;-----------------------------------------
;挻昁嶦媄
;-----------------------------------------
;忣曬夝懱丒傾乕儅乕嶦偟
[Statedef 2000]
type        = S
movetype    = A
physics     = S
juggle      = 0
poweradd    = -1000
ctrl        = 0
anim        = 2000

[State 1000, 憡庤偺摿掕偺峌寕懏惈柍岠]
type       = NotHitBy
triggerall = palno = 11
triggerall = var(15) >= 3
trigger1   = 1
value      = SCA

[State 1000,挻昁僄僼僃僋僩梡helper]
Type = Helper
trigger1 = animelem = 1
stateno  = 7000
Pos      = 11,-63
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
ID            = 16000

[State 1000, 挻昁嶦媄埫揮帪娫掆巭]
type = SuperPause
trigger1 = animelemtime(1) = 1
anim = -1
pos = -33, -83
time = 30 
darken = 0
p2defmul = 1  
sound = s10000, 0
unhittable = 1

[State 410, 壒傪柭傜偡]
type     = PlaySnd
trigger1 = Time = 3
value    = 100, 0

[State 410, 僸僢僩掕媊]
type = HitDef
trigger1 = time = [3,9]
attr             = S, HA
hitflag          = MAP
damage           = 110*fvar(10)*fvar(11),2
getpower         = 0,0
guardflag        = MA
priority         = 4
pausetime        = 5,5
sparkno          = S6020
sparkxy          = -1,-62
hitsound         = S130, 0
guardsound       = 6, 0
guard.ctrltime   = 8
animtype         = Med
ground.type      = High
ground.slidetime = 17
ground.hittime   = 20
air.hittime      = 20
ground.velocity  = -1
air.velocity     = -1,-4
fall             = 1
;persistent       = 1

[State 2000, 僗僥乕僩曄峏]
type     = ChangeState
trigger1 = AnimTime = 0
value    = 0
ctrl     = 1
;-----------------------------------------
;忣曬夝懱丒曗惓忋徃
[Statedef 2010]
type        = S
movetype    = A
physics     = S
juggle      = 0
poweradd    = -1000
ctrl        = 0
anim        = 2010

[State 1000, 憡庤偺摿掕偺峌寕懏惈柍岠]
type       = NotHitBy
triggerall = palno = 11
triggerall = var(15) >= 3
trigger1   = 1
value      = SCA

[State 1000,挻昁僄僼僃僋僩梡helper]
Type = Helper
trigger1 = animelem = 1
stateno  = 7000
Pos      = 11,-63
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
ID            = 16000

[State 410, 壒傪柭傜偡]
type     = PlaySnd
trigger1 = Time = 1
value    = 100, 0

[State 1000, 挻昁嶦媄埫揮帪娫掆巭]
type = SuperPause
trigger1 = animelemtime(1) = 0
anim = -1
pos = -33, -83
time = 30 
darken = 0
p2defmul = 1  
sound = s10000, 0
unhittable = 1

[State 410, 僸僢僩掕媊]
type = HitDef
trigger1 = animelem = 2
attr             = S, HA
hitflag          = MAP
damage           = 1,1
getpower         = 0,0
guardflag        = MA
priority         = 4
pausetime        = 12,12
sparkno          = -1
sparkxy          = -1,-62
hitsound         = S2010, 0
guardsound       = 6, 0
guard.ctrltime   = 8
animtype         = Med
ground.type      = High
ground.slidetime = 17
ground.hittime   = 50
air.hittime      = 50
ground.velocity  = 0
air.velocity     = 0,-2
persistent       = 1

[State 0, 0]
type        = Explod
trigger1    = movehit = 1
postype     = p2
pos         = 10,-80
anim        = 2012
sprpriority = 10
removetime  = 28

[State 2000, 僗僥乕僩曄峏]
type     = ChangeState
trigger1 = AnimTime = 0
value    = 0
ctrl     = 1
;-----------------------------------------
;堦慚
[Statedef 2100]
type        = S
movetype    = A
physics     = S
juggle      = 0
poweradd    = -1000
ctrl        = 0
anim        = 2100

[State 1000, 憡庤偺摿掕偺峌寕懏惈柍岠]
type       = NotHitBy
triggerall = palno = 11
triggerall = var(15) >= 3
trigger1   = 1
value      = SCA

[State 1000, 挻昁嶦媄埫揮帪娫掆巭]
type = SuperPause
trigger1 = animelemtime(1) = 1
anim = -1
pos = -33, -83
time = 30 
darken = 0
p2defmul = 1  
sound = s10000, 0
unhittable = 1

[State 1000,挻昁僄僼僃僋僩梡helper]
Type = Helper
trigger1 = animelem = 1
stateno  = 7000
Pos      = -31,-63
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
ID            = 16000

[State 215, 壒傪柭傜偡]
type     = PlaySnd
trigger1 = animelem = 2
value    = 215, 0

[state 0,0]
type     = playerpush
trigger1 = animelem = 2
value    = 0

[state 0,0]
type     = assertspecial
trigger1 = time = [3,7]
flag     = invisible

[state 0,0]
type     = velset
trigger1 = animelemtime(2) = 2
x        = 180

[state 0,0]
type     = velset
trigger1 = animelem = 3
x        = 0

[State 1001, 4]
type     = Posset
trigger1 = animelemtime(3) = 1
y        = 0

[State 1001, 4]
type = PosAdd
trigger1 = animelemtime(3) = 0
x        = FrontEdgeDist + 20

[State 215, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = animelem = 2
value = 0,0

[State 215, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = time = [6,27]
value = 0,10

[State 215, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = animelem = 8
value = 0,-10

[State 410, 僸僢僩掕媊]
type = HitDef
trigger1 = animelem = 2
attr             = S, HA
hitflag          = MAPFD
damage           = 150*fvar(11),5
getpower         = 0,0
guardflag        = MA
priority         = 4
pausetime        = 0,28
sparkno          = S6020
sparkxy          = -1,-50
hitsound         = S130, 0
guardsound       = 6, 0
guard.ctrltime   = 10
animtype         = Med
ground.type      = High
ground.slidetime = 17
ground.hittime   = 28
air.hittime      = 28
ground.velocity  = 0,0
air.velocity     = 0,0
fall             = 1
persistent       = 0

[State 2100, 僗僥乕僩曄峏]
type       = ChangeState
trigger1   = AnimTime = 0
value      = 0
ctrl       = 1
;------------------------------------
;忋拞壓抜摉恎
[Statedef 2200]
type        = S
movetype    = A
physics     = S
juggle      = 0
poweradd    = -1000
ctrl        = 0
anim        = 2200

[State 1000, 憡庤偺摿掕偺峌寕懏惈柍岠]
type       = NotHitBy
triggerall = palno = 11
triggerall = var(15) >= 3
trigger1   = time = [0,1]
value      = SCA

[State 2200]
type     = AssertSpecial
trigger1 = 1
flag     = nomusic
flag2    = noBG
ignorehitpause = 1

[State 1000, reversaldef]
type          = reversaldef
trigger1      = time = [1,13]
reversal.attr = SCA,AA
pausetime     = 10,10
p1stateno     = 2201
p2stateno     = 2204

[state a,]
type = HitOverride
trigger1 = time = 1
attr = SCA,NP,SP,HP
slot = 1
stateno = 2205
time = 13
forceair = 0

[State 2200, 僗僥乕僩曄峏]
type       = ChangeState
trigger1   = AnimTime = 0
value      = 0
ctrl       = 1
;------------------------------------
;忋拞壓抜摉恎丒惉棫
[Statedef 2201]
type        = S
movetype    = I
physics     = S
juggle      = 0
poweradd    = 0
ctrl        = 0
anim        = 2201

[State 1000, 挻昁嶦媄埫揮帪娫掆巭]
type = SuperPause
trigger1 = animelemtime(1) = 1
anim = -1
pos = -33, -83
time = 30 
darken = 0
p2defmul = 1  
sound = s10000, 0
unhittable = 1

[State 1000,挻昁僄僼僃僋僩梡helper]
Type = Helper
trigger1 = animelem = 1
stateno  = 7000
Pos      = 11,-63
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
ID            = 16000

[State 2200]
type     = AssertSpecial
trigger1 = 1
flag     = nomusic
flag2    = noBG
ignorehitpause = 1

[State 1000, 憡庤偺摿掕偺峌寕懏惈柍岠]
type     = NotHitBy
trigger1 = 1
value    = SCA

[State 215, 壒傪柭傜偡]
type     = PlaySnd
trigger1 = animelemtime(1) = 3
value    = 215, 0

[State 215, 壒傪柭傜偡]
type     = PlaySnd
trigger1 = animelemtime(7) = 22
value    = 130, 0

;[State 0, 0]
;type     = TargetState
;trigger1 = time = movehit = 2
;value    = 2204
;ID       = 2201

[State 2204, ]
type     = targetlifeadd
trigger1 = animelemtime(7) = 22
trigger1 = numtarget
value    = -230
kill     = 1
absolute = 1

[State 0, 0]
type     = EnvShake
trigger1 = animelemtime(7) = 23
time     = 10
freq     = 70
ampl     = 22
phase    = 2

[State 0, 0]
type        = Explod
trigger1    = time = 2
postype     = p2
pos         = 120,-200
anim        = 2202
sprpriority = 10
removetime  = 8
ID          = 2202
facing      = -1

[State 0, 0]
type        = Explod
trigger1    = animelemtime(7) = 22
postype     = p2
pos         = 0,-50
anim        = 2204
sprpriority = 10
removetime  = 11
ID          = 2204

