;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
;昁嶦媄偺僗僥乕僩
;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
;昁嶦媄偱偼捠忢峌寕偲斾傋懡偔偺僐儞僩儘乕儔傗僩儕僈乕偑巊傢傟偰偄傑偡丅
;傑偨丄曄悢傪巊偭偰傒偨傝丄僿儖僷乕傗旘傃摴嬶傪巊梡偟偰偄偨傝丄
;暋悢偺媄傪侾偮偺僗僥乕僩偵傑偲傔偰偄偨傝側偳彮偟崅搙側撪梕傕娷傑傟偰偄傑偡丅

;巊梡曄悢
;var(5)		斈梡曄悢
;var(18)	擫傾儖僋幩弌惂尷
;var(19)	僇乕僪愝抲惂尷
;var(20)	僇乕僪巆傝枃悢

;fvar(0)	婎杮峌寕椡
;fvar(1)	僐儞儃曗惓
;fvar(2)	摿庩曗惓

;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
;	[杮懱]儂僢僩僗億僢僩抧忋
;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

[Statedef 1000]
type	= S
movetype= I
physics	= S
ctrl	= 0
anim	= 1000
velset	= 0, 0
poweradd = 20
sprpriority = 1

[State 1000, 曄悢傪愝掕] ;儃僞儞敾暿
Type = VarSet
trigger1 = time = 0
var(5) = ifelse((command="a"), 0, ifelse((command="b"), 1, 2))
;仸A儃僞儞偑墴偝傟偨傜0丄B儃僞儞側傜1丄偦傟埲奜側傜2
ignorehitpause = 1

[State 1000, 曄悢傪愝掕] ;僇乕僪巆傝枃悢
Type = VarAdd
trigger1 = anim = 1000 && animelem = 6
trigger2 = anim = 1020 && animelem = 1
var(20) = -1
ignorehitpause = 1

[State 1000, 曄悢傪愝掕] ;僇乕僪巆傝枃悢
Type = VarAdd
trigger1 = anim = 1010 && animelem = 4
var(20) = -3
ignorehitpause = 1

[State 1000, 傾僯儊曄峏] ;棴傔搳偘偵曄峏
Type = ChangeAnim
triggerall = anim = 1000
triggerall = time = [12, 14]
triggerall = var(5) < 2
triggerall = var(20) >= 3
triggerall = var(19) > numhelper(1000) + 2
trigger1 = command = "holda" || command = "holdb"
value = 1010
ignorehitpause = 1
persistent = 0

[State 1000, 傾僯儊曄峏] ;忋曽搳偘偵曄峏
Type = ChangeAnim
triggerall = anim = 1000
triggerall = var(5) = 2
trigger1 = animelem = 6
value = 1020
ignorehitpause = 1
persistent = 0

[State 1000, 壒傪柭傜偡] ;棴傔
Type = PlaySnd
triggerall = anim = 1000
triggerall = var(5) < 2
triggerall = var(20) >= 3
trigger1 = animelemtime(3) = 5
trigger1 = command = "holda" || command = "holdb"
value = 1000, 0

[State 1000, 僄僼僃僋僩昞帵] ;棴傔僄僼僃僋僩
Type = Explod
triggerall = anim = 1000
triggerall = var(5) < 2
triggerall = var(20) >= 3
trigger1 = animelemtime(3) = 5
trigger1 = command = "holda" || command = "holdb"
anim = 10050
ID = 10000
pos = -14, -86
scale = .5, .5
postype = p1
sprpriority = 1
bindtime = 1
ownpal = 1
removeongethit = 1

[State 1000, 壒傪柭傜偡] ;棴傔姰椆
Type = PlaySnd
triggerall = anim = 1010
trigger1 = animelem = 2
value = 1000, 1

[State 1000, 僿儖僷乕] ;壓曽搳偘
Type = Helper
triggerall = var(5) < 2
trigger1 = anim = 1000 && animelem = 6
trigger2 = anim = 1010 && animelem = 4
ID = 1000
name = "Card"
sprpriority = 2
pos = 25 + var(5)*10, -45 + var(5)*10
postype = p1
stateno = 1080
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 1000, 僿儖僷乕] ;棴傔捛壛1枃栚
Type = Helper
triggerall = var(5) < 2
trigger1 = anim = 1010 && animelem = 4
ID = 1000
name = "Card"
sprpriority = 2
pos = 25 + var(5)*10, -45 + var(5)*10
postype = p1
stateno = 1085
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1000, 僿儖僷乕] ;棴傔捛壛2枃栚
Type = Helper
triggerall = var(5) < 2
trigger1 = anim = 1010 && animelem = 4
ID = 1000
name = "Card"
sprpriority = 2
pos = 25 + var(5)*10, -45 + var(5)*10
postype = p1
stateno = 1086
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 1000, 僿儖僷乕] ;忋曽搳偘
Type = Helper
triggerall = var(5) = 2
triggerall = anim = 1020
trigger1 = animelem = 1
ID = 1000
name = "Card"
sprpriority = 2
pos = 14, -40
postype = p1
stateno = 1090
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 1000, 壒傪柭傜偡] ;晽愗傝壒
Type = PlaySnd
trigger1 = anim = 1000 && animelem = 6 
trigger2 = anim = 1010 && animelem = 4
trigger3 = anim = 1020 && animelem = 1
value = 4, 0

[State 1000, 僗僥乕僩曄峏]
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
;	[杮懱]儂僢僩僗億僢僩嬻拞
;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

[Statedef 1010]
type	= A
movetype= I
physics	= N
ctrl	= 0
anim	= 1050
velset	= 0, 0
poweradd = 20
sprpriority = 1

[State 1010, 曄悢傪愝掕]
Type = VarSet

trigger1 = time = 0
var(5) = ifelse((command="a"), 0, ifelse((command="b"), 1, 2))
;仸A儃僞儞偑墴偝傟偨傜0丄B儃僞儞側傜1丄偦傟埲奜側傜2
ignorehitpause = 1

[State 1010, 曄悢傪愝掕] ;悅捈拝抧偵
Type = VarSet
trigger1 = time = 0
sysvar(1) = 0

;--------------------扨敪搳偘

[State 1010, 曄悢傪愝掕] ;僇乕僪巆傝枃悢
Type = VarAdd
trigger1 = var(5) < 2 && animelem = 4
var(20) = -1
ignorehitpause = 1

[state 1010, 堏摦懍搙]
Type = VelSet
triggerall = var(5) < 2
trigger1 = animelem = 4 
y = .2

[State 1010, 壒傪柭傜偡]
Type = PlaySnd
triggerall = var(5) < 2
trigger1 = animelem = 4
value = 4, 0

[State 1010, 僿儖僷乕] ;壓曽搳偘
Type = Helper
triggerall = var(5) < 2
trigger1 = animelem = 4
ID = 1000
name = "Card"
sprpriority = 2
pos = 15 + var(5)*20, -45 + var(5)*10
postype = p1
stateno = 1080
helpertype = normal
keyctrl = 0 
ownpal = 1

;--------------------3枃傑偲傔搳偘

[State 1010, 曄悢傪愝掕] ;僇乕僪巆傝枃悢
Type = VarAdd
trigger1 = var(5) = 2 && animelem = 6
var(20) = -3
ignorehitpause = 1

[State 1010, 傾僯儊曄峏]
Type = ChangeAnim
triggerall = var(5) = 2
trigger1 = time = 0
value = 1070

[state 1010, 堏摦懍搙]
Type = VelSet
triggerall = var(5) = 2
trigger1 = animelem = 6 
y = .2

[State 1010, 壒傪柭傜偡]
Type = PlaySnd
triggerall = var(5) = 2
trigger1 = animelem = 6
value = 4, 0

[State 1010, 僿儖僷乕] ;僇乕僪1枃栚
Type = Helper
triggerall = var(5) = 2
trigger1 = animelem = 6
ID = 1000
name = "Card"
sprpriority = 2
pos = 15, -45
postype = p1
stateno = 1080
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 1010, 僿儖僷乕] ;僇乕僪2枃栚
Type = Helper
triggerall = var(5) = 2
trigger1 = animelem = 6
ID = 1000
name = "Card"
sprpriority = 2
pos = 25, -45
postype = p1
stateno = 1087
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1010, 僿儖僷乕] ;僇乕僪3枃栚
Type = Helper
triggerall = var(5) = 2
trigger1 = animelem = 6
ID = 1000
name = "Card"
sprpriority = 2
pos = 25, -45
postype = p1
stateno = 1088
helpertype = normal
keyctrl = 0 
ownpal = 1

;--------------------棊壓

[state 1010, 忬懺曄峏]
Type = StateTypeSet
trigger1 = var(5) < 2 && animelem = 5
trigger2 = var(5) = 2 && animelem = 7
physics = A
ignorehitpause = 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
;	[僿儖僷乕]儂僢僩僗億僢僩丒僿儖僷乕惂屼
;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[僿儖僷乕]壓曽搳澅拞偺僇乕僪

[Statedef 1080]
type	= A
movetype= I
physics	= N
ctrl	= 0
anim	= 1080
velset	= 0, 0
sprpriority = 3

[State 1080, 傾僯儊曄峏]
Type = ChangeAnim
trigger1 = root,statetype = A
trigger1 = time = 0
value = 1082
ignorehitpause = 1

[state 1080, 堏摦懍搙]
Type = VelSet
trigger1 = root,statetype != A
trigger1 = time = 0
x = 18
y = 9 - 4.5*root,var(5)
ignorehitpause = 1

[state 1080, 堏摦懍搙]
Type = VelSet
trigger1 = root,statetype = A
trigger1 = time = 0
x = 10 + 3*root,var(5)
y = 13 - 3*root,var(5)
ignorehitpause = 1

[State 1080, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = vel y >0 && pos y >= -10
value = 4, 1
ignorehitpause = 1
persistent = 0

[State 1080, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = vel y > 0 && pos y >= -1
trigger2 = vel y > 12 && pos y >= -3
value = 1081
ignorehitpause = 1
persistent = 0

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[僿儖僷乕]抧柺偵愝抲

[Statedef 1081]
type	= C
movetype= I
physics	= N
ctrl	= 0
anim	= 1081
velset	= 0, 0
sprpriority = 3

[State 1081, 傾僯儊曄峏]
Type = ChangeAnim
triggerall = time = 0
trigger1 = root,statetype = A
trigger2 = prevstateno = 1085 || prevstateno = [1087, 1088]
value = 1083
ignorehitpause = 1

[State 1081, 暔棟揑側僉儍儔偺暆]
Type = Width
trigger1 = 1
value = 25, -45

[State 1081, 幉埵抲]
Type = PosSet
trigger1 = 1
y = 0

[State 1081, 僸僢僩桳岠]
Type = HitBy
trigger1 = 1
value = SCA, AA, AP

[State 1081, 夋憸偺怓] ;愝抲姰椆
Type = PalFx
trigger1 = time = 13
time = 3
mul = 250, 90, 90
color = 0

[State 1081, 僗僥乕僩曄峏] ;嬤愙怣娗
Type = ChangeState
triggerall = root,anim != 1098
triggerall = time > 12
triggerall = p2dist x > 0
triggerall = p2dist y > -20
trigger1 = p2bodydist x <= 0
trigger2 = p2dist x < 50
value = 1082
ignorehitpause = 1

[State 1081, 旐抏帪巜掕僗僥乕僩偵堏峴]
Type = HitOverride
trigger1 = 1
attr = SCA, AA, AP, AT
stateno = 1089
ignorehitpause = 1

[State 1081, 僗僥乕僩曄峏]
Type = ChangeState
triggerall = parent,anim = 410
trigger1 = parentdist x = [-150, -120]
trigger1 = parent,animelem = 6
trigger2 = parentdist x = [-180, -150]
trigger2 = parent,animelem = 10
value = 1089
ignorehitpause = 1

