;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;挻昁嶦媄
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; 戝恄
[Statedef 2000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -1000
anim = 2000
ctrl = 0

;---------------------[嫮庛敾掕]
[state a]
type = varset
trigger1 = command = "x"
trigger1 = time = 0
v = 5
value = 0

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


;---------------------[傾僯儊乕僔儑儞曄峏]
[state a]
type = changeanim
trigger1 = time = 0
trigger1 = var(5) = 1
value = 2001


;---------------------[僷儚乕僎乕僕尭彮,MAX娭學]
[state a];僗僷僉儍儞帪偺僎乕僕尭彮
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1101
trigger3 = prevstateno = 1200
trigger4 = prevstateno = 1201
trigger5 = prevstateno = 1702
trigger6 = prevstateno = 1150
trigger7 = prevstateno = 1250
value = -1000

[State -2, a];偳偙僉儍儞帪偺揰柵(幐攕)
type = palfx
triggerall = gametime %2
triggerall = time <= 10
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1101
trigger3 = prevstateno = 1200
trigger4 = prevstateno = 1201
trigger5 = prevstateno = 1702
trigger6 = prevstateno = 1150
trigger7 = prevstateno = 1250
time = 1
add = 248,248,248
;mul = 248,248,248
color = 1
ignorehitpause = 1



;---------------------[僗僷僉儍儞]
[state a];僗僷僉儍儞MAX僎乕僕尭彮
type = varadd
trigger1 = time = 0
trigger1 = var(11) = 1
v = 8
value = -128

[state a];僗僷僉儍儞僎乕僕尭彮
type = poweradd
trigger1 = time = 0
trigger1 = var(11) = 1
value = -1000

[state a];僗僷僉儍儞僐儅儞僪敾掕弶婜壔
type = varset
trigger1 = time = 1
v = 11
value = 0

;---------------------[挻昁嶦媄墘弌]
[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = animelem = 8,<=0
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 28
movetime = 28
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6000
sprpriority = -1
postype = p1
pos = 0,-102
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6001
sprpriority = 1
postype = p1
pos = 0,-102
bindtime = 1
supermove = 1
under = 0
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 = 25
value = 0,0,0
under = 2

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

;---------------------[岠壥壒]
[State 2000, 6];僼僼僼僼僼僼僼
type = PlaySnd
trigger1 = Time = 0
trigger1 = var(5) = 0
value = 2000,0

[State 2000, 6];僼僢僴僢僴僢僴僢僴
type = PlaySnd
trigger1 = Time = 0
trigger1 = var(5) = 1
value = 2000,1

[State 2000, 6];僴傾僢僴僢僴僢僴僢僴僢僴
type = PlaySnd
trigger1 = animelem = 3
trigger1 = var(5) = 1
value = 2000,2

;---------------------[峌寕敾掕]
[State 800, 1]
type = HitDef
Trigger1 = p2stateno != [120,159]
Trigger1 = p2stateno != 40
trigger1 = p2statetype != A
attr = S, HT
damage = 0,0
hitflag = M
priority = 6, Miss
sparkno = -1
sprpriority = 5
p2facing = 1
p1stateno = 2005
p2stateno = 2010
p2facing = 1
kill = 0


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


;---------------------------------------------------------------------------
; 戝恄僸僢僩
[Statedef 2005]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= 0
anim = 2005
ctrl = 0

;---------------------[夋柺岠壥]
[State 3040, 7]
type = EnvColor
trigger1 = animelem = 18,<=0
ignorehitpause = 1
time = 5
value = 0,0,0
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 18
ignorehitpause = 1
time = 14
value = 255,255,255
under = 3

[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy
trigger1 = 1
value = SCA
;---------------------[僄僼僃僋僩]
[State 1000, 5]
type = Explod
trigger1 = animelem = 7
trigger2 = animelem = 8
anim = 7002
sprpriority = 7
postype = p1
pos = 50,-65
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 18
anim = 7003
sprpriority = 7
postype = p1
pos = 58,-83
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14


[State State 0, Projectile]
type = Projectile
trigger1 = animelem = 8
projanim = 2006
projshadow = 68,68,68
projremovetime = 74
projsprpriority = 8
offset = 0,0
velocity = 0.00001, 0.00001
postype = p1
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14
supermovetime = 999
;------------余影参数----------
Afterimage.time = -1
Afterimage.length = 8
Afterimage.PalBright = 0, 0, 0
Afterimage.PalContrast = 50, 50, 150
Afterimage.PalAdd = 0, 0, 0
Afterimage.PalMul = 0.9,0.9,0.9
afterimage.Timegap = 1   ;残影每1ticks都存一张
afterimage.Framegap = 1   ;残影每一张动画图片都存一张
Afterimage.sprpriority = 5
Afterimage.Trans = Add
Afterimage.ownpal = 1
Afterimage.ontop = 1
;---------------------[岠壥壒]
[State 2000, 6];巋偡
type = PlaySnd
trigger1 = animelem = 7
value = 2000,4

