[Data]
life = 1680
attack = 100
defence = 100
power = 9000
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 100
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 15     ;Player width (back, ground)
ground.front = 15    ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
height = 70          ;Height of player (for opponent to jump over)
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too
head.pos = -5, -130   ;Approximate position of head
mid.pos = -5, -60    ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow
draw.offset = 0,0    ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 2.5      ;Walk forward
walk.back = -2.2     ;Walk backward
run.fwd  = 6.5, 0    ;Run forward (x, y)
run.back = -4.5,-3.8 ;Hop backward (x, y)
jump.neu = 0,-8.4    ;Neutral jumping velocity (x, y)
jump.back = -2.55    ;Jump back Speed (x, y)
jump.fwd = 2.5       ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55      ;Air jump speeds (opt)
airjump.fwd = 2.5         ;.

[Movement]
airjump.num = 0      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .43         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

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

;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
; CNS 儗儀儖: 婎杮
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

;---------------------------------------------------------------------------
; Win state decider
[Statedef 180]
type = S
;anim = 180

[State 191, 1]
type = varrandom
trigger1 = time = 0
triggerall = var(58) = 0
v = 4
range = 1,3

[State 191, 1]
type = varrandom
trigger1 = time = 0
triggerall = var(58) = 1
v = 4
range = 1,4

[State 191, 3]
type = ChangeState
trigger1 = var(4) = 1
value = 181

[State 191, 3]
type = ChangeState
trigger1 = var(4) = 2
value = 182

[State 191, 3]
type = ChangeState
trigger1 = var(4) = 3
value = 183

[State 191, 3]
type = ChangeState
trigger1 = var(4) = 4
value = 184

[Statedef 181];僈僀傾偲嫟偵桳傝
type = S
anim = 180

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 1
value = S0,2

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 15
value = S0,3

[State 240, 4]
type = Explod
trigger1 = AnimElem = 1
;trigger1 = time = 194
anim = 183
postype = p1
pos = -5,0
sprpriority = -1
removetime = 999999
ownpal = 1

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

[State 181, 3]
type = ChangeState
trigger1 = MatchOver && Time = 297    ;不要time的话，胜利后没有胜利时摆的pose，直接进入winpose
value = 189
;----------------------------------
[Statedef 182];変傛傝丒丒丒
type = S
anim = 181

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 7
value = S0,4

[State 240, 4]
type = Explod
trigger1 = AnimElem = 1
;trigger1 = time = 194
anim = 183
postype = p1
pos = -7,0
sprpriority = -1
removetime = 999999
ownpal = 1

[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0,230]
flag = RoundNotOver
[State 181, 3]
type = ChangeState
trigger1 = MatchOver && Time = 227    ;不要time的话，胜利后没有胜利时摆的pose，直接进入winpose
value = 189
;----------------------------------
[Statedef 183];win3
type = S
anim = 182

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 240, 4]
type = Explod
trigger1 = AnimElem = 3
;trigger1 = time = 194
anim = 185
postype = p1
pos = 0,0
sprpriority = 4
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 1
;trigger1 = time = 194
anim = 183
postype = p1
pos = -7,0
sprpriority = -1
removetime = 999999
ownpal = 1

[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = RoundNotOver
[State 181, 3]
type = ChangeState
trigger1 = MatchOver && Time = 287    ;不要time的话，胜利后没有胜利时摆的pose，直接进入winpose
value = 189
;----------------------------------
[Statedef 184];win4
type = S
anim = 2225

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 3
value = S0,20

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 5
value = S0,41

[State 240, 4]
type = Explod
trigger1 = AnimElem = 3
;trigger1 = time = 194
anim = 2226
postype = p1
pos = 0,0
sprpriority = 4
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 8
;trigger1 = time = 194
anim = 2240
postype = p1
pos = 0,-105
removetime = 112
sprpriority = 4
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 8, = 112
;trigger1 = time = 194
anim = 2242
postype = p1
pos = 0,-105
sprpriority = 4
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 8, = 130
;trigger1 = time = 194
anim = 2241
postype = p1
pos = 0,-105
sprpriority = 4
ownpal = 1

[State 191, 3]
type = ChangeState
trigger1 = animtime = 0
value = 185

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

[Statedef 185];win4
type = S
anim = 2228


[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 5
value = F7,0

[State 240, 4]
type = envshake
trigger1 = AnimElem = 5
time = 15

[State 181, 1]
type = AssertSpecial
trigger1 = time = [0,160]
flag = RoundNotOver
[State 181, 3]
type = ChangeState
trigger1 = MatchOver && Time = 157    ;不要time的话，胜利后没有胜利时摆的pose，直接进入winpose
value = 189
;=====================================================
[Statedef 189]
type = S
ctrl = 0
velset = 0,0,0

[state 189, no]
type = assertspecial
trigger1 = 1
flag  = NoFG                         ;去掉标志
flag2 = NoBarDisplay                 ;去掉血条和能量条

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

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

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

[State 189 , 0]
type = Explod
trigger1 = time = 0
anim = F41024                        ;这里是读取人物winpose的portrait, 不加F, 表示读取的是人物内部的spr
pos = 160,26
sprpriority = 8
postype = left
removetime = -1

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

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 240, 4]
type = Explod
trigger1 = AnimElem = 27
anim = 191
postype = p1
pos = 0,0
sprpriority = 4

[State 240, 4]
type = Explod
trigger1 = AnimElem = 64
anim = 192
postype = p1
pos = 0,0
sprpriority = -1

[State 191, 1]
type = playsnd
trigger1 = animelem = 11
value = S0,0
channel = 0

[State 191, 1]
type = playsnd
trigger1 = animelem = 28
value = S0,1

[State 191, 1]
type = playsnd
trigger1 = animelem = 28
value = S0,8

[State 191, 2]
type = AssertSpecial
trigger1 = time = [0,450]
flag = Intro

[State 191, 3]
type = stopsnd
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
trigger4 = command = "x"
trigger5 = command = "y"
trigger6 = command = "x"
trigger7 = command = "start"
channel = 0

[State 191, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0

;---------------------------------------------------------------------------
[Statedef 192]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 191, 2]
type = AssertSpecial
trigger1 = 1;time = [0,300]
flag = Intro

[State 191, 3]
type = stopsnd
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
trigger4 = command = "x"
trigger5 = command = "y"
trigger6 = command = "x"
trigger7 = command = "start"
channel = 0

[State 191, 1]
type = playsnd
trigger1 = time = 20
value = S0,35
channel = 0

[State 191, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0

;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

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

;---------------------------------------------------------------------------
[Statedef 105];僶僢僋僗僥僢僾
type = S
physics = S
anim = 105
velset = 0
ctrl = 0

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 170, 1]
type = NotHitBy
trigger1 = 1
trigger1 = var(5) = 1
value = SCA,AA,AP,AT
time = 2

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

[Statedef 106]
type = A
physics = N
anim = 106
ctrl = 0

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 170, 1]
type = NotHitBy
trigger1 = 1
trigger1 = var(5) = 1
value = SCA,AA,AP,AT
time = 2



[State -3, 5]
type = PlaySnd
trigger1 = Time = 0
value = S0,23

[State 106, 0]
type = VelSet
trigger1 = var(5) = 0
trigger1 = Time = 0
x = - 8
y = -2.7

[State 106, 0]
type = VelSet
trigger1 = var(5) = 1
trigger1 = Time = 0
x = -8
y = -3

[State 106, 1]
type = VelAdd
trigger1 = Time > 0
x = .3
y = .45

[State 106, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 107

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

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 107, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 107, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
[Statedef 5201];僟僂儞夞旔
type = S
physics = N
movetype = I
anim = 5200
ctrl = 0
velset = -2,0

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 5201,3]
type = PosSet
trigger1 = 1
y = 0

[State 5201,4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State 5201,5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 200];庛僷儞僠
type    = S
movetype= A
physics = S
juggle  = 15
velset = 0,0
ctrl = 0
anim = 200
poweradd = 0
sprpriority = 2

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 50, 0
animtype  = Medium
guardflag = M
hitflag = MA
priority = 3, Hit
pausetime = 5, 6
sparkno = S500
guard.sparkno = S505
sparkxy = -10, -76
hitsound = S0,15
guardsound = S0,24
ground.type = High
ground.slidetime = 5
ground.hittime  = 4
ground.velocity = -5
airguard.velocity = -5,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
air.fall = 1
air.juggle  = 15

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,13

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

;---------------------------------------------------------------------------
[Statedef 210];嫮僷儞僠
type    = S
movetype= A
physics = S
juggle  = 15
poweradd = 10
ctrl = 0
velset = 0,0
anim = 201
sprpriority = -1

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 1
value = S0,13

[State 240, 4]
type = Explod
trigger1 = AnimElem = 6
anim = 1002
postype = p1
pos = 60,-77
sprpriority = 4
ownpal = 1
removeongethit = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
animtype  = hard
damage    = 82,9
guardflag = M
hitflag = MA
pausetime = 8,13
sparkxy = -10,-70
hitsound   = S0,17
guardsound = S0,24
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -13
air.velocity = -6,-4
sparkno = S501
guard.sparkno = S506
air.fall = 1
air.juggle  = 15

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

;---------------------------------------------------------------------------
[Statedef 230];庛僉僢僋
type    = S
movetype= A
physics = S
juggle  = 15
poweradd = 0
ctrl = 0
velset = 0,0
anim = 210
sprpriority = 2

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,14

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 211
postype = p1
pos = 0,0
sprpriority = 4
ownpal = 1
removeongethit = 1

[State 230, 2]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = Medium
damage    = 60,10
guardflag = M
hitflag = MA
pausetime = 12,12
sparkno = S1055
guard.sparkno = S506
sparkxy = -7,-75
hitsound   = S0,16
guardsound = S0,24
ground.type = high
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -8
air.velocity = -2.5,-3.5
air.fall = 1
air.juggle  = 15

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

;---------------------------------------------------------------------------
[Statedef 240];嫮僉僢僋
type    = S
movetype= A
physics = S
juggle  = 15
poweradd = 10
ctrl = 0
velset = 0,0
anim = 212
sprpriority = 2

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999


[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,14

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 211
postype = p1
pos = 0,0
sprpriority = 4
ownpal = 1
removeongethit = 1

[State 240, 2]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
animtype  = hard
damage    = 80,0
guardflag = M
hitflag = MA
pausetime = 9,9
sparkno = S1056
guard.sparkno = S505
sparkxy = -7,-75
hitsound   = S0,18
guardsound = S0,24
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4,-5
air.velocity = -3,-3.2
fall = 1
fall.recover = 0
air.juggle  = 15

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

;---------------------------------------------------------------------------
[Statedef 500];傆偭旘偽偟
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 220
sprpriority = 2
juggle = 15
poweradd = IfElse((prevstateno = 150 || prevstateno = 152),-500,30)

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 240, 4]
type = Explod
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
anim = 2005
postype = p1
pos = 0,-78
sprpriority = 4
ownpal = 1

[State 840,0]
type = envcolor
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
time = 2
value = 255,255,255

[State 820, 1]
type = notHitBy
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
value = SCA, AA, AP
time = 10

[State 820, 2]
type = Pause
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
time = 6
movetime = 6

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 1
value = S0,14

[State 240, 4]
type = Explod
trigger1 = AnimElem = 5
anim = 1002
postype = p1
pos = 40,-80
sprpriority = 4
ownpal = 1
removeongethit = 1

[State 240, 2]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
animtype = Diag;Up
damage = IfElse((prevstateno = 150 || prevstateno = 152),35,110),15
guardflag = M
pausetime = 0,6
sparkno = S502
guard.sparkno = S506
sparkxy = -10,-60
hitsound   = S0,12
guardsound = S0,24
ground.type = low
ground.slidetime = 19
ground.hittime  = 19
guard.velocity = -15
ground.velocity = -5.5,-7
air.velocity = -5,-6
fall = 1
fall.recover = 0
air.juggle  = 15

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

-----------------
;Jump Light Punch
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 15
poweradd= 11
ctrl = 0
anim = 600
sprpriority = 2

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0,13

[State 600, 2]
type = HitDef
trigger1 = animelem = 1
attr = A, NA
damage    = 40
guardflag = HA
priority = 3
pausetime = 9,10
sparkno = S500
guard.sparkno = S505
sparkxy = -10,-58
hitsound   = S0,15
guardsound = S0,24
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3
air.juggle  = 15

;---------------------------------------------------------------------------
;Jump Strong Punch
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 15
poweradd= 65
ctrl = 0
anim = 600
sprpriority = 2

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,13

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 72,0
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = S501
guard.sparkno = S506
sparkxy = -10,-55
hitsound   = S0,17
guardsound = S0,24
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4
air.juggle  = 15

;---------------------------------------------------------------------------
;Jump Light Kick
; CNS difficulty: easy
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 15
poweradd= 20
ctrl = 0
anim = 600
sprpriority = 2

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0, 14

[State 630, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 45
guardflag = HA
priority = 3
pausetime = 9,10
sparkno = S500
guard.sparkno = S505
sparkxy = -5,-35
hitsound   = S0,16
guardsound = S0,24
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3
air.juggle  = 15

;---------------------------------------------------------------------------
;Jump Strong Kick
; CNS difficulty: easy
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 15
poweradd= 65
ctrl = 0
anim = 600
sprpriority = 2

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,14

[State 640, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 70,0
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = S501
guard.sparkno = S506
sparkxy = -10,-40
hitsound   = S0,18
guardsound = S0,24
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-4
air.juggle  = 15

;---------------------------------------------------------------------------
[Statedef 510];僕儍儞僾傆偭旘偽偟
type    = A
movetype= A
physics = A
juggle  = 15
poweradd= 65
ctrl = 0
anim = 650
sprpriority = 2

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0, 14

[State 240, 4]
type = Explod
trigger1 = AnimElem = 2
anim = 1002
postype = p1
pos = 40,-65
sprpriority = 4
ownpal = 1
removeongethit = 1

[State 640, 3]
type = HitDef
trigger1 = animelem = 2
attr = A, NA
animtype = DiagUp
damage    = 110,10
guardflag = H
priority = 4
pausetime = 12,12
sparkno = S502
guard.sparkno = S506
sparkxy = -10,-40
hitsound   = S0,12
guardsound = S0,24
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5,-7
air.velocity = -3,-6
fall = 1
fall.recover = 0
air.juggle  = 15

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

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 1000, 1]
type = PlaySnd
trigger1 = animelem = 6
value = S0,9

[State 240, 4]
type = null;Explod
trigger1 = AnimElem = 6
anim = 1002
postype = p1
pos = 35,-105
sprpriority = 4
ownpal = 1

[State 240, 4]
type = posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
trigger4 = animelem = 12
x = -4

[State 4100,1]
type = Helper
trigger1 = Animelem = 9
ID = 1000
name = "black"
postype = p1
pos = 70,-105
sprpriority = 2
stateno = 1001
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 191, 1]
type = envcolor
trigger1 = projhit = 1
value = 255,255,255
time = 1
;persistent = 0
ignorehitpause = 1
under = -1

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = 1
projremove = 0
Projremovetime = 2
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 999999999
projanim = 2248
offset = 0,0;35,-105
velocity = 0,0
attr = S, SP

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 6
projpriority = 999999999
projremove = 0
Projremovetime = 25
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 5
projanim = 1003
offset = 35,-105
velocity = 0,0
attr = S, SP
damage   = 100,10
animtype = Hard
hitflag = MA
guardflag = M
sparkno = S501
guard.sparkno = S506
sparkxy = 0,20
hitsound = S0,17
guardsound = S0,25
pausetime = 0,8
guard.pausetime = 0,12
ground.type = High
ground.slidetime = 33
ground.hittime  = 30
guard.hittime = 15
ground.velocity = -9
air.velocity = -4,-4
air.fall = 1
fall.recover = 0
getpower = 100,70

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

[Statedef 1001];旘傃摴嬶僿儖僷乕1
type    = S
movetype= A
physics = S
juggle  = 15
velset = 0,0
anim = 1004
ctrl = 0
sprpriority = 2

