11
ground.velocity = -3.4,0
guard.velocity = -5.8
air.velocity = -2.4,ifelse(enemy,Vel Y <= 0 ,-3.8,-1.8)
airguard.velocity = 0,0
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(40*Fvar(0))
getpower = 40,25
ground.cornerpush.veloff = -4.7
guard.cornerpush.veloff = -5.8
air.cornerpush.veloff = 0

[State 215, 2]
type = PowerAdd
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 15

[State 215, 3]
type = PlaySnd
trigger1 = Animelem = 3
value = s1,1
channel = 2

[State 215, 4]
type = VarSet
trigger1 = MoveHit
fv = 0
value = Fvar(0)-(Fvar(0)*0.07)
ignorehitpause = 1

[State 215, 5]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(3) = 0
ignorehitpause = 1

[State 215, 5]
type = Varset
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 215, 5]
type = Varset
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 215, 5]
type = Varset
trigger1 = MoveReversed
var(3) = 3
ignorehitpause = 1

[State 215, 6]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 215, 7]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;嫮峌寕
[Statedef 220]
type = S
movetype = A
physics = S
juggle = 1
ctrl = 0

[State 220, 0]
type = ChangeAnim
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 220

[State 220, 1]
type = Hitdef
trigger1 = Animelem = 5
attr = S,NA
damage = ifelse(Animelemtime(5)=0,55,60),0
animtype = Hard
hitflag = MAF
guardflag = M
priority = 2,Hit
pausetime = 13,9
guard.pausetime = 11,9
sparkno = s6200
guard.sparkno = s7100
sparkxy = -30,Const(size.mid.pos.y)
hitsound = s2,2
guardsound = s3,2
ground.type = High
ground.slidetime = 14
ground.hittime = 26
guard.slidetime = 12
guard.hittime = 19
ground.velocity = -5.6,0
guard.velocity = -9.6
air.velocity = -2.4,ifelse(enemy,Vel Y <= 0 ,-3.8,-1.6)
airguard.velocity = 0,0
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(50*Fvar(0))
getpower = 65,21
ground.cornerpush.veloff = -8.6
guard.cornerpush.veloff = -9.6
air.cornerpush.veloff = 0

[State 220, 2]
type = PowerAdd
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 35

[State 220, 3]
type = Explod
trigger1 = Animelem = 5
anim = 7400
ID = 7400
sprpriority = 1
postype = p1
pos = 60,0
ownpal = 1

[State 220, 4]
type = PlaySnd
trigger1 = Animelem = 2
value = s1,2
channel = 2

[State 220, 5]
type = VarSet
trigger1 = MoveHit
fv = 0
value = Fvar(0)-(Fvar(0)*0.07)
ignorehitpause = 1

[State 220, 5]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(3) = 0
ignorehitpause = 1

[State 220, 5]
type = Varset
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 220, 5]
type = Varset
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 220, 5]
type = Varset
trigger1 = MoveReversed
var(3) = 3
ignorehitpause = 1

[State 220, 6]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 220, 6]
type = VelSet
trigger1 = 1
y = 0

[State 220, 7]
type = PosSet
trigger1 = 1
y = 0

[State 220, 8]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;偡偰偭傉偒偭偔
[Statedef 230]
type = A
movetype = A
physics = N
juggle = 1
ctrl = 0

[State 230, 0]
type = ChangeAnim
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 230

[State 230, 1]
type = VelSet
triggerall = PrevStateno != 5
trigger1 = time = 0
x = 0
y = 0

[State 230, 1]
type = VelSet
trigger1 = Animelemtime(2) = 0
x = 5
y = -5

[State 230, 2]
type = VelAdd
trigger1 = Animelemtime(2) >= 0
trigger1 = Animelemtime(5) < 0
y = 0.93

[State 230, 3]
type = VelSet
trigger1 = Pos Y >= 0
trigger1 = Animelemtime(2) > 0
x = 0
y = 0

[State 230, 4]
type = PosSet
trigger1 = Pos Y >= 0
trigger1 = Vel Y >= 0
trigger1 = Animelemtime(2) > 0
y = 0

[State 230, 5]
type = Hitdef
trigger1 = Animelemtime(5) = 0
attr = S,NA
damage = 45,0
animtype = Medium
hitflag = MAF
guardflag = M
priority = 4,Hit
pausetime = 8,6
guard.pausetime = 6,6
sparkno = s6100
guard.sparkno = s7100
sparkxy = -20,Const(size.mid.pos.y)
hitsound = s2,1
guardsound = s3,2
ground.type = Low
ground.slidetime = 11
ground.hittime = 18
guard.slidetime = 9
guard.hittime = 14
ground.velocity = -2.4,0
guard.velocity = -6.2
air.velocity = -2.4,ifelse(enemy,Vel Y <= 0 ,-3.8,-1.8)
airguard.velocity = 0,0
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(40*Fvar(0))
getpower = 40,25
ground.cornerpush.veloff = -4.2
guard.cornerpush.veloff = -6.2
air.cornerpush.veloff = 0

[State 230, 6]
type = PowerAdd
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 15

[State 230, 7]
type = StatetypeSet
trigger1 = Animelemtime(2) > 0
trigger1 = Pos Y >= 0
statetype = S
physics = S

[State 230, 8]
type = PlaySnd
trigger1 = Animelem = 4
value = s1,1
channel = 2

[State 230, 9]
type = VarSet
trigger1 = MoveHit
fv = 0
value = Fvar(0)-(Fvar(0)*0.06)
ignorehitpause = 1

[State 230, 9]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(3) = 0
ignorehitpause = 1

[State 230, 9]
type = Varset
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 230, 9]
type = Varset
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 230, 9]
type = Varset
trigger1 = MoveReversed
var(3) = 3
ignorehitpause = 1

[State 230, 9]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 230, 10]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;偳偭偐傫偼偹偁偭傁乕
[Statedef 240]
type = S
movetype = A
physics = S
juggle = 1
ctrl = 0

[State 240, 0]
type = ChangeAnim
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 240

[State 240, 1]
type = ReversalDef
trigger1 = time = [2,6]
attr = S,HT
reversal.attr = SA,NA,SA
hitflag = MAF
sparkno = s7100
sparkxy = 0,0
pausetime = 5,10
hitsound = s3,2
priority = 7,Dodge
numhits = 0
persistent = 0

[State 240, 2]
type = Hitdef
trigger1 = Animelem = 9
attr = S,NA
damage = 60,0
animtype = Up
hitflag = MAF
guardflag = M
priority = 4,Hit
pausetime = 9,9
guard.pausetime = 9,9
sparkno = s6300
guard.sparkno = s7100
sparkxy = -35,Const(size.mid.pos.y)-20
hitsound = s2,2
guardsound = s3,2
ground.type = Low
ground.slidetime = 14
ground.hittime = 26
guard.slidetime = 12
guard.hittime = 19
ground.velocity = -0.4,-8.0
guard.velocity = -2.3
air.velocity = -0.4,-8.0
airguard.velocity = 0,0
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(40*Fvar(0))
getpower = 65,21
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -2.3
air.cornerpush.veloff = 0

[State 240, 3]
type = PowerAdd
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 35