[State 2000, 6];敳偔
type = PlaySnd
trigger1 = animelem = 9
value = 240,0

[State 2000, 6];捵偡
type = PlaySnd
trigger1 = animelem = 18
value = 2000,5

[State 2000, 6];旘傋
type = PlaySnd
trigger1 = animelem = 17
value = 2000,3

;---------------------[憡庤惂屼]
[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 40,0

[state a]
type = targetstate
trigger1 = animelem = 7
value = 2011

[state a]
type = targetstate
trigger1 = animelem = 8
value = 2012

[state a]
type = targetstate
trigger1 = animelem = 18
value = 2013

[state a]
type = pause
trigger1 = animelem = 18
time = 14
movetime = 14


[state a]
type = targetlifeadd
trigger1 = animelem = 7
value = -96
kill = 0

[state a]
type = targetlifeadd
trigger1 = animelem = 8
value = -58
kill = 0

[state a]
type = targetlifeadd
trigger1 = animelem = 18
value = -192

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


;---------------------------------------------------------------------------
;搳偘傜傟偰偄傞憡庤1
[Statedef 2010]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2010


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


;---------------------------------------------------------------------------
;搳偘傜傟偰偄傞憡庤2
[Statedef 2011]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2011


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

;---------------------------------------------------------------------------
;搳偘傜傟偰偄傞憡庤3
[Statedef 2012]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2012


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

;---------------------------------------------------------------------------
;搳偘傜傟偰偄傞憡庤4
[Statedef 2013]
type    = A
movetype= H
physics = N
velset = -7,-7

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

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

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
trigger1 = animexist(5052) = 1
value = 5052

[State 821, 1] ;偙傟偼廳椡偙傟偼枅僼儗乕儉帠偵0.4偺椡偑壛傢傝傑偡
type = VelAdd
Trigger1 = 1
y = .3

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

[State 821, 3] 
type = null;SelfState
trigger1 = time = 15
value = 5050 


[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 15
trigger1 = animexist(5061) = 1
value = 5061

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 15
trigger1 = animexist(5062) = 1
value = 5062

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





;---------------------------------------------------------------------------
; 崿
[Statedef 2100]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -2000
anim = 2100
ctrl = 0


;---------------------[僷儚乕僎乕僕尭彮,MAX娭學]
[state a];僗僷僉儍儞帪偺僎乕僕尭彮
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1101
trigger3 = prevstateno = 1200
trigger4 = prevstateno = 1201
trigger5 = prevstateno = 1702
trigger6 = prevstateno = 1150
trigger7 = prevstateno = 1250
value = -1000

[State -2, a];偳偙僉儍儞帪偺揰柵(幐攕)
type = palfx
triggerall = gametime %2
triggerall = time <= 10
trigger1 = prevstateno = 1100
trigger2 = prevstateno = 1101
trigger3 = prevstateno = 1200
trigger4 = prevstateno = 1201
trigger5 = prevstateno = 1702
trigger6 = prevstateno = 1150
trigger7 = prevstateno = 1250
time = 1
add = 248,248,248
;mul = 248,248,248
color = 1
ignorehitpause = 1


;---------------------[僗僷僉儍儞]
[state a];僗僷僉儍儞MAX僎乕僕尭彮
type = varadd
trigger1 = time = 0
trigger1 = var(11) = 1
v = 8
value = -128

[state a];僗僷僉儍儞僎乕僕尭彮
type = poweradd
trigger1 = time = 0
trigger1 = var(11) = 1
value = -1000

[state a];僗僷僉儍儞僐儅儞僪敾掕弶婜壔
type = varset
trigger1 = time = 1
v = 11
value = 0

;---------------------[挻昁嶦媄墘弌]
[State 1];柍揋偺忬懺傪嶌傞
type = NotHitBy 
trigger1 = Time = [0,30]
value = SCA

[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 28
movetime = 28
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 6010
sprpriority = -1
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 6011
sprpriority = 1
postype = p1
pos = -1,-138
bindtime = 1
supermove = 1
under = 0
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 = 25
value = 0,0,0
under = 2

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

;---------------------[岠壥壒]
[State 2000, 6];偝偁
type = PlaySnd
trigger1 = Time = 0
value = 2100,0

[State 2000, 6];柍偵娨傠偆
type = PlaySnd
trigger1 = animelem = 2
value = 2100,1

[State 2000, 6];柍偵娨傠偆
type = PlaySnd
trigger1 = animelem = 2
value = 2100,1

[State 2000, 6];偼偀
type = PlaySnd
trigger1 = animelem = 9
value = 2100,2

[State 2000, 6];岠壥壒
type = PlaySnd
trigger1 = animelem = 8
value = 2100,3

;---------------------[夋柺岠壥]
[State 3040, 7]
type = EnvColor
trigger1 = animelem = 9,<=0
ignorehitpause = 1
time = 2
value = 0,0,0
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 9
ignorehitpause = 1
time = 2
value = 255,255,255
under = 2

