[Data]
life = 1000
power = 3000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 10
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 255
IntPersistIndex = 1,59
FloatPersistIndex = 1,49

[Size]
xscale = 0.5
yscale = 0.5
ground.back = 15 
ground.front = 16
air.back = 12
air.front = 12
height = 60
attack.dist = 160
proj.attack.dist = 90
proj.doscale = 0
head.pos = -5, -90
mid.pos = -5, -60
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd  = 1.5
walk.back = -1.3
run.fwd  = 4.6, 0
run.back = -10, 0
jump.neu = 0,-9.0
jump.back = -2.55
jump.fwd = 2.0
runjump.back = -2.55,-8.1
runjump.fwd = 4,-8.1
airjump.neu = 0,-8.1
airjump.back = -2.55
airjump.fwd = 2.5

[Movement]
airjump.num = 1
airjump.height = 35 
yaccel = .44 
stand.friction = .85
crouch.friction = .82



;---------------------------------------------------------------------------
;僀儞僩儘

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

[State 191, 1]
type = helper
trigger1 = time = 1
persistent = 0
postype = left
pos = 160, -300
stateno = 8010

[State 191, 2] 
type = AssertSpecial
trigger1 = 1
flag = Intro

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

[Statedef 8010]
type = S
movetype = I
physics = N
anim = 8010
sprpriority = 4

[State 995, 0]
type = PlaySnd
trigger1 = Time = 0
value = 8010, 0

[State 8010, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 8010, 2]
type = VelSet
trigger1 = pos y <= -120
trigger1 = time < 140
y = 10

[State 8010, 3]
type = VelSet
trigger1 = pos y >= -120
trigger1 = time < 140
y = 0

[State 8010, 3]
type = VelSet
trigger1 = time > 140
y = -10

[State 8010, 3]
type = VelSet
trigger1 = pos y > -120
y = 0

[State 8010,5]
type = destroyself
trigger1 = RoundState = 2 

;---------------------------------------------------------------------------
;彑棙
[Statedef 180]
type = S
ctrl = 0
anim = 8011
velset = 0,0

[State 180, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
;僞僀儉傾僢僾
[Statedef 170]
type = S
ctrl = 0
anim = 8012
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
; 棫偪庛峌寕
[Statedef 200]
type    = S
movetype= A 
physics = S
velset = 0,0
ctrl = 0
anim = 200
poweradd = 8
sprpriority = 2

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 8, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8 
sparkno = S61150
sparkxy = -5, -30
hitsound = 5, 0
getpower = 16 * (1 + (Var(35)*0.5)),8
guardsound = 6, 0
ground.type = Low 
ground.slidetime = 4
ground.hittime  = 7
ground.velocity = -2.5
airguard.velocity = -1.0,-0.5
air.type = High
air.velocity = -2.3,-0.1
air.hittime = 12

[State -2,kaishin]
type = VarSet
trigger1 = 1
v = 46
Value = 0

[State 1554, Effect];僸僢僩僄僼僃僋僩惵
type = Explod
trigger1 = MoveHit = 1 
anim = 8034 + random%4
scale = 0.20,0.20
random = 20,20
postype = p2
pos = 0,-35
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 18000, Anim]
type = targetstate
trigger1 = enemy,StateNo = 18000
value = 18001

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

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

;---------------------------------------------------------------------------
; 棫偪拞峌寕
[Statedef 210]
type    = S
movetype= A
physics = S
poweradd = 16
ctrl = 0
velset = 0,0
anim = 210
sprpriority = -1


[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Low
damage    = 18
guardflag = MA
pausetime = 12,12
sparkno = S61160
sparkxy = -5,-20
hitsound   = S1756,0
getpower = 32 * (1 + (Var(35)*0.5)),16
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3.0
air.velocity = -2.0,-1.5

[State -2,kaishin]
type = VarSet
trigger1 = 1
v = 46
Value = 0

[State 1554, Effect];僸僢僩僄僼僃僋僩惵
type = Explod
trigger1 = MoveHit = 1 
anim = 8034 + random%4
scale = 0.20,0.20
random = 20,20
postype = p2
pos = 0,-35
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 210, 3]
type = ChangeAnim
trigger1 = AnimElemTime(5) > 0 && AnimElemTime(6) <= 0
trigger1 = movecontact
ignorehitpause = 1
persistent = 0
value = 210
elem = 6

[State 210, 4]
type = SprPriority
trigger1 = AnimElem = 5
value = 2

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 棫偪嫮峌寕
[Statedef 220]
type    = S
movetype= A
physics = S
poweradd = 23
ctrl = 0
velset = 0,0
anim = 220
sprpriority = -1


[State 220, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Heavy
damage    = 27
guardflag = MA
pausetime = 12,12
sparkno = S61170
sparkxy = -5,-40
hitsound   = S1756,0
getpower = 46 * (1 + (Var(35)*0.5)),23
guardsound = 6,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 19
ground.velocity = -4.5
air.velocity = -3.5,-3.0
air.hittime = 34      
air.type = Low