[State 1021, 4]
type     = PosAdd
trigger1 = numenemy    = 1
trigger1 = animelemtime(2) = 0
x        = P2bodydist X + 90

[State 1021, 4]
type     = PosAdd
trigger1 = numenemy >= 2
trigger1 = animelemtime(2) = 0
x        = FrontEdgeDist + 40

[State 1021, 4]
type     = PosAdd
trigger1 = numenemy >= 2
trigger1 = animelemtime(2) = 1
x        = P2bodydist X + 40

[State 2200, 僗僥乕僩曄峏]
type       = ChangeState
trigger1   = AnimTime = 0
value      = 0
ctrl       = 1
;------------------------------------
;忋拞壓抜摉恎丒憡庤damage
[Statedef 2204]
type        = U
movetype    = H
physics     = U
juggle      = 0
poweradd    = 0
ctrl        = 0

[State 1022, ]
type     = changeanim2 
trigger1 = time = 3
value    = 2203
ctrl     = 0

[State 1000, 憡庤偺摿掕偺峌寕懏惈柍岠]
type     = NotHitBy
trigger1 = 1
value    = SCA

[State 1022, 憡庤僗僥乕僩偵栠偡]
type     = SelfState
trigger1 = time > 87
value    = 5050
ctrl     = 0

[State 1022, 憡庤僗僥乕僩偵栠偡]
type     = SelfState
trigger1 = animtime = 0
value    = 5050
ctrl     = 0
;------------------------------------
;忋拞壓抜摉恎丒惉棫
[Statedef 2205]
type        = S
movetype    = A
physics     = S
juggle      = 0
poweradd    = 0
ctrl        = 0
anim        = 2201

[State 2200]
type     = AssertSpecial
trigger1 = 1
flag     = nomusic
flag2    = noBG
ignorehitpause = 1

[State 1000, 憡庤偺摿掕偺峌寕懏惈柍岠]
type     = NotHitBy
trigger1 = 1
value    = SCA

[State 510, 僸僢僩掕媊乮搳偘梡乯]
type = HitDef
trigger1 = animelem = 1
attr = S, HT 
hitflag = MAFD  
priority = 1
sparkno = -1 
p1stateno =2201
p2stateno =2204
guard.dist = 0 ;憡庤偺僈乕僪懺惃偵擖傞嫍棧傪侽偵偟偰傞偺偱丄僈乕僪晄壜
fall = 1

[State 2200, 僗僥乕僩曄峏]
type       = ChangeState
trigger1   = movehit = 1
value      = 0
ctrl       = 1

[State 2200, 僗僥乕僩曄峏]
type       = ChangeState
trigger1   = animelemtime(2) = 18
value      = 0
ctrl       = 1
;------------------------------------
;惂嵸丒敾抐
[Statedef 2208]
type        = S
movetype    = A
physics     = S
juggle      = 0
poweradd    = 0
ctrl        = 0

[State 2209,僗僀僢僠on ]
type       = varset
trigger1   = time = 0
v          = 20
value      = 1

[State 2200, 僗僥乕僩曄峏]
type       = ChangeState
trigger1   = time = 1
value      = 0
ctrl       = 0
;------------------------------------
;惂嵸丒敾抐
[Statedef 2209]
type        = S
movetype    = A
physics     = S
juggle      = 0
poweradd    = 0
ctrl        = 0

[State 2209,僗僀僢僠on ]
type       = parentvarset
trigger1   = time = 0
v          = 20
value      = 1

[State 2200, 僗僥乕僩曄峏]
type       = destroyself
trigger1   = time = 1
;------------------------------------
;惂嵸
[Statedef 2210]
type        = S
movetype    = A
physics     = S
juggle      = 0
poweradd    = 0
ctrl        = 0
anim        = 2211

[State 1000,挻昁僄僼僃僋僩梡helper]
Type = Helper
trigger1 = animelem = 1
stateno  = 7001
Pos      = -8,-51
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
ID            = 16000

[State 1000, 挻昁嶦媄埫揮帪娫掆巭]
type = SuperPause
trigger1 = animelemtime(1) = 1
anim = -1
pos = -33, -83
time = 30 
darken = 0
p2defmul = 1  
sound = s10000, 0
unhittable = 1

[State -2, ]
type       = pause
trigger1   = time = 0
time       = 40
movetime   = 40

[State 1000, 憡庤偺摿掕偺峌寕懏惈柍岠]
type     = NotHitBy
trigger1 = 1
value    = SCA

[State 0, 0]
type        = Explod
trigger1    = time = 2
postype     = back
pos         = 0,-80
anim        = 2210
sprpriority = 10
ID          = 2210
facing      = 1
pausemovetime = 9999

[State 1021, 4]
type     = Posset
trigger1 = animelemtime(2) = 0
y        = 0

[State 1021, 4]
type     = PosAdd
trigger1 = animelemtime(2) = 0
x        = FrontEdgeDist + 40

[State 510, ]
type = HitDef
trigger1         = animelemtime(1) = 3||animelemtime(1) = 7||animelemtime(1) = 13
attr             = S, HA
hitflag          = MAPFD
damage           = ceil(enemy,lifemax/8)
getpower         = 0,0
guardflag        = -
priority         = 4
pausetime        = 0,28
sparkno          = -1
sparkxy          = -1,-50
hitsound         = S130, 0
guardsound       = 6, 0
guard.ctrltime   = 15
animtype         = hard
ground.type      = low
ground.slidetime = 17
ground.hittime   = 28
air.hittime      = 28
ground.velocity  = 0,0
air.velocity     = 0,0

[State 510, ]
type = HitDef
trigger1         = animelemtime(1) = 19
attr             = S, HA
hitflag          = MAPFD
damage           = ceil(enemy,lifemax/6)
getpower         = 0,0
guardflag        = -
priority         = 4
pausetime        = 0,28
sparkno          = -1
sparkxy          = -1,-50
hitsound         = S130, 0
guardsound       = 6, 0
guard.ctrltime   = 15
animtype         = hard
ground.type      = low
ground.slidetime = 17
ground.hittime   = 28
air.hittime      = 28
ground.velocity  = 0,-8
air.velocity     = 0,-8
p2stateno        = 2211

[State 2211, 僎乕僕慡夣]
type       = poweradd
trigger1   = animelemtime(1) = 0
value      = 5000

[State 2209,僗僀僢僠off ]
type       = varset
trigger1   = time = 0
v          = 20
value      = 0

[State 2209,60攞巊梡壜擻 ]
type       = varset
trigger1   = time = 0
v          = 21
value      = 1

[State 2200, 僗僥乕僩曄峏]
type       = ChangeState
trigger1   = animtime = 0
value      = 0
ctrl       = 1
;------------------------------------
;忋拞壓抜摉恎丒憡庤damage
[Statedef 2211]
type        = U
movetype    = H
physics     = U
juggle      = 0
poweradd    = 0
ctrl        = 0

[State 1022, ]
type     = changeanim2 
trigger1 = time = 0
value    = 2212
ctrl     = 0

[State 1000, 憡庤偺摿掕偺峌寕懏惈柍岠]
type     = NotHitBy
trigger1 = 1
value    = SCA

[State 1022, 憡庤僗僥乕僩偵栠偡]
type     = SelfState
trigger1 = time > 10
value    = 5050
ctrl     = 0

[State 1022, 憡庤僗僥乕僩偵栠偡]
type     = SelfState
trigger1 = animtime = 0
value    = 5050
ctrl     = 0
;------------------------------------
[Statedef 2212,僇僂儞僞乕]
type        = S
movetype    = A
physics     = S
juggle      = 0
poweradd    = 0
ctrl        = 0
anim        = 2211

[State -2, ]
type       = pause
trigger1   = time = 0
time       = 40
movetime   = 40

[State 1000, 憡庤偺摿掕偺峌寕懏惈柍岠]
type     = NotHitBy
trigger1 = 1
value    = SCA

[State 0, 0]
type        = Explod
trigger1    = time = 2
postype     = back
pos         = 0,-80
anim        = 2210
sprpriority = 10
ID          = 2210
facing      = 1
pausemovetime = 9999

[State 1021, 4]
type     = Posset
trigger1 = 1
y        = 0

[State 1021, 4]
type     = PosAdd
trigger1 = animelemtime(2) = 0
x        = FrontEdgeDist + 40

[State 510, ]
type = HitDef
trigger1         = animelemtime(1) = 3||animelemtime(1) = 7||animelemtime(1) = 13
attr             = S, HA
hitflag          = MAPFD
damage           = ceil(enemy,lifemax/8)
getpower         = 0,0
guardflag        = -
priority         = 4
pausetime        = 0,28
sparkno          = -1
sparkxy          = -1,-50
hitsound         = S130, 0
guardsound       = 6, 0
guard.ctrltime   = 15
animtype         = hard
ground.type      = low
ground.slidetime = 17
ground.hittime   = 28
air.hittime      = 28
ground.velocity  = 0,0
air.velocity     = 0,0

[State 510, ]
type = HitDef
trigger1         = animelemtime(1) = 19
attr             = S, HA
hitflag          = MAPFD
damage           = ceil(enemy,lifemax/6)
getpower         = 0,0
guardflag        = -
priority         = 4
pausetime        = 0,28
sparkno          = -1
sparkxy          = -1,-50
hitsound         = S130, 0
guardsound       = 6, 0
guard.ctrltime   = 15
animtype         = hard
ground.type      = low
ground.slidetime = 17
ground.hittime   = 28
air.hittime      = 28
ground.velocity  = 0,-8
air.velocity     = 0,-8
p2stateno        = 2211