[State 1081, 僗僥乕僩曄峏]
Type = ChangeState
triggerall = parent,anim = 411
trigger1 = parentdist x = [-160, -80]
trigger1 = parent,animelem = 6
trigger2 = parentdist x = [-240, -160]
trigger2 = parent,animelem = 11
value = 1089
ignorehitpause = 1

[State 1081, 僗僥乕僩曄峏]
Type = ChangeState
triggerall = root,anim = 1098
trigger1 = root,animelem = 4
value = 1082
ignorehitpause = 1

[State 1081, 夋憸偺怓] ;揰柵
Type = PalFx
triggerall = root,anim != 1098
trigger1 = time = 150
time = 50
mul = 250, 250, 80
sinadd = 50, 50, 0, 10
color = 0

[State 1081, 僄僼僃僋僩昞帵]
Type = Explod
triggerall = root,anim != 1098
trigger1 = time >= 200
anim = 11091
ID = 1000
postype = p1
sprpriority = 2
bindtime = 1
ownpal = 1
removeongethit = 0

[State 1081, 僿儖僷乕傪徚嫀]
Type = DestroySelf
triggerall = root,anim != 1098
trigger1 = time >= 200

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[僿儖僷乕]嬤愙怣娗婲摦

[Statedef 1082]
type	= U
movetype= A
physics	= U
ctrl	= 0
velset	= 0, 0

[State 1082, 幉埵抲]
Type = PosSet
trigger1 = 1
y = 0

[State 1082, 僸僢僩桳岠]
Type = HitBy
trigger1 = 1
value = SCA, AA, AP

[State 1082, 夋憸偺怓] ;揰柵
Type = PalFx
trigger1 = time = 0
time = 3
mul = 250, 90, 90
color = 0

[State 1082, 僗僥乕僩曄峏] ;嬤愙怣娗
Type = ChangeState
trigger1 = time > 10
value = 1089
ignorehitpause = 1

[State 1082, 旐抏帪巜掕僗僥乕僩偵堏峴]
Type = HitOverride
trigger1 = 1
attr = SCA, AA, AP, AT
stateno = 1089
ignorehitpause = 1

[State 1082, 僗僥乕僩曄峏]
Type = ChangeState
triggerall = parent,anim = 410
trigger1 = parentdist x = [-150, -120]
trigger1 = parent,animelem = 6
trigger2 = parentdist x = [-180, -150]
trigger2 = parent,animelem = 10
value = 1089
ignorehitpause = 1

[State 1082, 僗僥乕僩曄峏]
Type = ChangeState
triggerall = parent,anim = 411
trigger1 = parentdist x = [-160, -80]
trigger1 = parent,animelem = 6
trigger2 = parentdist x = [-240, -160]
trigger2 = parent,animelem = 11
value = 1089
ignorehitpause = 1

[State 1082, 僿儖僷乕傪徚嫀]
Type = DestroySelf
trigger1 = time > 12

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[僿儖僷乕]壓曽搳澅拞偺僇乕僪乮棴傔捛壛暘1乯

[Statedef 1085]
type	= A
movetype= I
physics	= N
ctrl	= 0
anim	= 1082
velset	= 0, 0
sprpriority = 3

[state 1085, 堏摦懍搙]
Type = VelSet
trigger1 = time = 0
x = 10
y = 10 - 3.2*root,var(5)

[State 1085, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = vel y > 0 && pos y >= -10
value = 4, 1
persistent = 0

[State 1085, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = vel y > 0 && pos y >= -1
trigger2 = vel y > 12 && pos y >= -3
value = 1081
persistent = 0

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[僿儖僷乕]壓曽搳澅拞偺僇乕僪乮棴傔捛壛暘2乯

[Statedef 1086]
type	= A
movetype= I
physics	= N
ctrl	= 0
anim	= 1080
velset	= 0, 0
sprpriority = 3

[state 1086, 堏摦懍搙]
Type = VelSet
trigger1 = time = 0
x = 20
y = 5 - 1.5*root,var(5)

[State 1086, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = vel y > 0 && pos y >= -10
value = 4, 1
persistent = 0

[State 1086, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = vel y > 0 && pos y >= -1
trigger2 = vel y > 12 && pos y >= -3
value = 1081
persistent = 0

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[僿儖僷乕]壓曽搳澅拞偺僇乕僪乮嬻拞捛壛暘1乯

[Statedef 1087]
type	= A
movetype= I
physics	= N
ctrl	= 0
anim	= 1082
velset	= 0, 0
sprpriority = 3

[state 1087, 堏摦懍搙]
Type = VelSet
trigger1 = time = 0
x = 5
y = 10

[State 1087, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = vel y > 0 && pos y >= -10
value = 4, 1
persistent = 0

[State 1087, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = vel y > 0 && pos y >= -1
trigger2 = vel y > 12 && pos y >= -3
value = 1081
persistent = 0

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[僿儖僷乕]壓曽搳澅拞偺僇乕僪乮嬻拞捛壛暘2乯

[Statedef 1088]
type	= A
movetype= I
physics	= N
ctrl	= 0
anim	= 1082
velset	= 0, 0
sprpriority = 3

[state 1088, 堏摦懍搙]
Type = VelSet
trigger1 = time = 0
x = 10
y = 8

[State 1088, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = vel y > 0 && pos y >= -10
value = 4, 1
persistent = 0

[State 1088, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = vel y > 0 && pos y >= -1
trigger2 = vel y > 12 && pos y >= -3
value = 1081
persistent = 0

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[僿儖僷乕]僇乕僪婲敋

[Statedef 1089]
type	= S
movetype= A
physics	= N
ctrl	= 0
anim	= 11090
velset	= 0, 0

[State 1089, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = time = 0
value = 1, 2

[State 1089, 僄僼僃僋僩昞帵]
Type = Explod
trigger1 = time = 0
anim = 11089
ID = 1089
scale = .5, .5
pos = 0, 0
postype = p1
sprpriority = 2
bindtime = -1
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 1089, 僸僢僩掕媊]
Type = HitDef
triggerall = ishelper
trigger1 = time = 5
attr = C, SP
animtype  = hard
damage    = ceil(80*root,fvar(0)*root,fvar(1)), ceil(8*root,fvar(0)*root,fvar(1))
affectteam = B
priority  = 5
guardflag = M
pausetime = 0, 15
sparkxy = 0, 0
sparkno = ifelse(root,var(8) = 0, 3, -1)
hitsound   = 5, 4
guardsound = 6, 0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1, -6
guard.velocity = -4
air.velocity = -1, -3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
palfx.time = 30
palfx.add = 150, 0, -100
palfx.sinadd = 50, 50, 0, 10
palfx.color = 0
palfx.invertall = 1
fall = 1
fall.recover = 0
ID = 1089

[State 1089, 僿儖僷乕] ;僸僢僩僗僷乕僋
Type = Helper
triggerall = root,var(8) = 1
triggerall = movehit
triggerall = p2movetype = H
triggerall = numhelper < 14
trigger1 = numtarget(1089)
trigger1 = (target(1089),time = 0)
trigger1 = !target(1089),ishelper(1000)
name = "HitSpark01"
postype = P2
pos = ifelse(movetype = H, ceil(p2dist x/2), 0), -20 - ceil(p2bodydist y)
ID = 8100
stateno = 8100
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State 1089, 偙偺僿儖僷乕傪徚偡]
Type = DestroySelf
trigger1 = animtime = 0
ignorehitpause = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[僿儖僷乕]忋曽搳澅拞偺僇乕僪

[Statedef 1090]
type	= A
movetype= A
physics	= N
ctrl	= 0
anim	= 1084
velset = 16, -5
sprpriority = 2

[State 1090, 旘傃摴嬶]
Type = Projectile
trigger1 = time = 0
attr = S, SP ;Standing, Special Projectile乮棫偪昁嶦媄偺旘傃摴嬶乯
damage = ceil(80*root,fvar(0)*root,fvar(1)), ceil(8*root,fvar(0)*root,fvar(1))
getpower = 30, 10
animtype = Hard
pausetime = 0, 12
velocity = 16, -5
projID = 1090
offset = 0, 0
accel = 0, 0
projanim = 1085
guardflag = MAL
priority = 3
sparkno = ifelse(root,var(8) = 0, 2, -1)
sparkxy = 0, 0
guard.sparkno = 40
hitsound = s1, 2
guardsound = 6,0
guard.dist = 240
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6, 0
air.velocity = -3, -4
air.juggle = 2
palfx.time = 30
palfx.add = 150, 0, -100
palfx.sinadd = 50, 50, 0, 10
palfx.color = 0
palfx.invertall = 1
ID = 1090

[state 1090, 堏摦懍搙]
Type = VelSet
trigger1 = root,projcontacttime(1090) = 1
x = 0
y = 0

[State 1090, 傾僯儊曄峏]
Type = ChangeAnim
trigger1 = root,projcontacttime(1090) = 1
value = 11092
ignorehitpause = 1

[State 1090, 僿儖僷乕] ;僸僢僩僗僷乕僋
Type = Helper
trigger1 = root,var(8) = 1
trigger1 = root,projhittime(1090) = 1
trigger1 = p2movetype = H
;trigger1 = numtarget(1090)
;trigger1 = (target(1090),time = 0)
name = "HitSpark01"
postype = P2
pos = ifelse(movetype = H, ceil(p2dist x/2), 0), -ceil(p2bodydist y)
ID = 8100
stateno = 8100
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State 1090, 偙偺僿儖僷乕傪徚偡]
Type = DestroySelf
trigger1 = time = 50
trigger2 = animtime = 0
ignorehitpause = 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
;	[杮懱]僇乕僪婲敋
;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

[Statedef 1098]
type	= S
movetype= A
physics	= S
ctrl	= 0
anim	= 1098
sprpriority = 0

[State 410, 僈乕僪壜擻嫍棧]
Type = AttackDist
trigger1 = animelemtime(4) > 1
value = 320

[State 3613, 壒傪柭傜偡] ;巜僷僢僠儞
Type = PlaySnd
trigger1 = animelem = 4
value = 4, 4

[State 1099, 僗僥乕僩曄峏]
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
;	[杮懱]僇乕僪曗廩
;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

[Statedef 1099]
type	= S
movetype= I
physics	= S
ctrl	= 0
anim	= 1099
sprpriority = 0

[State 1099, 曄悢傪愝掕] ;僇乕僪傪曗廩
Type = VarAdd
trigger1 = animelemtime(8) >= 1 && animelemtime(44) <= 1
var(20) = 1
persistent = 4

[State 61, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = animelemtime(8) >= 1 && animelemtime(44) <= 1
value = 4, 2
persistent = 4

[State 1099, 僗僥乕僩曄峏]
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
;	[杮懱]僾儘儈僱儞僗丒孶嵕巃傝
;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

[Statedef 1100]
type	= S
movetype= A
physics	= S
ctrl	= 0
anim	= 1100
velset	= 0, 0
juggle	= 3
poweradd = 30
sprpriority = 2

[State 1100, 僸僢僩柍岠]
Type = NotHitBy
triggerall = anim = 1100
trigger1 = time = [8,12]
value = , AA, AP

[State 1100, 1 壒傪柭傜偡]
Type = PlaySnd
triggerall = anim = 1100
triggerall = var(1) = 0
trigger1 = animelem = 1
value = 10, 11
channel = 0

[State 1100, 1 壒傪柭傜偡]
Type = PlaySnd
triggerall = anim = 1100
trigger1 = animelem = 5
volume = 128
value = 2, 2

[State 1100, 巆憸]
Type = AfterImage
triggerall = anim = 1100
trigger1 = animelem = 2
trans = add
palcontrast = 180, 20, 20
time = 2