[State -2,kaishin]
type = VarSet
trigger1 = 1
v = 46
Value = 0

[State 1554, Effect];僸僢僩僄僼僃僋僩惵
type = Explod
trigger1 = MoveHit = 1 
anim = 8034 + random%4
scale = 0.20,0.20
random = 20,20
postype = p2
pos = 0,-35
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 220, 3]
type = ChangeAnim
trigger1 = AnimElemTime(5) > 0 && AnimElemTime(6) <= 0
trigger1 = movecontact
ignorehitpause = 1
persistent = 0
value = 210
elem = 6

[State 220, 4]
type = SprPriority
trigger1 = AnimElem = 5
value = 2

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Crouching light Attack 偟傖偑傒彫峌寕
; CNS difficulty: easy
[Statedef 400]
type    = C
movetype= A
physics = C
poweradd = 10
ctrl = 0
anim = 400
sprpriority = 2

[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 9, 0
animtype  = Light
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = S61160
sparkxy = -10,-8
hitsound   = 5,0
guardsound = 6,0
getpower = 20 * (1 + (Var(35)*0.5)),10
ground.type = Low
ground.slidetime = 7
ground.hittime  = 11
ground.velocity = -3.5
air.velocity = -2,-3

[State -2,kaishin]
type = VarSet
trigger1 = 1
v = 46
Value = 0


[State 1554, Effect];僸僢僩僄僼僃僋僩惵
type = Explod
trigger1 = MoveHit = 1 
anim = 8034 + random%4
scale = 0.20,0.20
random = 20,20
postype = p2
pos = 0,-20
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 400, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------丅
;Crouching Mid Attack 偟傖偑傒拞峌寕
; CNS difficulty: easy
[Statedef 410]
type    = C
movetype= A
physics = C
velset= 0,0
poweradd = 23
ctrl = 0
anim = 410
sprpriority = 2

[State 410, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 410, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 22,0
animtype  = Med
hitflag = MAF
guardflag = M
pausetime = 12,12 
sparkno = S61170
sparkxy = -5,-22
hitsound   = S1756,0
getpower = 46 * (1 + (Var(35)*0.5)),23
guardsound = 6,0
ground.type = Low
ground.slidetime = 11
ground.hittime  = 16
ground.velocity = -4
air.velocity = -3,-4

[State -2,kaishin]
type = VarSet
trigger1 = 1
v = 46
Value = 0

[State 1554, Effect];僸僢僩僄僼僃僋僩惵
type = Explod
trigger1 = MoveHit = 1 
anim = 8034 + random%4
scale = 0.20,0.20
random = 20,20
postype = p2
pos = 0,-20
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 410, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------丅
;Crouching Mid Attack 偟傖偑傒戝峌寕
[Statedef 420]
type    = C
movetype= A
physics = C
velset= 8,0
poweradd = 32
ctrl = 0
anim = 420
sprpriority = 2

[State 420, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 4

[State 420, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 45,0
animtype  = Low
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = S61180
sparkxy = -5,-22
hitsound   = S1756,0
getpower = 64 * (1 + (Var(35)*0.5)),32
guardsound = 6,0
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 6
ground.velocity = -2,-2
air.velocity = -3,-4
ground.cornerpush.veloff = 0
fall = 1
fall.recover = 0

[State -2,kaishin]
type = VarSet
trigger1 = 1
v = 46
Value = 0

[State 1554, Effect];僸僢僩僄僼僃僋僩惵
type = Explod
trigger1 = MoveHit = 1 
anim = 8034 + random%4
scale = 0.20,0.20
random = 20,20
postype = p2
pos = 0,-20
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 420, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;---------------------------------------------------------------------------
;庛僕儍儞僾峌寕
[Statedef 600]
type    = A
movetype= A
physics = A
poweradd = 9
ctrl = 0
anim = 600
sprpriority = 2

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 7,0
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = S61180
sparkxy = -2,-10
hitsound   = 5,0
getpower = 18 * (1 + (Var(35)*0.5)),9
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -2
air.velocity = -1.0,-2.0

[State -2,kaishin]
type = VarSet
trigger1 = 1
v = 46
Value = 0

[State 1554, Effect];僸僢僩僄僼僃僋僩惵
type = Explod
trigger1 = MoveHit = 1 
anim = 8034 + random%4
scale = 0.20,0.20
random = 20,20
postype = p2
pos = 0,-70
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 600, 3]
type = CtrlSet
trigger1 = Time = 17
value = 1

;---------------------------------------------------------------------------
;拞僕儍儞僾峌寕
[Statedef 610]
type    = A
movetype= A
physics = A
poweradd = 19
ctrl = 0
anim = 610
sprpriority = 2

[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 19,0
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = S61170
sparkxy = -5,-5
hitsound   = S1756,0
getpower = 38 * (1 + (Var(35)*0.5)),19
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -1.1,-2.2
air.fall = 1
fall.recovertime = 30

[State -2,kaishin]
type = VarSet
trigger1 = 1
v = 46
Value = 0

[State 1554, Effect];僸僢僩僄僼僃僋僩惵
type = Explod
trigger1 = MoveHit = 1 
anim = 8034 + random%4
scale = 0.20,0.20
random = 20,20
postype = p2
pos = 0,-70
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

;---------------------------------------------------------------------------
嫮僕儍儞僾峌寕
[Statedef 620]
type    = A
movetype= A
physics = A
poweradd = 27
ctrl = 0
anim = 620
sprpriority = 2