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 240, 4]
type = varset
trigger1 = time = 0
var(11) = 0

[State 240, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(11) = 130

[State 240, 4]
type = varset
trigger1 = 1
trigger1 = P2statetype != C
var(11) = -150 - (-150 - floor(p2bodydist y))

[State 191, 1]
type = envcolor
trigger1 = projhit = 1
value = 255,255,255
time = 1
;persistent = 0
ignorehitpause = 1
under = -1

[State 181, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 4100,1]
type = Helper
trigger1 = Animelem = 3
ID = 1000
name = "black"
postype = p1
pos = 30,0
sprpriority = 2
stateno = 1001
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 191, 1]
type = null;playsnd
trigger1 = projhit = 1
trigger1 = p2life = 0
value = S0,31

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = 1
projremove = 0
Projremovetime = 2
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 999999999
projanim = 2246
offset = 0,0;35,-105
velocity = 0,0
attr = S, SP

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = time = 0
projremove = 0
Projremovetime = 11
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 999999999
projanim = 1001
offset = 0,0;35,-105
velocity = 0,0
attr = S, SP
damage   = 33,10
animtype = Hard
hitflag = MAF
guardflag = M
sparkno = S502
guard.sparkno = S506
sparkxy = 0,-70 + var(11)
hitsound = S0,17
guardsound = S0,25
pausetime = 0,13
guard.pausetime = 0,12
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -8.5
air.velocity = -4,-3
air.fall = 1
fall.recover = 0
getpower = 100,70
air.juggle = 3

[State 821, 4]
type = destroyself
trigger1 = animtime = 0
trigger2 = FrontEdgeBodyDist < -20

;---------------------------------------------------------------------------
[Statedef 810];C搳偘
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
animtype  = Up
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 811
p2stateno = 812
guard.dist = 0
fall = 1
fall.recover = 0

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 210

[Statedef 815];D搳偘
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
animtype  = Up
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 816;1
p2stateno = 812
guard.dist = 0
fall = 1
fall.recover = 0

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 240

[Statedef 816];
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 900
sprpriority = 2

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

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

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 42, 0

[State 701, 1]
type = Width
trigger1 = time = 0
edge = 60,0

[State 840, 1]
type = Velset
trigger1 = animelem = 6, >= 0
trigger1 = animelem = 7, <= 0
x = 6.2

[State 840, 1]
type = Velset
trigger1 = animelem = 7, = 1
x = 0

[State 840, 1]
type = turn
trigger1 = animelem = 7, = 1
x = 0

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 817

[Statedef 817]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 60
sprpriority = 2

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 6,= 2
trigger1 = p2life != 0
value = S0,20

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 6,= 2
trigger1 = p2life = 0
value = S0,31

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 6,= 2
trigger1 = p2life = 0
value = S0,31

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 42, 0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 2
pos = 42, -13

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 3
pos = 42, -23

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 4
pos = 42, -36

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 5
pos = 42, -48

[State 810, Bind 1]
type = TargetState
trigger1 = AnimElem = 6
value = 818

[State 820, 1]
type = targetlifeadd
trigger1 = AnimElem = 6
value = -150

[State 701, 1]
type = playsnd
trigger1 = AnimElem = 17
value = S0,13

[State 191, 1]
type = envcolor
trigger1 = AnimElem = 6
value = 255,0,0
time = 1
persistent = 0
ignorehitpause = 1
under = -1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 6
anim = 504
postype = p1
pos = 50,-120
sprpriority = 6
ownpal = 1

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

[Statedef 818]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = 3,-6

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 5050, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 813

[State 821, 1]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
[Statedef 811]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 60
sprpriority = 2

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 6,= 2
trigger1 = p2life != 0
value = S0,20

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 6,= 2
trigger1 = p2life = 0
value = S0,31

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 6,= 2
trigger1 = p2life = 0
value = S0,31

[State 701, 1]
type = Width
trigger1 = 1
edge = 50,0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 42, 0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 2
pos = 42, -13

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 3
pos = 42, -23

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 4
pos = 42, -36

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 5
pos = 42, -48

[State 810, Bind 1]
type = TargetState
trigger1 = AnimElem = 6
value = 813

[State 820, 1]
type = targetlifeadd
trigger1 = AnimElem = 6
value = -150

[State 701, 1]
type = playsnd
trigger1 = AnimElem = 17
value = S0,13

[State 191, 1]
type = envcolor
trigger1 = AnimElem = 6
value = 255,0,0
time = 1
persistent = 0
ignorehitpause = 1
under = -1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 6
anim = 504
postype = p1
pos = 50,-120
sprpriority = 6
ownpal = 1

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

;---------------------------------------------------------------------------
[Statedef 812]
type    = A
movetype= H
physics = N
velset = 0,0
;anim = 811
sprpriority = -1

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 821, 4]
type = SelfState
trigger1 = enemy,movetype = H
value = 5300

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 5050, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 811

[Statedef 813]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = -3,-6

[State 5050, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 813

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 821, 1]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

[Statedef 814]
type    = A
movetype= H
physics = N
sprpriority = 4
velset = -3,-6

[State 5050, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 814

[State 821, 1]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;-------------------------------------------------------------
[Statedef 900];嬞媫夞旔慜
type = S
movetype = I
physics = S
anim = 900
velset = 0,0
ctrl = 0
sprpriority = 1
poweradd = IfElse((prevstateno = 150 || prevstateno = 152),-500,0)

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 240, 4]
type = Explod
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
anim = 2005
postype = p1
pos = 0,-78
sprpriority = 4

[State 840,0]
type = PlayerPush
trigger1=Time >= 0
value = 0

[State 840,0]
type = envcolor
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
time = 2
value = 255,255,255

[State 820, 1]
type = notHitBy
trigger1 = Time = 0
value = SCA, AA, AP
time = 20

[State 820, 1]
type = HitBy
trigger1 = Time = 0
value = SCA, AT
time = 20

[State 820, 2]
type = Pause
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
time = 6
movetime = 6

[State 840, 1]
type = SprPriority
Trigger1 = Time = 0
value = -1

[State 840, 1]
type = Velset
trigger1 = animelem = 6, >= 0
trigger1 = animelem = 7, <= 0
x = 6.2

[State 840, 1]
type = Velset
trigger1 = animelem = 7, = 1
x = 0

[State 840, 4]
type = null;PlaySnd
trigger1 = Time = 2
value = S0,52

[State 840, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------
[Statedef 910];嬞媫夞旔屻
type = S
movetype = I
physics = S
anim = 900
velset = 0,0
ctrl = 0
sprpriority = 1
poweradd = IfElse((prevstateno = 150 || prevstateno = 152),-500,0)

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 240, 4]
type = Explod
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
anim = 2005
postype = p1
pos = 0,-78
sprpriority = 4

[State 840,0]
type = PlayerPush
trigger1=Time >= 0
value = 0

[State 840,0]
type = envcolor
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
time = 2
value = 255,255,255

[State 820, 1]
type = notHitBy
trigger1 = Time = 0
value = SCA, AA, AP
time = 20

[State 820, 1]
type = HitBy
trigger1 = Time = 0
value = SCA, AT
time = 20

[State 820, 2]
type = Pause
trigger1 = Time = 0 && (prevstateno = 150 || prevstateno = 152)
time = 6
movetime = 6

[State 840, 1]
type = SprPriority
Trigger1 = Time = 0
value = -1

[State 840, 1]
type = Velset
trigger1 = animelem = 6, >= 0
trigger1 = animelem = 7, <= 0
x = -7.4

[State 840, 1]
type = Velset
trigger1 = animelem = 7, = 1
x = 0

[State 840, 4]
type = null;PlaySnd
trigger1 = Time = 2
value = S0,52

[State 840, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------
[Statedef 1030];僶儕傾拞抜
type    = S
movetype= A
physics = S
juggle  = 15
poweradd = 65
ctrl = 0
velset = 0,0
anim = 1100
sprpriority = 2

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 240, 4]
type = null;Explod
trigger1 = movehit = 1
anim = 1102
postype = p1
pos = 60,-95
sprpriority = 6
ownpal = 1
persistent = 0

[State 4100,1]
type = Helper
trigger1 = movecontact = 1 && p2stateno = 1032
trigger2 = movecontact = 1 && numhelper(1030) = 0
ID = 1030
name = "kagami"
postype = p1
pos = 52,-100
sprpriority = 2
stateno = 1033
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 200, 1]
type = HitDef
trigger1 = 1
trigger1 = movecontact = 0
attr = S, SA
getpower = 30,10
damage = 0, 0
animtype = hard
guardflag = M
hitflag = MA
priority = 3, Miss
pausetime = 0, 3
guard.pausetime = 0, 20
sparkno = S501
guard.sparkno = S506
sparkxy = -10, -70
hitsound = S0,17
guardsound = S0,25
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0
air.type = High
air.velocity = 0
air.hittime = 0
guard.velocity = -8
air.fall = 1
p2facing = 1
p2stateno = 1035;2
air.juggle  = 15

[State 240, 4]
type = posfreeze
trigger1 = 1
trigger1 = movehit = 1
value = 1
time = 2
ignorehitpause = 1

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

;-------------------------------------------------------------
[Statedef 1031];僶儕傾忋抜
type    = S
movetype= A
physics = S
juggle  = 15
poweradd = 65
ctrl = 0
velset = 0,0
anim = 1101
sprpriority = 2

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 240, 4]
type = posfreeze
trigger1 = 1
trigger1 = movehit = 1
value = 1
ignorehitpause = 1

[State 240, 4]
type = null;Explod
trigger1 = animelem = 5
anim = 1103
postype = p1
pos = 35,-68
sprpriority = 4
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = movecontact = 1 && p2stateno = 1032
trigger2 = movecontact = 1 && numhelper(1031) = 0
ID = 1031
name = "kagami2"
postype = p1
pos = 27,-156
sprpriority = 2
stateno = 1034
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 200, 1]
type = HitDef
trigger1 = 1
trigger1 = movecontact = 0
attr = S, SA
getpower = 30,10
damage = 0, 0
animtype = hard
guardflag = M
hitflag = MA
priority = 3, Miss
pausetime = 2, 3
sparkno = S501
guard.sparkno = S506
sparkxy = -10, -150
hitsound = S0,17
guardsound = S0,25
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = 0
air.type = High
air.velocity = 0
air.hittime = 12
guard.velocity = -10
air.fall = 1
p2facing = 1
p2stateno = 1035
air.juggle  = 15

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

[Statedef 1032];憡庤
type    = A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = -1
movetype = H

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 821, 4]
type = changeanim2
trigger1 = time = 0
value = 1104

[State 106, 1]
type = Velset
trigger1 = Time = [35,40];55]
y = -4
x = -3

[State 106, 1]
type = VelAdd
trigger1 = Time = [35,45]
y = -6

[State 106, 1]
type = VelAdd
trigger1 = Time = [32,44]
x = -9;8.3

[State 106, 1]
type = null;VelAdd
trigger1 = Time = [37,42]
y = -9
x = -9

[State 106, 1]
type = VelAdd
trigger1 = Time > 36
y = .9;7

[State 106, 1]
type = VelAdd
trigger1 = Time > 40
x = .09;5

[State 821, 4]
type = lifeadd
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = Time >= 40
value = -200

[State 821, 4]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = Time >= 40
value = 5100

[Statedef 1035];憡庤2
type    = A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = -1
movetype = H

[State 821, 4]
type = changeanim2
trigger1 = time = 0
value = 1104

[State 106, 1]
type = Velset
trigger1 = Time = [35,40]
y = -14
x = -16

[State 106, 1]
type = Velset
trigger1 = Time = 41
y = -7
x = -5

[State 106, 1]
type = Velset
trigger1 = Time = 43
y = -4
x = -3

[State 106, 1]
type = VelAdd
trigger1 = Time > 45
y = .54

[State 106, 1]
type = VelAdd
trigger1 = Time > 45
x = .02

[State 821, 4]
type = lifeadd
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = Time >= 40
value = -200

[State 821, 4]
type = selfstate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = Time >= 40
value = 5100

[Statedef 1033];嬀拞抜僿儖僷乕
type    = A
physics = N
poweradd = 0
ctrl = 0
anim = 1102
velset = 0,0
sprpriority = 5

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 240, 4]
type = playsnd
trigger1 = Animelem = 3
value = S0,10

[State 821, 4]
type = destroyself
trigger1 = animtime = 0

[Statedef 1034];嬀拞抜僿儖僷乕
type    = A
physics = N
poweradd = 0
ctrl = 0
anim = 1103
velset = 0,0
sprpriority = 5

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 240, 4]
type = playsnd
trigger1 = Animelem = 3
value = S0,10

[State 821, 4]
type = destroyself
trigger1 = animtime = 0

;-------------------------------------------------------------
[Statedef 1200];棊棆x
type    = S
movetype= A
physics = S
juggle  = 15
poweradd= 65
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 1

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 240, 4]
type = envshake
trigger1 = AnimElem = 6
time = 15

[State 240, 4]
type = playsnd
trigger1 = Animelem = 6
value = S0,11

[State 191, 1]
type = envcolor
trigger1 = AnimElem = 6
value = 255,255,255
time = 1
persistent = 0
ignorehitpause = 1
under = -1


[State 1034, 2]
type = Projectile
projID = 1200
trigger1 = animelem = 6
projremove = 0
Projremovetime = 33
projhits = 1
projremanim = -1
projhitanim = -1
;projmisstime = 2
projpriority = 9999999999
;projremove = 1344
projanim = 2247
offset = 42,0
velocity = 0,0
attr = S, SP
damage   = 140,10
animtype = Up
hitflag = MA
guardflag = M
sparkno = -1
guard.sparkno = S506
sparkxy = 30,0
hitsound = S0,12
guardsound = S0,25
pausetime = 0,15
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -3,-7
air.velocity = -3,-5
fall = 1
fall.recover = 0
juggle = 15

[State 1034, 2]
type = Projectile
projID = 1200
trigger1 = animelem = 6
projremove = 0
Projremovetime = 33
projhits = 1
projremanim = -1
projhitanim = -1
;projmisstime = 2
projpriority = 9999999999
;projremove = 1344
projanim = 1201
offset = 42,0
velocity = 0,0
attr = S, SP
damage   = 140,10
animtype = Up
hitflag = MA
guardflag = M
sparkno = -1
guard.sparkno = S506
sparkxy = 30,0
hitsound = S0,12
guardsound = S0,25
pausetime = 0,15
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -3,-7
air.velocity = -3,-5
fall = 1
fall.recover = 0
juggle = 15

[State 240, 4]
type = Explod
trigger1 = projhit = 1
anim = 502
postype = p2
pos = 0,-60
sprpriority = 4
ownpal = 1

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

[Statedef 1201];棊棆a
type    = S
movetype= A
physics = S
juggle  = 15
poweradd= 65
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 1

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 191, 1]
type = envcolor
trigger1 = AnimElem = 6
value = 255,255,255
time = 1
persistent = 0
ignorehitpause = 1
under = -1

[State 240, 4]
type = envshake
trigger1 = AnimElem = 6
time = 15

[State 240, 4]
type = playsnd
trigger1 = Animelem = 6
value = S0,11

[State 1034, 2]
type = Projectile
projID = 1200
trigger1 = animelem = 6
projremove = 0
Projremovetime = 33
projhits = 1
projremanim = -1
projhitanim = -1
;projmisstime = 2
projpriority = 9999999999
;projremove = 1344
projanim = 2247
offset = 42,0
velocity = 0,0
attr = S, SP
damage   = 140,10
animtype = Up
hitflag = MA
guardflag = M
sparkno = -1
guard.sparkno = S506
sparkxy = 30,0
hitsound = S0,12
guardsound = S0,25
pausetime = 0,15
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -3,-7
air.velocity = -3,-5
fall = 1
fall.recover = 0
juggle = 15