[State 1100, 巆憸昞帵帪娫]
Type = AfterImageTime
triggerall = anim = 1100
trigger1 = animelemtime(2) >= 1 && Animelemtime(7) < 5
time = 2

[State 1100, 暔棟揑側僉儍儔偺暆]
Type = Width
trigger1 = anim = 1100
trigger1 = animelemtime(5) >= 0 && animelemtime(10) <= 0
value = 45, 0

[State 1100, 堏摦懍搙]
Type = VelSet
triggerall = anim = 1100
trigger1 = animelem = 5
x = 4

[State 1100, 僿儖僷乕] ;墛寱僄僼僃僋僩
Type = Helper
triggerall = anim = 1100
trigger1 = animelem = 5
name = "Prominence"
ID = 1100
pos = 0, 0
postype = p1
stateno = 1110
helpertype = normal
ownpal = 1
size.xscale = .8
size.yscale = .8

[State 1100, 僸僢僩掕媊]
Type = HitDef
triggerall = anim = 1100
trigger1 = animelem = 6
attr = S, SA
getpower = 40,10
damage = 80, 8
animtype = hard
guardflag = H
hitflag = MAF
priority = 4, Dodge
pausetime = 14, 14
sparkno = ifelse(var(8) = 0, 0, -1)
guard.sparkno = 40
sparkxy = -20, -65 - ceil(p2bodydist y)
hitsound = s2, 1
guardsound = 5, 10
ground.type = high
ground.slidetime = 24
ground.hittime  = 24
ground.velocity = -5
air.type = Low
air.velocity = -2, -3
air.hittime = 12
air.fall = 1
absolute = 0
ground.cornerpush.veloff = -4
fall.recover = 0
palfx.time = 30
palfx.add = 150, 0, -100
palfx.sinadd = 50, 50, 0, 10
palfx.color = 0
palfx.invertall = 1
ID = 1100

[State 1100, 傾僯儊曄峏] ;僞僀儉儔僌廋惓
type = ChangeAnim
trigger1 = movecontact
trigger1 = animelemtime(9) = 10
value = 1100
elem = 10

[State 1100, 僗僥乕僩曄峏]
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[僿儖僷乕]僄僼僃僋僩昞帵

[Statedef 1110]
type	= U
movetype= U
physics	= U
ctrl	= 0
anim	= 15000
velset	= 0, 0
sprpriority = 1
ignorehitpause = 1

[State 1110, 摿庩岠壥]
Type = AssertSpecial
trigger1 = 1
flag = NoShadow ;塭傪徚偡

[State 1110, 埵抲傪屌掕]
Type = BindtoParent
trigger1 = 1
time = 1
facing = 1
pos = 0, 0
ignorehitpause = 1

[State 1110, 昞帵桪愭搙]
type = SprPriority
trigger1 = root,animelemtime(7) >= 0
value = 3

[State 1110, 傾僯儊曄峏]
type = ChangeAnim
trigger1 = root,anim = 1100
trigger1 = root,animelemtime(7) <= 0
value = 15000
elem = root,animelemno(0)

[State 1110, 傾僯儊曄峏]
type = ChangeAnim
triggerall = root,anim = 1100
triggerall = anim = 15000
trigger1 = animtime = 0
trigger2 = root,animelem = 10
value = 15001

[State 1110, 僿儖僷乕傪徚嫀]
Type = Destroyself
trigger1 = anim = 15001
trigger1 = animtime = 0
trigger2 = root,anim != 1100
time = 1
ignorehitpause = 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
;	[杮懱]僾儘儈僱儞僗丒巃傝忋偘
;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

[Statedef 1150]
type	= S
movetype= A
physics	= S
ctrl	= 0
anim	= 1150
velset	= 0, 0
juggle	= 3
poweradd = 30
sprpriority = 2

[State 1150, 僸僢僩柍岠]
Type = NotHitBy
trigger1 = time = [8,11]
value = , AA, AP

[State 1150, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = animelem = 8
volume = 128
value = 2, 2

[State 1150, 巆憸]
Type = AfterImage
trigger1 = animelem = 2
trans = add
palcontrast = 180, 20, 20
time = 2

[State 1150, 巆憸昞帵帪娫]
Type = AfterImageTime
trigger1 = animelemtime(2) >= 1 && Animelemtime(11) < 2
time = 2

[State 1150, 幉埵抲堏摦]
Type = PosAdd
trigger1 = prevstateno = 1100 && time = 0
x = 28

[State 1150, 堏摦懍搙]
Type = VelSet
trigger1 = animelemtime(5) >= 1 && animelemtime(12) <= 1
x = 1.6

[State 1150, 僿儖僷乕] ;墛寱僄僼僃僋僩
Type = Helper
triggerall = anim = 1150
trigger1 = animelem = 5
name = "Prominence"
ID = 1100
pos = 0, 0
postype = p1
stateno = 1160
helpertype = normal
ownpal = 1
size.xscale = .8
size.yscale = .9

[State 1150, 僸僢僩掕媊]
Type = HitDef
trigger1 = animelem = 9
attr = S, SA
getpower = 40,10
damage = 100, 10
animtype = up
guardflag = M
hitflag = MAF
priority = 4, Dodge
pausetime = 14, 14
sparkno = ifelse(var(8) = 0, 0, -1)
guard.sparkno = 40
sparkxy = -20, -65 - ceil(p2bodydist y)
hitsound = s2, 1
guardsound = 5,10
ground.type = Low
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -1, -6
air.type = Low
air.velocity = -2, -5
air.hittime = 12
fall = 1
absolute = 0
ground.cornerpush.veloff = 1
fall.recover = 0
palfx.time = 30
palfx.add = 150,0,-100
palfx.sinadd = 50,50,0,10
palfx.color = 0
palfx.invertall = 1
ID = 1150

[State 1150, 僗僥乕僩曄峏]
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[僿儖僷乕]僄僼僃僋僩昞帵

[Statedef 1160]
type	= U
movetype= U
physics	= U
ctrl	= 0
anim	= 15100
velset	= 0, 0
sprpriority = 3
ignorehitpause = 1

[State 1160, 摿庩岠壥]
Type = AssertSpecial
trigger1 = 1
flag = NoShadow ;塭傪徚偡

[State 1160, 埵抲傪屌掕]
Type = BindtoParent
trigger1 = 1
time = 1
facing = 1
pos = 0, 0
ignorehitpause = 1

[State 1160, 傾僯儊曄峏]
type = ChangeAnim
trigger1 = root,anim = 1150
trigger1 = root,animelemtime(11) <= 0
value = 15100
elem = root,animelemno(0)

[State 1160, 僿儖僷乕傪徚嫀]
Type = Destroyself
trigger1 = animtime = 0
trigger2 = root,anim != 1150
time = 1
ignorehitpause = 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
;	[杮懱]擫曕偔
;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

[Statedef 1200]
type	= S
movetype= I
physics	= N
ctrl	= 0
anim	= 1200
velset	= 0, 0
poweradd = 30
sprpriority = 3

[State 1100, 1 壒傪柭傜偡]
Type = PlaySnd
trigger1 = animelem = 4
value = 10, 21

[State 1200, 僿儖僷乕] ;僱僐敪恑
Type = Helper
trigger1 = animelem = 6
ID = 1200
name = "Neco"
sprpriority = 2
pos = 40, 0
postype = p1
stateno =  1201
helpertype = normal
keyctrl = 0 
ownpal = 1

[State 1200, 僗僥乕僩曄峏]
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[僿儖僷乕]僱僐

[Statedef 1201]
type	= S
movetype= A
physics	= N
ctrl	= 0
anim	= 1250
velset	= 0, 0
sprpriority = 2

[State 1201, 儔儞僟儉曄悢]
Type = VarRandom
trigger1 = time = 0
v = 5
range = 1, 2
ignorehitpause = 1

[State 1201, 傾僯儊曄峏]
Type = ChangeAnim
trigger1 = var(5) = 2
trigger1 = time = 0
value = 1260
ignorehitpause = 1

[State 1201, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = time = 0
volume = 128
value = 19 + var(5), 0

[State 1201, 堏摦懍搙]
Type = VelSet
trigger1 = animelem = 2
x = var(5)*var(5)

[State 1201, 僸僢僩掕媊]
Type = HitDef
triggerall = ishelper
trigger1 = var(5) = 1
trigger1 = animelem = 2
attr = S, SP
damage = ceil(120*root,fvar(0)*root,fvar(1)), ceil(12*root,fvar(0)*root,fvar(1))
animtype = hard
guardflag = M
hitflag = MAF
;priority = 3, Hit
pausetime = 0, 16
sparkno = 3
guard.sparkno = 40
sparkxy = 0, 0
hitsound = 5, 4
guardsound = 5, 10
guard.dist = 240
ground.type = Low
ground.slidetime = 18
ground.hittime  = 12
ground.velocity = -2, -6
air.type = Low
air.velocity = 2, -5
air.hittime = 12
air.fall = 1
ID = 1200

[State 1201, 僸僢僩掕媊]
Type = HitDef
triggerall = ishelper
trigger1 = var(5) = 2
trigger1 = animelem = 2
attr = S, SP
damage = ceil(60*root,fvar(0)*root,fvar(1)), ceil(6*root,fvar(0)*root,fvar(1))
animtype = Hard
guardflag = M
hitflag = MAF
;priority = 3, Hit
pausetime = 0, 10
sparkno = 3
guard.sparkno = 40
sparkxy = 0, 0
hitsound = 5, 4
guardsound = 5, 10
guard.dist = 240
ground.type = Low
ground.slidetime = 18
ground.hittime  = 12
ground.velocity = -2, -6
air.type = Low
air.velocity = 2, -5
air.hittime = 12
air.fall = 1
ID = 1200

[State 1201, 僿儖僷乕] ;僸僢僩僗僷乕僋
Type = Helper
triggerall = root,var(8) = 1
triggerall = movehit
triggerall = p2movetype = H
trigger1 = numtarget(1200)
trigger1 = (target(1200),time = 0)
name = "HitSpark01"
postype = P2
pos = ifelse(movetype = H, ceil(p2dist x/2), 0), -ceil(p2bodydist y)
ID = 8100
stateno = 8100
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State 1201, 僸僢僩柍岠]
Type = NotHitBy
trigger1 = 1
value = , AT

[State 1201, 旐抏帪巜掕僗僥乕僩偵堏峴]
Type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
stateno = 1209
ignorehitpause = 1
time = -1

[State 1201, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = movecontact
value = 1209
ignorehitpause = 1

[State 1201, 偙偺僿儖僷乕傪徚偡]
Type = DestroySelf
trigger1 = screenpos x != [-30,350]
trigger2 = time > 1000
ignorehitpause = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[僿儖僷乕]僱僐敋敪

[Statedef 1209]
type	= S
movetype= A
physics	= N
ctrl	= 0
anim	= 19100
velset	= 0, 0

[State 1209, 儔儞僟儉曄悢] ;僱僐儃僀僗
Type = VarRandom
trigger1 = time = 0
v = 6
range = 0, 1
ignorehitpause = 1

[State 1209, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = time = 0
volume = 128
value = 19 + var(5), 11 + var(6)

[State 1209, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = time = 0
value = 1, 4

[State 1209, 幉埵抲堏摦]
Type = PosAdd
trigger1 = time = 0
x = 10

[State 11209, 摟夁]
Type = Trans
trigger1 = 1
trans = add

[State 1209, 摿庩岠壥]
Type = AssertSpecial
trigger1 = 1
flag = NoShadow ;塭傪徚偡

[State 1209, 儔儞僟儉曄悢]
Type = VarRandom
trigger1 = time = 0
v = 0
range = 0,359
ignorehitpause = 1

[State 1209, 夞揮妏]
Type = AngleSet
trigger1 = time = 0
value = var(0)