[State 620, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 620, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 27,0
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = S61180
sparkxy = -5,-10
hitsound   = S1756,0
getpower = 54 * (1 + (Var(35)*0.5)),27
guardsound = 6,0
animtype = hard
air.animtype = back
ground.type = High
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -5
air.slidetime = 17
air.hittime  = 120
air.velocity = -2.1,-2.2
air.fall = 1
fall.recovertime = 40

[State -2,kaishin]
type = VarSet
trigger1 = 1
v = 46
Value = 0

[State 1554, Effect];僸僢僩僄僼僃僋僩惵
type = Explod
trigger1 = MoveHit = 1 
anim = 8034 + random%4
scale = 0.20,0.20
random = 20,20
postype = p2
pos = 0,-70
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0
;---------------------------------------------------------------------------
; 搳偘
[Statedef 1780]
type    = S
movetype= A 
physics = S
velset = 0,0
ctrl = 0
anim = 1780
poweradd = 15
sprpriority = 2

[State 1786, Nothitby]
type = NotHitBy
trigger1 = time = 1
value = SCA
time = 4

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NT
damage = 0, 0
animtype = Light
guardflag = 
hitflag = -MA
priority = 3, Hit
pausetime = 8, 8 
sparkno = S61150
hitsound = S1756,0
getpower = 30 * (1 + (Var(35)*0.5)),0
guardsound = 6, 0
ground.type = Low 
p1stateno = 1781
p2stateno = 11781


[State 1554, Effect];僸僢僩僄僼僃僋僩惵
type = Explod
trigger1 = MoveHit = 1 
anim = 8034 + random%4
scale = 0.20,0.20
random = 20,20
postype = p2
pos = 0,-35
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 慜搳偘惉棫
[Statedef 1781]
type    = S
movetype= A 
physics = S
velset = 0,0
ctrl = 0
anim = 1781
poweradd = 15
sprpriority = 2

[State 1781, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
time = 1
pos = 17, -1

[State 1781, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2
time = 1
pos = 20, -1

[State 1781, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3
time = 1
pos = 17, -30

[State 1781, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4
time = 1
pos = 3, -35

[State 1781, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5
time = 1
pos = -8, -37

[State 1781, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6
time = 1
pos = -21, -34

[State 1781, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7
time = 1
pos = -20, -32

[State 1781, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8
time = 1
pos = -28, -32

[State 1781, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9
time = 1
pos = -29, -31

[State 1781, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10
time = 1
pos = -30, -31

[State 1781, TargetBind]
type = TargetBind
trigger1 = AnimElem = 11
time = 1
pos = -31, -30

[State 1781, TargetBind]
type = TargetBind
trigger1 = AnimElem = 12
time = 1
pos = -29, -30

[State 1781, TargetBind]
type = TargetBind
trigger1 = AnimElem = 13
time = 1
pos = -12, -31

[State 1781, Damege]
type = TargetLifeAdd
trigger1 = AnimElem = 14
value = Ceil(-43*(const(data.attack)*0.01))

[State 1781, Nothitby]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State 1781, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1781, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; 慜搳偘惉棫-P2
[Statedef 11781]
type    = A
movetype= H 
physics = N
velset = 0,0
ctrl = 0
sprpriority = 3

[State 11781, Nothitby]
type = StateTypeSet
trigger1 = time = 15
statetype = A

[State 11781, Nothitby]
type = NotHitBy
trigger1 time = 0
value = SCA
time = 40

[State 11781, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 11723, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 1791

[State 11723, Anim]
type = ChangeAnim2
trigger1 = time = 11
value = 1792

[State 11723, Anim]
type = ChangeAnim2
trigger1 = time = 13
value = 1793

[State 11723, Anim]
type = ChangeAnim2
trigger1 = time = 15
value = 1794

[State 11724, 2] 
type = VelSet
trigger1 = Time = 41
x = 4.7 * Facing * enemy,Facing
y = -6.3

[State 11724, 2] 
type = VelAdd
trigger1 = Time >= 34
y = 0.3

[State 11724, 2] 
type = ChangeAnim
trigger1 = Time = 41
value = 5050

[State 11724, ChangeState]
type = selfstate
trigger1 = time > 10
trigger1 = Pos Y >= 0
value = 5100

[State 11781, 7]
type = selfstate
trigger1 = Time = 300
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;屻傠搳偘
[Statedef 1785]
type    = S
movetype= A 
physics = S
velset = 0,0
ctrl = 0
anim = 1780
poweradd = 15
sprpriority = 2

[State 1785, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NT
damage = 0, 0
animtype = Light
guardflag = 
hitflag = -MA
priority = 3, Hit
pausetime = 8, 8 
sparkno = S61150
hitsound = S1756,0
getpower = 30 * (1 + (Var(35)*0.5)),0
guardsound = 6, 0
ground.type = Low 
p1stateno = 1786
p2stateno = 11785

[State 1786, Nothitby]
type = NotHitBy
trigger1 = time = 3
value = SCA
time = 2

[State 1785, Effect];僸僢僩僄僼僃僋僩惵
type = Explod
trigger1 = MoveHit = 1 
anim = 8034 + random%4
scale = 0.20,0.20
random = 20,20
postype = p2
pos = 0,-35
sprpriority = 3
ownpal = 1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1785, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;屻傠搳偘惉棫
[Statedef 1786]
type    = S
movetype= A 
physics = S
velset = 0,0
ctrl = 0
anim = 1785
poweradd = 15
sprpriority = 2

