
;僟僂儞夞旔A
[Statedef 2000]
type=L
movetype=I
physics=N
velset=0,0
ctrl=0

[State 2000]
type=ChangeAnim
triggerall=time=0
trigger1=anim != [5111,5112]
trigger1=anim != [5171,5172]
value=2000

[State 2000]
type=ChangeAnim
triggerall=time=0
trigger1=anim=5111 || anim=5171
trigger2=anim=5112 || anim=5172
value=2001

[State 2000]
type=NotHitby
trigger1=1
value=SCA

[State 2000]
type=VelSet
trigger1=AnimElem=4
x=ceil(2.5*fvar(10))

[State 2000]
type=VelSet
trigger1=AnimElem=7
x=0

[State 5120, 7]
type=ChangeState
triggerall=AnimTime=0
trigger1=var(50)=0
trigger2=var(9) > 0
value=0
ctrl=1

[State 5000]
type=ChangeState
triggerall=AnimTime=0
trigger1=var(50)=1
value=1000

[State 5000]
type=ChangeState
triggerall=AnimTime=0
trigger1=var(50)=2
value=1010

[State 5000]
type=ChangeState
triggerall=AnimTime=0
trigger1=var(50)=3
value=1100

[State 5000]
type=ChangeState
triggerall=AnimTime=0
trigger1=var(50)=4
value=1120

[State 5000]
type=ChangeState
triggerall=AnimTime=0
trigger1=var(50)=5
value=1200

[State 5000]
type=ChangeState
triggerall=AnimTime=0
trigger1=var(50)=6
value=1220

[State 5000]
type=ChangeState
triggerall=AnimTime=0
triggerall=var(0)
trigger1=var(50)=7
value=1300

[State 5000]
type=ChangeState
triggerall=AnimTime=0
triggerall=power >= 1000
trigger1=var(50)=8
value=3000

[State 5000]
type=ChangeState
triggerall=AnimTime=0
triggerall=power >= 1000
trigger1=var(50)=9
value=3100

[State 5000]
type=ChangeState
triggerall=AnimTime=0
triggerall=power >= 2000
trigger1=var(50)=10
value=3200

[State 5000]
type=ChangeState
triggerall=AnimTime=0
triggerall=power >= 2000
trigger1=var(50)=11
value=3300

;-----------------------------------------------------------
;僟僂儞夞旔B
[Statedef 2010]
type=L
movetype=I
physics=N
velset=0,0
ctrl=0

[State 2000]
type=ChangeAnim
triggerall=time=0
trigger1=anim != [5111,5112]
trigger1=anim != [5171,5172]
value=2010

[State 2000]
type=ChangeAnim
triggerall=time=0
trigger1=anim=5111 || anim=5171
trigger2=anim=5112 || anim=5172
value=2011

[State 2000]
type=NotHitby
trigger1=1
value=SCA

[State 2000]
type=VelSet
trigger1=AnimElem=2
x=ceil(-2.5*fvar(10))

[State 2000]
type=VelSet
trigger1=AnimElem=5
x=0

[State 5120, 7]
type=ChangeState
triggerall=AnimTime=0
trigger1=var(50)=0
trigger2=var(9) > 0
value=0
ctrl=1

[State 5000]
type=ChangeState
triggerall=AnimTime=0
trigger1=var(50)=1
value=1000

[State 5000]
type=ChangeState
triggerall=AnimTime=0
trigger1=var(50)=2
value=1010

[State 5000]
type=ChangeState
triggerall=AnimTime=0
trigger1=var(50)=3
value=1100

[State 5000]
type=ChangeState
triggerall=AnimTime=0
trigger1=var(50)=4
value=1120

[State 5000]
type=ChangeState
triggerall=AnimTime=0
trigger1=var(50)=5
value=1200

[State 5000]
type=ChangeState
triggerall=AnimTime=0
trigger1=var(50)=6
value=1220

[State 5000]
type=ChangeState
triggerall=AnimTime=0
triggerall=var(0)
trigger1=var(50)=7
value=1300

[State 5000]
type=ChangeState
triggerall=AnimTime=0
triggerall=power >= 1000
trigger1=var(50)=8
value=3000