[State 1209, 夞揮]
Type = AngleDraw
Trigger1 = ishelper(1200)

[State 1209, 偙偺僿儖僷乕傪徚偡]
Type = DestroySelf
trigger1 = animtime = 0
ignorehitpause = 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
;	[杮懱]擫傑偭偟偖傜
;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

[Statedef 1210]
type	= S
movetype= I
physics	= N
ctrl	= 0
anim	= 1210
velset	= 0, 0
poweradd = 30
sprpriority = 3

[State 1100, 1 壒傪柭傜偡]
Type = PlaySnd
trigger1 = animelem = 4
value = 10, 21

[State 1210, 僿儖僷乕] ;僱僐幩弌
Type = Helper
trigger1 = animelem = 6
ID = 1250
name = "Neco"
sprpriority = 3
pos = 0, -40
postype = p1
stateno = 1211
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1210, 僗僥乕僩曄峏]
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[僿儖僷乕]僱僐

[Statedef 1211]
type	= A
movetype= A
physics	= N
ctrl	= 0
anim	= 1252
velset	= 2, -6
sprpriority = 3

[State 1211, 儔儞僟儉曄悢]
Type = VarRandom
trigger1 = time = 0
v = 5
range = 1, 2
ignorehitpause = 1

[State 1211, 傾僯儊曄峏]
Type = ChangeAnim
trigger1 = var(5) = 2
trigger1 = time = 0
value = 1262
ignorehitpause = 1

[State 1211, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = time = 0
volume = 128
value = 19 + var(5), 1

[State 1211, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = time = 20
volume = -64
value = 3, 2

[State 1211, 懍搙憹尭]
Type = VelAdd
trigger1 = time <= 21
x = -.02
y = .47

[State 1211, 堏摦懍搙]
Type = VelSet
trigger1 = time = 22
y = .4

;-----------------------------------捛旜婡峔

[State 1211, 懍搙憹尭] ;忋偵堏摦
type = VelAdd
trigger1 = time = [24, 40]
trigger1 = (p2bodydist y - 45) <= -2
y = -0.1

[State 1211, 懍搙憹尭] ;壓偵堏摦
type = VelAdd
trigger1 = time = [24, 40]
trigger1 = (p2bodydist y - 45) >= 2
y = 0.1

[State 1211, 堏摦懍搙] ;捈恑
type = VelSet
trigger1 = time = [24, 40]
trigger1 = (p2bodydist y - 45) = [-1, 1]
y = 0

[State 1211, 堏摦懍搙] ;忋曽岦懍搙惂尷
type = VelSet
;trigger1 = var(5) = 1
trigger1 = time = [24, 40]
trigger1 = vel y <= -4
trigger1 = p2bodydist y <= 1
y = -5 + var(5)*2

[State 1211, 堏摦懍搙] ;壓曽岦懍搙惂尷
type = VelSet
;trigger1 = var(5) = 1
trigger1 = time = [24, 40]
trigger1 = vel y >= 4
trigger1 = p2bodydist y >= 1
y = 5 - var(5)*2

[State 1211, 懍搙憹尭]
Type = VelAdd
trigger1 = var(5) = 1
trigger1 = time >= 24
x = .1

[State 1211, 懍搙憹尭]
Type = VelAdd
trigger1 = var(5) = 2
trigger1 = time >= 24
x = .2

[State 1211, 僄僼僃僋僩昞帵]
Type = Explod
trigger1 = time = 20
anim = 21000
ID = 1250
pos = -10, 0
postype = p1
sprpriority = 2
removetime = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1211, 僄僼僃僋僩昞帵]
Type = Explod
trigger1 = time = 21
anim = 21001
ID = 1250
pos = -10, 0
postype = p1
sprpriority = -1
removetime = -1
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1211, 僸僢僩掕媊]
Type = HitDef
triggerall = ishelper
trigger1 = var(5) = 1
trigger1 = animelem = 2
attr = S, SP
damage = ceil(80*root,fvar(0)*root,fvar(1)), ceil(8*root,fvar(0)*root,fvar(1))
animtype = Hard
guardflag = M
hitflag = MAF
;priority = 3, Hit
pausetime = 0, 16
sparkno = 3
guard.sparkno = 40
sparkxy = 0, 0
hitsound = 5, 4
guardsound = 5, 10
ground.type = High
ground.slidetime = 18
ground.hittime  = 12
ground.velocity = -5, 0
air.type = Low
air.velocity = 2, -5
air.hittime = 12
air.fall = 1
ID = 1210

[State 1211, 僸僢僩掕媊]
Type = HitDef
triggerall = ishelper
trigger1 = var(5) = 2
trigger1 = animelem = 2
attr = S, SP
damage = ceil(60*root,fvar(0)*root,fvar(1)), ceil(6*root,fvar(0)*root,fvar(1))
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 0, 16
sparkno = 3
guard.sparkno = 40
sparkxy = 0, 0
hitsound = 5, 4
guardsound = 5, 10
ground.type = High
ground.slidetime = 18
ground.hittime  = 12
ground.velocity = -5, 0
air.type = Low
air.velocity = 2, -5
air.hittime = 12
air.fall = 1
ID = 1210

[State 1211, 僿儖僷乕] ;僸僢僩僗僷乕僋
Type = Helper
triggerall = root,var(8) = 1
triggerall = movehit
triggerall = p2movetype = H
trigger1 = numtarget(1210)
trigger1 = (target(1210),time = 0)
name = "HitSpark01"
postype = P2
pos = ifelse(movetype = H, ceil(p2dist x/2), 0), -ceil(p2bodydist y)
ID = 8100
stateno = 8100
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State 1211, 僸僢僩柍岠]
Type = NotHitBy
trigger1 = 1
value = , AT
ignorehitpause = 1

[State 1211, 旐抏帪巜掕僗僥乕僩偵堏峴]
Type = HitOverride
trigger1 = 1
attr = SCA, AA, AP, AT
stateno = 1219
ignorehitpause = 1
time = -1

[State 1211, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = movecontact
value = 1219
ignorehitpause = 1

[State 1211, 僄僼僃僋僩傪徚偡]
Type = RemoveExplod
trigger1 = movecontact
trigger2 = screenpos x != [-30,350]
trigger3 = time > 600
ID = 1250
ignorehitpause = 1

[State 1211, 偙偺僿儖僷乕傪徚偡]
Type = DestroySelf
trigger1 = screenpos x != [-30,350]
trigger2 = time > 600
ignorehitpause = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[僿儖僷乕]僱僐抏拝

[Statedef 1219]
type	= A
movetype= A
physics	= N
ctrl	= 0
anim	= 19100
velset	= 0, 0

[State 1219, 儔儞僟儉曄悢] ;僱僐儃僀僗
Type = VarRandom
trigger1 = time = 0
v = 6
range = 0, 1
ignorehitpause = 1

[State 1219, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = time = 0
volume = 128
value = 19 + var(5), 11 + var(6)

[State 1219, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = time = 0
value = 1, 4

[State 1219, 僄僼僃僋僩昞帵]
Type = Explod
trigger1 = time = 0
anim = 21002
ID = 1201
pos = -20, 0
postype = p1
sprpriority = 2
bindtime = -1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1219, 幉埵抲堏摦]
Type = PosAdd
trigger1 = time = 0
x = 10

[State 1219, 摟夁]
Type = Trans
trigger1 = 1
trans = add

[State 1219, 摿庩岠壥]
Type = AssertSpecial
trigger1 = 1
flag = NoShadow ;塭傪徚偡

[State 1219, 儔儞僟儉曄悢]
Type = VarRandom
trigger1 = time = 0
v = 0
range = 0,359
ignorehitpause = 1

[State 1219, 夞揮妏]
Type = AngleSet
trigger1 = time = 0
value = var(0)

[State 1219, 夞揮]
Type = AngleDraw
Trigger1 = ishelper(1250)

[State 1219, 僄僼僃僋僩傪徚偡]
Type = RemoveExplod
trigger1 = 1
ID = 1250
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999

[State 1219, 偙偺僿儖僷乕傪徚偡]
Type = DestroySelf
trigger1 = animtime = 0
ignorehitpause = 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
;	[杮懱]僗僺僉儏乕儖
;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

[Statedef 1300]
type	= A
movetype= A
physics	= N
ctrl	= 0
anim	= 1300
velset	= 0, 0
poweradd = 40
sprpriority = 1

[State 1300, 曄悢傪愝掕]
Type = VarSet
trigger1 = time = 0
var(5) = ifelse((command="a"), 0, 1) ;A儃僞儞偑墴偝傟偨傜0丄偦傟埲奜側傜1
ignorehitpause = 1

[State 1300, 巆憸]
Type = AfterImage
trigger1 = animelem = 5
trans = add
palcontrast = 180, 20, 20
time = 1

[State 1300, 巆憸昞帵帪娫]
Type = AfterImageTime
trigger1 = animelemtime(5) >= 1
time = 2

[State 1300, 堏摦懍搙]
Type = VelSet
trigger1 = animelemtime(3) <= 3
x = 0
y = 0

[State 1300, 堏摦懍搙]
Type = VelSet
trigger1 = animelemtime(5) = 0
x = 5 + 4*var(5)
y = 9 - 4*var(5)

[State 1300, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = animelem = 5
value = 2, 2
volume = 128

[State 1300, 僿儖僷乕] ;墛僄僼僃僋僩
Type = helper
trigger1 = animelem = 4
name = "fire"
ID = 1300
pos = 0, 0
postype = p1
stateno = 1310
helpertype = normal
ownpal = 1
size.xscale = .6 + .1*var(5)
size.yscale = .6 - .1*var(5)

[State 1300, 僸僢僩掕媊]
Type = HitDef
trigger1 = var(5) = 0 && animelem = 5
attr = A, SA
damage = 100, 10
hitflag = MAFD
guardflag = H
priority = 2
pausetime = 13, 13
sparkno = ifelse(var(8) = 0, 2, -1)
guard.sparkno = 40
sparkxy = 10, 0
hitsound   = 5, 3
guardsound = 6, 0
animtype  = hard
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1.6, -6.2
air.velocity =  -2.4, 9.6
fall = 1
fall.recover = 1
fall.recovertime = 60
guard.kill = 0
ID = 1300

[State 1300, 憡庤偺僗僥乕僩]
Type = TargetState
triggerall = var(5) = 0
trigger1 = numtarget(1300)
trigger1 = (target(1300),vel y = 9.6)
value = 1320

[State 1300, 僸僢僩掕媊]
Type = HitDef
trigger1 = var(5) = 1 && animelem = 5
attr = A, SA
damage = 100, 10
hitflag = MAFD
guardflag = H
priority = 2
pausetime = 13, 10
sparkno = ifelse(var(8) = 0, 2, -1)
guard.sparkno = 40
sparkxy = 10, 0
hitsound   = 5, 3
guardsound = 6, 0
animtype  = hard
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -6.2, -2.3
air.velocity =  -9.6, 2.6
fall = 1
fall.recover = 1
fall.recovertime = 60
guard.kill = 0
ID = 1310

[State 1300, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = pos y >= -5
trigger1 = vel y > 0
value = 1305
ignorehitpause = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[杮懱]拝抧

[Statedef 1305]
type	= S
movetype= I
physics	= S
ctrl	= 0
anim	= 1305 + var(5)
velset	= 5,0
sprpriority = 1

[State 1305, 幉埵抲] ;抧忋偵栠偡
Type = PosSet
trigger1 = time = 0
y = 0

[State 1305, 堏摦懍搙] ;懍搙傪0偵
Type = VelSet
triggerall = var(5) = 0
trigger1 = time = 0
x = 0
y = 0

[State 1305, 堏摦懍搙] ;Y曽岦偺懍搙傪0偵
Type = VelSet
triggerall = var(5) = 1
trigger1 = time = 0
y = 0