[State 1786, Width]
type = Width
trigger1 = 1
value = 20,20

[State 1786, TargetBind]
type = TargetBind
trigger1 = AnimElem = 1
time = 1
pos = 17, -1

[State 1786, TargetBind]
type = TargetBind
trigger1 = AnimElem = 2
time = 1
pos = 20, -1

[State 1786, TargetBind]
type = TargetBind
trigger1 = AnimElem = 3
time = 1
pos = 17, -30

[State 1786, TargetBind]
type = TargetBind
trigger1 = AnimElem = 4
time = 1
pos = 3, -35

[State 1786, TargetBind]
type = TargetBind
trigger1 = AnimElem = 5
time = 1
pos = -8, -37

[State 1786, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6
time = 1
pos = -21, -34

[State 1786, TargetBind]
type = TargetBind
trigger1 = AnimElem = 7
time = 1
pos = -20, -32

[State 1786, TargetBind]
type = TargetBind
trigger1 = AnimElem = 8
time = 1
pos = -28, -32

[State 1786, TargetBind]
type = TargetBind
trigger1 = AnimElem = 9
time = 1
pos = -29, -31

[State 1786, TargetBind]
type = TargetBind
trigger1 = AnimElem = 10
time = 1
pos = -30, -31

[State 1786, TargetBind]
type = TargetBind
trigger1 = AnimElem = 11
time = 1
pos = -31, -30

[State 11785, 2] 
type = VelSet
trigger1 = AnimElem = 12
x = -6.7

[State 11785, 2] 
type = VelSet
trigger1 = AnimElemTime(20) >= 1
trigger1 = AnimElemTime(36) <= 1
x = -0.5

[State 1554, Effect]
type = Explod
trigger1 = AnimElemTime(24) = 1
trigger2 = AnimElemTime(32) = 1
anim = F60
scale = 0.5,0.5
postype = p1
pos = 0,0
sprpriority = -2
ownpal = 1

[State 1550, 1]
type = PlaySnd
trigger1 = AnimElemTime(24) = 1
trigger2 = AnimElemTime(32) = 1
value = F7, 0

[State 1781, Damege]
type = TargetLifeAdd
trigger1 = AnimElem = 14
value = Ceil(-98*(const(data.attack)*0.01))

[State 1781, Nothitby]
type = nothitby
trigger1 = 1
value = SCA
time = 1

[State 1781, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1781, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;屻傠搳偘惉棫-P2
[Statedef 11785]
type    = A
movetype= H 
physics = N
velset = 0,0
ctrl = 0
sprpriority = 3

[State 11785, Nothitby]
type = StateTypeSet
trigger1 = time = 15
statetype = A

[State 11785, Nothitby]
type = NotHitBy
trigger1 time = 0
value = SCA
time = 40

[State 11785, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 11785, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 1791

[State 11723, Anim]
type = ChangeAnim2
trigger1 = time = 11
value = 1792

[State 11785, Anim]
type = ChangeAnim2
trigger1 = time = 13
value = 1793

[State 11785, Anim]
type = ChangeAnim2
trigger1 = time = 15
value = 1794

[State 11785, 2] 
type = VelSet
trigger1 = Time = 43
x = -5.7 * Facing * enemy,Facing
y = 0.3

[State 11785, 2] 
type = VelAdd
trigger1 = Time >= 43
y = 0.3

[State 11786, Anim]
type = ChangeAnim
trigger1 = Time = 43
value = 5160

[State 11785, 7]
type = ChangeState
trigger1 = time > 10
trigger1 = Pos Y >= 20
value = 11786
;---------------------------------------------------------------------------
;屻傠搳偘惉棫-P2-2
[Statedef 11786]
type    = A
movetype= H 
physics = N
velset = 0,0
ctrl = 0
sprpriority = 3

[State 1554, Effect]
type = Explod
trigger1 = time = 0
anim = F61
scale = 1.0,1.0
postype = p1
pos = 0,-10
sprpriority = -2
ownpal = 1

[State 1550, 1]
type = PlaySnd
trigger1 = time = 0
value = F7, 1

[State 11785, Nothitby]
type = StateTypeSet
trigger1 = time = 5
statetype = A

[State 11786, Anim]
type = ChangeAnim
trigger1 = time = 0
value = 5160

[State 11786, 2] 
type = VelSet
trigger1 = Time = 0
x = 3.7
y = -5.3

[State 11786, 2] 
type = VelAdd
trigger1 = 1
y = 0.3

[State 11786, 7]
type = selfstate
trigger1 = time > 10
trigger1 = Pos Y >= 10
value = 5100
;---------------------------------------------------------------------------
;尦婥僪儕儞僐
[Statedef 2850]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 2850 + (ifElse(fvar(23)=0,0,1)*5)
sprpriority = 2

[State 2850, 1]
type = PlaySnd
trigger1 = fvar(23) = 0
trigger1 = time > 30
trigger1 = GameTime%40 = 0
value = 2005, 2