[State 5000]
type=ChangeState
triggerall=AnimTime=0
triggerall=power >= 1000
trigger1=var(50)=9
value=3100

[State 5000]
type=ChangeState
triggerall=AnimTime=0
triggerall=power >= 2000
trigger1=var(50)=10
value=3200

[State 5000]
type=ChangeState
triggerall=AnimTime=0
triggerall=power >= 2000
trigger1=var(50)=11
value=3300

;-----------------------------------------------------------
;僟僂儞夞旔C
[Statedef 2020]
type=L
movetype=I
physics=N
velset=0,0
ctrl=0

[State 2000]
type=ChangeAnim
triggerall=time=0
trigger1=anim != [5111,5112]
trigger1=anim != [5171,5172]
value=2000

[State 2000]
type=ChangeAnim
triggerall=time=0
trigger1=anim=5111 || anim=5171
trigger2=anim=5112 || anim=5172
value=2001

[State 2000]
type=NotHitby
trigger1=1
value=SCA

[State 2000]
type=VelSet
trigger1=AnimElem=4
x=ceil(5*fvar(10))

[State 2000]
type=VelSet
trigger1=AnimElem=7
x=0

[State 5120, 7]
type=ChangeState
triggerall=AnimTime=0
trigger1=var(50)=0
trigger2=var(9) > 0
value=0
ctrl=1

[State 5000]
type=ChangeState
triggerall=AnimTime=0
trigger1=var(50)=1
value=1000

[State 5000]
type=ChangeState
triggerall=AnimTime=0
trigger1=var(50)=2
value=1010

[State 5000]
type=ChangeState
triggerall=AnimTime=0
trigger1=var(50)=3
value=1100

[State 5000]
type=ChangeState
triggerall=AnimTime=0
trigger1=var(50)=4
value=1120

[State 5000]
type=ChangeState
triggerall=AnimTime=0
trigger1=var(50)=5
value=1200

[State 5000]
type=ChangeState
triggerall=AnimTime=0
trigger1=var(50)=6
value=1220

[State 5000]
type=ChangeState
triggerall=AnimTime=0
triggerall=var(0)
trigger1=var(50)=7
value=1300

[State 5000]
type=ChangeState
triggerall=AnimTime=0
triggerall=power >= 1000
trigger1=var(50)=8
value=3000

[State 5000]
type=ChangeState
triggerall=AnimTime=0
triggerall=power >= 1000
trigger1=var(50)=9
value=3100

[State 5000]
type=ChangeState
triggerall=AnimTime=0
triggerall=power >= 2000
trigger1=var(50)=10
value=3200

[State 5000]
type=ChangeState
triggerall=AnimTime=0
triggerall=power >= 2000
trigger1=var(50)=11
value=3300

;-----------------------------------------------------------
;僟僂儞夞旔D
[Statedef 2030]
type=L
movetype=I
physics=N
velset=0,0
ctrl=0

[State 2000]
type=ChangeAnim
triggerall=time=0
trigger1=anim != [5111,5112]
trigger1=anim != [5171,5172]
value=2010

[State 2000]
type=ChangeAnim
triggerall=time=0
trigger1=anim=5111 || anim=5171
trigger2=anim=5112 || anim=5172
value=2011

[State 2000]
type=NotHitby
trigger1=1
value=SCA

[State 2000]
type=VelSet
trigger1=AnimElem=2
x=ceil(-5*fvar(10))

[State 2000]
type=VelSet
trigger1=AnimElem=5
x=0

[State 5120, 7]
type=ChangeState
triggerall=AnimTime=0
trigger1=var(50)=0
trigger2=var(9) > 0
value=0
ctrl=1

[State 5000]
type=ChangeState
triggerall=AnimTime=0
trigger1=var(50)=1
value=1000

[State 5000]
type=ChangeState
triggerall=AnimTime=0
trigger1=var(50)=2
value=1010

[State 5000]
type=ChangeState
triggerall=AnimTime=0
trigger1=var(50)=3
value=1100

[State 5000]
type=ChangeState
triggerall=AnimTime=0
trigger1=var(50)=4
value=1120