[State 240, 4]
type = PlaySnd
trigger1 = Animelem = 6
value = s1,2
channel = 2

[State 240, 5]
type = VarSet
trigger1 = MoveHit
trigger1 = Animelemtime(9) >= 0
fv = 0
value = Fvar(0)-(Fvar(0)*0.1)
ignorehitpause = 1

[State 240, 5]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(3) = 0
ignorehitpause = 1

[State 240, 5]
type = Varset
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 240, 5]
type = Varset
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 240, 5]
type = Varset
trigger1 = MoveReversed
var(3) = 3
ignorehitpause = 1

[State 240, 6]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 240, 7]
type = VelSet
trigger1 = 1
y = 0

[State 240, 8]
type = PosSet
trigger1 = 1
y = 0

[State 240, 9]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;庛峌寕(偟傖偑傒)
[Statedef 400]
type = C
movetype = A
physics = C
juggle = 1
ctrl = 0

[State 400, 0]
type = ChangeAnim
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 400

[State 400, 1]
type = Hitdef
trigger1 = Animelem = 3
attr = C,NA
damage = 17,0
animtype = Light
hitflag = MAF
guardflag = L
priority = 3,Hit
pausetime = 6,3
guard.pausetime = 4,3
sparkno = s6000
guard.sparkno = s7100
sparkxy = -10,-20
hitsound = s2,0
guardsound = s3,2
ground.type = Low
ground.slidetime = 6
ground.hittime = 13
guard.slidetime = 6
guard.hittime = 9
ground.velocity = -2.7,0
guard.velocity = -4.8
air.velocity = -2.4,ifelse(enemy,Vel Y <= 0 ,-2.9,-1.5)
airguard.velocity = 0,0
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(40*Fvar(0))
getpower = 20,10
ground.cornerpush.veloff = -4.7
guard.cornerpush.veloff = -4.8
air.cornerpush.veloff = 0

[State 400, 2]
type = PowerAdd
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 5

[State 400, 3]
type = PlaySnd
trigger1 = Animelem = 2
value = s1,0
channel = 2

[State 400, 4]
type = VarSet
trigger1 = MoveHit
fv = 0
value = Fvar(0)-(Fvar(0)*0.065)
ignorehitpause = 1

[State 400, 5]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(3) = 0
ignorehitpause = 1

[State 400, 5]
type = Varset
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 400, 5]
type = Varset
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 400, 5]
type = Varset
trigger1 = MoveReversed
var(3) = 3
ignorehitpause = 1

[State 400, 6]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 400, 7]
type = ChangeState
trigger1 = Animtime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;拞峌寕(偟傖偑傒)
[Statedef 410]
type = C
movetype = A
physics = C
juggle = 1
ctrl = 0

[State 410, 0]
type = ChangeAnim
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 410

[State 410, 1]
type = Hitdef
trigger1 = Animelem = 5
attr = C,NA
damage = 35,0
animtype = Medium
hitflag = MAF
guardflag = M
priority = 4,Hit
pausetime = 9,6
guard.pausetime = 7,6
sparkno = s6100
guard.sparkno = s7100
sparkxy = -20,-70
hitsound = s2,1
guardsound = s3,2
ground.type = High
ground.slidetime = 8
ground.hittime = 18
guard.slidetime = 8
guard.hittime = 14
ground.velocity = -5.4,0
guard.velocity = -7.5
air.velocity = -2.4,-4.7
airguard.velocity = 0,0
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(40*Fvar(0))
getpower = 40,25
ground.cornerpush.veloff = -5.2
guard.cornerpush.veloff = -7.5
air.cornerpush.veloff = 0

[State 410, 2]
type = PowerAdd
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 15

[State 410, 3]
type = PlaySnd
trigger1 = Animelem = 4
value = s1,1
channel = 2

[State 410, 4]
type = VarSet
trigger1 = MoveHit
fv = 0
value = Fvar(0)-(Fvar(0)*0.07)
ignorehitpause = 1

[State 410, 5]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(3) = 0
ignorehitpause = 1

[State 410, 5]
type = Varset
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 410, 5]
type = Varset
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 410, 5]
type = Varset
trigger1 = MoveReversed
var(3) = 3
ignorehitpause = 1

[State 410, 6]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 410, 7]
type = ChangeState
trigger1 = Animtime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;嫮峌寕(偟傖偑傒)
[Statedef 420]
type = C
movetype = A
physics = C
juggle = 1
ctrl = 0

[State 420, 0]
type = ChangeAnim
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 420

[State 420, 1]
type = Hitdef
trigger1 = Animelem = 5
attr = C,NA
damage = 55,0
animtype = Hard
hitflag = MAF
guardflag = L
priority = 2,Hit
pausetime = 9,9
guard.pausetime = 11,9
sparkno = s6200
guard.sparkno = s7100
sparkxy = -30,-10
hitsound = s2,2
guardsound = s3,2
ground.type = Low
ground.slidetime = 14
ground.hittime = 25
guard.slidetime = 12
guard.hittime = 16
ground.velocity = 0,-2.5
guard.velocity = -7.2
air.velocity = 0,-2.5
airguard.velocity = 0,0
fall = 1
air.fall = 1
fall.recover = 0
fall.recovertime = 40
getpower = 65,21
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -7.2
air.cornerpush.veloff = 0

[State 420, 2]
type = PowerAdd
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 35

[State 420, 3]
type = Explod
trigger1 = Animelem = 5
anim = 6600
ID = 6600
sprpriority = 1
postype = p1
pos = 65,-8
ownpal = 1

[State 420, 4]
type = PlaySnd
trigger1 = Animelem = 5
value = s2,1
channel = 3

[State 420, 5]
type = VarSet
trigger1 = MoveHit
fv = 0
value = Fvar(0)-(Fvar(0)*0.07)
ignorehitpause = 1

[State 420, 6]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(3) = 0
ignorehitpause = 1

[State 420, 6]
type = Varset
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 420, 6]
type = Varset
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 420, 6]
type = Varset
trigger1 = MoveReversed
var(3) = 3
ignorehitpause = 1

[State 420, 7]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 420, 8]
type = ChangeState
trigger1 = Animtime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;庛峌寕(嬻拞)
[Statedef 600]
type = A
movetype = A
physics = A
juggle = 1
ctrl = 0

[State 600, 0]
type = ChangeAnim
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 600

[State 600, 1]
type = Hitdef
trigger1 = Animelem = 3
attr = A,NA
damage = 17,0
animtype = Light
hitflag = MAF
guardflag = HA
priority = 3,Hit
pausetime = 3,3
guard.pausetime = 3,3
sparkno = s6000
guard.sparkno = s7100
sparkxy = -10,-40
hitsound = s2,0
guardsound = s3,2
ground.type = High
ground.slidetime = 6
ground.hittime = 11
guard.slidetime = 6
guard.hittime = 8
ground.velocity = -2.2,0
guard.velocity = -4.8
air.velocity = -2.4,ifelse(enemy,Vel Y <= 0 ,-4.6,-2.2)
airguard.velocity = -2.8,-4.7
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(30*Fvar(0))
getpower = 20,10
ground.cornerpush.veloff = -4.7
guard.cornerpush.veloff = -4.8
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 600, 2]
type = PowerAdd
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 5

[State 600, 3]
type = PlaySnd
trigger1 = Animelem = 2
value = s1,0
channel = 2

[State 600, 4]
type = Turn
triggerall = P2BodyDist X <= -5
triggerall = PrevStateno = [110,115]
trigger1 = time = 0