[State 2850, 1]
type = PlaySnd
trigger1 = fvar(23) = 1
trigger1 = time > 30
trigger1 = GameTime%35 = 0
value = 2005, 2

[State 2850, 1]
type = PlaySnd
trigger1 = fvar(23) = 2
trigger1 = time > 30
trigger1 = GameTime%30 = 0
value = 2005, 2

[State 2850, 1]
type = PlaySnd
trigger1 = AnimElemTime(13) = 1
value = 2005, 0

[State 2850, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 2851 + (ifElse(fvar(23)=0,0,1)*5)

[State 2850, 2] 
type = VarAdd
trigger1 = Anim = 2850 + (ifElse(fvar(23)=0,0,1)*5)
trigger1 = AnimElemTime(13) > 0
trigger2 = Anim = 2851 + (ifElse(fvar(23)=0,0,1)*5)
fv = 22
Value = 0.006 + (fvar(23)*0.003)

[State 2850, 3]
type = VarAdd
trigger1 = AnimTime = 0
value = 2851
fv = 22
Value = 0.006 + (fvar(23)*0.003)

[State 2850, 3]
type = ChangeState
trigger1 = Power = PowerMax
value = 2852
;---------------------------------------------------------------------------
;尦婥僪儕儞僐2
[Statedef 2852]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 2852 + (ifElse(fvar(23)=0,0,1)*5)
sprpriority = 2

[State 2852, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;僈僢僣億乕僘
[Statedef 2853]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 2853 + (ifElse(fvar(23)=0,0,1)*5)
sprpriority = 2

[State 2850, 1]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 2005, 1

[State 2850, 2] 
type = PowerAdd
trigger1 = AnimElemTime(1) = 0
Value = 1000

[State 2850, 2] 
type = VarAdd
trigger1 = AnimElemTime(1) = 0
fv = 24
Value = -1

[State 1200, Effect];僄僼僃僋僩1
type = Explod
trigger1 = time = 1
anim = 8100
scale = 0.75,0.75
postype = p1
pos = 0,-40
ontop = 1
ownpal = 1
bindtime = -1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 1200, Effect];僄僼僃僋僩2
type = Explod
trigger1 = time = 5
anim = 8101
scale = 0.75,0.75
postype = p1
pos = 0,-40
ontop = 1
ownpal = 1
bindtime = -1
removeongethit = 1
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1
persistent = 0

[State 2853, 3]
type = VarSet
trigger1 = 1
fv = 22
Value = 0

[State 2853, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;僼儘儞僩僗僥僢僾
[Statedef 2000]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 2000
sprpriority = 2

[State 1554, Effect]
type = Explod
trigger1 = AnimElemTime(1) > 1
trigger1 = AnimElemTime(16) < 1
trigger1 = (GameTime% 7)= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = -10,0
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 2000, 0]
type = VelSet
trigger1 = AnimElem = 1
x = 10

[State 2000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2000, 0

[State 2000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------丅
;僼儘儞僩僗僥僢僾EX
[Statedef 2001]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 2001
sprpriority = 2
poweradd = -500 * fvar(14)

[State 1554, Effect]
type = Explod
trigger1 = AnimElemTime(1) > 1
trigger1 = AnimElemTime(10) < 1
trigger1 = (GameTime% 5)= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = -10,0
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 1765, Afterimage]
type = AfterImage
trigger1 = Time = 1
Time = -1
framegap = 4
length = 15
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -7,-7,-7
PalMul      = .85,.85,.50
trans = add

[State 1765, Blink Yellow]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 80,80,0
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 2000, 0]
type = VelSet
trigger1 = AnimElem = 1
x = 15

[State 935, Nothitby]
type = nothitby
trigger1 = AnimElem = 1
trigger1 = Var(27) = 0
value = SCA
time = 6

[State 935, Nothitby]
type = nothitby
trigger1 = AnimElem = 1
trigger1 = Var(27) = 1 || (Var(36) * fvar(15)) = 1
value = SCA
time = 10

[State 935, Nothitby]
type = nothitby
trigger1 = AnimElem = 1
trigger1 = Var(27) = 2 || (Var(36) * fvar(15)) = 2
value = SCA
time = 12

[State 2001, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2000, 0

[State 2001, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S6200, 0

[State 2001, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;僶僢僋僗僥僢僾
[Statedef 2002]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 2002
sprpriority = 2

[State 1554, Effect]
type = Explod
trigger1 = AnimElemTime(1) > 1
trigger1 = AnimElemTime(16) < 1
trigger1 = (GameTime% 7)= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = -10,0
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 935, Nothitby]
type = nothitby
trigger1 = AnimElem = 1
trigger1 = Var(27) = 0
value = SCA
time = 6

[State 935, Nothitby]
type = nothitby
trigger1 = AnimElem = 1
trigger1 = Var(27) = 1 || (Var(36) * fvar(15)) = 1
value = SCA
time = 10

[State 935, Nothitby]
type = nothitby
trigger1 = AnimElem = 1
trigger1 = Var(27) = 2 || (Var(36) * fvar(15)) = 2
value = SCA
time = 12

[State 2002, 0]
type = VelSet
trigger1 = AnimElem = 1
x = -7

[State 2002, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2000, 0

[State 2002, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------丅
;僶僢僋僗僥僢僾EX
[Statedef 2003]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 2003
sprpriority = 2
poweradd = -500 * fvar(14)