[State 1034, 2]
type = Projectile
projID = 1200
trigger1 = animelem = 6
projremove = 0
Projremovetime = 33
projhits = 1
projremanim = -1
projhitanim = -1
;projmisstime = 2
projpriority = 9999999999
;projremove = 1344
projanim = 1201
offset = 92,0
velocity = 0,0
attr = S, SP
damage   = 140,10
animtype = Up
hitflag = MA
guardflag = M
sparkno = -1
guard.sparkno = S506
sparkxy = 30,0
hitsound = S0,12
guardsound = S0,25
pausetime = 0,15
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -3,-7
air.velocity = -3,-5
fall = 1
fall.recover = 0
air.juggle = 15

[State 240, 4]
type = Explod
trigger1 = projhit = 1
anim = 502
postype = p2
pos = 0,-60
sprpriority = 4
ownpal = 1

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

[Statedef 1202];棊棆y
type    = S
movetype= A
physics = S
juggle  = 15
poweradd= 65
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 1

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 191, 1]
type = envcolor
trigger1 = AnimElem = 6
value = 255,255,255
time = 1
persistent = 0
ignorehitpause = 1
under = -1

[State 240, 4]
type = envshake
trigger1 = AnimElem = 6
time = 15

[State 240, 4]
type = playsnd
trigger1 = Animelem = 6
value = S0,11

[State 240, 4]
type = Explod
trigger1 = projhit = 1
anim = 502
postype = p2
pos = 0,-60
sprpriority = 4
ownpal = 1

[State 1034, 2]
type = Projectile
projID = 1200
trigger1 = animelem = 6
projremove = 0
Projremovetime = 33
projhits = 1
projremanim = -1
projhitanim = -1
;projmisstime = 2
projpriority = 9999999999
;projremove = 1344
projanim = 2247
offset = 42,0
velocity = 0,0
attr = S, SP
damage   = 140,10
animtype = Up
hitflag = MA
guardflag = M
sparkno = -1
guard.sparkno = S506
sparkxy = 30,0
hitsound = S0,12
guardsound = S0,25
pausetime = 0,15
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -3,-7
air.velocity = -3,-5
fall = 1
fall.recover = 0
juggle = 15

[State 1034, 2]
type = Projectile
projID = 1200
trigger1 = animelem = 6
projremove = 0
Projremovetime = 33
projhits = 1
projremanim = -1
projhitanim = -1
;projmisstime = 2
projpriority = 9999999999
;projremove = 1344
projanim = 1201
offset = 142,0
velocity = 0,0
attr = S, SP
damage   = 140,10
animtype = Up
hitflag = MA
guardflag = M
sparkno = -1
guard.sparkno = S506
sparkxy = 30,0
hitsound = S0,12
guardsound = S0,25
pausetime = 0,15
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -3,-7
air.velocity = -3,-5
fall = 1
fall.recover = 0
air.juggle = 15

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

[Statedef 1203];棊棆b
type    = S
movetype= A
physics = S
juggle  = 15
poweradd= 65
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 1

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 191, 1]
type = envcolor
trigger1 = AnimElem = 6
value = 255,255,255
time = 1
persistent = 0
ignorehitpause = 1
under = -1

[State 240, 4]
type = envshake
trigger1 = AnimElem = 6
time = 15

[State 240, 4]
type = playsnd
trigger1 = Animelem = 6
value = S0,11

[State 240, 4]
type = Explod
trigger1 = projhit = 1
anim = 502
postype = p2
pos = 0,-60
sprpriority = 4
ownpal = 1

[State 1034, 2]
type = Projectile
projID = 1200
trigger1 = animelem = 6
projremove = 0
Projremovetime = 33
projhits = 1
projremanim = -1
projhitanim = -1
;projmisstime = 2
projpriority = 9999999999
;projremove = 1344
projanim = 2247
offset = 42,0
velocity = 0,0
attr = S, SP
damage   = 140,10
animtype = Up
hitflag = MA
guardflag = M
sparkno = -1
guard.sparkno = S506
sparkxy = 30,0
hitsound = S0,12
guardsound = S0,25
pausetime = 0,15
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -3,-7
air.velocity = -3,-5
fall = 1
fall.recover = 0
juggle = 15

[State 1034, 2]
type = Projectile
projID = 1200
trigger1 = animelem = 6
projremove = 0
Projremovetime = 33
projhits = 1
projremanim = -1
projhitanim = -1
projpriority = 9999999999
projanim = 1201
offset = 192,0
velocity = 0,0
attr = S, SP
damage   = 140,10
animtype = Up
hitflag = MA
guardflag = M
sparkno = -1
guard.sparkno = S506
sparkxy = 30,0
hitsound = S0,12
guardsound = S0,25
pausetime = 0,15
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
guard.hittime = 15
ground.velocity = -3,-7
air.velocity = -3,-5
fall = 1
fall.recover = 0
air.juggle = 15

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

;-------------------------------------------------------------
[Statedef 1040];旘傃摴嬶挼偹曉偟
type    = S
movetype= A
physics = S
juggle  = 15
poweradd= 65
ctrl = 0
velset = 0,0
anim = 1050
sprpriority = 1

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 4100,1]
type = Helper
trigger1 = time = 0
ID = 1042
name = "hantei"
postype = p1
pos = 50,0
sprpriority = 2
stateno = 1042
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

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

[Statedef 1041];僿儖僷乕
type    = S
movetype= A
physics = S
juggle  = 15
poweradd = 0
ctrl = 0
velset = 0,0
anim = 1051
sprpriority = 2

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 821, 4]
type = posadd
trigger1 = time = 0
y = -82

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 4
value = S0,26

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 17
value = S0,27

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 17
projremove = 1
Projremovetime = -1;60
Projedgebound = 50
projhits = 1
projremanim = 1053
projhitanim = 1053
;projmisstime = 2
projpriority = 5
Projepriority = 5
;projremove = 1344
projanim = 1052
offset = 0,0
velocity = 6,0
attr = S, SP
damage   = 130,30
animtype = DiagUp
hitflag = MAF
guardflag = M
sparkno = S502
guard.sparkno = S506
sparkxy = 6,0
hitsound = S0,12
guardsound = S0,25
pausetime = 0,9
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
guard.hittime = 15
ground.velocity = -5,-7
air.velocity = -4,-5
fall = 1
fall.recover = 0
getpower = 100,70
air.juggle  = 15

[State 240, 4]
type = destroyself
trigger1 = AnimTime = 0

[Statedef 1042]
type    = S
movetype= A
physics = N
velset = 0,0
anim = 1054
sprpriority = 5

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

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

[State 170, 1]
type = HitBy
trigger1 = 1
value = SCA,AP
time = 1

[State 820, 1]
type = hitoverride
Trigger1 = 1
time = 2
attr = SCA,AP
stateno = 1041
ignorehitpause = 1

[State 240, 4]
type = destroyself
trigger1 = animTime = 0

;--------------------------------------------------------
;--------------------------------------------------------
[Statedef 2000];柍偵娨傠偆
type    = S
movetype= A
physics = S
poweradd = -1000
ctrl = 0
velset = 0,0
anim = 2000
sprpriority = 2

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 240, 4]
type = varset
triggerall = prevstateno = [200,500]
triggerall = enemy,hitfall = 1
trigger1 = Time = 0
var(20) = 1

[State 240, 4]
type = varrandom
trigger1 = Time = 0
v = 1
range = 1,3

[State 240, 4]
type = envcolor
trigger1 = Time = 0
time = 3
value = 255,255,255
under = -1

[State 240, 4]
type = envcolor
trigger1 = Time = [3,35]
time = 2
value = 0,0,0
under = -1

;[State 3100,AssertSpecial]
;type = AssertSpecial
;trigger1 = Time = [3,35]
;flag = NoFG
;flag2 = NoBG
;ignorehitpause = 1

[state 190]
type = superpause
trigger1 = time = 0
time = 25
movetime = 25
anim = -1
darken = 0
unhittable = 1
sound = S0,29

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
trigger1 = var(1) = [1,2]
value = S0,6

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = F102   ;2004
postype = p1
pos = 0,-130
sprpriority = -1
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 12
anim = F102   ;2006
postype = p1
pos = 0,-130
sprpriority = 5
supermove = 1
ownpal = 1

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

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 2001

[Statedef 2001];峌寕
type    = S
movetype= I
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2001
sprpriority = 2

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 170, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AP,AT
time = 5

[State 240, 4]
type = envcolor
trigger1 = time = [0,16]
time = 1
value = 0,0,0
ignorehitpause = 1
under = -1

[State 240, 4]
type = envcolor
trigger1 = time = [17,90]
trigger1 = 1
time = 2
;time = 50
value = 255,255,255
ignorehitpause = 1
under = -1

[State 240, 4]
type = envcolor
trigger1 = time >= 90
trigger1 = 1
time = 1
value = 0,0,0
ignorehitpause = 1
under = -1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
value = S0,7

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
value = S0,28
channel = 0

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
value = S0,28
channel = 0

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoFG
ignorehitpause = 1

[State 4100,1]
type = Helper
trigger1 = time = 0
ID = 2000
name = "kougeki"
postype = back
pos = 0,0
sprpriority = 2
stateno = 2004
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 0
ID = 2001
name = "center"
postype = back
pos = 160,0
sprpriority = 2
stateno = 2006
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 2003
scale = 1.12,1.12;1.14,1.14
id = 2003
postype = back
pos = -17,-10
sprpriority = -1
supermove = 1
ownpal = 1
removeongethit = 1
bindtime = -1

[State 240, 4]
type = RemoveExplod
trigger1 = p2life = 0
trigger2 = movetype = H
id = 2003

[State 240, 4]
type = ChangeState
trigger1 = Time = 90;100
trigger2 = p2life = 0
value = 2003

[Statedef 2003];廔椆
type    = S
movetype= I
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2002
sprpriority = 2

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoFG
ignorehitpause = 1

[State 240, 4]
type = varset
trigger1 = Time = 0
var(20) = 0

[State 821, 4]
type = stopsnd
trigger1 = p2life = 0
channel = 0

[State 240, 4]
type = envcolor
trigger1 = time = 0
time = 14
value = 0,0,0
ignorehitpause = 1
under = -1

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

[Statedef 2004];峌寕僿儖僷乕
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2007
sprpriority = 2
juggle  = 15

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 2, >= 0
trigger1 = 1
projremove = 0
Projremovetime = 2
projhits = 0
projremanim = -1
projpriority = 999999999
projanim = 2009
offset = 0,0;35,-105
velocity = 0,0
attr = S, SP

[State 191, 1]
type = playsnd
trigger1 = p2life = 0
trigger1 = movehit = 1
value = S0,31
persistent = 0

[State 191, 1]
type = playsnd
trigger1 = p2life = 0
trigger1 = movehit = 1
value = S0,31
persistent = 0

[State 840,0]
type = PlayerPush
trigger1 = 1
value = 0

[State 810, Bind 1]
type = bindtoroot
trigger1 = 1
pos = 0,0

[State 240, 2]
type = HitDef
triggerall = parent,var(20) != 1
trigger1 = animelem = 2, = 0
attr = S, HP
animtype  = hard
damage    = 100,10
guardflag = M
hitflag = MAF
pausetime = 0,2
guard.pausetime = 0,0
sparkno = S502
guard.sparkno = S506
sparkxy = -15,-85 + var(11)
hitsound   = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = IfElse(p2life <= 10,-6,0),IfElse(p2life <= 10,-6,0)
air.velocity = -8,-8
air.fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
givepower = 60,50
guard.hittime = 15
guard.ctrltime = 8
air.animtype = Up
;air.juggle = 15

[State 240, 2]
type = HitDef
triggerall = parent,var(20) != 1
trigger1 = animelem = 3, = 0
trigger2 = animelem = 4, = 0
trigger3 = animelem = 5, = 0
trigger4 = animelem = 6, = 0
trigger5 = animelem = 7, = 0
trigger6 = animelem = 8, = 0
attr = S, HP
animtype  = hard
damage    = 33,10
guardflag = M
hitflag = MAF
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S502
guard.sparkno = S506
sparkxy = -15,-85 + var(11)
hitsound   = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = IfElse(p2life <= 10,-6,0),IfElse(p2life <= 10,-6,0)
air.velocity = -6,-7
air.fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
givepower = 60,50
guard.hittime = 15
guard.ctrltime = 8
air.animtype = Up
;air.juggle = 10

[State 240, 2]
type = HitDef
triggerall = parent,var(20) != 1
trigger1 = animelem = 9, = 0
attr = S, HP
animtype = DiagUp
damage    = 25,10
guardflag = M
hitflag = MAF
pausetime = 0,3
guard.pausetime = 0,0
sparkno = S502
guard.sparkno = S506
sparkxy = -15,-85 + var(11)
hitsound   = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = -6,-8
air.velocity = -5,-6
fall = 1
fall.recover = 0
getpower = 0,0
givepower = 60,50
guard.hittime = 15
guard.ctrltime = 8
;air.juggle = 10

[State 240, 4]
type = varset
trigger1 = time = 0
var(11) = 0

[State 240, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(11) = 30

[State 240, 4]
type = varset
trigger1 = 1
trigger1 = P2statetype != C
var(11) = -150 - (-150 - floor(p2bodydist y))

[State 240, 4]
type = destroyself
trigger1 = animTime = 0
trigger1 = hitshakeover = 1
trigger2 = p2life = 0
trigger3 = parent,movetype = H

[Statedef 2006];僿儖僷乕
type    = S
physics = N
movetype = A
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2108
sprpriority = -1

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 240, 2]
type = HitDef
trigger1 = animelem = 2, = 0
attr = S, HP
animtype  = hard
damage    = 50,10
guardflag = M
hitflag = M
pausetime = 0,2
guard.pausetime = 0,0
sparkno = S502
guard.sparkno = S506
sparkxy = 5,-50
hitsound   = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = 0
air.velocity = -8,-8
air.fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
givepower = 60,50
guard.hittime = 15
guard.ctrltime = 8
air.animtype = Up

[State 240, 2]
type = HitDef
trigger1 = animelem = 3, = 0
trigger2 = animelem = 4, = 0
trigger3 = animelem = 5, = 0
trigger4 = animelem = 6, = 0
trigger5 = animelem = 7, = 0
trigger6 = animelem = 8, = 0
attr = S, HP
animtype  = hard
damage    = 15,10
guardflag = M
hitflag = M
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S502
guard.sparkno = S506
sparkxy = 5,-50
hitsound   = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = 0
air.velocity = -6,-7
air.fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
givepower = 60,50
guard.hittime = 15
guard.ctrltime = 8
air.animtype = Up

[State 240, 4]
type = destroyself
trigger1 = animTime = 0
trigger1 = hitshakeover = 1
trigger2 = p2life = 0
trigger3 = parent,movetype = H

;--------------------------------------------------------
;--------------------------------------------------------
[Statedef 2100];嵃捵偟
type    = S
movetype= A
physics = S
poweradd = -2000
ctrl = 0
velset = 0,0
anim = 2100
sprpriority = 2

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

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

[State 240, 4]
type = envcolor
trigger1 = Time = 0
time = 3
value = 255,255,255
under = -1

[State 240, 4]
type = envcolor
trigger1 = Time = [3,35]
time = 2
value = 0,0,0
under = -1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [3,35]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[state 190]
type = superpause
trigger1 = time = 0
time = 25
movetime = 25
anim = -1
darken = 0
unhittable = 1
sound = S0,29

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = F102   ;2004
postype = p1
pos = 0,-130
sprpriority = -1
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 12
anim = F102   ;2006
postype = p1
pos = 0,-130
sprpriority = 5
supermove = 1
ownpal = 1

[State 170, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AP,AT
time = 37

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 2101

[Statedef 2101];媧偄崬傒
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2101
sprpriority = 2
juggle = 15