;---------------------[峌寕敾掕]
;---------------------[僿儖僷乕屇傃弌偟]
[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 2100
persistent = 0
name = "muni"
pos = 0,0
postype = P1
stateno = 2101
helpertype = normal
keyctrl = 0
ownpal = 1

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



; 柍僿儖僷乕
[Statedef 2101]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2101

;---------------------[曄悢巜掕]
[state a]
type = varset
trigger1 = time = 0
v = 14
value = 0

[state a]
type = varadd
trigger1 = movecontact = 1
v = 14
value = 1

;---------------------[柍揋張棟]
[state 2901,1]
type = nothitby
trigger1 = 1
value = SCA
time = -1

[state 2901,1]
type = hitby
trigger1 = 1
value = SCA,NP,SP,HP
time = -1

[state 2901,1]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP,HP
stateno = 2101

;---------------------[僄僼僃僋僩]
[State State 0, Projectile]
type = Projectile
trigger1 = movehit = 1
projanim = 2110
projshadow = 68,68,68
projremovetime = 12
projsprpriority = 10
offset = 10,-70
velocity = 0.00001, 0.00001
postype = p2
bindtime = -1
supermove = 1
ignorehitpause = 1
facing = -1
under = 0
projscale = .8,.8
;------------余影参数----------
Afterimage.time = -1
Afterimage.length = 8
Afterimage.PalBright = 0, 0, 0
Afterimage.PalContrast = 50, 50, 150
Afterimage.PalAdd = 0, 0, 0
Afterimage.PalMul = 0.9,0.9,0.9
afterimage.Timegap = 1   ;残影每1ticks都存一张
afterimage.Framegap = 1   ;残影每一张动画图片都存一张
Afterimage.sprpriority = 5
Afterimage.Trans = Add
Afterimage.ownpal = 1
Afterimage.ontop = 1




[State State 0, Projectile]
type = Projectile
trigger1 = moveguarded = 1
projanim = 1015
projshadow = 68,68,68
projremovetime = 24
projsprpriority = 10
offset = 10,-70
velocity = 0.00001, 0.00001
postype = p2
bindtime = 1
supermove = 1
ignorehitpause = 1
facing = -1
under = 0
projscale = .8,.8
;------------余影参数----------
Afterimage.time = -1
Afterimage.length = 8
Afterimage.PalBright = 0, 0, 0
Afterimage.PalContrast = 50, 50, 150
Afterimage.PalAdd = 0, 0, 0
Afterimage.PalMul = 0.9,0.9,0.9
afterimage.Timegap = 1   ;残影每1ticks都存一张
afterimage.Framegap = 1   ;残影每一张动画图片都存一张
Afterimage.sprpriority = 5
Afterimage.Trans = Add
Afterimage.ownpal = 1
Afterimage.ontop = 1




[State 1000, 5];
type = null;Explod
trigger1 = movehit = 1
anim = 2110
id = 2110
sprpriority = 10
postype = p2
velset = 0,0
pos = 10,-70
bindtime = -1
supermove = 1
ignorehitpause = 1
facing = -1
under = 0

[State 1000, 5];
type = null;Explod
trigger1 = moveguarded = 1
anim = 1015
id = 2110
sprpriority = 10
postype = p2
velset = 0,0
pos = 10,-70
bindtime = 1
supermove = 1
ignorehitpause = 1
facing = -1
under = 0

;---------------------[懍搙巜掕]
[state a]
type = null;velset
trigger1 = movecontact = 1
trigger2 = p2Dist X <=0
x = 0

[state a]
type = null;velset
trigger1 = movecontact = 5
x = 8

;---------------------[峌寕偺巜掕]
[State 2];峌寕偺巜掕
type = HitDef
trigger1 = time = 0
trigger2 = movehit = 10
trigger3 = moveguarded = 10
attr = S, HP
animtype  = hard
damage    = 70 - var(14)*2,20
getpower = 0,0
guardflag = MA
numhits = 1
pausetime = 0,6
guard.pausetime = 0,8
sparkno = -1;s7002
sparkxy = -17,0
hitsound   = s190,2
guard.sparkno = -1;s7012
guardsound = s190,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8,-6
air.velocity = -8,-6.5
fall = 1
air.fall = 1
fall.recover = 0
fall.damage = 50
ID = 1200

;---------------------[徚柵]
[state a]
type = destroyself
trigger1 = time = 100
trigger2 = var(14) >= 8
;---------------------------------------------------------------------------