[State 1305, 壒傪柭傜偡]
Type = PlaySnd
triggerall = var(5) = 1
trigger1 = time = 0
value = 100, 0

[State 1305, 毢]
Type = MakeDust
triggerall = var(5) = 1
triggerall = (StateType != A)
trigger1 = time = 0
trigger2 = time = 1
trigger3 = time = 2
trigger4 = time = 3
pos = 0, 0
pos2 = 16, -2
spacing = 1

[State 1305, 僗僥乕僩曄峏]
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[僿儖僷乕]僄僼僃僋僩昞帵

[Statedef 1310]
type	= U
movetype= U
physics	= U
ctrl	= 0
anim	= 13000
velset	= 0, 0
sprpriority = 3
ignorehitpause = 1

[State 1310, 摿庩岠壥]
Type = AssertSpecial
trigger1 = 1
flag = NoShadow ;塭傪徚偡

[State 1310, 埵抲傪屌掕]
Type = BindtoParent
trigger1 = 1
time = 1
facing = 1
pos = 0, 0
ignorehitpause = 1

[State 1310, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = pos y >= -1
trigger2 = root,anim != [1300, 1301]
value = 1311
ignorehitpause = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[僿儖僷乕]僄僼僃僋僩徚嫀

[Statedef 1311]
type	= U
movetype= U
physics	= U
ctrl	= 0
anim	= 13005
velset	= 0, 0
sprpriority = 3
ignorehitpause = 1

[State 1311, 摿庩岠壥]
Type = AssertSpecial
trigger1 = 1
flag = NoShadow ;塭傪徚偡

[State 1311, 僿儖僷乕傪徚嫀]
Type = Destroyself
trigger1 = time = 27
time = 1
ignorehitpause = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[憡庤]棊壓拞

[Statedef 1320]
type	= A
movetype= H
physics	= N
velset	= 0, 0

[State 1320, 傾僯儊曄峏] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 1320, 傾僯儊曄峏] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 1320, 堏摦懍搙]
Type = VelSet
trigger1 = 1
x = -5
y = 9

[State 1320, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 1321 ;HIT_BOUNCE

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[憡庤]抧柺偵寖撍

[Statedef 1321]
type	= S
movetype= H
physics	= N
velset	= 0, 0

[State 1321, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 1321, 傾僯儊曄峏] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 1321, 傾僯儊曄峏] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 1321, 幉埵抲]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1321, 嫟捠僄僼僃僋僩昞帵]
type = GameMakeAnim
trigger1 = Time = 1
value = 62
pos = 0, 0
under = sysvar(1) <= 14

[State 1321, 棊壓僟儊乕僕]
type = HitFallDamage
trigger1 = time = 1

[State 1321, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = animtime = 0
value = 1322

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[憡庤]僶僂儞僪

[Statedef 1322]
type	= A
movetype= H
physics	= N
velset	= -2.4, -9

[State 1322, 傾僯儊曄峏]
Type = ChangeAnim
triggerall = selfanimexist(5061)
trigger1 = time = 0
value = ifelse(selfanimexist(5061), 5061, 5030)

[State 1322, 傾僯儊曄峏]
Type = ChangeAnim
triggerall = selfanimexist(5035)
trigger1 = !selfanimexist(5061)
trigger1 = !selfanimexist(5030)
trigger1 = time = 0
trigger2 = anim = 5030 && animtime = 0
value = 5035

[State 1322, 傾僯儊曄峏]
Type = ChangeAnim
triggerall = selfanimexist(5050)
trigger1 = !selfanimexist(5061)
trigger1 = !selfanimexist(5030)
trigger1 = !selfanimexist(5035)
trigger1 = time = 0
trigger2 = anim = 5030 && animtime = 0
trigger3 = anim = 5035 && animtime = 0
value = 5050

[State 1322, 憡庤偺僗僥乕僩偵栠偡]
Type = SelfState
triggerall = vel y > 4
triggerall = alive
triggerall = canrecover
trigger1 = command = "recovery"
value = ifelse(pos y >= -20, 5200, 5210)

[State 1322, 懍搙憹尭]
Type = VelAdd
trigger1 = 1
y = .48

[State 1322, 僸僢僩柍岠]
Type = NotHitBy
trigger1 = vel y <= 4
value = SCA
time = 1

[State 1322, 僼僅乕儖愝掕]
Type = HitFallSet
triggerall = vel y > 4
trigger1 = 1
value = 1

[State 1322, 夋柺傪梙傜偡]
Type = EnvShake
trigger1 = pos y >= 0
trigger1 = vel y > 0
ampl = -6
freq = 80
time = 10

[State 1322, 僇儊儔]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 1322, 憡庤偺僗僥乕僩偵栠偡]
Type = SelfState
trigger1 = vel y > 4
trigger1 = pos y >= 0
value = 5100

;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
;	[杮懱]僿儕僆僗僼傿傾乮摉偰恎搳偘乯
;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

[Statedef 1400]
type	= S
movetype= A
physics	= S
ctrl	= 0
anim	= 1400
velset	= 0, 0
juggle	= 6
sprpriority = 2
facep2 = 1

;-----------------------------------忋抜摉恎

[State 1400, 僸僢僩柍岠] ;憡庤偑嬻拞偵偄傞偲偒捠忢丄昁嶦峌寕傪柍岠
Type = null;NotHitBy
trigger1 = command = "22_a"
trigger1 = animelemtime(3) = [1, 12]
trigger1 = enemynear,statetype = A
value = ,NA ,SA

[State 1400, 旐抏帪巜掕僗僥乕僩偵堏峴]
Type = HitOverride
trigger1 = command = "22_a"
trigger1 = animelemtime(3) = [1, 12]
attr = A, NA, SA
stateno = 1401
ignorehitpause = 1
time = 1

[State 1400, 庴偗巭傔掕媊]
Type = ReversalDef
trigger1 = command = "22_a"
trigger1 = time = 0
attr = S, ST
reversal.attr = A, NA, SA ;嬻拞偺捠忢丄昁嶦懏惈傪摉恎壜擻
pausetime = 10, 30
numhits = 0
sparkno = -1
sparkxy = 0, 0
hitsound = s800,1
p1stateno = 1401

;-----------------------------------拞抜摉恎

[State 1400, 僸僢僩柍岠] ;憡庤偑棫偪忬懺偺偲偒捠忢丄昁嶦峌寕傪柍岠
Type = null;NotHitBy
trigger1 = command = "22_b"
trigger1 = animelemtime(3) = [1, 12]
trigger1 = enemynear,statetype = S
value = ,NA ,SA

[State 1400, 旐抏帪巜掕僗僥乕僩偵堏峴]
Type = HitOverride
trigger1 = command = "22_b"
trigger1 = animelemtime(3) = [1, 12]
attr = S, NA, SA
stateno = 1401
ignorehitpause = 1
time = 1

[State 1400, 庴偗巭傔掕媊]
Type = ReversalDef
trigger1 = command = "22_b"
trigger1 = time = 0
attr = S, ST
reversal.attr = S, NA, SA ;棫偪捠忢丄昁嶦懏惈傪摉恎壜擻
pausetime = 10, 30
numhits = 0
sparkno = -1
sparkxy = 0, 0
hitsound  = s800,1
p1stateno = 1401

[State 1400, 夋憸偺怓] ;揰柵
Type = PalFX
trigger1 = animelemtime(3) = [1, 12]
time = 3
add = 100 ,100 ,100
persistent = 6

[State 1400, 僗僥乕僩曄峏]
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[杮懱]摉恎惉岟

[Statedef 1401]
type	= S
movetype= I
physics	= N
anim	= 1410
velset	= 0, 0
poweradd = 30

[State 1421, 憡庤偺僗僥乕僩]
Type = TargetState
trigger1 = numtarget
trigger1 = !target,ishelper
trigger1 = time = 0
value = 1421

[State 1401, 憡庤偺埵抲]
Type = TargetBind
trigger1 = numtarget
trigger1 = !target,ishelper
trigger1 = time = 0
pos = 35, 0

[State 1401, 憡庤偺儔僀僼傪憹尭]
Type = null;TargetLifeAdd
trigger1 = numtarget
trigger1 = !target,ishelper
trigger1 = target,stateno = 1421 && target,time = 0
value = -ceil(120*fvar(0)*fvar(1))

[State 1401, 僸僢僩掕媊]
Type = HitDef
trigger1 = !numtarget
trigger1 = animelem = 6
attr = S, SA
damage = 120, 12
hitflag = MAF
guardflag = H
priority = 2
pausetime = 10, 10
sparkno = ifelse(var(8) = 0, 3, -1)
guard.sparkno = 40
sparkxy = 10, 0
hitsound   = 5, 3
guardsound = 6, 0
animtype  = hard
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8, -8
air.velocity =  -9.6, -7
fall = 1
fall.recover = 1
fall.recovertime = 60
guard.kill = 0
ID = 1400

[State 1401, 僄僼僃僋僩昞帵]
Type = Explod
trigger1 = animelem = 6
anim = 11000
ID = 11000
pos = 58, -80
postype = p1
sprpriority = 3
bindtime = -1
ownpal = 1
removeongethit = 0

[State 1401, 僄僼僃僋僩昞帵]
Type = Explod
trigger1 = time = 26
anim = 13200
ID = 11000
scale = .5, .5
pos = 58, -40
postype = p1
sprpriority = 3
bindtime = -1
ownpal = 1
removeongethit = 0

[State 1401, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = animelem= 6
value = 1, 6

[State 1401, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = animelem = 6
value = 2, 2

[State 1401, 暔棟揑側僉儍儔偺暆]
Type = Width
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(12) < 0
Edge = 30, 0

[State 1401, 僗僥乕僩曄峏]
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憡庤懁侾乮悂偭旘傃乯

[Statedef 1421]
type	= A
movetype= H
physics	= N

[State 1421, 儔僀僼傪憹尭]
Type = LifeAdd
trigger1 = time = 0
value = -ceil(120*enemynear,fvar(0)*enemynear,fvar(1))

[State 1421, 傾僯儊曄峏]
Type = ChangeAnim
trigger1 = time = 0
trigger1 = selfanimexist(5052)
value = 5052

[State 1421, 傾僯儊曄峏]
Type = ChangeAnim
triggerall = time = 0
triggerall = !selfanimexist(5052)
trigger1 = selfanimexist(5035)
value = 5035

[State 1421, 傾僯儊曄峏]
Type = ChangeAnim
triggerall = time = 0
triggerall = !selfanimexist(5052)
trigger1 = !selfanimexist(5035)
value = 5030
;air偵[Begin Action 5052](悕潌傒)偑懚嵼偟偰偄傟偽偦傟傪丄側偄応崌5035傪
;5035傕側偄応崌偼5030傪昞帵

[State 1421, 堏摦懍搙]
Type = VelSet
trigger1 = time = 0
x = -8
y = -8

[State 1421, 懍搙憹尭] ;廳椡
Type = VelAdd
trigger1 = 1
y = .45

[State 1421, 僗僋儘乕儖]
Type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1		;夋柺僗僋儘乕儖偺塭嬁傪庴偗傞偐斲偐丅0=庴偗側偄丒1=庴偗傞
movecamera = 0, 1	;僇儊儔偺摦偒傪僉儍儔偵埶懚偝偣傞偐斲偐丅0=偝偣側偄丒1=偝偣傞乮倃幉,倄幉乯

[State 1421, 僗僥乕僩曄峏] ;暻偵寖撍偡傞僗僥乕僩傊
Type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 1422

[State 1421, 夋柺傪梙傜偡]
Type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = vel y > 0
ampl = -8
freq = 80
time = 10

[State 1421, 憡庤偺僗僥乕僩偵栠偡]
Type = SelfState
trigger1 = Vel y > 0 && Pos y >= 0
value = 5100