[State 1554, Effect]
type = Explod
trigger1 = AnimElemTime(1) > 1
trigger1 = AnimElemTime(16) < 1
trigger1 = (GameTime% 5)= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = -10,0
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 1765, Afterimage]
type = AfterImage
trigger1 = Time = 1
Time = -1
framegap = 4
length = 15
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -7,-7,-7
PalMul      = .85,.85,.50
trans = add

[State 1765, Blink Yellow]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 80,80,0
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 2003, 0]
type = VelSet
trigger1 = AnimElem = 1
x = -15

[State 935, Nothitby]
type = nothitby
trigger1 = AnimElem = 1
trigger1 = Var(27) = 0
value = SCA
time = 6

[State 935, Nothitby]
type = nothitby
trigger1 = AnimElem = 1
trigger1 = Var(27) = 1 || (Var(36) * fvar(15)) = 1
value = SCA
time = 10

[State 935, Nothitby]
type = nothitby
trigger1 = AnimElem = 1
trigger1 = Var(27) = 2 || (Var(36) * fvar(15)) = 2
value = SCA
time = 12

[State 2003, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2000, 0

[State 2003, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S6200, 0

[State 2003, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------丅
;婼恖僗僥僢僾
[Statedef 2004]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 2001
sprpriority = 2

[State 1554, Effect]
type = Explod
trigger1 = AnimElemTime(1) > 1
trigger1 = AnimElemTime(10) < 1
trigger1 = (GameTime% 5)= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = -10,0
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 1723, renki_gauge];楙婼僎乕僕憹壛検
type = VarAdd
trigger1 = time = 1
fvar(34) = -1200

[State 1723, Afterimage]
type = AfterImage
trigger1 = time = 1
time = -1
framegap = 4
length = 15
PalBright   =  60, 10,  10
PalContrast =  140, 20, 20
PalAdd      = -10,-10,-10
PalMul      = .170,.25,.25
trans = add

[State 1723, Blink Red]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
framegap = 5
add = 220,10,10
sinadd = 200,5,5,3

[State 2004, 0]
type = VelSet
trigger1 = AnimElem = 1
x = 15

[State 935, Nothitby]
type = nothitby
trigger1 = AnimElem = 1
trigger1 = Var(27) = 0
value = SCA
time = 6

[State 935, Nothitby]
type = nothitby
trigger1 = AnimElem = 1
trigger1 = Var(27) = 1 || (Var(36) * fvar(15)) = 1
value = SCA
time = 10

[State 935, Nothitby]
type = nothitby
trigger1 = AnimElem = 1
trigger1 = Var(27) = 2 || (Var(36) * fvar(15)) = 2
value = SCA
time = 12

[State 2004, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2000, 0

[State 2004, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = S6110, 0

[State 2004, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------丅
;僱僐偺僪崻惈
[Statedef 8001]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 8001
sprpriority = 2

[State 8001, Dokonjou]
type = lifeset
trigger1 = time = 0
value = 1

[State 8001, 0]
type = VelSet
trigger1 = time > 0 
y = -0.5


[State 8001,4]
type = SuperPause
trigger1 = time = 1
time = 60
sparkno = S6118
sparkxy = -5,-10
sound = S7000,0
anim = S6120
pos = 20,-40
movetime = 60
darken = 1
p2defmul = 1
unhittable = 1

[State 8001, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 123

[State 8001, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 8002

;---------------------------------------------------------------------------丅
;僱僐偺僪崻惈
[Statedef 8002]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 8002
sprpriority = 2

[State 8002, 0]
type = VelSet
trigger1 = time < 40
y = 0

[State 620, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 10
guardflag = HA
priority = 4
hitflag = MAF
pausetime = 20,20
hitsound   = S10000,0
guardsound = 6,0
animtype = hard
air.animtype = back
ground.type = High
ground.slidetime = 17
ground.hittime  = 25
ground.velocity = -10,-3
air.velocity = -10,-3
fall = 1
fall.recover = 0

[State 8002, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 8001, 0


[State 8002, Effect_Exp]
type = Explod
trigger1 = AnimElem = 3
anim = 8003
scale = 0.5,0.5
facing = Facing
vel = 0, -0.3
postype = p1
pos = 0,-70
ontop = 1
ownpal = 1
removeongethit = 1

[State 8002, Effect_Exp]
type = Explod
trigger1 = AnimElem = 3
anim = 6140
scale = 1.5,1.5
postype = p1
pos = 0,-20
sprpriority = -1
ownpal = 1
bindtime = -1
removeongethit = 1

[State 8002, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;僱僐偺庴恎弍
[Statedef 8020]
type    = S
movetype= I
physics = N
ctrl = 0
poweradd = -250 * fvar(14)
anim = 5200
sprpriority = 2

[State 1786, Nothitby]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 8002, Effect_Exp]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 8106
scale = 0.5,0.5
facing = Facing
vel = 0, -0.3
postype = p1
pos = 0,-70
ontop = 1
ownpal = 1
removeongethit = 1