[State 5000]
type=ChangeState
triggerall=AnimTime=0
trigger1=var(50)=5
value=1200

[State 5000]
type=ChangeState
triggerall=AnimTime=0
trigger1=var(50)=6
value=1220

[State 5000]
type=ChangeState
triggerall=AnimTime=0
triggerall=var(0)
trigger1=var(50)=7
value=1300

[State 5000]
type=ChangeState
triggerall=AnimTime=0
triggerall=power >= 1000
trigger1=var(50)=8
value=3000

[State 5000]
type=ChangeState
triggerall=AnimTime=0
triggerall=power >= 1000
trigger1=var(50)=9
value=3100

[State 5000]
type=ChangeState
triggerall=AnimTime=0
triggerall=power >= 2000
trigger1=var(50)=10
value=3200

[State 5000]
type=ChangeState
triggerall=AnimTime=0
triggerall=power >= 2000
trigger1=var(50)=11
value=3300

;-----------------------------------------------------------
;嬻拞JD
[Statedef 2500]
type=A
movetype=I
anim=2500
velset=0,0
ctrl=0

[State ]
type=Lifeadd
trigger1=Time=0
value=ceil(const(data.life)*5/100)+random%10
ignorehitpause=1

[State ]
type=NotHitby
trigger1=1
value=SCA,AA,AP,AT

[State ]
type=Pause
trigger1=time=0
time=6
movetime=1

[State ]
type=PlaySnd
trigger1=Time=0
value=150,0

[State ]
type=explod
trigger1=!numexplod(8625)
trigger1=time=0
trigger1=TeamSide=1
anim=8625
id=8625
sprpriority=1
pos=60,60
postype=left
ontop=1
bindtime=-1
pausemovetime=-1
ignorehitpause=1
persistent=0
ownpal=1

[State ]
type=Explod
trigger1=!numexplod(8620)
trigger1=time=0
trigger1=teamside=2
anim=8620
id=8620
sprpriority=1
pos=-60,60
postype=right
ontop=1
bindtime=-1
pausemovetime=-1
ignorehitpause=1
persistent=0
ownpal=1

[State ]
type=Explod
trigger1=Time=0
anim=8020
ID=8020
ignorehitpause=1
facing=1
bindtime=1
postype=p1
pausemovetime=-1
pos=10,-80
sprpriority=99

[State ]
type=PalFX
trigger1=Time=0
time=4
add=100,200,255
mul=100,200,255
sinadd=100,200,255,-50

[State ]
type=VarSet
trigger1=time=0
var(52)=GetHitVar(hittime)
ignorehitpause=1

[State ]
type=VarAdd
trigger1=time > 0 && var(52)
var(52)=-1
ignorehitpause=0

[State ]
type=ChangeState
trigger1=AnimTime=0
value=2510

;-----------------------------------------------------------
[Statedef 2510]
type=A
movetype=I
anim=2510
ctrl=0

[State ]
type=VelSet
trigger1=Time=0
x=-3
y=-3

[State ]
type=VarAdd
trigger1=time>0&&var(52)
var(52)=-1
ignorehitpause=0

[State ]
type=CtrlSet
trigger1=var(52)<2
ignorehitpause=1
value=1

[State ]
type=VelAdd
trigger1=Time>1
y=.61

[State ]
type=SelfState
trigger1=Vel Y >0
trigger1=Pos Y >=0
value=2520

;-----------------------------------------------------------
[Statedef 2520]
type= S
movetype=I
physics=S
anim=2520
velset=0,0
ctrl=0

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

[State ]
type=PlaySnd
trigger1=Time=0
value=1,3

[State ]
type=selfstate
trigger1=AnimTime=0
value=0
ctrl=1

;---------------------------------------------------------------------------
;晧偗
[Statedef 6110]
type=S
ctrl=0
anim=6110
velset=0,0
movetype=I
physics=N
sprpriority=0

[State ]
type=AssertSpecial
trigger1=1
flag=noshadow
ignorehitpause=1

[State ]
type=DestroySelf
trigger1=AnimTime=0

;---------------------------------------------------------------------------
;彑棙
[Statedef 6020]
type=S
ctrl=0
anim=6020
velset=0,0
movetype=I
physics=N
sprpriority=1