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒憡庤懁俀乮暻偵寖撍乯

[Statedef 1422]
type	= A
movetype= H
physics	= N
anim	= 5010

[State 1422, 怳傝曉傞]
Type = Turn
trigger1 = time = 0 && FrontEdgeBodyDist <= 30

[State 1422, 幉埵抲堏摦]
Type = PosAdd
trigger1 = time = 0
x = 15 - BackEdgeBodyDist

[State 1422, 埵抲屌掕]
Type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 1422, 僗僋儘乕儖]
Type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0, 1

[State 1422, 僄僼僃僋僩]
Type = Explod
trigger1 = time = 0
anim = F72
pos = 0, floor(screenpos y) - 50 ;乮仸俆乯
postype = back
sprpriority = 3

[State 1422, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = time = 0
value = F7, 0

[State 1422, 夋柺傪梙傜偡]
Type = EnvShake
trigger1 = time = 0
ampl = 8
freq = 80
time = 20
phase = 45

[State 1422, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = time = 8
value = 1423

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒憡庤懁俁乮暻偐傜偺僶僂儞僪乯

[Statedef 1423]
type	= A
movetype= H
physics	= N

[State 1423, 僸僢僩柍岠]
Type = NotHitBy
trigger1 = 1
value = , NA, NP

[State 1423, 堏摦懍搙]
Type = VelSet
trigger1 = time = 0
y = -6

[State 1423, 堏摦懍搙]
Type = VelSet
trigger1 = time = 0
x = 1.6

[State 1423, 怳傝曉傞]
Type = Turn
trigger1 = time = 0 && BackEdgeDist < 30

[State 1423, 懍搙憹尭];廳椡
Type = VelAdd
trigger1 = 1
y = .35

[State 1423, 傾僯儊曄峏]
Type = ChangeAnim
trigger1 = time = 0
value = ifelse(selfanimexist(5052), 5052, 5050)

[State 1423, 傾僯儊曄峏]
Type = ChangeAnim
trigger1 = vel y > -2
trigger1 = anim = 5050
trigger1 = selfanimexist(5060)
persistent = 0
value = 5060

[State 1423, 傾僯儊曄峏]
Type = ChangeAnim
trigger1 = vel y > -2
trigger1 = anim = 5052
trigger1 = selfanimexist(5062)
persistent = 0
value = 5062

[State 1423, 夋柺傪梙傜偡]
Type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = vel y > 0
ampl = -6
freq = 80
time = 10

[State 1423, 憡庤偺僗僥乕僩偵栠偡]
Type = SelfState
trigger1 = Vel y > 0 && Pos y >= 0
value = 5100

;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
;	[杮懱]CME乮僐儅儞僪搳偘乯
;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

[Statedef 1500]
type	= S
movetype= A
physics	= S
ctrl	= 0
anim	= ifelse(command = "b", 1501, 1500)
velset	= 0, 0
juggle	= 6
sprpriority = 2
facep2 = 1

[State 1500, 幉埵抲堏摦]
Type = PosAdd
trigger1 = animelem = 2
x = ifelse(anim = 1501, 20, 10)

[State 1500, 僸僢僩柍岠]
Type = NotHitBy
trigger1 = anim = 1500 && animelemtime(2) <= 1
value = SCA
        
[State 1500, 幉埵抲堏摦]
Type = PosAdd
trigger1 = animelem = 3
x = ifelse(anim = 1501, 20, 10)

[State 1500, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = animelem = 3
value = 800, 0

[State 1500, 僸僢僩掕媊]
Type = HitDef
trigger1 = (enemynear,movetype != H)
trigger1 = time = 0
attr = S, ST
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 1501
guard.dist = 0
fall = 1

[State 1500, 僈乕僪壜擻嫍棧]
Type = AttackDist
trigger1 = 1
value = 0
persistent = 1

[State 1500, 僗僥乕僩曄峏]
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[杮懱]搳偘惉岟

[Statedef 1501]
type	= S
movetype= A
physics	= S
ctrl	= 0
anim	= 1502
poweradd = 30

[State 1510, 僗僥乕僩曄峏] ;搳偘敳偗偝傟偨応崌
Type = ChangeState
trigger1 = !numtarget
value = 801

[State 1510, 憡庤偺埵抲]
Type = TargetBind
trigger1 = 1
Pos = 35, 0

[State 1510, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = time = 0
value = 800, 1

[State 1510, 僗僥乕僩曄峏] ;屻傠搳偘傊
Type = ChangeState
trigger1 = command = "holdback"
trigger1 = animtime = 0
value = 1560

[State 1510, 僗僥乕僩曄峏] ;慜搳偘傊
Type = ChangeState
trigger1 = animtime = 0
value = 1510


;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[杮懱]慜搳偘

[Statedef 1510]
type	= S
movetype= A
physics	= S
ctrl	= 0
anim	= 1510
poweradd = 30

[State 1510, 僄僼僃僋僩昞帵]
Type = Explod
trigger1 = animelem = 3
anim = 1590
ID = 1500
scale = .8, 1
pos = 50, 0
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
removeongethit = 0

[State 1510, 僄僼僃僋僩昞帵]
Type = Explod
trigger1 = animelem = 3
anim = 12500
ID = 1500
scale = .8, 1
pos = 50, 0
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
removeongethit = 0

[State 1510, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = animelem = 5
value = 1, 5

[State 1510, 夋柺傪梙傜偡]
Type = EnvShake
trigger1 = animelem = 6
ampl = 20
freq = 60
time = 30
phase = 60

[State 1510, 暔棟揑側僉儍儔偺暆]
Type = Width
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(12) < 0
Edge = 30, 0

[State 1510, 憡庤偺儔僀僼傪憹尭]
Type = TargetLifeAdd
trigger1 = animelem = 4
value = -ceil(140*fvar(0)*fvar(1))

[State 1510, 憡庤偺僗僥乕僩傪曄峏]
Type = TargetState
trigger1 = animelemtime(4) <= 4
value = 1520

[State 1510, 憡庤偺僗僥乕僩傪曄峏]
Type = TargetState
trigger1 = animelem = 5
value = 1521

[State 1510, 僗僥乕僩曄峏]
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[憡庤]搳偘傜傟拞

[Statedef 1520]
type	= S
movetype= H
physics	= N

[State 1520, 傇偮偐傝敾掕]
Type = PlayerPush
trigger1 = 1
value = 0

[State 1520, 傾僯儊曄峏]
Type = ChangeAnim
trigger1 = enemynear,time <= 36
trigger1 = time = 0
value = 5010

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[憡庤]搳偘傜傟屻

[Statedef 1521]
type	= A
movetype= H
physics	= N
VelSet	= -2, -8.5

[State 1521, 夋憸偺怓]
Type = PalFX
trigger1 = time = 0
time = 40
mul = 256, 256, 256
add = 150, 0, -100
sinadd = 50, 50, 0, 10
invertall = 1
color = 0

[State 1521, 傾僯儊曄峏]
Type = ChangeAnim
triggerall = selfanimexist(5061)
trigger1 = time = 0
value = ifelse(selfanimexist(5061), 5061, 5030)

[State 1521, 傾僯儊曄峏]
Type = ChangeAnim
triggerall = selfanimexist(5035)
trigger1 = !selfanimexist(5061)
trigger1 = !selfanimexist(5030)
trigger1 = time = 0
trigger2 = anim = 5030 && animtime = 0
value = 5035

[State 1521, 傾僯儊曄峏]
Type = ChangeAnim
triggerall = selfanimexist(5050)
trigger1 = !selfanimexist(5061)
trigger1 = !selfanimexist(5030)
trigger1 = !selfanimexist(5035)
trigger1 = time = 0
trigger2 = anim = 5030 && animtime = 0
trigger3 = anim = 5035 && animtime = 0
value = 5050

[State 1521, 憡庤偺僗僥乕僩偵栠偡]
Type = SelfState
triggerall = vel y > 4
triggerall = alive
triggerall = canrecover
trigger1 = command = "recovery"
value = ifelse(pos y >= -20, 5200, 5210)

[State 1521, 懍搙憹尭]
Type = VelAdd
trigger1 = 1
y = .4

[State 1521, 僸僢僩柍岠]
Type = NotHitBy
trigger1 = vel y <= 4
value = SCA
time = 1

[State 1521, 僼僅乕儖愝掕]
Type = HitFallSet
triggerall = vel y > 4
trigger1 = 1
value = 1

[State 1521, 夋柺傪梙傜偡]
Type = EnvShake
trigger1 = pos y >= 0
trigger1 = vel y > 0
ampl = -6
freq = 80
time = 10

[State 1521, 憡庤偺僗僥乕僩偵栠偡]
Type = SelfState
trigger1 = vel y > 4
trigger1 = pos y >= 0
value = 5100 

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[杮懱]屻傠搳偘

[Statedef 1560]
type	= S
movetype= A
physics	= N
ctrl	= 0
anim	= 1550
poweradd = 30

[State 1560, 僗僥乕僩曄峏] ;搳偘敳偗偝傟偨応崌
Type = ChangeState
trigger1 = !numtarget
value = 801

[State 1560, 僄僼僃僋僩昞帵]
Type = Explod
trigger1 = animelem = 3
anim = 1591
ID = 1550
scale = 1, 1
pos = -70, 0
postype = p1
sprpriority = 3
bindtime = -1
ownpal = 1
facing = -1
removeongethit = 0

[State 1560, 僄僼僃僋僩昞帵]
Type = Explod
trigger1 = animelem = 3
anim = 12400
ID = 1500
scale = .5, 1
pos = -80, 0
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
removeongethit = 0

[State 1560, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = animelem = 4
value = 1, 5

[State 1560, 夋柺傪梙傜偡]
Type = EnvShake
trigger1 = animelem = 4
ampl = 20
freq = 60
time = 30
phase = 60

[State 1560, 憡庤偺埵抲]
Type = TargetBind
trigger1 = animelem = 1
Pos = 0, -23

[State 1560, 憡庤偺埵抲]
Type = TargetBind
trigger1 = animelem = 2
Pos = -10, -20

[State 1560, 夋憸偺昞帵桪愭搙]
Type = SprPriority
trigger1 = animelem = 3
value = -5

[State 1560, 憡庤偺埵抲]
Type = TargetBind
trigger1 = animelem = 3
Pos = -40, -10

[State 1560, 憡庤偺埵抲]
Type = TargetBind
trigger1 = animelem = 4
Pos = -50, 0

[State 1560, 憡庤偺儔僀僼傪憹尭]
Type = TargetLifeAdd
trigger1 = animelem = 4
value = -ceil(160*fvar(0)*fvar(1))

[State 1560, 憡庤偺僗僥乕僩傪曄峏]
Type = TargetState
trigger1 = animelemtime(4) < 4
value = 1570

[State 1560, 憡庤偺僗僥乕僩傪曄峏]
Type = TargetState
trigger1 = animelemtime(4) = 4
value = 1571

[State 1560, 怳傝岦偒]
Type = Turn
trigger1 = animtime = 0

[State 1560, 僗僥乕僩曄峏]
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[憡庤]搳偘傜傟拞

[Statedef 1570]
type	= S
movetype= H
physics	= N
sprpriority = -4

[State 1570, 傇偮偐傝敾掕]
Type = PlayerPush
trigger1 = 1
value = 0

[State 1570, 怳傝岦偒]
Type = Turn
trigger1 = enemynear,animelem = 2

[State 1570, 傾僯儊曄峏]
Type = ChangeAnim
trigger1 = enemynear,animelem = 1
value = 5070

[State 1570, 傾僯儊曄峏]
Type = ChangeAnim
trigger1 = enemynear,animelem = 2
value = 5050

[State 1570, 傾僯儊曄峏]
Type = ChangeAnim
trigger1 = enemynear,animelem = 3
value = ifelse(selfanimexist(5101), 5101, 5100)