[State 11708,1]
type = VelAdd
trigger1 = time = 1
x = -1
y = -4.5

[State 11708,1]
type = VelAdd
trigger1 = 1
y = 0.4

[State 1224, 2]
type = PosSet
trigger1 = Pos Y >= 0
value = 0

[State 1224, 2]
type = PlaySnd
trigger1 = time = 1
value = S6200, 0

[State 1765, Afterimage]
type = AfterImage
trigger1 = Time = 1
Time = -1
framegap = 4
length = 15
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -7,-7,-7
PalMul      = .85,.85,.50
trans = add

[State 1765, Blink Yellow]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 80,80,0
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 8001, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 8001, 1]
type = PlayerPush
trigger1 = 1
value = 0

[State 8002, 3]
type = ChangeState
trigger1 = AnimElemTime(17) >= 1 && Pos Y >= 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;僱僐偺庴恎弍屻傠
[Statedef 8021]
type    = S
movetype= I
physics = N
ctrl = 0
poweradd = -250 * fvar(14)
anim = 5200
sprpriority = 2

[State 1786, Nothitby]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 8002, Effect_Exp]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 8106
scale = 0.5,0.5
facing = Facing
vel = 0, -0.3
postype = p1
pos = 0,-70
ontop = 1
ownpal = 1
removeongethit = 1

[State 11708,1]
type = VelAdd
trigger1 = time = 1
x = -3
y = -5

[State 11708,1]
type = VelAdd
trigger1 = 1
y = 0.4

[State 1224, 2]
type = PosSet
trigger1 = Pos Y >= 0
value = 0

[State 1224, 2]
type = PlaySnd
trigger1 = time = 1
value = S6200, 0

[State 1765, Afterimage]
type = AfterImage
trigger1 = Time = 1
Time = -1
framegap = 4
length = 15
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -7,-7,-7
PalMul      = .85,.85,.50
trans = add

[State 1765, Blink Yellow]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 80,80,0
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 8001, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 8001, 1]
type = PlayerPush
trigger1 = 1
value = 0

[State 8002, 3]
type = ChangeState
trigger1 = AnimElemTime(17) >= 1 && Pos Y >= 0
value = 0
ctrl = 1

[State -1, ];愭峴擖椡儕僙僢僩
type = VarSet
trigger1 = time = 1
v = 47
value = 0
;---------------------------------------------------------------------------
;僱僐偺庴恎弍慜
[Statedef 8022]
type    = S
movetype= I
physics = N
ctrl = 0
poweradd = -250 * fvar(14)
anim = 5201
sprpriority = 2

[State 1786, Nothitby]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 8002, Effect_Exp]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 8106
scale = 0.5,0.5
facing = Facing
vel = 0, -0.3
postype = p1
pos = 0,-70
ontop = 1
ownpal = 1
removeongethit = 1

[State 11708,1]
type = VelSet
trigger1 = time = 1
x = 3 + (P2BodyDist X / 45 )
y = -5.5 - (P2BodyDist X / 90 )

[State 11708,1]
type = VelAdd
trigger1 = 1
y = 0.4

[State 1224, 2]
type = PosSet
trigger1 = Pos Y >= 0
value = 0

[State 1224, 2]
type = PlaySnd
trigger1 = time = 1
value = S6200, 0

[State 1765, Afterimage]
type = AfterImage
trigger1 = Time = 1
Time = -1
framegap = 4
length = 15
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -7,-7,-7
PalMul      = .85,.85,.50
trans = add

[State 1765, Blink Yellow]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 80,80,0
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 8001, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 8001, 1]
type = PlayerPush
trigger1 = 1
value = 0

[State 8002, 3]
type = ChangeState
trigger1 = AnimElemTime(17) >= 1 && Pos Y >= 0
value = 8023
;---------------------------------------------------------------------------
;僱僐偺庴恎弍慜
[Statedef 8023]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 5202
sprpriority = 2

[State 1224, 2]
type = Turn
trigger1 = time = 0

[State 11708,1]
type = VelSet
trigger1 = time = 0
x = -gethitvar(xvel) / 2

[State 11708,1]
type = VelAdd
trigger1 = 1
x = 0.05

[State 11708,1]
type = VelSet
trigger1 = 1
y = 0

[State 1224, 2]
type = PosSet
trigger1 = 1
y = 0

[State 1765, Blink Yellow]
type = PalFX
trigger1 = (GameTime% 6 )= 0
time = 6
ownpal = 1
framegap = 5
add = 80,80,0
sinadd = 64,32,5,3
pausemovetime = 99999
supermovetime = 99999
ignorehitpause = 1

[State 1554, Effect]
type = Explod
trigger1 = (GameTime% 7)= 0
anim = F120
scale = 0.7,0.7
postype = p1
pos = 10,0
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 1224, 2]
type = PlaySnd
trigger1 = time = 0
value = S2000, 0

[State 8002, 3]
type = ChangeAnim
trigger1 = Vel X >= 0
value = 5203
persistent = 0
ctrl = 1

[State 8002, 3]
type = ChangeState
trigger1 = Anim = 5203
trigger1 = animtime = 0
value = 0
ctrl = 1

;#############################################################
; 棫偪僽儘僢僉儞僌
[Statedef 160] 
type     = S
movetype = I
physics  = S
ctrl     = 0
anim     = 160
sprpriority = 3