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

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

[State 240, 4]
type = envshake
trigger1 = time = [0,200]
time = 2
ampl = -2

[State 240, 4]
type = varset
trigger1 = time = 0
var(12) = 0

[State 240, 4]
type = varset
trigger1 = p2dist x < 0
var(12) = 1

[State 240, 4]
type = turn
trigger1 = p2dist x < 0
value = 1

[State 4100,1]
type = Helper
trigger1 = time = 0
ID = 2100
name = "push"
postype = p2
pos = -10,0
sprpriority = -1
supermove = 1
ownpal = 1
sprpriority = 2
stateno = 2105
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
Size.ground.back = 0
Size.ground.front = 0
Size.height = 999
Size.head.pos = 0, -999

[State 4100,1]
type = Helper
trigger1 = time = 0
;trigger1 = var(12) = 1
;trigger1 = numhelper(2100) = 0
ID = 2101
name = "push2"
postype = p2
pos = 10,0
sprpriority = -1
supermove = 1
ownpal = 1
sprpriority = 2
stateno = 2107
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
Size.ground.back = 0
Size.ground.front = 0
Size.height = 999
Size.head.pos = 0, -999

[State 800, 1]
type = HitDef
Trigger1 = 1
Trigger1 = p2movetype != H
animtype  = up
attr = S, HT
hitflag = M-
priority = 7, hit
sparkno = -1
sprpriority = 1
fall = 1
p2facing = 1
p1stateno = 2103
p2stateno = 2104
p1getp2state = 1

[State 191, 1]
type = envcolor
trigger1 = animelem = 2
trigger2 = animelem = 3
value = 255,255,255
time = 1
ignorehitpause = 1
under = -1

[State 191, 1]
type = posfreeze
trigger1 = 1
time = 2

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,30
loop = 1
channel = 0

[State 240, 4]
type = ChangeState
trigger1 = Time = 220
value = 2102

[Statedef 2102];廔椆
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2104
sprpriority = 2
juggle = 15

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

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

[State 191, 1]
type = stopsnd
trigger1 = time = 0
channel = 0

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

[Statedef 2103];僸僢僩屻
type    = S
movetype= A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2102
sprpriority = 1
juggle = 15

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

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

[State 701, 1]
type = Width
trigger1 = 1
edge = 60,0

[State 191, 1]
type = stopsnd
trigger1 = time = 0
channel = 0

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 7
value = S0,20

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 16
value = S0,5

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 19,= 2
;trigger1 = p2life != 0
value = S0,19

[State 240, 4]
type = Explod
trigger1 = AnimElem = 7
anim = 504
postype = p1
pos = 58,-80
sprpriority = 6
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 7
anim = 507
postype = p1
pos = 58,-80
sprpriority = 6
ownpal = 1

[State 240, 4]
type = envshake
trigger1 = AnimElem = 7
trigger2 = AnimElem = 19
time = 11
ampl = -9

[State 240, 4]
type = envcolor
trigger1 = AnimElem = 7
trigger2 = AnimElem = 19
value = 255,255,255
time = 2
under = -1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 7
anim = 2103
postype = p1
pos = 0,0
sprpriority = 2
ownpal = 1

[State 240, 4]
type = targetlifeadd
trigger1 = AnimElem = 7
value = -240
kill = 0

[State 240, 4]
type = targetbind
trigger1 = time = 0
postype = p1
pos = 55,0
time = 20

[State 240, 4]
type = targetbind
trigger1 = AnimElem = 7
postype = p1
pos = 55,-10

[State 240, 4]
type = targetstate
trigger1 = AnimElem = 19
value = 2109

[State 240, 4]
type = targetlifeadd
trigger1 = AnimElem = 19
value = -260

[State 240, 2]
type = NULL  ;HitDef
trigger1 = animelem = 19, = 1
attr = S, HT
animtype = DiagUp
damage = 360
getpower = 0,0
hitflag = MAF
numhits = 0
pausetime = 0,7
sparkno = -1
hitsound  = -1
ground.type = low
ground.slidetime = 9
ground.hittime  = 9
guard.velocity = -10
ground.velocity = -6,-8
guard.dist = 1
fall = 1
fall.recover = 0
hitonce = 0

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

[Statedef 2104];憡庤
type    = A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = -1
movetype = H

[State 821, 4]
type = changeanim2
trigger1 = time = 0
value = 2105

[Statedef 2106];憡庤
type    = A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = -1
movetype = H

[State 821, 4]
type = changeanim2
trigger1 = time = 0
value = 2107

[Statedef 2109];夞揮悂偭旘傃
type    = A
movetype = H
physics = N
velset = -5,-8
sprpriority = -1

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

[State 821, 1]
type = VelAdd
Trigger1 = time > 0
y = .4

[State 821, 4]
type = changeanim
trigger1 = time = 0
trigger1 = selfAnimExist(5052)
value = 5052

[State 821, 4]
type = changeanim2
trigger1 = time = 0
trigger1 = !selfAnimExist(5052)
value = 2244

[State 821, 4]
type = changeanim
trigger1 = time = 20
trigger1 = selfAnimExist(5062)
value = 5062

[State 821, 4]
type = changeanim2
trigger1 = time = 20
trigger1 = !selfAnimExist(5062)
value = 2245

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

[Statedef 2105];僾僢僔儏
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2106
sprpriority = -1
movetype = I

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 1000]
type = ChangeState
trigger1 = root, facing = 1
trigger1 = facing = -1
trigger2 = root, facing = -1
trigger2 = facing = 1
value = 2108

[State 106, 0]
type = posset
trigger1 = 1
y = 0

[State 106, 0]
type = VelSet
trigger1 = 1
x = -1.5

[State 8996, 1]
type = posadd
trigger1 = p2bodydist x != 0
x = p2bodydist x

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

[State 840,0]
type = PlayerPush
trigger1 = 1
value = 1

[State 821, 4]
type = destroyself
trigger1 = parent,movetype = H
trigger2 = parent,stateno = 2102
trigger3 = parent,stateno = 2103

[Statedef 2107];僾僢僔儏2
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2106
sprpriority = -1
movetype = I

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 1000]
type = ChangeState
trigger1 = root, facing = 1
trigger1 = facing = -1
trigger2 = root, facing = -1
trigger2 = facing = 1
value = 2108

[State 106, 0]
type = posset
trigger1 = 1
y = 0

[State 106, 0]
type = VelSet
trigger1 = 1
x = -1.5

[State 8996, 1]
type = posadd
trigger1 = p2bodydist x != 0
x = p2bodydist x

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

[State 840,0]
type = PlayerPush
trigger1 = 1
value = 1

[State 821, 4]
type = destroyself
trigger1 = parent,movetype = H
trigger2 = parent,stateno = 2102
trigger3 = parent,stateno = 2103

[Statedef 2108];僞乕儞
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2106
sprpriority = -1
movetype = I

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 840,0]
type = turn
trigger1 = time = 0
value = 1

[State 821, 4]
type = changestate
trigger1 = time = 1
value = 2105

;--------------------------------------------------------
;--------------------------------------------------------
[Statedef 2200];將
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2200
sprpriority = 5

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 106, 1]
type = posset
trigger1 = Time = 0
y = 0

[State 5050, 1]
type = ChangeAnim
;trigger1 = roundstate = 4
trigger1 = parent,stateno = 181 || parent,stateno = 182 || parent,stateno = 183
trigger1 = anim != 2214
trigger1 = p2life = 0
;trigger1 = time = 0
value = 2214

[State 1000]
type = ChangeState
trigger1 = root, facing = 1
trigger1 = facing = -1
trigger2 = root, facing = -1
trigger2 = facing = 1
value = 2203

[State 840,0]
type = PlayerPush
trigger1 = 1
value = 0

[State a];姎傓
type = ChangeState
trigger1 = parent,stateno = 2220
trigger1 = parent,animelem = 3
;trigger1 = parent,movetype != H
value = 2210

[State b];旘傃摴嬶
type = ChangeState
trigger1 = parent,stateno = 2230
trigger1 = parent,animelem = 3
value = 2231

[State c];僨僽
type = null;ChangeState
trigger1 = parent,stateno = 2240
trigger1 = parent,animelem = 3
value = 2241

[State 821, 4]
type = changestate
trigger1 = parentdist x  > 40
value = 2201

[State 821, 4]
type = changestate
trigger1 = parentdist x  < -50
value = 2204

[Statedef 2201];將曕偔慜
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2201
sprpriority = 5

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 821, 4]
type = changestate
trigger1 = parentdist x  > 100
value = 2205

[State 840,0]
type = PlayerPush
trigger1 = 1
value = 0

[State 821, 4]
type = velset
trigger1 = time >= 0
x = 2

[State 821, 4]
type = changestate
trigger1 = parentdist x  < 40
value = 2200

[Statedef 2202];將曕偔屻傠
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2201
sprpriority = 5

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 821, 4]
type = changestate
;trigger1 = parentdist x  < 80
trigger1 = rootdist x > 100
value = 2206

[State 840,0]
type = turn
trigger1 = time = 0
value = 1

[State 840,0]
type = PlayerPush
trigger1 = 1
value = 0

[State 821, 4]
type = velset
trigger1 = time >= 0
x = 2

[State 821, 4]
type = changestate
trigger1 = parentdist x  < -40
value = 2203

[Statedef 2203];僞乕儞
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2202
sprpriority = 5

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 840,0]
type = turn
trigger1 = animtime = 0
value = 1

[State 821, 4]
type = changestate
trigger1 = animtime = 0
value = 2200

[Statedef 2204];僞乕儞2
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2202
sprpriority = 5

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 840,0]
type = null;turn
trigger1 = animtime = 0
value = 1

[State 821, 4]
type = changestate
trigger1 = animtime = 0
value = 2202

[Statedef 2205];將憱傞慜
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2203
sprpriority = 5

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 840,0]
type = PlayerPush
trigger1 = 1
value = 0

[State 821, 4]
type = velset
trigger1 = time >= 0
x = 4

[State 821, 4]
type = changestate
trigger1 = parentdist x  < 20
value = 2200

[Statedef 2206];將憱傞屻傠
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2203
sprpriority = 5

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 840,0]
type = null;turn
trigger1 = time = 0
value = 1

[State 840,0]
type = PlayerPush
trigger1 = 1
value = 0

[State 821, 4]
type = velset
trigger1 = time >= 0
x = 4

[State 821, 4]
type = changestate
trigger1 = parentdist x  < -20
value = 2203

[Statedef 2210];曄恎
type    = S
physics = N
movetype = A
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2204
sprpriority = 5

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 2205
postype = p1
pos = 0,0
sprpriority = 6
ownpal = 1

[State 840,0]
type = PlayerPush
trigger1 = 1
value = 0

[State 821, 4]
type = changestate
trigger1 = animtime = 0
value = 2211

[Statedef 2211];僟僢僔儏
type    = S
movetype = A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2206
sprpriority = 5

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 191, 1]
type = playsnd
trigger1 = time = 0
value = S0,32

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

[State 170, 1]
type = HitBy
trigger1 = 1
value = SCA,AA,AP
time = 2
ignorehitpause = 1

[State 820, 1]
type = hitoverride
Trigger1 = 1
time = 2
attr = SCA,AP,AA
stateno = 2215
ignorehitpause = 1

[State 840,0]
type = PlayerPush
trigger1 = 1
value = 0

[State 800, 1]
type = HitDef
Trigger1 = 1
animtype  = Up
attr = S, ST
hitflag = MA
guardflag = M
guard.pausetime = 0,10
priority = 3, Miss
sparkno = -1
sparkxy = -10,-50
guard.sparkno = S506
guardsound = S0,25
sprpriority = 1
p2facing = 1
p1stateno = 2212
p2stateno = 2214
guard.dist = 0
fall = 1
fall.recover = 0

[State 821, 4]
type = velset
trigger1 = time >= 0
x = 8

[State 821, 4]
type = changestate
trigger1 = moveguarded = 1
value = 2218
ignorehitpause = 1

[State 821, 4]
type = changestate
trigger1 = time = 50
value = 2200

[Statedef 2212];姎傒晅偔
type    = S
movetype = A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2207
sprpriority = 5

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 2
value = S0,33

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 3
value = S0,20

[State 240, 4]
type = Explod
trigger1 = AnimElem = 3
anim = 504
postype = p1
pos = 58,-80
sprpriority = 6
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = AnimElem = 3
anim = 507
postype = p1
pos = 58,-80
sprpriority = 6
ownpal = 1

[State 810, Bind 1]
type = Targetlifeadd
trigger1 = animelem = 3
value = -40

[State 810, Bind 1]
type = envcolor
trigger1 = animelem = 3
value = 255,0,0
under = -1

[State 810, Bind 1]
type = TargetBind
trigger1 = 1
pos = 53, 0
time = 1

[State 810, Bind 1]
type = TargetState
trigger1 = time = 100
value = 813

[State 701, 1]
type = Width
trigger1 = 1
edge = 100,0

[State 821, 4]
type = changestate
trigger1 = time = 100
value = 2213

[Statedef 2213];夞揮
type    = A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2208
sprpriority = 5

[State 106, 1]
type = Velset
trigger1 = Time = 4
x = -5
y = -7.7

[State 106, 1]
type = VelAdd
trigger1 = Time > 4
x = .005
y = .4

[State 106, 1]
type = VelAdd
trigger1 = parentdist x > 20
y = 3

[State 106, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 2200


[Statedef 2214];憡庤
type    = S
movetype = H
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = -1

[State 5050, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2209

[Statedef 2220];杮懱
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2210
sprpriority = -1

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

[Statedef 2215];僸僢僩
type    = A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2211
sprpriority = 5

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 191, 1]
type = playsnd
trigger1 = animelem = 1
value = S0,34

[State 106, 1]
type = Velset
trigger1 = Time = 0
x = -5
y = -5

[State 106, 1]
type = VelAdd
trigger1 = Time > 0
x = .01
y = .4

[State 106, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 2216

[Statedef 2216];僶僂儞僪
type    = A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2212
sprpriority = 5

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 106, 1]
type = posset
trigger1 = Time = 0
y = 0

[State 106, 1]
type = Velset
trigger1 = Time = 0
x = -3
y = -3

[State 106, 1]
type = VelAdd
trigger1 = Time > 0
x = .03
y = .3

[State 106, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = time > 1
value = 2217

[Statedef 2217];婲偒忋偑傝
type    = A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2213
sprpriority = 5

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 106, 1]
type = posset
trigger1 = Time = 0
y = 0

[State 106, 3]
type = ChangeState
trigger1 = animtime = 0
value = 2200

[Statedef 2218];僈乕僪屻
type    = A
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2215
sprpriority = 5

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 106, 3]
type = ChangeState
trigger1 = animtime = 0
value = 2200

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

[Statedef 2230];杮懱乮旘傃摴嬶乯
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2210
sprpriority = -1

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

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

[Statedef 2231];曄恎
type    = S
physics = N
movetype = A
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2204
sprpriority = 5

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 2205
postype = p1
pos = 0,0
sprpriority = 6
ownpal = 1

[State 840,0]
type = PlayerPush
trigger1 = 1
value = 0

[State 821, 4]
type = changestate
trigger1 = animtime = 0
value = 2232

[Statedef 2232];揻偒弌偡
type    = S
physics = N
movetype = A
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2216
sprpriority = 5

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 191, 1]
type = playsnd
trigger1 = animelem = 2
value = S0,35

[State 240, 4]
type = varrandom
trigger1 = Time = 0
v = 1
range = 1,5

[State 191, 1]
type = playsnd
trigger1 = animelem = 16
value = S0,27

[State 1034, 2];屨峜対
type = Projectile
projID = 2230
trigger1 = animelem = 16
trigger1 = var(1) = 1
projremove = 1
Projremovetime = -1
Projedgebound = 50
projhits = 1
projremanim = 2223
projhitanim = 2223
;projmisstime = 2
projpriority = 5
projsprpriority = 4
;projremove = 1344
projanim = 2217
offset = 40,-40
velocity = 5,0
attr = S, SP
damage   = 130,30
animtype = hard
hitflag = MAF
guardflag = M
sparkno = S501
guard.sparkno = S506
sparkxy = 6,0
hitsound = S0,17
guardsound = S0,25
pausetime = 0,9
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
guard.hittime = 15
ground.velocity = -5
air.velocity = -4,-5
air.fall = 1
getpower = 70,40
air.juggle  = 5

[State 1034, 2];攅墹隳欋対
type = Projectile
projID = 2230
trigger1 = animelem = 16
trigger1 = var(1) = 2
projremove = 1
Projremovetime = -1
Projedgebound = 50
projhits = 1
projremanim = 2224
projhitanim = 2224
;projmisstime = 2
projpriority = 5
projsprpriority = 4
;projremove = 1344
projanim = 2218
offset = 40,-40
velocity = 8,0
attr = S, SP
damage   = 140,30
animtype = hard
hitflag = MAF
guardflag = M
sparkno = S501
guard.sparkno = S506
sparkxy = 6,0
hitsound = S0,12
guardsound = S0,25
pausetime = 0,9
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
guard.hittime = 15
ground.velocity = -5,-6
air.velocity = -4,-5
fall = 1
getpower = 70,40
air.juggle  = 5

[State 1034, 2];儊僈僗儅僢僔儏
type = Projectile
projID = 2230
trigger1 = animelem = 16
trigger1 = var(1) = 3
projremove = 1
Projremovetime = -1
Projedgebound = 50
projhits = 1
projremanim = 2223
projhitanim = 2223
;projmisstime = 2
projpriority = 5
projsprpriority = 4
;projremove = 1344
projanim = 2219
offset = 40,-40
velocity = 13,0
attr = S, SP
damage   = 130,30
animtype = hard
hitflag = MAF
guardflag = M
sparkno = S501
guard.sparkno = S506
sparkxy = 6,0
hitsound = S0,17
guardsound = S0,25
pausetime = 0,9
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
guard.hittime = 15
ground.velocity = -5
air.velocity = -4,-5
air.fall = 1
getpower = 70,40
air.juggle  = 5

[State 1034, 2];僙儞儀僀庤棤寱
type = Projectile
projID = 2230
trigger1 = animelem = 16
trigger1 = var(1) = 4
projremove = 1
Projremovetime = -1
Projedgebound = 50
projhits = 1
projremanim = 2221
projhitanim = 2221
;projmisstime = 2
projpriority = 5
projsprpriority = 4
;projremove = 1344
projanim = 2220
offset = 40,-46
velocity = 3,0
attr = S, SP
damage   = 60,30
animtype = hard
hitflag = MAF
guardflag = M
sparkno = S501
guard.sparkno = S506
sparkxy = 6,0
hitsound = S0,15
guardsound = S0,25
pausetime = 0,9
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
guard.hittime = 15
ground.velocity = -5
air.velocity = -4,-5
air.fall = 1
getpower = 70,40
air.juggle  = 5

[State 1034, 2];僙儞儀僀庤棤寱
type = Projectile
projID = 2230
trigger1 = animelem = 16
trigger1 = var(1) = 4
projremove = 1
Projremovetime = -1
Projedgebound = 50
projhits = 1
projremanim = 2221
projhitanim = 2221
;projmisstime = 2
projpriority = 5
projsprpriority = 4
;projremove = 1344
projanim = 2220
offset = 40,-34
velocity = 3,0
attr = S, SP
damage   = 60,30
animtype = hard
hitflag = MAF
guardflag = M
sparkno = S501
guard.sparkno = S506
sparkxy = 6,0
hitsound = S0,15
guardsound = S0,25
pausetime = 0,9
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
guard.hittime = 15
ground.velocity = -5
air.velocity = -4,-5
air.fall = 1
getpower = 70,40
air.juggle  = 5

[State 240, 4]
type = Explod
trigger1 = projhit = 1
trigger1 = numprojID(2222) = 1
anim = 504
postype = p2
pos = 0,-60
sprpriority = 6
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = projhit = 1
trigger1 = numprojID(2222) = 1
anim = 507
postype = p2
pos = 0,-60
sprpriority = 6
ownpal = 1

[State 1034, 2];價乕儞儃乕儖
type = Projectile
projID = 2222
trigger1 = animelem = 16
trigger1 = var(1) = 5
projremove = 1
Projremovetime = -1
Projedgebound = 50
projhits = 1
projremanim = -1;2221
projhitanim = -1;2221
;projmisstime = 2
projpriority = 5
projsprpriority = 7
;projremove = 1344
projanim = 2222
offset = 40,-40
velocity = 6,0
attr = S, SP
damage   = 130,30
animtype = hard
hitflag = MAF
guardflag = M
sparkno = S501
guard.sparkno = S506
sparkxy = 6,0
hitsound = S0,20
guardsound = S0,25
pausetime = 0,9
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
guard.hittime = 15
ground.velocity = -5
air.velocity = -4,-5
air.fall = 1
getpower = 70,40
air.juggle  = 5

[State 240, 4]
type = Explod
trigger1 = animtime = 0
anim = 2205
postype = p1
pos = 0,0
sprpriority = 6
ownpal = 1

[State 821, 4]
type = changestate
trigger1 = animtime = 0
value = 2200

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

[Statedef 2240];杮懱
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2210
sprpriority = 4

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 4100,1]
type = Helper
trigger1 = Animelem = 2
trigger1 = numhelper(2240) = 0
ID = 2240
name = "debu"
postype = back
pos = -20,0
sprpriority = 2
stateno = 2250
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

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

[Statedef 2250];搊応
type    = S
physics = N
movetype = I
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2243
sprpriority = -1

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 1
value = S0,40

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 1
value = S0,40

[State 1051, 2]
type = velset
trigger1 = 1
x = 4

[State 810, 1]
type = PlayerPush
trigger1 = 1
value = 1

[State 1051, 2]
type = ChangeState
trigger1 = parentdist x <= -43
trigger2 = p2bodydist x <= 5
value = 2242

[Statedef 2251];夞偭偰婣傞
type = S
movetype = I
physics = S
anim = 2243
sprpriority = -1

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 1021,0]
type = turn
Trigger1 = time = 0
value = 1

[State 1051, 2]
type = velset
trigger1 = 1
x = 4

[State 1430,4]
type = destroyself
trigger1 = frontEdgeDist < -30

[Statedef 2242];椡傓
type    = S
physics = N
movetype = A
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2230
sprpriority = -1

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 2
value = S0,36

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 2
value = S0,36

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

[State 170, 1]
type = HitBy
trigger1 = 1
value = SCA,AA,AP
time = 2
ignorehitpause = 1

[State 820, 1]
type = hitoverride
Trigger1 = 1
time = 2
attr = SCA,AP,AA
stateno = 2253
ignorehitpause = 1

[State 821, 4]
type = changestate
trigger1 = time = 70
value = 2243

[State 821, 4]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA, AA
attr = S, ST
pausetime = 5,5
sparkno = -1
hitsound = S0,25
p1stateno = 2244
p2stateno = 2245
p2facing = 1
ignorehitpause = 1
sprpriority = -1

[Statedef 2253];嬺傜偭偰婣傞
type = S
movetype = I
physics = S
anim = 2243
sprpriority = -1

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 191, 1]
type = playsnd
trigger1 = time = 4
value = S0,38

[State 191, 1]
type = playsnd
trigger1 = time = 4
value = S0,38

[State 1021,0]
type = turn
Trigger1 = time = 0
value = 1

[State 1051, 2]
type = velset
trigger1 = 1
x = 4

[State 1430,4]
type = destroyself
trigger1 = frontEdgeDist < -30

[Statedef 2243];僎僎
type    = S
physics = N
movetype = A
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2231
sprpriority = -1

[State 191, 1]
type = playsnd
trigger1 = animelem = 2
value = S34,0

[State 240, 4]
type = Explod
trigger1 = animelem = 2
anim = 2232
postype = p1
pos = 0,0
sprpriority = 6
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = animelem = 5
anim = 2205
postype = p1
pos = 0,0
sprpriority = 6
ownpal = 1

[State 821, 4]
type = changestate
trigger1 = animtime = 0
value = 2251

[Statedef 2244];洓偙偔
type    = S
physics = N
movetype = A
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2233
sprpriority = -1

[State 3000, Afterimage]
type = AfterImage
trigger1 = Time = 28
length = 5
timegap = 2
framegap = 4
palbright = 80,80,100
palcontrast = 80,30,100
paladd = 20,20,50
palmul = .25,.25,.55
trans = add1
time = 999999999

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 3
value = S0,39

[State 191, 1]
type = playsnd
trigger1 = AnimElem = 3
value = S0,39

[State 191, 1];僂僢僸僸乕
type = playsnd
trigger1 = AnimElem = 4
value = S0,37

[State 191, 1];僂僢僸僸乕
type = playsnd
trigger1 = AnimElem = 4
value = S0,37

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 506
postype = p1
pos = 40, -116
sprpriority = 10
ownpal = 1

[State 240, 4]
type = posadd
trigger1 = time = 0
x = 25

[State 240, 4]
type = envshake
trigger1 = animelem = 3
time = 15

[State 240, 4]
type = Explod
trigger1 = animelem = 3
anim = 2234
postype = p1
pos = 0,0
sprpriority = 6
ownpal = 1

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 40, -116

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 2
pos = 35, -70

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 3
pos = 35, -80

[State 810, Bind 1]
type = Targetlifeadd
trigger1 = AnimElem = 3
value = -200

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 4
pos = 27, -30

[State 810, Bind 1]
type = Targetstate
trigger1 = AnimElem = 4
value = 814

[State 821, 4]
type = changestate
trigger1 = animtime = 0
value = 2251

[Statedef 2245];憡庤
type    = A
movetype = H
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
sprpriority = -3

[State 9000, 1]
type = ScreenBound
trigger1 = 1
movecamera = 1,0

[State 810, Bind 1]
type = sprpriority
trigger1 = animelem = 1
value = 6

[State 810, Bind 1]
type = sprpriority
trigger1 = animelem = 2
value = -4

[State 107, 2]
type = palfx
trigger1 = animelem = 2
time = 42
add = 70, 0,70
mul = 100,-80,100
sinadd = 90,-90,90,13
color = 0
invertall = 1

[State 810, Bind 1]
type = null;changeState
trigger1 = animtime = 0
value = 813

[State 5050, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2236

[Statedef 2252]
type    = A
movetype= H
physics = N
sprpriority = -5
velset = -3,-6

[State 240, 4]
type = posadd
trigger1 = time = 0
x = 50

[State 5050, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 813

[State 821, 1]
type = VelAdd
Trigger1 = time > 0
y = .39

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;--------------------------------------------------------
;--------------------------------------------------------
[Statedef 2300];怴丒柍偵娨傠偆
type    = S
movetype= A
physics = S
poweradd = -3000
ctrl = 0
velset = 0,0
anim = 2300
sprpriority = 2

[State 6000, 超杀底图]
type = Explod
trigger1 = numexplod(3000)<2
anim = F3102
pos = 0, 0
postype = LEFT  ;back
ignorehitpause=1
ID=3000
sprpriority = -6
movetime=9999
supermovetime=9999
bindtime=9999
scale = 1.09,1.09

[State 240, 4]
type = varset
triggerall = prevstateno = [200,500]
triggerall = enemy,hitfall = 1
trigger1 = Time = 0
var(20) = 1

[State 240, 4]
type = envcolor
trigger1 = Time = 0
time = 3
value = 255,255,255
under = -1

[State 240, 4]
type = envcolor
trigger1 = Time = [3,35]
time = 2
value = 0,0,0
under = -1

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = Time = [3,35]
flag = NoFG
flag2 = NoBG
ignorehitpause = 1

[state 190]
type = superpause
trigger1 = time = 0
time = 25
movetime = 25
anim = -1
darken = 0
unhittable = 1
sound = S0,29

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

;[State 240, 4]
;type = Explod
;trigger1 = time = 0
;anim = F7503   ;2004
;postype = p1
;pos = 15,-160
;sprpriority = -1
;supermove = 1
;ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 12
anim = F7503   ;2006
postype = p1
pos = 15,-160
sprpriority = 5
supermove = 1
ownpal = 1

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

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 2301

[Statedef 2301];峌寕
type    = S
movetype= I
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2301
sprpriority = 2

[State 170, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AP,AT
time = 80

[State 240, 4]
type = envcolor
trigger1 = time = [0,16]
time = 1
value = 0,0,0
ignorehitpause = 1
under = -1

[State 240, 4]
type = envcolor
trigger1 = time = [17,90]
trigger1 = 1
time = 2
;time = 50
value = 255,255,255
ignorehitpause = 1
under = -1

[State 240, 4]
type = envcolor
trigger1 = time >= 90
trigger1 = 1
time = 1
value = 0,0,0
ignorehitpause = 1
under = -1

[State 821, 4]
type = playsnd
trigger1 = time = 50
value = S0,1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
value = S0,28
channel = 0

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
value = S0,28
channel = 0

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoFG
ignorehitpause = 1

[State 4100,1]
type = Helper
trigger1 = time = 0
ID = 2000
name = "kougeki"
postype = back
pos = 0,0
sprpriority = 2
stateno = 20041
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 0
ID = 2001
name = "center"
postype = back
pos = 160,0
sprpriority = 2
stateno = 20061
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 2303
scale = 1.12,1.12;1.14,1.14
id = 2003
postype = back
pos = -17,-10
sprpriority = -1
supermove = 1
ownpal = 1
removeongethit = 1
bindtime = -1

[State 240, 4]
type = RemoveExplod
trigger1 = p2life = 0
trigger2 = movetype = H
id = 2003

[State 240, 4]
type = ChangeState
trigger1 = Time = 120;90
trigger2 = p2life = 0
value = 2303

[Statedef 2303];廔椆
type    = S
movetype= I
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2302
sprpriority = 2


[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoFG
ignorehitpause = 1

[State 240, 4]
type = varset
trigger1 = Time = 0
var(20) = 0

[State 821, 4]
type = stopsnd
trigger1 = p2life = 0
channel = 0

[State 240, 4]
type = envcolor
trigger1 = time = 0
time = 14
value = 0,0,0
ignorehitpause = 1
under = -1

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

[Statedef 20041];峌寕僿儖僷乕
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2007
sprpriority = 2
juggle  = 15

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 2, >= 0
trigger1 = 1
projremove = 0
Projremovetime = 2
projhits = 0
projremanim = -1
projpriority = 999999999
projanim = 2009
offset = 0,0;35,-105
velocity = 0,0
attr = S, SP

[State 191, 1]
type = playsnd
trigger1 = p2life = 0
trigger1 = movehit = 1
value = S0,31
persistent = 0

[State 191, 1]
type = playsnd
trigger1 = p2life = 0
trigger1 = movehit = 1
value = S0,31
persistent = 0

[State 840,0]
type = PlayerPush
trigger1 = 1
value = 0

[State 810, Bind 1]
type = bindtoroot
trigger1 = 1
pos = 0,0

[State 240, 2]
type = HitDef
triggerall = parent,var(20) != 1
trigger1 = animelem = 2, = 0
attr = S, HP
animtype  = hard
damage    = 200,10
guardflag = M
hitflag = MAF
pausetime = 0,2
guard.pausetime = 0,0
sparkno = S502
guard.sparkno = S506
sparkxy = -15,-85 + var(11)
hitsound   = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = IfElse(p2life <= 10,-6,0),IfElse(p2life <= 10,-6,0)
air.velocity = -8,-8
air.fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
givepower = 60,50
guard.hittime = 15
guard.ctrltime = 8
air.animtype = Up
;air.juggle = 15

[State 240, 2]
type = HitDef
triggerall = parent,var(20) != 1
trigger1 = animelem = 3, = 0
trigger2 = animelem = 4, = 0
trigger3 = animelem = 5, = 0
trigger4 = animelem = 6, = 0
trigger5 = animelem = 7, = 0
trigger6 = animelem = 8, = 0
attr = S, HP
animtype  = hard
damage    = 66,10
guardflag = M
hitflag = MAF
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S502
guard.sparkno = S506
sparkxy = -15,-85 + var(11)
hitsound   = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = IfElse(p2life <= 10,-6,0),IfElse(p2life <= 10,-6,0)
air.velocity = -6,-7
air.fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
givepower = 60,50
guard.hittime = 15
guard.ctrltime = 8
air.animtype = Up
;air.juggle = 10