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[憡庤]扏偒偮偗屻

[Statedef 1571]
type	= A
movetype= H
physics	= N

[State 1571, 夋憸偺怓]
Type = PalFX
trigger1 = time = 0
time = 40
mul = 256, 256, 256
add = 150, 0, -100
sinadd = 50, 50, 0, 10
invertall = 1
color = 0

[State 1571, 堏摦懍搙]
Type = VelSet
trigger1 = time = 0
x = -2.1
y = -9.2

[State 1571, 懍搙憹尭]
Type = VelAdd
trigger1 = 1
y = .4

[State 1571, 僸僢僩柍岠]
Type = NotHitBy
trigger1 = vel y <= 4
value = SCA
time = 0

[State 1571, 傾僯儊曄峏]
Type = ChangeAnim
triggerall = selfanimexist(5061)
trigger1 = time = 0
value = ifelse(selfanimexist(5061), 5061, 5030)

[State 1571, 傾僯儊曄峏]
Type = ChangeAnim
triggerall = selfanimexist(5035)
trigger1 = !selfanimexist(5030)
trigger1 = time = 0
trigger2 = anim = 5030
trigger2 = animtime = 0
value = 5035

[State 1571, 傾僯儊曄峏]
Type = ChangeAnim
triggerall = selfanimexist(5050)
trigger1 = !selfanimexist(5030)
trigger1 = !selfanimexist(5035)
trigger1 = time = 0
trigger2 = anim = 5030
trigger2 = animtime = 0
trigger3 = anim = 5035
trigger3 = animtime = 0
value = 5050

[State 1571, 憡庤偺僗僥乕僩偵栠偡]
Type = SelfState
triggerall = vel y > 4
triggerall = pos y >= -20
triggerall = alive
triggerall = Canrecover
trigger1 = command = "recovery"
value = 5200

[State 1571, 憡庤偺僗僥乕僩偵栠偡]
Type = SelfState
triggerall = vel y > 4
triggerall = alive
triggerall = canrecover
trigger1 = command = "recovery"
value = 5210 

[State 1571, 僼僅乕儖愝掕]
Type = HitFallSet
triggerall = vel y > 4
trigger1 = 1
value = 1

[State 1571, 夋柺傪梙傜偡]
Type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = vel y > 0
ampl = -6
freq = 80
time = 10

[State 1571, 憡庤偺僗僥乕僩偵栠偡]
Type = SelfState
trigger1 = vel y > 4
trigger1 = Pos Y >= 0
value = 5100 

;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
;	[杮懱]僀僋儕僾僥傿僇
;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

[Statedef 1600]
type	= A
movetype= I
physics	= N
ctrl	= 0
anim	= 1600
velset	= 0, 0
sprpriority = 3
facep2 = 1

[State 1600, 忬懺曄峏] ;忬懺傪抧忋偵
Type = StateTypeSet
trigger1 = time = 0 && pos y = 0
statetype = S

[State 1600, 曄悢傪愝掕] ;忬懺敾暿
Type = VarSet
trigger1 = time = 0
var(4) = ifelse((statetype != A), 0, 1) ;抧忋側傜0丄嬻拞側傜1
ignorehitpause = 1

[State 1600, 曄悢傪愝掕] ;僐儅儞僪敾暿
Type = VarSet
trigger1 = time = 0
var(5) = ifelse((command="a"), 0, 1) ;A儃僞儞偑墴偝傟偨傜0丄偦傟埲奜側傜1
ignorehitpause = 1

[State 1600, 曄悢傪愝掕] ;僠儍乕僕儕僙僢僩
Type = VarSet
trigger1 = time = 0
fvar(5) = 0
ignorehitpause = 1

[State 1600, 僗僥乕僩曄峏] ;A抧忋
Type = ChangeState
triggerall = var(5) = 0
trigger1 = animtime = 0
value = 1602
ignorehitpause = 1

[State 1600, 僗僥乕僩曄峏] ;B嬻拞
Type = ChangeState
triggerall = var(4) != 0
triggerall = var(5) != 0
triggerall = animtime = 0
trigger1 = command != "holdb"
value = 1602
ignorehitpause = 1

[State 1600, 僗僥乕僩曄峏] ;B抧忋丄僠儍乕僕僗僥乕僩傊
Type = ChangeState
triggerall = var(4) = 0
triggerall = var(5) != 0
triggerall = statetype != A
trigger1 = animtime = 0
value = 1601
ignorehitpause = 1

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[杮懱]僠儍乕僕拞

[Statedef 1601]
type	= S
movetype= I
physics	= S
ctrl	= 0
anim	= 1601
velset	= 0, 0
sprpriority = 3

[State 1601, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = time = 0
value = 5, 0

[State 1601, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = time = 20
value = 5, 1
channel = 1

[State 1601, 曄悢傪愝掕] ;弶婜懍搙
Type = VarSet
trigger1 = var(5) != 0
fvar(5) = 2
ignorehitpause = 1

[State 1601, 曄悢傪憹尭] ;懍搙憹壛
Type = VarAdd
trigger1 = time = [20, 59]
fvar(5) = .2
ignorehitpause = 1

[State 1601, 夋憸偺怓] ;揰柵乮戞堦抜奒乯
Type = PalFX
trigger1 = time = [20, 29]
time = 1
add = 10 ,10 ,10
persistent = 2

[State 1601, 夋憸偺怓] ;揰柵乮戞擇抜奒乯
Type = PalFX
trigger1 = time = [30, 59]
time = 1
add = 30 ,30 ,30
persistent = 2

[State 1601, 曄悢傪愝掕] ;嵟戝懍搙
Type = VarSet
trigger1 = time >= 60
fvar(5) = 26
ignorehitpause = 1

[State 1601, 壒傪柭傜偡] ;嵟戝棴傔
Type = PlaySnd
trigger1 = time = 60
value = 1000, 1

[State 1601, 夋憸偺怓] ;揰柵乮嵟戝棴傔乯
Type = PalFX
trigger1 = time >= 60
time = 1
add = 100 ,100 ,100
persistent = 2

[State 1601, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = command != "holdb"
value = ifelse(time < 60, 1602, 1603)

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[杮懱]捠忢僽乕僗僩

[Statedef 1602]
type	= U
movetype= A
physics	= N
ctrl	= 0
anim	= 1602
velset	= 0, 0
juggle	= 3
sprpriority = 3

[State 1602, 忬懺曄峏]
Type = StateTypeSet
trigger1 = time = 0 && var(4) = 0
statetype = S

[State 1602, 傇偮偐傝敾掕]
Type = PlayerPush
trigger1 = 1
value = 0

[State 1602, 幉埵抲堏摦]
Type = PosAdd
trigger1 = time = 0
x = 13

[State 1602, 懍搙憹尭]
Type = VelAdd
trigger1 = animelemtime(1) <= 3
x = var(5)

[State 1602, 堏摦懍搙]
Type = VelSet
trigger1 = animelem = 2
x = 16 + fvar(5)

[State 1602, 僄僼僃僋僩昞帵] ;搚墝
Type = Explod
trigger1 = statetype = S
trigger1 = animelem = 2
anim = 23800
ID = 1600
scale = .5+(fvar(5)*0.02), .5+(fvar(5)*0.02)
pos = 0, 0
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
removeongethit = 0

[State 1602, 懍搙忔嶼]
Type = Velmul
trigger1 = time >= 6
x = .9

[State 1602, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = animelem = 2
value = 1, 6
channel = 1

[State 1602, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = animelem = 2
value = 110, 0
volume = -100

[State 1602, 巆憸]
Type = AfterImage
trigger1 = animelem = 2
trans = add
palcontrast = 180, 20, 20
time = 2

[State 1602, 巆憸昞帵帪娫]
Type = AfterImageTime
trigger1 = animelemtime(2) >= 1 && animelemtime(5) <= 2
time = 2

[State 1602, 暔棟揑側僉儍儔偺暆]
Type = Width
trigger1 = 1
edge = 20, 0

[State 1602, 僸僢僩掕媊]
Type = HitDef
trigger1 = animelem = 3
attr = S, SA
damage    = 0, 0
getpower = 120, 0
animtype  = hard
hitflag = MAF
guardflag = MA
pausetime = 0, 0
guard.pausetime = 6, 6
priority = 1, Miss
sparkno = 1
sparkxy = 10, -51
hitsound   = s800, 1
guard.sparkno = 40
guardsound = 6, 0
guard.dist = 160
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = 0, 0
fall = 0
air.fall = 1
fall.recover = 0
kill = 0
p1sprpriority = 2
p2sprpriority = 1
p2facing = 1
p1stateno = 1610
hitonce = 1

[State 1602, 夋憸偺怓] ;揰柵
Type = PalFX
trigger1 = animelemtime(2) > 1
time = 1
add = 100 ,100 ,100
persistent = 2

[State 1602, 僗僥乕僩曄峏]
Type = ChangeState
triggerall = animelemtime(3) >= 1
trigger1 = vel x < 10
trigger2 = moveguarded
value = ifelse(var(4) = 0, 1605, 1606)

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[杮懱]僆乕僶乕僪僽乕僗僩

[Statedef 1603]
type	= S
movetype= A
physics	= N
ctrl	= 0
anim	= 1602
velset	= 0, 0
juggle	= 4
sprpriority = 3

[State 1603, 傇偮偐傝敾掕]
Type = PlayerPush
trigger1 = 1
value = 0

[State 1603, 幉埵抲堏摦]
Type = PosAdd
trigger1 = time = 0
x = 13

[State 1603, 懍搙憹尭]
Type = VelAdd
trigger1 = animelemtime(2) <= 4
x = 1

[State 1603, 堏摦懍搙]
Type = VelSet
trigger1 = animelem = 3
x = 14 + fvar(5)

[State 1603, 僄僼僃僋僩昞帵] ;搚墝
Type = Explod
trigger1 = statetype = S
trigger1 = animelem = 3
anim = 23800
ID = 1600
scale = 1, 1
pos = 0, 0
postype = p1
sprpriority = 3
bindtime = 1
ownpal = 1
removeongethit = 0

[State 1603, 懍搙忔嶼]
Type = VelMul
trigger1 = animelemtime(4) >= 1
x = .9

[State 1603, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = animelem = 3
value = 1, 5
volume = 0

[State 1603, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = animelem = 3
value = 110, 0
volume = -100

[State 1603, 巆憸]
Type = AfterImage
trigger1 = animelem = 3
trans = add
palcontrast = 180, 20, 20
time = 2

[State 1603, 巆憸昞帵帪娫]
Type = AfterImageTime
trigger1 = animelemtime(3) >= 1 && animelemtime(5) <= 2
time = 2

[State 1603, 暔棟揑側僉儍儔偺暆]
Type = Width
trigger1 = 1
edge = 20, 0

[State 1603, 僸僢僩掕媊]
Type = HitDef
trigger1 = animelem = 3
attr = S, SA
damage    = 0, 0
getpower = 120, 0
animtype  = hard
hitflag = MAF
guardflag = MA
priority = 1, Miss
sparkno = 1
sparkxy = 10, -51
hitsound   = s800, 1
guard.sparkno = 40
guardsound = 6, 0
guard.dist = 240
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = 0, 0
fall = 0
air.fall = 1
fall.recover = 0
kill = 0
p1sprpriority = 2
p2sprpriority = 1
p2facing = 1
p1stateno = 1610
hitonce = 1

[State 1603, 夋憸偺怓] ;揰柵
Type = PalFX
trigger1 = animelemtime(3) >= 1
time = 1
add = 100 ,100 ,100
persistent = 2

[State 1603, 僗僥乕僩曄峏]
Type = ChangeState
triggerall = animelemtime(3) >= 1
trigger1 = vel x <= 20
value = ifelse(var(4) = 0, 1605, 1606)