[State 1000]
type=AssertSpecial
trigger1=1
flag=noshadow
ignorehitpause=1

[State 191, 3]
type=ChangeAnim2
trigger1=AnimTime=0
value=6025

[State 191, 2] 
type=PlaySnd
trigger1=Time=8
value=190,1

[State 6000]
type=DestroySelf
trigger1=parent,stateno != 181

;---------------------------------------------------------------------------
;墛
[Statedef 6030]
type=A
ctrl=0
velset=0,0
movetype=I
physics=N
sprpriority=2

[State 1000]
type=AssertSpecial
trigger1=1
flag=noshadow
ignorehitpause =1

[State 6030]
type=ChangeAnim2
trigger1=Time=0
value=6030

[State 6030]
type=AssertSpecial
trigger1= 1
flag=noshadow
ignorehitpause =1

[State 6030]
type=Explod
trigger1=AnimElem=2
anim=6031
postype=p1
pos=-25,-25
sprpriority=3
ownpal=1
bindtime=1
shadow=0
vel=0,0
scale=root,fvar(10),root,fvar(11)
ID=6031

[State 6030]
type=Explod
trigger1=AnimElem=10
anim=6032
postype=p1
pos=10,-10
sprpriority=3
ownpal=1
bindtime=1
shadow=0
vel=0,0
scale=root,fvar(10),root,fvar(11)
ID=6032

[State 6030]
type=posset
trigger1=1
x=enemy,pos x
y=enemy,pos y

[State 6030]
type=ChangeState
trigger1=enemy,statetype != A
trigger2=enemy,stateno != [5000,5050]
trigger3=Time=100
value=6035

;---------------------------
[Statedef 6035]
type=A
ctrl=0
velset=0,0
movetype=I
anim=6035
physics=N
sprpriority=2

[State 1000]
type=AssertSpecial
trigger1=1
flag=noshadow
ignorehitpause=1

[State 6030]
type=posset
trigger1=1
x=enemy,pos x
y=enemy,pos y

[State 6030]
type=DestroySelf
trigger1=AnimTime=0

;---------------------------------------------------------------------------
;墛俀
[Statedef 6070]
type=A
ctrl=0
velset=0,0
movetype=I
physics=N
sprpriority=3

[State 1000]
type=AssertSpecial
trigger1=1
flag=noshadow
ignorehitpause=1

[State 6030]
type=ChangeAnim2
trigger1=Time=0
value=6071

[State 6030]
type=BindToParent
trigger1=parent,stateno=1100
trigger2=parent,stateno=1120
pos=ceil(-20*root,fvar(10)),0

[State 6030]
type=DestroySelf
trigger1=parent,stateno=1110
trigger2=parent,stateno=1130
trigger3=parent,movetype != A
trigger4=parent,stateno != [1100,1300]

;---------------------------------------------------------------------------
[Statedef 10500]
type=S
ctrl=0
velset=0,0
anim=9999
movetype=I
physics=N
sprpriority=-99

[State 3200]
type=EnvColor
trigger1=Time=0
trigger2=Time=3
trigger3=Time=5
value=255,255,255
time=1
ignorehitpause=1
under=1

[State 191, 3]
type=AssertSpecial
trigger1=MatchOver
trigger1=Parent,NumPartner=0
flag=nomusic

[State 9100]
type=PlaySnd
trigger1=Time=0
value=10000, 0

[State 9100]
type=PlaySnd
trigger1=Time=35 && MatchOver
trigger1=Parent,NumPartner=0
ignorehitpause=1
value=10000, 2

[State 1000]
type=Destroyself
trigger1=RoundState=0

;---------------------------------------------------------------------------
[Statedef 11000]
type=S
ctrl=0
velset=0,0
anim=9999
movetype=I
physics=N
sprpriority=-99

[State 3200]
type=EnvColor
trigger1=Time=0 && root,var(56)
value=0,0,0
time=131
ignorehitpause=1
under=1

[State 3200]
type=EnvColor
trigger1=Time=0 && !root,var(56)
value=0,0,0
time=104
ignorehitpause=1
under=1

[State 3200]
type=Pause
trigger1=Time=0 && root,var(56)
time=131
movetime=131
ignorehitpause=1

[State 3200]
type=Pause
trigger1=Time=0 && !root,var(56)
time=104
movetime=104
ignorehitpause=1

[State 3000]
type=Explod
trigger1=Time=0 && root,var(56)
anim=11000
id=10000
sprpriority=-99
postype=left
pos=0,0
supermove=1
bindtime=-1
pausemovetime=99999999
supermovetime=99999999
ignorehitpause=1
ownpal=1
facing=1
scale=1.1,1.1

[State 3000]
type=Explod
trigger1=Time=32 && root,var(56)
anim=11500
id=10000
sprpriority=99
postype=left
pos=0,0
supermove=1
bindtime=-1
pausemovetime=99999999
supermovetime=99999999
ignorehitpause=1
ownpal=1
facing=1
scale=1.1,1.1
ontop=1

[State 3000]
type=Explod
trigger1=Time=0 && !root,var(56)
anim=10000
id=10000
sprpriority=99
postype=left
pos=0,0
supermove=1
bindtime=-1
pausemovetime=99999999
supermovetime=99999999
ignorehitpause=1
ownpal=1
facing=1
scale=1.1,1.1
ontop=1

[State 3000]
type=Explod
trigger1=Time=0 && root,var(56)
anim=12500
id=12000
sprpriority=-99
postype=left
pos=0,0
supermove=1
bindtime=-1
pausemovetime=99999999
supermovetime=99999999
ignorehitpause=1
ownpal=1
facing=1
scale=1.1,1.1

[State 3000]
type=Explod
trigger1=Time=0 && !root,var(56)
anim=12000
id=12000
sprpriority=-99
postype=left
pos=0,0
supermove=1
bindtime=-1
pausemovetime=99999999
supermovetime=99999999
ignorehitpause=1
ownpal=1
facing=1
scale=1.1,1.1

[State 191, 3]
type=AssertSpecial
trigger1=MatchOver
trigger1=Parent,NumPartner=0
flag=nomusic

[State 9100]
type=PlaySnd
trigger1=Time=0
value=10000, 0

[State 9100]
type=PlaySnd
trigger1=Time=35 && MatchOver
trigger1=Parent,NumPartner=0
value=10000, 3

[State 1000]
type=Destroyself
trigger1=RoundState=0

;---------------------------------------------------------------------------
;AI梡僿儖僷乕
[Statedef 20000]
anim=9999
ctrl=0

[State 20000]
type=selfstate
trigger1=!ishelper
value=0

[State 20000]
type=varset
trigger1=command="up"&&root,command="up"
trigger2=command="down"&&root,command="down"
trigger3=command="back"&&root,command="back"
trigger4=command="fwd"&&root,command="fwd"
trigger5=command="a"&&root,command="a"
trigger6=command="b"&&root,command="b"
trigger7=command="c"&&root,command="c"
trigger8=command="x"&&root,command="x"
trigger9=command="y"&&root,command="y"
trigger10=command="z"&&root,command="z"
trigger11=command="start"&&root,command="start"
var(59)=-1

[State 20000]
Type=DestroySelf
triggerAll=isHelper
Trigger1=root,var(59)||var(59)=-1
trigger2=command="up"&&root,command="up"
trigger3=command="down"&&root,command="down"
trigger4=command="back"&&root,command="back"
trigger5=command="fwd"&&root,command="fwd"
trigger6=command="a"&&root,command="a"
trigger7=command="b"&&root,command="b"
trigger8=command="c"&&root,command="c"
trigger9=command="x"&&root,command="x"
trigger10=command="y"&&root,command="y"
trigger11=command="z"&&root,command="z"
trigger12=command="start"&&root,command="start"

[State 20000]
type=varset
triggerall=var(59)!=-1
trigger1=root,command="up"
trigger2=root,command="down"
trigger3=root,command="back"
trigger4=root,command="fwd"
trigger5=root,command="a"
trigger6=root,command="b"
trigger7=root,command="c"
trigger8=root,command="x"
trigger9=root,command="y"
trigger10=root,command="z"
trigger11=root,command="start"
var(59)=1