[State 2211, 僎乕僕慡夣]
type       = poweradd
trigger1   = animelemtime(1) = 0
value      = 5000

[State 2209,僗僀僢僠off ]
type       = varset
trigger1   = time = 0
v          = 20
value      = 0

[State 2209,60攞巊梡壜擻 ]
type       = varset
trigger1   = time = 0
v          = 21
value      = 1

[State 2200, 僗僥乕僩曄峏]
type       = ChangeState
trigger1   = animtime = 0
value      = 0
ctrl       = 1
;-----------------------------------------
;恎懱擻椡惂屼20攞丒抧忋
[Statedef 2300]
type        = S
movetype    = I
physics     = S
juggle      = 0
poweradd    = -2000
ctrl        = 0
anim        = 2300


[State 1000, 憡庤偺摿掕偺峌寕懏惈柍岠]
type       = NotHitBy
triggerall = palno = 11
trigger1   = 1
value      = SCA

[State 1000, 憡庤偺摿掕偺峌寕懏惈柍岠]
type     = NotHitBy
trigger1 = time = 0
value    = SCA
time     = 10

[State 1000,挻昁僄僼僃僋僩梡helper]
Type = Helper
trigger1 = animelem = 1
stateno  = 7000
Pos      = -8,-51
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
ID            = 16000

[State a]
type    = posfreeze
trigger1= 1
value   = 1

[State 2300, Super Pause]
type     = superpause
trigger1 = time = 1
time     = 30
movetime = 30
anim     = -1
sound    = s10000,2
p2defmul = 1
darken   = 0

[State 2300,惂尷帪娫]
type    = varset
trigger1= time >= 4
var(10) = 600

[State a, 巆憸]
type          = afterimage
trigger1      = !animtime
time          = 2
timegap       = 1
framegap      = 4
length        = 13
palbright     = 0,0,0
palcontrast   = 64,128,192
palpostbright = 0,0,0
paladd        = 0,0,0
palmul        =.75,.75,.75
trans         = add1

[State 2200, 僗僥乕僩曄峏]
type       = ChangeState
trigger1   = AnimTime = 0
value      = 0
ctrl       = 1
;-----------------------------------------
;恎懱擻椡惂屼20攞丒嬻拞
[Statedef 2301]
type        = A
movetype    = I
physics     = N
juggle      = 0
poweradd    = -2000
ctrl        = 0
anim        = 2301

[State 1000,挻昁僄僼僃僋僩梡helper]
Type = Helper
trigger1 = animelem = 1
stateno  = 7000
Pos      = -8,-51
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
ID            = 16000

[State 1000, 憡庤偺摿掕偺峌寕懏惈柍岠]
type     = NotHitBy
trigger1 = time = 0
value    = SCA
time     = 10

[State a]
type    = posfreeze
trigger1= 1
value   = 1

[State 2300, Super Pause]
type     = superpause
trigger1 = time = 1
time     = 30
movetime = 30
anim     = -1
sound    = s10000,2
p2defmul = 1
darken   = 0

[State 2300,惂尷帪娫]
type    = varset
trigger1= time >= 4
var(10) = 600

[State a, 巆憸]
type          = afterimage
trigger1      = !animtime
time          = 2
timegap       = 1
framegap      = 4
length        = 13
palbright     = 0,0,0
palcontrast   = 64,128,192
palpostbright = 0,0,0
paladd        = 0,0,0
palmul        =.75,.75,.75
trans         = add1

[State 2200, 僗僥乕僩曄峏]
type       = ChangeState
trigger1   = AnimTime = 0
value      = 50
ctrl       = 1
;-----------------------------------------
;恎懱擻椡惂屼60攞丒抧忋
[Statedef 2400]
type        = S
movetype    = I
physics     = S
juggle      = 0
poweradd    = -3000
ctrl        = 0
anim        = 2300

[State 1000, 憡庤偺摿掕偺峌寕懏惈柍岠]
type     = NotHitBy
trigger1 = time = 0
value    = SCA
time     = 10

[State 1000,挻昁僄僼僃僋僩梡helper]
Type = Helper
trigger1 = animelem = 1
stateno  = 7001
Pos      = -8,-51
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
ID            = 16000

[State a]
type    = posfreeze
trigger1= 1
value   = 1

[State 2300, Super Pause]
type     = superpause
trigger1 = time = 1
time     = 30
movetime = 30
anim     = -1
sound    = s10000,2
p2defmul = 1
darken   = 0

[State 2300,惂尷帪娫]
type    = varset
trigger1= time >= 4
var(11) = 600

[State a, 巆憸]
type          = afterimage
trigger1      = !animtime
time          = 2
timegap       = 1
framegap      = 4
length        = 13
palbright     = 0,0,0
palcontrast   = 64,128,192
palpostbright = 0,0,0
paladd        = 0,0,0
palmul        =.75,.75,.75
trans         = add1

[State 2200, 僗僥乕僩曄峏]
type       = ChangeState
trigger1   = AnimTime = 0
value      = 0
ctrl       = 1
;-----------------------------------------
;恎懱擻椡惂屼60攞丒嬻拞
[Statedef 2401]
type        = A
movetype    = I
physics     = N
juggle      = 0
poweradd    = -3000
ctrl        = 0
anim        = 2301

[State 1000,挻昁僄僼僃僋僩梡helper]
Type = Helper
trigger1 = animelem = 1
stateno  = 7001
Pos      = -8,-51
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
ID            = 16000

[State 1000, 憡庤偺摿掕偺峌寕懏惈柍岠]
type     = NotHitBy
trigger1 = time = 0
value    = SCA
time     = 10

[State a]
type    = posfreeze
trigger1= 1
value   = 1

[State 2300, Super Pause]
type     = superpause
trigger1 = time = 1
time     = 30
movetime = 30
anim     = -1
sound    = s10000,2
p2defmul = 1
darken   = 0

[State 2300,惂尷帪娫]
type    = varset
trigger1= time >= 4
var(11) = 600

[State a, 巆憸]
type          = afterimage
trigger1      = !animtime
time          = 2
timegap       = 1
framegap      = 4
length        = 13
palbright     = 0,0,0
palcontrast   = 64,128,192
palpostbright = 0,0,0
paladd        = 0,0,0
palmul        =.75,.75,.75
trans         = add1

[State 2200, 僗僥乕僩曄峏]
type       = ChangeState
trigger1   = AnimTime = 0
value      = 50
ctrl       = 1
;-----------------------------------------
;抏娵搉傝
[Statedef 2500]
type        = S
movetype    = A
physics     = S
juggle      = 0
poweradd    = -3000
ctrl        = 0
anim        = 2500

[State 1001, 0]
type     = Width
trigger1 = animelem = 1
value    = 30, -20

[State 1001, 0]
type     = Width
trigger1 = animelem = 2
value    = 32, -10

[State 1001, 0]
type     = Width
trigger1 = animelem = 3||animelem = 4||animelem = 5
value    = 80, 0

[State 1001, 0]
type     = Width
trigger1 = animelem = 6
value    = 60, 0

[State 1000,挻昁僄僼僃僋僩梡helper]
Type = Helper
trigger1 = animelem = 1
stateno  = 7001
Pos      = -8,-51
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
ID            = 16000

[State 1000, 挻昁嶦媄埫揮帪娫掆巭]
type = SuperPause
trigger1 = animelemtime(1) = 1
anim = -1
pos = -33, -83
time = 30 
darken = 0
p2defmul = 1  
sound = s10000, 0
unhittable = 1

[State 410, 壒傪柭傜偡]
type     = PlaySnd
trigger1 = Time = 4
value    = 100, 0

[State 1000, 憡庤偺摿掕偺峌寕懏惈柍岠]
type     = NotHitBy
trigger1 = time = 0
value    = SCA
time     = 7

[State 1000, 憡庤偺摿掕偺峌寕懏惈柍岠]
type       = NotHitBy
triggerall = palno = 11
triggerall = var(15) >= 3
trigger1   = 1
value      = SCA

[State 410, 僸僢僩掕媊]
type = HitDef
trigger1 = animelem = 3
attr             = S, HA
hitflag          = MAFP
damage           = 60,13
getpower         = 0,0
guardflag        = M
priority         = 4
pausetime        = 12,12
sparkno          = S6010
sparkxy          = -1,-62
hitsound         = S130, 0
guardsound       = 6, 0
guard.ctrltime   = 16
animtype         = diagup
ground.type      = High
ground.slidetime = 17
ground.hittime   = 25
air.hittime      = 25
ground.velocity  = -2,-8
air.velocity     = -2,-7
p1stateno        = 2501
p2stateno        = 2510
ID               = 2510
hitonce          = 1

;[State 2200, 僗僥乕僩曄峏]
;type       = TargetState
;trigger1   = movehit = 1
;value      = 2510
;ID         = 2510

[State 2200, 僗僥乕僩曄峏]
type       = ChangeState
trigger1   = AnimTime = 0
value      = 0
ctrl       = 1
;------------------------------------
[Statedef 2501]
type        = S
movetype    = A
physics     = N
juggle      = 0
poweradd    = 0
ctrl        = 0
anim        = 2501
sprpriority = 4

[State 2501]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 1000, 憡庤偺摿掕偺峌寕懏惈柍岠]
type     = NotHitBy
trigger1 = 1
value    = SCA

[State 1011, 巃寕壒]
type     = PlaySnd
trigger1 = animelem = 42||animelem = 45||animelem = 51||animelem = 55
value    = 215, 0

[State 1011, 廵惡]
type     = PlaySnd
trigger1 = animelem = 11||animelem = 16||animelem = 21||animelem = 26||animelem = 31
value    = 2500, 0

[state 0,0]
type     = playerpush
trigger1 = animelem = 5
value    = 0

[State 2501,posadd]
type     = posadd
trigger1 = animelem = 5
y        = -30

[State 2501,]
type     = posadd
trigger1 = animelemtime(5) = 18
x        = 130

[State 1025, 2]
type       = Turn
triggerall = animelem = 6
trigger1   = p2dist X < 0 

;[State a]
;type    = posfreeze
;trigger1= time = [24,59]
;value   = 1

[State 511, 捦傫偩憡庤偺埵抲侾]
type = TargetBind
trigger1 = animelemtime(1) = 0
time = 1
pos = 140, -180
ID = 2510

[State 2501,]
type       = velset
triggerall = animelemtime(37) = [0,19]
trigger1   = p2bodydist X > -140
x          = 10

[State 2501,]
type       = velset
triggerall = animelemtime(37) = [0,19]
trigger1   = p2bodydist X < -140
x          = -10

[State 2501,]
type       = velset
triggerall = animelemtime(37) = [0,19]
trigger1   = p2bodydist X = -140
x          = 0

[State 2501,posadd]
type     = posadd
trigger1 = animelem = 37
y        = -80

[State 1025, 2]
type       = Turn
triggerall = animelemtime(37) = 20
trigger1   = p2dist X < 0 

[State 2501,]
type     = velset
trigger1 = animelem = 38
x        = 0

[State 2501,velset]
type     = velset
trigger1 = animelem = 42||animelem = 45||time = [137,143]
x        = 6

[State 2501,velset]
type     = velset
trigger1 = time = [125,128]
x        = 6

[State 2501,velset]
type     = velset
trigger1 = time = [137,145]
x        = 6

[State 2501,velset]
type     = velset
trigger1 = animelem = 43||animelem = 47||animelem = 52
x        = 0

[State 2501,velset]
type     = velset
trigger1 = time = [179,185]
x        = 22

[State 2501,velset]
type     = velset
trigger1 = time = 186
x        = 0

[State 2204, ]
type     = targetlifeadd
trigger1 = animelemtime(43) = 0
trigger1 = numtarget
value    = -81
kill     = 0
absolute = 1

[State 2204, ]
type     = targetlifeadd
trigger1 = animelemtime(46) = 0
trigger1 = numtarget
value    = -88
kill     = 0
absolute = 1

[State 2204, ]
type     = targetlifeadd
trigger1 = animelemtime(52) = 0
trigger1 = numtarget
value    = -72
kill     = 0
absolute = 1

[State 2204, ]
type     = targetlifeadd
triggerall = palno != 11
trigger1 = animelemtime(55) = 0
trigger1 = numtarget
value    = -120
kill     = 1
absolute = 1

[State 2204, ]
type     = targetlifeadd
triggerall = palno = 11
triggerall = var(15) < 4
trigger1 = animelemtime(55) = 0
trigger1 = numtarget
value    = -120
kill     = 1
absolute = 1

[State 2204, ]
type     = targetlifeadd
triggerall = palno = 11
triggerall = var(15) >= 4
trigger1 = animelemtime(55) = 0
trigger1 = numtarget
value    = -(enemy,lifemax)*2.2
kill     = 1
absolute = 1

[State 1001, 壒傪柭傜偡]
type     = PlaySnd
trigger1 = animelem = 43||animelem = 46||animelem = 52||animelem = 55
value    = 130, 0

[State 0, 0]
type        = Explod
trigger1    = time = 117||time = 131
postype     = p2
pos         = 0,-40
anim        = 6010
sprpriority = 10

[State 0, 0]
type        = Explod
trigger1    = time = 153
postype     = p2
pos         = 0,-40
anim        = 6000
sprpriority = 10

[State 0, 0]
type        = Explod
trigger1    = time = 179
postype     = p2
pos         = 0,-40
anim        = 6020
sprpriority = 10

[State 0, 0]
type        = Explod
trigger1    = animelem = 55
postype     = p1
pos         = 0,0
anim        = 2503
sprpriority = -10
bindtime    = 46

[State 511, 捦傫偩憡庤偺埵抲侾]
type = TargetBind
trigger1 = time = [179,227]
time = 1
pos = 127, -113
ID = 2510

[State 511, 梙傟]
type = EnvShake
trigger1 = animelemtime(57) = 0
time = 15
freq = 60
ampl = 50
phase = 0

[State 1001, 4]
type       = posadd
triggerall = frontedgedist < 130
trigger1   = time > 123
x          = -12

;----
;廵抏
[State 0, 栻浒]
type        = Explod
trigger1    = animelem = 11||animelem = 16||animelem = 21||animelem = 26||animelem = 31
postype     = p1
pos         = 25,-150
anim        = 2506
sprpriority = 10
vel         = -20+random%8,-1-random%4
removetime  = 20

[State 0, 廵抏敪幩]
type        = Explod
trigger1    = animelem = 11||animelem = 16||animelem = 21||animelem = 26||animelem = 31
postype     = p1
pos         = 68,-135
anim        = 2505
sprpriority = 10
vel         = 20
removetime  = 10

[State 0, 廵抏]
type        = Explod
trigger1    = animelem = 38
postype     = p1
pos         = -59,-54
anim        = 2505
sprpriority = -100
removetime  = 10
bindtime    = 10

[State 0, 廵抏]
type        = Explod
trigger1    = animelem = 38
postype     = p1
pos         = 40,-55
anim        = 2505
sprpriority = -100
removetime  = 10
bindtime    = 10

[State 0, 廵抏]
type        = Explod
trigger1    = animelem = 42||animelem = 45
postype     = p1
pos         = -2,-52
anim        = 2505
sprpriority = -100
removetime  = 3
bindtime    = 3

[State 0, 廵抏]
type        = Explod
trigger1    = animelem = 43
postype     = p1
pos         = -51,-51
anim        = 2505
sprpriority = -100
removetime  = 11
bindtime    = 11

[State 0, 廵抏]
type        = Explod
trigger1    = animelem = 43
postype     = p1
pos         = 41,-55
anim        = 2505
sprpriority = -100
removetime  = 11
bindtime    = 11

[State 0, 廵抏]
type        = Explod
trigger1    = animelem = 46
postype     = p1
pos         = -54,-53
anim        = 2505
sprpriority = -100
removetime  = 11
bindtime    =11

[State 0, 廵抏]
type        = Explod
trigger1    = animelem = 46
postype     = p1
pos         = 30,-61
anim        = 2505
sprpriority = -100
removetime  = 11
bindtime    = 11

[State 0, 廵抏]
type        = Explod
trigger1    = animelem = 49
postype     = p1
pos         = 20,-54
anim        = 2505
sprpriority = -100
removetime  = 3
bindtime    = 3

[State 0, 廵抏]
type        = Explod
trigger1    = animelem = 52
postype     = p1
pos         = -48,-54
anim        = 2505
sprpriority = -100
removetime  = 11
;bindtime    = 8

[State 0, 廵抏]
type        = Explod
trigger1    = animelem = 52
postype     = p1
pos         = 30,-62
anim        = 2505
sprpriority = -100
removetime  = 26
;bindtime    = 30

[State 0, 廵抏]
type        = Explod
trigger1    = animelem = 54
postype     = p1
pos         = -54,-60
anim        = 2505
sprpriority = -100
removetime  = 30
;bindtime    = 20

[State 2501, 僗僥乕僩曄峏]
type       = ChangeState
trigger1   = AnimTime = 0
value      = 2502
ctrl       = 0
;------------------------------------
[Statedef 2502,廔椆]
type        = S
physics     = S
movetype    = I
juggle      = 0
poweradd    = 0
ctrl        = 0
anim        = 1105
sprpriority = 2

[State 1000, 憡庤偺摿掕偺峌寕懏惈柍岠]
type     = NotHitBy
trigger1 = time = 0
value    = SCA
time     = 10

[state 0,0]
type     = assertspecial
trigger1 = time = [0,6]
flag     = invisible

[State 0, 0]
type        = Explod
trigger1    = time = 2
postype     = p1
pos         = 0,0
anim        = 1125
sprpriority = 10

[State 1100, 壒傪柭傜偡]
type     = PlaySnd
trigger1 = animelemtime(4) = 0
value    = 1000, 0

[State 1021, 4]
type     = PosAdd
trigger1 = animelemtime(1) = 0
x        = -180

[state 0,0]
type     = playerpush
trigger1 = time = [0,18]
value    = 0

[state 0,0]
type     = posset
trigger1 = time <= 8
y        = 0

[State 1025, 2]
type     = Turn
trigger1 = p2dist X < 0

[State 1025, 僗僥乕僩曄峏]
type     = ChangeState
trigger1 = AnimTime = 0
value    = 0
ctrl     = 1
;------------------------------------
;憡庤
[Statedef 2510]
type        = S
movetype    = H
physics     = N
juggle      = 0
poweradd    = 0
ctrl        = 0

[state 0,0]
type     = assertspecial
trigger1 = time = [0,20]
flag     = invisible

[state 0,0]
type     = playerpush
trigger1 = time <= 80
value    = 0

[State 2501,velset]
type     = velset
trigger1 = time = [14,20]
x        = 25

[State 2501,velset]
type     = velset
trigger1 = time = [91,97]
x        = -25

[State 2501,velset]
type     = velset
trigger1 = time = 21||time = 98
x        = 0

[State 1022, ]
type     = changeanim2 
trigger1 = time = 0
value    = 2510
ctrl     = 0

[State a]
type     = posfreeze
trigger1 = time = [2,10]
value    = 1

[State 1000, 憡庤偺摿掕偺峌寕懏惈柍岠]
type     = NotHitBy
trigger1 = 1
value    = SCA

[State 1001, 4]
type      = StateTypeSet
trigger1  = time = 240
statetype = A
physics   = A

[State 1022, 憡庤僗僥乕僩偵栠偡]
type     = SelfState
trigger1 = time > 262
value    = 5050
ctrl     = 0

[State 1022, 憡庤僗僥乕僩偵栠偡]
type     = SelfState
trigger1 = animtime = 0
value    = 5050
ctrl     = 0
;------------------------------------
[Statedef 2600,枩徾擵寱]
type        = S
movetype    = A
physics     = S
juggle      = 0
poweradd    = 0
ctrl        = 0
anim        = 2600

[State a,惂屼暥朄]
type        = explod
trigger1    = animelemtime(5) = 0
anim        = 2614
postype     = left
pos         = 130,0
ownpal      = 1
supermovetime = 9999
pausemovetime = 9999
bindtime      = 9999

[State a,惂屼暥朄]
type        = explod
trigger1    = animelemtime(5) = 3
anim        = 2615
postype     = left
pos         = 180,100
ownpal      = 1
supermovetime = 9999
pausemovetime = 9999
bindtime      = 9999

[State a,惂屼暥朄]
type        = explod
trigger1    = animelemtime(5) = 40
anim        = 2616
postype     = left
pos         = -100,60
ownpal      = 1
supermovetime = 9999
pausemovetime = 9999
bindtime      = 9999

[State a,惂屼暥朄]
type        = explod
trigger1    = animelemtime(5) = 45
anim        = 2617
postype     = left
pos         = -90,40
ownpal      = 1
supermovetime = 9999
pausemovetime = 9999
bindtime      = 9999

[State a,惂屼暥朄]
type        = explod
trigger1    = animelemtime(5) = 90
anim        = 2618
postype     = left
pos         = 0,100
ownpal      = 1
supermovetime = 9999
pausemovetime = 9999
bindtime      = 9999

[State a,惂屼暥朄]
type        = explod
trigger1    = animelemtime(5) = 95
anim        = 2619
postype     = left
pos         = 30,80
ownpal      = 1
supermovetime = 9999
pausemovetime = 9999
bindtime      = 9999

[State a,惂屼暥朄]
type        = explod
trigger1    = animelemtime(5) = 140
anim        = 2620
postype     = left
pos         = 60,0
ownpal      = 1
supermovetime = 9999
pausemovetime = 9999
bindtime      = 9999

[State a,惂屼暥朄]
type        = explod
trigger1    = animelemtime(5) = 145
anim        = 2621
postype     = left
pos         = 100,20
ownpal      = 1
supermovetime = 9999
pausemovetime = 9999
bindtime      = 9999

[State a,惂屼暥朄]
type        = explod
trigger1    = animelemtime(5) = 145
anim        = 2621
postype     = left
pos         = 100,20
ownpal      = 1
supermovetime = 9999
pausemovetime = 9999
bindtime      = 9999

[State a,惂屼暥朄]
type        = explod
trigger1    = animelemtime(5) = 275
anim        = 2622
postype     = left
pos         = -130,50
ownpal      = 1
supermovetime = 9999
pausemovetime = 9999
bindtime      = 9999

[State a,惂屼暥朄]
type        = explod
trigger1    = animelemtime(5) = 280
anim        = 2623
postype     = left
pos         = -140,28
ownpal      = 1
supermovetime = 9999
pausemovetime = 9999
bindtime      = 9999

[State a,惂屼暥朄]
type        = explod
trigger1    = animelemtime(5) = 320
anim        = 2624
postype     = left
pos         = 125,150
ownpal      = 1
supermovetime = 9999
pausemovetime = 9999
bindtime      = 9999

[State a,惂屼暥朄]
type        = explod
trigger1    = animelemtime(5) = 325
anim        = 2625
postype     = left
pos         = 170,140
ownpal      = 1
supermovetime = 9999
pausemovetime = 9999
bindtime      = 9999

[State a,焤柵嬋慄]
type        = explod
trigger1    = animelemtime(5) = 220
anim        = 2602
postype     = left
pos         = 0,0
ownpal      = 1
scale       = 0.5,0.5
bindtime      = 9999
ID            = 2602
sprpriority   = 100

[State a,焤柵嬋慄]
type        = removeexplod
trigger1    = animelemtime(6) = 0
ID          = 2602

[State 1000,挻昁僄僼僃僋僩梡helper]
Type = Helper
trigger1 = animelemtime(6) = 0
stateno  = 7001
Pos      = 28,-61
OwnPal   = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
ID            = 16000

[State 2300, Super Pause]
type     = superpause
trigger1 = animelemtime(6) = 1
time     = 30
movetime = 1
anim     = -1
sound    = s10000,2
p2defmul = 1
darken   = 0

[State a,巃寕effect梡helper1]
type        = helper
triggerall  = animelemtime(6) = [0,288]
trigger1    = animelemtime(6)%4 = 1
stateno     = 2603
postype     = left
pos         = 0,-50
ownpal      = 1
name        = "2603"

[State 1011, 壒傪柭傜偡]
type     = PlaySnd
triggerall  = animelemtime(6) = [0,288]
trigger1 = animelemtime(6)%4 = 1
value    = 215, 0

[state 0,0]
type     = playerpush
trigger1 = animelem = 6||animelem = 7
value    = 0

[State 2600, 僸僢僩掕媊]
type = HitDef
triggerall  = animelemtime(6) = [6,288]
trigger1    = animelemtime(6)%4 = 1
attr             = S, HA
damage           = 100,30
affectteam       = B
guardflag        = MA
priority         = 4
pausetime        = 0,12
sparkno          = -1
sparkxy          = -5,-71
hitsound         = S130, 0
guardsound       = 6, 0
guard.ctrltime   = 6
animtype         = Med
ground.type      = High
ground.slidetime = 8
ground.hittime   = 10
air.hittime      = 10
ground.velocity  = -0.2,0
air.velocity     = -0.2,-0.1
fall             = 1

[State 1001, 4]
type = velset
trigger1 = animelemtime(7) = 0
x        = 120

[State 1001, 4]
type = velset
trigger1 = animelemtime(7) = 2
x        = 0

[State 215, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = animelem = 7
value = 0,0

[State 215, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = animelem = 8||animelem = 9||animelem = 10||animelem = 11
value = 80,30

[State 215, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = animelem = 12
value = 65,30

[State 1025, 僗僥乕僩曄峏]
type     = ChangeState
trigger1 = AnimTime = 0
value    = 0
ctrl     = 1
;------------------------------------
[Statedef 2603,枩徾擵寱effect]
type        = S
movetype    = A
physics     = S
juggle      = 0
poweradd    = 0
ctrl        = 0
anim        = 7999

[State -1]
Type  = VarRandom
Trigger1 = Time = 0
V  = 43
Range = -10,10

[State -1]
Type  = VarRandom
Trigger1 = Time = 0
V  = 44
Range = -20,20

[State a,巃寕effect梡helper2]
type        = helper
trigger1    = time = 1 
stateno     = 2604
postype     = p2
pos         = 0+var(43),-50+var(44)
ownpal      = 1
name        = "slash"

[State -1]
Type  = DestroySelf
Trigger1 = Time >= 2
Trigger2 = parent,stateno != 2600

;------------------------------------
[Statedef 2604,枩徾擵寱effect]
type        = S
movetype    = A
physics     = S
juggle      = 0
poweradd    = 0
ctrl        = 0
anim        = 2603
sprpriority   = 100

[State -1]
Type  = VarRandom
Trigger1 = Time = 0
V  = 43
Range = 0,50

[State -1]
type     = Trans
trigger1 = 1
trans    = addalpha
alpha    = 256-var(43), 256;-var(44)

[State -1]
Type  = AngleDraw
Trigger1 = 1
Scale = 1+FVar(1),1+FVar(2)

[State -1]
Type  = VarRandom
Trigger1 = Time = 0
V  = 43
Range = 0,180

[State -1]
Type  = AngleSet
Trigger1 = 1
Value = Var(43)

[state 1310]
type = destroyself
trigger1 = animtime = 0
trigger2 = time = 6
;---------------------------------
;嫮壔拞偺捠忢峌寕
;---------------------------------
;----------------------------------
;棫偪庛
[Statedef 10200]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 10200
poweradd = 30*var(6)
sprpriority = 2
facep2 = 1

[State 1000, 1]
type     = Turn
trigger1 = time = 0
trigger1 = p2dist X < 0

[State 200, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 1
value = 120, 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 2
attr              = S, NA ;棫偪捠忢懪寕乮Standing, Normal Attack乯
damage            = floor(7*fvar(10)*fvar(11)), 0
getpower          = 5*var(6),0
animtype          = Light ;憡庤偺儕傾僋僔儑儞傾僯儊乕僔儑儞巜掕
guardflag         = MA
hitflag           = MAF
priority          = 3, Hit
pausetime         = 4, 4
sparkno           = 1 ;屻偱曄峏
sparkxy           = -1, -80
hitsound          = S120, 0 ;屻偱曄峏
guardsound        = 6, 0
guard.ctrltime    = 5
ground.type       = High
ground.slidetime  = 5
ground.hittime    = 10
ground.velocity   = -3
airguard.velocity = -1.9,-.8
air.type          = High
air.velocity      = -1.4,-3
air.hittime       = 10
fall.recovertime  = 20

[State 200, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------
;棫偪嫮
[Statedef 10205]
type    = S
movetype = A
physics = S
juggle  = 2
poweradd = 35*var(6)
ctrl = 0
velset = 0,0
anim = 10205
sprpriority = 2

[State 205, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 3
value = 120, 1

[State 205, 堏摦]
type = velset
trigger1 = time = [0,3]
x = 5
y = 0

[State 1000, 1]
type     = Turn
trigger1 = time = 0
trigger1 = p2dist X < 0

[State 205, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 6
attr             = S, NA
animtype         = Medium
damage           = floor(12*fvar(10)*fvar(11)),0
getpower         = 14*var(6),0
hitflag          = MAF
guardflag        = MA
priority         = 4
pausetime        = 8,8
sparkno          = 1 ;屻偱
sparkxy          = -5,-80
hitsound         = S205, 1 ;屻偱
guardsound       = 6,0
ground.type      = High
ground.slidetime = 10
ground.hittime   = 12
guard.ctrltime   = 10
air.hittime      = 12
ground.velocity  = -5.5
air.velocity     = -2.5,-4
fall.recovertime = 20


[State 205, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------
;棫偪庛巃
[Statedef 10210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 40*var(6)
ctrl = 0
velset = 0,0
anim = 10210
sprpriority = -1

[State 210, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 6
value = 100, 0

[State 1000, 1]
type     = Turn
trigger1 = time = 0
trigger1 = p2dist X < 0

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = animtime = 0
value = 80,-14 

[State 210, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 3|| AnimElem = 4
attr             = S, NA
hitflag          = MAFP
animtype         = Hard
damage           = floor(33*fvar(10)*fvar(11)),0
getpower         = 23*var(6),0
guardflag        = MA
pausetime        = 12,12
sparkno          = S6020
sparkxy          = -1,-60
hitsound         = S130, 0
guardsound       = 6,0
ground.type      = High
ground.slidetime = 10
ground.hittime   = 13
guard.ctrltime   = 10
air.hittime      = 20
ground.velocity  = -5.5
air.velocity     = -2.5,-4
fall.recovertime = 20
persistent       = 0

[State 210, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------
;棫偪嫮巃
[Statedef 10215]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60*var(6)
ctrl = 0
velset = 0,0
anim = 10215
sprpriority = -1

[State 215, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 4
value = 215, 0

[State 1000, 1]
type     = Turn
trigger1 = time = 0
trigger1 = p2dist X < 0

[State 215, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = animelem = 1|| animelem = 2
value = -3,10

[State 215, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = time = [3,15]
value = 100,30

[State 215, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = animelem = 10
value = 60,10

[State 215, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 5
attr             = S, NA
hitflag          = MAFP
animtype         = Hard
damage           = floor(42*fvar(10)*fvar(11)),0
getpower         = 30*var(6),0
guardflag        = MA
pausetime        = 12,12
sparkno          = S6010
sparkxy          = -1,-80
hitsound         = S130, 0
guardsound       = 6,0
ground.type      = High
air.type         = trip
ground.slidetime = 12
ground.hittime   = 18
guard.ctrltime   = 10
air.hittime      = 18
ground.velocity  = -5.5
air.velocity     = -10,18
fall.recovertime = 20

[State 215, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------
;拞抜
[Statedef 10220]
type    = S
movetype = A
physics = S
juggle  = 2
poweradd = 50*var(6)
ctrl = 0
velset = 0,0
anim = 10220
sprpriority = 2

[State 205, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 7
value = 205, 0

[State 1000, 1]
type     = Turn
trigger1 = time = 0
trigger1 = p2dist X < 0

[State 205, 堏摦]
type = velset
trigger1 = time = [15,19]
x = 3
y = 0

[State 220, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = time = [9,17]
value = 25,0

[State 220, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 5
attr             = A, NA
animtype         = Medium
damage           = floor(22*fvar(10)*fvar(11)),0
getpower         = 15*var(6),0
hitflag          = MAF
guardflag        = HA
priority         = 4
pausetime        = 8,8
sparkno          = 1 ;屻偱
sparkxy          = -5,-40
hitsound         = S205, 1 ;屻偱
guardsound       = 6,0
ground.type      = High
ground.slidetime = 10
ground.hittime   = 25
guard.ctrltime   = 12
air.hittime      = 25
ground.velocity  = -3.5
air.velocity     = -2.5,4
fall.recovertime = 20

[State 220, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------
;僄儕傾儖巒摦
[Statedef 10225]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60*var(6)
ctrl = 0
velset = 0,0
anim = 10225
sprpriority = -1

[State 225, 壒傪柭傜偡]
type = PlaySnd
trigger1 = animelem = 3
value = 215, 0

[State 225, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = time = [2,11]
value = 28,0

[State 1000, 1]
type     = Turn
trigger1 = time = 0
trigger1 = p2dist X < 0

[State 225, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 4
attr             = S, NA
hitflag          = MAFP
animtype         = Hard
damage           = floor(35*fvar(10)*fvar(11)),0
getpower         = 25*var(6),0
guardflag        = MA
pausetime        = 12,12
sparkno          = S6010
sparkxy          = -1,-80
hitsound         = S130, 0
guardsound       = 6,0
ground.type      = High
ground.slidetime = 12
ground.hittime   = 25
guard.ctrltime   = 10
air.hittime      = 25
ground.velocity  = -1,-10
air.velocity     = -2.5,-1
fall.recovertime = 60
fall             = 1

[State 225, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------
;偟傖偑傒庛
[Statedef 10300]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 20*var(6)
ctrl = 0
anim = 10300
sprpriority = 2
facep2 = 1

[State 300, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 1
value = 120, 1

[State 1000, 1]
type     = Turn
trigger1 = time = 0
trigger1 = p2dist X < 0

[State 300, 僸僢僩掕媊]
type = HitDef
trigger1 = animelem = 2
attr             = C, NA ;偟傖偑傒捠忢懪寕乮Crouching, Normal Attack乯
damage           = floor(5*fvar(10)*fvar(11)),0
getpower         = 7*var(6),0
priority         = 3
animtype         = Light
hitflag          = MAF
guardflag        = MA
pausetime        = 6,6
sparkno          = 1
sparkxy          = -1,-42
hitsound         = S120, 0
guardsound       = 6,0
ground.type      = Low
ground.slidetime = 4
ground.hittime   = 12
guard.ctrltime   = 4
air.hittime      = 12
ground.velocity  = -4
air.velocity     = -1.5,-3
fall.recovertime = 20

[State 300, 僐儞僩儘乕儖]
type = CtrlSet
trigger1 = Time = 6
value = 1

[State 300, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 11 ;偟傖偑傓僗僥乕僩傊乮僐儌儞僗僥乕僩乯

;------------------------------------------------
;偟傖偑傒拞
[Statedef 10305]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 30*var(6)
ctrl = 0
anim = 10305
sprpriority = 2

[State 305, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 5
value = 120, 1

[State 1000, 1]
type     = Turn
trigger1 = time = 0
trigger1 = p2dist X < 0

[State 305]
type = HitDef
trigger1 = AnimElem = 3
attr             = C, NA
damage           = floor(10*fvar(10)*fvar(11)),0
getpower         = 11*var(6),0
animtype         = Medium
hitflag          = MAF
guardflag        = LA
pausetime        = 8,8
sparkno          = 1
sparkxy          = -6,-5
hitsound         = S120, 0
guardsound       = 6,0
guard.ctrltime   = 8
ground.type      = High
ground.slidetime = 12
ground.hittime   = 13
air.hittime      = 13
ground.velocity  = -3.3
air.velocity     = -3,-4
fall.recovertime = 20

[State 305, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;-----------------------------------
;偟傖偑傒庛巃
[Statedef 10310]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 50*var(6)
ctrl = 0
anim = 10310
sprpriority = 2

[State 310, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 1
value = 110, 0

[State 1000, 1]
type     = Turn
trigger1 = time = 0
trigger1 = p2dist X < 0

[State 310, 僸僢僩掕媊]
type = HitDef
trigger1 = animelem = 4
attr             = C, NA
hitflag          = MAFP
damage           = floor(30*fvar(10)*fvar(11)),0
getpower         = 21*var(6),0
animtype         = medium
hitflag          = MAFD
guardflag        = M
pausetime        = 12,12
sparkno          = S6000
sparkxy          = -4,-40
hitsound         = S130, 0
guardsound       = 6, 0
ground.type      = low
ground.slidetime = 10
ground.hittime   = 35
air.hittime      = 35
ground.velocity  = -2.2,0
guard.velocity   = -5
guard.ctrltime   = 10
air.velocity     = -1,-8

[State 310, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;-----------------------------------
;偟傖偑傒嫮巃
[Statedef 10315]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 70*var(6)
ctrl = 0
anim = 10315
sprpriority = 2

[State 315, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 1
value = 215, 0

[State 1000, 1]
type     = Turn
trigger1 = time = 0
trigger1 = p2dist X < 0

[State 315, 僸僢僩掕媊]
type = HitDef
trigger1 = animelem = 4
attr             = C, NA
damage           = floor(38*fvar(10)*fvar(11)),0
getpower         = 28*var(6),0
animtype         = hard
hitflag          = MAFDP
guardflag        = LA
pausetime        = 12,12
sparkno          = S6020
sparkxy          = -1,-10
hitsound         = S130, 0
guardsound       = 6, 0
ground.type      = low
ground.slidetime = 10
ground.hittime   = 18
air.hittime      = 18
ground.velocity  = -3,-5
air.velocity     = -1.2,-3
guard.velocity   = -5
guard.ctrltime   = 12
air.velocity     = -2,-3
down.velocity    = -5,0
down.hittime     = 20
fall = 1

[State 310, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------
;僕儍儞僾庛
[Statedef 10400]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 25*var(6)
ctrl = 0
anim = 10400
sprpriority = 2

[State 400, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 1
value = 120, 1

[State 110, 堏摦懍搙]
type = VelSet
trigger1 = time = 1
trigger1 = vel X <= -10
x = vel X/2
y = 0

[State 110, 堏摦懍搙]
type = VelSet
trigger1 = time = 1
trigger1 = vel X >= 10
x = vel X/2
y = 0

[State 400, 僸僢僩掕媊]
type = HitDef
trigger1 = Time = 0
attr             = A, NA ;嬻拞捠忢懪寕乮Air, Normal Attack乯
damage           = floor(8*fvar(10)*fvar(11)),0
getpower         = 6*var(6),0
guardflag        = HA ;憡庤偼偟傖偑傒僈乕僪偑弌棃側偄
priority         = 3
pausetime        = 8,8
sparkno          = 0
sparkxy          = -4,-60
hitsound         = S120, 0
guardsound       = 6, 0
guard.ctrltime   = 4
ground.type      = High
ground.slidetime = 5
ground.hittime   = 8
air.hittime      = 8
ground.velocity  = -4
air.velocity     = -1.3,-3
fall.recovertime = 8

[State 400, 僐儞僩儘乕儖]
type = changestate
trigger1 = AnimTime = 0
ctrl = 1
value = 50
;-----------------------------
;僕儍儞僾拞
[Statedef 10405]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 40*var(6)
ctrl = 0
anim = 10405
sprpriority = 2

[State 405, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 2
value = 120, 1

[State 110, 堏摦懍搙]
type = VelSet
trigger1 = time = 1
trigger1 = vel X <= -10
x = vel X/2
y = 0

[State 110, 堏摦懍搙]
type = VelSet
trigger1 = time = 1
trigger1 = vel X >= 10
x = vel X/2
y = 0

[State 405, 僸僢僩掕媊]
type = HitDef
trigger1 = animelem = 3
attr             = A, NA
damage           = floor(16*fvar(10)*fvar(11)),0
getpower         = 11*var(6),0
guardflag        = HA
priority         = 4
pausetime        = 12,12
sparkno          = 1
sparkxy          = -5,-71
hitsound         = S120, 0
guardsound       = 6, 0
guard.ctrltime   = 6
animtype         = Med
ground.type      = High
ground.slidetime = 8
ground.hittime   = 10
air.hittime      = 10
ground.velocity  = -4
air.velocity     = -3,-4
fall.recovertime = 15

[State 400, 僐儞僩儘乕儖]
type = changestate
trigger1 = AnimTime = 0
ctrl = 1
value = 50
;-----------------------------
;僕儍儞僾庛巃
[Statedef 10410]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 50*var(6)
ctrl = 0
anim = 10410
sprpriority = 2

[State 410, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 2
value = 100, 0

[State 110, 堏摦懍搙]
type = VelSet
trigger1 = time = 1
trigger1 = vel X <= -10
x = vel X/2
y = 0

[State 110, 堏摦懍搙]
type = VelSet
trigger1 = time = 1
trigger1 = vel X >= 10
x = vel X/2
y = 0

[State 410, 僸僢僩掕媊]
type = HitDef
trigger1 = animelem = 3
attr             = A, NA
hitflag          = MAFP
damage           = floor(33*fvar(10)*fvar(11)),0
getpower         = 23*var(6),0
guardflag        = HA
priority         = 4
pausetime        = 12,12
sparkno          = S6020
sparkxy          = -1,-62
hitsound         = S130, 0
guardsound       = 6, 0
guard.ctrltime   = 11
animtype         = Med
ground.type      = High
ground.slidetime = 17
ground.hittime   = 12
air.hittime      = 12
ground.velocity  = -5
air.velocity     = -3,-4
fall.recovertime = 30

[State 410, 僐儞僩儘乕儖]
type = changestate
trigger1 = AnimTime = 0
ctrl = 1
value = 50
;-----------------------------
;僕儍儞僾嫮巃
[Statedef 10415]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 70*var(6)
ctrl = 0
anim = 10415
sprpriority = 2

[State 415, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Time = 4
value = 215, 0

[State 110, 堏摦懍搙]
type = VelSet
trigger1 = time = 1
trigger1 = vel X <= -10
x = vel X/2
y = 0

[State 110, 堏摦懍搙]
type = VelSet
trigger1 = time = 1
trigger1 = vel X >= 10
x = vel X/2
y = 0

[State 415, 僸僢僩掕媊]
type = HitDef
trigger1 = animelem = 3||animelem = 4
attr             = A, NA
hitflag          = MAFP
damage           = floor(40*fvar(10)*fvar(11)),0
getpower         = 28*var(6),0
guardflag        = HA
priority         = 4
pausetime        = 12,12
sparkno          = S6010
sparkxy          = -8,-80
hitsound         = S130, 0
guardsound       = 6, 0
guard.ctrltime   = 8
animtype         = Med
ground.type      = High
ground.slidetime = 17
ground.hittime   = 15
air.hittime      = 15
ground.velocity  = -5
air.velocity     = -9,7
air.type         = trip
fall.recovertime = 30
fall.recover     = 0
persistent       = 0

[State 410, 僐儞僩儘乕儖]
type = changestate
trigger1 = AnimTime = 0
ctrl = 1
value = 50
;------------------------------------------------
;僄僼僃僋僩椶
;=================================================================================================
;		EX僄僼僃僋僩(惵)
;=================================================================================================
[StateDef 7000]
Physics = N
Anim = 7999


;挻昁嶦媄埫揮
[State -3]
type     = AssertSpecial
trigger1 = 1
flag     = noBG
ignorehitpause = 1

[State -1]
Type  = Helper
Trigger1 = Time >= 0
Trigger1 = Time <= 4
Trigger1 = gametime%2 = 0
Stateno  = 16015
OwnPal = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
Persistent = 3

[State -1]
Type  = Helper
Trigger1 = Time >= 1
Trigger1 = Time <= 6
Trigger1 = gametime%3 = 0
Stateno  = 26015
OwnPal = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
Persistent = 3

[State -1]
Type  = Helper
Trigger1 = Time >= 5
Trigger1 = Time <= 21
Trigger1 = gametime%5 = 0
Stateno  = 36015
OwnPal = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
Persistent = 3

[State -1]
Type  = Helper
Trigger1 = Time >= 0
Trigger1 = Time <= 7
Trigger1 = gametime%3 = 0
Stateno  = 46015
OwnPal = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
Persistent = 3

[State -1]
Type  = Explod
Trigger1 = Time = 0
Anim  = 16017
ID  = 5015
OwnPal = 1
ReMoveTime  = 31
SprPriority = 8
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type  = ReMoveExplod
Trigger1 = Time >= 17
Trigger1 = FVar(1) <= 0
ID  = 5015
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type  = VarSet
Trigger1 = Time <= 17
FV  = 1
Value = 1.5
Persistent = 4

[State -1]
Type  = VarAdd
Trigger1 = 1
FV  = 1
Value = -0.1

[State -1]
Type  = ModifyExplod
Trigger1 = 1
ID  = 5015
Scale = FVar(1),FVar(1)

[State -1]
Type  = DestroySelf
Trigger1 = Time = 30
;---------------------------------------------
[StateDef 16015,僄僼僃僋僩嘆]
Physics = N
Anim = 16003
SprPriority = 7

[State -1]
Type  = ChangeAnim
Trigger1 = Time = 0
Value = 16001+(Random%4)

[State -1]
Type  = Trans
Trigger1 = 1
Trans = Add

[State -1]
Type  = VarAdd
Trigger1 = Time >= 1
FV  = 1
Value = -0.05

[State -1]
Type  = VarAdd
Trigger1 = Time >= 1
FV  = 2
Value = 0.1

[State -1]
Type  = AngleDraw
Trigger1 = 1
Scale = 1+FVar(1),1.5+FVar(2)

[State -1]
Type  = VarRandom
Trigger1 = Time = 0
V  = 43
Range = 0,360

[State -1]
Type  = AngleSet
Trigger1 = 1
Value = Var(43)

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

[State -1]
Type  = DestroySelf
Trigger1 = FVar(1) <= -1
;-------------------------------------------
[StateDef 26015,僄僼僃僋僩嘇]
Physics = N
Anim = 16003
SprPriority = 7

[State -1]
Type  = ChangeAnim
Trigger1 = Time = 0
Value = 16002+(Random%4)

[State -1]
Type  = Trans
Trigger1 = 1
Trans = Add

[State -1]
Type  = VarAdd
Trigger1 = Time >= 1
FV  = 1
Value = -0.04

[State -1]
Type  = VarAdd
Trigger1 = Time >= 1
FV  = 2
Value = -0.3

[State -1]
Type  = Turn
Trigger1 = FVar(2) <= -3
Persistent = 0

[State -1]
Type  = AngleDraw
Trigger1 = 1
Scale = 1+FVar(1),4+FVar(2)

[State -1]
Type  = VarRandom
Trigger1 = Time = 0
V  = 43
Range = 0,360

[State -1]
Type  = AngleSet
Trigger1 = 1
Value = Var(43)

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

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

[State -1]
Type  = DestroySelf
Trigger1 = FVar(1) <= -1
;-------------------------------------------
[StateDef 36015,僄僼僃僋僩嘊]
Physics = N
Anim = 16003
SprPriority = 7

[State -1]
Type  = ChangeAnim
Trigger1 = Time = 0
Value = 16002+(Random%4)

[State -1]
Type  = Trans
Trigger1 = 1
Trans = Add

[State -1]
Type  = VarAdd
Trigger1 = Time >= 1
FV  = 1
Value = -0.1

[State -1]
Type  = VarAdd
Trigger1 = Time >= 1
FV  = 2
Value = -0.4

[State -1]
Type  = AngleDraw
Trigger1 = 1
Scale = 1+FVar(1),4+FVar(2)

[State -1]
Type  = VarRandom
Trigger1 = Time = 0
V  = 43
Range = 0,360

[State -1]
Type  = AngleSet
Trigger1 = 1
Value = Var(43)

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

[State -1]
Type  = DestroySelf
Trigger1 = FVar(2) <= -4
;-----------------------------------------------------------
[StateDef 46015,僄僼僃僋僩嘋]
Physics = N
Anim = 16003
SprPriority = 7

[State -1]
Type  = ChangeAnim
Trigger1 = Time = 0
Value = 16002+(Random%3)

[State -1]
Type  = Trans
Trigger1 = 1
Trans = Add

[State -1]
Type  = VarAdd
Trigger1 = 1
FV  = 1
Value = IfElse(Time>=5,-0.1,0.4)

[State -1]
Type  = VarAdd
Trigger1 = Time >= 1
FV  = 2
Value = 0.2

[State -1]
Type  = AngleDraw
Trigger1 = 1
Scale = 0.1+FVar(1),0.4+FVar(2)

[State -1]
Type  = VarRandom
Trigger1 = Time = 0
V  = 43
Range = 0,360

[State -1]
Type  = AngleSet
Trigger1 = 1
Value = Var(43)

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

[State -1]
Type  = DestroySelf
Trigger1 = Time >= 5
Trigger1 = FVar(1) <= -0.2

;=================================================================================================
;		EX僄僼僃僋僩(愒)
;=================================================================================================
[StateDef 7001]
Physics = N
Anim = 7999

;挻昁嶦媄埫揮
[State -3]
type     = AssertSpecial
trigger1 = 1
flag     = noBG
ignorehitpause = 1

[State -1]
Type  = Helper
Trigger1 = Time >= 0
Trigger1 = Time <= 4
Trigger1 = gametime%2 = 0
Stateno  = 16016
OwnPal = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
Persistent = 3

[State -1]
Type  = Helper
Trigger1 = Time >= 1
Trigger1 = Time <= 6
Trigger1 = gametime%3 = 0
Stateno  = 26016
OwnPal = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
Persistent = 3

[State -1]
Type  = Helper
Trigger1 = Time >= 5
Trigger1 = Time <= 21
Trigger1 = gametime%5 = 0
Stateno  = 36016
OwnPal = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
Persistent = 3

[State -1]
Type  = Helper
Trigger1 = Time >= 0
Trigger1 = Time <= 7
Trigger1 = gametime%3 = 0
Stateno  = 46016
OwnPal = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
Persistent = 3

[State -1]
Type  = Explod
Trigger1 = Time = 0
Anim  = 16017
ID  = 5015
OwnPal = 1
ReMoveTime  = 31
SprPriority = 8
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type  = ReMoveExplod
Trigger1 = Time >= 17
Trigger1 = FVar(1) <= 0
ID  = 5015
SuperMoveTime = 9999
PauseMoveTime = 9999

[State -1]
Type  = VarSet
Trigger1 = Time <= 17
FV  = 1
Value = 1.5
Persistent = 4

[State -1]
Type  = VarAdd
Trigger1 = 1
FV  = 1
Value = -0.1

[State -1]
Type  = ModifyExplod
Trigger1 = 1
ID  = 5015
Scale = FVar(1),FVar(1)

[State -1]
Type  = VarAdd
Trigger1 = Time <= 15
Trigger1 = Var(7) <= 60
V  = 7
Value = -10

[State -1]
Type  = VarSet
Trigger1 = Time = 16
V  = 7
Value = -155

[State -1]
Type  = DestroySelf
Trigger1 = Time = 30
;------------------------------------------
[StateDef 16016]
Physics = N
Anim = 16003
SprPriority = 7

[State -1]
Type  = ChangeAnim
Trigger1 = Time = 0
Value = 16011+(Random%4)

[State -1]
Type  = Trans
Trigger1 = 1
Trans = Add

[State -1]
Type  = VarAdd
Trigger1 = Time >= 1
FV  = 1
Value = -0.05

[State -1]
Type  = VarAdd
Trigger1 = Time >= 1
FV  = 2
Value = 0.1

[State -1]
Type  = AngleDraw
Trigger1 = 1
Scale = 1+FVar(1),1.5+FVar(2)

[State -1]
Type  = VarRandom
Trigger1 = Time = 0
V  = 43
Range = 0,360

[State -1]
Type  = AngleSet
Trigger1 = 1
Value = Var(43)

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

[State -1]
Type  = DestroySelf
Trigger1 = FVar(1) <= -1
;---------------------------------------------
[StateDef 26016]
Physics = N
Anim = 16001
SprPriority = 7

[State -1]
Type  = ChangeAnim
Trigger1 = Time = 0
Value = 16010+(Random%4)

[State -1]
Type  = Trans
Trigger1 = 1
Trans = Add

[State -1]
Type  = VarAdd
Trigger1 = Time >= 1
FV  = 1
Value = -0.04

[State -1]
Type  = VarAdd
Trigger1 = Time >= 1
FV  = 2
Value = -0.3

[State -1]
Type  = Turn
Trigger1 = FVar(2) <= -3
Persistent = 0

[State -1]
Type  = AngleDraw
Trigger1 = 1
Scale = 1+FVar(1),4+FVar(2)
[State -1]
Type  = VarRandom
Trigger1 = Time = 0
V  = 43
Range = 0,360

[State -1]
Type  = AngleSet
Trigger1 = 1
Value = Var(43)

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

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

[State -1]
Type  = DestroySelf
Trigger1 = FVar(1) <= -1
;----------------------------------------------
[StateDef 36016]
Physics = N
Anim = 16003
SprPriority = 7

[State -1]
Type  = ChangeAnim
Trigger1 = Time = 0
Value = 16011+(Random%4)

[State -1]
Type  = Trans
Trigger1 = 1
Trans = Add

[State -1]
Type  = VarAdd
Trigger1 = Time >= 1
FV  = 1
Value = -0.1

[State -1]
Type  = VarAdd
Trigger1 = Time >= 1
FV  = 2
Value = -0.4

[State -1]
Type  = AngleDraw
Trigger1 = 1
Scale = 1+FVar(1),4+FVar(2)

[State -1]
Type  = VarRandom
Trigger1 = Time = 0
V  = 43
Range = 0,360

[State -1]
Type  = AngleSet
Trigger1 = 1
Value = Var(43)

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

[State -1]
Type  = DestroySelf
Trigger1 = FVar(2) <= -4
;--------------------------------------
[StateDef 46016]
Physics = N
Anim = 16003
SprPriority = 7

[State -1]
Type  = ChangeAnim
Trigger1 = Time = 0
Value = 16012+(Random%3)

[State -1]
Type  = Trans
Trigger1 = 1
Trans = Add

[State -1]
Type  = VarAdd
Trigger1 = 1
FV  = 1
Value = IfElse(Time>=5,-0.1,0.4)

[State -1]
Type  = VarAdd
Trigger1 = Time >= 1
FV  = 2
Value = 0.2

[State -1]
Type  = AngleDraw
Trigger1 = 1
Scale = 0.1+FVar(1),0.4+FVar(2)

[State -1]
Type  = VarRandom
Trigger1 = Time = 0
V  = 43
Range = 0,360

[State -1]
Type  = AngleSet
Trigger1 = 1
Value = Var(43)

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

[State -1]
Type  = DestroySelf
Trigger1 = Time >= 5
Trigger1 = FVar(1) <= -0.2
;---------------------------------------
;---------------------------------------
;12P傾乕儅乕僿儖僷乕
[Statedef 9000]; 傾乕儅乕敾掕僿儖僷乕
type = A
movetype = I
physics = N

[State 9000, 0]; 晄嬶崌懳嶔
type = ChangeState
trigger1 = !IsHelper
value = 0
ctrl = 1

;[State 9000, 0]; 傾乕儅乕壔偟偨弖娫偵廳暋旐抏偟側偄偨傔偺柍揋
;type = NotHitBy
;trigger1 = Time = 0
;value = SCA
;time = 1

[State 9000, 0]; 搳偘柍揋
type = NotHitBy
trigger1 = Time >= 1
value = ,AT
time = 2

[State 9000, 0]; 摟柧亄塭徚偟
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2 = NoShadow

[State 9000, 0]; 杮懱偵捛廬
type = BindToParent
trigger1 = 1
time = 1
facing = 1
pos = 0,0

[State 9000, 0]; 敾掕傪懙偊傞
type = ChangeAnim
trigger1 = SelfAnimExist(Parent,Anim)
value = Parent,Anim
elem = Parent,AnimElemNo(0)

[State 9000, 0]; 懪寕乛旘傃摴嬶傪庴偗偨傜僗僥乕僩傪孞傝曉偡
type = HitOverRide
trigger1 = IsHelper(9000)
attr = SCA,AA,AP
stateno = 9000

[State 9000, 0]; 杮懱偑傾乕儅乕僷乕僩傪夁偓偨傜徚柵
type = DestroySelf
trigger1 = roundstate = 3
trigger2 = alive = 0