[State 600, 5]
type = VarSet
trigger1 = MoveHit
fv = 0
value = Fvar(0)-(Fvar(0)*0.07)
ignorehitpause = 1

[State 600, 6]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(3) = 0
ignorehitpause = 1

[State 600, 6]
type = Varset
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 600, 6]
type = Varset
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 600, 6]
type = Varset
trigger1 = MoveReversed
var(3) = 3
ignorehitpause = 1

[State 600, 7]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 600, 8]
type = CtrlSet
trigger1 = Animelemtime(5) >= 0
value = 1

;---------------------------------------------------------------------------
;拞峌寕(嬻拞)
[Statedef 610]
type = A
movetype = A
physics = A
juggle = 1
ctrl = 0

[State 610, 0]
type = ChangeAnim
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 610

[State 610, 1]
type = Hitdef
trigger1 = Animelem = 5
attr = A,NA
damage = 35,0
animtype = Medium
hitflag = MAF
guardflag = HA
priority = 4,Hit
pausetime = 6,6
guard.pausetime = 6,6
sparkno = s6100
guard.sparkno = s7100
sparkxy = -20,-30
hitsound = s2,1
guardsound = s3,2
ground.type = High
ground.slidetime = 8
ground.hittime = 15
guard.slidetime = 8
guard.hittime = 12
ground.velocity = -4.9,0
guard.velocity = -7.5
air.velocity = -2.4,ifelse(enemy,Vel Y <= 0 ,-5.4,-2.5)
airguard.velocity = -3.0,-6.0
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(40*Fvar(0))
getpower = 40,25
ground.cornerpush.veloff = -5.8
guard.cornerpush.veloff = -7.5
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 610, 2]
type = PowerAdd
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 15

[State 610, 3]
type = PlaySnd
trigger1 = Animelem = 4
value = s1,1
channel = 2

[State 610, 4]
type = Turn
triggerall = P2BodyDist X <= -5
triggerall = PrevStateno = [110,115]
trigger1 = time = 0

[State 610, 5]
type = VarSet
trigger1 = MoveHit
fv = 0
value = Fvar(0)-(Fvar(0)*0.065)
ignorehitpause = 1

[State 610, 6]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(3) = 0
ignorehitpause = 1

[State 610, 6]
type = Varset
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 610, 6]
type = Varset
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 610, 6]
type = Varset
trigger1 = MoveReversed
var(3) = 3
ignorehitpause = 1

[State 610, 7]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 610, 8]
type = CtrlSet
trigger1 = Animelemtime(7) >= 0
value = 1

;---------------------------------------------------------------------------
;嫮峌寕(嬻拞)
[Statedef 620]
type = A
movetype = A
physics = A
juggle = 1
ctrl = 0

[State 620, 0]
type = ChangeAnim
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 620

[State 620, 1]
type = Hitdef
trigger1 = Animelem = 5
attr = A,NA
damage = 50,0
animtype = Hard
hitflag = MAF
guardflag = HA
priority = 2,Hit
pausetime = 9,9
guard.pausetime = 9,9
sparkno = s6200
guard.sparkno = s7100
sparkxy = -30,-50
hitsound = s2,2
guardsound = s3,2
ground.type = High
ground.slidetime = 14
ground.hittime = 16
guard.slidetime = 12
guard.hittime = 12
ground.velocity = -4.8,0
guard.velocity = -7.2
air.velocity = -2.8,ifelse(enemy,Vel Y <= 0 ,-5.6,-2.7)
airguard.velocity = -3.4,-6.4
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(40*Fvar(0))
getpower = 65,21
ground.cornerpush.veloff = -5.7
guard.cornerpush.veloff = -7.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 620, 2]
type = PowerAdd
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 35

[State 620, 3]
type = PlaySnd
trigger1 = Animelem = 4
value = s1,2
channel = 2

[State 620, 4]
type = Turn
triggerall = P2BodyDist X <= -5
triggerall = PrevStateno = [110,115]
trigger1 = time = 0

[State 620, 5]
type = VarSet
trigger1 = MoveHit
fv = 0
value = Fvar(0)-(Fvar(0)*0.08)
persistent = 0
ignorehitpause = 1

[State 620, 6]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(3) = 0
ignorehitpause = 1

[State 620, 6]
type = Varset
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 620, 6]
type = Varset
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 620, 6]
type = Varset
trigger1 = MoveReversed
var(3) = 3
ignorehitpause = 1

[State 620, 7]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 620, 8]
type = CtrlSet
trigger1 = Animelemtime(8) >= 0
value = 1

;---------------------------------------------------------------------------
;偆偖偅傉傟偡
[Statedef 630]
type = A
movetype = A
physics = N
juggle = 1
ctrl = 0

[State 630, 0]
type = ChangeAnim
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 630

[State 630, 1]
type = Hitdef
trigger1 = !MoveHit
attr = A,NA
damage = 60,0
animtype = Hard
hitflag = MAF
guardflag = MA
priority = 3,Hit
pausetime = 9,9
guard.pausetime = 9,9
sparkno = s6200
guard.sparkno = s7100
sparkxy = -30,-20
hitsound = s2,2
guardsound = s3,2
ground.type = High
ground.slidetime = 14
ground.hittime = 28
guard.slidetime = 12
guard.hittime = 22
ground.velocity = -4.8,0
guard.velocity = -7.2
air.velocity = -3.1,ifelse(enemy,Vel Y <= 0 ,-4.2,-2.6)
airguard.velocity = -3.4,-5.0
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(40*Fvar(0))
getpower = 65,21
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -7.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 630, 2]
type = PowerAdd
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 35

[State 630, 3]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 630, 4]
type = VelAdd
triggerall = PrevStateno != 5
trigger1 = time = 0
y = 4

[State 630, 5]
type = VelSet
trigger1 = Vel Y <= 0
y = 3

[State 630, 6]
type = Turn
triggerall = P2BodyDist X <= -5
triggerall = PrevStateno = [110,115]
trigger1 = time = 0

[State 630, 7]
type = VarSet
trigger1 = MoveHit
fv = 0
value = Fvar(0)-(Fvar(0)*0.07)
ignorehitpause = 1

[State 630, 8]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(3) = 0
ignorehitpause = 1

[State 630, 8]
type = Varset
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 630, 8]
type = Varset
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 630, 8]
type = Varset
trigger1 = MoveReversed
var(3) = 3
ignorehitpause = 1

[State 630, 9]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 630, 10]
type = VarSet
trigger1 = Var(3) > 0
fvar(8) = 1
ignorehitpause = 1

[State 630, 10]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
fvar(8) = 0
ignorehitpause = 1

[State 630, 11]
type = ChangeState
trigger1 = Var(3) > 0
value = 633

[State 630, 12]
type = ChangeState
trigger1 = Pos Y >= 0
value = 631

;---------------------------------------------------------------------------
;偆偖偅傉傟偡(抧柺偵寖撍)
[Statedef 631]
type = A
movetype = A
physics = N
ctrl = 0

[State 631, 0]
type = ChangeAnim
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 631

[State 631, 1]
type = VelSet
triggerall = PrevStateno != 5
trigger1 = time = 0
y = 0

[State 631, 2]
type = PosSet
triggerall = PrevStateno != 5
trigger1 = time = 0
y = 0

[State 631, 3]
type = Explod
triggerall = PrevStateno != 5
trigger1 = time = 0
anim = 7400
ID = 7400
sprpriority = 1
postype = p1
pos = 0,0
ownpal = 1

[State 631, 4]
type = PlaySnd
triggerall = PrevStateno != 5
trigger1 = time = 0
value = s3,1
channel = 2

[State 631, 5]
type = VelAdd
trigger1 = Vel X > 0
x = -0.21

[State 631, 6]
type = VelSet
trigger1 = Vel X <= 0
x = 0

[State 631, 7]
type = ChangeState
trigger1 = Animtime = 0
value = 632

;---------------------------------------------------------------------------
;偆偖偅傉傟偡(婲偒忋偑傝)
[Statedef 632]
type = A
movetype = A
physics = S
ctrl = 0

[State 632, 0]
type = ChangeAnim
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 632

[State 632, 5]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;偆偖偅傉傟偡(僸僢僩)
[Statedef 633]
type = A
movetype = A
physics = N
ctrl = 0

[State 633, 0]
type = ChangeAnim
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 43

[State 633, 1]
type = VelSet
triggerall = PrevStateno != 5
trigger1 = time = 0
x = -3
y = -8

[State 633, 3]
type = ChangeAnim
trigger1 = Anim = 43 && Anim != 46
trigger1 = Animtime = 0
value = 46

[State 633, 4]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 633, 5]
type = VarSet
trigger1 = PrevStateno = 630
var(3) = 5

[State 633, 6]
type = Ctrlset
trigger1 = Var(3) = 5
trigger1 = Anim = 46
value = 1

[State 633, 7]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = time > 0
value = 52

;---------------------------------------------------------------------------
;抧忋搳偘(敪摦)
[Statedef 700]
type = S
movetype = A
physics = S
ctrl = 0

[State 700, 0]
type = ChangeAnim
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 700

[State 700, 1]
type = Hitdef
trigger1 = 1
attr = S,NT
damage = 0,0
animtype = Medium
hitflag = M-
priority = 1,Miss
pausetime = 1,2
sparkno = s6600
sparkxy = -20,-20
hitsound = s2,3
guardsound = s3,2
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = 0,0
air.velocity = 0,0
p1stateno = 710
p2stateno = 712
p2facing = 1

[State 700, 3]
type = Explod
trigger1 = Animelem = 6
anim = 7400
ID = 7400
sprpriority = 1
postype = p1
pos = 0,0
ownpal = 1

[State 700, 4]
type = PlaySnd
trigger1 = Animelem = 6
value = s3,1
channel = 2

[State 700, 5]
type = ChangeState
trigger1 = Animtime = 0
value = 701

;---------------------------------------------------------------------------
;抧忋搳偘(幐攕)
[Statedef 701]
type = L
movetype = A
physics = N
ctrl = 0

[State 701, 0]
type = ChangeAnim
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 701

[State 701, 1]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;抧忋搳偘(惉岟)
[Statedef 710]
type = S
movetype = A
physics = S
ctrl = 0
sprpriority = 1

[State 710, 0]
type = ChangeAnim
trigger1 = time = 0
value = 710

[State 710, 1]
type = TargetBind
trigger1 = Animelem = 1
time = 1
pos = enemy,Const(size.mid.pos.x)+50,0

[State 710, 2]
type = TargetBind
trigger1 = Animelem = 2
time = 1
pos = 10,0

[State 710, 2]
type = TargetBind
trigger1 = Animelem = 3
time = 1
pos = 7,0

[State 710, 2]
type = TargetBind
trigger1 = Animelem = 4
time = 1
pos = -14,0

[State 710, 4]
type = TargetLifeAdd
trigger1 = Animelem = 5
value = floor(-110*Fvar(0))
absolute = 1

[State 710, 5]
type = NotHitBy
trigger1 = 1
value = SCA
time = 4

[State 710, 6]
type = ChangeState
trigger1 = Animtime = 0
value = 711

[State 710, 7]
type = Turn
triggerall = Var(59) = 0
trigger1 = time >= 38
trigger1 = command = "IC"
trigger1 = Var(50) >= 1000 || Var(51) = 1

[State 710, 8]
type = ChangeState
triggerall = Var(59) = 0
trigger1 = time >= 38
trigger1 = command = "IC"
trigger1 = Var(50) >= 1000 || Var(51) = 1
value = 900

[State 710, 7]
type = Turn
triggerall = Var(59) != 0
triggerall = time >= 38
triggerall = Var(50) >= 1000 || Var(51) = 1
trigger1 = Var(57) = [0,39]

[State 710, 8]
type = ChangeState
triggerall = Var(59) != 0
triggerall = time >= 38
triggerall = Var(50) >= 1000 || Var(51) = 1
trigger1 = Var(57) = [0,39]
value = 900

;---------------------------------------------------------------------------
;抧忋搳偘(婲偒忋偑傝)
[Statedef 711]
type = L
movetype = A
physics = N
ctrl = 0

[State 711, 0]
type = ChangeAnim
trigger1 = time = 0
value = 5170

[State 711, 1]
type = ChangeAnim
trigger1 = Anim = 5170
trigger1 = Animtime = 0
value = 631

[State 711, 2]
type = ChangeAnim
trigger1 = Anim = 631
trigger1 = Animtime = 0
value = 5120

[State 711, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 4

[State 711, 4]
type = Turn
trigger1 = time = 0

[State 711, 5]
type = ChangeState
trigger1 = Anim = 5120
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;抧忋搳偘(憡庤)
[Statedef 712]
type = A
movetype = H
physics = N
ctrl = 0
sprpriority = 0

[State 712, 0]
type = ChangeAnim2
trigger1 = time < 38
value = 5670

[State 712, 1]
type = NotHitBy
trigger1 = Vel Y = 0
value = SCA
time = 1

[State 712, 2]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 712, 3]
type = VelSet
trigger1 = time = 38
x = 3.5
y = -9.4

[State 712, 4]
type = VelAdd
trigger1 = time >= 38
y = Const(movement.yaccel)

[State 712, 5]
type = PosSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = time >= 40
y = 0

[State 712, 6]
type = VelSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = time >= 40
y = 0

[State 712, 7]
type = StatetypeSet
trigger1 = Pos Y = 0
trigger1 = Vel Y = 0
trigger1 = time >= 40
physics = S

[State 712, 8]
type = SelfState
trigger1 = Pos Y = 0
trigger1 = Vel Y = 0
trigger1 = time >= 40
value = 5100

;---------------------------------------------------------------------------
;嬻拞搳偘(敪摦)
[Statedef 750]
type = A
movetype = A
physics = A
juggle = 3
ctrl = 0

[State 750, 0]
type = ChangeAnim
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 750

[State 750, 1]
type = Hitdef
trigger1 = Animelem = 1
attr = A,NT
damage = 0,0
animtype = Medium
hitflag = A-
priority = 1,Miss
pausetime = 1,2
sparkno = s6600
sparkxy = -20,-20
hitsound = s2,3
guardsound = s3,2
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = 0,0
air.velocity = 0,0
p1stateno = 751
p2stateno = 752
p2facing = 1

[State 750, 2]
type = Hitdef
trigger1 = Animelem = 5
attr = A,NA
damage = 50,0
animtype = Hard
hitflag = MAF
guardflag = HA
priority = 2,Hit
pausetime = 9,9
guard.pausetime = 9,9
sparkno = s6200
guard.sparkno = s7100
sparkxy = -30,-50
hitsound = s2,2
guardsound = s3,2
ground.type = High
ground.slidetime = 14
ground.hittime = 25
guard.slidetime = 12
guard.hittime = 19
ground.velocity = -4.8,0
guard.velocity = -7.2
air.velocity = -2.8,ifelse(enemy,Vel Y <= 0 ,-5.6,-2.7)
airguard.velocity = -3.4,-6.4
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = ceil(40*Fvar(0))
getpower = 65,21
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -7.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 750, 3]
type = PowerAdd
trigger1 = Animelem = 2
value = 35

[State 750, 4]
type = PlaySnd
trigger1 = Animelem = 4
value = s1,2
channel = 2

[State 750, 5]
type = Turn
triggerall = P2BodyDist X <= -5
triggerall = PrevStateno = [110,115]
trigger1 = time = 0

[State 750, 6]
type = VarSet
trigger1 = MoveHit
fv = 0
value = Fvar(0)-(Fvar(0)*0.08)
ignorehitpause = 1

[State 750, 7]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(3) = 0
ignorehitpause = 1

[State 750, 7]
type = Varset
trigger1 = MoveHit
var(3) = 1
ignorehitpause = 1

[State 750, 7]
type = Varset
trigger1 = MoveGuarded
var(3) = 2
ignorehitpause = 1

[State 750, 7]
type = Varset
trigger1 = MoveReversed
var(3) = 3
ignorehitpause = 1

[State 750, 8]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1

[State 750, 9]
type = CtrlSet
trigger1 = Animelemtime(8) >= 0
value = 1

;---------------------------------------------------------------------------
;嬻拞搳偘(惉岟)
[Statedef 751]
type = A
movetype = A
physics = N
ctrl = 0
sprpriority = 1

[State 751, 0]
type = ChangeAnim
trigger1 = time = 0
value = 751

[State 751, 1]
type = TargetBind
trigger1 = Anim = 751
trigger1 = Animelem = 1
time = 1
pos = 20,enemy,Const(size.mid.pos.y)
persistent = 0

[State 751, 2]
type = TargetBind
trigger1 = Anim = 751
trigger1 = Animelem = 3
time = 1
pos = 20,0
persistent = 0

[State 751, 3]
type = VelSet
trigger1 = time = 0
trigger2 = time > 10
trigger2 = Pos Y > 0
trigger2 = Vel Y > 0
x = 0
y = 0

[State 751, 4]
type = VelSet
trigger1 = Anim = 751
trigger1 = Animelem = 2
y = -10

[State 751, 4]
type = TargetVelSet
trigger1 = Anim = 751
trigger1 = Animelem = 2
y = -10

[State 751, 5]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 751, 5]
type = TargetVelAdd
trigger1 = Anim = 751
y = Const(movement.yaccel)

[State 751, 6]
type = PosSet
trigger1 = Pos Y > 0
trigger1 = Vel Y > 0
y = 0

[State 751, 7]
type = HitAdd
trigger1 = Anim = 752
value = 1
persistent = 0

[State 751, 7]
type = TargetLifeAdd
trigger1 = Anim = 752
value = floor(-110*Fvar(0))
absolute = 1
persistent = 0

[State 751, 8]
type = ChangeAnim
trigger1 = Pos Y = 0
trigger1 = Anim = 751
value = 752

[State 751, 9]
type = ChangeAnim
trigger1 = Anim = 752
trigger1 = Animtime = 0
value = 43

[State 751, 10]
type = VelSet
trigger1 = Anim = 43
trigger1 = Animelem = 1
x = -3
y = -8

[State 751, 11]
type = ChangeAnim
trigger1 = Anim = 43
trigger1 = Animtime = 0
value = 46

[State 751, 12]
type = ChangeState
trigger1 = Anim = 46
trigger1 = Pos Y >= 0
trigger1 = Vel Y >= 0
value = 52

[State 751, 13]
type = NotHitBy
trigger1 = 1
value = SCA
time = 5

;---------------------------------------------------------------------------
;嬻拞搳偘(憡庤)
[Statedef 752]
type = A
movetype = H
physics = N
ctrl = 0
sprpriority = -1

[State 752, 0]
type = ChangeAnim2
trigger1 = Vel Y < 0
value = 5600

[State 752, 1]
type = VelSet
trigger1 = time = 0
trigger2 = time > 10
trigger2 = Pos Y >= 0
x = 0
y = 0

[State 752, 2]
type = ChangeAnim2
trigger1 = Vel Y >= 0
trigger1 = Anim != 5650
value = 5650

[State 752, 3]
type = PosSet
trigger1 = time > 10
trigger1 = Pos Y >= 0
trigger1 = Vel Y >= 0
y = 0

[State 752, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 5

[State 752, 5]
type = SelfState
trigger1 = time > 10
trigger1 = Pos Y >= 0
trigger1 = Vel Y >= 0
value = 5100

;---------------------------------------------------------------------------
;AI婲摦愱梡
[Statedef 777]
anim = 999
ctrl = 0

[State 777, 0]
type = SelfState
trigger1 = !IsHelper
value = 0

[State 777, 1]
type = VarSet
trigger1 = command = "up" && root,command = "up"
trigger2 = command = "down" && root,command = "down"
trigger3 = command = "back" && root,command = "back"
trigger4 = command = "fwd" && root,command = "fwd"
trigger5 = command = "a" && root,command = "a"
trigger6 = command = "b" && root,command = "b"
trigger7 = command = "c" && root,command = "c"
trigger8 = command = "x" && root,command = "x"
trigger9 = command = "y" && root,command = "y"
trigger10 = command = "z" && root,command = "z"
trigger11 = command = "start" && root,command = "start"
var(59) = -1

[State 777, 2]
type = DestroySelf
triggerall = isHelper
trigger1 = root,var(59) != 0 || var(59) = -1
trigger2 = command = "up" && root,command = "up"
trigger3 = command = "down" && root,command = "down"
trigger4 = command = "back" && root,command = "back"
trigger5 = command = "fwd" && root,command = "fwd"
trigger6 = command = "a" && root,command = "a"
trigger7 = command = "b" && root,command = "b"
trigger8 = command = "c" && root,command = "c"
trigger9 = command = "x" && root,command = "x"
trigger10 = command = "y" && root,command = "y"
trigger11 = command = "z" && root,command = "z"
trigger12 = command = "start" && root,command = "start"

[State 777, 3]
type = VarSet
triggerall = var(59) != -1
trigger1 = root,command = "up"
trigger2 = root,command = "down"
trigger3 = root,command = "back"
trigger4 = root,command = "fwd"
trigger5 = root,command = "a"
trigger6 = root,command = "b"
trigger7 = root,command = "c"
trigger8 = root,command = "x"
trigger9 = root,command = "y"
trigger10 = root,command = "z"
trigger11 = root,command = "start"
var(59) = 1

;---------------------------------------------------------------------------
;旘峴
[Statedef 800]
type = A
movetype = I
physics = N
ctrl = 1

[State 800, 0]
type = ChangeAnim
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 800

[State 800, 1]
type = VelSet
trigger1 = Vel Y >= 3
y = 3

[State 800, 2]
type = PlaySnd
trigger1 = 1
value = s0,1
channel = 1
persistent = 20

[State 800, 3]
type = VelAdd
triggerall = Vel X < 2
trigger1 = Var(59) = 0
trigger1 = command = "holdfwd"
trigger2 = Var(59) != 0
trigger2 = P2BodyDist X >= 30
x = 0.2

[State 800, 4]
type = VelAdd
triggerall = Vel X > -2
trigger1 = Var(59) = 0
trigger1 = command = "holdback"
trigger2 = Var(59) != 0
trigger2 = P2BodyDist X < 10
x = -0.2

[State 800, 5]
type = VelAdd
trigger1 = Vel Y < 0
y = Const(movement.yaccel)/3

[State 800, 6]
type = VelAdd
trigger1 = Vel Y >= 0
y = Const(movement.yaccel)

[State 800, 7]
type = ChangeState
trigger1 = Var(59) = 0
trigger1 = command = "holddown"
trigger2 = Var(59) != 0
trigger2 = inguarddist || (Random > 900 && P2Movetype != H)
value = 50

[State 800, 8]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y > 0
value = 52

[State 800, 9]
type = ChangeState
value = 610
triggerall = Var(59) > 0
triggerall = P2Movetype = H
triggerall = P2Statetype = A
triggerall = P2BodyDist X = [0,40]
trigger1 = (P2BodyDist Y = [-20,50]) && P2Stateno != 1990
trigger2 = (P2BodyDist Y = [-40,50]) && P2Stateno = 1990

;---------------------------------------------------------------------------
;僀儞僗僞儞僩僠儍乕僕(抧忋)
[Statedef 900]
type = S
movetype = I
physics = S
ctrl = 0

[State 900, 0]
type = ChangeAnim
trigger1 = time = 0
value = 900

[State 900, 1]
type = BGPalFX
trigger1 = time = 0
time = 30
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,0
invertall = 0
color = 256

[State 900, 2]
type = Pause
trigger1 = time = 0
time = 30
movetime = 30

[State 900, 3]
type = Explod
trigger1 = time = 0
anim = 7500
ID = 7500
sprpriority = 1
postype = p1
pos = 0,0
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 900, 4]
type = Explod
trigger1 = time = 10
anim = 7600
ID = 7600
sprpriority = 1
postype = p1
pos = 0,0
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 900, 5]
type = VarSet
trigger1 = time = 0
v = 50
value = 0

[State 900, 6]
type = VarSet
trigger1 = Var(51) = 1
trigger1 = time = 0
fv = 0
value = Fvar(0)+(Fvar(0)*0.5)

[State 900, 7]
type = PlaySnd
trigger1 = time = 0
value = s3,4
channel = 6

[State 900, 8]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 900, 9]
type = PosSet
trigger1 = time = 0
y = 0

[State 900, 10]
type = Explod
trigger1 = PrevStateno = 4100
trigger1 = time = 0
trigger1 = NumExplod(4330) > 0
anim = 4335
ID = 4335
sprpriority = 3
postype = p1
pos = 20,0
ontop = 1
ownpal = 1
facing = 1
removeongethit = 1
ignorehitpause = 1

[State 900, 11]
type = Explod
trigger1 = PrevStateno = 4100
trigger1 = time = 0
trigger1 = NumExplod(4330) > 0
anim = 4335
ID = 4335
sprpriority = 3
postype = p1
pos = -20,0
ontop = 1
ownpal = 1
facing = -1
removeongethit = 1
ignorehitpause = 1

[State 900, 12]
type = RemoveExplod
trigger1 = PrevStateno = 4100
trigger1 = NumExplod(4330) > 0
ID = 4330

[State 900, 13]
type = Explod
trigger1 = PrevStateno = 4200
trigger1 = time = 0
trigger1 = NumExplod(4390) > 0
anim = 4395
ID = 4395
sprpriority = 3
postype = p1
pos = 20,0
ontop = 1
ownpal = 1
facing = 1
removeongethit = 1
ignorehitpause = 1

[State 900, 14]
type = Explod
trigger1 = PrevStateno = 4200
trigger1 = time = 0
trigger1 = NumExplod(4390) > 0
anim = 4395
ID = 4395
sprpriority = 3
postype = p1
pos = -20,0
ontop = 1
ownpal = 1
facing = -1
removeongethit = 1
ignorehitpause = 1

[State 900, 15]
type = RemoveExplod
trigger1 = PrevStateno = 4200
trigger1 = NumExplod(4390) > 0
ID = 4390

[State 900, 16]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

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

;---------------------------------------------------------------------------
;僀儞僗僞儞僩僠儍乕僕(嬻拞)
[Statedef 950]
type = A
movetype = I
physics = N
ctrl = 0

[State -1]
type = VarAdd
trigger1 = 1
var(21) = 1

[State -1]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
var(21) = 0

[State 950, 0]
type = ChangeAnim
triggerall = PrevStateno != 5
trigger1 = time = 0
value = 950

[State 950, 1]
type = BGPalFX
triggerall = PrevStateno != 5
trigger1 = time = 0
time = 30
add = 0,0,0
mul = 0,0,0
sinadd = 0,0,0,0
invertall = 0
color = 256

[State 950, 2]
type = Pause
triggerall = PrevStateno != 5
trigger1 = time = 0
time = 30
movetime = 30

[State 950, 3]
type = Explod
triggerall = PrevStateno != 5
trigger1 = time = 0
anim = 7500
ID = 7500
sprpriority = 1
postype = p1
pos = 0,0
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = 9999
supermovetime = 9999

[State 950, 4]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
v = 50
value = 0

[State 950, 5]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = Var(51) = 1
trigger1 = time = 0
fv = 0
value = Fvar(0)+(Fvar(0)*0.5)

[State 950, 6]
type = PlaySnd
triggerall = PrevStateno != 5
trigger1 = time = 0
value = s3,4
channel = 6

[State 950, 7]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
fv = 1
value = Vel X

[State 950, 8]
type = VarSet
triggerall = PrevStateno != 5
trigger1 = time = 0
fv = 2
value = Vel Y

[State 950, 9]
type = VelSet
trigger1 = Anim = 950
x = 0
y = 0

[State 950, 10]
type = VelAdd
trigger1 = Var(21) = 30
x = Fvar(1)
y = Fvar(2)
persistent = 0

[State 950, 11]
type = ChangeAnim
trigger1 = Anim = 950
trigger1 = Var(21) >= 30
value = 45

[State 950, 12]
type = CtrlSet
trigger1 = Anim = 45
value = 1

[State 950, 13]
type = VelAdd
trigger1 = Var(21) >= 30
y = Const(movement.yaccel)

[State 950, 14]
type = ChangeState
trigger1 = Anim = 45
trigger1 = Pos Y > 0
trigger1 = Vel Y > 0
value = 52

;---------------------------------------------------------------------------
;EF僎乕僕娗棟梡
[Statedef 999]
type = S
physics = N
anim = 999
ctrl = 0

[State 999, 0]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible

[State 999, 1]
type = ParentVarAdd
triggerall = Parent,Var(42) = 0 || Parent,Var(19) >= 2
triggerall = Parent,Var(50) <= 1000
triggerall = Parent,Var(51) = 0
trigger1 = Parent,Movetype != H || Parent,Stateno = [150,159]
trigger2 = Parent,Var(52) = 1
trigger3 = Parent,Var(56) = 1
var(50) = 2
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 999, 1]
type = ParentVarAdd
triggerall = Parent,Var(42) = 0 || Parent,Var(19) >= 2
triggerall = Parent,Var(50) <= 1000
triggerall = Parent,Var(51) = 0
trigger1 = Parent,Movetype != H || Parent,Stateno = [150,159]
trigger2 = Parent,Var(52) = 1
trigger3 = Parent,Var(56) = 1
var(50) = 2
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 999, 2]
type = ParentVarAdd
triggerall = Parent,Var(42) = 0 || Parent,Var(19) >= 2
triggerall = Parent,Var(50) > 1000
triggerall = Parent,Var(50) < 2000
triggerall = Parent,Var(51) = 0
trigger1 = Parent,Movetype != H || Parent,Stateno = [150,159]
trigger2 = Parent,Var(52) = 1
trigger3 = Parent,Var(56) = 1
var(50) = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 999, 2]
type = ParentVarAdd
triggerall = Parent,Var(42) = 0 || Parent,Var(19) >= 2
triggerall = Parent,Var(50) > 1000
triggerall = Parent,Var(50) < 2000
triggerall = Parent,Var(51) = 0
trigger1 = Parent,Movetype != H || Parent,Stateno = [150,159]
trigger2 = Parent,Var(52) = 1
trigger3 = Parent,Var(56) = 1
var(50) = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 999, 3]
type = ParentVarSet
trigger1 = Parent,Var(50) = 2000
trigger1 = Parent,Var(51) = 0
v = 51
value = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 999, 4]
type = ParentVarAdd
trigger1 = Parent,Stateno != [150,159]
trigger1 = Parent,Movetype = H && (Parent,Var(52) = 0 || Parent,Var(56) = 0)
trigger1 = Parent,Var(51) = 1
trigger1 = RoundState = 2
var(50) = -1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 999, 5]
type = ParentVarSet
trigger1 = Parent,Var(50) = 0
trigger1 = Parent,Var(51) = 1
v = 51
value = 0
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 999, 6]
type = ParentVarSet
trigger1 = Parent,Var(50) < 0
v = 50
value = 0
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 999, 7]
type = ParentVarSet
trigger1 = Parent,Var(50) > 2000
v = 50
value = 2000
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 999, 8]
type = ParentVarSet
triggerall = Parent,Var(42) = 0 || Parent,Var(19) >= 2
trigger1 = Parent,Var(53) = 1
v = 50
value = 2000
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 999, 9]
type = DestroySelf
trigger1 = Stateno != 999

[State 999, 10]
type = AssertSpecial
trigger1 = NumExplod(9500) = 1
flag = noBG
flag2 = noFG

[State 999, 11]
type = Explod
trigger1 = Win
trigger1 = RoundState >= 3
trigger1 = NumHelper(4600) > 0 || NumHelper(4700) > 0
anim = 9500
ID = 9500
sprpriority = 2
postype = left
pos = 0,0
ontop = 1
ownpal = 1
bindtime = -1
scale = 0.5,0.5
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
persistent = 0

[State 999, 12]
type = PlaySnd
trigger1 = Parent,Var(53) = 1
trigger1 = RoundNo >= 3 && Parent,Var(55) = 1
trigger1 = Parent,Var(55) = 1
trigger1 = Parent,Stateno != [20000,20200]
trigger1 = Alive && RoundState = 2
value = S50,0
channel = 30
loop = 1
persistent = 0

[State 999, 13]
type = AssertSpecial
trigger1 = Parent,Var(53) = 1
flag = timerfreeze

[State 999, 14]
type = AssertSpecial
trigger1 = Parent,Var(53) = 1
trigger1 = RoundNo >= 3 && Parent,Var(55) = 1
trigger1 = Parent,Stateno != [20000,20200]
flag = nomusic

[State 999, 15]
type = StopSnd
triggerall = Parent,Var(53) = 1 && RoundNo >= 3 && Parent,Var(55) = 1
trigger1 = Parent,Stateno = [182,183]
trigger1 = Teammode = Single || Teammode = Turns
trigger2 = RoundState = 4
trigger2 = Lose
channel = 30
persistent = 0

;---------------------------------------------------------------------------
;僎乕僕壓抧昞帵
[State 999, 16]
type = Explod
trigger1 = NumExplod(8510) = 0
anim = 8510
ID = 8510
sprpriority = 1
postype = left
pos = ifelse(teamside = 1,0,320),205+(Parent,Var(12))
ontop = 1
ownpal = 1
facing = ifelse(teamside = 1,1,-1)
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 999, 17]
type = Explod
trigger1 = NumExplod(8520) = 0
anim = 8520
ID = 8520
sprpriority = 1
postype = left
pos = ifelse(teamside = 1,0,320),205+(Parent,Var(12))
ontop = 1
ownpal = 1
facing = ifelse(teamside = 1,1,-1)
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 999, 18]
type = RemoveExplod
triggerall = NumExplod(8510) = 1
trigger1 = Parent,stateno = [15000,15999]
trigger2 = RoundState >= 3
ID = 8510
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 999, 19]
type = RemoveExplod
triggerall = NumExplod(8520) = 1
trigger1 = Parent,stateno = [15000,15999]
trigger2 = RoundState >= 3
ID = 8520
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

;---------------------------------------------------------------------------
;僷儚乕僎乕僕昞帵(儗儀儖0)
[State 999, 20]
type = Explod
trigger1 = NumExplod(8700) = 0
anim = 8700
ID = 8700
sprpriority = 1
postype = left
pos = ifelse(teamside = 1,142,176),223+(Parent,Var(12))
ontop = 1
ownpal = 1
facing = ifelse(teamside = 1,-1,1)
scale = ifelse(Power < 1000,1.0*Power/3000,0),1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 999, 21]
type = ModifyExplod
trigger1 = NumExplod(8700) = 1
ID = 8700
scale = ifelse(Power < 1000,1.0*Power/3000,0),1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 999, 22]
type = RemoveExplod
triggerall = NumExplod(8700) = 1
trigger1 = Parent,stateno = [15000,15999]
trigger2 = RoundState >= 3
ID = 8700
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

;---------------------------------------------------------------------------
;僷儚乕僎乕僕昞帵(儗儀儖1)
[State 999, 23]
type = Explod
trigger1 = NumExplod(8701) = 0
anim = 8701
ID = 8701
sprpriority = 1
postype = left
pos = ifelse(teamside = 1,142,176),223+(Parent,Var(12))
ontop = 1
ownpal = 1
facing = ifelse(teamside = 1,-1,1)
scale = ifelse(Power < 2000,ifelse(Power >= 1000,1.0*Power/3000,0),0),1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 999, 24]
type = ModifyExplod
trigger1 = NumExplod(8701) = 1
ID = 8701
scale = ifelse(Power < 2000,ifelse(Power >= 1000,1.0*Power/3000,0),0),1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 999, 25]
type = RemoveExplod
triggerall = NumExplod(8701) = 1
trigger1 = stateno = [15000,15999]
trigger2 = RoundState >= 3
ID = 8701
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