[State 160, 1] 
type = NotHitBy
trigger1 = 1
value = SCA
time = 6

[State 160]
type = PosFreeze
trigger1 = 1

;僽儘僢僉儞僌壒
[State 160, 2]
type = playsnd
trigger1 = Time = 0
value = 1302,0

;僎乕僕忋徃
[State 160, 4]
type = PowerAdd
trigger1 = time = 0
value = 125

[State 160, 4]
type = lifeAdd
trigger1 = time = 0
value = 10-(var(50))

;僽儘僢僉儞僌僄僼僃僋僩
[State 160, Effact]
type = Explod
trigger1 = Time = 0
anim = 6160
pos = 10,-20
postype = p1
facing = 1
bindtime = -1
sprpriority = 5
ownpal = 1
pausemovetime = -1
ignorehitpause = 1
scale = 1,1

[State 160, 5]
type = Pause
trigger1 = time = 0
time = 20
movetime = 20

[State 160, EnvShake]
type = EnvShake
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 10
ampl = 2
freq = 180
phase = 40

[State 160, 6]
type = PalFX
trigger1 = time%2
time = 1
add = 0,32,132
sinadd = 64,32,5,3
ignorehitpause = 0

[State 160, 7]
type = varset
trigger1 = animtime = 0
var(50) = var(50)+1

;僗僥乕僩曄峏
[State 160, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

; 孅僽儘僢僉儞僌
[Statedef 161] 
type     = C
movetype = I
physics  = C
ctrl     = 0
anim     = 160
sprpriority = 3

[State 161, 1] 
type = NotHitBy
trigger1 = 1
value = SCA
time = 6

[State 161 , 1]
type = PosFreeze
trigger1 = 1

;僽儘僢僉儞僌壒
[State 161, 2]
type = playsnd
trigger1 = Time = 0
value = 1302,0

;僎乕僕忋徃
[State 161, 4]
type = PowerAdd
trigger1 = time = 0
value = 125

[State 161, 4]
type = lifeAdd
trigger1 = time = 0
value = 10-(var(50))

;僽儘僢僉儞僌僄僼僃僋僩
[State 161, Effact]
type = Explod
trigger1 = Time = 0
anim = 6160
pos = 15,-10
postype = p1
facing = 1
bindtime = -1
sprpriority = 5
ownpal = 1
pausemovetime = -1
ignorehitpause = 1
scale = 1,1

[State 161, 5]
type = Pause
trigger1 = time = 0
time = 20
movetime = 20

[State 161, EnvShake]
type = EnvShake
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 10
ampl = 2
freq = 180
phase = 40

[State 161, 6]
type = PalFX
trigger1 = time%2
time = 1
add = 0,32,132
sinadd = 64,32,5,3
ignorehitpause = 0

[State 161, 7]
type = varset
trigger1 = animtime = 0
var(50) = var(50)+1

;僗僥乕僩曄峏
[State 161, 7]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

;嬻僽儘僢僉儞僌
[Statedef 162] 
type     = A
movetype = I
physics  = N
ctrl     = 0
anim     = 162
velset = 0,0
sprpriority = 3

[State 162, 1] 
type = NotHitBy
trigger1 = 1
value = SCA
time = 6

[State 162]
type = PosFreeze
trigger1 = 1

;僽儘僢僉儞僌壒
[State 162, 2]
type = playsnd
trigger1 = Time = 0
value = 1302,0

;僎乕僕忋徃
[State 162, 4]
type = PowerAdd
trigger1 = time = 0
value = 100

;僽儘僢僉儞僌僄僼僃僋僩
[State 162, Effact]
type = Explod
trigger1 = Time = 0
anim = 6160
pos = 10,5
postype = p1
facing = 1
bindtime = -1
sprpriority = 5
ownpal = 1
pausemovetime = -1
ignorehitpause = 1
scale = 1,1

[State 162, 5]
type = Pause
trigger1 = time = 0
time = 14
movetime = 14

[State 162, EnvShake]
type = EnvShake
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 10
ampl = 2
freq = 180
phase = 40

[State 162, 6]
type = PalFX
trigger1 = time%2
time = 1
add = 0,32,132
sinadd = 64,32,5,3
ignorehitpause = 0

[State 162, 7]
type = varset
trigger1 = animtime = 0
var(50) = var(50)+1


;僗僥乕僩曄峏
[State 162, 7]
type = ChangeState
trigger1 = animtime = 0
value = 50



;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒


;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒
; 僶僌惂屼
[Statedef 140]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged
ctrl = 1

[State 140, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2

[State 140, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 140, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 140, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 140, Hi to Lo]
type = StateTypeSet
TriggerAll=Statetype = S
Trigger1 = var(59)=0
Trigger1 = command = "holddown"
Trigger2 = var(59)>0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(58)*10||var(58)>19
statetype = C
physics = C

[State 140, Lo to Hi]
type = StateTypeSet
TriggerAll=Statetype = C
Trigger1 = var(59)=0
Trigger1 = command != "holddown"
Trigger2 = var(59)>0
Trigger2 = EnemyNear,StateType!=A
Trigger2 = Random <= var(58)*10||var(58)>19
statetype = S
physics = S

[State 140, 5] ;Implemented within engine
type = ChangeState
trigger1 = AnimTime = 0
value = (statetype = C)*11 + (statetype = A)*51
;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒