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[杮懱]捦傒幐攕

[Statedef 1605]
type	= S
movetype= I
physics	= N
ctrl	= 0
velset	= 10, 0
anim	= 1605
sprpriority = 3

[State 1605, 懍搙忔嶼]
Type = VelMul
trigger1 = 1
x = .9

[State 1605, 毢]
Type = MakeDust
trigger1 = vel x > 2
pos = 16, 0
spacing = 1

[State 1605, 僗僥乕僩曄峏]
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[杮懱]捦傒幐攕乮嬻拞乯

[Statedef 1606]
type	= A
movetype= I
physics	= N
ctrl	= 0
velset	= 10, 0
anim	= 1606
sprpriority = 2

[State 1606, 懍搙憹尭] ;廳椡
Type = VelAdd
trigger1 = 1
y = const(movement.yaccel)

[State 1606, 懍搙忔嶼]
Type = VelMul
trigger1 = 1
x = .95

[State 1606, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = pos y >= -1
trigger1 = vel y > 0
value = 1607

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[杮懱]拝抧峝捈

[Statedef 1607]
type	= S
movetype= I
physics	= S
ctrl	= 0
anim	= 1607
sprpriority = 2

[State 1607 ,壒傪柭傜偡]
Type = PlaySnd
trigger1 = Time = 0
value = 100, 0

[State 1607, 堏摦懍搙] ;Y曽岦偺懍搙傪0偵
Type = VelSet
trigger1 = Time = 0
y = 0

[State 1607, 幉埵抲] ;抧忋偵栠偡
Type = PosSet
trigger1 = Time = 0
y = 0

[State 1607, 毢]
Type = MakeDust
trigger1 = time = [0, 2]
pos = 0, 0
spacing = 1

[State 1607, 僗僥乕僩曄峏]
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[杮懱]捦傒拞

[Statedef 1610]
type	= A
movetype= A
physics	= N
ctrl	= 0
sprpriority = 3
anim	= 1610

[State 1610, 僗僥乕僩曄峏] ;僗僥敳偗偝傟偨応崌
Type = ChangeState
trigger1 = !numtarget
value = ifelse(var(4) = 0, 1605, 1606)

[State 1610, 忬懺曄峏]
Type = StateTypeSet
trigger1 = time = 0 && pos y = 0
statetype = S

[State 1610, 傇偮偐傝敾掕]
Type = PlayerPush
trigger1 = 1
value = 0

[State 1610, 堏摦懍搙]
Type = VelSet
trigger1 = var(5) = 0
x = 18

[State 1610, 堏摦懍搙]
Type = VelSet
trigger1 = var(5) != 0
x = 18 + var(5)*2 + fvar(5)

[State 1610, 巆憸昞帵帪娫]
Type = AfterImageTime
trigger1 = 1
time = 2

[State 1610, 暔棟揑側僉儍儔偺暆]
Type = Width
trigger1 = 1
edge = 40, 0

[State 1610, 憡庤偺埵抲]
Type = TargetBind
trigger1 = 1
pos = 0, -48

[state 1610, 憡庤偺僗僥乕僩傪曄峏]
Type = TargetState
triggerall = numtarget
trigger1 = !target,ishelper
trigger1 = time = 0
value = 1620

[State 1610, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = !numtarget
value = 1601

[State 1610, 僗僥乕僩曄峏] ;暻偵扏偒偮偗僗僥乕僩傊
Type = ChangeState
trigger1 = frontedgedist <= 41
trigger2 = time >= 200
value = 1611

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[杮懱]暻偵扏偒偮偗

[Statedef 1611]
type	= A
movetype= A
physics	= N
ctrl	= 0
velset	= 0, 0
anim	= 1611

[State 1611, 巆憸昞帵帪娫] ;巆憸傪徚嫀
Type = AfterImageTime
trigger1 = time = 0
time = 0

[state 1611, 憡庤偺僗僥乕僩傪曄峏]
Type = TargetState
triggerall = numtarget
trigger1 = !target,ishelper
trigger1 = time = 0
value = 1621

[state 1611, 憡庤偺僗僥乕僩傪曄峏]
Type = TargetState
triggerall = numtarget
trigger1 = !target,ishelper
trigger1 = time = 10
value = 1622

[State 1611, 憡庤偺埵抲]
Type = TargetBind
trigger1 = time = 0
pos = 40,0

[State 1611, 壒傪柭傜偡]
Type = PlaySnd
trigger1 = time = 0
value = 1, 5

[State 1611, 僄僼僃僋僩昞帵]
Type = Explod
trigger1 = fvar(5) < 26
trigger1 = time = 0
anim = 12450
ID = 1610
scale = .5, .8
pos = 68, -50
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1

[State 1611, 僄僼僃僋僩昞帵]
Type = Explod
trigger1 = fvar(5) = 26
trigger1 = time = 0
anim = 12450
ID = 1610
scale = 1, 1
pos = 68, -50
postype = p1
sprpriority = 4
bindtime = 1
ownpal = 1

[State 1611, 夋柺傪梙傜偡]
Type = EnvShake
trigger1 = time = 0
time = 30
ampl = 20
freq = 60
phase = 60

[State 1611, 憡庤偺儔僀僼傪憹尭] ;抧忋
Type = TargetLifeAdd
trigger1 = time = 0 && pos y = 0
value = -ceil(120*fvar(0)*fvar(1))

[State 1611, 憡庤偺儔僀僼傪憹尭] ;嵟戝棴傔捛壛僟儊乕僕
Type = TargetLifeAdd
trigger1 = time = 0 && fvar(5) = 26
value = -ceil(80*fvar(0))
absolute = 1

[State 1611, 憡庤偺儔僀僼傪憹尭] ;嬻拞
Type = TargetLifeAdd
trigger1 = time = 0 && var(4)
value = -ceil(160*fvar(0)*fvar(1)*fvar(2))

[State 1611, 曄悢傪愝掕] ;捛寕曗惓
Type = VarSet
trigger1 = time > 0 && pos y < 0
fvar(2) = .5

[State 1611, 暔棟揑側僉儍儔偺暆] ;夋柺抂偺墴偟栠偟敾掕
Type = Width
trigger1 = 1
edge = 48,0

[State 1611, 堏摦懍搙]
Type = VelSet
trigger1 = animelem = 2
x = -4 - fvar(5)/10
y = -8

[State 1611, 懍搙憹尭] ;廳椡
Type = VelAdd
trigger1 = pos y <= -3
y = const(movement.yaccel)

[State 1611, 僐儞僩儘乕儖壜斲]
Type = CtrlSet
trigger1 = animelemtime(10) >= 1
value = 1

[State 1611, 僗僥乕僩曄峏]
Type = ChangeState
trigger1 = time > 20 
trigger1 = pos y >= -1
trigger1 = vel y > 0
value = 50

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[憡庤]捦傑傟拞

[Statedef 1620]
type	= A
movetype= H
physics	= N

[State 1620, 傇偮偐傝敾掕]
Type = PlayerPush
trigger1 = 1
value = 0

[State 1620, 傾僯儊曄峏]
Type = ChangeAnim2
trigger1 = time = 0
value = 1620

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[憡庤]暻偵寖撍

[Statedef 1621]
type	= A
movetype= H
physics	= N
velSet	= 0, 0

[State 1621, 傇偮偐傝敾掕]
Type = PlayerPush
trigger1 = 1
value = 1

[State 1621, 傾僯儊曄峏]
Type = ChangeAnim2
trigger1 = time = 0
value = 1621

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[憡庤]悂偭旘傃

[Statedef 1622]
type	= A
movetype= H
physics	= N
VelSet	= 0, -2

[State 1622, 夋憸偺怓]
Type = PalFX
trigger1 = time = 0
time = 40
mul = 256, 256, 256
add = 150, 0, -100
sinadd = 50, 50, 0, 10
invertall = 1
color = 0

[State 1622, 堏摦懍搙]
Type = VelSet
trigger1 = pos y = 0 && time = 0
y = -10

[State 1622, 懍搙憹尭]
Type = VelAdd
trigger1 = 1
y = .4

[State 1622, 僸僢僩柍岠]
Type = NotHitBy
trigger1 = vel y <= 4
value = SCA
time = 0

[State 1622, 傾僯儊曄峏]
Type = ChangeAnim
triggerall = selfanimexist(5030)
trigger1 = time = 0
value = 5030

[State 1622, 傾僯儊曄峏]
Type = ChangeAnim
triggerall = selfanimexist(5035)
trigger1 = !selfanimexist(5030)
trigger1 = time = 0
trigger2 = anim = 5030
trigger2 = animtime = 0
value = 5035

[State 1622, 傾僯儊曄峏]
Type = ChangeAnim
triggerall = selfanimexist(5050)
trigger1 = !selfanimexist(5030)
trigger1 = !selfanimexist(5035)
trigger1 = time = 0
trigger2 = anim = 5030
trigger2 = animtime = 0
trigger3 = anim = 5035
trigger3 = animtime = 0
value = 5050

[State 1622, 憡庤偺僗僥乕僩偵栠偡]
Type = SelfState
triggerall = vel y > 4
triggerall = pos y >= -20
triggerall = alive
triggerall = canrecover
trigger1 = command = "recovery"
value = 5200

[State 1622, 憡庤偺僗僥乕僩偵栠偡]
Type = SelfState
triggerall = vel y > 4
triggerall = alive
triggerall = canrecover
trigger1 = command = "recovery"
value = 5210 

[State 1622, 僼僅乕儖愝掕]
Type = HitFallSet
triggerall = vel y > 4
trigger1 = 1
value = 1

[State 1622, 夋柺傪梙傜偡]
Type = EnvShake
trigger1 = pos y >= 0
trigger1 = vel y > 0
ampl = -6
freq = 80
time = 10

[State 1622, 憡庤偺僗僥乕僩偵栠偡]
Type = SelfState
trigger1 = vel y > 4
trigger1 = pos y >= 0
value = 5100 

;劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒[僿儖僷乕]僟僢僔儏僄僼僃僋僩

[Statedef 1650]
type	= A
movetype= I
physics	= N
ctrl	= 0
velset	= 0, 0
anim	= 8000
sprpriority = 1

[State 1650, 埵抲傪屌掕]
Type = BindtoParent
trigger1 = 1
time = 1
facing = 1
pos = 10, -32
ignorehitpause = 1

[State 1650, 僿儖僷乕] ;儕儞僌屇傃弌偟
Type = Helper
trigger1 = time = 0 && root,stateno = 1603
ID = 1651
name = "Ring"
pos = 14, -32
postype = p1
sprpriority = 2
stateno = 1651
helpertype = normal
keyctrl = 0 
ownpal = 1
;persistent = 6

[State 1650, 僄僼僃僋僩昞帵] ;奐巒帪
Type = Explod
trigger1 = time = 0
anim = 111
ID = 1601
pos = 0, 0
postype = p1
sprpriority = 2
bindtime = -1
ownpal = 1
removeongethit = 1

[State 1650, 僄僼僃僋僩昞帵] ;捦傒拞
Type = Explod
trigger1 = root,anim = 1610
anim = 111
ID = 1602
scale = 1, 1
pos = -7, 0
postype = p1
sprpriority = 3
bindtime = -1
ownpal = 1
removeongethit = 1
persistent = 10

[State 1650, 僄僼僃僋僩昞帵] ;婳愓
Type = Explod
trigger1 = root, anim = 1602 || root, anim = 1610
anim = 113
ID = 1603
pos = 0, 0
postype = p1
sprpriority = 1
bindtime = 1
removetime = 7
ownpal = 1
removeongethit = 1

[State 1650, 僿儖僷乕傪徚嫀]
Type = DestroySelf
trigger1 = root, anim != [1600, 1610]