;---------------------------------------------------------------------------
;僷儚乕僎乕僕昞帵(儗儀儖2)
[State 999, 26]
type = Explod
trigger1 = NumExplod(8702) = 0
anim = 8702
ID = 8702
sprpriority = 1
postype = left
pos = ifelse(teamside = 1,142,176),223+(Parent,Var(12))
ontop = 1
ownpal = 1
facing = ifelse(teamside = 1,-1,1)
scale = ifelse(Power < 3000,ifelse(Power >= 2000,1.0*Power/3000,0),0),1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 999, 27]
type = ModifyExplod
trigger1 = NumExplod(8702) = 1
ID = 8702
scale = ifelse(Power < 3000,ifelse(Power >= 2000,1.0*Power/3000,0),0),1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 999, 28]
type = RemoveExplod
triggerall = NumExplod(8702) = 1
trigger1 = Parent,stateno = [15000,15999]
trigger2 = RoundState >= 3
ID = 8702
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

;---------------------------------------------------------------------------
;僷儚乕僎乕僕昞帵(儗儀儖3)
[State 999, 29]
type = Explod
trigger1 = NumExplod(8703) = 0
anim = 8703
ID = 8703
sprpriority = 1
postype = left
pos = ifelse(teamside = 1,142,176),223+(Parent,Var(12))
ontop = 1
ownpal = 1
facing = ifelse(teamside = 1,-1,1)
scale = ifelse(Power < 3000,0,1),1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 999, 30]
type = ModifyExplod
trigger1 = NumExplod(8703) = 1
ID = 8703
scale = ifelse(Power < 3000,0,1),1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 999, 31]
type = RemoveExplod
triggerall = NumExplod(8703) = 1
trigger1 = Parent,stateno = [15000,15999]
trigger2 = RoundState >= 3
ID = 8703
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

;---------------------------------------------------------------------------
;EF僎乕僕昞帵(惵)
[State 999, 32]
type = Explod
trigger1 = NumExplod(8800) = 0
anim = 8800
ID = 8800
sprpriority = 1
postype = left
pos = ifelse(teamside = 1,142,176),231+(Parent,Var(12))
ontop = 1
ownpal = 1
facing = ifelse(teamside = 1,-1,1)
scale = ifelse((Parent,Var(51)) = 1,0,ifelse((Parent,Var(50)) < 1000,1.0*(Parent,Var(50))/1000,1)),1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 999, 33]
type = ModifyExplod
trigger1 = NumExplod(8800) = 1
ID = 8800
scale = ifelse((Parent,Var(51)) = 1,0,ifelse((Parent,Var(50)) < 1000,1.0*(Parent,Var(50))/1000,1)),1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 999, 34]
type = RemoveExplod
triggerall = NumExplod(8800) = 1
trigger1 = Parent,stateno = [15000,15999]
trigger2 = RoundState >= 3
ID = 8800
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

;---------------------------------------------------------------------------
;EF僎乕僕昞帵(愒)
[State 999, 35]
type = Explod
trigger1 = NumExplod(8801) = 0
anim = 8801
ID = 8801
sprpriority = 1
postype = left
pos = ifelse(teamside = 1,142,176),231+(Parent,Var(12))
ontop = 1
ownpal = 1
facing = ifelse(teamside = 1,-1,1)
scale = ifelse((Parent,Var(51)) = 1,0,ifelse((Parent,Var(50)) < 1000,0,1.0*((Parent,Var(50))-1000)/1000)),1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 999, 36]
type = ModifyExplod
trigger1 = NumExplod(8801) = 1
ID = 8801
scale = ifelse((Parent,Var(51)) = 1,0,ifelse((Parent,Var(50)) < 1000,0,1.0*((Parent,Var(50))-1000)/1000)),1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 999, 37]
type = RemoveExplod
triggerall = NumExplod(8801) = 1
trigger1 = Parent,stateno = [15000,15999]
trigger2 = RoundState >= 3
ID = 8801
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

;---------------------------------------------------------------------------
;EF僎乕僕昞帵(敀)
[State 999, 38]
type = Explod
trigger1 = NumExplod(8802) = 0
anim = 8802
ID = 8802
sprpriority = 1
postype = left
pos = ifelse(teamside = 1,142,176),231+(Parent,Var(12))
ontop = 1
ownpal = 1
facing = ifelse(teamside = 1,-1,1)
scale = ifelse((Parent,Var(51)) = 1,1.0*(Parent,Var(50))/2000,0)
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 999, 39]
type = ModifyExplod
trigger1 = NumExplod(8802) = 1
ID = 8802
scale = ifelse((Parent,Var(51)) = 1,1.0*(Parent,Var(50))/2000,0)
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 999, 40]
type = RemoveExplod
triggerall = NumExplod(8802) = 1
trigger1 = Parent,stateno = [15000,15999]
trigger2 = RoundState >= 3
ID = 8802
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

;---------------------------------------------------------------------------
;僎乕僕榞昞帵
[State 999, 41]
type = Explod
trigger1 = NumExplod(8500) = 0
anim = 8500
ID = 8500
sprpriority = 1
postype = left
pos = ifelse(teamside = 1,0,320),205+(Parent,Var(12))
ontop = 1
ownpal = 1
facing = ifelse(teamside = 1,1,-1)
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 999, 42]
type = RemoveExplod
triggerall = NumExplod(8500) = 1
trigger1 = Parent,stateno = [15000,15999]
trigger2 = RoundState >= 3
ID = 8500
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

;---------------------------------------------------------------------------
;僎乕僕儗儀儖昞帵(儗儀儖1)
[State 999, 43]
type = Explod
trigger1 = NumExplod(8600) = 0
trigger1 = Power >= 1000
trigger1 = Power < 2000
anim = 8600
ID = 8600
sprpriority = 1
postype = left
pos = ifelse(teamside = 1,0,285),205+(Parent,Var(12))
ontop = 1
ownpal = 1
facing = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 999, 44]
type = RemoveExplod
triggerall = NumExplod(8600) = 1
trigger1 = Power >= 2000
trigger2 = Power < 1000
trigger3 = Parent,stateno = [15000,15999]
trigger4 = RoundState >= 3
ID = 8600
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

;---------------------------------------------------------------------------
;僎乕僕儗儀儖昞帵(儗儀儖2)
[State 999, 45]
type = Explod
trigger1 = NumExplod(8601) = 0
trigger1 = Power >= 2000
trigger1 = Power < 3000
anim = 8601
ID = 8601
sprpriority = 1
postype = left
pos = ifelse(teamside = 1,0,285),205+(Parent,Var(12))
ontop = 1
ownpal = 1
facing = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 999, 46]
type = RemoveExplod
triggerall = NumExplod(8601) = 1
trigger1 = Power >= 3000
trigger2 = Power < 2000
trigger3 = Parent,stateno = [15000,15999]
trigger4 = RoundState >= 3
ID = 8601
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

;---------------------------------------------------------------------------
;僎乕僕儗儀儖昞帵(儗儀儖3)
[State 999, 47]
type = Explod
trigger1 = NumExplod(8602) = 0
trigger1 = Power >= 3000
anim = 8602
ID = 8602
sprpriority = 1
postype = left
pos = ifelse(teamside = 1,0,285),205+(Parent,Var(12))
ontop = 1
ownpal = 1
facing = 1
bindtime = -1
removetime = -1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

[State 999, 48]
type = RemoveExplod
triggerall = NumExplod(8602) = 1
trigger1 = Power < 3000
trigger2 = Parent,stateno = [15000,15999]
trigger3 = RoundState >= 3
ID = 8602
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999

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