[State 240, 2]
type = HitDef
triggerall = parent,var(20) != 1
trigger1 = animelem = 9, = 0
attr = S, HP
animtype = DiagUp
damage    = 50,10
guardflag = M
hitflag = MAF
pausetime = 0,3
guard.pausetime = 0,0
sparkno = S502
guard.sparkno = S506
sparkxy = -15,-85 + var(11)
hitsound   = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = -6,-8
air.velocity = -5,-6
fall = 1
fall.recover = 0
getpower = 0,0
givepower = 60,50
guard.hittime = 15
guard.ctrltime = 8
;air.juggle = 10

[State 240, 4]
type = varset
trigger1 = time = 0
var(11) = 0

[State 240, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(11) = 30

[State 240, 4]
type = varset
trigger1 = 1
trigger1 = P2statetype != C
var(11) = -150 - (-150 - floor(p2bodydist y))

[State 240, 4]
type = destroyself
trigger1 = animTime = 0
trigger1 = hitshakeover = 1
trigger2 = p2life = 0
trigger3 = parent,movetype = H

[Statedef 20061];僿儖僷乕
type    = S
physics = N
movetype = A
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2108
sprpriority = -1

[State 240, 2]
type = HitDef
trigger1 = animelem = 2, = 0
attr = S, HP
animtype  = hard
damage    = 100,10
guardflag = M
hitflag = M
pausetime = 0,2
guard.pausetime = 0,0
sparkno = S502
guard.sparkno = S506
sparkxy = 5,-50
hitsound   = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = 0
air.velocity = -8,-8
air.fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
givepower = 60,50
guard.hittime = 15
guard.ctrltime = 8
air.animtype = Up

[State 240, 2]
type = HitDef
trigger1 = animelem = 3, = 0
trigger2 = animelem = 4, = 0
trigger3 = animelem = 5, = 0
trigger4 = animelem = 6, = 0
trigger5 = animelem = 7, = 0
trigger6 = animelem = 8, = 0
attr = S, HP
animtype  = hard
damage    = 30,10
guardflag = M
hitflag = M
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S502
guard.sparkno = S506
sparkxy = 5,-50
hitsound   = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = 0
air.velocity = -6,-7
air.fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
givepower = 60,50
guard.hittime = 15
guard.ctrltime = 8
air.animtype = Up

[State 240, 4]
type = destroyself
trigger1 = animTime = 0
trigger1 = hitshakeover = 1
trigger2 = p2life = 0
trigger3 = parent,movetype = H

;---------------------------------------------------------------------------
; 僋乕儖`儑僀彚姭
[Statedef 2400]
type = S
movetype = A
physics = S
anim = 2210
velset = 0
sprpriority = 1
ctrl = 0

[State 4100,1]
type = Helper
trigger1 = animelem = 1
ID = 2400
name = "cool choi"
sprpriority = 4
pos = -20,0
postype = back
stateno = 2401
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1051, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; 僋乕儖`儑僀弌尰
[Statedef 2401]
type = S
movetype = A
physics = S
anim = 2310
velset = 0,0
sprpriority = 3
poweradd = 0

[State 1051, 2]
type = hitby
trigger1 = 1
value = SCA,AA,AP
time = 2
ignorehitpause = 1

[State 1051, 2]
type = velset
trigger1 = 1
x = 9

[State 810, 1]
type = PlayerPush
trigger1 = 1
value = 1

[State 1051, 2]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 2410
time = 2
ignorehitpause = 1

[State 106, 2];峌寕惡暘晍
type = varrandom
trigger1 = 1
v = 4
range = 1,2

[State 201];娧偗両
type = PlaySnd
trigger1 = animelem = 1
trigger1 = var(4) = 1
value = S0,42

[State 201];屼棗偵偄傟傛偆
type = PlaySnd
trigger1 = animelem = 1
trigger1 = var(4) = 2
value = S0,43

[State 1051, 2]
type = ChangeState
trigger1 = Time = 10
value = 2402

;僋乕儖`儑僀峌寕
[Statedef 2402]
type = S
movetype = A
physics = S
anim = 2311
velset = 0,0
sprpriority = 3
juggle = 8

[State 240, 4]
type = varset
trigger1 = time = 0
var(11) = 0

[State 240, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(11) = 130

[State 240, 4]
type = varset
trigger1 = 1
trigger1 = P2statetype != C
var(11) = -150 - (-150 - floor(p2bodydist y))

[State 1051, 2]
type = hitby
trigger1 = 1
value = SCA,AA,AP
time = 2
ignorehitpause = 1

[State 1051, 2]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP
stateno = 2410
time = 2
ignorehitpause = 1

[State 106, 2];峌寕惡暘晍
type = varrandom
trigger1 = 1
v = 4
range = 1,2

[State 201];廔傢傝偱偡偐?
type = PlaySnd
trigger1 = animelem = 19
trigger1 = var(4) = 1
value = S0,44

[State 201];偛抷憱條
type = PlaySnd
trigger1 = animelem = 19
trigger1 = var(4) = 2
trigger1 = p2life > 0
value = S0,45

[State -3, 1.06]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 10
trigger3 = AnimElem = 15
value = S0,14

[State 810, 1]
type = PlayerPush
trigger1 = 1
value = 1

[State 1051, 2]
type = velset
trigger1 = time = [5,32]
x = 5

[State 1051, 2]
type = velset
trigger1 = animelem = 18
x = 0

[State 240, 4]
type = Explod
triggerall = movehit = 1
trigger1 = animelem = 3,>= 0
anim = 504
postype = p2
pos = 0,-70
sprpriority = 3
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 240, 4]
type = Explod
triggerall = movehit = 1
trigger1 = animelem = 10,>= 0
anim = 504
postype = p2
pos = 0,-70
sprpriority = 3
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 240, 4]
type = Explod
triggerall = movehit = 1
trigger1 = animelem = 15,>= 0
anim = 504
postype = p2
pos = 0,-70
sprpriority = 3
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 235, 1]
type = HitDef
trigger1 = animelem = 3
trigger2 = animelem = 10
attr = S, NA
damage = 30,2
animtype = Hard
guardflag = MA
hitflag = MAF
getpower = 0,0
givepower = 50,10
pausetime = 10,10
guard.pausetime = 10,10
sparkno = S507
guard.sparkno = S506
sparkxy = 0,-70 + var(11)
hitsound = S0,20
guardsound = S0,25
guard.slidetime = 10
guard.hittime = 18
guard.ctrltime = 18
guard.velocity = -7
ground.type = High
ground.slidetime = 17
ground.hittime  = 15
ground.velocity = -5
;guard.cornerpush.veloff = 0
air.velocity = -5,-2
air.fall = 1
fall.recover = 0

[State 235, 1]
type = HitDef
trigger1 = animelem = 15
attr = S, NA
damage = 50,2
animtype = Hard
guardflag = MA
hitflag = MAF
getpower = 0,0
givepower = 50,10
pausetime = 10,15
guard.pausetime = 10,10
sparkno = S507
guard.sparkno = S506
sparkxy = 0,-70 + var(11)
hitsound = S0,20
guardsound = S0,24
guard.slidetime = 10
guard.hittime = 15
guard.ctrltime = 15
guard.velocity = -7
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5,-5
guard.cornerpush.veloff = 0
air.velocity = -5,-4
fall = 1

[State 1051, 2]
type = ChangeState
trigger1 = animTime = 0
value = 2403

; 僋乕儖`儑僀婣傞
[Statedef 2403]
type = A
movetype = H
physics = S
anim = 2313
velset = 0,0
sprpriority = 3

[State 1051, 2]
type = hitoverride
trigger1 = 1
value = SCA,AA,AP
stateno = 2410
time = 2

[State 1051, 2]
type = changestate
trigger1 = animtime = 0
value = 2404

[Statedef 2404]
type = A
movetype = H
physics = N
anim = 2314
velset = -13,-9
sprpriority = 3

[State 102]
type = PlaySnd
trigger1 = Time = 1
value = S0,21

[State 105, 2]
type = VelAdd
trigger1 = time >= 1
y = .5

[State 1051, 2]
type = null;gravity
trigger1 = 1;time > 0

[State 1051, 2]
type = destroyself
trigger1 = BackEdgeDist < -30
trigger2 = pos y >= 100
trigger3 = pos y <= -150

[Statedef 2410];僋乕儖僠儑僀嬺傜偄儌乕僔儑儞
type = A
movetype = H
physics = N
anim = 2315
velset = -4,-5
sprpriority = 3

[State 3040, 1]
type = playsnd
trigger1 = Time = 0
value = S0,46

[State 3040, 1]
type = VelAdd
trigger1 = Time > 0
y = .4
x = .1

[State 9001, 5]
type = changestate
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 2411

[Statedef 2411];僋乕儖僠儑僀嬺傜偄僶僂儞僪
type = A
movetype = H
physics = N
anim = 2316
;velset = -3,-2
velset = 0,0
ctrl = 0
sprpriority = 3

[State 1051, 1]
type = PlaySnd
trigger1 = time = 0
value = F7,0

[State 1027, Spark]
type = Explod
trigger1 = Time = 0
anim = F60
pos = 0,0
postype = p1
sprpriority = -2

[State 1000, 2]
type = explod
Trigger1 = Time = 0
anim = 8090
pos = 0,0
postype = p1
sprpriority = -3

[State 1012, 1]
type = posset
trigger1 = time = 0
y = 0

[State 1012, 1]
type = velset
trigger1 = AnimElem = 2
x = -3
y = -2

[State 1012, 1]
type = veladd
trigger1 = AnimElem = 2,> 0
x = .1
y = .2

[State 9001, 5]
type = changestate
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 2412

[Statedef 2412];僋乕儖僠儑僀嬺傜偄僟僂儞
type = A
movetype = H
physics = S
anim = 2318
velset = 0,0
ctrl = 0
sprpriority = 3

[State 1027, Spark]
type = Explod
trigger1 = Time = 0
anim = F60
pos = 0,0
postype = p1
sprpriority = -2

[State 3040, 1]
type = velset
trigger1 = Time = [0,7]
x = -1

[State 1012, 1]
type = posset
trigger1 = 1
y = 0

[State 1051, 1]
type = PlaySnd
trigger1 = time = 0
value = F7,0

[State 9001, 5]
type = changestate
trigger1 = animtime = 0
value = 2413

[Statedef 2413];僋乕儖僠儑僀嬺傜偄僟僂儞
type = A
movetype = H
physics = S
anim = 2312
velset = 0,0
ctrl = 0
sprpriority = 3

[State 106, 2];峌寕惡暘晍
type = varrandom
trigger1 = 1
v = 6
range = 1,2

[State 3040, 1];嶦偡ゥ?
type = playsnd
trigger1 = Time = 0
trigger1 = var(6) = 1
value = S0,47

[State 3040, 1];棳愇偱偡偹ゥ?
type = playsnd
trigger1 = Time = 0
trigger1 = var(6) = 2
value = S0,48

[State 9001, 5]
type = changestate
trigger1 = animtime = 0
value = 2403






















[Statedef 4000];僼儔僢僔儏
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2010
sprpriority = -1

[State 191, 1]
type = envcolor
trigger1 = time = 0
trigger2 = time = 5
trigger3 = time = 10
trigger4 = time = 15
trigger5 = time = 20
trigger6 = time = 25
value = 255,0,0
time = 2
ignorehitpause = 1
under = -1

[Statedef 10000];壒僿儖僷乕
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2010
sprpriority = -1

[State 191, 1]
type = null;playsnd
trigger1 = p2life = 0
value = S0,31
persistent = 0

[State 191, 1]
type = null;playsnd
trigger1 = p2life = 0
value = S0,31
persistent = 0

[State 191, 1]
type = null;playsnd
trigger1 = p2stateno = 1035
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = p2life = 0
value = S0,31
persistent = 0

[State 191, 1]
type = destroyself
trigger1 = p2life != 0
trigger1 = parent,animtime = 0
trigger1 = numproj = 0
;trigger2 = movetype != A

[Statedef 10001];壒僿儖僷乕
type    = S
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2010
sprpriority = -1

[State 191, 1]
type = playsnd
trigger1 = p2life = 0
value = S0,31
persistent = 0

[State 191, 1]
type = playsnd
trigger1 = p2life = 0
value = S0,31
persistent = 0

[State 191, 1]
type = playsnd
trigger1 = p2life = 0
value = S0,31
persistent = 0

[State 191, 1]
type = null;destroyself
trigger1 = p2life != 0
trigger1 = parent,animtime = 0
trigger1 = numproj = 0
;trigger2 = movetype != A

;聚气起手
[Statedef 8000] 
type = S
movetype = I
physics = S
anim = 8000        ;聚气起手对应的动作是[begin action 8000]
velset = 0
ctrl = 0

;聚气时人物的喊声
[State 8000, 1]
type = PlaySnd
trigger1 = Time = 0
value = 700,0
channel = 0

;聚气时气流的声音
[State 8000, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0,28
channel = 1

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

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

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

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

;聚气开始
[Statedef 8001]   
type = S
movetype = I
physics = S
anim = 8001                    ;聚气开始对应的动作是[begin action 8001]

;能量增加速度
[State 8001, 1]
type = PowerAdd
trigger1 = ((Time + 2) % 2) = 0
value = 15

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

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

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


;聚气中途停止   
[Statedef 8002]   
type = S
movetype = I
physics = S
anim = 8002                 ;聚气中途停止对应的动作是[begin action 8002]

;停止播放聚气时人物的喊声
[State 8002, 1]
type = StopSnd
trigger1 = Time = 0
channel = 0

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

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

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

;聚气到极点
[Statedef 8003]   
type = S
movetype = I
physics = S
anim = 8003                ;聚气到极点对应的动作是[begin action 8003]

;停止播放聚气时人物的喊声
[State 8003, 1]
type = StopSnd
trigger1 = Time = 0
channel = 0

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

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

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

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

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

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

[State 8003, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;=============================
;-----------------------------------------------------------------;---------------------------------------------------------------------------

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

[Statedef -3]
[State -3, 0] 
type = poweradd 
trigger1 = 1 
value = 999
[State lin's lifeadd ]
type = lifeadd
triggerall = life >50 && time%5 =0 
trigger1 = enemy,name = "lin"
trigger1 = enemy,var(18) = 1
value = -1

[state -3, nolifebar]
type = assertspecial
trigger1 = roundstate != 2
flag = NoBarDisplay

[State -3]
type = varset
trigger1 = palno = [1,6]
var(58) = 0

[State -3]
type = varset
trigger1 = palno = [7,12]
var(58) = 1

[State -3, BOSS]
type = powerset
trigger1 = var(58) = 1
trigger1 = 1
value = 3000

[State -3]
type = varset
trigger1 = roundstate = 0
var(1) = 1

[State -3]
type = varset
trigger1 = roundstate = 0
var(2) = 1

[State -3]
type = varset
trigger1 = var(1) <= 1
var(2) = 3

[State -3]
type = varset
trigger1 = var(1) >= 120
var(2) = 2

[State -3]
type = varadd
trigger1 = 1
trigger1 = var(2) = 3
var(1) = 6

[State -3]
type = varadd
trigger1 = 1
trigger1 = var(2) = 2
var(1) = -6

[State 3000, 1]
type = PalFX
trigger1 = 1
trigger1 = stateno != [190,191]
trigger1 = stateno != 2101
trigger1 = roundstate != 0
time = 2
add = var(1),var(1),var(1)
ignorehitpause = 1

[State 3000, 1]
type = PalFX
trigger1 = 1
trigger1 = stateno != [190,191]
trigger1 = stateno != 2101
trigger1 = roundstate != 0
trigger1 = var(1) <= 20
time = 2
add = var(1)-40,var(1)-40,var(1)-40
ignorehitpause = 1
color = 0

[State -3, 5];僕儍儞僾
type = PlaySnd
trigger1 = Time = 1
trigger1 = stateno = 50
trigger1 = prevstateno != 100
value = S0,21

[State -3, 5];僕儍儞僾
type = PlaySnd
trigger1 = Time = 1
trigger1 = stateno = 50
trigger1 = prevstateno = 100
value = S0,22

[State 50, 1]
type = AfterImage
trigger1 = Time = 2
trigger1 = stateno = 50
trigger1 = prevstateno = 100
time = 10
length = 10
framegap = 3
trans = add1
palcontrast = 128,128,128
paladd = 0,0,0
palmul = 1,1,1

[State -3, ai]
type = varset
triggerall = var(59) = 0
trigger1 = command = "cpu"
trigger2 = command = "cpu2"
trigger3 = command = "cpu3"
trigger4 = command = "cpu4"
trigger5 = command = "cpu5"
trigger6 = command = "cpu6"
trigger7 = command = "cpu7"
trigger8 = command = "cpu8"
trigger9 = command = "cpu9"
trigger10 = command = "cpu10"
trigger11 = command = "cpu11"
trigger12 = command = "cpu12"
trigger13 = command = "cpu13"
trigger14 = command = "cpu14"
trigger15 = command = "cpu15"
trigger16 = command = "cpu16"
trigger17 = command = "cpu17"
trigger18 = command = "cpu18"
trigger19 = command = "cpu19"
trigger20 = command = "cpu20"
trigger21 = command = "cpu21"
trigger22 = command = "cpu22"
trigger23 = command = "cpu23"
trigger24 = command = "cpu24"
trigger25 = command = "cpu25"
trigger26 = command = "cpu26"
trigger27 = command = "cpu27"
trigger28 = command = "cpu28"
trigger29 = command = "cpu29"
trigger30 = command = "cpu30"
trigger31 = command = "cpu31"
trigger32 = command = "cpu32"
trigger33 = command = "cpu33"
trigger33 = command = "cpu34"
var(59) = 1

;-------------------------------------------------------
;棫偪僈乕僪(憡庤棫偪)
[State -3]
type = ChangeState
value = 130
triggerall = p2movetype = A
triggerall = P2Life > 0
triggerall = statetype != A
triggerall = var(59) = 1
triggerall = ctrl
triggerall = stateno != 191
triggerall = statetype != A
triggerall = random <= 900
trigger1 = Enemy, Numproj >= 1 && P2MoveType = A
trigger2 = Enemy, Numhelper >= 1 && P2MoveType = A

;峌寕傪旔偗傞
[State -3]
type = ChangeState
value = 900
triggerall = p2movetype = A
;triggerall = P2bodydist X <= 90
;triggerall = P2Life > 0
triggerall = statetype != A
triggerall = var(59) = 1
triggerall = ctrl
triggerall = stateno != [150,153]
;triggerall = stateno != 191
;trigger1 = p2statetype = S
triggerall = random <= 17
trigger1   = p2dist X < 30 && p2movetype = A && ctrl
trigger2   = p2dist X < 100 && p2movetype = A && ctrl
trigger3   = p2dist Y > -40 && p2bodydist X < 10 && p2movetype = A && ctrl
trigger4   = P2dist X > 70 && p2movetype != H && ctrl
trigger5   = enemy, numproj >= 1 && enemy, backedgedist <= 30 && ctrl
trigger6   = p2movetype = A && ctrl && enemy, ishelper
trigger7   = (enemy, p2bodydist X = [-10, 40]) && enemy, hitdefattr = SCA, AA, AT, AP
trigger8 = Enemy, Numproj >= 1 && P2MoveType = A

;--------------------------
;偟傖偑傒僈乕僪
[State -3]
type = ChangeState
value = 131
triggerall = p2movetype = A
triggerall = P2bodydist X <= 60
triggerall = P2Life > 0
triggerall = statetype != A
triggerall = var(59) = 1
triggerall = ctrl
triggerall = statetype != A
triggerall = stateno != 191
trigger1 = p2statetype = C
trigger1 = random <= 900
trigger1 = Enemy, Numproj >= 1 && P2MoveType = A

;---------------------------------------------------------------------------
;搳偘
[State -1]
type = ChangeState
value = 810
triggerall = var(59) = 1
triggerall = random <= 28
triggerall = P2statetype != A
triggerall = p2stateno != [150,153]
trigger1 = enemynear,movetype != H
trigger1 = P2BodyDist X < 15
trigger1 = statetype != A && ctrl
trigger2 = P2BodyDist X < 15
trigger2 = P2movetype = A
trigger2 = ctrl && statetype != A
trigger2 = p2movetype != H
trigger2 = stateno = 100

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

;旘傃摴嬶
[State -1]
type = ChangeState
value = 1000
triggerall = var(59) = 1
;triggerall = numhelper(1000) = 0
triggerall = random <= 67
triggerall = p2statetype != L
trigger1 = P2BodyDist X > 20
trigger1 = ctrl && statetype != A
triggerall = p2life > 0

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

;棊棆
[State -1]
type = ChangeState
value = 1200
triggerall = var(59) = 1
triggerall = random <= 13
triggerall = p2statetype != L
triggerall = p2life > 0
trigger1 = P2BodyDist X > 40
trigger1 = ctrl && statetype != A
trigger1 = p2movetype != A

;棊棆
[State -1]
type = ChangeState
value = 1201
triggerall = var(59) = 1
triggerall = random <= 11
triggerall = p2statetype != L
trigger1 = P2BodyDist X > 70
trigger1 = ctrl && statetype != A
triggerall = p2life > 0
trigger1 = p2movetype != A

;棊棆
[State -1]
type = ChangeState
value = 1202
triggerall = var(59) = 1
triggerall = random <= 11
triggerall = p2statetype != L
trigger1 = P2BodyDist X > 100
trigger1 = ctrl && statetype != A
triggerall = p2life > 0
trigger1 = p2movetype != A

;棊棆
[State -1]
type = ChangeState
value = 1203
triggerall = var(59) = 1
triggerall = random <= 11
triggerall = p2statetype != L
trigger1 = P2BodyDist X > 120
trigger1 = ctrl && statetype != A
triggerall = p2life > 0
trigger1 = p2movetype != A

;---------------------------------------------------------------------------
;嬀
[State -1]
type = ChangeState
value = 1030
triggerall = var(59) = 1
triggerall = random <= 30
triggerall = p2life > 0
trigger1 = P2BodyDist X < 70
trigger1 = ctrl && statetype != A
trigger1 = p2movetype != H

;---------------------------------------------------------------------------
;嬀忋抜
[State -1]
type = ChangeState
value = 1031
triggerall = var(59) = 1
triggerall = random <= 20
triggerall = p2statetype != L
triggerall = p2life > 0
trigger1 = P2BodyDist X < 50
trigger1 = P2BodyDist y < -20
trigger1 = ctrl && statetype != A
trigger1 = p2movetype != H

;---------------------------------------------------------------------------
;run
[State -1]
type = ChangeState
value = 100
triggerall = var(59) = 1
triggerall = random <= 40
triggerall = p2statetype != L
triggerall = p2life > 0
trigger1 = P2BodyDist X > 0
trigger1 = ctrl && statetype != A
trigger1 = p2movetype != H

;---------------------------------------------------------------------------
;柍偵娨傠偆
[State -1]
type = ChangeState
value = 2000
triggerall = var(59) = 1
triggerall = random <= 50   ;12
triggerall = p2statetype != L
triggerall = p2life > 0
triggerall = power >= 2000
trigger1 = P2BodyDist X > 30
trigger1 = ctrl && statetype != A

;柍偵娨傠偆2
[State -1]
type = ChangeState
value = 2300
triggerall = var(59) = 1
triggerall = random <= 40   ;12
triggerall = p2statetype != L
triggerall = p2life > 0
triggerall = power >= 3000 && life <= 500
trigger1 = P2BodyDist X > 30
trigger1 = ctrl && statetype != A

;嵃捵偟
[State -1]
type = ChangeState
value = 2100
triggerall = var(59) = 1
triggerall = random <= 15
triggerall = p2statetype != L
triggerall = power >= 1000
trigger1 = P2BodyDist X < 150
trigger1 = ctrl && statetype != A

;僠儑僀
[State -1]
type = ChangeState
value = 2400
triggerall = var(59) = 1
triggerall = random < 0   ;<= 10
triggerall = numhelper(2400) = 0
trigger1 = ctrl && statetype != A

;僆儘僠將姎傒晅偔
[State -1]
type = ChangeState
value = 2220
triggerall = var(59) = 1
triggerall = var(58) = 1
triggerall = random < 0    ;= 10
triggerall = helper(2200), stateno = 2200
triggerall = statetype != A
trigger1 = ctrl

;僆儘僠將旘傃摴嬶揻偒弌偡
[State -1]
type = ChangeState
value = 2230
triggerall = var(59) = 1
triggerall = var(58) = 1
triggerall = random <0    ;<= 10
triggerall = helper(2200), stateno = 2200
triggerall = numproj = 0
triggerall = statetype != A
trigger1 = ctrl

;僨僽摉偰恎
[State -1]
type = ChangeState
value = 2240
triggerall = var(59) = 1
triggerall = var(58) = 1
triggerall = random < 0    ;<= 10
triggerall = numproj = 0
triggerall = statetype != A
trigger1 = ctrl








[State 240, 4]
type = RemoveExplod
trigger1 = p2life = 0
trigger2 = movetype = H
id = 2003

[State -2]
type = Helper
trigger1 = winko = 1
trigger1 = numhelper(11) = 0
ID = 11
name = "winflash"
postype = back
pos = 0,0
sprpriority = 2
stateno = 4000
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = winko = 1
trigger1 = numhelper(10001) = 0
;trigger1 = numhelper(11) = 1
ID = 10001
name = "sound"
postype = back
pos = 0,0
sprpriority = 2
stateno = 10001
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 191, 1]
type = stopsnd
trigger1 = movetype = H
channel = 0

[State 191, 1]
type = AssertSpecial
trigger1 = roundstate = 0
trigger2 = roundstate = 1
trigger3 = roundstate = 3
flag = nobardisplay

[State 4100,1]
type = Helper
trigger1 = roundstate = 2
triggerall = var(58) = 1
trigger1 = numhelper(2200) = 0
trigger1 = roundno = 1
ID = 2200
name = "dog"
postype = p1
pos = -100,0
sprpriority = 2
stateno = 2200
helpertype = normal
keyctrl = 1
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = roundno >= 2
triggerall = var(58) = 1
trigger1 = roundstate = 0 || roundstate = 2
trigger1 = numhelper(2200) = 0
ID = 2200
name = "dog"
postype = p1
pos = -40,0
sprpriority = 2
stateno = 2200
helpertype = normal
keyctrl = 1
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = projhit = 1
trigger1 = numprojID(2222) = 1
anim = 504
postype = p2
pos = 0,-60
sprpriority = 6
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = projhit = 1
trigger1 = numprojID(2222) = 1
anim = 507
postype = p2
pos = 0,-60
sprpriority = 6
ownpal = 1

[State 240, 4]
type = varset
triggerall = p2statetype = L
trigger1 = 1
var(20) = 0




























[Statedef 4093];柍偵娨傠偆
type    = S
movetype= A
physics = S
poweradd = -1000
ctrl = 0
velset = 0,0
anim = 2000
sprpriority = 2

[State 240, 4]
type = varset
triggerall = prevstateno = [200,500]
triggerall = enemy,hitfall = 1
trigger1 = Time = 0
var(20) = 1

[State 240, 4]
type = varrandom
trigger1 = Time = 0
v = 1
range = 1,3

[State 240, 4]
type = envcolor
trigger1 = Time = 0
time = 3
value = 255,255,255
under = -1

[State 240, 4]
type = envcolor
trigger1 = Time = [3,35]
time = 2
value = 0,0,0
under = -1

;[State 3100,AssertSpecial]
;type = AssertSpecial
;trigger1 = Time = [3,35]
;flag = NoFG
;flag2 = NoBG
;ignorehitpause = 1

[state 190]
type = superpause
trigger1 = time = 0
time = 25
movetime = 25
anim = -1
darken = 0
unhittable = 1
sound = S0,29

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
trigger1 = var(1) = [1,2]
value = S1111,3



[State 240, 4]
type = Explod
trigger1 = time = 0
anim = F102   ;2004
postype = p1
pos = 0,-130
sprpriority = -1
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 12
anim = F103   ;2006
postype = p1
pos = 0,-130
sprpriority = 5
supermove = 1
ownpal = 1

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

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 20011

[Statedef 20011];峌寕
type    = S
movetype= I
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2001
sprpriority = 2

[State 170, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AP,AT
time = 5

[State 240, 4]
type = envcolor
trigger1 = time = [0,16]
time = 1
value = 0,0,0
ignorehitpause = 1
under = -1

[State 240, 4]
type = envcolor
trigger1 = time = [17,90]
trigger1 = 1
time = 2
;time = 50
value = 255,255,255
ignorehitpause = 1
under = -1

[State 240, 4]
type = envcolor
trigger1 = time >= 90
trigger1 = 1
time = 1
value = 0,0,0
ignorehitpause = 1
under = -1



[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
value = S0,28
channel = 0

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
value = S0,28
channel = 0

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoFG
ignorehitpause = 1

[State 4100,1]
type = Helper
trigger1 = time = 0
ID = 2000
name = "kougeki"
postype = back
pos = 0,0
sprpriority = 2
stateno = 20041
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 0
ID = 2001
name = "center"
postype = back
pos = 160,0
sprpriority = 2
stateno = 20061
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 2003
scale = 1.12,1.12;1.14,1.14
id = 2003
postype = back
pos = -17,-10
sprpriority = -1
supermove = 1
ownpal = 1
removeongethit = 1
bindtime = -1

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
value = S1111,1

[State 240, 4]
type = RemoveExplod
trigger1 = p2life = 0
trigger2 = movetype = H
id = 2003

[State 240, 4]
type = ChangeState
trigger1 = Time = 90;100
trigger2 = p2life = 0
value = 45706


[Statedef 20042];峌寕僿儖僷乕
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2007
sprpriority = 2
juggle  = 15

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 2, >= 0
trigger1 = 1
projremove = 0
Projremovetime = 2
projhits = 0
projremanim = -1
projpriority = 999999999
projanim = 2009
offset = 0,0;35,-105
velocity = 0,0
attr = S, SP

[State 191, 1]
type = playsnd
trigger1 = p2life = 0
trigger1 = movehit = 1
value = S0,31
persistent = 0

[State 191, 1]
type = playsnd
trigger1 = p2life = 0
trigger1 = movehit = 1
value = S0,31
persistent = 0

[State 840,0]
type = PlayerPush
trigger1 = 1
value = 0

[State 810, Bind 1]
type = bindtoroot
trigger1 = 1
pos = 0,0

[State 240, 2]
type = HitDef
triggerall = parent,var(20) != 1
trigger1 = animelem = 2, = 0
attr = S, HP
animtype  = hard
damage    = 20,10
guardflag = M
hitflag = MAF
pausetime = 0,2
guard.pausetime = 0,0
sparkno = S502
guard.sparkno = S506
sparkxy = -15,-85 + var(11)
hitsound   = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = IfElse(p2life <= 10,-6,0),IfElse(p2life <= 10,-6,0)
air.velocity = -8,-8
air.fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
givepower = 60,50
guard.hittime = 15
guard.ctrltime = 8
air.animtype = Up
;air.juggle = 15

[State 240, 2]
type = HitDef
triggerall = parent,var(20) != 1
trigger1 = animelem = 3, = 0
trigger2 = animelem = 4, = 0
trigger3 = animelem = 5, = 0
trigger4 = animelem = 6, = 0
trigger5 = animelem = 7, = 0
trigger6 = animelem = 8, = 0
attr = S, HP
animtype  = hard
damage    = 15,10
guardflag = M
hitflag = MAF
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S502
guard.sparkno = S506
sparkxy = -15,-85 + var(11)
hitsound   = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = IfElse(p2life <= 10,-6,0),IfElse(p2life <= 10,-6,0)
air.velocity = -6,-7
air.fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
givepower = 60,50
guard.hittime = 15
guard.ctrltime = 8
air.animtype = Up
;air.juggle = 10

[State 240, 2]
type = HitDef
triggerall = parent,var(20) != 1
trigger1 = animelem = 9, = 0
attr = S, HP
animtype = DiagUp
damage    = 15,10
guardflag = M
hitflag = MAF
pausetime = 0,3
guard.pausetime = 0,0
sparkno = S502
guard.sparkno = S506
sparkxy = -15,-85 + var(11)
hitsound   = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = -6,-8
air.velocity = -5,-6
fall = 1
fall.recover = 0
getpower = 0,0
givepower = 60,50
guard.hittime = 15
guard.ctrltime = 8
;air.juggle = 10

[State 240, 4]
type = varset
trigger1 = time = 0
var(11) = 0

[State 240, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(11) = 30

[State 240, 4]
type = varset
trigger1 = 1
trigger1 = P2statetype != C
var(11) = -150 - (-150 - floor(p2bodydist y))

[State 240, 4]
type = destroyself
trigger1 = animTime = 0
trigger1 = hitshakeover = 1
trigger2 = p2life = 0
trigger3 = parent,movetype = H

[Statedef 20062];僿儖僷乕
type    = S
physics = N
movetype = A
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2108
sprpriority = -1

[State 240, 2]
type = HitDef
trigger1 = animelem = 2, = 0
attr = S, HP
animtype  = hard
damage    = 20,10
guardflag = M
hitflag = M
pausetime = 0,2
guard.pausetime = 0,0
sparkno = S502
guard.sparkno = S506
sparkxy = 5,-50
hitsound   = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = 0
air.velocity = -8,-8
air.fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
givepower = 60,50
guard.hittime = 15
guard.ctrltime = 8
air.animtype = Up

[State 240, 2]
type = HitDef
trigger1 = animelem = 3, = 0
trigger2 = animelem = 4, = 0
trigger3 = animelem = 5, = 0
trigger4 = animelem = 6, = 0
trigger5 = animelem = 7, = 0
trigger6 = animelem = 8, = 0
attr = S, HP
animtype  = hard
damage    = 15,10
guardflag = M
hitflag = M
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S502
guard.sparkno = S506
sparkxy = 5,-50
hitsound   = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = 0
air.velocity = -6,-7
air.fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
givepower = 60,50
guard.hittime = 15
guard.ctrltime = 8
air.animtype = Up

[State 240, 4]
type = destroyself
trigger1 = animTime = 0
trigger1 = hitshakeover = 1
trigger2 = p2life = 0
trigger3 = parent,movetype = H


















[Statedef 45706];柍偵娨傠偆
type    = S
movetype= A
physics = S
poweradd = -1000
ctrl = 0
velset = 0,0
anim = 2300
sprpriority = 2

[State 240, 4]
type = varset
triggerall = prevstateno = [200,500]
triggerall = enemy,hitfall = 1
trigger1 = Time = 0
var(20) = 1

[State 240, 4]
type = varrandom
trigger1 = Time = 0
v = 1
range = 1,3

[State 240, 4]
type = envcolor
trigger1 = Time = 0
time = 3
value = 255,255,255
under = -1

[State 240, 4]
type = envcolor
trigger1 = Time = [3,35]
time = 2
value = 0,0,0
under = -1

;[State 3100,AssertSpecial]
;type = AssertSpecial
;trigger1 = Time = [3,35]
;flag = NoFG
;flag2 = NoBG
;ignorehitpause = 1

[state 190]
type = superpause
trigger1 = time = 0
time = 25
movetime = 25
anim = -1
darken = 0
unhittable = 1
sound = S0,29

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
trigger1 = var(1) = [1,2]
value = S1111,2

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = F102   ;2004
postype = p1
pos = 0,-130
sprpriority = -1
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 12
anim = F103   ;2006
postype = p1
pos = 0,-130
sprpriority = 5
supermove = 1
ownpal = 1

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

[State 240, 4]
type = ChangeState
trigger1 = animTime = 0
value = 20012

[Statedef 20012];峌寕
type    = S
movetype= I
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2301
sprpriority = 2

[State 170, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AP,AT
time = 5

[State 240, 4]
type = envcolor
trigger1 = time = [0,16]
time = 1
value = 0,0,0
ignorehitpause = 1
under = -1

[State 240, 4]
type = envcolor
trigger1 = time = [17,90]
trigger1 = 1
time = 2
;time = 50
value = 255,255,255
ignorehitpause = 1
under = -1

[State 240, 4]
type = envcolor
trigger1 = time >= 90
trigger1 = 1
time = 1
value = 0,0,0
ignorehitpause = 1
under = -1



[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
value = S0,28
channel = 0

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
value = S0,28
channel = 0

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoFG
ignorehitpause = 1

[State 4100,1]
type = Helper
trigger1 = time = 0
ID = 2000
name = "kougeki"
postype = back
pos = 0,0
sprpriority = 2
stateno = 20042
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 4100,1]
type = Helper
trigger1 = time = 0
ID = 2001
name = "center"
postype = back
pos = 160,0
sprpriority = 2
stateno = 20062
helpertype = normal
keyctrl = 0
persistent = 0
ignorehitpause = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = 2345
scale = 1.12,1.12;1.14,1.14
id = 2003
postype = back
pos = -17,-10
sprpriority = -1
supermove = 1
ownpal = 1
removeongethit = 1
bindtime = -1

[State 240, 4]
type = RemoveExplod
trigger1 = p2life = 0
trigger2 = movetype = H
id = 2003

[State 240, 4]
type = ChangeState
trigger1 = Time = 90;100
trigger2 = p2life = 0
value = 7703


[Statedef 20042];峌寕僿儖僷乕
type    = S
movetype= A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2007
sprpriority = 2
juggle  = 15

[State 1034, 2]
type = Projectile
projID = 1000
trigger1 = animelem = 2, >= 0
trigger1 = 1
projremove = 0
Projremovetime = 2
projhits = 0
projremanim = -1
projpriority = 999999999
projanim = 2009
offset = 0,0;35,-105
velocity = 0,0
attr = S, SP

[State 191, 1]
type = playsnd
trigger1 = p2life = 0
trigger1 = movehit = 1
value = S0,31
persistent = 0

[State 191, 1]
type = playsnd
trigger1 = p2life = 0
trigger1 = movehit = 1
value = S0,31
persistent = 0

[State 840,0]
type = PlayerPush
trigger1 = 1
value = 0

[State 810, Bind 1]
type = bindtoroot
trigger1 = 1
pos = 0,0

[State 240, 2]
type = HitDef
triggerall = parent,var(20) != 1
trigger1 = animelem = 2, = 0
attr = S, HP
animtype  = hard
damage    = 50,10
guardflag = M
hitflag = MAF
pausetime = 0,2
guard.pausetime = 0,0
sparkno = S502
guard.sparkno = S506
sparkxy = -15,-85 + var(11)
hitsound   = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = IfElse(p2life <= 10,-6,0),IfElse(p2life <= 10,-6,0)
air.velocity = -8,-8
air.fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
givepower = 60,50
guard.hittime = 15
guard.ctrltime = 8
air.animtype = Up
;air.juggle = 15

[State 240, 2]
type = HitDef
triggerall = parent,var(20) != 1
trigger1 = animelem = 3, = 0
trigger2 = animelem = 4, = 0
trigger3 = animelem = 5, = 0
trigger4 = animelem = 6, = 0
trigger5 = animelem = 7, = 0
trigger6 = animelem = 8, = 0
attr = S, HP
animtype  = hard
damage    = 20,10
guardflag = M
hitflag = MAF
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S502
guard.sparkno = S506
sparkxy = -15,-85 + var(11)
hitsound   = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = IfElse(p2life <= 10,-6,0),IfElse(p2life <= 10,-6,0)
air.velocity = -6,-7
air.fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
givepower = 60,50
guard.hittime = 15
guard.ctrltime = 8
air.animtype = Up
;air.juggle = 10

[State 240, 2]
type = HitDef
triggerall = parent,var(20) != 1
trigger1 = animelem = 9, = 0
attr = S, HP
animtype = DiagUp
damage    = 15,10
guardflag = M
hitflag = MAF
pausetime = 0,3
guard.pausetime = 0,0
sparkno = S502
guard.sparkno = S506
sparkxy = -15,-85 + var(11)
hitsound   = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = -6,-8
air.velocity = -5,-6
fall = 1
fall.recover = 0
getpower = 0,0
givepower = 60,50
guard.hittime = 15
guard.ctrltime = 8
;air.juggle = 10

[State 240, 4]
type = varset
trigger1 = time = 0
var(11) = 0

[State 240, 4]
type = varset
trigger1 = P2statetype = C
trigger1 = 1
var(11) = 30

[State 240, 4]
type = varset
trigger1 = 1
trigger1 = P2statetype != C
var(11) = -150 - (-150 - floor(p2bodydist y))

[State 240, 4]
type = destroyself
trigger1 = animTime = 0
trigger1 = hitshakeover = 1
trigger2 = p2life = 0
trigger3 = parent,movetype = H

[Statedef 20062];僿儖僷乕
type    = S
physics = N
movetype = A
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2108
sprpriority = -1

[State 240, 2]
type = HitDef
trigger1 = animelem = 2, = 0
attr = S, HP
animtype  = hard
damage    = 20,10
guardflag = M
hitflag = M
pausetime = 0,2
guard.pausetime = 0,0
sparkno = S502
guard.sparkno = S506
sparkxy = 5,-50
hitsound   = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = 0
air.velocity = -8,-8
air.fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
givepower = 60,50
guard.hittime = 15
guard.ctrltime = 8
air.animtype = Up

[State 240, 2]
type = HitDef
trigger1 = animelem = 3, = 0
trigger2 = animelem = 4, = 0
trigger3 = animelem = 5, = 0
trigger4 = animelem = 6, = 0
trigger5 = animelem = 7, = 0
trigger6 = animelem = 8, = 0
attr = S, HP
animtype  = hard
damage    = 15,10
guardflag = M
hitflag = M
pausetime = 0,0
guard.pausetime = 0,0
sparkno = S502
guard.sparkno = S506
sparkxy = 5,-50
hitsound   = -1
guardsound = -1
ground.type = high
ground.slidetime = 0
ground.hittime  = 15
ground.velocity = 0
air.velocity = -6,-7
air.fall = 1
fall.recover = 0
yaccel = .5
getpower = 0,0
givepower = 60,50
guard.hittime = 15
guard.ctrltime = 8
air.animtype = Up

[State 240, 4]
type = destroyself
trigger1 = animTime = 0
trigger1 = hitshakeover = 1
trigger2 = p2life = 0
trigger3 = parent,movetype = H
















[Statedef 7703];柍偵娨傠偆
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -1000
anim = 1111
ctrl = 0



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

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1
sound = S0,29

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
trigger1 = var(1) = [1,2]
value = S1111,0

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = F102   ;2004
postype = p1
pos = 0,-130
sprpriority = -1
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 12
anim = F103   ;2006
postype = p1
pos = 0,-130
sprpriority = 5
supermove = 1
ownpal = 1


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

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 50
value = 0,0,0
under = 2



[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 1
value = 10,1

[State 2000, 7]
type = PlaySnd
trigger1 = animelem = 1
value = 8,12

;---------------------[岠壥壒]
[State 2000, 6];偝偁
type = PlaySnd
trigger1 = Time = 0
value = 2200,0

;---------------------[峌寕敾掕]
;---------------------[廔椆]
[state a]
type = changestate
trigger1 = animtime = 0
value = 32050


; 丠丠丠丠丠丠丒柍偵娨傠偆丒峌寕
[Statedef 32050]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 1112
ctrl = 0

;---------------------[傾僯儊乕僔儑儞曄峏]
[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State -2]
type = assertspecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2]
type = AssertSpecial
trigger1 = 1
flag = nokoslow

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 32060

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

[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2200,1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 20
value = 2563,5
volume = 250
channel = 10

[State 2632]
type = Explod
trigger1 = Time = 0
anim = 22176
id = 22176
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add

[State 2632]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 1]
type = Projectile
triggerall = var(1)!=1
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = 20,20
getpower = 0,0
givepower = 0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = -1
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
nochainid = 2200


[State 1]
type = Projectile
triggerall = var(1)!=0
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = 20,20
getpower = 0,0
givepower = 0-((palno = 12)*9999999999)
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = -1
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
id = 2200


[State 1]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 22178
projhitanim = -1
projid = 22178
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage  = 20,20
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -1
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 1]
type = AttackDist
trigger1 = palno=12
value = 0





[State 1]
type = targetLifeAdd
trigger1 = 1
value = -9999999999999999999999999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999





[state a]
type = changestate
trigger1 = time >= 250
value = 20032



[Statedef 20032];廔椆
type    = S
movetype= I
physics = N
poweradd = 0
ctrl = 0
velset = 0,0
anim = 1113
sprpriority = 2

[State 3100,AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoFG
ignorehitpause = 1

[State 240, 4]
type = varset
trigger1 = Time = 0
var(20) = 0

[State 821, 4]
type = stopsnd
trigger1 = p2life = 0
channel = 0

[State 240, 4]
type = envcolor
trigger1 = time = 0
time = 14
value = 0,0,0
ignorehitpause = 1
under = -1

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















[Statedef 7704];柍偵娨傠偆
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -1000
anim = 1111
ctrl = 0



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

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1
sound = S0,29

[State 821, 4]
type = playsnd
trigger1 = AnimElem = 1
trigger1 = var(1) = [1,2]
value = S1111,0

[State 240, 4]
type = Explod
trigger1 = time = 0
anim = F102   ;2004
postype = p1
pos = 0,-130
sprpriority = -1
supermove = 1
ownpal = 1

[State 240, 4]
type = Explod
trigger1 = time = 12
anim = F103   ;2006
postype = p1
pos = 0,-130
sprpriority = 5
supermove = 1
ownpal = 1


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

[State 3040, 7]
type = EnvColor
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 50
value = 0,0,0
under = 2



[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 1
value = 10,1

[State 2000, 7]
type = PlaySnd
trigger1 = animelem = 1
value = 8,12

;---------------------[岠壥壒]
[State 2000, 6];偝偁
type = PlaySnd
trigger1 = Time = 0
value = 2200,0

;---------------------[峌寕敾掕]
;---------------------[廔椆]
[state a]
type = changestate
trigger1 = animtime = 0
value = 42050


; 丠丠丠丠丠丠丒柍偵娨傠偆丒峌寕
[Statedef 42050]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 1112
ctrl = 0

;---------------------[傾僯儊乕僔儑儞曄峏]
[State -2]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State -2]
type = assertspecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2]
type = AssertSpecial
trigger1 = 1
flag = nokoslow

[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 42060

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

[State 3040, 7]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0,0,0
under = 2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 0
value = 2200,1

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 20
value = 1111,4
volume = 250
channel = 10

[State 2632]
type = Explod
trigger1 = Time = 0
anim = 32176
id = 22176
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add

[State 2632]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 1]
type = Projectile
triggerall = var(1)!=1
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = 20,20
getpower = 0,0
givepower = 0
hitflag = MAFD
guardflag = M
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = -1
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
nochainid = 2200


[State 1]
type = Projectile
triggerall = var(1)!=0
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = 20,20
getpower = 0,0
givepower = 0-((palno = 12)*9999999999)
hitflag = MAFD
guardflag = 
pausetime = 9,5
guard.pausetime = 9,5
sparkno = -1
sparkxy = -1
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.75,-0.01
guard.velocity = -9.5
air.velocity = -0.75,-0.01
fall = 1
air.fall = 1
fall.recover = 0
id = 2200


[State 1]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 22178
projhitanim = -1
projid = 22178
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage  = 20,20
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,8
sparkno = -1
sparkxy = -1
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 1]
type = AttackDist
trigger1 = palno=12
value = 0





[State 1]
type = targetLifeAdd
trigger1 = 1
value = -9999999999999999999999999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999





[state a]
type = changestate
trigger1 = time >= 250
value = 20032










